User prompt
Let it make a sound like 'piu' when the gun is fired
User prompt
make the gun too
User prompt
but add a separate asset for each of them, add bullet2 to hit everywhere every day, also add the normal bullet asset for throwing bullets.
User prompt
Add a button with an image in the bottom left that shoots everywhere when pressed, but there should be a 10 second cooldown.
User prompt
It should go to where I clicked and look at the place I clicked, meaning the gun should turn there.
User prompt
let this bullet destroy the obstacles when it hits them
User prompt
When clicked, let it not shoot everywhere, let it shoot automatically.
User prompt
I gave up, let's lift the button, be able to look in every direction forward, backward, down, right, and left, and let it shoot automatically.
User prompt
Let's add a button below, and when we press it, let's shoot.
User prompt
Let me have a gun asset in my hand.
User prompt
create game
User prompt
Drag & Dodge
Initial prompt
hi make me game
/**** * Classes ****/ // Obstacle class var Obstacle = Container.expand(function () { var self = Container.call(this); var obstacleAsset = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 0.5 }); // Set initial size and color for obstacle asset obstacleAsset.width = 100; obstacleAsset.height = 100; // Defensive: track last position for event logic self.lastX = 0; self.lastY = 0; // Speed and direction will be set on spawn self.vx = 0; self.vy = 0; self.update = function () { self.lastX = self.x; self.lastY = self.y; self.x += self.vx; self.y += self.vy; }; return self; }); // Player character class var Player = Container.expand(function () { var self = Container.call(this); var playerAsset = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); // Set initial size and color for player asset playerAsset.width = 120; playerAsset.height = 120; // Attach gun asset to player's hand // Use a new gun asset (box shape, dark gray) var gunAsset = self.attachAsset('gun', { anchorX: 0.1, // grip of gun at player's hand anchorY: 0.7 }); gunAsset.width = 80; gunAsset.height = 28; gunAsset.x = 50; // offset to right of player center gunAsset.y = 30; // offset slightly down from center // No tint needed, color is set in asset self.gunAsset = gunAsset; // Store reference for rotation // Defensive: track last position for event logic self.lastX = 0; self.lastY = 0; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ ; // --- Shoot-everywhere button logic --- var shootEverywhereButton = null; var shootEverywhereCooldown = 0; // ticks left for cooldown (10s = 600 ticks) var shootEverywhereCooldownMax = 600; // 10 seconds at 60fps // Add button image (use obstacle asset as placeholder, bottom left, not in top left 100x100) shootEverywhereButton = LK.getAsset('obstacle', { anchorX: 0.5, anchorY: 0.5, x: 160, // 160px from left (avoid top left menu) y: 2732 - 160, // 160px from bottom width: 180, height: 180 }); shootEverywhereButton.alpha = 0.92; game.addChild(shootEverywhereButton); // Add cooldown overlay (semi-transparent) var shootEverywhereOverlay = LK.getAsset('obstacle', { anchorX: 0.5, anchorY: 0.5, x: 160, y: 2732 - 160, width: 180, height: 180 }); shootEverywhereOverlay.tint = 0x000000; shootEverywhereOverlay.alpha = 0.45; game.addChild(shootEverywhereOverlay); shootEverywhereOverlay.visible = false; // Button press handler shootEverywhereButton.down = function (x, y, obj) { if (shootEverywhereCooldown === 0) { // Shoot in all directions for (var i = 0; i < bulletDirections.length; i++) { var dir = bulletDirections[i]; var bullet = new Container(); var bulletAsset = bullet.attachAsset('bullet2', { anchorX: 0.5, anchorY: 0.5 }); // Position bullet at gun tip (relative to player) var gunOffset = 80; var gunOffsetX = gunOffset * Math.cos(dir.angle); var gunOffsetY = gunOffset * Math.sin(dir.angle); bullet.x = player.x + gunOffsetX; bullet.y = player.y + gunOffsetY; bullet.vx = dir.vx; bullet.vy = dir.vy; bullet.update = function () { this.x += this.vx; this.y += this.vy; }; game.addChild(bullet); bullets.push(bullet); // Play 'piu' sound for each bullet LK.getSound('piu').play(); } shootEverywhereCooldown = shootEverywhereCooldownMax; shootEverywhereOverlay.visible = true; } }; // Defensive: block drag on button shootEverywhereButton.move = function (x, y, obj) {}; shootEverywhereButton.up = function (x, y, obj) {}; // --- End shoot-everywhere button logic --- // --- Drag & Dodge core game logic --- // Global variables var player = null; var obstacles = []; var score = 0; var scoreText = null; var dragNode = null; var lastGameOver = false; var obstacleSpawnInterval = 90; // ticks between spawns, will decrease for difficulty var minObstacleInterval = 30; var ticksSinceLastObstacle = 0; // Add player to center of screen player = new Player(); player.x = 2048 / 2; player.y = 2732 / 2; player.shootAngle = 0; // Default: look right game.addChild(player); // Bullets array var bullets = []; // Auto-shooting logic var bulletDirections = [{ vx: 32, vy: 0, angle: 0 }, // right { vx: -32, vy: 0, angle: Math.PI }, // left { vx: 0, vy: 32, angle: Math.PI / 2 }, // down { vx: 0, vy: -32, angle: -Math.PI / 2 }, // up { vx: 22.6, vy: 22.6, angle: Math.PI / 4 }, // down-right { vx: -22.6, vy: 22.6, angle: 3 * Math.PI / 4 }, // down-left { vx: 22.6, vy: -22.6, angle: -Math.PI / 4 }, // up-right { vx: -22.6, vy: -22.6, angle: -3 * Math.PI / 4 } // up-left ]; var autoShootInterval = 18; // ticks between auto-shots var ticksSinceLastShot = 0; // Score display scoreText = new Text2('0', { size: 120, fill: 0xFFFFFF }); scoreText.anchor.set(0.5, 0); LK.gui.top.addChild(scoreText); // Drag logic game.down = function (x, y, obj) { // Start dragging player if touch/click is near player var dx = x - player.x; var dy = y - player.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < 150) { dragNode = player; } // Always update gun direction to look at click // Store the angle to shoot at player.shootAngle = Math.atan2(dy, dx); // Rotate gun asset to look at click if (player.gunAsset) { player.gunAsset.rotation = player.shootAngle; } }; game.move = function (x, y, obj) { if (dragNode === player) { // Clamp player inside game area var halfW = player.width / 2; var halfH = player.height / 2; player.x = Math.max(halfW, Math.min(2048 - halfW, x)); player.y = Math.max(halfH, Math.min(2732 - halfH, y)); } }; game.up = function (x, y, obj) { dragNode = null; }; // Obstacle spawn logic function spawnObstacle() { var edge = Math.floor(Math.random() * 4); // 0=top, 1=right, 2=bottom, 3=left var obs = new Obstacle(); var speed = 8 + Math.random() * 6 + Math.min(10, score / 10); // increase speed with score var px = 0, py = 0, vx = 0, vy = 0; if (edge === 0) { // top px = Math.random() * 2048; py = -60; vx = (player.x - px) / 60; vy = speed; } else if (edge === 1) { // right px = 2048 + 60; py = Math.random() * 2732; vx = -speed; vy = (player.y - py) / 60; } else if (edge === 2) { // bottom px = Math.random() * 2048; py = 2732 + 60; vx = (player.x - px) / 60; vy = -speed; } else { // left px = -60; py = Math.random() * 2732; vx = speed; vy = (player.y - py) / 60; } obs.x = px; obs.y = py; obs.vx = vx; obs.vy = vy; obs.lastWasIntersecting = false; game.addChild(obs); obstacles.push(obs); } // Game update loop game.update = function () { // Spawn obstacles ticksSinceLastObstacle++; var interval = Math.max(minObstacleInterval, obstacleSpawnInterval - Math.floor(score / 10)); if (ticksSinceLastObstacle >= interval) { spawnObstacle(); ticksSinceLastObstacle = 0; } // Update obstacles for (var i = obstacles.length - 1; i >= 0; i--) { var obs = obstacles[i]; obs.update(); // Remove if off screen if (obs.x < -200 || obs.x > 2248 || obs.y < -200 || obs.y > 2932) { obs.destroy(); obstacles.splice(i, 1); continue; } // Collision detection (only on the frame it happens) if (!obs.lastWasIntersecting && obs.intersects(player)) { LK.effects.flashScreen(0xff0000, 800); LK.showGameOver(); lastGameOver = true; return; } obs.lastWasIntersecting = obs.intersects(player); } // --- Auto-shoot bullets in the direction the player is looking (towards last click) --- ticksSinceLastShot++; if (ticksSinceLastShot >= autoShootInterval) { // Default shoot angle is right var shootAngle = typeof player.shootAngle === "number" ? player.shootAngle : 0; var bulletSpeed = 32; var vx = bulletSpeed * Math.cos(shootAngle); var vy = bulletSpeed * Math.sin(shootAngle); var bullet = new Container(); var bulletAsset = bullet.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); // Position bullet at gun tip (relative to player) var gunOffset = 80; var gunOffsetX = gunOffset * Math.cos(shootAngle); var gunOffsetY = gunOffset * Math.sin(shootAngle); bullet.x = player.x + gunOffsetX; bullet.y = player.y + gunOffsetY; bullet.vx = vx; bullet.vy = vy; bullet.update = function () { this.x += this.vx; this.y += this.vy; }; game.addChild(bullet); bullets.push(bullet); // Play 'piu' sound when firing LK.getSound('piu').play(); ticksSinceLastShot = 0; } // --- Update bullets --- for (var b = bullets.length - 1; b >= 0; b--) { var bullet = bullets[b]; if (typeof bullet.update === "function") bullet.update(); // Remove if off screen if (bullet.x < -100 || bullet.x > 2148 || bullet.y < -100 || bullet.y > 2832) { bullet.destroy(); bullets.splice(b, 1); continue; } // Check collision with obstacles for (var i = obstacles.length - 1; i >= 0; i--) { var obs = obstacles[i]; if (bullet.intersects(obs)) { // Destroy both bullet and obstacle bullet.destroy(); obs.destroy(); bullets.splice(b, 1); obstacles.splice(i, 1); break; // Bullet is gone, stop checking this bullet } } } // Score increases with time survived if (!lastGameOver && LK.ticks % 6 === 0) { score++; scoreText.setText(score); } // --- Shoot-everywhere cooldown logic --- if (typeof shootEverywhereCooldown !== "undefined" && shootEverywhereCooldown > 0) { shootEverywhereCooldown--; if (shootEverywhereCooldown === 0) { shootEverywhereOverlay.visible = false; } else { shootEverywhereOverlay.visible = true; // Optionally, you could animate overlay alpha or add a visual indicator here } } else if (typeof shootEverywhereOverlay !== "undefined") { shootEverywhereOverlay.visible = false; } };
===================================================================
--- original.js
+++ change.js
@@ -119,8 +119,10 @@
this.y += this.vy;
};
game.addChild(bullet);
bullets.push(bullet);
+ // Play 'piu' sound for each bullet
+ LK.getSound('piu').play();
}
shootEverywhereCooldown = shootEverywhereCooldownMax;
shootEverywhereOverlay.visible = true;
}
@@ -331,8 +333,10 @@
this.y += this.vy;
};
game.addChild(bullet);
bullets.push(bullet);
+ // Play 'piu' sound when firing
+ LK.getSound('piu').play();
ticksSinceLastShot = 0;
}
// --- Update bullets ---
for (var b = bullets.length - 1; b >= 0; b--) {
someone with a smiling face . No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
fireball. In-Game asset. 2d. High contrast. No shadows
create cool blue fire ball. In-Game asset. 2d. High contrast. No shadows
bullet. In-Game asset. 2d. High contrast. No shadows
this gun should look at the better version and to the right side. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat