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
// We'll use a box as a placeholder for the gun
var gunAsset = self.attachAsset('obstacle', {
anchorX: 0.1,
// grip of gun at player's hand
anchorY: 0.7
});
gunAsset.width = 60;
gunAsset.height = 24;
gunAsset.x = 50; // offset to right of player center
gunAsset.y = 30; // offset slightly down from center
gunAsset.tint = 0x333333;
// 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
****/
;
// --- 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;
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;
}
};
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 only one direction (right) ---
ticksSinceLastShot++;
if (ticksSinceLastShot >= autoShootInterval) {
// Only shoot to the right (first direction in bulletDirections)
var dir = bulletDirections[0];
var bullet = new Container();
var bulletAsset = bullet.attachAsset('obstacle', {
anchorX: 0.5,
anchorY: 0.5
});
bulletAsset.width = 36;
bulletAsset.height = 16;
bulletAsset.tint = 0xffe066;
// Position bullet at gun tip (relative to player)
var gunOffsetX = 80 * Math.cos(dir.angle);
var gunOffsetY = 20 * 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);
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);
}
}; ===================================================================
--- original.js
+++ change.js
@@ -269,8 +269,20 @@
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++;
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