User prompt
Instead of removing the particles after 3 seconds, more are just being created! Fix this!
User prompt
Make the particle disappear 3 seconds after it appears.
User prompt
Program a particle effect for when the enemy dies.
User prompt
You know what? Delete the EnemyProjectile
User prompt
WHAT DO YOU NOT GET???? THE PROJECTILE ISN'T MOVING, IT'S STUCK ON TOP OF THE ENEMY!1!!!!
User prompt
EnemyProjectile still isn't moving towards the player. You're about to make me scream.
User prompt
Alright, well make enemyProjectile rapidly glide towards the player.
User prompt
Please fix the bug: 'ReferenceError: enemyProjectiles is not defined' in or related to this line: 'enemyProjectiles.forEach(function (projectile, index) {' Line Number: 164
User prompt
Give the enemies the ability to shoot a projectile at the player, and if it touches the player, a game over screen occurs.
User prompt
Change it to if the enemy count goes to 8, a game over screen occurs.
Code edit (1 edits merged)
Please save this source code
User prompt
Make it so if the amount of enemies goes to 10, the game automatically goes to a screen that says "The enemies overpopulated. Game over!"
User prompt
Make a background.
Initial prompt
Hurl-Ball
/**** * Classes ****/ // Enemy class var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Enemy update logic here }; }); // EnemyProjectile class var EnemyProjectile = Container.expand(function () { var self = Container.call(this); var projectileGraphics = self.attachAsset('enemyProjectile', { anchorX: 0.5, anchorY: 0.5 }); self.velocity = { x: 0, y: 0 }; self.move = function () { self.x += self.velocity.x; self.y += self.velocity.y; }; }); // Assets will be automatically generated based on usage in the code. // Hero class var Hero = Container.expand(function () { var self = Container.call(this); var heroGraphics = self.attachAsset('hero', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Hero update logic here }; }); // HurlBall class var HurlBall = Container.expand(function () { var self = Container.call(this); var ballGraphics = self.attachAsset('hurlBall', { anchorX: 0.5, anchorY: 0.5 }); self.velocity = { x: 0, y: 0 }; self.move = function () { self.x += self.velocity.x; self.y += self.velocity.y; }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x008080 // Init game with teal background }); /**** * Game Code ****/ var hero; var enemies = []; var hurlBalls = []; var enemyProjectiles = []; var dragStart = null; var dragEnd = null; // Initialize hero hero = game.addChild(new Hero()); hero.x = 1024; // Center horizontally hero.y = 2732 - 200; // Position from the bottom // Function to spawn enemies function spawnEnemy() { var enemy = new Enemy(); enemy.x = Math.random() * 2048; // Random position across the width enemy.y = 100; // Start from the top enemies.push(enemy); game.addChild(enemy); // Spawn enemy projectile var enemyProjectile = new EnemyProjectile(); enemyProjectile.x = enemy.x; enemyProjectile.y = enemy.y; enemyProjectile.velocity = { x: (hero.x - enemy.x) * 0.01, y: (hero.y - enemy.y) * 0.01 }; game.addChild(enemyProjectile); } // Function to handle drag start function handleDragStart(obj) { var pos = obj.event.getLocalPosition(game); dragStart = { x: pos.x, y: pos.y }; } // Function to handle drag end and launch HurlBall function handleDragEnd(obj) { if (!dragStart) { return; } var pos = obj.event.getLocalPosition(game); dragEnd = { x: pos.x, y: pos.y }; var hurlBall = new HurlBall(); hurlBall.x = hero.x; hurlBall.y = hero.y; var velocityX = (dragEnd.x - dragStart.x) * 0.1; var velocityY = (dragEnd.y - dragStart.y) * 0.1; hurlBall.velocity = { x: velocityX, y: velocityY }; hurlBalls.push(hurlBall); game.addChild(hurlBall); dragStart = null; dragEnd = null; } // Attach event listeners for dragging game.on('down', handleDragStart); game.on('up', handleDragEnd); // Game tick function LK.on('tick', function () { // Move HurlBalls hurlBalls.forEach(function (ball, index) { ball.move(); // Check for collision with enemies enemies.forEach(function (enemy, enemyIndex) { if (ball.intersects(enemy)) { enemy.destroy(); enemies.splice(enemyIndex, 1); ball.destroy(); hurlBalls.splice(index, 1); } }); }); // Spawn enemies periodically if (LK.ticks % 120 === 0) { // Every 2 seconds spawnEnemy(); // Check if the number of enemies has reached 8 if (enemies.length >= 8) { // Show game over screen LK.showGameOver("The enemies overpopulated. Game over!"); } // Check for collision between hero and enemy projectiles enemyProjectiles.forEach(function (projectile, index) { if (hero.intersects(projectile)) { // Show game over screen LK.showGameOver("You were hit by an enemy projectile. Game over!"); } }); } }); // Initialize the first enemy spawnEnemy();
===================================================================
--- original.js
+++ change.js
@@ -69,8 +69,9 @@
****/
var hero;
var enemies = [];
var hurlBalls = [];
+var enemyProjectiles = [];
var dragStart = null;
var dragEnd = null;
// Initialize hero
hero = game.addChild(new Hero());
Right arrow icon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Angry basketball hoop. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Top down view of a cannon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Kinda futuristic basketball court. Background
Duck in a jersey.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Forest. Background
Chat bubble that says "Ignore me and attend the game!". Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Left arrow icon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.