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You are not fixing the issue o health bar
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Show health bar at to left corner
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Healt bar is not decreasing why
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Spawn new targets 30% less
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Make the game smooth and decrease our health when missile touch us
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Our health bar decrease with 20% when a missile touch us . If it becomes zero so we will lose. And our plane blasts
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Health bar have to decrease 20 % by the missile of our targets
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'healthBar.x = scoreTxt.x + scoreTxt.width / 2 + healthBar.width / 2 + 20; // Position health bar to the right of the score' Line Number: 143
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Increase the horizontal size of health bar and move it right from the score
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Health bar should be on top
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Our fighter also needs a health bar which decreases with the missile of our targets
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Missile of our target have to be different
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Less the amount of targets by 30%
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Our target can only launch 1 missile in 5second
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Our targets can also launch missile on us
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Big plane have another asset
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Also include big target that die with many bullets and give extra points
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Please fix the bug: 'Uncaught ReferenceError: shoot is not defined' in or related to this line: 'shoot(x, y);' Line Number: 126
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Bullets have to eject continuously without tapping
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We can also move our plane horizontally
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Insert a fighter plane by which we have to shoot bullets
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Headshot
/**** * Classes ****/ // BigTarget class for larger targets that require multiple hits var BigTarget = Container.expand(function () { var self = Container.call(this); var targetGraphics = self.attachAsset('bigTarget', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 1; // Slower speed for big targets self.hitPoints = 5; // Number of hits required to destroy self.update = function () { self.y += self.speed; if (self.y > 2732 + 50) { self.destroy(); } }; self.hit = function () { self.hitPoints--; if (self.hitPoints <= 0) { self.destroy(); return true; // Return true if destroyed } return false; // Return false if not yet destroyed }; }); // Assets will be automatically initialized by the LK engine based on their usage in the code. // Bullet class for the player's shots var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -10; // Speed of the bullet self.update = function () { self.y += self.speed; if (self.y < -50) { self.destroy(); } }; }); // FighterPlane class for the player's plane var FighterPlane = Container.expand(function () { var self = Container.call(this); var planeGraphics = self.attachAsset('fighterPlane', { anchorX: 0.5, anchorY: 0.5 }); self.x = 2048 / 2; // Center the plane horizontally self.y = 2732 - 200; // Position the plane near the bottom of the screen self.health = 100; // Initialize health // Method to shoot bullets self.shoot = function () { var newBullet = new Bullet(); newBullet.x = self.x; newBullet.y = self.y - 50; // Position bullet in front of the plane bullets.push(newBullet); game.addChild(newBullet); }; }); // HealthBar class for displaying health var HealthBar = Container.expand(function () { var self = Container.call(this); var barGraphics = self.attachAsset('healthBar', { anchorX: 0.5, anchorY: 0.5 }); self.updateHealth = function (health) { barGraphics.scaleX = health / 100; // Scale based on health percentage }; }); // Missile class for enemy missiles var Missile = Container.expand(function () { var self = Container.call(this); var missileGraphics = self.attachAsset('missile', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; // Speed of the missile self.update = function () { self.y += self.speed; if (self.y > 2732 + 50) { self.destroy(); } }; }); // Target class for the targets to be hit var Target = Container.expand(function () { var self = Container.call(this); var targetGraphics = self.attachAsset('target', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 2; // Speed of the target self.update = function () { self.y += self.speed; if (self.y > 2732 + 50) { self.destroy(); } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Init game with black background }); /**** * Game Code ****/ // Function to spawn a new big target function spawnBigTarget() { var newBigTarget = new BigTarget(); newBigTarget.x = Math.random() * 2048; newBigTarget.y = -100; // Start higher to give more time to react bigTargets.push(newBigTarget); game.addChild(newBigTarget); } // Initialize variables var bullets = []; var targets = []; var bigTargets = []; var missiles = []; var score = 0; var fighterPlane = new FighterPlane(); game.addChild(fighterPlane); // Create score display var scoreTxt = new Text2('0', { size: 150, fill: "#ffffff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Initialize health bar var healthBar = new HealthBar(); healthBar.x = scoreTxt.x + scoreTxt.width / 2 + healthBar.width / 2 + 20; // Position health bar to the right of the score healthBar.y = 50; // Keep health bar at the top of the screen game.addChild(healthBar); // Function to spawn a new target function spawnTarget() { var newTarget = new Target(); newTarget.x = Math.random() * 2048; newTarget.y = -50; targets.push(newTarget); game.addChild(newTarget); } // Function to handle continuous shooting LK.setInterval(function () { fighterPlane.shoot(); }, 500); // Shoot every 500ms // Game update loop game.update = function () { // Update bullets for (var i = bullets.length - 1; i >= 0; i--) { bullets[i].update(); for (var j = targets.length - 1; j >= 0; j--) { if (bullets[i].intersects(targets[j])) { bullets[i].destroy(); targets[j].destroy(); bullets.splice(i, 1); targets.splice(j, 1); score++; scoreTxt.setText(score); break; } } } // Update targets for (var k = targets.length - 1; k >= 0; k--) { targets[k].update(); // Targets shoot missiles periodically, limited to one every 5 seconds if (LK.ticks % 430 === 0) { // 5 seconds at 60 FPS if (!targets[k].lastMissileTime || LK.ticks - targets[k].lastMissileTime >= 300) { var newMissile = new Missile(); newMissile.x = targets[k].x; newMissile.y = targets[k].y + 50; // Position missile below the target game.addChild(newMissile); targets[k].lastMissileTime = LK.ticks; } } } // Update big targets for (var l = bigTargets.length - 1; l >= 0; l--) { bigTargets[l].update(); for (var m = bullets.length - 1; m >= 0; m--) { if (bullets[m].intersects(bigTargets[l])) { bullets[m].destroy(); bullets.splice(m, 1); if (bigTargets[l].hit()) { bigTargets.splice(l, 1); score += 5; // Extra points for destroying big target scoreTxt.setText(score); break; } } } } // Update missiles for (var n = missiles.length - 1; n >= 0; n--) { missiles[n].update(); if (missiles[n].intersects(fighterPlane)) { missiles[n].destroy(); missiles.splice(n, 1); // Reduce health fighterPlane.health -= 20; healthBar.updateHealth(fighterPlane.health); // Flash screen and show explosion if health is zero if (fighterPlane.health <= 0) { LK.effects.flashScreen(0xff0000, 1000); // Create explosion effect var explosion = LK.getAsset('explosion', { anchorX: 0.5, anchorY: 0.5 }); explosion.x = fighterPlane.x; explosion.y = fighterPlane.y; game.addChild(explosion); // Remove fighter plane fighterPlane.destroy(); // Show game over LK.showGameOver(); } } } healthBar.x = fighterPlane.x; healthBar.y = fighterPlane.y - 50; // Keep health bar above the plane // Spawn new targets periodically if (LK.ticks % 85 === 0) { spawnTarget(); } // Spawn big targets periodically if (LK.ticks % 300 === 0) { spawnBigTarget(); } }; // Handle touch events for shooting and moving the plane game.down = function (x, y, obj) { // Move the plane horizontally based on touch position fighterPlane.x = x; // shoot(x, y); // Removed as continuous shooting is handled by setInterval };
===================================================================
--- original.js
+++ change.js
@@ -225,11 +225,11 @@
// Show game over
LK.showGameOver();
}
}
- healthBar.x = fighterPlane.x;
- healthBar.y = fighterPlane.y - 50; // Keep health bar above the plane
}
+ healthBar.x = fighterPlane.x;
+ healthBar.y = fighterPlane.y - 50; // Keep health bar above the plane
// Spawn new targets periodically
if (LK.ticks % 85 === 0) {
spawnTarget();
}
Missile 2d of a fighter plane. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
2d view of a fighter plane top view. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A cargo plane from top view (2d) of orange colour. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A small real missile 2d view View of whole body vertically. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Explosion in 2d game. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.