User prompt
Make a spawn button to spawn more dodgeballs
User prompt
Whenever the ball bounces on the screen, add another ball so there are more dangers
Code edit (1 edits merged)
Please save this source code
User prompt
Dodgeball Dash
Initial prompt
Make a game where the player can move around using four buttons forward down left right and they’re being a ball that bounces around the screen and hurts you whenever it touches you and and when it
/****
* Classes
****/
// Ball class
var Ball = Container.expand(function () {
var self = Container.call(this);
var ballGfx = self.attachAsset('ball', {
anchorX: 0.5,
anchorY: 0.5
});
// Ball velocity
self.vx = 13;
self.vy = 15;
// Ball update: move and bounce
self.update = function () {
self.x += self.vx;
self.y += self.vy;
// Bounce off left/right
if (self.x - self.width / 2 <= 0 && self.vx < 0) {
self.x = self.width / 2;
self.vx *= -1;
}
if (self.x + self.width / 2 >= 2048 && self.vx > 0) {
self.x = 2048 - self.width / 2;
self.vx *= -1;
}
// Bounce off top/bottom
if (self.y - self.height / 2 <= 0 && self.vy < 0) {
self.y = self.height / 2;
self.vy *= -1;
}
if (self.y + self.height / 2 >= 2732 && self.vy > 0) {
self.y = 2732 - self.height / 2;
self.vy *= -1;
}
};
return self;
});
// Directional Button class
var DirButton = Container.expand(function () {
var self = Container.call(this);
// assetId: btn_up, btn_down, btn_left, btn_right
// arrowText: "↑", "↓", "←", "→"
self.init = function (assetId, arrowText) {
var btnGfx = self.attachAsset(assetId, {
anchorX: 0.5,
anchorY: 0.5
});
var arrow = new Text2(arrowText, {
size: 110,
fill: 0xFFFFFF
});
arrow.anchor.set(0.5, 0.5);
arrow.x = 0;
arrow.y = 0;
self.addChild(arrow);
};
return self;
});
// No plugins needed for MVP
// Player class
var Player = Container.expand(function () {
var self = Container.call(this);
var playerGfx = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
// For collision, use self.width/self.height
self.speed = 18; // Movement speed per tick when button held
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0xf7f7f7
});
/****
* Game Code
****/
// Directional buttons: gray boxes with arrows
// Ball: red ellipse
// Player character: blue box
// Center play area
var playWidth = 2048;
var playHeight = 2732;
// Create player
var player = new Player();
game.addChild(player);
player.x = playWidth / 2;
player.y = playHeight - 400;
// Create balls array and spawn initial ball
var balls = [];
function spawnBall(x, y, vx, vy) {
var b = new Ball();
game.addChild(b);
b.x = x;
b.y = y;
// Optionally randomize velocity for new balls
if (typeof vx === "number") b.vx = vx;
if (typeof vy === "number") b.vy = vy;
// Track lastX/lastY for bounce detection
b.lastX = b.x;
b.lastY = b.y;
balls.push(b);
return b;
}
// Spawn the first ball in the center
spawnBall(playWidth / 2, playHeight / 2);
// Track which directions are pressed
var moveDir = {
up: false,
down: false,
left: false,
right: false
};
// Create directional buttons and add to GUI
var btnSize = 180;
var btnMargin = 60;
var btnY = LK.gui.height - btnSize / 2 - btnMargin; // bottom row
var btnXCenter = LK.gui.width / 2;
var btns = {};
// Up button
btns.up = new DirButton();
btns.up.init('btn_up', "↑");
btns.up.x = btnXCenter;
btns.up.y = LK.gui.height - btnSize * 2 - btnMargin * 2;
LK.gui.addChild(btns.up);
// Down button
btns.down = new DirButton();
btns.down.init('btn_down', "↓");
btns.down.x = btnXCenter;
btns.down.y = btnY;
LK.gui.addChild(btns.down);
// Left button
btns.left = new DirButton();
btns.left.init('btn_left', "←");
btns.left.x = btnXCenter - btnSize - btnMargin;
btns.left.y = LK.gui.height - btnSize - btnMargin;
LK.gui.addChild(btns.left);
// Right button
btns.right = new DirButton();
btns.right.init('btn_right', "→");
btns.right.x = btnXCenter + btnSize + btnMargin;
btns.right.y = LK.gui.height - btnSize - btnMargin;
LK.gui.addChild(btns.right);
// Button event handlers
function btnDown(dir) {
moveDir[dir] = true;
}
function btnUp(dir) {
moveDir[dir] = false;
}
// Attach events to buttons
btns.up.down = function (x, y, obj) {
btnDown('up');
};
btns.up.up = function (x, y, obj) {
btnUp('up');
};
btns.down.down = function (x, y, obj) {
btnDown('down');
};
btns.down.up = function (x, y, obj) {
btnUp('down');
};
btns.left.down = function (x, y, obj) {
btnDown('left');
};
btns.left.up = function (x, y, obj) {
btnUp('left');
};
btns.right.down = function (x, y, obj) {
btnDown('right');
};
btns.right.up = function (x, y, obj) {
btnUp('right');
};
// Timer text (shows survival time)
var timerTxt = new Text2("0.00", {
size: 110,
fill: 0x222222
});
timerTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(timerTxt);
// Timer variables
var startTime = Date.now();
var lastSurvival = 0;
// Game update
game.update = function () {
// Move player
var dx = 0,
dy = 0;
if (moveDir.up) dy -= 1;
if (moveDir.down) dy += 1;
if (moveDir.left) dx -= 1;
if (moveDir.right) dx += 1;
if (dx !== 0 || dy !== 0) {
// Normalize diagonal movement
var mag = Math.sqrt(dx * dx + dy * dy);
dx /= mag;
dy /= mag;
player.x += dx * player.speed;
player.y += dy * player.speed;
// Clamp to play area
var halfW = player.width / 2,
halfH = player.height / 2;
if (player.x < halfW) player.x = halfW;
if (player.x > playWidth - halfW) player.x = playWidth - halfW;
if (player.y < halfH) player.y = halfH;
if (player.y > playHeight - halfH) player.y = playHeight - halfH;
}
// Update all balls and handle bounces/collisions
for (var i = 0; i < balls.length; ++i) {
var b = balls[i];
// Store previous position for bounce detection
if (typeof b.lastX !== "number") b.lastX = b.x;
if (typeof b.lastY !== "number") b.lastY = b.y;
// Save old velocities to detect bounce
var bounced = false;
// Check for bounce on left
if (b.lastX - b.width / 2 > 0 && b.x - b.width / 2 <= 0 && b.vx < 0) bounced = true;
// Check for bounce on right
if (b.lastX + b.width / 2 < playWidth && b.x + b.width / 2 >= playWidth && b.vx > 0) bounced = true;
// Check for bounce on top
if (b.lastY - b.height / 2 > 0 && b.y - b.height / 2 <= 0 && b.vy < 0) bounced = true;
// Check for bounce on bottom
if (b.lastY + b.height / 2 < playHeight && b.y + b.height / 2 >= playHeight && b.vy > 0) bounced = true;
b.update();
// If bounced, spawn a new ball at this position with random velocity
if (bounced) {
// Randomize direction and speed a bit for new balls
var angle = Math.random() * Math.PI * 2;
var speed = 12 + Math.random() * 8;
var vx = Math.cos(angle) * speed;
var vy = Math.sin(angle) * speed;
spawnBall(b.x, b.y, vx, vy);
}
// Collision: player & this ball
if (player.intersects(b)) {
LK.effects.flashScreen(0xff0000, 800);
LK.showGameOver();
return;
}
// Update lastX/lastY for next frame
b.lastX = b.x;
b.lastY = b.y;
}
// Update timer
var now = Date.now();
var survival = (now - startTime) / 1000;
if (Math.floor(survival * 100) !== Math.floor(lastSurvival * 100)) {
timerTxt.setText(survival.toFixed(2));
lastSurvival = survival;
}
};
// Reset timer on game start
startTime = Date.now();
lastSurvival = 0;
timerTxt.setText("0.00"); ===================================================================
--- original.js
+++ change.js
@@ -90,13 +90,26 @@
var player = new Player();
game.addChild(player);
player.x = playWidth / 2;
player.y = playHeight - 400;
-// Create ball
-var ball = new Ball();
-game.addChild(ball);
-ball.x = playWidth / 2;
-ball.y = playHeight / 2;
+// Create balls array and spawn initial ball
+var balls = [];
+function spawnBall(x, y, vx, vy) {
+ var b = new Ball();
+ game.addChild(b);
+ b.x = x;
+ b.y = y;
+ // Optionally randomize velocity for new balls
+ if (typeof vx === "number") b.vx = vx;
+ if (typeof vy === "number") b.vy = vy;
+ // Track lastX/lastY for bounce detection
+ b.lastX = b.x;
+ b.lastY = b.y;
+ balls.push(b);
+ return b;
+}
+// Spawn the first ball in the center
+spawnBall(playWidth / 2, playHeight / 2);
// Track which directions are pressed
var moveDir = {
up: false,
down: false,
@@ -198,15 +211,43 @@
if (player.x > playWidth - halfW) player.x = playWidth - halfW;
if (player.y < halfH) player.y = halfH;
if (player.y > playHeight - halfH) player.y = playHeight - halfH;
}
- // Update ball
- ball.update();
- // Collision: player & ball
- if (player.intersects(ball)) {
- LK.effects.flashScreen(0xff0000, 800);
- LK.showGameOver();
- return;
+ // Update all balls and handle bounces/collisions
+ for (var i = 0; i < balls.length; ++i) {
+ var b = balls[i];
+ // Store previous position for bounce detection
+ if (typeof b.lastX !== "number") b.lastX = b.x;
+ if (typeof b.lastY !== "number") b.lastY = b.y;
+ // Save old velocities to detect bounce
+ var bounced = false;
+ // Check for bounce on left
+ if (b.lastX - b.width / 2 > 0 && b.x - b.width / 2 <= 0 && b.vx < 0) bounced = true;
+ // Check for bounce on right
+ if (b.lastX + b.width / 2 < playWidth && b.x + b.width / 2 >= playWidth && b.vx > 0) bounced = true;
+ // Check for bounce on top
+ if (b.lastY - b.height / 2 > 0 && b.y - b.height / 2 <= 0 && b.vy < 0) bounced = true;
+ // Check for bounce on bottom
+ if (b.lastY + b.height / 2 < playHeight && b.y + b.height / 2 >= playHeight && b.vy > 0) bounced = true;
+ b.update();
+ // If bounced, spawn a new ball at this position with random velocity
+ if (bounced) {
+ // Randomize direction and speed a bit for new balls
+ var angle = Math.random() * Math.PI * 2;
+ var speed = 12 + Math.random() * 8;
+ var vx = Math.cos(angle) * speed;
+ var vy = Math.sin(angle) * speed;
+ spawnBall(b.x, b.y, vx, vy);
+ }
+ // Collision: player & this ball
+ if (player.intersects(b)) {
+ LK.effects.flashScreen(0xff0000, 800);
+ LK.showGameOver();
+ return;
+ }
+ // Update lastX/lastY for next frame
+ b.lastX = b.x;
+ b.lastY = b.y;
}
// Update timer
var now = Date.now();
var survival = (now - startTime) / 1000;