User prompt
It’s not shooting out the direction I’m pointing in
User prompt
When I turn the direction I’m shooting isn’t coming from the tip of the triangle
User prompt
It’s not shooting out of the right part and it’s not changing the direction where it shoots out when I turn
User prompt
Make longest tip of the triangle the front and where it shoots and the direction it moves
User prompt
Make the player slower and steering less sensitive and make the tip of the triangle the front
User prompt
Don’t make the buttons hollow and make it auto move forward forever
User prompt
The buttons don’t work and it’s still not moving forward
User prompt
The buttons don’t work and it’s constantly moving left
User prompt
Make my rocket ship a triangle shape and make it pixel art and all the stuff is hollow
User prompt
Make turning less sensitive and have it move ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make the shoot one in the middle and left one on the left of the shoot and right on the right side and make them big
Code edit (1 edits merged)
Please save this source code
User prompt
Pixel Asteroid Blaster
Initial prompt
Make a game like asteroids game with the player that turns and has to shoot asteroids but make it black and white in pixel art and there buttons to turn and one to shoot
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var Asteroid = Container.expand(function (size) { var self = Container.call(this); // Size can be 0 (small), 1 (medium), or 2 (large) self.size = size || 2; var assetId; if (self.size === 0) { assetId = 'asteroidSmall'; } else if (self.size === 1) { assetId = 'asteroidMedium'; } else { assetId = 'asteroidLarge'; } var asteroidGraphics = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); // Random velocity var speed = (3 - self.size) * 0.8 + 0.5; // Smaller asteroids move faster var angle = Math.random() * Math.PI * 2; self.velocity = { x: Math.cos(angle) * speed, y: Math.sin(angle) * speed }; // Random rotation self.rotationSpeed = (Math.random() - 0.5) * 0.05; self.update = function () { // Move self.x += self.velocity.x; self.y += self.velocity.y; // Rotate asteroidGraphics.rotation += self.rotationSpeed; // Wrap around screen edges if (self.x < -50) { self.x = 2098; } if (self.x > 2098) { self.x = -50; } if (self.y < -50) { self.y = 2782; } if (self.y > 2782) { self.y = -50; } }; self.getPoints = function () { return (3 - self.size) * 100; // Small: 300, Medium: 200, Large: 100 }; return self; }); var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('bulletShape', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.velocity = { x: 0, y: 0 }; self.lifespan = 60; // 1 second at 60fps self.age = 0; self.update = function () { self.x += self.velocity.x; self.y += self.velocity.y; self.age++; // Wrap around screen edges if (self.x < 0) { self.x = 2048; } if (self.x > 2048) { self.x = 0; } if (self.y < 0) { self.y = 2732; } if (self.y > 2732) { self.y = 0; } }; return self; }); var Button = Container.expand(function (assetId) { var self = Container.call(this); var buttonGraphics = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5, alpha: 0.5 }); self.isPressed = false; self.down = function (x, y, obj) { self.isPressed = true; buttonGraphics.alpha = 0.8; }; self.up = function (x, y, obj) { self.isPressed = false; buttonGraphics.alpha = 0.5; }; return self; }); var Ship = Container.expand(function () { var self = Container.call(this); var shipGraphics = self.attachAsset('shipShape', { anchorX: 0.5, anchorY: 0.5 }); // Ship properties self.rotation = 0; self.rotationSpeed = 0.1; self.isRotatingLeft = false; self.isRotatingRight = false; self.isFiring = false; self.fireDelay = 15; // frames between shots self.fireTimer = 0; self.invulnerable = false; self.invulnerableTime = 0; self.update = function () { // Handle rotation if (self.isRotatingLeft) { self.rotation -= self.rotationSpeed; } if (self.isRotatingRight) { self.rotation += self.rotationSpeed; } shipGraphics.rotation = self.rotation; // Handle firing if (self.isFiring) { if (self.fireTimer <= 0) { self.fireTimer = self.fireDelay; return true; // Signal to create a bullet } } if (self.fireTimer > 0) { self.fireTimer--; } // Handle invulnerability if (self.invulnerable) { self.invulnerableTime--; shipGraphics.alpha = Math.sin(LK.ticks * 0.5) * 0.5 + 0.5; if (self.invulnerableTime <= 0) { self.invulnerable = false; shipGraphics.alpha = 1; } } return false; }; self.makeInvulnerable = function (frames) { self.invulnerable = true; self.invulnerableTime = frames; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Game variables var ship; var bullets = []; var asteroids = []; var score = 0; var lives = 3; var level = 1; var gameStarted = false; var gameOver = false; // UI elements var leftButton; var rightButton; var fireButton; var scoreTxt; var livesTxt; var levelTxt; var startText; // Initialize the game function initGame() { // Create ship ship = new Ship(); ship.x = 2048 / 2; ship.y = 2732 / 2; ship.makeInvulnerable(120); // 2 seconds game.addChild(ship); // Create control buttons leftButton = new Button('rotateLeftButton'); leftButton.x = 300; // Position on the left side leftButton.y = 2732 - 200; // Position at the bottom leftButton.scale.set(2, 2); // Make button bigger game.addChild(leftButton); fireButton = new Button('fireButton'); fireButton.x = 2048 / 2; // Position in middle fireButton.y = 2732 - 200; // Position at the bottom fireButton.scale.set(2, 2); // Make button bigger game.addChild(fireButton); rightButton = new Button('rotateRightButton'); rightButton.x = 2048 - 300; // Position on the right side rightButton.y = 2732 - 200; // Position at the bottom rightButton.scale.set(2, 2); // Make button bigger game.addChild(rightButton); // Create UI text scoreTxt = new Text2('SCORE: 0', { size: 40, fill: 0xFFFFFF }); scoreTxt.anchor.set(0, 0); LK.gui.topRight.addChild(scoreTxt); livesTxt = new Text2('LIVES: 3', { size: 40, fill: 0xFFFFFF }); livesTxt.anchor.set(0, 0); LK.gui.top.addChild(livesTxt); levelTxt = new Text2('LEVEL: 1', { size: 40, fill: 0xFFFFFF }); levelTxt.anchor.set(1, 0); LK.gui.topLeft.addChild(levelTxt); // Start screen text if (!gameStarted) { startText = new Text2('TAP TO START', { size: 80, fill: 0xFFFFFF }); startText.anchor.set(0.5, 0.5); LK.gui.center.addChild(startText); } // Clear any existing game objects bullets = []; asteroids = []; // Initialize asteroids for the first level createAsteroidsForLevel(level); // Start game music LK.playMusic('gameMusic', { loop: true }); } function createAsteroidsForLevel(level) { // Number of asteroids based on level var numAsteroids = Math.min(4 + level, 12); for (var i = 0; i < numAsteroids; i++) { var asteroid = new Asteroid(2); // Start with large asteroids // Position the asteroid away from the player do { asteroid.x = Math.random() * 2048; asteroid.y = Math.random() * 2732; } while (distance(asteroid.x, asteroid.y, ship.x, ship.y) < 300); asteroids.push(asteroid); game.addChild(asteroid); } } function distance(x1, y1, x2, y2) { return Math.sqrt((x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1)); } function createBullet() { var bullet = new Bullet(); // Position bullet at ship's position bullet.x = ship.x; bullet.y = ship.y; // Calculate bullet velocity based on ship's rotation var angle = ship.rotation; bullet.velocity.x = Math.cos(angle) * bullet.speed; bullet.velocity.y = Math.sin(angle) * bullet.speed; bullets.push(bullet); game.addChild(bullet); // Play shoot sound LK.getSound('shoot').play(); } function updateAsteroids() { for (var i = asteroids.length - 1; i >= 0; i--) { var asteroid = asteroids[i]; asteroid.update(); // Check for collision with the ship if (!ship.invulnerable && asteroid.intersects(ship)) { // Player loses a life lives--; livesTxt.setText('LIVES: ' + lives); // Play explosion sound LK.getSound('explosion').play(); // Flash screen LK.effects.flashScreen(0xFF0000, 500); // Make ship invulnerable for a few seconds ship.makeInvulnerable(180); // Game over if no lives left if (lives <= 0) { LK.setScore(score); LK.showGameOver(); gameOver = true; return; } } } } function updateBullets() { for (var i = bullets.length - 1; i >= 0; i--) { var bullet = bullets[i]; bullet.update(); // Remove bullets that have lived too long if (bullet.age > bullet.lifespan) { game.removeChild(bullet); bullets.splice(i, 1); continue; } // Check for collisions with asteroids var hitAsteroid = false; for (var j = asteroids.length - 1; j >= 0; j--) { var asteroid = asteroids[j]; if (bullet.intersects(asteroid)) { hitAsteroid = true; // Add score based on asteroid size score += asteroid.getPoints(); scoreTxt.setText('SCORE: ' + score); // Play explosion sound LK.getSound('explosion').play(); // Break asteroid into smaller pieces if it's not already the smallest if (asteroid.size > 0) { for (var k = 0; k < 2; k++) { var newAsteroid = new Asteroid(asteroid.size - 1); newAsteroid.x = asteroid.x; newAsteroid.y = asteroid.y; asteroids.push(newAsteroid); game.addChild(newAsteroid); } } // Remove the asteroid game.removeChild(asteroid); asteroids.splice(j, 1); break; } } if (hitAsteroid) { // Remove the bullet game.removeChild(bullet); bullets.splice(i, 1); } } // Check if all asteroids are destroyed if (asteroids.length === 0) { // Next level level++; levelTxt.setText('LEVEL: ' + level); // Create new asteroids for the next level createAsteroidsForLevel(level); } } // Main game update function game.update = function () { if (!gameStarted) { return; } // Update ship controls ship.isRotatingLeft = leftButton.isPressed; ship.isRotatingRight = rightButton.isPressed; ship.isFiring = fireButton.isPressed; // Update ship if (ship.update()) { createBullet(); } // Update bullets and check for collisions updateBullets(); // Update asteroids and check for collisions updateAsteroids(); }; // Event handlers game.down = function (x, y, obj) { if (!gameStarted) { gameStarted = true; if (startText) { LK.gui.center.removeChild(startText); startText = null; } } }; // Initialize the game when this script runs initGame();
===================================================================
--- original.js
+++ change.js
@@ -197,19 +197,22 @@
ship.makeInvulnerable(120); // 2 seconds
game.addChild(ship);
// Create control buttons
leftButton = new Button('rotateLeftButton');
- leftButton.x = 120;
- leftButton.y = 2732 - 120;
+ leftButton.x = 300; // Position on the left side
+ leftButton.y = 2732 - 200; // Position at the bottom
+ leftButton.scale.set(2, 2); // Make button bigger
game.addChild(leftButton);
- rightButton = new Button('rotateRightButton');
- rightButton.x = 280;
- rightButton.y = 2732 - 120;
- game.addChild(rightButton);
fireButton = new Button('fireButton');
- fireButton.x = 2048 - 120;
- fireButton.y = 2732 - 120;
+ fireButton.x = 2048 / 2; // Position in middle
+ fireButton.y = 2732 - 200; // Position at the bottom
+ fireButton.scale.set(2, 2); // Make button bigger
game.addChild(fireButton);
+ rightButton = new Button('rotateRightButton');
+ rightButton.x = 2048 - 300; // Position on the right side
+ rightButton.y = 2732 - 200; // Position at the bottom
+ rightButton.scale.set(2, 2); // Make button bigger
+ game.addChild(rightButton);
// Create UI text
scoreTxt = new Text2('SCORE: 0', {
size: 40,
fill: 0xFFFFFF