User prompt
Make it slowly brake not instant ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make it brake slower so it takes longer ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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SC Make it so when you turn you brake and when you stop turning you accelerate to the normal speed and make it so the when the asteroids get small they disappear instead of just getting smaller ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make it slower and steer less sensitive
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It’s good but one thing the triangle is sideways
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Same thing is happening remake the whole game but differently
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So the same thing is happening the triangle is turning more than the direction it’s going in id
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It’s still the same thing please remake all the movement in a different way
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It’s not working it’s like the direction that it thinks it’s pointing in is behind
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So take the rotation of the player and apply a force forward in the rotation its facing so store rotation in a bar called rot
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Make the direction it’s moving more sensitive
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Make steering lower
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Get rid of the forward button make it constantly move forward
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Please fix the bug: 'Script error.' in or related to this line: 'local = {' Line Number: 613
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Please fix the bug: 'Script error.' in or related to this line: 'local = forwardButton.toLocal({' Line Number: 613
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Please fix the bug: 'Script error.' in or related to this line: 'local = forwardButton.toLocal(game.toLocal({' Line Number: 613
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Please fix the bug: 'Script error.' in or related to this line: 'local = forwardButton.toLocal({' Line Number: 613
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Now it’s only moving left and right I can’t go forward or backward
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It’s like the player the triangle is turning faster than the direction it should move in is
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So the direction it’s moving in is the same problem as the bullets but now the bullets are fine so just apple the moving force the same way we did to the bullets for direction
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Just rotate the triangle 90 degrees to the right and it will be fixed
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It’s working but it’s not moving forward in the right direction the player is moving on the bottom right corner make it the top middle
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It’s still not matching maybe take the rotation of the object and apply it to the bullet starting pos
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It’s still the same just remake the stuff
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Its like the steering sensitivity of the shooting thing is less then the turning sensitivity
/**** * 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; // Create a container for the asteroid var asteroidGraphics = new Container(); self.addChild(asteroidGraphics); // Determine asteroid size var radius; if (self.size === 0) { radius = 16; // small } else if (self.size === 1) { radius = 32; // medium } else { radius = 64; // large } // Create a pixel art circle (asteroid) var pixelSize = 4; // Size of each "pixel" var pixelGap = 1; // Gap between pixels for hollow effect var steps = 16; // Number of points around the circle // Draw a circle of pixels for (var i = 0; i < steps; i++) { var angle = i / steps * Math.PI * 2; var px = Math.cos(angle) * radius; var py = Math.sin(angle) * radius; var pixel = LK.getAsset('asteroidLarge', { anchorX: 0.5, anchorY: 0.5, width: pixelSize - pixelGap, height: pixelSize - pixelGap, x: px, y: py }); asteroidGraphics.addChild(pixel); } // 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); // Create a container for pixel art bullet var bulletGraphics = new Container(); self.addChild(bulletGraphics); // Create a small pixel art square (bullet) var bulletSize = 8; var pixelSize = 2; // Size of each "pixel" var pixelGap = 1; // Gap between pixels for hollow effect // Draw the outline of the square var points = [{ x: -bulletSize / 2, y: -bulletSize / 2 }, // Top left { x: bulletSize / 2, y: -bulletSize / 2 }, // Top right { x: bulletSize / 2, y: bulletSize / 2 }, // Bottom right { x: -bulletSize / 2, y: bulletSize / 2 } // Bottom left ]; // Draw the square outline for (var i = 0; i < 4; i++) { var startPoint = points[i]; var endPoint = points[(i + 1) % 4]; // Calculate steps var dx = endPoint.x - startPoint.x; var dy = endPoint.y - startPoint.y; var steps = Math.max(Math.abs(dx), Math.abs(dy)) / pixelSize; // Draw pixels along the line for (var step = 0; step <= steps; step++) { var px = startPoint.x + dx * (step / steps); var py = startPoint.y + dy * (step / steps); var pixel = LK.getAsset('bulletShape', { anchorX: 0.5, anchorY: 0.5, width: pixelSize - pixelGap, height: pixelSize - pixelGap, x: px, y: py }); bulletGraphics.addChild(pixel); } } 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); // Create button as a solid shape var buttonGraphics = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 2 }); buttonGraphics.alpha = 0.5; // Determine button shape based on assetId var isCircle = assetId === 'fireButton' || assetId === 'forwardButton'; var buttonSize = 60; // Radius or half-width 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); // Create a custom triangle ship var shipGraphics = new Container(); self.addChild(shipGraphics); // Create a pixel art triangle var triangleSize = 48; var pixelSize = 4; // Size of each "pixel" var pixelGap = 1; // Gap between pixels for hollow effect // Create triangle points - longest tip as front (rotated 90 degrees right) var points = [{ x: 0, y: triangleSize }, // Front tip (now pointing right) { x: -triangleSize / 2, y: -triangleSize / 2 }, // Bottom left (now top left) { x: triangleSize / 2, y: -triangleSize / 2 } // Top left (now top right) ]; // Draw the outline with pixel art style for (var i = 0; i < 3; i++) { var startPoint = points[i]; var endPoint = points[(i + 1) % 3]; // Calculate step count based on distance var dx = endPoint.x - startPoint.x; var dy = endPoint.y - startPoint.y; var steps = Math.max(Math.abs(dx), Math.abs(dy)) / pixelSize; // Draw pixels along the line for (var step = 0; step <= steps; step++) { var px = startPoint.x + dx * (step / steps); var py = startPoint.y + dy * (step / steps); var pixel = LK.getAsset('shipShape', { anchorX: 0.5, anchorY: 0.5, width: pixelSize - pixelGap, height: pixelSize - pixelGap, x: px, y: py }); shipGraphics.addChild(pixel); } } shipGraphics.x = 0; shipGraphics.y = 0; // Ship properties self.rotation = Math.PI / 2; // Start pointing downward self.rotationSpeed = 0.025; // Reduced further for even less sensitive turning self.isRotatingLeft = false; self.isRotatingRight = false; self.isMoving = false; self.isFiring = false; self.fireDelay = 15; // frames between shots self.fireTimer = 0; self.invulnerable = false; self.invulnerableTime = 0; // Add movement properties self.velocity = { x: 0, y: 0 }; self.maxSpeed = 3; // Reduced from 5 to make ship slower self.thrust = 0.05; // Reduced from 0.1 to make acceleration slower self.friction = 0.98; // Slow deceleration self.update = function () { // Handle rotation if (self.isRotatingLeft) { self.rotation -= self.rotationSpeed; } if (self.isRotatingRight) { self.rotation += self.rotationSpeed; } shipGraphics.rotation = self.rotation; // Get ship's direction based on rotation var angle = self.rotation; // Apply thrust in the direction the ship is facing when moving if (self.isMoving) { // Add velocity in the direction of the ship's rotation self.velocity.x += Math.cos(angle) * self.thrust; self.velocity.y += Math.sin(angle) * self.thrust; } // Apply speed limit var speed = Math.sqrt(self.velocity.x * self.velocity.x + self.velocity.y * self.velocity.y); if (speed > self.maxSpeed) { self.velocity.x = self.velocity.x / speed * self.maxSpeed; self.velocity.y = self.velocity.y / speed * self.maxSpeed; } // Apply friction to slow down gradually self.velocity.x *= self.friction; self.velocity.y *= self.friction; // Update position self.x += self.velocity.x; self.y += self.velocity.y; // 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; } // 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; var triangleSize = 48; // Ship triangle size for bullet positioning // UI elements var leftButton; var rightButton; var fireButton; var forwardButton; var scoreTxt; var livesTxt; var levelTxt; var startText; // Initialize the game function initGame() { // Create ship ship = new Ship(); ship.x = 2048 / 2; ship.y = 200; // Position at top middle ship.makeInvulnerable(120); // 2 seconds // Add visual effect to indicate ship is ready for movement tween(ship, { alpha: 0.5 }, { duration: 500, easing: tween.easeInOut, onFinish: function onFinish() { tween(ship, { alpha: 1 }, { duration: 500, easing: tween.easeInOut }); } }); 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); // Fire button in the middle 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); // Add forward button for manual movement var forwardButton = new Button('forwardButton'); forwardButton.x = 2048 / 2; // Position in middle forwardButton.y = 2732 - 400; // Position above fire button forwardButton.scale.set(2, 2); // Make button bigger game.addChild(forwardButton); // Right rotation button 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(); // Use ship's exact rotation for both bullet position and direction var angle = ship.rotation; // Calculate the exact position of the ship's tip based on the triangle geometry // The front tip is triangleSize units along the angle from the ship's center var offsetX = Math.cos(angle) * triangleSize; var offsetY = Math.sin(angle) * triangleSize; // Position bullet precisely at the tip of the ship bullet.x = ship.x + offsetX; bullet.y = ship.y + offsetY; // Set bullet velocity to match ship's pointing direction exactly bullet.velocity.x = Math.cos(angle) * bullet.speed; bullet.velocity.y = Math.sin(angle) * bullet.speed; // Add bullet to game 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 based on button state ship.isRotatingLeft = leftButton.isPressed; ship.isRotatingRight = rightButton.isPressed; ship.isFiring = fireButton.isPressed; ship.isMoving = forwardButton.isPressed; // Only move forward when button is pressed // 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; } } // Ensure buttons can detect touch events when pressed var local; // Check left button local = leftButton.toLocal({ x: x, y: y }); if (local.x >= -leftButton.width / 2 && local.x <= leftButton.width / 2 && local.y >= -leftButton.height / 2 && local.y <= leftButton.height / 2) { leftButton.down(local.x, local.y, {}); } // Check fire button local = fireButton.toLocal({ x: x, y: y }); if (local.x >= -fireButton.width / 2 && local.x <= fireButton.width / 2 && local.y >= -fireButton.height / 2 && local.y <= fireButton.height / 2) { fireButton.down(local.x, local.y, {}); } // Check forward button for manual movement local = forwardButton.toLocal({ x: x, y: y }); if (local.x >= -forwardButton.width / 2 && local.x <= forwardButton.width / 2 && local.y >= -forwardButton.height / 2 && local.y <= forwardButton.height / 2) { forwardButton.down(local.x, local.y, {}); } // Check right button local = rightButton.toLocal({ x: x, y: y }); if (local.x >= -rightButton.width / 2 && local.x <= rightButton.width / 2 && local.y >= -rightButton.height / 2 && local.y <= rightButton.height / 2) { rightButton.down(local.x, local.y, {}); } }; // Add up handler to handle releasing buttons game.up = function (x, y, obj) { // Reset all button states when touch/click is released leftButton.up(0, 0, {}); fireButton.up(0, 0, {}); forwardButton.up(0, 0, {}); rightButton.up(0, 0, {}); }; // Initialize the game when this script runs initGame();
===================================================================
--- original.js
+++ change.js
@@ -593,12 +593,12 @@
if (local.x >= -fireButton.width / 2 && local.x <= fireButton.width / 2 && local.y >= -fireButton.height / 2 && local.y <= fireButton.height / 2) {
fireButton.down(local.x, local.y, {});
}
// Check forward button for manual movement
- local = forwardButton.toLocal(game.toLocal({
+ local = forwardButton.toLocal({
x: x,
y: y
- }));
+ });
if (local.x >= -forwardButton.width / 2 && local.x <= forwardButton.width / 2 && local.y >= -forwardButton.height / 2 && local.y <= forwardButton.height / 2) {
forwardButton.down(local.x, local.y, {});
}
// Check right button