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
User prompt
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
User prompt
It’s good but one thing the triangle is sideways
User prompt
Same thing is happening remake the whole game but differently
User prompt
So the same thing is happening the triangle is turning more than the direction it’s going in id
User prompt
It’s still the same thing please remake all the movement in a different way
User prompt
It’s not working it’s like the direction that it thinks it’s pointing in is behind
User prompt
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
User prompt
Make the direction it’s moving more sensitive
User prompt
Make steering lower
User prompt
Get rid of the forward button make it constantly move forward
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'local = {' Line Number: 613
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'local = forwardButton.toLocal({' Line Number: 613
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'local = forwardButton.toLocal(game.toLocal({' Line Number: 613
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'local = forwardButton.toLocal({' Line Number: 613
User prompt
Now it’s only moving left and right I can’t go forward or backward
User prompt
It’s like the player the triangle is turning faster than the direction it should move in is
User prompt
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
User prompt
Just rotate the triangle 90 degrees to the right and it will be fixed
User prompt
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
User prompt
It’s still not matching maybe take the rotation of the object and apply it to the bullet starting pos
User prompt
It’s still the same just remake the stuff
User prompt
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 = 0.08; // Higher rotation speed for more responsive steering self.isRotatingLeft = false; self.isRotatingRight = false; self.isFiring = false; self.fireDelay = 15; // frames between shots self.fireTimer = 0; self.invulnerable = false; self.invulnerableTime = 0; // Physics-based movement properties self.position = { x: 0, y: 0 }; // Current position self.velocity = { x: 0, y: 0 }; self.acceleration = { x: 0, y: 0 }; // Current acceleration vector self.engineForce = 0.12; // Force applied each frame in the direction of heading self.drag = 0.98; // Air resistance/friction factor self.maxSpeed = 5; // Maximum allowed speed // Track previous position for movement calculations self.lastX = 0; self.lastY = 0; self.update = function () { // Store last position self.lastX = self.x; self.lastY = self.y; // Handle rotation if (self.isRotatingLeft) { self.rotation -= self.rotationSpeed; } if (self.isRotatingRight) { self.rotation += self.rotationSpeed; } shipGraphics.rotation = self.rotation; // Calculate direction vector based on ship heading var dirX = Math.cos(self.rotation - Math.PI / 2); var dirY = Math.sin(self.rotation - Math.PI / 2); // Apply constant engine force in the direction ship is facing self.acceleration.x = dirX * self.engineForce; self.acceleration.y = dirY * self.engineForce; // Update velocity using acceleration self.velocity.x += self.acceleration.x; self.velocity.y += self.acceleration.y; // Apply drag/friction to gradually slow down self.velocity.x *= self.drag; self.velocity.y *= self.drag; // Calculate current speed var speed = Math.sqrt(self.velocity.x * self.velocity.x + self.velocity.y * self.velocity.y); // Create thrust particles (only emit if moving fast enough) if (speed > 0.5 && LK.ticks % 3 === 0) { // Create a thrust particle var particle = new ThrustParticle(); // Position at the back of the ship (opposite of direction) var backX = self.x - dirX * triangleSize * 0.5; var backY = self.y - dirY * triangleSize * 0.5; // Add some randomness backX += (Math.random() - 0.5) * 10; backY += (Math.random() - 0.5) * 10; particle.x = backX; particle.y = backY; // Set velocity opposite to ship direction with some randomness particle.velocity.x = -dirX * (1 + Math.random()) + (Math.random() - 0.5) * 0.5; particle.velocity.y = -dirY * (1 + Math.random()) + (Math.random() - 0.5) * 0.5; // Add to game via event if (typeof game.addThrustParticle === 'function') { game.addThrustParticle(particle); } } // Apply speed limit if exceeding maximum if (speed > self.maxSpeed) { var scaleFactor = self.maxSpeed / speed; self.velocity.x *= scaleFactor; self.velocity.y *= scaleFactor; } // Update position based on velocity 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; }); var ThrustParticle = Container.expand(function () { var self = Container.call(this); // Create particle visual var particleGraphics = LK.getAsset('bulletShape', { anchorX: 0.5, anchorY: 0.5, width: 4, height: 4 }); particleGraphics.alpha = 0.8; self.addChild(particleGraphics); // Particle properties self.velocity = { x: 0, y: 0 }; self.lifespan = 20; // Frames before disappearing self.age = 0; self.update = function () { // Move according to velocity self.x += self.velocity.x; self.y += self.velocity.y; // Age the particle self.age++; // Fade out as it ages particleGraphics.alpha = 0.8 * (1 - self.age / self.lifespan); // Return true if particle should be removed return self.age >= self.lifespan; }; return self; }); /**** * Initialize Game ****/ // Function to add thrust particles - called from Ship update var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Game variables var ship; var bullets = []; var asteroids = []; var thrustParticles = []; // Array to store thrust particles 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 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); // No forward button needed - ship will constantly move forward // 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 = []; thrustParticles = []; // 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 constantly moves forward, no need for isMoving toggle // Update ship if (ship.update()) { createBullet(); } // Update bullets and check for collisions updateBullets(); // Update asteroids and check for collisions updateAsteroids(); // Update thrust particles updateThrustParticles(); }; // 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, {}); } // Forward button removed - ship moves constantly // 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, {}); rightButton.up(0, 0, {}); }; // Initialize the game when this script runs initGame(); // Function to add thrust particles - called from Ship update game.addThrustParticle = function (particle) { thrustParticles.push(particle); game.addChild(particle); }; // Function to update thrust particles function updateThrustParticles() { for (var i = thrustParticles.length - 1; i >= 0; i--) { var particle = thrustParticles[i]; // If particle update returns true, it means the particle should be removed if (particle.update()) { game.removeChild(particle); thrustParticles.splice(i, 1); } } }
===================================================================
--- original.js
+++ change.js
@@ -231,51 +231,88 @@
shipGraphics.x = 0;
shipGraphics.y = 0;
// Ship properties
self.rotation = Math.PI / 2; // Start pointing downward
- self.rotationSpeed = 0.05; // Increased for more sensitive turning
+ self.rotationSpeed = 0.08; // Higher rotation speed for more responsive steering
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
+ // Physics-based movement properties
+ self.position = {
+ x: 0,
+ y: 0
+ }; // Current position
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.acceleration = {
+ x: 0,
+ y: 0
+ }; // Current acceleration vector
+ self.engineForce = 0.12; // Force applied each frame in the direction of heading
+ self.drag = 0.98; // Air resistance/friction factor
+ self.maxSpeed = 5; // Maximum allowed speed
+ // Track previous position for movement calculations
+ self.lastX = 0;
+ self.lastY = 0;
self.update = function () {
+ // Store last position
+ self.lastX = self.x;
+ self.lastY = self.y;
// Handle rotation
if (self.isRotatingLeft) {
self.rotation -= self.rotationSpeed;
}
if (self.isRotatingRight) {
self.rotation += self.rotationSpeed;
}
shipGraphics.rotation = self.rotation;
- // Store rotation in a variable called rot
- var rot = self.rotation;
- // Apply thrust in the direction the ship is facing
- // In this game, rotation of 0 points to the right, PI/2 points down
- // We need to adjust the direction to match the visual orientation of the ship
- self.velocity.x += Math.cos(rot - Math.PI / 2) * self.thrust;
- self.velocity.y += Math.sin(rot - Math.PI / 2) * self.thrust;
- // Apply speed limit
+ // Calculate direction vector based on ship heading
+ var dirX = Math.cos(self.rotation - Math.PI / 2);
+ var dirY = Math.sin(self.rotation - Math.PI / 2);
+ // Apply constant engine force in the direction ship is facing
+ self.acceleration.x = dirX * self.engineForce;
+ self.acceleration.y = dirY * self.engineForce;
+ // Update velocity using acceleration
+ self.velocity.x += self.acceleration.x;
+ self.velocity.y += self.acceleration.y;
+ // Apply drag/friction to gradually slow down
+ self.velocity.x *= self.drag;
+ self.velocity.y *= self.drag;
+ // Calculate current speed
var speed = Math.sqrt(self.velocity.x * self.velocity.x + self.velocity.y * self.velocity.y);
+ // Create thrust particles (only emit if moving fast enough)
+ if (speed > 0.5 && LK.ticks % 3 === 0) {
+ // Create a thrust particle
+ var particle = new ThrustParticle();
+ // Position at the back of the ship (opposite of direction)
+ var backX = self.x - dirX * triangleSize * 0.5;
+ var backY = self.y - dirY * triangleSize * 0.5;
+ // Add some randomness
+ backX += (Math.random() - 0.5) * 10;
+ backY += (Math.random() - 0.5) * 10;
+ particle.x = backX;
+ particle.y = backY;
+ // Set velocity opposite to ship direction with some randomness
+ particle.velocity.x = -dirX * (1 + Math.random()) + (Math.random() - 0.5) * 0.5;
+ particle.velocity.y = -dirY * (1 + Math.random()) + (Math.random() - 0.5) * 0.5;
+ // Add to game via event
+ if (typeof game.addThrustParticle === 'function') {
+ game.addThrustParticle(particle);
+ }
+ }
+ // Apply speed limit if exceeding maximum
if (speed > self.maxSpeed) {
- self.velocity.x = self.velocity.x / speed * self.maxSpeed;
- self.velocity.y = self.velocity.y / speed * self.maxSpeed;
+ var scaleFactor = self.maxSpeed / speed;
+ self.velocity.x *= scaleFactor;
+ self.velocity.y *= scaleFactor;
}
- // Apply friction to slow down gradually
- self.velocity.x *= self.friction;
- self.velocity.y *= self.friction;
- // Update position
+ // Update position based on velocity
self.x += self.velocity.x;
self.y += self.velocity.y;
// Wrap around screen edges
if (self.x < 0) {
@@ -316,12 +353,44 @@
self.invulnerableTime = frames;
};
return self;
});
+var ThrustParticle = Container.expand(function () {
+ var self = Container.call(this);
+ // Create particle visual
+ var particleGraphics = LK.getAsset('bulletShape', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ width: 4,
+ height: 4
+ });
+ particleGraphics.alpha = 0.8;
+ self.addChild(particleGraphics);
+ // Particle properties
+ self.velocity = {
+ x: 0,
+ y: 0
+ };
+ self.lifespan = 20; // Frames before disappearing
+ self.age = 0;
+ self.update = function () {
+ // Move according to velocity
+ self.x += self.velocity.x;
+ self.y += self.velocity.y;
+ // Age the particle
+ self.age++;
+ // Fade out as it ages
+ particleGraphics.alpha = 0.8 * (1 - self.age / self.lifespan);
+ // Return true if particle should be removed
+ return self.age >= self.lifespan;
+ };
+ return self;
+});
/****
* Initialize Game
****/
+// Function to add thrust particles - called from Ship update
var game = new LK.Game({
backgroundColor: 0x000000
});
@@ -331,8 +400,9 @@
// Game variables
var ship;
var bullets = [];
var asteroids = [];
+var thrustParticles = []; // Array to store thrust particles
var score = 0;
var lives = 3;
var level = 1;
var gameStarted = false;
@@ -418,8 +488,9 @@
}
// Clear any existing game objects
bullets = [];
asteroids = [];
+ thrustParticles = [];
// Initialize asteroids for the first level
createAsteroidsForLevel(level);
// Start game music
LK.playMusic('gameMusic', {
@@ -557,8 +628,10 @@
// Update bullets and check for collisions
updateBullets();
// Update asteroids and check for collisions
updateAsteroids();
+ // Update thrust particles
+ updateThrustParticles();
};
// Event handlers
game.down = function (x, y, obj) {
if (!gameStarted) {
@@ -603,5 +676,21 @@
fireButton.up(0, 0, {});
rightButton.up(0, 0, {});
};
// Initialize the game when this script runs
-initGame();
\ No newline at end of file
+initGame();
+// Function to add thrust particles - called from Ship update
+game.addThrustParticle = function (particle) {
+ thrustParticles.push(particle);
+ game.addChild(particle);
+};
+// Function to update thrust particles
+function updateThrustParticles() {
+ for (var i = thrustParticles.length - 1; i >= 0; i--) {
+ var particle = thrustParticles[i];
+ // If particle update returns true, it means the particle should be removed
+ if (particle.update()) {
+ game.removeChild(particle);
+ thrustParticles.splice(i, 1);
+ }
+ }
+}
\ No newline at end of file