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upon level up there should be an effect where the stars in the background greatly increase in speed for a few seconds to simulate a far travel in space
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Stop spawning enemies when the progress bar is full
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There should be a big text saying Level {x} when the progress bar is full etc
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Instead of going to the other side, the player goes out one side and comes out the other
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the trail should be beneath, rendered before the player spaceship sprite
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givee the player spaceship a nice trail effect
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while the power up is active the player should have a glowing effect based on the powerup to visualize it
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ensure the power up appears and functions properly
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the background color on new levels should be randomly chosen from a list of nice options
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when the new level is reached the progress bar should reset and go up again, to further level up throughout the game
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Please fix the bug: 'TypeError: LK.showPopup is not a function' in or related to this line: 'LK.showPopup('Level ' + (score + 1));' Line Number: 319
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improve what happens when the top progress bar is completely filled
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improve animation of explosion particles so it's more like an explosion
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improve animation of explosion particles
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in the top there should be a white progress bar filling over time, eventually the entire width of the screen then a Level x popup should appear and the background colour should change slightly, still to a spacy colour
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make multiple enemy types with different images and give some of the enemies interesting movement patterns
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make the explosionGraphics scale up
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add animated particles to the explosion
/**** * Classes ****/ //<Assets used in the game will automatically appear here> // Bullet class var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -10 - Math.random() * 5; // Random speed between -10 and -15 self.update = function () { self.y += self.speed; }; }); // Enemy class var Enemy1 = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy1', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 3 + Math.random() * 3; // Random speed between 5 and 10 self.update = function () { self.y += self.speed + LK.ticks / 10000; // Increase speed over time }; }); var Enemy2 = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy2', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5 + Math.random() * 5; // Random speed between 5 and 10 self.update = function () { self.y += self.speed + LK.ticks / 10000; // Increase speed over time self.x += Math.sin(LK.ticks / 100) * 5; // Add a sine wave movement pattern }; }); var Enemy3 = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy3', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5 + Math.random() * 5; // Random speed between 5 and 10 self.update = function () { self.y += self.speed + LK.ticks / 10000; // Increase speed over time self.x += Math.cos(LK.ticks / 100) * 5; // Add a cosine wave movement pattern }; }); // Explosion class var Explosion = Container.expand(function () { var self = Container.call(this); var explosionGraphics = self.attachAsset('explosion', { anchorX: 0.5, anchorY: 0.5 }); // Initialize particles array self.particles = []; // Create particles for (var i = 0; i < 50; i++) { var particle = self.attachAsset('explosionParticle', { anchorX: 0.5, anchorY: 0.5, x: Math.random() * explosionGraphics.width - explosionGraphics.width / 2, y: Math.random() * explosionGraphics.height - explosionGraphics.height / 2 }); particle.speedX = Math.random() * 2 - 1; particle.speedY = Math.random() * 2 - 1; self.particles.push(particle); } self.update = function () { self.alpha -= 0.02; // Fade out explosionGraphics.scale.x += 0.05; // Scale up faster explosionGraphics.scale.y += 0.05; // Scale up faster // Update particles for (var i = self.particles.length - 1; i >= 0; i--) { self.particles[i].x += self.particles[i].speedX * 5; // Increase speed self.particles[i].y += self.particles[i].speedY * 5; // Increase speed self.particles[i].rotation += 0.2; // Add rotation self.particles[i].alpha -= 0.04; if (self.particles[i].alpha <= 0) { self.particles[i].destroy(); self.particles.splice(i, 1); } } if (self.alpha <= 0) { self.destroy(); } }; }); // Player class var Player = Container.expand(function () { var self = Container.call(this); self.baseSpeed = 10; var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.shoot = function () { var bullet = new Bullet(); bullet.x = self.x; bullet.y = self.y - playerGraphics.height / 2; bullets.push(bullet); game.addChild(bullet); }; }); // PowerUp class var PowerUp = Container.expand(function () { var self = Container.call(this); var powerUpGraphics = self.attachAsset('powerUp', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { self.y += 5; }; }); // Progress Bar class var ProgressBar = Container.expand(function () { var self = Container.call(this); var progressBarGraphics = self.attachAsset('progressBar', { anchorX: 0.0, anchorY: 0.0 }); self.lastLevelUp = 0; self.reset = function () { progressBarGraphics.width = 0; self.lastLevelUp = LK.ticks; }; self.update = function () { progressBarGraphics.width = (LK.ticks - self.lastLevelUp) / 2000 * 2048; // Fill the progress bar over time }; }); // Star class var Star = Container.expand(function () { var self = Container.call(this); var starGraphics = self.attachAsset('star', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 1 + Math.random() * 3; // Random speed between 1 and 4 self.update = function () { self.y += self.speed; if (self.y > 2732 + 50) { self.y = -50; } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Initialize stars array var stars = []; // Add stars to the game for (var i = 0; i < 100; i++) { var star = new Star(); star.x = Math.random() * 2048; star.y = Math.random() * 2732; stars.push(star); game.addChild(star); } // Initialize arrays and variables var bullets = []; var enemies = []; var powerUpActive = 0; // Initialize powerUpActive variable var powerUps = []; // Initialize powerUps array var player = game.addChild(new Player()); player.x = 2048 / 2; player.y = 2732 - 200; var playerDirection = 1; // Score display var score = 0; var scoreTxt = new Text2('0', { size: 150, fill: "#ffffff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); var level = 1; // Handle shooting game.down = function (x, y, obj) { player.shoot(); playerDirection *= -1; }; // Initialize progress bar var progressBar = game.addChild(new ProgressBar()); progressBar.y = 0; // Update game state game.update = function () { progressBar.update(); // Update player's position with speed boost if power-up is active player.x += (player.baseSpeed + powerUpActive * player.baseSpeed) * playerDirection; // Wrap player's position around the screen if (player.x > 2048 + player.width / 2) { player.x = -player.width / 2; } else if (player.x < -player.width / 2) { player.x = 2048 + player.width / 2; var trailStar = new Star(); trailStar.x = player.x; trailStar.y = player.y + 40; trailStar.alpha = 0.5; trailStar.scale.set(2 + 2 * Math.random()); trailStar.update = function () { this.y += 1; this.alpha -= 0.01; // Fade out if (this.alpha <= 0) { this.destroy(); } }; game.addChildAt(trailStar, game.getChildIndex(player)); // Change direction if player hits the edge } // Update bullets for (var i = bullets.length - 1; i >= 0; i--) { bullets[i].update(); if (bullets[i].y < -50) { bullets[i].destroy(); bullets.splice(i, 1); } } // Update enemies for (var j = enemies.length - 1; j >= 0; j--) { enemies[j].update(); if (enemies[j].y > 2732 + 50) { enemies[j].destroy(); enemies.splice(j, 1); } } // Check for collisions for (var k = bullets.length - 1; k >= 0; k--) { for (var l = enemies.length - 1; l >= 0; l--) { if (bullets[k].intersects(enemies[l])) { var explosion = new Explosion(); explosion.x = enemies[l].x; explosion.y = enemies[l].y; game.addChild(explosion); bullets[k].destroy(); if (enemies[l] instanceof Enemy1) { enemies[l].destroy(); score += 1; } else if (enemies[l] instanceof Enemy2) { enemies[l].destroy(); score += 2; } else if (enemies[l] instanceof Enemy3) { enemies[l].destroy(); score += 3; } bullets.splice(k, 1); enemies.splice(l, 1); scoreTxt.setText(score); break; } } } // Update powerUps for (var i = powerUps.length - 1; i >= 0; i--) { powerUps[i].update(); if (powerUps[i].y > 2732 + 50) { powerUps[i].destroy(); powerUps.splice(i, 1); } } // Spawn enemies and occasionally power-ups if (LK.ticks % 60 == 0) { var enemyType = Math.floor(Math.random() * 3) + 1; // Randomly select an enemy type var enemy; switch (enemyType) { case 1: enemy = new Enemy1(); break; case 2: enemy = new Enemy2(); break; case 3: enemy = new Enemy3(); break; } enemy.x = Math.random() * 2048; enemy.y = -50; enemies.push(enemy); game.addChild(enemy); } // Spawn a power-up every 10th enemy if (enemies.length % 10 == 0) { var powerUp = new PowerUp(); powerUp.x = Math.random() * 2048; powerUp.y = -50; powerUps.push(powerUp); game.addChild(powerUp); } // Check for powerUp collision with player for (var n = powerUps.length - 1; n >= 0; n--) { if (powerUps[n].intersects(player)) { powerUps[n].destroy(); powerUps.splice(n, 1); powerUpActive = 1; // Set a timeout to reset powerUpActive after 10 seconds (600 ticks) LK.setTimeout(function () { powerUpActive = 0; }, 10000); } } // Update stars for (var i = stars.length - 1; i >= 0; i--) { stars[i].update(); } // Check if the progress bar is full if (progressBar.width >= 2048) { // Play a level up sound LK.getSound('levelUp').play(); // Increase the player's speed player.speed += 1; // List of nice colors var colors = [0x000080, 0x008000, 0x800000, 0x808000, 0x800080, 0x008080]; // Select a random color from the list var randomColor = colors[Math.floor(Math.random() * colors.length)]; // Change the background color game.setBackgroundColor(randomColor); // Show a popup console.log('Level ' + (level + 1)); level++; // Reset the progress bar progressBar.reset(); } // Check for game over for (var m = enemies.length - 1; m >= 0; m--) { if (enemies[m].intersects(player)) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } } };
===================================================================
--- original.js
+++ change.js
@@ -93,8 +93,9 @@
});
// Player class
var Player = Container.expand(function () {
var self = Container.call(this);
+ self.baseSpeed = 10;
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
@@ -198,9 +199,9 @@
// Update game state
game.update = function () {
progressBar.update();
// Update player's position with speed boost if power-up is active
- player.x += (5 + powerUpActive * 5) * playerDirection;
+ player.x += (player.baseSpeed + powerUpActive * player.baseSpeed) * playerDirection;
// Wrap player's position around the screen
if (player.x > 2048 + player.width / 2) {
player.x = -player.width / 2;
} else if (player.x < -player.width / 2) {
explosion toony. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
SKULL BALL. A ball with a skull on, billard ball with skull. Studio Ghibli. Ghibli style. Mobile game. Colorful. hand drawn. cute. fun. In-Game asset. 2d. Blank background. High contrast. No shadows.