User prompt
Bullet size smaller
User prompt
Reduce the health of the boss when shooting it by the player
User prompt
Bullets pass through boss
User prompt
Remove the buttons and revert movement like before only
User prompt
The player cannot move
User prompt
Player can only move left and right with 2 buttons left go button and right go button
User prompt
Playerspawn little higher
User prompt
The boss cannot take damage
User prompt
Make the boss health for 20 bullets
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'for (var i = heroBullets.length - 1; i >= 0; i--) {' Line Number: 127
User prompt
Make a big monster like the boss fight in halfway of the timer or 30 seconds of the timer
User prompt
Please fix the bug: 'Uncaught TypeError: shootButton.containsPoint is not a function' in or related to this line: 'if (!shootButton.containsPoint({' Line Number: 194
User prompt
Make a shoot button instead of tap to shoot
User prompt
Just remove all the buttons accept shoot one and make it work
User prompt
I cant move with left button and right button and I can't shoot with shoot button
User prompt
Not working
User prompt
Make right left arrow for moving and a shoot button
User prompt
Now add physical button for joystick and shoot button
User prompt
Move timer in the right corner
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'anchor')' in or related to this line: 'timerTxt.anchor.set(1, 0);' Line Number: 109
User prompt
Move timer at the top right corner and score below that in yellow rectangle boxes
Initial prompt
Display timer on screen
/**** * Classes ****/ // Enemy class var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.update = function () { self.y += self.speed; if (self.y > 2732) { self.destroy(); } }; }); // EnemyBullet class var EnemyBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('enemyBullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.update = function () { self.y += self.speed; if (self.y > 2732) { self.destroy(); } }; }); //<Assets used in the game will automatically appear here> // Hero class var Hero = Container.expand(function () { var self = Container.call(this); var heroGraphics = self.attachAsset('hero', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.update = function () { // Update logic for hero }; self.shoot = function () { var bullet = new HeroBullet(); bullet.x = self.x; bullet.y = self.y; game.addChild(bullet); heroBullets.push(bullet); }; }); // HeroBullet class var HeroBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('heroBullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -15; self.update = function () { self.y += self.speed; if (self.y < 0) { self.destroy(); } }; }); var ShootButton = Container.expand(function () { var self = Container.call(this); var buttonGraphics = self.attachAsset('shootButton', { anchorX: 0.5, anchorY: 0.5 }); self.down = function (x, y, obj) { hero.shoot(); }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Initialize arrays and variables var hero; var enemies = []; var heroBullets = []; var enemyBullets = []; var score = 0; var kills = 0; var gameDuration = 60000; // 1 minute in milliseconds var startTime = Date.now(); var scoreTxt = new Text2('Score: 0', { size: 50, fill: "#ffffff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); var timerTxt = new Text2('Time: 60', { size: 50, fill: "#ffffff" }); timerTxt.anchor.set(1, 0); LK.gui.topRight.addChild(timerTxt); // Initialize hero hero = new Hero(); hero.x = 2048 / 2; hero.y = 2732 - 200; game.addChild(hero); // Initialize shoot button var shootButton = new ShootButton(); shootButton.x = 2048 - 200; shootButton.y = 2732 - 200; game.addChild(shootButton); // Spawn enemies function spawnEnemy() { var enemy = new Enemy(); enemy.x = Math.random() * 2048; enemy.y = -100; game.addChild(enemy); enemies.push(enemy); } // Update game state game.update = function () { // Update timer text var elapsedTime = Date.now() - startTime; var remainingTime = Math.max(0, Math.ceil((gameDuration - elapsedTime) / 1000)); timerTxt.setText('Time: ' + remainingTime); // Check if the game duration has elapsed if (elapsedTime >= gameDuration) { LK.showGameOver(); alert("You Win! Your score: " + score); alert("Game Over! Your score: " + score); return; } // Update hero hero.update(); // Update enemies for (var i = enemies.length - 1; i >= 0; i--) { enemies[i].update(); if (enemies[i].intersects(hero)) { LK.showGameOver(); } } // Update hero bullets for (var i = heroBullets.length - 1; i >= 0; i--) { heroBullets[i].update(); for (var j = enemies.length - 1; j >= 0; j--) { if (heroBullets[i].intersects(enemies[j])) { enemies[j].destroy(); heroBullets[i].destroy(); enemies.splice(j, 1); heroBullets.splice(i, 1); score += 10; kills += 1; scoreTxt.setText('Score: ' + score); if (kills >= 30) { LK.showGameOver(); } break; } } } // Update enemy bullets for (var i = enemyBullets.length - 1; i >= 0; i--) { enemyBullets[i].update(); if (enemyBullets[i].intersects(hero)) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } } // Spawn enemies periodically if (LK.ticks % 60 == 0) { spawnEnemy(); } }; // Handle touch events game.move = function (x, y, obj) { if (!shootButton.containsPoint({ x: x, y: y })) { hero.x = x; hero.y = y; } }; game.up = function (x, y, obj) { // No action needed on touch up };
===================================================================
--- original.js
+++ change.js
@@ -71,27 +71,23 @@
var buttonGraphics = self.attachAsset('shootButton', {
anchorX: 0.5,
anchorY: 0.5
});
- self.update = function () {
- // Shoot button update logic
+ self.down = function (x, y, obj) {
+ hero.shoot();
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
- backgroundColor: 0x000000 //Init game with black background
+ backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
-var shootButton = new ShootButton();
-shootButton.x = 2048 - 200;
-shootButton.y = 2732 - 200;
-game.addChild(shootButton);
// Initialize arrays and variables
var hero;
var enemies = [];
var heroBullets = [];
@@ -116,8 +112,13 @@
hero = new Hero();
hero.x = 2048 / 2;
hero.y = 2732 - 200;
game.addChild(hero);
+// Initialize shoot button
+var shootButton = new ShootButton();
+shootButton.x = 2048 - 200;
+shootButton.y = 2732 - 200;
+game.addChild(shootButton);
// Spawn enemies
function spawnEnemy() {
var enemy = new Enemy();
enemy.x = Math.random() * 2048;
@@ -132,19 +133,19 @@
var remainingTime = Math.max(0, Math.ceil((gameDuration - elapsedTime) / 1000));
timerTxt.setText('Time: ' + remainingTime);
// Check if the game duration has elapsed
if (elapsedTime >= gameDuration) {
- alert("You Win! Your score: " + score);
LK.showGameOver();
+ alert("You Win! Your score: " + score);
+ alert("Game Over! Your score: " + score);
return;
}
// Update hero
hero.update();
// Update enemies
for (var i = enemies.length - 1; i >= 0; i--) {
enemies[i].update();
if (enemies[i].intersects(hero)) {
- alert("Game Over! You were hit by an enemy. Your score: " + score);
LK.showGameOver();
}
}
// Update hero bullets
@@ -159,9 +160,8 @@
score += 10;
kills += 1;
scoreTxt.setText('Score: ' + score);
if (kills >= 30) {
- alert("You Win! You reached 30 kills. Your score: " + score);
LK.showGameOver();
}
break;
}
@@ -171,9 +171,8 @@
for (var i = enemyBullets.length - 1; i >= 0; i--) {
enemyBullets[i].update();
if (enemyBullets[i].intersects(hero)) {
LK.effects.flashScreen(0xff0000, 1000);
- alert("Game Over! You were hit by an enemy bullet. Your score: " + score);
LK.showGameOver();
}
}
// Spawn enemies periodically
@@ -181,15 +180,16 @@
spawnEnemy();
}
};
// Handle touch events
-game.down = function (x, y, obj) {
- if (obj.target === shootButton) {
- hero.shoot();
+game.move = function (x, y, obj) {
+ if (!shootButton.containsPoint({
+ x: x,
+ y: y
+ })) {
+ hero.x = x;
+ hero.y = y;
}
};
-game.move = function (x, y, obj) {};
game.up = function (x, y, obj) {
- if (obj.target === shootButton) {
- hero.shoot();
- }
+ // No action needed on touch up
};
\ No newline at end of file