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increase the players speed a alittle bit when i swipe
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decrease the players speed when i swipe
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make the swiping slower
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when i swipe left or right with my cursor then the shooter should move
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'addEventListener')' in or related to this line: 'document.addEventListener('keydown', function (event) {' Line Number: 215
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on laptop the player should move left when i press A and it should move right when i press D. It should shoot when i press left click
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remove the x
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Please fix the bug: 'Uncaught ReferenceError: x is not defined' in or related to this line: 'var deltaX = x - startX;' Line Number: 70
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Please fix the bug: 'Uncaught ReferenceError: x is not defined' in or related to this line: 'var deltaX = x - startX;' Line Number: 70
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Please fix the bug: 'Uncaught ReferenceError: obj is not defined' in or related to this line: 'var deltaX = obj.event.x - startX;' Line Number: 70
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Please fix the bug: 'Uncaught ReferenceError: x is not defined' in or related to this line: 'var deltaX = x - startX;' Line Number: 70
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Remove the arrows and also the player should move when screen is swiped
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Make the player movement very fast
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Make the players movement fast when arrows r pressed
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Please fix the bug: 'Uncaught TypeError: Cannot set properties of undefined (setting 'down')' in or related to this line: 'leftArrow.down = function (x, y, obj) {' Line Number: 65
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The player should move with the arrows
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The player should move swiftly just like when it was moving before I had placedthe arrows
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The player should move swiftly when arrows r pressed
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The player should slide when pressed the arrows
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The players should move with the arrows buttons
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The player should only move with the arrows and not when the screen is swiped
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Remove the shooting button and the bullets should only spawn when pressed the screen
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When pressed the shooting button the player should not automatically move on the left side
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Make it so that the player can only shoot with the bullet icon on the Right side
/**** * Classes ****/ // Bullet class for player and enemy bullets var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 15; self.update = function () { self.y -= self.speed; }; }); // Enemy class representing enemy characters 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 () { // Enemy moves down the screen self.y += self.speed; // Game over if enemy touches player // Removed game over condition on enemy-player collision }; }); //<Assets used in the game will automatically appear here> // Player class representing the main character var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 40; self.update = function () { // Player update logic }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Add event listeners for arrow buttons to move player leftArrow.down = function (x, y, obj) { player.x -= player.speed; if (player.x < player.width / 2) { player.x = player.width / 2; } }; rightArrow.down = function (x, y, obj) { player.x += player.speed; if (player.x > 2048 - player.width / 2) { player.x = 2048 - player.width / 2; } }; if (game.children.filter(function (child) { return child instanceof Player; }).length < 5) { var player = game.addChild(new Player()); } // Create left arrow button var leftArrow = LK.getAsset('leftArrow', { anchorX: 0.5, anchorY: 0.5, x: 100, y: 2732 - 150 }); game.addChild(leftArrow); // Create right arrow button var rightArrow = LK.getAsset('rightArrow', { anchorX: 0.5, anchorY: 0.5, x: 250, y: 2732 - 150 }); game.addChild(rightArrow); // Add swipe event listener to move player var startX = 0; var startY = 0; game.down = function (x, y, obj) { startX = x; startY = y; shootBullet(); }; game.move = function (x, y, obj) { // No player movement on screen swipe }; player.x = 2048 / 2; player.y = 2732 - 200; // Initialize enemies array var enemies = []; // Initialize bullets array var bullets = []; // Function to spawn enemies var enemySpeed = 5; function spawnEnemy() { if (enemies.length < 6) { var enemy = new Enemy(); enemy.x = Math.random() * (2048 - enemy.width) + enemy.width / 2; enemy.y = 0; enemy.speed = enemySpeed - 2.08; enemies.push(enemy); game.addChild(enemy); } } // Function to handle player shooting var bulletSpeed = 15; function shootBullet() { var bullet = new Bullet(); bullet.x = player.x; bullet.y = player.y; bullet.speed = bulletSpeed; bullets.push(bullet); game.addChild(bullet); } // Game update loop game.update = function () { // Update player player.update(); // Update enemies for (var i = enemies.length - 1; i >= 0; i--) { enemies[i].update(); if (enemies[i].y > 2732) { enemies[i].destroy(); enemies.splice(i, 1); LK.showGameOver(); // End the game if any enemy reaches the bottom of the screen } } // Update bullets for (var j = bullets.length - 1; j >= 0; j--) { bullets[j].update(); if (bullets[j].y < 0) { bullets[j].destroy(); bullets.splice(j, 1); } } // Initialize coin counter var coins = 0; // Create a score bar at the top middle of the screen var scoreBar = new Text2('0', { size: 150, fill: "#ffffff" }); scoreBar.anchor.set(0.5, 0); scoreBar.x = 2048 / 2; scoreBar.y = 0; LK.gui.top.addChild(scoreBar); // Check for collisions between bullets and enemies for (var k = bullets.length - 1; k >= 0; k--) { for (var l = enemies.length - 1; l >= 0; l--) { if (bullets[k].intersects(enemies[l])) { bullets[k].destroy(); bullets.splice(k, 1); enemies[l].destroy(); enemies.splice(l, 1); // Increment coin counter when an enemy is killed coins += 1; scoreBar.setText("Score: " + coins); // Display congratulatory message after killing 10 enemies if (coins === 10) { var congratsText = new Text2('Good Job!', { size: 200, fill: "#00ff00" }); congratsText.anchor.set(0.5, 0.5); congratsText.x = 2048 / 2; congratsText.y = 2732 / 2; game.addChild(congratsText); // Remove the message after 2 seconds LK.setTimeout(function () { congratsText.destroy(); }, 2000); } break; } } } // Check for collisions between player and enemies for (var m = enemies.length - 1; m >= 0; m--) { if (player.intersects(enemies[m])) { LK.showGameOver(); break; } } }; var spawnInterval = 2000; LK.setInterval(function () { if (enemies.length < 6) { spawnEnemy(); } spawnInterval -= 20; if (spawnInterval < 200) { spawnInterval = 200; } LK.clearInterval(spawnInterval); LK.setInterval(spawnEnemy, spawnInterval); }, spawnInterval); // Add swipe event listener to move player var startX = 0; var startY = 0; game.down = function (x, y, obj) { startX = x; startY = y; shootBullet(); }; game.move = function (x, y, obj) { // No player movement on screen swipe };
===================================================================
--- original.js
+++ change.js
@@ -51,9 +51,21 @@
/****
* Game Code
****/
-// Initialize player
+// Add event listeners for arrow buttons to move player
+leftArrow.down = function (x, y, obj) {
+ player.x -= player.speed;
+ if (player.x < player.width / 2) {
+ player.x = player.width / 2;
+ }
+};
+rightArrow.down = function (x, y, obj) {
+ player.x += player.speed;
+ if (player.x > 2048 - player.width / 2) {
+ player.x = 2048 - player.width / 2;
+ }
+};
if (game.children.filter(function (child) {
return child instanceof Player;
}).length < 5) {
var player = game.addChild(new Player());
@@ -82,17 +94,9 @@
startY = y;
shootBullet();
};
game.move = function (x, y, obj) {
- var deltaX = x - startX;
- player.x += deltaX;
- startX = x;
- if (player.x < player.width / 2) {
- player.x = player.width / 2;
- }
- if (player.x > 2048 - player.width / 2) {
- player.x = 2048 - player.width / 2;
- }
+ // No player movement on screen swipe
};
player.x = 2048 / 2;
player.y = 2732 - 200;
// Initialize enemies array