User prompt
目标物2存在时间只有5秒
User prompt
需要新增一种目标物,目标物1分数为1分,目标物2分数为5分
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'creationTime')' in or related to this line: 'if (LK.ticks - targets[j].creationTime > 600) {' Line Number: 121
User prompt
需要控制场上障碍物和目标物的数量,存在超过10秒的障碍物和目标物会自动消失
User prompt
想增加一个背景图片
Initial prompt
Football
/**** * Classes ****/ // Assets will be automatically created and loaded during gameplay // Ball class var Ball = Container.expand(function () { var self = Container.call(this); var ballGraphics = self.attachAsset('ball', { anchorX: 0.5, anchorY: 0.5 }); self.speedX = 0; self.speedY = 0; self.update = function () { self.x += self.speedX; self.y += self.speedY; // Check for collision with screen boundaries if (self.x < 0 || self.x > 2048) self.speedX *= -1; if (self.y < 0 || self.y > 2732) self.speedY *= -1; }; }); // Obstacle class var Obstacle = Container.expand(function () { var self = Container.call(this); var obstacleGraphics = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 0.5 }); }); // Target class var Target = Container.expand(function () { var self = Container.call(this); var targetGraphics = self.attachAsset('target', { anchorX: 0.5, anchorY: 0.5 }); self.points = 1; // Default points }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Init game with black background }); /**** * Game Code ****/ var ball = game.addChild(new Ball()); ball.x = 1024; ball.y = 1366; var obstacles = []; var targets = []; var score = 0; var scoreTxt = new Text2('0', { size: 150, fill: "#ffffff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); function spawnObstacle() { var obstacle = new Obstacle(); obstacle.x = Math.random() * 2048; obstacle.y = Math.random() * 2732; obstacles.push(obstacle); game.addChild(obstacle); } function spawnTarget() { var target = new Target(); target.x = Math.random() * 2048; target.y = Math.random() * 2732; target.points = Math.floor(Math.random() * 5) + 1; // Random points between 1 and 5 targets.push(target); game.addChild(target); } function updateScore(points) { score += points; scoreTxt.setText(score); } game.down = function (x, y, obj) { var game_position = game.toLocal(obj.global); ball.speedX = (game_position.x - ball.x) / 20; ball.speedY = (game_position.y - ball.y) / 20; }; game.update = function () { for (var i = obstacles.length - 1; i >= 0; i--) { if (ball.intersects(obstacles[i])) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } } for (var j = targets.length - 1; j >= 0; j--) { if (ball.intersects(targets[j])) { updateScore(targets[j].points); targets[j].destroy(); targets.splice(j, 1); } } if (LK.ticks % 120 == 0) { spawnObstacle(); } if (LK.ticks % 180 == 0) { spawnTarget(); } };
/****
* Classes
****/
// Assets will be automatically created and loaded during gameplay
// Ball class
var Ball = Container.expand(function () {
var self = Container.call(this);
var ballGraphics = self.attachAsset('ball', {
anchorX: 0.5,
anchorY: 0.5
});
self.speedX = 0;
self.speedY = 0;
self.update = function () {
self.x += self.speedX;
self.y += self.speedY;
// Check for collision with screen boundaries
if (self.x < 0 || self.x > 2048) self.speedX *= -1;
if (self.y < 0 || self.y > 2732) self.speedY *= -1;
};
});
// Obstacle class
var Obstacle = Container.expand(function () {
var self = Container.call(this);
var obstacleGraphics = self.attachAsset('obstacle', {
anchorX: 0.5,
anchorY: 0.5
});
});
// Target class
var Target = Container.expand(function () {
var self = Container.call(this);
var targetGraphics = self.attachAsset('target', {
anchorX: 0.5,
anchorY: 0.5
});
self.points = 1; // Default points
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 // Init game with black background
});
/****
* Game Code
****/
var ball = game.addChild(new Ball());
ball.x = 1024;
ball.y = 1366;
var obstacles = [];
var targets = [];
var score = 0;
var scoreTxt = new Text2('0', {
size: 150,
fill: "#ffffff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
function spawnObstacle() {
var obstacle = new Obstacle();
obstacle.x = Math.random() * 2048;
obstacle.y = Math.random() * 2732;
obstacles.push(obstacle);
game.addChild(obstacle);
}
function spawnTarget() {
var target = new Target();
target.x = Math.random() * 2048;
target.y = Math.random() * 2732;
target.points = Math.floor(Math.random() * 5) + 1; // Random points between 1 and 5
targets.push(target);
game.addChild(target);
}
function updateScore(points) {
score += points;
scoreTxt.setText(score);
}
game.down = function (x, y, obj) {
var game_position = game.toLocal(obj.global);
ball.speedX = (game_position.x - ball.x) / 20;
ball.speedY = (game_position.y - ball.y) / 20;
};
game.update = function () {
for (var i = obstacles.length - 1; i >= 0; i--) {
if (ball.intersects(obstacles[i])) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
}
for (var j = targets.length - 1; j >= 0; j--) {
if (ball.intersects(targets[j])) {
updateScore(targets[j].points);
targets[j].destroy();
targets.splice(j, 1);
}
}
if (LK.ticks % 120 == 0) {
spawnObstacle();
}
if (LK.ticks % 180 == 0) {
spawnTarget();
}
};
红色炸弹. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
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