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Please fix the bug: 'Uncaught Error: The supplied DisplayObject must be a child of the caller' in or related to this line: 'game.addChildAt(enemyPlane, game.getChildIndex(background2) + 1);' Line Number: 121
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Please fix the bug: 'Uncaught Error: The supplied DisplayObject must be a child of the caller' in or related to this line: 'game.addChildAt(enemyPlane, game.getChildIndex(background2) + 1);' Line Number: 121
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переместить самолет противника на передний план, относительно background2
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переместить противника на передний план, относительно 'background" и "background2"
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создать противника, который появляется в правой части экрана и летит в левую часть со скоростью = 5
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удалить противника
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противник перемещается по горизонтали
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исправить ошибку, когда самолет противника не двигается по горизонтали
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отображение на экране противника, так же как отображается игрок, относительно задних фонов
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переместить противника на передний план, относительно 'background
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исправить ошибку, когда самолет противника не видно за background
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переместить самолет противника на передний план, относительно background
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самолет противника, появляется в правой части экрана напротив игрока
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переместить самолет противника на передний план, относительно background2
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поместить самолет противника находится на переднем плане, относительно background
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самолет противника добавить на первый план
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противник находится впереди всегда background
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создать летающего противника, вылетая с правого края
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дОБАВИТЬ картинку enemy к противнику
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добавить самолет противника полностью совпадающий настройка самолета игрока
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добавить копию самолета игрока, но появление на 100 пикселей правее
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удалить противника
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исправить ошибку, когда самолет противника не двигается
Code edit (1 edits merged)
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/****
* Classes
****/
// Bullet class
var Bullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('bullet', {
width: 15,
height: 15,
color: 0xffffff,
shape: 'box'
});
self.speed = -30;
// Move bullet
self.move = function () {
self.x += self.speedX;
self.y += self.speedY;
};
});
// Plane1 class
var Plane1 = Container.expand(function () {
var self = Container.call(this);
var planeGraphics = self.attachAsset('plane', {
anchorX: 0.5,
anchorY: 0.5
});
self.speedX = 6;
self.speedY = 0;
// Update plane position
self.update = function () {
self.x += self.speedX;
self.y += self.speedY;
// Check if the plane has crossed the screen boundary
if (self.x < 0) {
self.x = 2048;
} else if (self.x > 2048) {
self.x = 0;
}
// Prevent the plane from crossing the floor and ceiling
if (self.y < 0) {
self.y = 0;
self.speedY = 0;
} else if (self.y > 2752 - self.height) {
self.y = 2752 - self.height;
self.speedY = 0;
}
};
// Plane shoots a bullet
self.shoot = function () {
var bullet = new Bullet();
// Set bullet position to the front of the plane
var planeFrontX = self.x + self.width / 2 * Math.cos(self.rotation);
var planeFrontY = self.y + self.width / 2 * Math.sin(self.rotation);
bullet.x = planeFrontX;
bullet.y = planeFrontY;
// Set bullet speed to twice the plane's speed in the direction of the plane
bullet.speedX = 2 * self.speedX;
bullet.speedY = 2 * self.speedY;
bullets.push(bullet);
game.addChild(bullet);
};
});
// Create an enemy plane
var Plane2 = Container.expand(function () {
var self = Container.call(this);
var planeGraphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.speedX = -5;
self.speedY = 0;
// Update plane position
self.update = function () {
self.x += self.speedX;
self.y += self.speedY;
};
// Plane shoots a bullet
self.shoot = function () {
var bullet = new Bullet();
// Set bullet position to the front of the plane
var planeFrontX = self.x + self.width / 2 * Math.cos(self.rotation);
var planeFrontY = self.y + self.width / 2 * Math.sin(self.rotation);
bullet.x = planeFrontX;
bullet.y = planeFrontY;
// Set bullet speed to twice the plane's speed in the direction of the plane
bullet.speedX = 2 * self.speedX;
bullet.speedY = 2 * self.speedY;
bullets.push(bullet);
game.addChild(bullet);
};
});
/****
* Initialize Game
****/
// Assets are automatically created based on usage in the code.
var game = new LK.Game({
backgroundColor: 0xffffff // Init game with white background
});
/****
* Game Code
****/
// Add health_bar to the top of the game
var healthBar = LK.gui.top.attachAsset('health_bar', {
anchorX: 0.5,
anchorY: 0
});
healthBar.x = 2048 / 8;
healthBar.y = -20;
// Add first heart to the health_bar
var heart1 = healthBar.attachAsset('heart', {
anchorX: 0.5,
anchorY: 0.5
});
heart1.x = 395;
heart1.y = 90;
// Ensure the heart is always in the foreground
if (healthBar.children.length > 0) {
healthBar.setChildIndex(heart1, healthBar.children.length - 1);
} else {
healthBar.addChild(heart1);
}
// Add second heart to the health_bar
var heart2 = healthBar.attachAsset('heart', {
anchorX: 0.5,
anchorY: 0.5
});
heart2.x = 280;
heart2.y = 90;
// Ensure the heart is always in the foreground
if (healthBar.children.length > 0) {
healthBar.setChildIndex(heart2, healthBar.children.length - 1);
} else {
healthBar.addChild(heart2);
}
// Add third heart to the health_bar
var heart3 = healthBar.attachAsset('heart', {
anchorX: 0.5,
anchorY: 0.5
});
heart3.x = 165;
heart3.y = 90;
// Ensure the heart is always in the foreground
if (healthBar.children.length > 0) {
healthBar.setChildIndex(heart3, healthBar.children.length - 1);
} else {
healthBar.addChild(heart3);
}
// Add death image to the health_bar
var deathImage = healthBar.attachAsset('death', {
anchorX: 0.5,
anchorY: 0.5
});
deathImage.x = -600;
deathImage.y = 90;
// Ensure the death image is always in the foreground
if (healthBar.children.length > 0) {
healthBar.setChildIndex(deathImage, healthBar.children.length - 1);
} else {
healthBar.addChild(deathImage);
}
// Add background2 to the middle of the game
var background2 = game.attachAsset('background2', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1,
scaleY: 1
});
background2.x = 2175 / 2;
background2.y = 2620 / 2;
// Add background to the bottom of the game
var background = game.attachAsset('background', {
anchorX: 0,
anchorY: 1,
scaleX: 1,
scaleY: 1
});
background.y = 2732;
var bullets = []; // Global array to keep track of bullets
var bullets = []; // Global array to keep track of bullets
// Create a player plane
var plane1 = new Plane1();
plane1.x = 100;
plane1.y = 2750 - plane1.height; // Bottom of the screen
game.addChild(plane1);
var enemyPlane = new Plane2();
enemyPlane.x = 1948; // Right side of the screen
enemyPlane.y = 2750 - enemyPlane.height; // Bottom of the screen
game.addChild(enemyPlane);
// Create a plane
// Set up game tick
LK.on('tick', function () {
plane1.update();
// Plane and enemy plane shoot a bullet every 0.8 seconds
if (LK.ticks % 48 == 0) {
plane1.shoot();
enemyPlane.shoot();
}
// Update and check bullets
for (var i = bullets.length - 1; i >= 0; i--) {
bullets[i].move();
// Remove off-screen bullets
if (bullets[i].x > 2048 || bullets[i].y > 2732) {
bullets[i].destroy();
bullets.splice(i, 1);
}
}
});
// Flags to track if the screen is being touched
var isTouchingLeft = false;
var isTouchingRight = false;
// Change plane direction when the screen is touched
var initialTouchPosition = null;
game.on('down', function (obj) {
initialTouchPosition = obj.event.getLocalPosition(game);
});
game.on('move', function (obj) {
if (initialTouchPosition) {
var currentTouchPosition = obj.event.getLocalPosition(game);
var swipeDirection = currentTouchPosition.x - initialTouchPosition.x;
if (swipeDirection < 0) {
isTouchingLeft = true;
isTouchingRight = false;
} else if (swipeDirection > 0) {
isTouchingRight = true;
isTouchingLeft = false;
}
}
});
// Stop changing plane direction when the screen is no longer being touched
game.on('up', function (obj) {
isTouchingLeft = false;
isTouchingRight = false;
initialTouchPosition = null;
});
// In the game tick, change plane direction while the screen is being touched
LK.on('tick', function () {
if (isTouchingLeft) {
var angle = Math.atan2(plane1.speedY, plane1.speedX);
angle -= Math.PI / 60; // Subtract 1.5 degrees (in radians) for counter-clockwise rotation
plane1.speedX = Math.cos(angle) * 6;
plane1.speedY = Math.sin(angle) * 6;
plane1.rotation -= Math.PI / 60; // Rotate the plane counter-clockwise
}
if (isTouchingRight && LK.ticks > 78) {
var angle = Math.atan2(plane1.speedY, plane1.speedX);
angle += Math.PI / 60; // Add 1.5 degrees (in radians) for clockwise rotation
plane1.speedX = Math.cos(angle) * 6;
plane1.speedY = Math.sin(angle) * 6;
plane1.rotation += Math.PI / 60; // Rotate the plane clockwise
}
// Check if the plane touches the top or bottom of the screen or collides with the health_bar
if (plane1.y <= 0 || plane1.y >= 2752 - plane1.height || plane1.intersects(healthBar)) {
// Trigger game over
LK.showGameOver();
}
});
снаряд от пушки. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
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Артиллерийское оружие, смотрит вверх. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
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