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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
Code edit (1 edits merged)
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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)
Please save this source code
/**** * 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; }; }); // EnemyPlane class var EnemyPlane = Container.expand(function () { var self = Container.call(this); var enemyPlaneGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.speedX = -6; self.speedY = 0; // Update enemy 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; } }; }); // 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); }; }); /**** * Initialize Game ****/ // Enemy plane class removed // Assets are automatically created based on usage in the code. var game = new LK.Game({ backgroundColor: 0xffffff // Init game with white background }); /**** * Game Code ****/ // Create an enemy plane var enemyPlane = new EnemyPlane(); enemyPlane.x = 2048; enemyPlane.y = Math.random() * (2732 - enemyPlane.height); // Random position within the screen height game.addChild(enemyPlane); // 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; // Create an enemy plane var enemyPlane = new EnemyPlane(); enemyPlane.x = 2048 - enemyPlane.width; // Right side of the screen enemyPlane.y = 2732 / 2 - enemyPlane.height / 2; // Middle of the screen game.addChildAt(enemyPlane, game.getChildIndex(background2) + 1); // Add enemy plane to the foreground relative to background2 // 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); // Set up game tick LK.on('tick', function () { plane1.update(); // Plane shoots a bullet every 0.8 seconds if (LK.ticks % 48 == 0) { plane1.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 } // Update enemy plane's position enemyPlane.update(); // Set enemy plane to always appear on the right side of the screen opposite to the player enemyPlane.x = 2048; enemyPlane.y = plane1.y; // 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(); } });
===================================================================
--- original.js
+++ change.js
@@ -176,11 +176,11 @@
background2.x = 2175 / 2;
background2.y = 2620 / 2;
// Create an enemy plane
var enemyPlane = new EnemyPlane();
-enemyPlane.x = 2048;
-enemyPlane.y = Math.random() * (2732 - enemyPlane.height); // Random position within the screen height
-game.addChildAt(enemyPlane, game.children.length);
+enemyPlane.x = 2048 - enemyPlane.width; // Right side of the screen
+enemyPlane.y = 2732 / 2 - enemyPlane.height / 2; // Middle of the screen
+game.addChildAt(enemyPlane, game.getChildIndex(background2) + 1); // Add enemy plane to the foreground relative to background2
// Add background to the bottom of the game
var background = game.attachAsset('background', {
anchorX: 0,
anchorY: 1,
снаряд от пушки. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
чистое голубое небо. задний фон. мультяшный. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Артиллерийское оружие, смотрит вверх. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Нажатие по экрану. Палец. Мультяшный. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.