User prompt
пересечение объектов игрока и противника в радиусе изображения, а не объекта
User prompt
пересечение игрока и противника проверяется по изображению картинки игрока X=90 y=190
User prompt
исправить ошибку, когда столкновение еще не произошло, а уже game over
User prompt
пересечение игрока и противника проверяется по изображению картинок, а не по X=200 y=100
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User prompt
изменить скорость поворота с 1 градуса на 0.5 градуса
User prompt
скорость поворота у противника = 1 градус
User prompt
при преследовании игрока, противник плавно разворачивается = 1 градус
User prompt
правая сторона задает направление противника
User prompt
поворачивать плавно изображение противника, левая сторона задает направление противника
User prompt
противник преследует цель столкновения с игроком и летит за ним
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User prompt
сделать проверку пересечение изображений в рамках x=200, y=100
User prompt
самолет должен летать между боковыми стенами без game over
User prompt
добавить такую же проверку по X координате
User prompt
исправить ошибку, когда столкновении игрока и противника засчитывается после того, как они уже врезались
User prompt
сделать смерить при столкновении в радиусе изображения, а не объекта
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User prompt
добавить противника бота, который летает по карте и пытается убить игрока
User prompt
противник начинает движение горизонтально, а потом может двигаться вертикально
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противник не может пересечь health_bar
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User prompt
механика поворотов противника, такая же как у игрока
User prompt
против летит 2 секунды горизонтально, потом направление раномно меняется
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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; }; }); // EnemyBot class var EnemyBot = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.speedX = 5; self.speedY = 0; // Update enemy bot position self.update = function () { self.x += self.speedX; self.y += self.speedY; // Check if the enemy bot has crossed the screen boundary if (self.x < 0) { self.x = 2048; } else if (self.x > 2048) { self.x = 0; } // Prevent the enemy bot 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 ****/ // 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 game at position X=500, Y=100 var deathImage = game.attachAsset('death', { anchorX: 0.5, anchorY: 0.5 }); deathImage.x = 300; deathImage.y = 300; // Ensure the death image is always in the foreground if (game.children.length > 0) { game.setChildIndex(deathImage, game.children.length - 1); } else { game.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 plane var plane1 = new Plane1(); plane1.x = 100; plane1.y = 2750 - plane1.height; // Bottom of the screen game.addChild(plane1); // Create an enemy bot var enemyBot = new EnemyBot(); enemyBot.x = 500; enemyBot.y = 2750 - enemyBot.height; // Bottom of the screen game.addChild(enemyBot); // Create a plane // Set up game tick LK.on('tick', function () { plane1.update(); enemyBot.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 } // Check if the plane touches the top or bottom of the screen, collides with the health_bar, or collides with the enemy bot if (plane1.y <= 0 || plane1.y >= 2752 - plane1.height || plane1.intersects(healthBar) || plane1.intersects(enemyBot)) { // Trigger game over LK.showGameOver(); } });
===================================================================
--- original.js
+++ change.js
@@ -16,51 +16,36 @@
self.x += self.speedX;
self.y += self.speedY;
};
});
-// EnemyPlane class
-var EnemyPlane = Container.expand(function () {
+// EnemyBot class
+var EnemyBot = Container.expand(function () {
var self = Container.call(this);
- var enemyPlaneGraphics = self.attachAsset('enemy', {
+ var enemyGraphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
- self.speedX = -5;
+ self.speedX = 5;
self.speedY = 0;
- // Update enemy plane position
+ // Update enemy bot position
self.update = function () {
- // If the plane has been flying horizontally for 120 frames (2 seconds at 60FPS)
- if (LK.ticks % 120 == 0) {
- // Change the plane's movement to vertical
- self.speedX = 0;
- self.speedY = 5;
- }
self.x += self.speedX;
self.y += self.speedY;
+ // Check if the enemy bot has crossed the screen boundary
if (self.x < 0) {
self.x = 2048;
} else if (self.x > 2048) {
self.x = 0;
}
- if (self.y < healthBar.height) {
- self.y = healthBar.height;
+ // Prevent the enemy bot from crossing the floor and ceiling
+ if (self.y < 0) {
+ self.y = 0;
self.speedY = 0;
- } else if (self.y > 2732 - self.height) {
- self.y = 2732 - self.height;
+ } else if (self.y > 2752 - self.height) {
+ self.y = 2752 - self.height;
self.speedY = 0;
}
};
- self.shoot = function () {
- var bullet = new Bullet();
- var planeBackX = self.x - self.width / 2 * Math.cos(self.rotation);
- var planeBackY = self.y - self.width / 2 * Math.sin(self.rotation);
- bullet.x = planeBackX;
- bullet.y = planeBackY;
- bullet.speedX = 2 * self.speedX;
- bullet.speedY = 2 * self.speedY;
- bullets.push(bullet);
- game.addChild(bullet);
- };
});
// Plane1 class
var Plane1 = Container.expand(function () {
var self = Container.call(this);
@@ -107,22 +92,16 @@
/****
* 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 = 1950;
-enemyPlane.y = 2750 - enemyPlane.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
@@ -167,21 +146,30 @@
healthBar.setChildIndex(heart3, healthBar.children.length - 1);
} else {
healthBar.addChild(heart3);
}
-// Add death image to the health_bar
-var deathImage = healthBar.attachAsset('death', {
+// Add death image to the game at position X=500, Y=100
+var deathImage = game.attachAsset('death', {
anchorX: 0.5,
anchorY: 0.5
});
-deathImage.x = -600;
-deathImage.y = 90;
+deathImage.x = 300;
+deathImage.y = 300;
// Ensure the death image is always in the foreground
-if (healthBar.children.length > 0) {
- healthBar.setChildIndex(deathImage, healthBar.children.length - 1);
+if (game.children.length > 0) {
+ game.setChildIndex(deathImage, game.children.length - 1);
} else {
- healthBar.addChild(deathImage);
+ game.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,
@@ -190,21 +178,26 @@
});
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
+// Create a plane
var plane1 = new Plane1();
plane1.x = 100;
plane1.y = 2750 - plane1.height; // Bottom of the screen
game.addChild(plane1);
+// Create an enemy bot
+var enemyBot = new EnemyBot();
+enemyBot.x = 500;
+enemyBot.y = 2750 - enemyBot.height; // Bottom of the screen
+game.addChild(enemyBot);
+// Create a plane
// Set up game tick
LK.on('tick', function () {
plane1.update();
- enemyPlane.update();
+ enemyBot.update();
// Plane shoots 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();
@@ -257,10 +250,10 @@
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)) {
+ // Check if the plane touches the top or bottom of the screen, collides with the health_bar, or collides with the enemy bot
+ if (plane1.y <= 0 || plane1.y >= 2752 - plane1.height || plane1.intersects(healthBar) || plane1.intersects(enemyBot)) {
// Trigger game over
LK.showGameOver();
}
});
\ No newline at end of file
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.