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Please fix the bug: 'ReferenceError: isTouchingLeft is not defined' in or related to this line: 'if (isTouchingLeft) {' Line Number: 275
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добавить механику поворотов противнику как у игрока, но без условий нажатия по экрану
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при изменении направления, противник разворачивается по окружности по 1 градусу в направлении движения
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при изменении направления, противник разворачивается по окружности в направлении движения
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противник, когда временно не преследует игрока а меняет направление на 3 секунды, может изменить направление на случайное +- 15 градусов, от текущего направления
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противник, когда временно не преследует игрока а меняет направление на 3 секунды, может изменить направление на случайное +- 30 градусов, от текущего направления
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добавить такое условие для противника 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;
Code edit (1 edits merged)
Please save this source code
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добавить такое условие для противника 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) * 7; plane1.speedY = Math.sin(angle) * 7; plane1.rotation += Math.PI / 60; /
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добавить такое условие для противника 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) * 7; plane1.speedY = Math.sin(angle) * 7; plane1.rotation -= Math.PI / 60; // Rotate the plane counter-clockwise
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чтобы противнику изменить движение, ему нужно сделать поворот изображением
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противник может лететь только по направлению движения
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сделать радиус поворота у противника
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сделать радиус поворота у бота 1.5 градуса
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противник преследует игрока 5 секунд, затем следующие 3 секунды не преследует, а продолжает двигаться в случайном направлении но по направлению винта, потом повторяется снова
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противник преследует игрока 5 секунд, затем следующие 3 секунды не преследует, а продолжает двигаться в случайном направлении, потом повторяется снова
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противник преследует игрока 5 секунд, затем следующие 3 секунды не преследует, потом повторяется снова
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'counter')' in or related to this line: 'self.counter++;' Line Number: 224
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'counter')' in or related to this line: 'self.counter++;' Line Number: 225
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'counter')' in or related to this line: 'self.counter++;' Line Number: 224
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'counter')' in or related to this line: 'self.counter++;' Line Number: 225
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'counter')' in or related to this line: 'self.counter++;' Line Number: 224
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'counter')' in or related to this line: 'self.counter++;' Line Number: 223
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'counter')' in or related to this line: 'self.counter++;' Line Number: 222
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противник преследует игрока, но раз в 3 секунды летит в другом направлении 2 секунды, потом повторяется
/****
* 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);
self.counter = 0;
var enemyGraphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.speedX = 0;
self.speedY = 0;
// Update enemy bot position
self.update = function () {
self.x += self.speedX;
self.y += self.speedY;
if (self.x < 0) {
self.x = 2048;
} else if (self.x > 2048) {
self.x = 0;
}
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;
}
// Rotate the enemy image smoothly, the right side sets the direction of the enemy
var targetAngle = Math.atan2(-self.speedY, -self.speedX);
var diff = targetAngle - enemyGraphics.rotation;
if (diff > Math.PI) {
diff -= 2 * Math.PI;
} else if (diff < -Math.PI) {
diff += 2 * Math.PI;
}
if (diff > 0) {
enemyGraphics.rotation += Math.min(diff, Math.PI / 180);
} else {
enemyGraphics.rotation += Math.max(diff, -Math.PI / 180);
}
};
});
// 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 = 7;
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 = 1900;
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();
// Update the enemy bot's position to follow the player's plane
self.counter++;
if (self.counter < 180) {
var dx = plane1.x - enemyBot.x;
var dy = plane1.y - enemyBot.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 0) {
enemyBot.speedX = dx / distance * 5;
enemyBot.speedY = dy / distance * 5;
}
} else if (self.counter < 240) {
var randomAngle = Math.random() * Math.PI * 2;
enemyBot.speedX = Math.cos(randomAngle) * 5;
enemyBot.speedY = Math.sin(randomAngle) * 5;
} else {
self.counter = 0;
}
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) * 7;
plane1.speedY = Math.sin(angle) * 7;
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) * 7;
plane1.speedY = Math.sin(angle) * 7;
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
// Also check if the images intersect within x=200, y=100
if (plane1.y <= 0 || plane1.y >= 2752 - plane1.height || plane1.intersects(healthBar) || Math.sqrt(Math.pow(plane1.x - enemyBot.x, 2) + Math.pow(plane1.y - enemyBot.y, 2)) <= enemyBot.width / 2 + plane1.width / 2 && Math.abs(plane1.x - enemyBot.x) <= 200 && Math.abs(plane1.y - enemyBot.y) <= 90) {
// Check for collision based on visible image, not transparent layer
if (plane1.alpha !== 0 && enemyBot.alpha !== 0 && plane1.intersects(enemyBot)) {
// Trigger game over
LK.showGameOver();
}
}
// Check if the plane touches the bottom of the screen or collides with the health_bar
if (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.
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.