User prompt
Исправить ошибку, когда первый противник останавливается и перестает лететь
User prompt
Первый противник вылетает через 2 секунды , остальные каждые 5 секунд
User prompt
Please fix the bug: 'TypeError: undefined is not an object (evaluating 'enemyPlane.update')' in or related to this line: 'enemyPlane.update();' Line Number: 184
User prompt
Please fix the bug: 'ReferenceError: Can't find variable: enemyPlane' in or related to this line: 'enemyPlane.update();' Line Number: 183
User prompt
Противник вылетает из за стены каждые 5 секунд
Code edit (1 edits merged)
Please save this source code
User prompt
Исправил ошибку, когда при пересечении стены наступил game over, но игрок появился на другой части стены
User prompt
Игрок не может пересекать боковые части экрана, если пересек то смерть
User prompt
Противник появляется на расстоянии по y от 200 до 2732 минус размер картинки
User prompt
Противник не может появляться на высоте health_bar
Code edit (1 edits merged)
Please save this source code
User prompt
Исправить ошибку, когда противник пролетая левую стену, вновь появляется на правой стороне стены
User prompt
Противник пролетает стену и не появляется на противоположной стороне
Code edit (1 edits merged)
Please save this source code
User prompt
Противник появляется каждые 3 секунды и летит в левую часть экрана
User prompt
Новый Противник появляется каждые 3 секунды
User prompt
Противник появляется в рандомном месте с правой стороны экрана
User prompt
Противник не появляются с другой стороны стены
User prompt
Добавить противника который летит с правой части стены на левую
User prompt
Удалить картинку death
User prompt
Please fix the bug: 'ReferenceError: Can't find variable: enemyBot' in or related to this line: '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) {' Line Number: 269
User prompt
Please fix the bug: 'ReferenceError: Can't find variable: enemyBot' in or related to this line: 'if (enemyBot.state === 'chasing') {' Line Number: 176
User prompt
Удалить enemy bot.statetime
User prompt
Удалить enemy bot
User prompt
Please fix the bug: 'ReferenceError: Can't find variable: enemyBot' in or related to this line: 'enemyBot.stateTime++;' Line Number: 175
/****
* 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 = 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);
// Set up game tick
LK.on('tick', function () {
plane1.update();
// Initialize enemyBot with a placeholder object to prevent ReferenceError
var enemyBot = {
state: 'wandering',
stateTime: 0,
x: 0,
y: 0,
speedX: 0,
speedY: 0,
update: function update() {
// Placeholder update function
}
};
// Update the enemy's state and behavior based on the state
enemyBot.stateTime++;
if (enemyBot.state === 'chasing') {
if (enemyBot.stateTime >= 300) {
// 5 seconds * 60 FPS
enemyBot.state = 'wandering';
enemyBot.stateTime = 0;
// Set the enemy's speed to a random direction
var angle = Math.random() * 2 * Math.PI;
enemyBot.speedX = Math.cos(angle) * 5;
enemyBot.speedY = Math.sin(angle) * 5;
} else {
// Follow the player's plane
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 (enemyBot.state === 'wandering') {
if (enemyBot.stateTime >= 180) {
// 3 seconds * 60 FPS
enemyBot.state = 'chasing';
enemyBot.stateTime = 0;
} else if (enemyBot.stateTime % 60 == 0) {
// every second
// Change direction randomly within +- 15 degrees
var currentAngle = Math.atan2(enemyBot.speedY, enemyBot.speedX);
var newAngle = currentAngle + (Math.random() - 0.5) * Math.PI / 6; // random angle within +- 15 degrees
enemyBot.speedX = Math.cos(newAngle) * 5;
enemyBot.speedY = Math.sin(newAngle) * 5;
}
}
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 enemy 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 enemy 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.