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Please fix the bug: 'ReferenceError: Can't find variable: healthBar' in or related to this line: 'if (plane1.x <= 70 || plane1.x >= 2170 - plane1.width || plane1.y <= 0 || plane1.y >= 2752 - plane1.height || plane1.intersects(healthBar)) {' Line Number: 223
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Удалить health_bar
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Удалить firstenemyspawntimer
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Добавить противника enemyleft, который появляется в левой части экрана и летит направо.
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Сдвинуть по y координате респаун игрока на 50 вправо
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Игрок не может пролететь сквозь стены, при пересечении стены сразу смерть
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Противник не может появляться на расстояние от 0 до 200 по y координате
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Противник появляется каждую секунду
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Убрать расстояние изображения противника при создании противника
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Противники появляются каждые 4 секунды
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Исправить ошибку, когда противники появляются справа экрана и не летят
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Please fix the bug: 'ReferenceError: Can't find variable: enemyPlanes' in or related to this line: 'for (var i = 0; i < enemyPlanes.length; i++) {' Line Number: 192
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Исправить ошибку, когда первый противник останавливается и перестает лететь
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Первый противник вылетает через 2 секунды , остальные каждые 5 секунд
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Please fix the bug: 'TypeError: undefined is not an object (evaluating 'enemyPlane.update')' in or related to this line: 'enemyPlane.update();' Line Number: 184
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Please fix the bug: 'ReferenceError: Can't find variable: enemyPlane' in or related to this line: 'enemyPlane.update();' Line Number: 183
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Противник вылетает из за стены каждые 5 секунд
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Исправил ошибку, когда при пересечении стены наступил game over, но игрок появился на другой части стены
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Игрок не может пересекать боковые части экрана, если пересек то смерть
/****
* 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 = -7;
self.speedY = 0;
// Update enemy plane position
self.update = 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 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);
// Create an enemy plane
var enemyPlane = new EnemyPlane();
enemyPlane.x = 2150 - enemyPlane.width;
enemyPlane.y = 200 + Math.random() * (2532 - enemyPlane.height); // Random y-coordinate between 200 and 2732 minus the height of the enemy plane
game.addChild(enemyPlane);
// Set up game tick
LK.on('tick', function () {
plane1.update();
enemyPlane.update();
// EnemyBot removed, no initialization here
// Removed enemyBot.stateTime increment
// EnemyBot related code removed
// 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 crosses the side boundaries of the screen, touches the top or bottom of the screen, or collides with the health_bar
if (plane1.x <= 0 || plane1.x >= 2048 - plane1.width || 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.
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.