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самолеты противников слева и справа опускаются и поднимаются на рандомное расстояние через 3 секунды после начала мата
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самолеты противником опускаются и поднимаются на рандомное расстояние
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самолеты противников плано опускаются и поднимаются
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после 5 секунды самолеты противников добавляют движение по y координате на 10 пикселей
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после 5й секунды, самолеты противников начинают перемещаться вверх и вниз
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скорость пули 8
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пули вылетают от 10 до 170 градусов
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дубликат пуль вылетают от 90 до 180 градусов
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добавить дубликат пуль, но на расстоянии x = 500 y = 2590
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Please fix the bug: 'ReferenceError: bullets is not defined' in or related to this line: 'for (var j = 0; j < bullets.length; j++) {' Line Number: 212
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добавить новый массив пуль. новый массив пуль появляются на расстоянии x = 500 y = 2590 и вылетают в рандомную сторону от 90 до 180 градусов
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пули также появляются на расстоянии x = 500 y = 2590 и вылетают в рандомную сторону от 90 до 180 градусов
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исправить ошибку, когда bullet2 не отображается в центре экрана
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создать класс bullet 2 в центре экрана
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Создать объект bullet2 в центре экрана
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Добавить объект bullet2 в центре экрана
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Добавить объект bullet2 в центре экрана
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удалить bullet2
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добавить массив пуль2 аналогичный массив пуль
/**** * Classes ****/ var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 3; self.visible = false; self.angle = Math.random() * Math.PI / 2; // Random angle between 0 and 90 degrees self.update = function () { if (LK.ticks > 240) { // 4 seconds at 60FPS self.visible = true; self.x += self.speed * Math.cos(self.angle); self.y -= self.speed * Math.sin(self.angle); } }; }); var Cannon = Container.expand(function () { var self = Container.call(this); var cannonGraphics = self.attachAsset('Cannon', { anchorX: 0.5, anchorY: 0.5 }); }); // Cannon2 class var Cannon2 = Container.expand(function () { var self = Container.call(this); var cannon2Graphics = self.attachAsset('Cannon2', { anchorX: 0.5, anchorY: 0.5 }); }); // 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.speed; }; }); // EnemyPlaneLeft class var EnemyPlaneLeft = Container.expand(function () { var self = Container.call(this); var enemyPlaneGraphics = self.attachAsset('Enemyleft', { 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; }; }); // 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; } }; }); /**** * 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 ****/ // Create bullet2 in the center of the screen var bullet2 = new Bullet(); bullet2.x = 1024; // Center X bullet2.y = 1366; // Center Y game.addChild(bullet2); 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 enemyPlanes = []; // Global array to keep track of enemy planes var enemyPlane; // Global variable to keep track of the enemy plane // Create a player plane var plane1 = new Plane1(); plane1.x = 150; // Moved 50 units to the right plane1.y = 2750 - plane1.height; // Bottom of the screen game.addChild(plane1); // Create a cannon var cannon = new Cannon(); cannon.x = -100; // Position at the bottom left of the screen cannon.y = 2660; game.addChild(cannon); // Create a cannon2 var cannon2 = new Cannon2(); cannon2.x = 2150; // Position at the bottom left of the screen cannon2.y = 2660; game.addChild(cannon2); var bullets = []; // Initialize an array to manage multiple bullets LK.setTimeout(function () { var bulletSpawnInterval = LK.setInterval(function () { var newBullet = new Bullet(); newBullet.x = 175; newBullet.y = 2590; game.addChild(newBullet); bullets.push(newBullet); }, 1000); // Spawn a new bullet every second, starting from the fourth second }, 4000); // Create the rest of the enemy planes every 2 seconds for the first 7 seconds var enemySpawnTimer = LK.setInterval(function () { enemyPlane = new EnemyPlane(); enemyPlane.x = 2150; enemyPlane.y = 100 + Math.random() * (2732 - enemyPlane.height - 100); // Random y-coordinate between 100 and 2732 minus the height of the enemy plane game.addChild(enemyPlane); enemyPlanes.push(enemyPlane); var enemyPlaneLeft = new EnemyPlaneLeft(); enemyPlaneLeft.x = -100; enemyPlaneLeft.y = 100 + Math.random() * (2732 - enemyPlaneLeft.height - 100); // Random y-coordinate between 100 and 2732 minus the height of the enemy plane game.addChild(enemyPlaneLeft); enemyPlanes.push(enemyPlaneLeft); }, 1500); // After 7 seconds, change the enemy spawn interval to 1 every 1.3 seconds LK.setTimeout(function () { LK.clearInterval(enemySpawnTimer); enemySpawnTimer = LK.setInterval(function () { enemyPlane = new EnemyPlane(); enemyPlane.x = 2150; enemyPlane.y = 100 + Math.random() * (2732 - enemyPlane.height - 100); // Random y-coordinate between 100 and 2732 minus the height of the enemy plane game.addChild(enemyPlane); enemyPlanes.push(enemyPlane); var enemyPlaneLeft = new EnemyPlaneLeft(); enemyPlaneLeft.x = -100; enemyPlaneLeft.y = 100 + Math.random() * (2732 - enemyPlaneLeft.height - 100); // Random y-coordinate between 100 and 2732 minus the height of the enemy plane game.addChild(enemyPlaneLeft); enemyPlanes.push(enemyPlaneLeft); }, 1300); }, 5000); // After 14 seconds, change the enemy spawn interval to 1 every second LK.setTimeout(function () { LK.clearInterval(enemySpawnTimer); enemySpawnTimer = LK.setInterval(function () { enemyPlane = new EnemyPlane(); enemyPlane.x = 2150; enemyPlane.y = 100 + Math.random() * (2732 - enemyPlane.height - 100); // Random y-coordinate between 100 and 2732 minus the height of the enemy plane game.addChild(enemyPlane); enemyPlanes.push(enemyPlane); var enemyPlaneLeft = new EnemyPlaneLeft(); enemyPlaneLeft.x = -100; enemyPlaneLeft.y = 100 + Math.random() * (2732 - enemyPlaneLeft.height - 100); // Random y-coordinate between 100 and 2732 minus the height of the enemy plane game.addChild(enemyPlaneLeft); enemyPlanes.push(enemyPlaneLeft); }, 1000); }, 11000); // Set up game tick LK.on('tick', function () { plane1.update(); for (var j = 0; j < bullets.length; j++) { bullets[j].update(); } for (var i = 0; i < enemyPlanes.length; i++) { enemyPlanes[i].update(); } }); // 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 <= 70 || plane1.x >= 2170 - plane1.width || plane1.y <= 70 || plane1.y >= 2752 - plane1.height) { // Trigger game over LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } // Check if the bullet touches the player within a 100x100 square area for (var j = 0; j < bullets.length; j++) { if (bullets[j].visible && Math.abs(bullets[j].x - plane1.x) <= 50 && Math.abs(bullets[j].y - plane1.y) <= 50) { // Trigger game over LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } } // Check for collision between player and enemy planes for (var i = 0; i < enemyPlanes.length; i++) { if (plane1.x < enemyPlanes[i].x + 100 && plane1.x + 100 > enemyPlanes[i].x && plane1.y < enemyPlanes[i].y + 100 && plane1.y + 100 > enemyPlanes[i].y) { // Add a red flash screen effect LK.effects.flashScreen(0xff0000, 1000); // Trigger game over LK.showGameOver(); } } // Delay the movement of the cannons by 4 seconds after the game starts LK.setTimeout(function () { if (cannon.x < 100) { cannon.x += 2; } if (cannon2.x > 1950) { cannon2.x -= 2; } }, 1000); });
===================================================================
--- original.js
+++ change.js
@@ -104,8 +104,13 @@
/****
* Game Code
****/
+// Create bullet2 in the center of the screen
+var bullet2 = new Bullet();
+bullet2.x = 1024; // Center X
+bullet2.y = 1366; // Center Y
+game.addChild(bullet2);
var background2 = game.attachAsset('background2', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1,
@@ -269,13 +274,8 @@
LK.showGameOver();
}
}
// Delay the movement of the cannons by 4 seconds after the game starts
- // Create bullet2 at the center of the screen
- var bullet2 = new Bullet();
- bullet2.x = 1024; // Center X
- bullet2.y = 1366; // Center Y
- game.addChild(bullet2);
LK.setTimeout(function () {
if (cannon.x < 100) {
cannon.x += 2;
}
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.