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при нажатии на экран и свайпе влево, самолет поворачивается против часовой стрелки, при нажатии и свайпе вправо, по часовой стрелке
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опустить начальную точку появления самолета на 10 пикселей вниз
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при столкновении самолета и health_bar game over
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health_bar поверх background2
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добавить задний фон health_bar в верхней части экрана
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добавить health_bar в верхнюю часть экрана
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увеличить границу пола на 50
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исправить ошибку, когда самолет сразу же врезается в пол
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самолет появляется в левой нижней части экрана
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удалить Background1
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добавить Background2
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переместить background1 над background
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добавить картинку background1 в верхней части экрана
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добавить задний фон1
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смерть при касании потолка и пола не по объекту, а по изображению
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удалить задний фон сверху
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задний фон добавить в нижнюю часть экрана
/**** * 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 = -20; // 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 = 5; 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 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 a plane // Set up game tick LK.on('tick', function () { plane1.update(); // Plane shoots a bullet once per second if (LK.ticks % 60 == 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 || isTouchingRight) { 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) * 5; plane1.speedY = Math.sin(angle) * 5; plane1.rotation -= Math.PI / 60; // Rotate the plane counter-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)) { // Trigger game over LK.showGameOver(); } });
===================================================================
--- original.js
+++ change.js
@@ -100,9 +100,9 @@
var bullets = []; // Global array to keep track of bullets
// Create a plane
var plane1 = new Plane1();
plane1.x = 100;
-plane1.y = 2740;
+plane1.y = 2750 - plane1.height; // Bottom of the screen
game.addChild(plane1);
// Create a plane
// Set up game tick
LK.on('tick', function () {
@@ -124,22 +124,30 @@
// 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) {
- var pos = obj.event.getLocalPosition(game);
- // If touch is on the left half of the screen, set isTouchingLeft to true
- if (pos.x < 1024) {
- isTouchingLeft = true;
- } else {
- // If touch is on the right half, set isTouchingRight to true
- isTouchingRight = true;
+ 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 || isTouchingRight) {
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.