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User prompt
сделать фон белый
User prompt
первый выстрелил летит без задержки
User prompt
сделать задержку пере выстрелом раз в 1 секунду
User prompt
увеличить скорость противника на 3
User prompt
враг вылетает с левой части экрана в правую в случайном положении от верхней части до середины экрана
User prompt
враг летит не вертикально, а по горизонтали
User prompt
исправить ошибку, когда пуля летит в противоположную сторону от нажатия по экрану
User prompt
пуля летит по направлению, куда был произведено нажатие по экрану
User prompt
сделать начально положение пули нижний центр экрана
Initial prompt
flying bullet
===================================================================
--- original.js
+++ change.js
@@ -1,43 +1,43 @@
-/****
+/****
* Classes
-****/
+****/
// Enemy class for targets
var Enemy = Container.expand(function () {
- var self = Container.call(this);
- var enemyGraphics = self.attachAsset('enemy', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.speed = 2;
- self.move = function () {
- self.y += self.speed;
- };
+ var self = Container.call(this);
+ var enemyGraphics = self.attachAsset('enemy', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 2;
+ self.move = function () {
+ self.y += self.speed;
+ };
});
// Assets are automatically created based on usage in the code.
// Bullet class for bullets fired by the player
var PlayerBullet = Container.expand(function () {
- var self = Container.call(this);
- var bulletGraphics = self.attachAsset('playerBullet', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.speed = -10;
- self.move = function () {
- self.y += self.speed;
- };
+ var self = Container.call(this);
+ var bulletGraphics = self.attachAsset('playerBullet', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = -10;
+ self.move = function () {
+ self.y += self.speed;
+ };
});
-/****
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000 // Init game with black background
+ backgroundColor: 0x000000 // Init game with black background
});
-/****
+/****
* Game Code
-****/
+****/
var playerBullets = [];
var enemies = [];
var spawnEnemyInterval = 120; // Frames until next enemy spawns
var enemySpawnTimer = 0;
@@ -46,65 +46,65 @@
player.x = 1024; // Center horizontally
player.y = 2500; // Near bottom
// Function to spawn enemies
function spawnEnemy() {
- var enemy = new Enemy();
- enemy.x = Math.random() * 2048; // Random position across the width
- enemy.y = 0; // Start at the top
- enemies.push(enemy);
- game.addChild(enemy);
+ var enemy = new Enemy();
+ enemy.x = Math.random() * 2048; // Random position across the width
+ enemy.y = 0; // Start at the top
+ enemies.push(enemy);
+ game.addChild(enemy);
}
// Function to fire a bullet
function fireBullet() {
- var bullet = new PlayerBullet();
- bullet.x = player.x;
- bullet.y = player.y;
- playerBullets.push(bullet);
- game.addChild(bullet);
+ var bullet = new PlayerBullet();
+ bullet.x = 1024; // Center horizontally
+ bullet.y = 2732; // Bottom of the screen
+ playerBullets.push(bullet);
+ game.addChild(bullet);
}
// Touch event to move player and fire bullets
game.on('down', function (obj) {
- var pos = obj.event.getLocalPosition(game);
- player.x = pos.x;
- fireBullet();
+ var pos = obj.event.getLocalPosition(game);
+ player.x = pos.x;
+ fireBullet();
});
// Main game loop
LK.on('tick', function () {
- // Move bullets
- for (var i = playerBullets.length - 1; i >= 0; i--) {
- playerBullets[i].move();
- if (playerBullets[i].y < 0) {
- // Remove bullets that go off screen
- playerBullets[i].destroy();
- playerBullets.splice(i, 1);
- }
- }
- // Move enemies
- for (var j = enemies.length - 1; j >= 0; j--) {
- enemies[j].move();
- if (enemies[j].y > 2732) {
- // Remove enemies that go off screen
- enemies[j].destroy();
- enemies.splice(j, 1);
- }
- }
- // Check for collisions
- for (var b = playerBullets.length - 1; b >= 0; b--) {
- for (var e = enemies.length - 1; e >= 0; e--) {
- if (playerBullets[b] && enemies[e] && playerBullets[b].intersects(enemies[e])) {
- // Destroy both bullet and enemy on collision
- playerBullets[b].destroy();
- playerBullets.splice(b, 1);
- enemies[e].destroy();
- enemies.splice(e, 1);
- break; // Exit loop after collision to avoid errors
- }
- }
- }
- // Spawn enemies
- if (enemySpawnTimer <= 0) {
- spawnEnemy();
- enemySpawnTimer = spawnEnemyInterval;
- } else {
- enemySpawnTimer--;
- }
+ // Move bullets
+ for (var i = playerBullets.length - 1; i >= 0; i--) {
+ playerBullets[i].move();
+ if (playerBullets[i].y < 0) {
+ // Remove bullets that go off screen
+ playerBullets[i].destroy();
+ playerBullets.splice(i, 1);
+ }
+ }
+ // Move enemies
+ for (var j = enemies.length - 1; j >= 0; j--) {
+ enemies[j].move();
+ if (enemies[j].y > 2732) {
+ // Remove enemies that go off screen
+ enemies[j].destroy();
+ enemies.splice(j, 1);
+ }
+ }
+ // Check for collisions
+ for (var b = playerBullets.length - 1; b >= 0; b--) {
+ for (var e = enemies.length - 1; e >= 0; e--) {
+ if (playerBullets[b] && enemies[e] && playerBullets[b].intersects(enemies[e])) {
+ // Destroy both bullet and enemy on collision
+ playerBullets[b].destroy();
+ playerBullets.splice(b, 1);
+ enemies[e].destroy();
+ enemies.splice(e, 1);
+ break; // Exit loop after collision to avoid errors
+ }
+ }
+ }
+ // Spawn enemies
+ if (enemySpawnTimer <= 0) {
+ spawnEnemy();
+ enemySpawnTimer = spawnEnemyInterval;
+ } else {
+ enemySpawnTimer--;
+ }
});
\ No newline at end of file
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