Code edit (7 edits merged)
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выводить GAME over, если противник пересек правую часть экрана, при этом пуля не попала в противника
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переместить VZRIV На слой выше, относительно IDEA
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не отображать картинку VZRIV, пока не будет отображаться картинка IDEA
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не отображать картинку VZRIV, пока противник не пересечет правую часть экрана
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добавить картинку VZRIV чуть левее центра экрана
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Please fix the bug: 'TypeError: game.contains is not a function' in or related to this line: 'if (self.x > 2048 && !game.contains(idea)) {' Line Number: 51
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не отображать картинку IDEA, пока противник не пересечет правую часть экрана
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добавить IDEA В центр экрана
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исправить ошибку, когда после первого появления IDEA, не появляется VZRIV
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удалить Display explosion for 2 seconds
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Удалить // Create and display explosion object slightly left of center
Code edit (1 edits merged)
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объект взрыв появляется через 0.2 секунды после появления IDEA
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после того, как появится объект IDEA, добавить объект взрив чуть левее центра экрана
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переместить картинку IDEA на самый задний слой
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исправить ошибку, когда после появления idea начинаются зависания
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если противник пересек правую границу экрана, то появляется картинка IDEA на 2 секунды, потом исчезает
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картинка idea появляется после того, как противник пересек правую часть экрана
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добавить новый объект idea в центр экрана
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исправить ошибку, когда idea не появлятся после пересечения противником правой стороны экрана
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переместить idea на самый верхний слой
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если противник пересек правую часть экрана, при этом пуля в него не попала, то показывать картинку idea 2 секунды
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исправить ошибку, когда LIST Не видно за BACKGROUND
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переместить list на слой выше относительно background
/****
* Classes
****/
// Dog class for the dog that appears when a duck crosses the bottom border
var Dog = Container.expand(function () {
var self = Container.call(this);
var dogGraphics = self.attachAsset('dog', {
anchorX: 0.5,
anchorY: 0.5
});
});
// Enemy class for targets
var Enemy = Container.expand(function () {
var self = Container.call(this);
self.id = Math.floor(Math.random() * 10000); // Assign a random id to each enemy
var enemyGraphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = Math.random() * (6 - 4) + 4;
self.hit = false;
self._move_migrated = function () {
if (self.hit) {
var angle = 70 * (Math.PI / 180); // Convert angle to radians
self.x += 15 * Math.cos(angle); // Move horizontally based on the angle
self.y += 15 * Math.sin(angle); // Move vertically based on the angle
self.scale.x -= 15 / 60 / enemyGraphics.width; // Decrease width by 20 pixels per second
self.scale.y -= 15 / 60 / enemyGraphics.height; // Decrease height by 20 pixels per second
self.rotation += Math.PI / 4 / 60; // Rotate by 45 degrees per second
} else {
self.x += self.speed;
if (self.id % 3 == 0) {
self.y += 1.8 * Math.sin(LK.ticks / 60); // Move up and down smoothly by 30
}
}
};
});
// 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 = -22;
self._move_migrated = function () {
self.x += self.speed * Math.cos(this.direction);
self.y += self.speed * Math.sin(this.direction);
self.scale.x -= 10 / 60 / bulletGraphics.width; // Decrease width by 3 pixels per second
self.scale.y -= 10 / 60 / bulletGraphics.height; // Decrease height by 3 pixels per second
};
self.distanceTo = function (other) {
var dx = other.x - this.x;
var dy = other.y - this.y;
return Math.sqrt(dx * dx + dy * dy);
};
});
// XVOST class for the XVOST object that moves in a random direction at the bottom of the screen
var XVOST = Container.expand(function () {
var self = Container.call(this);
var xvostGraphics = self.attachAsset('xvost', {
anchorX: 0.5,
anchorY: 1.0
});
self.speed = 2.5;
self.direction = Math.PI; // Set direction to left
self.update = function () {
self.x += self.speed * Math.cos(self.direction);
self.y = self.y;
// Add code to smoothly tilt XVOST to the left and right every second
if (LK.ticks % 60 < 30) {
if (self.rotation > -10 * (Math.PI / 180)) {
self.rotation -= 10 * (Math.PI / 180) / (0.5 * 60); // 0.5 seconds at 60FPS
}
} else {
if (self.rotation < 10 * (Math.PI / 180)) {
self.rotation += 10 * (Math.PI / 180) / (0.5 * 60); // 0.5 seconds at 60FPS
}
}
// Mirror the XVOST object when it intersects with the game borders
if (self.x < 100) {
self.x = 100;
self.direction = Math.PI - self.direction; // Change direction
xvostGraphics.scale.x *= -1; // Mirror the XVOST object
} else if (self.x > 1900) {
self.x = 1900;
self.direction = Math.PI - self.direction; // Change direction
xvostGraphics.scale.x *= -1; // Mirror the XVOST object
}
if (self.y < 2000) {
self.y = 2000;
self.direction = -self.direction; // Change direction
xvostGraphics.scale.y *= -1; // Mirror the XVOST object
} else if (self.y > 2250) {
self.y = 2250;
self.direction = -self.direction; // Change direction
xvostGraphics.scale.y *= -1; // Mirror the XVOST object
}
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0xFFFFFF // Init game with white background
});
/****
* Game Code
****/
// Add 'LIST' image to the specified position and ensure it's layered above the background
var list = new Container();
var listGraphics = list.attachAsset('LIST', {
anchorX: 0.5,
anchorY: 0.5
});
list.x = 1800; // Position horizontally at x=1800
list.y = 2500; // Position vertically at y=2500
game.addChild(list); // Ensure LIST is added after the background to layer it above
var score = 0; // Initialize score variable
var scoreTxt = new Text2('0', {
size: 70,
fill: "#000000",
fontWeight: "bold" // Make the text bolder
});
scoreTxt.anchor.set(1, 0); // Anchor to the top right
LK.gui.topRight.addChild(scoreTxt);
// Create a background
var background = game.addChild(new Container());
var backgroundGraphics = background.attachAsset('background', {
anchorX: 0.5,
anchorY: 0.5
});
background.x = 1024; // Center horizontally
background.y = 1366; // Center vertically
var playerBullets = [];
var enemies = [];
var spawnEnemyInterval = 190; // Frames until next enemy spawns
var enemySpawnTimer = 0;
// Function to spawn enemies
function spawnEnemy() {
var enemySize = Math.random() * (200 - 130) + 130;
var enemy = new Enemy();
enemy.scale.x = enemySize / 200;
enemy.scale.y = enemySize / 200;
enemy.x = -130; // Start at the left
enemy.y = Math.random() * (1366 - 170) + 170; // Random position from 100 to 1366
enemies.push(enemy);
game.addChild(enemy);
}
// Function to fire a bullet
function fireBullet() {
var bullet = new PlayerBullet();
bullet.x = 1024; // Center horizontally
bullet.y = 2450; // Bottom of the screen
playerBullets.push(bullet);
game.addChild(bullet);
return bullet;
}
// Touch event to fire bullets
var lastBulletTime = 0;
game.on('down', function (x, y, obj) {
if (LK.ticks - lastBulletTime >= 65 || playerBullets.length === 0) {
// 30 ticks = 0.5 second at 60FPS
var bullet = fireBullet();
var touchPos = game.toLocal(obj.global);
var angle = Math.atan2(2632 - touchPos.y, 1024 - touchPos.x);
bullet.direction = angle; // Set direction to shoot towards the touch point
lastBulletTime = LK.ticks;
}
});
// Add weapon image to the bottom center of the screen
var weapon = game.addChild(new Container());
var weaponGraphics = weapon.attachAsset('weapon', {
anchorX: 0.5,
anchorY: 0.5
});
weapon.x = 1024; // Center horizontally
weapon.y = 2632; // Bottom of the screen
// Add 'Napr' image to the center of the screen and handle tap logic
var naprTapCount = 0;
var naprLastTapTime = 0;
var napr = game.addChild(new Container());
var naprGraphics = napr.attachAsset('Napr', {
anchorX: 0.5,
anchorY: 0.5
});
napr.x = 1700; // Center horizontally
napr.y = 2150; // Center vertically
napr.rotation = 7 * (Math.PI / 180); // Rotate the image by 10 degrees
napr.down = function (x, y, obj) {
var currentTime = LK.ticks;
if (currentTime - naprLastTapTime <= 120) {
// 2 seconds at 60FPS
naprTapCount++;
if (naprTapCount >= 5) {
// Show central image for 3 seconds
var centralImage = game.addChild(new Container());
var centralImageGraphics = centralImage.attachAsset('picture', {
anchorX: 0.5,
anchorY: 0.5
});
centralImage.x = 1024; // Center horizontally
centralImage.y = 200; // Center vertically
LK.setTimeout(function () {
centralImage.visible = false;
centralImage.destroy();
}, 3000);
naprTapCount = 0; // Reset tap count
}
} else {
naprTapCount = 1; // Reset tap count if more than 2 seconds pass
}
naprLastTapTime = currentTime;
};
// Add 'Tap' image to the center of the screen
var tap = game.addChild(new Container());
var tapGraphics = tap.attachAsset('Tap', {
anchorX: 0.5,
anchorY: 0.5
});
tap.x = 1024; // Center horizontally
tap.y = 1366; // Center vertically
// Function to scale the 'tap' image down by 50 pixels and then scale it back up over 2 seconds
function scaleTap() {
var originalScaleX = tap.scale.x;
var originalScaleY = tap.scale.y;
var targetScaleX = (tapGraphics.width - 40) / tapGraphics.width;
var targetScaleY = (tapGraphics.height - 40) / tapGraphics.height;
var scaleCount = 0;
// Scale down
var scaleDownInterval = LK.setInterval(function () {
if (tap.scale.x > targetScaleX && tap.scale.y > targetScaleY) {
tap.scale.x -= 0.01 / 0.8; // Adjust for 2 seconds
tap.scale.y -= 0.01 / 0.8; // Adjust for 2 seconds
} else {
LK.clearInterval(scaleDownInterval);
// Scale up
var scaleUpInterval = LK.setInterval(function () {
if (tap.scale.x < originalScaleX && tap.scale.y < originalScaleY) {
tap.scale.x += 0.01 / 0.8; // Adjust for 2 seconds
tap.scale.y += 0.01 / 0.8; // Adjust for 2 seconds
} else {
LK.clearInterval(scaleUpInterval);
scaleCount++;
if (scaleCount < 2) {
scaleTap();
} else {
tap.visible = false;
tap.destroy();
}
}
}, 16.67); // 60FPS
}
}, 16.67); // 60FPS
}
// Call the function to start the scaling
scaleTap();
// Remove the 'tap' image after 3 seconds of gameplay
LK.setTimeout(function () {
tap.visible = false;
tap.destroy();
}, 1650);
// Add an XVOST object to the game
var xvost = game.addChild(new XVOST());
xvost.x = Math.random() * (1800 - 200) + 200; // Randomize x position between 200 and 1800
xvost.y = 2732 - xvost.height / 2; // Position at the bottom of the screen
// Main game loop
LK.on('tick', function () {
// Move bullets
for (var i = playerBullets.length - 1; i >= 0; i--) {
playerBullets[i]._move_migrated();
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_migrated();
if (enemies[j].y > 2300) {
// Remove enemies that go off screen or become too small
if (enemies[j].y > 2300 || enemies[j].scale.x <= 0 || enemies[j].scale.y <= 0) {
// If the enemy crosses the bottom border, add a dog at its position
if (enemies[j].y > 2300) {
var enemyX = enemies[j].x;
var enemyY = enemies[j].y;
LK.setTimeout(function () {
var dog = new Dog();
dog.x = enemyX;
dog.y = enemyY;
game.addChild(dog);
// Remove the dog after 2 seconds
LK.setTimeout(function () {
dog.visible = false;
dog.destroy();
}, 700);
}, 800);
}
enemies[j].destroy();
enemies.splice(j, 1);
}
}
}
// Check for collisions
for (var b = playerBullets.length - 1; b >= 0; b--) {
var bullet = playerBullets[b];
if (bullet) {
for (var e = enemies.length - 1; e >= 0; e--) {
var enemy = enemies[e];
if (enemy && !enemy.hit && bullet.intersects(enemy) && bullet.distanceTo(enemy) <= 100) {
// Mark enemy as hit, destroy the bullet on collision, and handle XVOST visibility
bullet.destroy();
playerBullets.splice(b, 1);
enemy.hit = true;
score += 1; // Increment score by 1
scoreTxt.setText(score.toString()); // Update score display
LK.setTimeout(function () {
xvost.visible = false; // Hide XVOST 1 second after collision
}, 1200);
if (!xvost.visible) {
LK.clearTimeout(xvostVisibilityTimer); // Clear existing timer if XVOST is currently invisible
}
xvostVisibilityTimer = LK.setTimeout(function () {
xvost.visible = true; // Reappear XVOST after 5 seconds
}, 4000);
break; // Exit loop after collision to avoid errors
}
}
}
}
// Update the position of the XVOST object
xvost.update();
// Spawn enemies
if (enemySpawnTimer <= 0) {
spawnEnemy();
enemySpawnTimer = spawnEnemyInterval;
} else {
enemySpawnTimer--;
}
});
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