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Выводить game over через 3 секунды после пересечения противника границы
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Добавить game over в условие, если противник пересек границу и не было попадания, выводить game over, не удаляя условия по прозрачности
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Исправить ошибку, когда после пересечения противником границы, при этом не было попадания, не появлялся через 2 секунды game over
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Добавить доп условие (не удалая условия по удалению прозрачности), если противник пересек границу 2140, то через 2 секунды выводить game over
User prompt
Добавить доп условие, если противник пересек границу 2140, то через 2 секунды выводить game over
User prompt
Добавить условие, если противник пересек границу 2135, то с задержкой 2 секунды выводить game over
User prompt
Если противник пересек границу, то выводить game over через 1.5 секунды
User prompt
Выводить game over через 1.5 секунд, после того как противник пересек правую границу
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Картинка vzriv удаляется через 0.5 секунд, после удаления прозрачности у vzriv
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Исправить ошибку, когда у vzriv не удаляется прозрачность
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Переместить слой vzriv выше слоя idea
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Удалить прозрачность у vzriv через 1 секунду после того, как противник пересек границу
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Исправить ошибку, когда картинку vzriv не видно, после удаления прозрачности
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Ударение прозрачности у vzriv происходит через 0.5 секунд, после удаления прозрачности у idea
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Исправить ошибку, когда после удаления прозрачности, не видно vzriv из за idea
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Сделать очередность Удаления прозрачности сначала у idea, потом у vzriv
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Добавит условие, если противник пересек 2140, то удалить прозрачность у vzriv
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Удалить прозрачность после того как противник пересек 2125 у vzriv
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Убрать прозрачность vzriv, если противник пересек 2121
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Добавить картинку vzriv в левый центр экрана с прозрачностью 50 процентов
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/**** * 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 = LK.getScore() < 6 ? 4 : Math.random() * (6 - 4) + 4; self.hit = false; self._move_migrated = function () { if (self.hit) { // Pre-calculate angle to optimize runtime calculations var hitMovementSpeed = 15; var hitAngleRadians = Math.PI * 70 / 180; // Pre-convert angle to radians self.x += hitMovementSpeed * Math.cos(hitAngleRadians); self.y += hitMovementSpeed * Math.sin(hitAngleRadians); // Optimize scaling and rotation to reduce calculations var scaleDecrement = 15 / 60; self.scale.x -= scaleDecrement / enemyGraphics.width; self.scale.y -= scaleDecrement / enemyGraphics.height; self.rotation += Math.PI / 180 * 45 / 60; // Simplify rotation calculation } 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 () { // Optimized bullet movement and scaling to reduce calculations per frame var deltaX = self.speed * Math.cos(this.direction); var deltaY = self.speed * Math.sin(this.direction); self.x += deltaX; self.y += deltaY; // Simplified scaling to reduce per frame calculations var scaleDecrement = 10 / 60; self.scale.x -= scaleDecrement / bulletGraphics.width; self.scale.y -= scaleDecrement / bulletGraphics.height; }; 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 'vzriv' image to the left center of the screen with 50% opacity var vzriv = game.addChild(new Container()); var vzrivGraphics = vzriv.attachAsset('vzriv', { anchorX: 0.5, anchorY: 0.5, alpha: 0.5 // Set opacity to 50% }); vzriv.x = 1024 / 2; // Center horizontally on the left side vzriv.y = 1366; // Center vertically // Add 'idea' image to the center of the screen var idea = game.addChild(new Container()); var ideaGraphics = idea.attachAsset('idea', { anchorX: 0.5, anchorY: 0.5, alpha: 0.01 // Set opacity to 50% }); idea.x = 1024; // Center horizontally idea.y = 1366; // Center vertically var score = LK.getScore(); // Retrieve the current score 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 = []; // Dynamically adjust enemy spawn interval based on score to optimize game difficulty var baseSpawnInterval = 240; var spawnEnemyInterval = baseSpawnInterval - Math.floor(LK.getScore() / 10) * 5; spawnEnemyInterval = Math.max(spawnEnemyInterval, 100); // Ensure minimum spawn interval var enemySpawnTimer = 0; // Function to spawn enemies function spawnEnemy() { var enemySize = LK.getScore() < 9 ? 200 : 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 = 2500; // 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, rotation: -50 * (Math.PI / 180) // Rotate 30 degrees counter-clockwise }); weapon.x = 1024; // Center horizontally weapon.y = 2880; // 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].x > 2135 && !enemies[j].hit) { ideaGraphics.alpha = 1; // Set opacity to 100% LK.setTimeout(function () { LK.showGameOver(); }, 2000); } else 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(); }, 1000); }, 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; LK.setScore(LK.getScore() + 1); // Increment score by 1 scoreTxt.setText(LK.getScore().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--; } });
===================================================================
--- original.js
+++ change.js
@@ -118,8 +118,17 @@
/****
* Game Code
****/
+// Add 'vzriv' image to the left center of the screen with 50% opacity
+var vzriv = game.addChild(new Container());
+var vzrivGraphics = vzriv.attachAsset('vzriv', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ alpha: 0.5 // Set opacity to 50%
+});
+vzriv.x = 1024 / 2; // Center horizontally on the left side
+vzriv.y = 1366; // Center vertically
// Add 'idea' image to the center of the screen
var idea = game.addChild(new Container());
var ideaGraphics = idea.attachAsset('idea', {
anchorX: 0.5,
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снайперская винтовка. мультяшная. вид от первого лица. направлено вверх. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.