User prompt
Добавлять 5 очков за попадание в противника
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Добавить немного сложности, в зависимости от набранных очков
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Добавить красный флеш скрин на экран game over
Code edit (5 edits merged)
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User prompt
Добавить флеш скрин в game over
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Плавно передать idea в центр экрана, путем движения по y координате
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Добавить условие, после пересечения противником границы, картинка idea перемещается в центр экрана в течении 1 секунды
Code edit (1 edits merged)
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Удалить прозрачность у idea и логику удаления прозрачности у idea
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Сделать цвет чуть светлее
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Добавить дополнительный background светло серым
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Выводить game over через 3 секунды после пересечения противника границы
User prompt
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
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Если противник пересек границу, то выводить game over через 1.5 секунды
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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
Code edit (1 edits merged)
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Исправить ошибку, когда у vzriv не удаляется прозрачность
/**** * 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: 0xD3D3D3 // Init game with light gray background }); /**** * Game Code ****/ // 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 // 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: 0.01 // Set opacity to 50% }); vzriv.x = 1024 / 2; // Center horizontally on the left side vzriv.y = 1230; // 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) { // Trigger game over 3 seconds after an enemy crosses the border ideaGraphics.alpha = 1; // Set opacity to 100% LK.setTimeout(function () { vzrivGraphics.alpha = 1; // Remove opacity from 'vzriv' LK.setTimeout(function () { vzriv.visible = false; // Remove vzriv image LK.setTimeout(function () { LK.showGameOver(); // Show game over screen }, 900); // Trigger game over 3 seconds after opacity removal }, 100); // Remove vzriv image 0.5 seconds after opacity removal }, 700); // Delay for removing opacity from 'vzriv' } 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
@@ -112,9 +112,9 @@
/****
* Initialize Game
****/
var game = new LK.Game({
- backgroundColor: 0xFFFFFF // Init game with white background
+ backgroundColor: 0xD3D3D3 // Init game with light gray background
});
/****
* Game Code
@@ -123,18 +123,18 @@
var idea = game.addChild(new Container());
var ideaGraphics = idea.attachAsset('idea', {
anchorX: 0.5,
anchorY: 0.5,
- alpha: 0.50 // Set opacity to 50%
+ alpha: 0.01 // Set opacity to 50%
});
idea.x = 1024; // Center horizontally
idea.y = 1366; // Center vertically
// 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%
+ alpha: 0.01 // Set opacity to 50%
});
vzriv.x = 1024 / 2; // Center horizontally on the left side
vzriv.y = 1230; // Center vertically
var score = LK.getScore(); // Retrieve the current score
@@ -311,11 +311,11 @@
LK.setTimeout(function () {
vzriv.visible = false; // Remove vzriv image
LK.setTimeout(function () {
LK.showGameOver(); // Show game over screen
- }, 2000); // Trigger game over 3 seconds after opacity removal
- }, 500); // Remove vzriv image 0.5 seconds after opacity removal
- }, 1000); // Delay for removing opacity from 'vzriv'
+ }, 900); // Trigger game over 3 seconds after opacity removal
+ }, 100); // Remove vzriv image 0.5 seconds after opacity removal
+ }, 700); // Delay for removing opacity from 'vzriv'
} 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
черный шар. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
УТКА МУЛЬЯШНАЯ ЛЕТИТ. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
задний фон. небо голубое внизу картинки кусты. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Указательный палец нажимает. Мультяшный. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Белая мультяшная утка держит ружье и направляет в экран.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
вывеска на двух ниточках с надписью: TImakovDS. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
снайперская винтовка. мультяшная. вид от первого лица. направлено вверх. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.