User prompt
add a backroud
User prompt
add a 3-stage difficulty option to the game that will appear at the top right
Code edit (1 edits merged)
Please save this source code
User prompt
Bullet Bounce Arena
User prompt
i dont want too face control
User prompt
add more detail
Initial prompt
make me a detailed gta game add guns vehicles and polices to the game,
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Bullet class (enemy projectile) var Bullet = Container.expand(function () { var self = Container.call(this); // Attach bullet asset (yellow ellipse) var bulletAsset = self.attachAsset('bulletEllipse', { anchorX: 0.5, anchorY: 0.5 }); // Set initial speed and direction (randomized in game code) self.vx = 0; self.vy = 0; // Update bullet position self.update = function () { self.x += self.vx; self.y += self.vy; }; return self; }); // Player character class var Player = Container.expand(function () { var self = Container.call(this); // Attach player asset (red box) var playerAsset = self.attachAsset('playerBox', { anchorX: 0.5, anchorY: 0.5 }); // Set initial size (will be used for collision) self.width = playerAsset.width; self.height = playerAsset.height; // No update needed for player (movement is handled by drag) return self; }); // Point collectible class var Point = Container.expand(function () { var self = Container.call(this); // Attach point asset (green circle) var pointAsset = self.attachAsset('pointCircle', { anchorX: 0.5, anchorY: 0.5 }); // No update needed for point return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Score display // Tween plugin for animations (not used in MVP, but included for future use) // Asset initialization (shapes) var score = 0; var scoreTxt = new Text2('0', { size: 120, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // --- Difficulty selection UI --- var difficultyLevels = [{ label: "Easy", value: 0 }, { label: "Normal", value: 1 }, { label: "Hard", value: 2 }]; var currentDifficulty = 1; // Default: Normal // Create difficulty buttons var difficultyButtons = []; var buttonSpacing = 30; var buttonWidth = 220; var buttonHeight = 90; for (var i = 0; i < difficultyLevels.length; i++) { var btn = new Text2(difficultyLevels[i].label, { size: 60, fill: 0xFFFFFF }); btn.anchor.set(1, 0); // right-top btn.x = (buttonWidth + buttonSpacing) * (difficultyLevels.length - i - 1); btn.y = 0; btn.difficultyValue = difficultyLevels[i].value; // Highlight default btn.alpha = i === currentDifficulty ? 1 : 0.5; // Touch event btn.down = function (btnRef) { return function (x, y, obj) { // Set difficulty currentDifficulty = btnRef.difficultyValue; // Update button highlights for (var j = 0; j < difficultyButtons.length; j++) { difficultyButtons[j].alpha = difficultyButtons[j].difficultyValue === currentDifficulty ? 1 : 0.5; } }; }(btn); difficultyButtons.push(btn); LK.gui.topRight.addChild(btn); } // Game objects var player = new Player(); game.addChild(player); // Center player player.x = 2048 / 2; player.y = 2732 - 350; // Arrays for bullets and points var bullets = []; var points = []; // Dragging logic var dragNode = null; // Helper: spawn a bullet from a random edge, aimed at the play area function spawnBullet() { var bullet = new Bullet(); // Randomly pick an edge: 0=top, 1=bottom, 2=left, 3=right var edge = Math.floor(Math.random() * 4); var pos = { x: 0, y: 0 }; var angle = 0; if (edge === 0) { // Top pos.x = 200 + Math.random() * (2048 - 400); pos.y = -60; angle = Math.PI / 2 + (Math.random() - 0.5) * 0.5; } else if (edge === 1) { // Bottom pos.x = 200 + Math.random() * (2048 - 400); pos.y = 2732 + 60; angle = -Math.PI / 2 + (Math.random() - 0.5) * 0.5; } else if (edge === 2) { // Left pos.x = -60; pos.y = 300 + Math.random() * (2732 - 600); angle = 0 + (Math.random() - 0.5) * 0.5; } else { // Right pos.x = 2048 + 60; pos.y = 300 + Math.random() * (2732 - 600); angle = Math.PI + (Math.random() - 0.5) * 0.5; } bullet.x = pos.x; bullet.y = pos.y; // Set speed (randomized a bit, depends on difficulty) var speed = getBulletSpeed(); bullet.vx = Math.cos(angle) * speed; bullet.vy = Math.sin(angle) * speed; bullets.push(bullet); game.addChild(bullet); } // Helper: spawn a point collectible at a random position function spawnPoint() { var point = new Point(); // Avoid spawning too close to the player var safe = false; var px = 0, py = 0; while (!safe) { px = 150 + Math.random() * (2048 - 300); py = 250 + Math.random() * (2732 - 500); var dx = px - player.x; var dy = py - player.y; if (dx * dx + dy * dy > 400 * 400) safe = true; } point.x = px; point.y = py; points.push(point); game.addChild(point); } // Helper: get bullet spawn interval and speed by difficulty function getBulletInterval() { if (currentDifficulty === 0) return 1300; // Easy if (currentDifficulty === 1) return 900; // Normal return 600; // Hard } function getPointInterval() { if (currentDifficulty === 0) return 1400; if (currentDifficulty === 1) return 1800; return 2200; } function getBulletSpeed() { if (currentDifficulty === 0) return 8 + Math.random() * 2; if (currentDifficulty === 1) return 12 + Math.random() * 4; return 16 + Math.random() * 6; } // Initial spawns for (var i = 0; i < 3; i++) spawnBullet(); for (var j = 0; j < 2; j++) spawnPoint(); // Timers for spawning (store timer ids for cleanup) var bulletTimer = null; var pointTimer = null; function resetTimers() { if (bulletTimer) LK.clearInterval(bulletTimer); if (pointTimer) LK.clearInterval(pointTimer); bulletTimer = LK.setInterval(function () { spawnBullet(); }, getBulletInterval()); pointTimer = LK.setInterval(function () { if (points.length < 3) spawnPoint(); }, getPointInterval()); } resetTimers(); // When difficulty changes, reset timers for (var i = 0; i < difficultyButtons.length; i++) { (function (btn) { var origDown = btn.down; btn.down = function (x, y, obj) { origDown.call(btn, x, y, obj); resetTimers(); }; })(difficultyButtons[i]); } // Touch/drag logic function handleMove(x, y, obj) { if (dragNode) { // Clamp player inside game area (with margin) var margin = 80; var nx = Math.max(margin, Math.min(2048 - margin, x)); var ny = Math.max(margin + 100, Math.min(2732 - margin, y)); dragNode.x = nx; dragNode.y = ny; } } game.move = handleMove; game.down = function (x, y, obj) { // Only start drag if touch is inside player var dx = x - player.x; var dy = y - player.y; var r = player.width / 2; if (dx * dx + dy * dy <= r * r) { dragNode = player; handleMove(x, y, obj); } }; game.up = function (x, y, obj) { dragNode = null; }; // Main game loop game.update = function () { // Update bullets for (var i = bullets.length - 1; i >= 0; i--) { var b = bullets[i]; b.update(); // Remove if off screen if (b.x < -120 || b.x > 2048 + 120 || b.y < -120 || b.y > 2732 + 120) { b.destroy(); bullets.splice(i, 1); continue; } // Collision with player if (b.intersects(player)) { // Flash screen and game over LK.effects.flashScreen(0xff0000, 800); LK.showGameOver(); return; } } // Update points for (var j = points.length - 1; j >= 0; j--) { var p = points[j]; if (p.intersects(player)) { // Collect point score += 1; scoreTxt.setText(score); p.destroy(); points.splice(j, 1); } } }; // Clean up timers on game over (handled by LK, but for completeness) game.onDestroy = function () { LK.clearInterval(bulletTimer); LK.clearInterval(pointTimer); };
===================================================================
--- original.js
+++ change.js
@@ -53,9 +53,9 @@
/****
* Initialize Game
****/
var game = new LK.Game({
- backgroundColor: 0x181818
+ backgroundColor: 0x000000
});
/****
* Game Code
@@ -69,8 +69,50 @@
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
+// --- Difficulty selection UI ---
+var difficultyLevels = [{
+ label: "Easy",
+ value: 0
+}, {
+ label: "Normal",
+ value: 1
+}, {
+ label: "Hard",
+ value: 2
+}];
+var currentDifficulty = 1; // Default: Normal
+// Create difficulty buttons
+var difficultyButtons = [];
+var buttonSpacing = 30;
+var buttonWidth = 220;
+var buttonHeight = 90;
+for (var i = 0; i < difficultyLevels.length; i++) {
+ var btn = new Text2(difficultyLevels[i].label, {
+ size: 60,
+ fill: 0xFFFFFF
+ });
+ btn.anchor.set(1, 0); // right-top
+ btn.x = (buttonWidth + buttonSpacing) * (difficultyLevels.length - i - 1);
+ btn.y = 0;
+ btn.difficultyValue = difficultyLevels[i].value;
+ // Highlight default
+ btn.alpha = i === currentDifficulty ? 1 : 0.5;
+ // Touch event
+ btn.down = function (btnRef) {
+ return function (x, y, obj) {
+ // Set difficulty
+ currentDifficulty = btnRef.difficultyValue;
+ // Update button highlights
+ for (var j = 0; j < difficultyButtons.length; j++) {
+ difficultyButtons[j].alpha = difficultyButtons[j].difficultyValue === currentDifficulty ? 1 : 0.5;
+ }
+ };
+ }(btn);
+ difficultyButtons.push(btn);
+ LK.gui.topRight.addChild(btn);
+}
// Game objects
var player = new Player();
game.addChild(player);
// Center player
@@ -113,10 +155,10 @@
angle = Math.PI + (Math.random() - 0.5) * 0.5;
}
bullet.x = pos.x;
bullet.y = pos.y;
- // Set speed (randomized a bit)
- var speed = 12 + Math.random() * 4;
+ // Set speed (randomized a bit, depends on difficulty)
+ var speed = getBulletSpeed();
bullet.vx = Math.cos(angle) * speed;
bullet.vy = Math.sin(angle) * speed;
bullets.push(bullet);
game.addChild(bullet);
@@ -139,18 +181,51 @@
point.y = py;
points.push(point);
game.addChild(point);
}
+// Helper: get bullet spawn interval and speed by difficulty
+function getBulletInterval() {
+ if (currentDifficulty === 0) return 1300; // Easy
+ if (currentDifficulty === 1) return 900; // Normal
+ return 600; // Hard
+}
+function getPointInterval() {
+ if (currentDifficulty === 0) return 1400;
+ if (currentDifficulty === 1) return 1800;
+ return 2200;
+}
+function getBulletSpeed() {
+ if (currentDifficulty === 0) return 8 + Math.random() * 2;
+ if (currentDifficulty === 1) return 12 + Math.random() * 4;
+ return 16 + Math.random() * 6;
+}
// Initial spawns
for (var i = 0; i < 3; i++) spawnBullet();
for (var j = 0; j < 2; j++) spawnPoint();
-// Timers for spawning
-var bulletTimer = LK.setInterval(function () {
- spawnBullet();
-}, 900);
-var pointTimer = LK.setInterval(function () {
- if (points.length < 3) spawnPoint();
-}, 1800);
+// Timers for spawning (store timer ids for cleanup)
+var bulletTimer = null;
+var pointTimer = null;
+function resetTimers() {
+ if (bulletTimer) LK.clearInterval(bulletTimer);
+ if (pointTimer) LK.clearInterval(pointTimer);
+ bulletTimer = LK.setInterval(function () {
+ spawnBullet();
+ }, getBulletInterval());
+ pointTimer = LK.setInterval(function () {
+ if (points.length < 3) spawnPoint();
+ }, getPointInterval());
+}
+resetTimers();
+// When difficulty changes, reset timers
+for (var i = 0; i < difficultyButtons.length; i++) {
+ (function (btn) {
+ var origDown = btn.down;
+ btn.down = function (x, y, obj) {
+ origDown.call(btn, x, y, obj);
+ resetTimers();
+ };
+ })(difficultyButtons[i]);
+}
// Touch/drag logic
function handleMove(x, y, obj) {
if (dragNode) {
// Clamp player inside game area (with margin)