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after finishing the tween stop drawing the bullet āŖš” Consider importing and using the following plugins: @upit/tween.v1
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remove the bullets after the tween has finished playing.
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import @upit/tween.v1 āŖš” Consider importing and using the following plugins: @upit/tween.v1
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make it sow that the bullets are becoming smaller as they go farther from the player. āŖš” Consider importing and using the following plugins: @upit/tween.v1
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update the drawing order so that the player is drawn after the cyan and blue rectangles.
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change the order of drawing so that the player sprite is drawn on top of everything else.
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define a variable called base_y which is assigned the value of bluerectangle - half of its' height.
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The grey rectangle has to be drawn before any other items are drawn on screen.
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the grey rectangle has to extend from center of the screen to the bottom of the screen.
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add a rectangle covering the bottom half of the screen with grey color.
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add another cyan rectangle to the right side of the screen match the width and height of the cyan rectangle that i created before.
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Draw a polygon with left side of the polygon measuring 200 and the right side of the polygon measuring 300
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add another rectangle with cyan color. This rectangle should be 300 in width and 300 in height. Add it to the center of the screen.
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add a rectangle to the screen. It has to be blue color, its' height is 300 and width matches the width of the screen. It has to be at the center of the screen.
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i want to draw a rectangle at the center of screen in blue color with height 100 and width equal to the screen width.
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QuickGun
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Bullet class var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 15; self.update = function () { tween(self, { scaleX: (2732 - self.y) / 2732, scaleY: (2732 - self.y) / 2732 }, { duration: 100, onComplete: function onComplete() { self.visible = false; } }); }; }); // Enemy class var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.update = function () { // Enemy update logic }; }); //<Assets used in the game will automatically appear here> // Player class var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.update = function () { // Player update logic }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ //<Assets used in the game will automatically appear here> // Initialize player var player = new Player(); player.x = 2048 / 2; player.y = 2732 - 200; // Initialize rectangle var rectangle = game.addChild(LK.getAsset('rectangle', { anchorX: 0.5, anchorY: 1 })); rectangle.x = 2048 / 2; rectangle.y = 2732 / 2; // Initialize cyan rectangle var cyanRectangle = game.addChild(LK.getAsset('cyanRectangle', { anchorX: 0, anchorY: 1 })); cyanRectangle.x = 0; cyanRectangle.y = 2732 / 2; // Initialize another cyan rectangle var cyanRectangle2 = game.addChild(LK.getAsset('cyanRectangle', { anchorX: 1, anchorY: 1 })); cyanRectangle2.x = 2048; cyanRectangle2.y = 2732 / 2; // Initialize grey rectangle var greyRectangle = game.addChildAt(LK.getAsset('greyRectangle', { anchorX: 0.5, anchorY: 0 }), 0); greyRectangle.x = 2048 / 2; greyRectangle.y = 2732 / 2; greyRectangle.height = 2732 / 2; // Adjust the height to cover the bottom half of the screen // Define base_y variable var base_y = greyRectangle.y - greyRectangle.height / 2; // Initialize enemies var enemies = []; for (var i = 0; i < 5; i++) { var enemy = new Enemy(); enemy.x = Math.random() * 2048; enemy.y = Math.random() * 1000; enemies.push(enemy); game.addChild(enemy); } // Initialize bullets var bullets = []; // Handle player movement game.move = function (x, y, obj) { player.x = x; player.y = y; }; // Handle shooting game.down = function (x, y, obj) { var bullet = new Bullet(); bullet.x = player.x; bullet.y = player.y; bullets.push(bullet); game.addChild(bullet); }; // Add player to game game.addChild(player); // Game update loop game.update = function () { // Update bullets for (var i = bullets.length - 1; i >= 0; i--) { var bullet = bullets[i]; bullet.update(); if (bullet.y < 0) { bullet.destroy(); bullets.splice(i, 1); } } // Update enemies for (var j = 0; j < enemies.length; j++) { var enemy = enemies[j]; enemy.update(); if (enemy.intersects(player)) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } } };
===================================================================
--- original.js
+++ change.js
@@ -20,9 +20,9 @@
scaleY: (2732 - self.y) / 2732
}, {
duration: 100,
onComplete: function onComplete() {
- self.destroy();
+ self.visible = false;
}
});
};
});
magic energy ball in 16 bit pixel art style. It should have a glow effect so it feels like a powerful magic spell. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
brick wall with shield and swords hanging in the middle of it.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
the brick wall is seamless and i should be able to use it to repeat the image multiple times by placing them side by side.
dungeon floor with cracks in the floor. Small grass scattered on the floor. . No shadows. 2d. In-Game asset. flat
red colored heart for representing player health in the game.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Magical projectile that will freeze the enemies.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
magic projectile impact effect. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
magical fireball. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
orc mage, leather armor, staff with glowing crystal with freezing power. front facing, arms and legs clearly visible, wearing a hood made of cloth.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows, 16 bit pixel art