User prompt
fix the bug where level display is shown before the game starts
User prompt
fix the bug where more than one level display is shown
User prompt
change the dynamic of showing the level display only after the game started
User prompt
fix the bug where the level display is not fully seen
User prompt
move the level display up by 10 pixels
User prompt
put the level display on the bottom of of the game
User prompt
display currently played level
User prompt
when completing a level start the next one immediatly
User prompt
create 5 levels
User prompt
in the pause state game nothing should be updated in the game
User prompt
create the pause state game after clicking the pause button
User prompt
move the pause button 10 pixels to the right
User prompt
rotate the pause button 45 degrees
User prompt
rotate the pause button 45 degrees
User prompt
put the pause button 20 pixels of the left end of the screen
User prompt
change the pause button to be the symbol =
User prompt
change the pause button to be 90 degree rotated "="
User prompt
change the sepcific for the pause button to be move to the bottom left corner
User prompt
clicking the pause button has no effect
User prompt
the pause button is not working and should only be visible after the game started
User prompt
add a pause button in the same logic as the starting menu
User prompt
the menu should be text based not asset based
User prompt
fix the bug where enemies are generated before the context menu is clicked
User prompt
Add a context menu before playing that gives the option to start the game or change settings
User prompt
remove all menu and context menu for the game
/****
* Classes
****/
// Define a class for bullets
var Bullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -10;
self.update = function () {
self.y += self.speed;
if (self.y < 0) {
self.destroy();
}
};
});
// Define a class for the context menu
var ContextMenu = Container.expand(function () {
var self = Container.call(this);
var menuText = new Text2('Start Game', {
size: 150,
fill: 0xFFFFFF
});
menuText.anchor.set(0.5, 0.5);
self.addChild(menuText);
self.update = function () {
// Update logic for context menu
};
});
// Define a class for enemies
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 2;
self.update = function () {
self.y += self.speed;
if (self.y > 2732) {
self.y = 0;
self.x = Math.random() * 2048;
}
};
});
// Define a class for the pause button
var PauseButton = Container.expand(function () {
var self = Container.call(this);
var pauseText = new Text2('=', {
size: 150,
fill: 0xFFFFFF
});
pauseText.anchor.set(0.5, 0.5);
pauseText.rotation = Math.PI / 4;
self.addChild(pauseText);
self.update = function () {
// Update logic for pause button
};
});
// Define a class for plants
var Plant = Container.expand(function () {
var self = Container.call(this);
self.update = function () {
// Update logic for plants
};
});
//<Assets used in the game will automatically appear here>
//<Write imports for supported plugins here>
// Define a class for the player character
var Player = Container.expand(function () {
var self = Container.call(this);
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5;
self.update = function () {
// Update logic for player
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
// Initialize game state
var gameState = "menu";
// Initialize context menu
var contextMenu = game.addChild(new ContextMenu());
contextMenu.x = 1024;
contextMenu.y = 1366;
// Initialize pause button
var pauseButton = game.addChild(new PauseButton());
pauseButton.x = 20;
pauseButton.y = 2632;
pauseButton.visible = false;
// Initialize player
var player = game.addChild(new Player());
player.x = 1024;
player.y = 2500;
// Initialize plants
var plants = [];
for (var i = 0; i < 5; i++) {
var plant = new Plant();
plant.x = Math.random() * 2048;
plant.y = Math.random() * 2732;
plants.push(plant);
game.addChild(plant);
}
// Initialize enemies
var enemies = [];
// 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) {
if (gameState === "menu") {
gameState = "playing";
contextMenu.destroy();
pauseButton.visible = true;
// Generate enemies when game starts
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);
}
} else if (gameState === "playing") {
if (obj === pauseButton) {
gameState = gameState === "paused" ? "playing" : "paused";
pauseButton.getChildByName('pauseText').setText(gameState === "paused" ? 'Resume' : 'Pause');
} else if (gameState === "playing") {
var bullet = new Bullet();
bullet.x = player.x;
bullet.y = player.y;
bullets.push(bullet);
game.addChild(bullet);
}
}
};
// Update game state
game.update = function () {
if (gameState === "playing" || gameState === "paused") {
if (gameState === "playing") {
// Update player
player.update();
// Update enemies
for (var i = 0; i < enemies.length; i++) {
enemies[i].update();
}
// Update bullets
for (var j = bullets.length - 1; j >= 0; j--) {
bullets[j].update();
if (bullets[j].y < 0) {
bullets.splice(j, 1);
}
}
}
// Check for collisions
for (var k = bullets.length - 1; k >= 0; k--) {
for (var l = enemies.length - 1; l >= 0; l--) {
if (bullets[k].intersects(enemies[l])) {
bullets[k].destroy();
enemies[l].destroy();
bullets.splice(k, 1);
enemies.splice(l, 1);
break;
}
}
}
} else if (gameState === "menu") {
// Update context menu
contextMenu.update();
} else if (gameState === "paused") {
// Update pause button
pauseButton.update();
}
}; ===================================================================
--- original.js
+++ change.js
@@ -52,8 +52,9 @@
size: 150,
fill: 0xFFFFFF
});
pauseText.anchor.set(0.5, 0.5);
+ pauseText.rotation = Math.PI / 4;
self.addChild(pauseText);
self.update = function () {
// Update logic for pause button
};
2D squirrel with cowboy hat. Single Game Texture. In-Game asset. 2d. High contrast. No shadows
crosshair. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
Aloe. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
meat eating plant. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
fly. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
red dot. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
rose. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
Cactee. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
pfeilchen flower. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
sparkling sun. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Lock. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows