User prompt
Make the player speed faster when moving left and right.
User prompt
Make the player bigger.
User prompt
Make the background whole screen.
User prompt
Add space background.
User prompt
Implement collision detection between lasers and rocks (obstacles). Within the game's main tick function, check for intersections between laser instances and rock instances.
User prompt
Please fix the bug: 'ReferenceError: lasers is not defined' in or related to this line: 'for (var i = lasers.length - 1; i >= 0; i--) {' Line Number: 196
User prompt
Please fix the bug: 'ReferenceError: lasers is not defined' in or related to this line: 'for (var i = lasers.length - 1; i >= 0; i--) {' Line Number: 196
User prompt
In the game's main tick function, iterate over all instances of the Laser class and move them according to their speed and direction.
Remix started
it should create an instance of the Laser class, position it appropriately relative to the player, and add it to the game.
/**** * Classes ****/ // Arrow class var Arrow = Container.expand(function (direction) { var self = Container.call(this); var arrowGraphics = self.createAsset('arrow_' + direction, { anchorX: 0.5 }); arrowGraphics.height = 2732 * 2; self.direction = direction; self.on('down', function () { self.isHeld = true; }); self.on('up', function () { self.isHeld = false; }); self.on('out', function () { self.isHeld = false; }); self.update = function (player) { if (self.isHeld) { if (self.direction === 'left') { player.moveLeft(); } else if (self.direction === 'right') { player.moveRight(); } } // Check if player's y position is less than arrow's y position self.alpha = 0; // Make arrow completely see-through }; }); // BlockObstacle class var BlockObstacle = Container.expand(function () { var self = Container.call(this); var obstacleGraphics = self.attachAsset('block_obstacle', { anchorX: 0.5, anchorY: 1 }); obstacleGraphics.scale.set(0.8); // Scale down the obstacle self.speed = Math.random() * 3 + 2; // Random speed between 2 and 5 self.speedMultiplier = 1; self.increaseSpeed = function () { self.speedMultiplier += 0.001; }; self.move = function () { self.speedMultiplier += 0.001; self.y += self.speed * self.speedMultiplier; }; }); // GameStats class to keep track of game statistics var GameStats = Container.expand(function () { var self = Container.call(this); self.gamesPlayed = 0; self.incrementGamesPlayed = function () { self.gamesPlayed++; }; self.getGamesPlayed = function () { return self.gamesPlayed; }; }); // Player class var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); playerGraphics.scale.set(1.5); // Scale up the player self.speed = 10; self.moveLeft = function () { self.x = Math.max(self.width / 2, self.x - self.speed); }; self.moveRight = function () { self.x = Math.min(2048 - self.width / 2, self.x + self.speed); }; self.update = function () { // Player update logic }; }); // Stopwatch class var Stopwatch = Container.expand(function () { var self = Container.call(this); var timeText = new Text2('00:00', { size: 100, fill: '#ffffff' }); timeText.anchor.set(0.5, 0); LK.gui.top.addChild(timeText); var startTime = Date.now(); self.updateTime = function () { var elapsed = Date.now() - startTime; var minutes = Math.floor(elapsed / 60000).toString().padStart(2, '0'); var seconds = (Math.floor(elapsed / 1000) % 60).toString().padStart(2, '0'); timeText.setText(minutes + ':' + seconds); }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Init game with black background }); /**** * Game Code ****/ var spaceBackground = game.addChild(LK.getAsset('space_background', { x: 1024, y: 1366, anchorX: 0.5, anchorY: 0.5, width: 2048, height: 2732 })); // Game variables var player = game.addChild(new Player()); player.x = 1024; // Center of the screen player.y = 2732 - 100; // Near the bottom of the screen var obstacles = []; var isGameOver = false; var gameStats = game.addChild(new GameStats()); var stopwatch = game.addChild(new Stopwatch()); // Create left and right arrow objects var leftArrow = game.addChild(new Arrow('left')); leftArrow.width = 1024; // Half of the screen width leftArrow.x = leftArrow.width / 2; leftArrow.y = player.y - player.height * 3 - leftArrow.height / 2; var rightArrow = game.addChild(new Arrow('right')); rightArrow.width = 1024; // Half of the screen width rightArrow.x = 2048 - rightArrow.width / 2; rightArrow.y = player.y - player.height * 3 - rightArrow.height / 2; // Touch event handlers // Add touch event listener to the game // Game tick event LK.on('tick', function () { if (isGameOver) { LK.effects.flashScreen(0x00ff00, 1000); LK.showGameOver(); return; } // Update player and arrows player.update(); leftArrow.update(player); rightArrow.update(player); stopwatch.updateTime(); // Generate obstacles if (LK.ticks % 60 == 0) { // Every 1 second var newObstacle = new BlockObstacle(); newObstacle.x = Math.random() * (2048 - newObstacle.width) + newObstacle.width / 2; newObstacle.y = -newObstacle.height; obstacles.push(newObstacle); game.addChild(newObstacle); } // Move obstacles and check for collisions for (var i = obstacles.length - 1; i >= 0; i--) { obstacles[i].move(); obstacles[i].increaseSpeed(); if (obstacles[i].y > 2732) { obstacles[i].destroy(); obstacles.splice(i, 1); } else if (player.intersects(obstacles[i])) { isGameOver = true; gameStats.incrementGamesPlayed(); } } });
===================================================================
--- original.js
+++ change.js
@@ -66,9 +66,9 @@
anchorX: 0.5,
anchorY: 0.5
});
playerGraphics.scale.set(1.5); // Scale up the player
- self.speed = 5;
+ self.speed = 10;
self.moveLeft = function () {
self.x = Math.max(self.width / 2, self.x - self.speed);
};
self.moveRight = function () {
Spaceship 2D Pixel.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Asteroid 2D Pixel.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Galaxy Background 2D Pixel.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.