User prompt
Implement a method within the Player class that allows shooting lasers.
User prompt
Create a Laser Class
User prompt
Implement a method within the Player class that allows shooting lasers.
User prompt
Create a Laser Class
User prompt
Make the laser go up.
User prompt
Add laser asset that shoots the rocks from the player asset.
User prompt
Make the obstacles a bit smaller and make the player bigger.
Remix started
Copy Quintillion Quadrilaterals
/**** * 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; }; }); var Laser = Container.expand(function () { var self = Container.call(this); var laserGraphics = self.attachAsset('laser', { anchorX: 0.5, anchorY: 0.5 }); laserGraphics.scale.set(0.5); // Scale down the laser self.speed = 10; // Speed of the laser self.move = function () { self.y -= self.speed; }; }); // 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(1.2); // Scale up the player self.speed = 5; 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.shootLaser = function () { var laser = new Laser(); laser.x = self.x; laser.y = self.y; game.addChild(laser); }; 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 ****/ // 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
@@ -85,8 +85,14 @@
};
self.moveRight = function () {
self.x = Math.min(2048 - self.width / 2, self.x + self.speed);
};
+ self.shootLaser = function () {
+ var laser = new Laser();
+ laser.x = self.x;
+ laser.y = self.y;
+ game.addChild(laser);
+ };
self.update = function () {
// Player update logic
};
});
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.