User prompt
increase the size of plane
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'intersects')' in or related to this line: 'if (enemyBullets[i].intersects(heroBullets[k])) {' Line Number: 225
User prompt
remove stars and planets
User prompt
include stars and some planets on background
User prompt
make a space background
User prompt
at level 2 when enemy fire . player fire can also destroy enemy fire
User prompt
when player reach next level then you show a poster of next level and then wait for two seconds and start the game
User prompt
When player score 10 score then the next level come and next 20 score the next level come and after that the next and the next and the 20 levels of the game.
User prompt
At 3rd and 2nd level, the enemy also fire on the player.
User prompt
After player reach 20 score then wait for some second and then see on screen level 2 and after next 20 score you can show the level 3rd and then next level and then next level.
User prompt
there was no level
User prompt
at 3 level enemies also shot with gun
User prompt
when player reaches 10 score next level come
User prompt
when player reaches 20 score the new level comes
User prompt
when jet touch on a box the game is over
Initial prompt
space fighter
/**** * Classes ****/ // 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.shoot = function () { var bullet = new EnemyBullet(); bullet.x = self.x; bullet.y = self.y + enemyGraphics.height / 2; game.addChild(bullet); enemyBullets.push(bullet); }; self.update = function () { self.y += self.speed; if (self.y > 2732 + enemyGraphics.height) { self.destroy(); enemies.splice(enemies.indexOf(self), 1); } }; }); // EnemyBullet class var EnemyBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('enemyBullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.shoot = function () { var bullet = new EnemyBullet(); bullet.x = self.x; bullet.y = self.y + enemyGraphics.height / 2; game.addChild(bullet); enemyBullets.push(bullet); }; self.update = function () { self.y += self.speed; if (self.y > 2732 + bulletGraphics.height) { self.destroy(); enemyBullets.splice(enemyBullets.indexOf(self), 1); } }; }); //<Assets used in the game will automatically appear here> // FighterJet class var FighterJet = Container.expand(function () { var self = Container.call(this); var jetGraphics = self.attachAsset('fighterJet', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); self.speed = 10; self.update = function () { // Update logic for the fighter jet }; self.shoot = function () { var bullet = new HeroBullet(); bullet.x = self.x; bullet.y = self.y - jetGraphics.height / 2; game.addChild(bullet); heroBullets.push(bullet); }; }); // HeroBullet class var HeroBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('heroBullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -15; self.update = function () { self.y += self.speed; if (self.y < -bulletGraphics.height) { self.destroy(); heroBullets.splice(heroBullets.indexOf(self), 1); } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000022 // Set game with a space-themed dark blue background }); /**** * Game Code ****/ // Add stars and planets to the background function addBackgroundElements() { for (var i = 0; i < 100; i++) { var star = LK.getAsset('star', { anchorX: 0.5, anchorY: 0.5 }); star.x = Math.random() * 2048; star.y = Math.random() * 2732; game.addChild(star); } for (var i = 0; i < 5; i++) { var planet = LK.getAsset('planet', { anchorX: 0.5, anchorY: 0.5 }); planet.x = Math.random() * 2048; planet.y = Math.random() * 2732; game.addChild(planet); } } // Initialize variables // Pause game method game.pause = function () { game.paused = true; }; // Resume game method game.resume = function () { game.paused = false; }; function levelUp() { currentLevel++; if (currentLevel <= 20) { var levelTxt = new Text2('Level ' + currentLevel, { size: 200, fill: "#ffffff" }); levelTxt.anchor.set(0.5, 0.5); levelTxt.x = 2048 / 2; levelTxt.y = 2732 / 2; game.addChild(levelTxt); LK.setTimeout(function () { game.removeChild(levelTxt); // Resume game after 2 seconds game.resume(); }, 2000); // Pause game during level up display game.pause(); } } var fighterJet; var heroBullets = []; var enemies = []; var enemyBullets = []; var score = 0; var scoreTxt; var currentLevel = 1; var levelUpTimeout; // Initialize game elements function initGame() { // Create fighter jet fighterJet = new FighterJet(); fighterJet.x = 2048 / 2; fighterJet.y = 2732 - 200; game.addChild(fighterJet); // Create score text scoreTxt = new Text2('0', { size: 150, fill: "#ffffff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Spawn enemies at intervals LK.setInterval(spawnEnemy, 1000); } // Spawn enemy function function spawnEnemy() { var enemy = new Enemy(); enemy.x = Math.random() * 2048; enemy.y = -enemy.height; game.addChild(enemy); // Add enemy shooting condition based on level if (currentLevel >= 2) { LK.setInterval(function () { if (enemies.includes(enemy)) { enemy.shoot(); } }, 1000); } enemies.push(enemy); } // Update game state game.update = function () { // Check if game is paused if (game.paused) { return; } // Update fighter jet fighterJet.update(); // Update hero bullets for (var i = heroBullets.length - 1; i >= 0; i--) { heroBullets[i].update(); } // Update enemy bullets for (var i = enemyBullets.length - 1; i >= 0; i--) { enemyBullets[i].update(); // Check for collision with fighter jet if (fighterJet.intersects(enemyBullets[i])) { // Flash screen red for 1 second (1000ms) to show we are dead. LK.effects.flashScreen(0xff0000, 1000); // Show game over. The game will be automatically paused while game over is showing. LK.showGameOver(); // Calling this will destroy the 'Game' and reset entire game state. return; } // Check for collision with hero bullets for (var k = heroBullets.length - 1; k >= 0; k--) { if (enemyBullets[i] && heroBullets[k] && enemyBullets[i].intersects(heroBullets[k])) { enemyBullets[i].destroy(); heroBullets[k].destroy(); enemyBullets.splice(i, 1); heroBullets.splice(k, 1); break; } } } // Update enemies for (var j = enemies.length - 1; j >= 0; j--) { enemies[j].update(); // Check for collision with fighter jet if (fighterJet.intersects(enemies[j])) { // Flash screen red for 1 second (1000ms) to show we are dead. LK.effects.flashScreen(0xff0000, 1000); // Show game over. The game will be automatically paused while game over is showing. LK.showGameOver(); // Calling this will destroy the 'Game' and reset entire game state. return; } // Check for collision with hero bullets for (var k = heroBullets.length - 1; k >= 0; k--) { if (enemies[j].intersects(heroBullets[k])) { enemies[j].destroy(); heroBullets[k].destroy(); enemies.splice(j, 1); heroBullets.splice(k, 1); score++; scoreTxt.setText(score); if (score % 10 === 0) { levelUpTimeout = LK.setTimeout(levelUp, 1000); } break; } } } }; // Handle touch events game.down = function (x, y, obj) { fighterJet.shoot(); }; game.move = function (x, y, obj) { fighterJet.x = x; fighterJet.y = y; }; game.up = function (x, y, obj) { // No action needed on touch up }; // Initialize game initGame();
===================================================================
--- original.js
+++ change.js
@@ -52,9 +52,11 @@
var FighterJet = Container.expand(function () {
var self = Container.call(this);
var jetGraphics = self.attachAsset('fighterJet', {
anchorX: 0.5,
- anchorY: 0.5
+ anchorY: 0.5,
+ scaleX: 1.5,
+ scaleY: 1.5
});
self.speed = 10;
self.update = function () {
// Update logic for the fighter jet