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now allow multiple of these groups at a time
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you are creating a powerup icon after the user kills each member of the wave. only spawn a powerup if the user defeats the entire group
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if the player destroys a wave enemy a powerup icon should drop, however if the wave exist the screen then the wave is deleted with no powerup icon
Code edit (2 edits merged)
Please save this source code
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they are not being killed, and the wave x needs to be randomised for each wave
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now make it so they can be killed by the playes shots
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rename the NextEnemy to wave_1
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the wave need to spawn on the same x together and have the sine offset so they form a snake motion
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if (LK.getScore() >= 100) { // Spawn a wave of 6 enemies for (var i = 0; i < 6; i++) { spawnWaveEnemy(); } } this is creating many too much enemys and they havent been grouped into a wave
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once the player has reached 100 points introduce the next enemy. the next enemy comes in waves of 6. if the player kills 6 waves of 6 then a powerup icon is spawned. the enemys come from the top and travel in a sign wave to the bottom
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if (LK.getScore() >= 200 && powerUpLevel == 0) { // Spawn power-up spawnPowerUp(); powerUpLevel++; // Increase powerUpLevel to prevent multiple power-ups from spawning } // this is a bug. a powerup icon has spawned and the user has powered up without collecting the icon
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the first powerup icon should only spawn when th eplayer gets 200 points or more.
Code edit (3 edits merged)
Please save this source code
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the player should get the first powerup at score 200
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when the player kills a simpleflyer they get 10 points
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Please fix the bug: 'Timeout.tick error: Spaceship is not defined' in or related to this line: 'var spaceship = new Spaceship();' Line Number: 184
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add the player score to th etop of the screen, and rename the enemy to simple flyer
Code edit (1 edits merged)
Please save this source code
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the icon needs to be set in the player.shoot method
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there are two icons for bullets. the bullets goinf forward are one image and the bullets going at an angle are a different image
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the extra bullets should have a different icon
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in the player.shoot method. fix the extra bullet icons
Code edit (1 edits merged)
Please save this source code
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set the background image
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add another sprite for bullets
/**** * Classes ****/ // Bullet class var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics; self.speed = -10; self.direction = 45; // Add direction variable self.update = function () { self.y += self.speed * Math.cos(self.direction); // Update y position based on speed and direction self.x += self.speed * Math.sin(self.direction); // Update x position based on speed and direction }; }); // Player class var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.shoot = function () { var bullet = new Bullet(); bullet.x = self.x; bullet.y = self.y - 50; bullet.direction = 0; bullet.attachAsset('bullet1', { anchorX: 0.5, anchorY: 0.5 }); bullets.push(bullet); game.addChild(bullet); if (powerUpLevel >= 1) { var bullet1 = new Bullet(); bullet1.x = self.x - 20; bullet1.y = self.y - 50; bullet1.direction = 20; bullet1.attachAsset('bullet2', { anchorX: 0.5, anchorY: 0.5 }); bullets.push(bullet1); game.addChild(bullet1); var bullet2 = new Bullet(); bullet2.x = self.x + 20; bullet2.y = self.y - 50; bullet2.direction = -20; bullet2.attachAsset('bullet2', { anchorX: 0.5, anchorY: 0.5 }); bullets.push(bullet2); game.addChild(bullet2); } }; }); // PowerUp class var PowerUp = Container.expand(function () { var self = Container.call(this); var powerUpGraphics = self.attachAsset('powerUp', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { self.y += 2; }; }); //<Assets used in the game will automatically appear here> //<Write imports for supported plugins here> // Spaceship class var Spaceship = Container.expand(function () { var self = Container.call(this); var spaceshipGraphics = self.attachAsset('spaceship', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 3; self.update = function () { self.y += self.speed; }; }); var wave_1 = Container.expand(function () { var self = Container.call(this); var waveEnemyGraphics = self.attachAsset('spaceship', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 2; self.angle = 0; self.update = function () { self.y += self.speed; self.x += Math.sin(self.angle) * 5; // Sine wave movement self.angle += 0.1; }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundImage: 'background' //Set the background image }); /**** * Game Code ****/ // Initialize player var player = game.addChild(new Player()); player.x = 2048 / 2; player.y = 2500; // Initialize score var score = new Text2('0', { size: 150, fill: 0xFFFFFF }); score.anchor.set(0.5, 0); LK.gui.top.addChild(score); // Initialize arrays var spaceships = []; var bullets = []; var powerUps = []; // Initialize waveEnemies array var waveEnemies = []; // Initialize powerup level var powerUpLevel = 0; // Game update function game.update = function () { // Update spaceships for (var i = spaceships.length - 1; i >= 0; i--) { var spaceship = spaceships[i]; spaceship.update(); if (spaceship.y > 2732) { spaceship.destroy(); spaceships.splice(i, 1); } } // Update wave enemies for (var i = waveEnemies.length - 1; i >= 0; i--) { var waveEnemy = waveEnemies[i]; waveEnemy.update(); if (waveEnemy.y > 2732) { waveEnemy.destroy(); waveEnemies.splice(i, 1); } } // Update bullets for (var j = bullets.length - 1; j >= 0; j--) { var bullet = bullets[j]; bullet.update(); if (bullet.y < 0) { bullet.destroy(); bullets.splice(j, 1); } } // Update power-ups for (var k = powerUps.length - 1; k >= 0; k--) { var powerUp = powerUps[k]; powerUp.update(); if (powerUp.y > 2732) { powerUp.destroy(); powerUps.splice(k, 1); } } // Check for collisions checkCollisions(); // Update score score.setText(LK.getScore()); // Check if score is 100 or more to introduce new enemy waves if (LK.getScore() >= 100 && waveEnemies.length === 0) { // Spawn a wave of 6 enemies for (var i = 0; i < 6; i++) { spawnWaveEnemy(); } } // Check if score is 200 or more and powerUpLevel is 0 if (LK.getScore() >= 200 && powerUpLevel == 0) { // Only spawn power-up if there are no power-ups currently in the game if (powerUps.length == 0) { // Spawn power-up spawnPowerUp(); } } }; // Function to check for collisions function checkCollisions() { // Check bullet and spaceship collisions for (var i = bullets.length - 1; i >= 0; i--) { var bullet = bullets[i]; for (var j = spaceships.length - 1; j >= 0; j--) { var spaceship = spaceships[j]; if (bullet.intersects(spaceship)) { bullet.destroy(); spaceship.destroy(); bullets.splice(i, 1); spaceships.splice(j, 1); LK.setScore(LK.getScore() + 10); // Increase score by 10 when a spaceship is destroyed break; } } } // Check player and power-up collisions for (var k = powerUps.length - 1; k >= 0; k--) { var powerUp = powerUps[k]; if (player.intersects(powerUp)) { powerUp.destroy(); powerUps.splice(k, 1); powerUpLevel += 1; // Upgrade player's gun } ; } } // Function to spawn spaceships function spawnSpaceships() { var spaceship = new Spaceship(); spaceship.x = Math.random() * 2048; spaceship.y = -50; spaceships.push(spaceship); game.addChild(spaceship); } // Function to spawn power-ups function spawnPowerUp() { var powerUp = new PowerUp(); powerUp.x = Math.random() * 2048; powerUp.y = -50; powerUps.push(powerUp); game.addChild(powerUp); } // Set intervals for spawning LK.setInterval(spawnSpaceships, 1000); //LK.setInterval(spawnPowerUp, 10000); // Player controls game.down = function (x, y, obj) { player.x = x; player.y = y; }; game.move = function (x, y, obj) { player.x = x; player.y = y; }; game.up = function (x, y, obj) { player.shoot(); }; function spawnWaveEnemy(baseX) { for (var i = 0; i < 6; i++) { var waveEnemy = new wave_1(); waveEnemy.x = baseX; waveEnemy.y = -50 - i * 20; // Offset each enemy slightly on the y-axis waveEnemy.angle = i * 0.5; // Offset the sine wave angle for snake motion waveEnemies.push(waveEnemy); game.addChild(waveEnemy); } }
===================================================================
--- original.js
+++ change.js
@@ -78,9 +78,9 @@
self.update = function () {
self.y += self.speed;
};
});
-var WaveEnemy = Container.expand(function () {
+var wave_1 = Container.expand(function () {
var self = Container.call(this);
var waveEnemyGraphics = self.attachAsset('spaceship', {
anchorX: 0.5,
anchorY: 0.5
@@ -242,9 +242,9 @@
player.shoot();
};
function spawnWaveEnemy(baseX) {
for (var i = 0; i < 6; i++) {
- var waveEnemy = new WaveEnemy();
+ var waveEnemy = new wave_1();
waveEnemy.x = baseX;
waveEnemy.y = -50 - i * 20; // Offset each enemy slightly on the y-axis
waveEnemy.angle = i * 0.5; // Offset the sine wave angle for snake motion
waveEnemies.push(waveEnemy);
spaceship, retro game, 2d. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
yellow ball. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
game flying saucer. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
star field. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
neon circle with a 'p'. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
fire explosion. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
double sided space ship. symetrical. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows, color, neon
hot stone, red. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
large rock. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows