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Please fix the bug: 'TypeError: self is undefined' in or related to this line: 'bullet1.x = self.x - 20;' Line Number: 153
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enemy_1 must come in groups of 6. keep track of the groups as when the player destroys a group of 6 there will be a powerup icon spawned. the powerup icon only spawns when one whole group of enemy_1 is defeated
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Please fix the bug: 'Timeout.tick error: enemy_1 is not a constructor' in or related to this line: 'var enemy_1 = new enemy_1();' Line Number: 159
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Please fix the bug: 'spawnEnemy1 is not defined' in or related to this line: 'LK.setInterval(spawnEnemy1, 1000);' Line Number: 174
Code edit (1 edits merged)
Please save this source code
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rename spaceship to enemy_a
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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: 158
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rename the enemy to to enemy1
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Please fix the bug: 'TypeError: spaceships[j].indexOf is not a function' in or related to this line: 'spaceships[j].splice(spaceships[j].indexOf(spaceship), 1);' Line Number: 189
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Please fix the bug: 'spawnSpaceships is not defined' in or related to this line: 'LK.setInterval(spawnSpaceships, 1000);' Line Number: 225
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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 a wave of 6 then a powerup icon is spawned. the enemys come from the top and travel in a sign wave to the bottom. these enemys need to be stored in groups of 6 as an array, when that group is killed by the player spawn a powerup. if the wave or any members of the wave go off screen then there is no powerup rewarded
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now spawn a power up when each group has been defeated
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each wave of wave enemys should be stored as an array or list. when all of that wave are defeated spawn a powerup
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there is still not a a power up icon spawning after each group is killed by th eplayer
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Please fix the bug: 'TypeError: waveEnemies[j] is undefined' in or related to this line: 'if (waveEnemies[j].destroyed) {' Line Number: 228
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remember to spawn the powerup when a wave group has been defeated
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Please fix the bug: 'TypeError: waveEnemies[j] is undefined' in or related to this line: 'if (waveEnemies[j].destroyed) {' Line Number: 228
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after defeating a wave of 6 wave enemys, spawn a power up
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you are now spawning a powerup when any 6 are defeated, it must be only the 6 in the same group
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you are wrong again. th e wave enemys come in groups of 6, one a group of 6 have been defeated then spawn a powerup icon
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now it is giving a powerup when each individual is defeated. the wave enemys need to be killed as a group to get the power up
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it is still not spawning a power up icon once a group has been defeated. it is only spawning a powerup when all wave enemys have been defeated. this is wrong
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Please fix the bug: 'TypeError: waveEnemy is undefined' in or related to this line: 'powerUp.x = waveEnemy.x;' Line Number: 222
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the player should get a powerup after keilling each wave group,
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the waves are no longer spawning
/**** * 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 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 bullet and wave enemy collisions for (var i = bullets.length - 1; i >= 0; i--) { var bullet = bullets[i]; var lastWaveEnemyPosition = null; // Track last wave enemy position for (var j = waveEnemies.length - 1; j >= 0; j--) { var waveEnemy = waveEnemies[j]; if (bullet.intersects(waveEnemy)) { bullet.destroy(); waveEnemy.destroy(); bullets.splice(i, 1); waveEnemies.splice(j, 1); LK.setScore(LK.getScore() + 5); // Increase score by 5 when a wave enemy is destroyed lastWaveEnemyPosition = { x: waveEnemy.x, y: waveEnemy.y }; // Store last wave enemy position break; } } // Check if a specific group of 6 wave enemies is destroyed if (waveEnemies.length % 6 === 0 && lastWaveEnemyPosition) { // Ensure the last 6 enemies were from the same group var groupCount = 0; for (var j = waveEnemies.length - 1; j >= 0 && groupCount < 6; j--) { if (waveEnemies[j].destroyed) { groupCount++; } } if (groupCount === 6) { // Drop a power-up icon at the last wave enemy's position var powerUp = new PowerUp(); powerUp.x = lastWaveEnemyPosition.x; powerUp.y = lastWaveEnemyPosition.y; powerUps.push(powerUp); game.addChild(powerUp); } } } // 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 spawnWaves1() { // Check if score is 100 or more to introduce new enemy waves if (LK.getScore() >= 100) { // Randomly decide to spawn a new wave if (Math.random() < 0.5) { // 10% chance to spawn a new wave each interval spawnWaveEnemy(); } } } // 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(spawnWaves1, 1000); // 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() { var randomX = Math.random() * 2048; // Randomize x-coordinate for the wave for (var i = 0; i < 6; i++) { var waveEnemy = new wave_1(); waveEnemy.x = randomX; waveEnemy.y = -50 - i * 80; // Offset each enemy slightly on the y-axis waveEnemy.angle = i * 0.5; // Offset the sine wave angle for snake motion waveEnemy.speed *= 2; waveEnemies.push(waveEnemy); game.addChild(waveEnemy); } }
===================================================================
--- original.js
+++ change.js
@@ -209,16 +209,25 @@
}; // Store last wave enemy position
break;
}
}
- // Check if a group of 6 wave enemies is destroyed
+ // Check if a specific group of 6 wave enemies is destroyed
if (waveEnemies.length % 6 === 0 && lastWaveEnemyPosition) {
- // Drop a power-up icon at the last wave enemy's position
- var powerUp = new PowerUp();
- powerUp.x = lastWaveEnemyPosition.x;
- powerUp.y = lastWaveEnemyPosition.y;
- powerUps.push(powerUp);
- game.addChild(powerUp);
+ // Ensure the last 6 enemies were from the same group
+ var groupCount = 0;
+ for (var j = waveEnemies.length - 1; j >= 0 && groupCount < 6; j--) {
+ if (waveEnemies[j].destroyed) {
+ groupCount++;
+ }
+ }
+ if (groupCount === 6) {
+ // Drop a power-up icon at the last wave enemy's position
+ var powerUp = new PowerUp();
+ powerUp.x = lastWaveEnemyPosition.x;
+ powerUp.y = lastWaveEnemyPosition.y;
+ powerUps.push(powerUp);
+ game.addChild(powerUp);
+ }
}
}
// Check player and power-up collisions
for (var k = powerUps.length - 1; k >= 0; k--) {
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