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Please fix the bug: 'Timeout.tick error: enemy is undefined' in or related to this line: 'enemy.n = i;' Line Number: 179
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Please fix the bug: 'Timeout.tick error: enemy is undefined' in or related to this line: 'enemy.n = i;' Line Number: 179
Code edit (3 edits merged)
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each enemy_1 must move in a signwave
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Please fix the bug: 'Timeout.tick error: x is not defined' in or related to this line: 'enemy.x = groupX + Math.sin(x) * enemy_movemwnt_amplitude; // Assign the group x position to the enemy' Line Number: 175
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each enemy within the group should spawn at the same x position but a slightly different y position
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Please fix the bug: 'ReferenceError: enemy is not defined' in or related to this line: 'return e.group === enemy.group;' Line Number: 135
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when all the enemy_1's in a single group are defeated by the player, spawn a power up icon
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function spawnEnemy_1() { for (var i = 0; i < 6; i++) { var enemy = new enemy_1(); enemy.x = Math.random() * 2048; enemy.y = -50; enemy_1s.push(enemy); game.addChild(enemy); } // Increment enemy_1 group counter enemy_1GroupCount += 6; } does not keep track of what group the enemy_1 is in
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each gropu of enemy_1 is to spawn at the same time at the same time
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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
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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
/**** * 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; self.x += Math.sin(self.y / 50) * 5; // Move in a sine wave pattern }; }); /**** * 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 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[i].splice(spaceships[i].indexOf(spaceship), 1); if (spaceships[i].length === 0) { spaceships.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 and spawn new enemy waves if (LK.getScore() >= 100 && spaceships.length === 0) { spawnEnemyWave(); } // 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[j].splice(spaceships[j].indexOf(spaceship), 1); if (spaceships[j].length === 0) { spaceships.splice(j, 1); spawnPowerUp(); // Spawn power-up when wave is destroyed } 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 a wave of 6 spaceships function spawnEnemyWave() { var wave = []; for (var i = 0; i < 6; i++) { var spaceship = new Spaceship(); spaceship.x = (i + 1) * (2048 / 7); // Distribute evenly across the screen spaceship.y = -50; spaceship.waveIndex = i; // Track index in wave wave.push(spaceship); game.addChild(spaceship); } spaceships.push(wave); } // 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(); };
/****
* 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;
self.x += Math.sin(self.y / 50) * 5; // Move in a sine wave pattern
};
});
/****
* 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 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[i].splice(spaceships[i].indexOf(spaceship), 1);
if (spaceships[i].length === 0) {
spaceships.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 and spawn new enemy waves
if (LK.getScore() >= 100 && spaceships.length === 0) {
spawnEnemyWave();
}
// 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[j].splice(spaceships[j].indexOf(spaceship), 1);
if (spaceships[j].length === 0) {
spaceships.splice(j, 1);
spawnPowerUp(); // Spawn power-up when wave is destroyed
}
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 a wave of 6 spaceships
function spawnEnemyWave() {
var wave = [];
for (var i = 0; i < 6; i++) {
var spaceship = new Spaceship();
spaceship.x = (i + 1) * (2048 / 7); // Distribute evenly across the screen
spaceship.y = -50;
spaceship.waveIndex = i; // Track index in wave
wave.push(spaceship);
game.addChild(spaceship);
}
spaceships.push(wave);
}
// 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();
};
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