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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.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -10; self.update = 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 }); self.shoot = function () { var bullet = new Bullet(); bullet.x = self.x; bullet.y = self.y - 50; bullets.push(bullet); game.addChild(bullet); }; }); // 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> // enemy_1 class var enemy_1 = Container.expand(function () { var self = Container.call(this); var enemy_1Graphics = self.attachAsset('enemy_a', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 3; self.update = function () { self.y += self.speed; }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Initialize player var player = game.addChild(new Player()); player.x = 2048 / 2; player.y = 2500; // Initialize arrays var enemy_1s = []; var bullets = []; var powerUps = []; // Initialize enemy_1 group counter var enemy_1GroupCount = 0; // Game update function game.update = function () { // Update enemy_1s for (var i = enemy_1s.length - 1; i >= 0; i--) { var enemy_1 = enemy_1s[i]; enemy_1.update(); if (enemy_1.y > 2732) { enemy_1.destroy(); enemy_1s.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(); }; // Function to check for collisions function checkCollisions() { // Check bullet and enemy_1 collisions for (var i = bullets.length - 1; i >= 0; i--) { var bullet = bullets[i]; for (var j = enemy_1s.length - 1; j >= 0; j--) { var enemy_1 = enemy_1s[j]; if (bullet.intersects(enemy_1)) { bullet.destroy(); enemy_1.destroy(); bullets.splice(i, 1); enemy_1s.splice(j, 1); // Decrement enemy_1 group counter enemy_1GroupCount--; // Check if a whole group of enemy_1 has been defeated if (enemy_1GroupCount % 6 === 0) { // Spawn a powerup spawnPowerUp(); } 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); // Upgrade player's gun player.shoot = function () { var bullet1 = new Bullet(); bullet1.x = self.x - 20; bullet1.y = self.y - 50; bullets.push(bullet1); game.addChild(bullet1); var bullet2 = new Bullet(); bullet2.x = self.x + 20; bullet2.y = self.y - 50; bullets.push(bullet2); game.addChild(bullet2); }; } } } // Function to spawn enemy_1s function spawnEnemy_1() { 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++; } // 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(spawnEnemy_1, 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(); };
===================================================================
--- original.js
+++ change.js
@@ -71,8 +71,10 @@
// Initialize arrays
var enemy_1s = [];
var bullets = [];
var powerUps = [];
+// Initialize enemy_1 group counter
+var enemy_1GroupCount = 0;
// Game update function
game.update = function () {
// Update enemy_1s
for (var i = enemy_1s.length - 1; i >= 0; i--) {
@@ -115,8 +117,15 @@
bullet.destroy();
enemy_1.destroy();
bullets.splice(i, 1);
enemy_1s.splice(j, 1);
+ // Decrement enemy_1 group counter
+ enemy_1GroupCount--;
+ // Check if a whole group of enemy_1 has been defeated
+ if (enemy_1GroupCount % 6 === 0) {
+ // Spawn a powerup
+ spawnPowerUp();
+ }
break;
}
}
}
@@ -148,8 +157,10 @@
enemy.x = Math.random() * 2048;
enemy.y = -50;
enemy_1s.push(enemy);
game.addChild(enemy);
+ // Increment enemy_1 group counter
+ enemy_1GroupCount++;
}
// Function to spawn power-ups
function spawnPowerUp() {
var powerUp = new PowerUp();
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