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copy enemy_1 to enemy_3
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make sure the powerup level text is updated
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update the players score
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Please fix the bug: 'ReferenceError: enemy_2s is not defined' in or related to this line: 'for (var j = enemy_2s.length - 1; j >= 0; j--) {' Line Number: 212
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whena player defeats an enemy, increase the score, each enemy type has a different asociated score valu
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show powerup level on the left and score on the right
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show the players score and powerup level at the top of the screen
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you forgot to create a function to spawn enemy_2
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duplicate enemy_1 to enemy_2 and add a new image for it
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Please fix the bug: 'Timeout.tick error: self is undefined' in or related to this line: 'enemy.xpos = groupX + Math.sin(self.y) * enemy_movemwnt_amplitude; // Assign the group x position to the enemy' Line Number: 183
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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
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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
/**** * 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); self.n = 0; self.xpos = 0.0; var enemy_1Graphics = self.attachAsset('enemy_1', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 3; self.update = function () { self.y += self.speed; self.x = self.xpos + Math.sin(self.y / 100) * enemy_1_movemwnt_amplitude; // Make enemy_1 move in a sine wave }; }); // enemy_2 class var enemy_2 = Container.expand(function () { var self = Container.call(this); self.n = 0; self.xpos = 0.0; var enemy_2Graphics = self.attachAsset('enemy_2', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 3; self.update = function () { self.y += self.speed; self.x = self.xpos + Math.sin(self.y / 100) * enemy_2_movemwnt_amplitude; // Make enemy_2 move in a sine wave }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Create and display the power-up level text at the top-right of the screen var powerUpLevelText = new Text2('Power-Up Level: 0', { size: 100, fill: 0xFFFFFF }); powerUpLevelText.anchor.set(0, 0); LK.gui.topLeft.addChild(powerUpLevelText); // Function to update the power-up level display function updatePowerUpLevelDisplay(level) { powerUpLevelText.setText('Power-Up Level: ' + level); } // Example: Update power-up level when player collects a power-up function onPowerUpCollected() { var currentLevel = parseInt(powerUpLevelText.text.split(': ')[1]); updatePowerUpLevelDisplay(currentLevel + 1); } var scoreText = new Text2('Score: 0', { size: 100, fill: 0xFFFFFF }); scoreText.anchor.set(1, 0); LK.gui.topRight.addChild(scoreText); // Function to update the score display function updateScoreDisplay() { scoreText.setText('Score: ' + LK.getScore()); } // Update the score display whenever the score changes LK.on('scoreChange', updateScoreDisplay); function spawnEnemy_2() { var groupX = Math.random() * (2048 - enemy_2_movemwnt_amplitude * 2) + enemy_2_movemwnt_amplitude; // Generate a random x position for the group for (var i = 0.0; i < 10.0; i++) { var groupX = Math.random() * (2048 - enemy_2_movemwnt_amplitude * 2) + enemy_2_movemwnt_amplitude; // Generate a random x position var enemy = new enemy_2(); enemy.n = i; enemy.y = -50 - i * 110; // Assign a slightly different y position to each enemy enemy.xpos = groupX; // Assign the group x position to the enemy enemy_1s.push(enemy); game.addChild(enemy); } } /**** * Variables ****/ // Initialize player var enemy_1_movemwnt_amplitude = 200; var enemy_2_movemwnt_amplitude = 20; 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); // Check if all enemies in the defeated enemy's group are also defeated if (!enemy_1s.some(function (e) { return e.group === enemy_1.group; })) { // If true, 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 = player.x - 20; bullet1.y = player.y - 50; bullets.push(bullet1); game.addChild(bullet1); var bullet2 = new Bullet(); bullet2.x = player.x + 20; bullet2.y = player.y - 50; bullets.push(bullet2); game.addChild(bullet2); }; } } } // Function to spawn enemy_1s function spawnEnemy_1() { var groupX = Math.random() * (2048 - enemy_1_movemwnt_amplitude * 2) + enemy_1_movemwnt_amplitude; // Generate a random x position for the group for (var i = 0.0; i < 10.0; i++) { var enemy = new enemy_1(); enemy.n = i; enemy.y = -50 - i * 110; // Assign a slightly different y position to each enemy enemy.xpos = groupX; // Assign the group x position to the enemy enemy.group = enemy_1GroupCount; // Assign the group number to the enemy enemy_1s.push(enemy); game.addChild(enemy); } // Increment enemy_1 group counter enemy_1GroupCount += 1; } // 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, 2000); LK.setInterval(spawnEnemy_2, 2200); // 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
@@ -86,10 +86,10 @@
var powerUpLevelText = new Text2('Power-Up Level: 0', {
size: 100,
fill: 0xFFFFFF
});
-powerUpLevelText.anchor.set(1, 0);
-LK.gui.topRight.addChild(powerUpLevelText);
+powerUpLevelText.anchor.set(0, 0);
+LK.gui.topLeft.addChild(powerUpLevelText);
// Function to update the power-up level display
function updatePowerUpLevelDisplay(level) {
powerUpLevelText.setText('Power-Up Level: ' + level);
}
@@ -101,10 +101,10 @@
var scoreText = new Text2('Score: 0', {
size: 100,
fill: 0xFFFFFF
});
-scoreText.anchor.set(0.5, 0);
-LK.gui.top.addChild(scoreText);
+scoreText.anchor.set(1, 0);
+LK.gui.topRight.addChild(scoreText);
// Function to update the score display
function updateScoreDisplay() {
scoreText.setText('Score: ' + LK.getScore());
}
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