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i need to be able to adjust the players fire speed
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set the frequencey to a reasonable amount
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set the player to auto fire
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when enemy_5 is defeated, there is still colision detection for it.
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then enemy_5 is defeated, deleat it
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Ensure enemy_5 only dies when its lives are depleted
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Ensure enemy_5 only dies when its lives are depleted
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fix enemy_5 should omly die when its lives are gone
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Please fix the bug: 'TypeError: enemy_5 is not a function' in or related to this line: 'if (player.intersects(enemy_5)) {' Line Number: 735
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Please fix the bug: 'TypeError: enemy_5 is not a function' in or related to this line: 'if (enemy_5 instanceof enemy_5 && player.intersects(enemy_5)) {' Line Number: 735
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create an array containing all of enemy_5 so you dont use '''child instanceof enemy_5'''
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the explosions when enemy_5 is defeated are at the incorrect location
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they are happening in the center of the screen
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the explosions are not happening near enemy_5
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when enemy_5 is defeated add extra explosions randomly around its position, give a slight random delay
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Please fix the bug: 'TypeError: enemy_3 is undefined' in or related to this line: 'createExplosion(enemy_3.x, enemy_3.y);' Line Number: 636
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Please fix the bug: 'TypeError: e is undefined' in or related to this line: 'LK.effects.flashObject(explosion2, 0xFFFFFF, 100);' Line Number: 626
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/**** * 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.direction = 0; self.speed_y = -10; self.speed_x = 0; self.power = 2; self.update = function () { self.x += self.speed_x; self.y += self.speed_y; }; }); // 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 () { forward_lazer(); split_shot(); }; }); // 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 += 1; self.rotation += Math.PI / 40; }; }); // Function to spawn power-ups //<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 + LK.getScore() / 5000; 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 //self.x = self.xpos + Math.floor(self.y); }; }); // enemy_2 class var enemy_2 = Container.expand(function () { var self = Container.call(this); self.n = 0; self.xpos = 0.0; self.lives = 5; var enemy_2Graphics = self.attachAsset('enemy_2', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 3 + LK.getScore() / 5000; ; 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 }; }); // enemy_3 class var enemy_3 = Container.expand(function () { var self = Container.call(this); self.n = 0; self.xpos = 0.0; self.lives = 10; self.odd = 0; var enemy_3Graphics = self.attachAsset('enemy_3', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 4 + LK.getScore() / 5000; ; self.update = function () { self.y += self.speed; self.x = self.xpos + self.odd * Math.sin(self.y / 200) * enemy_1_movemwnt_amplitude; // Make enemy_3 move in a sine wave }; }); // enemy_4 class var enemy_4 = Container.expand(function () { var self = Container.call(this); var enemy_4Graphics = self.attachAsset('enemy_4', { anchorX: 0.5, anchorY: 0.5 }); self.speed = Math.random() > 0.5 ? 5 : -5; // Randomize direction self.update = function () { self.x += self.speed; // Randomly shoot bullets up or down if (Math.random() < 0.01) { // 1% chance to shoot each frame var bullet = new Bullet(); bullet.x = self.x; bullet.y = self.y; bullet.speed_y = Math.random() > 0.5 ? 5 : -5; // Randomize bullet direction bullet.attachAsset('bullet_2', { anchorX: 0.5, anchorY: 0.5 }); game.addChild(bullet); // Ensure bullets are deleted when they come off the screen bullet.update = function () { bullet.y += bullet.speed_y; if (bullet.y < 0 || bullet.y > 2732) { bullet.destroy(); } }; } // Check if enemy_4 has moved off the screen if (self.speed > 0 && self.x > 2048 || self.speed < 0 && self.x < 0) { self.destroy(); } }; }); // enemy_5 class var enemy_5 = Container.expand(function () { var self = Container.call(this); var enemy_5Graphics = self.attachAsset('enemy_5', { anchorX: 0.5, anchorY: 0.5 }); self.speedX = (Math.random() - 0.5) * 10; // Random horizontal speed self.speedY = (Math.random() - 0.5) * 10; // Random vertical speed // Random initial position if (Math.random() > 0.5) { self.x = Math.random() * 2048; self.y = Math.random() > 0.5 ? -50 : 2732 + 50; } else { self.x = Math.random() > 0.5 ? -50 : 2048 + 50; self.y = Math.random() * 2732; } self.lives = 100; // Initialize lives for enemy_5 self.update = function () { self.x += self.speedX; self.y += self.speedY; // Check if enemy_5 has moved off the screen if (self.x < -50 || self.x > 2048 + 50 || self.y < -50 || self.y > 2732 + 50) { self.destroy(); } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Function to spawn enemy_5 function spawnEnemy_5() { var enemy = new enemy_5(); game.addChild(enemy); } // Set interval for spawning enemy_5 LK.setInterval(spawnEnemy_5, 7000); // Function to spawn enemy_4 function spawnEnemy_4() { var enemy = new enemy_4(); enemy.y = Math.random() * 2732; // Random y position enemy.x = enemy.speed > 0 ? 0 : 2048; // Start from left or right based on speed game.addChild(enemy); } // Set interval for spawning enemy_4 LK.setInterval(spawnEnemy_4, 5000); function createExplosion(x, y) { var explosion = LK.getAsset('explosion', { anchorX: 0.5, anchorY: 0.5, x: x, y: y }); game.addChild(explosion); LK.effects.flashObject(explosion, 0xFFFFFF, 100); LK.setTimeout(function () { explosion.destroy(); }, 100); } function forward_lazer() { var bullet = new Bullet(); bullet.x = player.x; bullet.y = player.y - 50; bullet.power = 2; bullet.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); bullets.push(bullet); game.addChild(bullet); LK.getSound('Player_shoot').play(); } function split_shot() { var bullet1 = new Bullet(); bullet1.x = player.x - 80; bullet1.y = player.y - 50; bullet1.power = 1; bullet1.speed_x = -0.9; bullet1.attachAsset('bullet2', { anchorX: 0.5, anchorY: 0.5 }); var bullet2 = new Bullet(); bullet2.x = player.x + 80; bullet2.y = player.y - 50; bullet2.power = 1; bullet2.speed_x = 0.9; bullet2.attachAsset('bullet2', { anchorX: 0.5, anchorY: 0.5 }); bullets.push(bullet1); bullets.push(bullet2); game.addChild(bullet1); game.addChild(bullet2); } var background = LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); game.addChild(background); LK.playMusic('background_music', { loop: true }); function spawnPowerUp() { var powerUp = new PowerUp(); powerUp.x = Math.random() * 2048; powerUp.y = -50; powerUps.push(powerUp); game.addChild(powerUp); } // Function to spawn enemy_1s function spawnEnemy_1() { if (enemy_1s.length > 1 * enemy_1_wave_length) { return; } 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 < enemy_1_wave_length; 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 enemy_1s function spawnEnemy_2() { if (enemy_2s.length > 2 * enemy_2_wave_length) { return; } if (LK.getScore() > 200) { 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 < enemy_2_wave_length; 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.group = enemy_2GroupCount; // Assign the group number to the enemy enemy_2s.push(enemy); game.addChild(enemy); } } // Increment enemy_1 group counter enemy_2GroupCount += 1; } // Function to spawn enemy_3s function spawnEnemy_3() { if (enemy_3s.length > 2 * enemy_3_wave_length) { return; } if (LK.getScore() > 1000) { var groupX = Math.random() * (2048 - enemy_3_movemwnt_amplitude * 2) + enemy_3_movemwnt_amplitude; // Generate a random x position for the group odd = -1; for (var i = 0.0; i < enemy_3_wave_length; i++) { var enemy = new enemy_3(); enemy.n = i; enemy.odd = odd; enemy.y = -50 - i / 2 * 50; // Assign a slightly different y position to each enemy enemy.xpos = groupX; // Assign the group x position to the enemy enemy.group = enemy_3GroupCount; // Assign the group number to the enemy enemy_3s.push(enemy); game.addChild(enemy); odd *= -1; } // Increment enemy_1 group counter enemy_3GroupCount += 1; } } 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() { powerUpLevelText.setText('Power-Up Level: ' + poweruplevel); } // Example: Update power-up level when player collects a power-up function onPowerUpCollected() { poweruplevel += 1; updatePowerUpLevelDisplay(); } 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); /**** * Variables ****/ // Initialize player var enemy_1_movemwnt_amplitude = 200; var enemy_2_movemwnt_amplitude = 20; var enemy_3_movemwnt_amplitude = 40; var game_speed = 1.0; var poweruplevel = 0; var player = game.addChild(new Player()); player.x = 2048 / 2; player.y = 2500; // Initialize arrays var bullets = []; var powerUps = []; // Initialize arrays for enemy_1 instances var enemy_1s = []; // Initialize arrays for enemy_2 instances var enemy_2s = []; // Initialize arrays for enemy_3 instances var enemy_3s = []; // Initialize enemy_1 group counter var enemy_1GroupCount = 0; var enemy_2GroupCount = 0; var enemy_3GroupCount = 0; var enemy_1_wave_length = 5; var enemy_2_wave_length = 5; var enemy_3_wave_length = 14; // 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 enemy_2s for (var i = enemy_2s.length - 1; i >= 0; i--) { var enemy_2 = enemy_2s[i]; //enemy_2.update(); if (enemy_2.y > 2732) { enemy_2.destroy(); enemy_2s.splice(i, 1); } } // Update enemy_3s for (var i = enemy_3s.length - 1; i >= 0; i--) { var enemy_3 = enemy_3s[i]; //enemy_3.update(); if (enemy_3.y > 2732) { enemy_3.destroy(); enemy_3s.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 enemy_4s for (var i = game.children.length - 1; i >= 0; i--) { var child = game.children[i]; if (child instanceof enemy_4) { child.update(); } } // 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_4 collisions for (var i = bullets.length - 1; i >= 0; i--) { var bullet = bullets[i]; for (var j = game.children.length - 1; j >= 0; j--) { var child = game.children[j]; if (child instanceof enemy_4 && bullet.intersects(child)) { LK.getSound('bullet_hit').play(); LK.effects.flashObject(child, 0xFFFFFF, 100); // Flash enemy_4 white for 100ms createExplosion(bullet.x, bullet.y); bullet.destroy(); createExplosion(child.x, child.y); child.destroy(); bullets.splice(i, 1); LK.getSound('enemy_eplode').play(); LK.setScore(LK.getScore() + 15); // Increase score by 15 for enemy_4 updateScoreDisplay(); break; } } } // Check player and power-up 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)) { LK.getSound('bullet_hit').play(); LK.effects.flashObject(enemy_1, 0xFFFFFF, 100); // Flash enemy_1 white for 100ms createExplosion(bullet.x, bullet.y); bullet.destroy(); createExplosion(enemy_1.x, enemy_1.y); enemy_1.destroy(); bullets.splice(i, 1); enemy_1s.splice(j, 1); LK.getSound('enemy_eplode').play(); LK.setScore(LK.getScore() + 10); // Increase score by 10 for enemy_1 updateScoreDisplay(); // Update the score display // 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 bullet and enemy_2 collisions for (var i = bullets.length - 1; i >= 0; i--) { var bullet = bullets[i]; for (var j = enemy_2s.length - 1; j >= 0; j--) { var enemy_2 = enemy_2s[j]; if (bullet.intersects(enemy_2)) { LK.getSound('bullet_hit').play(); LK.effects.flashObject(enemy_2, 0xFFFFFF, 100); // Flash enemy_2 white for 100ms createExplosion(bullet.x, bullet.y); bullet.destroy(); enemy_2.lives -= bullet.power; if (enemy_2.lives < 0) { var explosion2 = LK.getAsset('explosion2', { anchorX: 0.5, anchorY: 0.5, x: enemy_2.x, y: enemy_2.y }); game.addChild(explosion2); LK.effects.flashObject(explosion2, 0xFFFFFF, 100); LK.setTimeout(function () { explosion2.destroy(); }, 100); enemy_2.destroy(); enemy_2s.splice(j, 1); LK.getSound('enemy_eplode').play(); LK.setScore(LK.getScore() + 20 * bullet.power); // Increase score by 20 for enemy_2 updateScoreDisplay(); // Update the score display if (!enemy_2s.some(function (e) { return e.group === enemy_2.group; })) { // If true, spawn a powerup spawnPowerUp(); } } else { bullets.splice(i, 1); } break; } } } // Check bullet and enemy_3 collisions for (var i = bullets.length - 1; i >= 0; i--) { var bullet = bullets[i]; for (var j = enemy_3s.length - 1; j >= 0; j--) { var enemy_3 = enemy_3s[j]; if (bullet.intersects(enemy_3)) { LK.getSound('bullet_hit').play(); LK.effects.flashObject(enemy_3, 0xFFFFFF, 100); // Flash enemy_3 white for 100ms createExplosion(bullet.x, bullet.y); bullet.destroy(); enemy_3.lives -= bullet.power; if (enemy_3.lives < 0) { var explosion2 = LK.getAsset('explosion2', { anchorX: 0.5, anchorY: 0.5, x: enemy_3.x, y: enemy_3.y }); game.addChild(explosion2); LK.effects.flashObject(explosion2, 0xFFFFFF, 100); LK.setTimeout(function () { explosion2.destroy(); }, 100); createExplosion(enemy_3.x, enemy_3.y); enemy_3.destroy(); enemy_3s.splice(j, 1); LK.getSound('enemy_eplode').play(); LK.setScore(LK.getScore() + 50 * bullet.power); // Increase score by 20 for enemy_2 updateScoreDisplay(); // Update the score display if (!enemy_3s.some(function (e) { return e.group === enemy_3.group; })) { // If true, spawn a powerup spawnPowerUp(); } } else { bullets.splice(i, 1); } break; } } } // Check player and enemy_4 bullet collisions for (var i = game.children.length - 1; i >= 0; i--) { var child = game.children[i]; if (child instanceof Bullet && child.speed_y > 0 && player.intersects(child)) { var explosion2 = LK.getAsset('explosion2', { anchorX: 0.5, anchorY: 0.5, x: player.x, y: player.y }); game.addChild(explosion2); LK.effects.flashObject(explosion2, 0xFFFFFF, 100); LK.setTimeout(function () { explosion2.destroy(); }, 200); player.destroy(); LK.getSound('player_dead').play(); LK.setTimeout(function () { LK.showGameOver(); }, 3000); // Delay of 1000ms before showing game over return; } } // Check bullet and enemy_5 collisions for (var i = bullets.length - 1; i >= 0; i--) { var bullet = bullets[i]; for (var j = game.children.length - 1; j >= 0; j--) { var child = game.children[j]; if (child instanceof enemy_5 && bullet.intersects(child)) { LK.getSound('bullet_hit').play(); LK.effects.flashObject(child, 0xFFFFFF, 100); // Flash enemy_5 white for 100ms createExplosion(bullet.x, bullet.y); bullet.destroy(); createExplosion(bullet.x, bullet.y); bullet.destroy(); child.lives -= bullet.power; // Reduce lives by bullet power if (child.lives <= 0) { // Check if lives are depleted createExplosion(child.x, child.y); child.destroy(); LK.getSound('enemy_eplode').play(); LK.setScore(LK.getScore() + 25); // Increase score by 25 for enemy_5 updateScoreDisplay(); } bullets.splice(i, 1); 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); onPowerUpCollected(); } } // Check player and enemy collisions for (var i = enemy_1s.length - 1; i >= 0; i--) { var enemy_1 = enemy_1s[i]; if (player.intersects(enemy_1)) { var explosion2 = LK.getAsset('explosion2', { anchorX: 0.5, anchorY: 0.5, x: player.x, y: player.y }); game.addChild(explosion2); LK.effects.flashObject(explosion2, 0xFFFFFF, 100); LK.setTimeout(function () { explosion2.destroy(); }, 200); player.destroy(); LK.getSound('player_dead').play(); LK.setTimeout(function () { LK.showGameOver(); }, 3000); // Delay of 1000ms before showing game over return; } } for (var i = enemy_2s.length - 1; i >= 0; i--) { var enemy_2 = enemy_2s[i]; if (player.intersects(enemy_2)) { LK.showGameOver(); return; } } for (var i = enemy_3s.length - 1; i >= 0; i--) { var enemy_3 = enemy_3s[i]; if (player.intersects(enemy_3)) { LK.showGameOver(); return; } } for (var i = game.children.length - 1; i >= 0; i--) { var child = game.children[i]; if (child instanceof enemy_4 && player.intersects(child)) { var explosion2 = LK.getAsset('explosion2', { anchorX: 0.5, anchorY: 0.5, x: player.x, y: player.y }); game.addChild(explosion2); LK.effects.flashObject(explosion2, 0xFFFFFF, 100); LK.setTimeout(function () { explosion2.destroy(); }, 200); player.destroy(); LK.getSound('player_dead').play(); LK.setTimeout(function () { LK.showGameOver(); }, 3000); // Delay of 1000ms before showing game over return; } } // Check player and enemy_5 collisions for (var i = game.children.length - 1; i >= 0; i--) { var child = game.children[i]; if (child instanceof enemy_5 && player.intersects(child)) { var explosion2 = LK.getAsset('explosion2', { anchorX: 0.5, anchorY: 0.5, x: player.x, y: player.y }); game.addChild(explosion2); LK.effects.flashObject(explosion2, 0xFFFFFF, 100); LK.setTimeout(function () { explosion2.destroy(); }, 200); player.destroy(); LK.getSound('player_dead').play(); LK.setTimeout(function () { LK.showGameOver(); }, 3000); // Delay of 1000ms before showing game over return; } } } // Set intervals for spawning LK.setInterval(spawnEnemy_1, 4000); LK.setInterval(spawnEnemy_2, 5200); LK.setInterval(spawnEnemy_3, 6400); // 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.attachAsset('bullet', {
// anchorX: 0.5,
// anchorY: 0.5
//});
self.direction = 0;
self.speed_y = -10;
self.speed_x = 0;
self.power = 2;
self.update = function () {
self.x += self.speed_x;
self.y += self.speed_y;
};
});
// 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 () {
forward_lazer();
split_shot();
};
});
// 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 += 1;
self.rotation += Math.PI / 40;
};
});
// Function to spawn power-ups
//<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 + LK.getScore() / 5000;
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
//self.x = self.xpos + Math.floor(self.y);
};
});
// enemy_2 class
var enemy_2 = Container.expand(function () {
var self = Container.call(this);
self.n = 0;
self.xpos = 0.0;
self.lives = 5;
var enemy_2Graphics = self.attachAsset('enemy_2', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 3 + LK.getScore() / 5000;
;
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
};
});
// enemy_3 class
var enemy_3 = Container.expand(function () {
var self = Container.call(this);
self.n = 0;
self.xpos = 0.0;
self.lives = 10;
self.odd = 0;
var enemy_3Graphics = self.attachAsset('enemy_3', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 4 + LK.getScore() / 5000;
;
self.update = function () {
self.y += self.speed;
self.x = self.xpos + self.odd * Math.sin(self.y / 200) * enemy_1_movemwnt_amplitude; // Make enemy_3 move in a sine wave
};
});
// enemy_4 class
var enemy_4 = Container.expand(function () {
var self = Container.call(this);
var enemy_4Graphics = self.attachAsset('enemy_4', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = Math.random() > 0.5 ? 5 : -5; // Randomize direction
self.update = function () {
self.x += self.speed;
// Randomly shoot bullets up or down
if (Math.random() < 0.01) {
// 1% chance to shoot each frame
var bullet = new Bullet();
bullet.x = self.x;
bullet.y = self.y;
bullet.speed_y = Math.random() > 0.5 ? 5 : -5; // Randomize bullet direction
bullet.attachAsset('bullet_2', {
anchorX: 0.5,
anchorY: 0.5
});
game.addChild(bullet);
// Ensure bullets are deleted when they come off the screen
bullet.update = function () {
bullet.y += bullet.speed_y;
if (bullet.y < 0 || bullet.y > 2732) {
bullet.destroy();
}
};
}
// Check if enemy_4 has moved off the screen
if (self.speed > 0 && self.x > 2048 || self.speed < 0 && self.x < 0) {
self.destroy();
}
};
});
// enemy_5 class
var enemy_5 = Container.expand(function () {
var self = Container.call(this);
var enemy_5Graphics = self.attachAsset('enemy_5', {
anchorX: 0.5,
anchorY: 0.5
});
self.speedX = (Math.random() - 0.5) * 10; // Random horizontal speed
self.speedY = (Math.random() - 0.5) * 10; // Random vertical speed
// Random initial position
if (Math.random() > 0.5) {
self.x = Math.random() * 2048;
self.y = Math.random() > 0.5 ? -50 : 2732 + 50;
} else {
self.x = Math.random() > 0.5 ? -50 : 2048 + 50;
self.y = Math.random() * 2732;
}
self.lives = 100; // Initialize lives for enemy_5
self.update = function () {
self.x += self.speedX;
self.y += self.speedY;
// Check if enemy_5 has moved off the screen
if (self.x < -50 || self.x > 2048 + 50 || self.y < -50 || self.y > 2732 + 50) {
self.destroy();
}
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
// Function to spawn enemy_5
function spawnEnemy_5() {
var enemy = new enemy_5();
game.addChild(enemy);
}
// Set interval for spawning enemy_5
LK.setInterval(spawnEnemy_5, 7000);
// Function to spawn enemy_4
function spawnEnemy_4() {
var enemy = new enemy_4();
enemy.y = Math.random() * 2732; // Random y position
enemy.x = enemy.speed > 0 ? 0 : 2048; // Start from left or right based on speed
game.addChild(enemy);
}
// Set interval for spawning enemy_4
LK.setInterval(spawnEnemy_4, 5000);
function createExplosion(x, y) {
var explosion = LK.getAsset('explosion', {
anchorX: 0.5,
anchorY: 0.5,
x: x,
y: y
});
game.addChild(explosion);
LK.effects.flashObject(explosion, 0xFFFFFF, 100);
LK.setTimeout(function () {
explosion.destroy();
}, 100);
}
function forward_lazer() {
var bullet = new Bullet();
bullet.x = player.x;
bullet.y = player.y - 50;
bullet.power = 2;
bullet.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
bullets.push(bullet);
game.addChild(bullet);
LK.getSound('Player_shoot').play();
}
function split_shot() {
var bullet1 = new Bullet();
bullet1.x = player.x - 80;
bullet1.y = player.y - 50;
bullet1.power = 1;
bullet1.speed_x = -0.9;
bullet1.attachAsset('bullet2', {
anchorX: 0.5,
anchorY: 0.5
});
var bullet2 = new Bullet();
bullet2.x = player.x + 80;
bullet2.y = player.y - 50;
bullet2.power = 1;
bullet2.speed_x = 0.9;
bullet2.attachAsset('bullet2', {
anchorX: 0.5,
anchorY: 0.5
});
bullets.push(bullet1);
bullets.push(bullet2);
game.addChild(bullet1);
game.addChild(bullet2);
}
var background = LK.getAsset('background', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
});
game.addChild(background);
LK.playMusic('background_music', {
loop: true
});
function spawnPowerUp() {
var powerUp = new PowerUp();
powerUp.x = Math.random() * 2048;
powerUp.y = -50;
powerUps.push(powerUp);
game.addChild(powerUp);
}
// Function to spawn enemy_1s
function spawnEnemy_1() {
if (enemy_1s.length > 1 * enemy_1_wave_length) {
return;
}
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 < enemy_1_wave_length; 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 enemy_1s
function spawnEnemy_2() {
if (enemy_2s.length > 2 * enemy_2_wave_length) {
return;
}
if (LK.getScore() > 200) {
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 < enemy_2_wave_length; 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.group = enemy_2GroupCount; // Assign the group number to the enemy
enemy_2s.push(enemy);
game.addChild(enemy);
}
}
// Increment enemy_1 group counter
enemy_2GroupCount += 1;
}
// Function to spawn enemy_3s
function spawnEnemy_3() {
if (enemy_3s.length > 2 * enemy_3_wave_length) {
return;
}
if (LK.getScore() > 1000) {
var groupX = Math.random() * (2048 - enemy_3_movemwnt_amplitude * 2) + enemy_3_movemwnt_amplitude; // Generate a random x position for the group
odd = -1;
for (var i = 0.0; i < enemy_3_wave_length; i++) {
var enemy = new enemy_3();
enemy.n = i;
enemy.odd = odd;
enemy.y = -50 - i / 2 * 50; // Assign a slightly different y position to each enemy
enemy.xpos = groupX; // Assign the group x position to the enemy
enemy.group = enemy_3GroupCount; // Assign the group number to the enemy
enemy_3s.push(enemy);
game.addChild(enemy);
odd *= -1;
}
// Increment enemy_1 group counter
enemy_3GroupCount += 1;
}
}
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() {
powerUpLevelText.setText('Power-Up Level: ' + poweruplevel);
}
// Example: Update power-up level when player collects a power-up
function onPowerUpCollected() {
poweruplevel += 1;
updatePowerUpLevelDisplay();
}
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);
/****
* Variables
****/
// Initialize player
var enemy_1_movemwnt_amplitude = 200;
var enemy_2_movemwnt_amplitude = 20;
var enemy_3_movemwnt_amplitude = 40;
var game_speed = 1.0;
var poweruplevel = 0;
var player = game.addChild(new Player());
player.x = 2048 / 2;
player.y = 2500;
// Initialize arrays
var bullets = [];
var powerUps = [];
// Initialize arrays for enemy_1 instances
var enemy_1s = [];
// Initialize arrays for enemy_2 instances
var enemy_2s = [];
// Initialize arrays for enemy_3 instances
var enemy_3s = [];
// Initialize enemy_1 group counter
var enemy_1GroupCount = 0;
var enemy_2GroupCount = 0;
var enemy_3GroupCount = 0;
var enemy_1_wave_length = 5;
var enemy_2_wave_length = 5;
var enemy_3_wave_length = 14;
// 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 enemy_2s
for (var i = enemy_2s.length - 1; i >= 0; i--) {
var enemy_2 = enemy_2s[i];
//enemy_2.update();
if (enemy_2.y > 2732) {
enemy_2.destroy();
enemy_2s.splice(i, 1);
}
}
// Update enemy_3s
for (var i = enemy_3s.length - 1; i >= 0; i--) {
var enemy_3 = enemy_3s[i];
//enemy_3.update();
if (enemy_3.y > 2732) {
enemy_3.destroy();
enemy_3s.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 enemy_4s
for (var i = game.children.length - 1; i >= 0; i--) {
var child = game.children[i];
if (child instanceof enemy_4) {
child.update();
}
}
// 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_4 collisions
for (var i = bullets.length - 1; i >= 0; i--) {
var bullet = bullets[i];
for (var j = game.children.length - 1; j >= 0; j--) {
var child = game.children[j];
if (child instanceof enemy_4 && bullet.intersects(child)) {
LK.getSound('bullet_hit').play();
LK.effects.flashObject(child, 0xFFFFFF, 100); // Flash enemy_4 white for 100ms
createExplosion(bullet.x, bullet.y);
bullet.destroy();
createExplosion(child.x, child.y);
child.destroy();
bullets.splice(i, 1);
LK.getSound('enemy_eplode').play();
LK.setScore(LK.getScore() + 15); // Increase score by 15 for enemy_4
updateScoreDisplay();
break;
}
}
}
// Check player and power-up 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)) {
LK.getSound('bullet_hit').play();
LK.effects.flashObject(enemy_1, 0xFFFFFF, 100); // Flash enemy_1 white for 100ms
createExplosion(bullet.x, bullet.y);
bullet.destroy();
createExplosion(enemy_1.x, enemy_1.y);
enemy_1.destroy();
bullets.splice(i, 1);
enemy_1s.splice(j, 1);
LK.getSound('enemy_eplode').play();
LK.setScore(LK.getScore() + 10); // Increase score by 10 for enemy_1
updateScoreDisplay(); // Update the score display
// 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 bullet and enemy_2 collisions
for (var i = bullets.length - 1; i >= 0; i--) {
var bullet = bullets[i];
for (var j = enemy_2s.length - 1; j >= 0; j--) {
var enemy_2 = enemy_2s[j];
if (bullet.intersects(enemy_2)) {
LK.getSound('bullet_hit').play();
LK.effects.flashObject(enemy_2, 0xFFFFFF, 100); // Flash enemy_2 white for 100ms
createExplosion(bullet.x, bullet.y);
bullet.destroy();
enemy_2.lives -= bullet.power;
if (enemy_2.lives < 0) {
var explosion2 = LK.getAsset('explosion2', {
anchorX: 0.5,
anchorY: 0.5,
x: enemy_2.x,
y: enemy_2.y
});
game.addChild(explosion2);
LK.effects.flashObject(explosion2, 0xFFFFFF, 100);
LK.setTimeout(function () {
explosion2.destroy();
}, 100);
enemy_2.destroy();
enemy_2s.splice(j, 1);
LK.getSound('enemy_eplode').play();
LK.setScore(LK.getScore() + 20 * bullet.power); // Increase score by 20 for enemy_2
updateScoreDisplay(); // Update the score display
if (!enemy_2s.some(function (e) {
return e.group === enemy_2.group;
})) {
// If true, spawn a powerup
spawnPowerUp();
}
} else {
bullets.splice(i, 1);
}
break;
}
}
}
// Check bullet and enemy_3 collisions
for (var i = bullets.length - 1; i >= 0; i--) {
var bullet = bullets[i];
for (var j = enemy_3s.length - 1; j >= 0; j--) {
var enemy_3 = enemy_3s[j];
if (bullet.intersects(enemy_3)) {
LK.getSound('bullet_hit').play();
LK.effects.flashObject(enemy_3, 0xFFFFFF, 100); // Flash enemy_3 white for 100ms
createExplosion(bullet.x, bullet.y);
bullet.destroy();
enemy_3.lives -= bullet.power;
if (enemy_3.lives < 0) {
var explosion2 = LK.getAsset('explosion2', {
anchorX: 0.5,
anchorY: 0.5,
x: enemy_3.x,
y: enemy_3.y
});
game.addChild(explosion2);
LK.effects.flashObject(explosion2, 0xFFFFFF, 100);
LK.setTimeout(function () {
explosion2.destroy();
}, 100);
createExplosion(enemy_3.x, enemy_3.y);
enemy_3.destroy();
enemy_3s.splice(j, 1);
LK.getSound('enemy_eplode').play();
LK.setScore(LK.getScore() + 50 * bullet.power); // Increase score by 20 for enemy_2
updateScoreDisplay(); // Update the score display
if (!enemy_3s.some(function (e) {
return e.group === enemy_3.group;
})) {
// If true, spawn a powerup
spawnPowerUp();
}
} else {
bullets.splice(i, 1);
}
break;
}
}
}
// Check player and enemy_4 bullet collisions
for (var i = game.children.length - 1; i >= 0; i--) {
var child = game.children[i];
if (child instanceof Bullet && child.speed_y > 0 && player.intersects(child)) {
var explosion2 = LK.getAsset('explosion2', {
anchorX: 0.5,
anchorY: 0.5,
x: player.x,
y: player.y
});
game.addChild(explosion2);
LK.effects.flashObject(explosion2, 0xFFFFFF, 100);
LK.setTimeout(function () {
explosion2.destroy();
}, 200);
player.destroy();
LK.getSound('player_dead').play();
LK.setTimeout(function () {
LK.showGameOver();
}, 3000); // Delay of 1000ms before showing game over
return;
}
}
// Check bullet and enemy_5 collisions
for (var i = bullets.length - 1; i >= 0; i--) {
var bullet = bullets[i];
for (var j = game.children.length - 1; j >= 0; j--) {
var child = game.children[j];
if (child instanceof enemy_5 && bullet.intersects(child)) {
LK.getSound('bullet_hit').play();
LK.effects.flashObject(child, 0xFFFFFF, 100); // Flash enemy_5 white for 100ms
createExplosion(bullet.x, bullet.y);
bullet.destroy();
createExplosion(bullet.x, bullet.y);
bullet.destroy();
child.lives -= bullet.power; // Reduce lives by bullet power
if (child.lives <= 0) {
// Check if lives are depleted
createExplosion(child.x, child.y);
child.destroy();
LK.getSound('enemy_eplode').play();
LK.setScore(LK.getScore() + 25); // Increase score by 25 for enemy_5
updateScoreDisplay();
}
bullets.splice(i, 1);
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);
onPowerUpCollected();
}
}
// Check player and enemy collisions
for (var i = enemy_1s.length - 1; i >= 0; i--) {
var enemy_1 = enemy_1s[i];
if (player.intersects(enemy_1)) {
var explosion2 = LK.getAsset('explosion2', {
anchorX: 0.5,
anchorY: 0.5,
x: player.x,
y: player.y
});
game.addChild(explosion2);
LK.effects.flashObject(explosion2, 0xFFFFFF, 100);
LK.setTimeout(function () {
explosion2.destroy();
}, 200);
player.destroy();
LK.getSound('player_dead').play();
LK.setTimeout(function () {
LK.showGameOver();
}, 3000); // Delay of 1000ms before showing game over
return;
}
}
for (var i = enemy_2s.length - 1; i >= 0; i--) {
var enemy_2 = enemy_2s[i];
if (player.intersects(enemy_2)) {
LK.showGameOver();
return;
}
}
for (var i = enemy_3s.length - 1; i >= 0; i--) {
var enemy_3 = enemy_3s[i];
if (player.intersects(enemy_3)) {
LK.showGameOver();
return;
}
}
for (var i = game.children.length - 1; i >= 0; i--) {
var child = game.children[i];
if (child instanceof enemy_4 && player.intersects(child)) {
var explosion2 = LK.getAsset('explosion2', {
anchorX: 0.5,
anchorY: 0.5,
x: player.x,
y: player.y
});
game.addChild(explosion2);
LK.effects.flashObject(explosion2, 0xFFFFFF, 100);
LK.setTimeout(function () {
explosion2.destroy();
}, 200);
player.destroy();
LK.getSound('player_dead').play();
LK.setTimeout(function () {
LK.showGameOver();
}, 3000); // Delay of 1000ms before showing game over
return;
}
}
// Check player and enemy_5 collisions
for (var i = game.children.length - 1; i >= 0; i--) {
var child = game.children[i];
if (child instanceof enemy_5 && player.intersects(child)) {
var explosion2 = LK.getAsset('explosion2', {
anchorX: 0.5,
anchorY: 0.5,
x: player.x,
y: player.y
});
game.addChild(explosion2);
LK.effects.flashObject(explosion2, 0xFFFFFF, 100);
LK.setTimeout(function () {
explosion2.destroy();
}, 200);
player.destroy();
LK.getSound('player_dead').play();
LK.setTimeout(function () {
LK.showGameOver();
}, 3000); // Delay of 1000ms before showing game over
return;
}
}
}
// Set intervals for spawning
LK.setInterval(spawnEnemy_1, 4000);
LK.setInterval(spawnEnemy_2, 5200);
LK.setInterval(spawnEnemy_3, 6400);
// 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();
};
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