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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'to')' in or related to this line: 'tween(explosion).to({' Line Number: 167 โช๐ก Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'ReferenceError: tween is not defined' in or related to this line: 'tween(explosion).to({' Line Number: 162 โช๐ก Consider importing and using the following plugins: @upit/tween.v1
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make bazooka that can shoot by clicking the bazooka and the bullet go toward the enemy an make range attack
User prompt
make a sound when heal and take ammo
User prompt
in endless nightmare, do not let the boss appear
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at 06:00 make the boss appear, and after the boss defeated, game over, btw the boss health will be 100000 and show it when boss fight start
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make a sound when shooting
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make a music for menu
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add a music to in game
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not fast enough
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make the enemy faster
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let the bullets go toward the enemy and let enemy down in one hit
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Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'healthText.style.fill = player.health > 30 ? 0x00ff00 : 0xff0000;' Line Number: 644
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create a function of each mode by your own
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make a choosing mode screen after pressing the start button
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make a menu screen
Code edit (1 edits merged)
Please save this source code
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remove all codes and assets
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remove the pickup
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Please fix the bug: 'TypeError: player.getBounds(...).intersects is not a function' in or related to this line: 'if (player.getBounds().intersects(pickup.getBounds())) {' Line Number: 653
Code edit (1 edits merged)
Please save this source code
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Night of the Massacre 3: Blood Moon Rising
Initial prompt
the 3rd game of my game series called the night of the massacre
/**** 
* Plugins
****/ 
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/**** 
* Classes
****/ 
var Bullet = Container.expand(function () {
	var self = Container.call(this);
	var bulletSprite = self.attachAsset('bullet', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = 15;
	self.dirX = 0;
	self.dirY = 0;
	self.distance = 0;
	self.maxDistance = 1500; // Maximum travel distance
	self.setDirection = function (dx, dy) {
		self.dirX = dx;
		self.dirY = dy;
	};
	self.update = function () {
		// Move bullet
		self.x += self.dirX * self.speed;
		self.y += self.dirY * self.speed;
		// Update traveled distance
		self.distance += self.speed;
		// Check if bullet has traveled its maximum distance
		if (self.distance >= self.maxDistance) {
			return true; // Signal for removal
		}
		// Check if bullet is off-screen
		if (self.x < 0 || self.x > 2048 || self.y < 0 || self.y > 2732) {
			return true; // Signal for removal
		}
		return false;
	};
	return self;
});
var Flashlight = Container.expand(function () {
	var self = Container.call(this);
	// Create the flashlight beam
	var beam = self.attachAsset('flashlight', {
		anchorX: 0.5,
		anchorY: 0.5,
		alpha: 0.6
	});
	// Create the flashlight handle
	var handle = self.attachAsset('flashlightHandle', {
		anchorX: 0.5,
		anchorY: 0,
		y: 0
	});
	// Position handle at bottom of beam
	handle.y = beam.height / 2;
	self.isOn = true;
	self.batteryLevel = 100; // Battery percentage
	self.batteryDrainRate = 0.05; // How much battery drains per tick
	self.toggle = function () {
		self.isOn = !self.isOn;
		beam.alpha = self.isOn ? 0.6 : 0;
		LK.getSound('flashlightToggle').play();
	};
	self.update = function () {
		if (self.isOn && self.batteryLevel > 0) {
			self.batteryLevel -= self.batteryDrainRate;
			if (self.batteryLevel <= 0) {
				self.batteryLevel = 0;
				self.isOn = false;
				beam.alpha = 0;
			}
		}
	};
	self.addBattery = function (amount) {
		self.batteryLevel = Math.min(100, self.batteryLevel + amount);
		if (!self.isOn && self.batteryLevel > 0) {
			self.isOn = true;
			beam.alpha = 0.6;
		}
	};
	self.pointAt = function (x, y) {
		// Calculate angle to target
		var dx = x - self.x;
		var dy = y - self.y;
		var angle = Math.atan2(dy, dx);
		// Apply rotation
		self.rotation = angle + Math.PI / 2; // Add 90 degrees to point forward
	};
	return self;
});
var Monster = Container.expand(function () {
	var self = Container.call(this);
	// Monster sprite
	var monsterSprite = self.attachAsset('monster', {
		anchorX: 0.5,
		anchorY: 0.5,
		alpha: 0.2 // Initially almost invisible in darkness
	});
	// Monster stats
	self.health = 3;
	self.speed = 2;
	self.damage = 10;
	self.visible = false;
	self.lastAttack = 0;
	self.attackCooldown = 1000; // ms between attacks
	self.type = "normal";
	self.update = function () {
		// Move towards player
		var dx = player.x - self.x;
		var dy = player.y - self.y;
		var distance = Math.sqrt(dx * dx + dy * dy);
		// Only move if not too close to player
		if (distance > 100) {
			// Normalize direction and apply speed
			self.x += dx / distance * self.speed;
			self.y += dy / distance * self.speed;
		} else {
			// Check if can attack
			var now = Date.now();
			if (now - self.lastAttack >= self.attackCooldown) {
				player.takeDamage(self.damage);
				self.lastAttack = now;
			}
		}
	};
	self.checkLight = function (flashlight) {
		if (!flashlight.isOn) {
			monsterSprite.alpha = 0.2;
			return;
		}
		// Calculate vector from flashlight to monster
		var dx = self.x - flashlight.parent.x;
		var dy = self.y - flashlight.parent.y;
		var distance = Math.sqrt(dx * dx + dy * dy);
		// Check if monster is in flashlight beam range (600 is flashlight radius)
		if (distance <= 600) {
			// Get flashlight direction vector
			var flashlightDirX = Math.sin(flashlight.rotation - Math.PI / 2);
			var flashlightDirY = -Math.cos(flashlight.rotation - Math.PI / 2);
			// Normalize monster direction
			var monsterDirX = dx / distance;
			var monsterDirY = dy / distance;
			// Calculate dot product to determine if monster is in flashlight cone
			var dotProduct = monsterDirX * flashlightDirX + monsterDirY * flashlightDirY;
			// Consider a 90-degree cone (cos(45) โ 0.7)
			if (dotProduct > 0.7) {
				// Monster is in the flashlight beam
				monsterSprite.alpha = 1;
				self.visible = true;
			} else {
				// Monster is out of the flashlight beam
				monsterSprite.alpha = 0.2;
				self.visible = false;
			}
		} else {
			// Monster is too far for flashlight
			monsterSprite.alpha = 0.2;
			self.visible = false;
		}
	};
	self.takeDamage = function (amount) {
		// Only take damage if visible in light
		if (self.visible) {
			self.health -= amount;
			LK.effects.flashObject(monsterSprite, 0xFFFFFF, 200);
			LK.getSound('monsterHit').play();
			return true;
		}
		return false;
	};
	return self;
});
var Pickup = Container.expand(function (type) {
	var self = Container.call(this);
	self.type = type || "battery"; // "battery" or "ammo"
	var pickupSprite;
	if (self.type === "battery") {
		pickupSprite = self.attachAsset('battery', {
			anchorX: 0.5,
			anchorY: 0.5
		});
	} else {
		// Use bullet shape for ammo but larger
		pickupSprite = self.attachAsset('bullet', {
			anchorX: 0.5,
			anchorY: 0.5,
			scaleX: 2,
			scaleY: 2
		});
	}
	self.collect = function () {
		if (self.type === "battery") {
			player.flashlight.addBattery(30);
			LK.getSound('pickupBattery').play();
		} else {
			player.addAmmo(10);
			LK.getSound('pickupAmmo').play();
		}
	};
	// Add a subtle animation
	self.update = function () {
		pickupSprite.rotation += 0.02;
	};
	return self;
});
var Player = Container.expand(function () {
	var self = Container.call(this);
	// Player sprite
	var playerSprite = self.attachAsset('player', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	// Player stats
	self.health = 100;
	self.ammo = 20;
	self.moveSpeed = 5;
	self.isDragging = false;
	// Create and attach the flashlight
	self.flashlight = new Flashlight();
	self.addChild(self.flashlight);
	self.takeDamage = function (amount) {
		self.health -= amount;
		if (self.health <= 0) {
			self.health = 0;
			// Game over handled in main game code
		}
		// Flash the player red when damaged
		LK.effects.flashObject(playerSprite, 0xFF0000, 500);
		LK.getSound('playerHit').play();
	};
	self.addAmmo = function (amount) {
		self.ammo += amount;
	};
	self.shoot = function (targetX, targetY) {
		if (self.ammo <= 0) {
			return false;
		}
		self.ammo--;
		LK.getSound('gunshot').play();
		// Calculate direction of bullet
		var dx = targetX - self.x;
		var dy = targetY - self.y;
		var length = Math.sqrt(dx * dx + dy * dy);
		// Normalize direction
		dx = dx / length;
		dy = dy / length;
		return {
			x: self.x,
			y: self.y,
			dirX: dx,
			dirY: dy
		};
	};
	return self;
});
var ProgressBar = Container.expand(function () {
	var self = Container.call(this);
	var background = self.attachAsset('progressBarBg', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	var fill = self.attachAsset('progressBarFill', {
		anchorX: 0,
		anchorY: 0.5,
		x: -background.width / 2 + 2,
		y: 0
	});
	self.maxWidth = fill.width;
	self.setValue = function (percent) {
		var clampedPercent = Math.max(0, Math.min(100, percent));
		fill.width = self.maxWidth * (clampedPercent / 100);
	};
	return self;
});
/**** 
* Initialize Game
****/ 
var game = new LK.Game({
	backgroundColor: 0x050505 // Very dark background
});
/**** 
* Game Code
****/ 
// Game state
var gameActive = true;
var nightProgress = 0; // 0-100, where 100 means dawn has arrived
var nightDuration = 180; // 3 minutes of gameplay before dawn
var lastTime = Date.now();
var difficultyLevel = 1;
var score = 0;
var player = null;
var monsters = [];
var bullets = [];
var pickups = [];
var dragTarget = null;
// Blood moon in the sky
var bloodMoon = LK.getAsset('bloodMoon', {
	anchorX: 0.5,
	anchorY: 0.5,
	x: 2048 - 200,
	y: 200,
	alpha: 0.8
});
game.addChild(bloodMoon);
// Darkness overlay
var darkness = LK.getAsset('backgroundOverlay', {
	anchorX: 0.5,
	anchorY: 0.5,
	x: 2048 / 2,
	y: 2732 / 2,
	alpha: 0.85
});
game.addChild(darkness);
// Create player
player = new Player();
player.x = 2048 / 2;
player.y = 2732 / 2;
game.addChild(player);
// UI elements
// Health text
var healthText = new Text2('Health: 100', {
	size: 50,
	fill: 0xFF0000
});
healthText.anchor.set(0, 0);
healthText.x = 150;
healthText.y = 50;
LK.gui.topRight.addChild(healthText);
// Ammo text
var ammoText = new Text2('Ammo: 20', {
	size: 50,
	fill: 0xFFFF00
});
ammoText.anchor.set(0, 0);
ammoText.x = 150;
ammoText.y = 120;
LK.gui.topRight.addChild(ammoText);
// Battery text
var batteryText = new Text2('Battery: 100%', {
	size: 50,
	fill: 0x00FF00
});
batteryText.anchor.set(0, 0);
batteryText.x = 150;
batteryText.y = 190;
LK.gui.topRight.addChild(batteryText);
// Score text
var scoreText = new Text2('Score: 0', {
	size: 50,
	fill: 0xFFFFFF
});
scoreText.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreText);
// Night progress bar
var progressBar = new ProgressBar();
progressBar.x = 2048 / 2;
progressBar.y = 50;
LK.gui.top.addChild(progressBar);
// Dawn text
var dawnText = new Text2('SURVIVE UNTIL DAWN', {
	size: 30,
	fill: 0xFFFF99
});
dawnText.anchor.set(0.5, 0);
dawnText.x = 0;
dawnText.y = 70;
LK.gui.top.addChild(dawnText);
// Wave text (shows current difficulty)
var waveText = new Text2('Wave: 1', {
	size: 60,
	fill: 0xFF0000
});
waveText.anchor.set(0.5, 0);
waveText.x = 0;
waveText.y = 130;
waveText.alpha = 0; // Start hidden
LK.gui.center.addChild(waveText);
// Start the game
initGame();
LK.playMusic('ambientHorror');
function initGame() {
	gameActive = true;
	nightProgress = 0;
	difficultyLevel = 1;
	score = 0;
	LK.setScore(0);
	monsters = [];
	bullets = [];
	pickups = [];
	lastTime = Date.now();
	// Reset player
	player.health = 100;
	player.ammo = 20;
	player.x = 2048 / 2;
	player.y = 2732 / 2;
	player.flashlight.batteryLevel = 100;
	player.flashlight.isOn = true;
	// Update UI
	updateUI();
	// Show first wave
	showWaveNotification(difficultyLevel);
}
function updateUI() {
	healthText.setText('Health: ' + player.health);
	ammoText.setText('Ammo: ' + player.ammo);
	batteryText.setText('Battery: ' + Math.floor(player.flashlight.batteryLevel) + '%');
	scoreText.setText('Score: ' + score);
	progressBar.setValue(nightProgress);
}
function showWaveNotification(wave) {
	waveText.setText('Wave: ' + wave);
	waveText.alpha = 1;
	// Fade out the notification after 2 seconds
	tween(waveText, {
		alpha: 0
	}, {
		duration: 1000,
		delay: 2000
	});
}
function spawnMonster() {
	var monster = new Monster();
	// Determine spawn location off-screen
	var side = Math.floor(Math.random() * 4); // 0: top, 1: right, 2: bottom, 3: left
	var padding = 100; // Distance from edge
	switch (side) {
		case 0:
			// Top
			monster.x = Math.random() * 2048;
			monster.y = -padding;
			break;
		case 1:
			// Right
			monster.x = 2048 + padding;
			monster.y = Math.random() * 2732;
			break;
		case 2:
			// Bottom
			monster.x = Math.random() * 2048;
			monster.y = 2732 + padding;
			break;
		case 3:
			// Left
			monster.x = -padding;
			monster.y = Math.random() * 2732;
			break;
	}
	// Adjust monster properties based on difficulty
	monster.health = 2 + Math.floor(difficultyLevel / 2);
	monster.speed = 2 + difficultyLevel * 0.3;
	monster.damage = 5 + difficultyLevel * 2;
	// Chance for stronger monster types in higher waves
	if (difficultyLevel > 3 && Math.random() < 0.2) {
		monster.type = "elite";
		monster.health += 3;
		monster.speed += 1;
		monster.damage += 5;
		// Tint elite monsters
		monster.children[0].tint = 0xFF00FF;
	}
	LK.getSound('monsterSpawn').play();
	monsters.push(monster);
	game.addChild(monster);
}
function spawnPickup() {
	var pickup = new Pickup(Math.random() < 0.5 ? "battery" : "ammo");
	// Random position on screen with some padding
	var padding = 200;
	pickup.x = padding + Math.random() * (2048 - 2 * padding);
	pickup.y = padding + Math.random() * (2732 - 2 * padding);
	pickups.push(pickup);
	game.addChild(pickup);
}
function handleMonsterHit(monster, index) {
	// If monster is killed
	if (monster.health <= 0) {
		// Add score based on monster type
		var points = monster.type === "elite" ? 25 : 10;
		score += points;
		LK.setScore(score);
		// Chance to drop pickup
		if (Math.random() < 0.3) {
			var pickup = new Pickup(Math.random() < 0.5 ? "battery" : "ammo");
			pickup.x = monster.x;
			pickup.y = monster.y;
			pickups.push(pickup);
			game.addChild(pickup);
		}
		// Remove monster
		monster.destroy();
		monsters.splice(index, 1);
	}
}
function handleDayTimeProgress(delta) {
	// Progress night time
	nightProgress += delta / 1000 * (100 / nightDuration);
	// Cap at 100%
	nightProgress = Math.min(100, nightProgress);
	// Update difficulty based on progress
	var newDifficulty = 1 + Math.floor(nightProgress / 14.28); // 7 waves total
	// If difficulty increased
	if (newDifficulty > difficultyLevel) {
		difficultyLevel = newDifficulty;
		showWaveNotification(difficultyLevel);
	}
	// Adjust darkness based on progress
	darkness.alpha = Math.max(0.45, 0.85 - nightProgress / 100 * 0.4);
	// Check if night is over
	if (nightProgress >= 100) {
		// Player survived until dawn
		gameWon();
	}
}
function gameWon() {
	if (!gameActive) {
		return;
	}
	gameActive = false;
	// Add bonus points for remaining health
	score += player.health;
	LK.setScore(score);
	// Show you win screen
	LK.showYouWin();
}
function gameOver() {
	if (!gameActive) {
		return;
	}
	gameActive = false;
	// Show game over screen
	LK.showGameOver();
}
// Input handling
function handleDrag(x, y) {
	// If dragging the player
	if (dragTarget === player) {
		player.x = x;
		player.y = y;
		// Keep player on screen
		player.x = Math.max(100, Math.min(2048 - 100, player.x));
		player.y = Math.max(100, Math.min(2732 - 100, player.y));
	}
}
// Event handlers
game.down = function (x, y) {
	// Start dragging the player if clicked on
	if (x >= player.x - player.width / 2 && x <= player.x + player.width / 2 && y >= player.y - player.height / 2 && y <= player.y + player.height / 2) {
		dragTarget = player;
	} else {
		// Shoot at clicked location if player has ammo and flashlight is on
		if (player.ammo > 0 && player.flashlight.isOn) {
			var bulletInfo = player.shoot(x, y);
			if (bulletInfo) {
				var bullet = new Bullet();
				bullet.x = bulletInfo.x;
				bullet.y = bulletInfo.y;
				bullet.setDirection(bulletInfo.dirX, bulletInfo.dirY);
				bullets.push(bullet);
				game.addChild(bullet);
			}
		}
	}
};
game.up = function () {
	dragTarget = null;
};
game.move = function (x, y) {
	// Point flashlight at cursor
	player.flashlight.pointAt(x, y);
	// Handle dragging
	if (dragTarget) {
		handleDrag(x, y);
	}
};
// Main game loop
game.update = function () {
	if (!gameActive) {
		return;
	}
	// Calculate delta time
	var currentTime = Date.now();
	var deltaTime = currentTime - lastTime;
	lastTime = currentTime;
	// Day/night cycle progression
	handleDayTimeProgress(deltaTime);
	// Update player
	player.flashlight.update();
	// Update all monsters
	for (var i = monsters.length - 1; i >= 0; i--) {
		var monster = monsters[i];
		monster.update();
		monster.checkLight(player.flashlight);
		// Check if monster kills player
		if (player.health <= 0) {
			gameOver();
			return;
		}
	}
	// Update bullets
	for (var i = bullets.length - 1; i >= 0; i--) {
		var bullet = bullets[i];
		var shouldRemove = bullet.update();
		// Check bullet collisions with monsters
		for (var j = monsters.length - 1; j >= 0; j--) {
			var monster = monsters[j];
			if (bullet.intersects(monster)) {
				// Try to damage monster
				var hitConfirmed = monster.takeDamage(1);
				if (hitConfirmed) {
					handleMonsterHit(monster, j);
					shouldRemove = true;
					break;
				}
			}
		}
		if (shouldRemove) {
			bullet.destroy();
			bullets.splice(i, 1);
		}
	}
	// Update pickups
	for (var i = pickups.length - 1; i >= 0; i--) {
		var pickup = pickups[i];
		pickup.update();
		// Check if player collects pickup
		if (player.intersects(pickup)) {
			pickup.collect();
			pickup.destroy();
			pickups.splice(i, 1);
		}
	}
	// Spawn monsters based on difficulty
	if (LK.ticks % Math.max(60, 120 - difficultyLevel * 10) === 0) {
		spawnMonster();
	}
	// Spawn pickups periodically
	if (LK.ticks % 300 === 0) {
		spawnPickup();
	}
	// Flashlight toggle (at regular intervals for demo)
	if (LK.ticks % 600 === 0 && player.flashlight.batteryLevel <= 20) {
		player.flashlight.toggle();
	}
	// Update UI
	updateUI();
}; ===================================================================
--- original.js
+++ change.js
@@ -548,9 +548,9 @@
 }
 // Event handlers
 game.down = function (x, y) {
 	// Start dragging the player if clicked on
-	if (player.getBounds().contains(x, y)) {
+	if (x >= player.x - player.width / 2 && x <= player.x + player.width / 2 && y >= player.y - player.height / 2 && y <= player.y + player.height / 2) {
 		dragTarget = player;
 	} else {
 		// Shoot at clicked location if player has ammo and flashlight is on
 		if (player.ammo > 0 && player.flashlight.isOn) {
@@ -607,9 +607,9 @@
 		var shouldRemove = bullet.update();
 		// Check bullet collisions with monsters
 		for (var j = monsters.length - 1; j >= 0; j--) {
 			var monster = monsters[j];
-			if (bullet.getBounds().intersects(monster.getBounds())) {
+			if (bullet.intersects(monster)) {
 				// Try to damage monster
 				var hitConfirmed = monster.takeDamage(1);
 				if (hitConfirmed) {
 					handleMonsterHit(monster, j);
@@ -627,9 +627,9 @@
 	for (var i = pickups.length - 1; i >= 0; i--) {
 		var pickup = pickups[i];
 		pickup.update();
 		// Check if player collects pickup
-		if (player.getBounds().intersects(pickup.getBounds())) {
+		if (player.intersects(pickup)) {
 			pickup.collect();
 			pickup.destroy();
 			pickups.splice(i, 1);
 		}