User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'to')' in or related to this line: 'tween(explosion).to({' Line Number: 167 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Please fix the bug: 'ReferenceError: tween is not defined' in or related to this line: 'tween(explosion).to({' Line Number: 162 ↪💡 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
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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) ≈ 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 = []; // Empty array, no pickups in this version
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() {
// Function kept for compatibility but does nothing in this version
}
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);
// No pickups in this version
// 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);
}
}
// No pickups in this version
// Spawn monsters based on difficulty
if (LK.ticks % Math.max(60, 120 - difficultyLevel * 10) === 0) {
spawnMonster();
}
// No pickup spawning in this version
// 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
@@ -390,9 +390,9 @@
score = 0;
LK.setScore(0);
monsters = [];
bullets = [];
- pickups = [];
+ pickups = []; // Empty array, no pickups in this version
lastTime = Date.now();
// Reset player
player.health = 100;
player.ammo = 20;
@@ -467,31 +467,18 @@
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 kept for compatibility but does nothing in this version
}
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);
- }
+ // No pickups in this version
// Remove monster
monster.destroy();
monsters.splice(index, 1);
}
@@ -622,27 +609,14 @@
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);
- }
- }
+ // No pickups in this version
// 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();
- }
+ // No pickup spawning in this version
// Flashlight toggle (at regular intervals for demo)
if (LK.ticks % 600 === 0 && player.flashlight.batteryLevel <= 20) {
player.flashlight.toggle();
}