User prompt
The hero bullets do not seem to accelerate over time. They should get faster and faster the longer they have been on screen.
User prompt
10x how quickly the hero bullets accelerate.
User prompt
Make the hero bullets accelerate aggressively after being fired.
User prompt
Make the Hero Bullets Accelerate!
User prompt
Make the hero bullets move 1 tenth as fast.
User prompt
Update the background star opacity code such that the maximum opacity a star can have is 50%.
User prompt
half the background style opacity.
User prompt
Please add a sound effect when a bullet hits an enemy or a boss.
User prompt
Please spawn a series of enemy bullets that radiate out in a circle when the boss dies.
User prompt
The bus does no longer seem to die when its health point reaches zero. Please fix this.
User prompt
Please flash the boss sprite red when hit by a hero bullet.
User prompt
Please use the flash method to flash the spaceship asset red when hit by an enemy bullet.
User prompt
Please make the hero spaceship flash red for 200 milliseconds when hit by an enemy bullet.
User prompt
Please use blend mode 1 for the engine particles.
User prompt
Currently, the engine exhaust particles are spawned such that they render on top of the spaceship. Please make sure that they are added to the display tree in a fashion where they spawn below the spaceship.
User prompt
Offset the engine particle spawn position by 50 pixel in a random direction.
User prompt
Make engine particles spade out the alpha quicker.
User prompt
Make the engine particles stay on screen for three times as long.
User prompt
The fade-out of the engine particles on the spaceship should be such that they are fully faded out before they are removed.
User prompt
Use a total of 20 individual particles to flow out behind the spaceship. Have them spawn every 5 ticks.
User prompt
So the particles that are flying out behind the spaceship should work such that they are spawned individually, not all at the same time. They should sort of flow out towards the back, with a new one being spawned every four or five ticks.
User prompt
There seems to be only one particle flowing out behind the spaceship. There should be like 10 particles that are reused and overlapped.
User prompt
use a different asset for the particles that spawn behind the spaceship.
User prompt
Please add a particle trail that spawns behind the hero spaceship's engines. They should move down the screen fairly quickly and fade out and be reused.
User prompt
Make power up assets move down the screen at 30% the speed of the current speed.
/**** 
* Classes
****/ 
// Boss class
var Boss = Container.expand(function () {
	var self = Container.call(this);
	var bossGraphics = self.attachAsset('boss', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = 2;
	self.health = 100;
	self.healthBar = self.attachAsset('bossHealthBar', {
		anchorX: 0.5,
		anchorY: 0
	});
	self.healthBar.y = -bossGraphics.height / 2 - self.healthBar.height / 2;
	self.update = function () {
		if (self.y < 2732 * 0.3) {
			self.speed += self.acceleration;
			self.y += self.speed;
		} else {
			// Add dynamic movement to the boss
			self.y += Math.sin(LK.ticks / 30) * 1;
		}
		self.healthBar.width = bossGraphics.width * (self.health / 100);
		if (self.health <= 0) {
			// Spawn a series of enemy bullets that radiate out in a circle
			var numBullets = 12;
			for (var i = 0; i < numBullets; i++) {
				var angle = i / numBullets * 2 * Math.PI;
				var bullet = new EnemyBullet();
				bullet.x = self.x;
				bullet.y = self.y;
				bullet.direction = {
					x: Math.cos(angle),
					y: Math.sin(angle)
				};
				game.addChild(bullet);
				enemyBullets.push(bullet);
			}
			self.destroy();
			bosses.splice(bosses.indexOf(self), 1);
		}
		if (self.y > 2732 + bossGraphics.height) {
			self.destroy();
			bosses.splice(bosses.indexOf(self), 1);
		}
	};
	self.shoot = function () {
		var bullet = new EnemyBullet();
		bullet.x = self.x;
		bullet.y = self.y + bossGraphics.height / 2;
		var dx = lastMousePosition.x - self.x;
		var dy = lastMousePosition.y - self.y;
		var distance = Math.sqrt(dx * dx + dy * dy);
		bullet.direction = {
			x: dx / distance,
			y: dy / distance
		};
		game.addChild(bullet);
		enemyBullets.push(bullet);
	};
});
// Enemy class
var Enemy = Container.expand(function () {
	var self = Container.call(this);
	var enemyGraphics = self.attachAsset('enemy', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = 5;
	self.update = function () {
		self.y += self.speed;
		if (self.y > 2732 + enemyGraphics.height) {
			self.destroy();
			enemies.splice(enemies.indexOf(self), 1);
		}
	};
	self.shoot = function () {
		var bullet = new EnemyBullet();
		bullet.x = self.x;
		bullet.y = self.y + enemyGraphics.height / 2;
		// Calculate the direction vector towards the hero's last known position
		var dx = lastMousePosition.x - self.x;
		var dy = lastMousePosition.y - self.y;
		var distance = Math.sqrt(dx * dx + dy * dy);
		// Normalize the direction vector
		bullet.direction = {
			x: dx / distance,
			y: dy / distance
		};
		game.addChild(bullet);
		enemyBullets.push(bullet);
	};
});
// EnemyBullet class
var EnemyBullet = Container.expand(function () {
	var self = Container.call(this);
	var bulletGraphics = self.attachAsset('enemyBullet', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = 20;
	self.update = function () {
		self.x += self.direction.x * self.speed;
		self.y += self.direction.y * self.speed;
		if (self.y > 2732 + bulletGraphics.height || self.x < -bulletGraphics.width || self.x > 2048 + bulletGraphics.width) {
			self.destroy();
			enemyBullets.splice(enemyBullets.indexOf(self), 1);
		} else if (self.intersects(hero)) {
			hero.health -= 10; // decrease hero's health by 10
			LK.effects.flashObject(hero, 0xff0000, 500); // flash hero red for 500ms
			self.destroy();
			enemyBullets.splice(enemyBullets.indexOf(self), 1);
		}
	};
});
//<Assets used in the game will automatically appear here>
// Hero class
var Hero = Container.expand(function () {
	var self = Container.call(this);
	self.health = 100;
	var heroGraphics = self.attachAsset('hero', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.healthBar = self.attachAsset('healthBar', {
		anchorX: 0.5,
		anchorY: 0
	});
	self.healthBar.y = -heroGraphics.height / 2 - self.healthBar.height / 2;
	self.speed = 10;
	self.update = function () {
		// Hero update logic
		var dx = lastMousePosition.x - self.x;
		var dy = lastMousePosition.y - self.y;
		var distance = Math.sqrt(dx * dx + dy * dy);
		if (distance > self.speed) {
			self.x += dx / distance * self.speed;
			self.y += dy / distance * self.speed;
		}
		self.healthBar.width = heroGraphics.width * (self.health / 100);
	};
	self.shoot = function () {
		var bullet = new HeroBullet();
		bullet.x = self.x;
		bullet.y = self.y - heroGraphics.height / 2;
		game.addChild(bullet);
		heroBullets.push(bullet);
	};
});
// HeroBullet class
var HeroBullet = Container.expand(function () {
	var self = Container.call(this);
	var bulletGraphics = self.attachAsset('heroBullet', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = -1.5;
	self.acceleration = -5;
	self.update = function () {
		self.speed += self.acceleration * 0.1; // Increase speed by acceleration factor
		self.y += self.speed;
		if (self.y < -bulletGraphics.height) {
			self.destroy();
			heroBullets.splice(heroBullets.indexOf(self), 1);
		} else {
			for (var i = bosses.length - 1; i >= 0; i--) {
				if (self.intersects(bosses[i])) {
					bosses[i].health -= 10;
					LK.effects.flashObject(bosses[i], 0xff0000, 500); // flash boss red for 500ms
					LK.getSound('hit').play(); // Play hit sound effect
					self.destroy();
					heroBullets.splice(heroBullets.indexOf(self), 1);
					break;
				}
			}
		}
	};
});
// Particle class
var Particle = Container.expand(function () {
	var self = Container.call(this);
	var particleGraphics = self.attachAsset('particle', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = 10;
	particleGraphics.blendMode = 1;
	self.alpha = 1;
	self.update = function () {
		self.y += self.speed;
		self.alpha -= 0.0167;
		if (self.alpha <= 0) {
			self.alpha = 1;
			self.y = hero.y + hero.height / 2 + (Math.random() * 100 - 50);
			self.x = hero.x + (Math.random() * 100 - 50);
		}
	};
});
// PowerUp class
var PowerUp = Container.expand(function () {
	var self = Container.call(this);
	var powerUpGraphics = self.attachAsset('powerUp', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = 1.5;
	self.update = function () {
		self.y += self.speed;
		if (self.y > 2732 + powerUpGraphics.height) {
			self.destroy();
			powerUps.splice(powerUps.indexOf(self), 1);
		} else if (self.intersects(hero)) {
			activatePowerUp();
			self.destroy();
			powerUps.splice(powerUps.indexOf(self), 1);
		}
	};
});
// Star class
var Star = Container.expand(function () {
	var self = Container.call(this);
	var starGraphics = self.attachAsset('star', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = Math.random() * 5 + 1; // Random speed for parallax effect
	// Make stars that are moving slower smaller and more transparent
	starGraphics.scale.set(self.speed / 6);
	starGraphics.alpha = Math.min(self.speed / 6, 0.5);
	self.update = function () {
		self.y += self.speed;
		if (self.y > 2732 + starGraphics.height) {
			self.y = -starGraphics.height;
			self.x = Math.random() * 2048; // Random x position
		}
	};
});
/**** 
* Initialize Game
****/ 
var game = new LK.Game({
	backgroundColor: 0x000000 //Init game with black background 
});
/**** 
* Game Code
****/ 
// Spawn a new power-up
function spawnPowerUp() {
	var powerUp = new PowerUp();
	powerUp.x = Math.random() * 2048;
	powerUp.y = -powerUp.height;
	game.addChild(powerUp);
	powerUps.push(powerUp);
}
// Activate power-up
function activatePowerUp() {
	hero.shoot = function () {
		var bullet1 = new HeroBullet();
		var bullet2 = new HeroBullet();
		bullet1.x = hero.x - 60;
		bullet2.x = hero.x + 60;
		bullet1.y = bullet2.y = hero.y - hero.height / 2;
		game.addChild(bullet1);
		game.addChild(bullet2);
		heroBullets.push(bullet1);
		heroBullets.push(bullet2);
	};
	LK.setTimeout(function () {
		hero.shoot = function () {
			var bullet = new HeroBullet();
			bullet.x = hero.x;
			bullet.y = hero.y - hero.height / 2;
			game.addChild(bullet);
			heroBullets.push(bullet);
		};
	}, 5000);
}
// Check for game over condition
function checkGameOver() {
	if (hero.health <= 0) {
		// Flash screen red for 1 second (1000ms) to show we are dead.
		LK.effects.flashScreen(0xff0000, 1000);
		// Show game over. The game will be automatically paused while game over is showing.
		LK.showGameOver(); // Calling this will destroy the 'Game' and reset entire game state.
	}
}
// Initialize arrays and variables
var hero;
var heroBullets = [];
var enemyBullets = [];
var bosses = [];
var enemies = [];
var score = 0;
var scoreTxt;
var powerUps = [];
var particles = [];
var lastMousePosition = {
	x: 0,
	y: 0
};
// Initialize game elements
function initGame() {
	// Create star field
	for (var i = 0; i < 100; i++) {
		var star = new Star();
		star.x = Math.random() * 2048; // Random x position
		star.y = Math.random() * 2732; // Random y position
		game.addChild(star);
	}
	// Create a container for particles
	var particleContainer = new Container();
	game.addChild(particleContainer);
	// Create hero
	hero = new Hero();
	hero.x = 2048 / 2;
	hero.y = 2732 - 200;
	game.addChild(hero);
	// Create particles
	for (var i = 0; i < 20; i++) {
		var particle = new Particle();
		particle.x = hero.x;
		particle.y = hero.y + hero.height / 2;
		particleContainer.addChild(particle);
		particles.push(particle);
	}
	// Create score text
	scoreTxt = new Text2('0', {
		size: 200,
		fill: "#ffffff",
		font: "'GillSans-Bold',Impact,'Arial Black',Tahoma"
	});
	scoreTxt.anchor.set(0.5, 0);
	LK.gui.top.addChild(scoreTxt);
	// Set up game update loop
	game.update = function () {
		// Update hero
		hero.update();
		// Update hero bullets
		for (var i = heroBullets.length - 1; i >= 0; i--) {
			heroBullets[i].update();
		}
		// Update particles
		for (var i = particles.length - 1; i >= 0; i--) {
			particles[i].update();
		}
		// Spawn particles every 5 ticks
		if (LK.ticks % 5 == 0) {
			var particle = new Particle();
			particle.x = hero.x;
			particle.y = hero.y + hero.height / 2;
			particleContainer.addChild(particle);
			particles.push(particle);
		}
		// Hero auto-fires bullets at a faster rate (50% increase)
		if (LK.ticks % 40 == 0) {
			hero.shoot();
		}
		// Update enemies
		for (var j = enemies.length - 1; j >= 0; j--) {
			enemies[j].update();
			if (LK.ticks % 120 == 0) {
				enemies[j].shoot();
			}
		}
		// Update power-ups
		for (var k = powerUps.length - 1; k >= 0; k--) {
			powerUps[k].update();
		}
		// Check for collisions and game over condition
		checkCollisions();
		checkGameOver();
		// Check if hero intersects with any enemy
		for (var i = 0; i < enemies.length; i++) {
			if (hero.intersects(enemies[i])) {
				// Flash screen red for 1 second (1000ms) to show we are dead.
				LK.effects.flashScreen(0xff0000, 1000);
				// Show game over. The game will be automatically paused while game over is showing.
				LK.showGameOver(); // Calling this will destroy the 'Game' and reset entire game state.
				break;
			}
		}
		// Update bosses
		for (var i = bosses.length - 1; i >= 0; i--) {
			bosses[i].update();
			if (LK.ticks % 40 == 0) {
				bosses[i].shoot();
			}
		}
		// Check for collisions between hero bullets and bosses
		for (var i = heroBullets.length - 1; i >= 0; i--) {
			for (var j = bosses.length - 1; j >= 0; j--) {
				if (heroBullets[i].intersects(bosses[j])) {
					// Decrease boss's health
					bosses[j].health -= 10;
					// Destroy bullet
					heroBullets[i].destroy();
					heroBullets.splice(i, 1);
					// Destroy boss if its health is 0
					if (bosses[j].health <= 0) {
						bosses[j].destroy();
						bosses.splice(j, 1);
					}
					break;
				}
			}
		}
		// Spawn enemies
		if (LK.ticks % 90 == 0) {
			spawnEnemy();
		}
		// Spawn power-ups
		if (LK.ticks % 600 == 0) {
			spawnPowerUp();
		}
	};
	// Set up game controls
	game.down = function (x, y, obj) {
		// hero.shoot(); removed this line
	};
	game.move = function (x, y, obj) {
		lastMousePosition = {
			x: x,
			y: y
		};
	};
}
// Check for collisions between hero bullets and enemies
function checkCollisions() {
	for (var i = heroBullets.length - 1; i >= 0; i--) {
		for (var j = enemies.length - 1; j >= 0; j--) {
			if (heroBullets[i].intersects(enemies[j])) {
				// Destroy enemy and bullet
				enemies[j].destroy();
				heroBullets[i].destroy();
				LK.getSound('hit').play(); // Play hit sound effect
				enemies.splice(j, 1);
				heroBullets.splice(i, 1);
				// Update score
				score += 10;
				scoreTxt.setText(score);
				// Spawn a boss enemy for every enemy killed
				if (bosses.length == 0) {
					var boss = new Boss();
					boss.x = 2048 / 2;
					boss.y = -boss.height;
					game.addChild(boss);
					bosses.push(boss);
				}
				break;
			}
		}
	}
}
// Spawn a new enemy
function spawnEnemy() {
	var enemy = new Enemy();
	enemy.x = Math.random() * 2048;
	enemy.y = -enemy.height;
	game.addChild(enemy);
	enemies.push(enemy);
}
// Initialize the game
initGame(); ===================================================================
--- original.js
+++ change.js
@@ -159,8 +159,9 @@
 	});
 	self.speed = -1.5;
 	self.acceleration = -5;
 	self.update = function () {
+		self.speed += self.acceleration * 0.1; // Increase speed by acceleration factor
 		self.y += self.speed;
 		if (self.y < -bulletGraphics.height) {
 			self.destroy();
 			heroBullets.splice(heroBullets.indexOf(self), 1);