User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'easeInOutQuad')' in or related to this line: 'tween.to(graphic, {' Line Number: 391
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'easeOutQuad')' in or related to this line: 'tween.to(graphic, {' Line Number: 264 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
make best
User prompt
delete al code
User prompt
boss cant defeat. find and fix
User prompt
fix
User prompt
eneny can destroy
User prompt
player can destroy boss
User prompt
make
User prompt
delete all code
Code edit (1 edits merged)
Please save this source code
User prompt
fix game were bullet
Code edit (1 edits merged)
Please save this source code
User prompt
Sky Duel: Airship Showdown
Initial prompt
vertical shooter player vs airship big bos
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Airship = Container.expand(function () { var self = Container.call(this); // Main body var bodyGraphics = self.attachAsset('airshipBody', { anchorX: 0.5, anchorY: 0.5 }); // Shield var shieldGraphics = self.attachAsset('airshipShield', { anchorX: 0.5, anchorY: 0.5, alpha: 0.5 }); // Core (initially hidden) var coreGraphics = self.attachAsset('airshipCore', { anchorX: 0.5, anchorY: 0.5, alpha: 0 }); self.maxHealth = 1000; self.health = self.maxHealth; self.shieldActive = true; self.phase = 1; self.turrets = []; self.movementPhase = 0; self.movementTimer = 0; self.targetX = 0; self.targetY = 0; // Initialize turrets self.initTurrets = function () { // Create 6 turrets positioned around the airship var turretPositions = [{ x: -250, y: -80 }, // left front { x: 250, y: -80 }, // right front { x: -150, y: 0 }, // left middle { x: 150, y: 0 }, // right middle { x: -200, y: 80 }, // left rear { x: 200, y: 80 } // right rear ]; for (var i = 0; i < turretPositions.length; i++) { var turret = new AirshipTurret(); turret.offsetX = turretPositions[i].x; turret.offsetY = turretPositions[i].y; turret.parentAirship = self; turret.x = self.x + turret.offsetX; turret.y = self.y + turret.offsetY; self.turrets.push(turret); game.addChild(turret); allTurrets.push(turret); } }; self.update = function () { // Movement pattern self.updateMovement(); // Check if we need to transition to the next phase self.checkPhaseTransition(); }; self.updateMovement = function () { self.movementTimer++; switch (self.phase) { case 1: // Phase 1: Simple left-right movement if (self.movementTimer > 180) { // Change direction every 3 seconds self.movementTimer = 0; self.targetX = 600 + Math.random() * 848; // Random position in middle portion } // Move toward target self.x += (self.targetX - self.x) * 0.02; break; case 2: // Phase 2: More aggressive movement if (self.movementTimer > 120) { // Change direction every 2 seconds self.movementTimer = 0; self.targetX = 400 + Math.random() * 1248; // Wider range self.targetY = 200 + Math.random() * 100; // Small vertical movement } // Move toward target self.x += (self.targetX - self.x) * 0.03; self.y += (self.targetY - self.y) * 0.02; break; case 3: // Phase 3: Erratic movement if (self.movementTimer > 90) { // Change direction every 1.5 seconds self.movementTimer = 0; self.targetX = 300 + Math.random() * 1448; // Full width movement self.targetY = 150 + Math.random() * 200; // More vertical movement } // Move toward target self.x += (self.targetX - self.x) * 0.04; self.y += (self.targetY - self.y) * 0.03; break; } }; self.checkPhaseTransition = function () { var healthPercent = self.health / self.maxHealth; // Phase transitions if (healthPercent <= 0.66 && self.phase === 1) { self.transitionToPhase(2); } else if (healthPercent <= 0.33 && self.phase === 2) { self.transitionToPhase(3); } }; self.transitionToPhase = function (newPhase) { self.phase = newPhase; if (newPhase === 2) { // Disable shield self.shieldActive = false; shieldGraphics.alpha = 0; LK.getSound('shieldDown').play(); // Flash the core briefly tween(coreGraphics, { alpha: 0.8 }, { duration: 1000, onFinish: function onFinish() { tween(coreGraphics, { alpha: 0.3 }, { duration: 500 }); } }); } else if (newPhase === 3) { // Core fully exposed tween(coreGraphics, { alpha: 1 }, { duration: 1000 }); // Flash the screen LK.effects.flashScreen(0xffffff, 500); } }; self.takeDamage = function (damage, isCoreHit) { // If shield is active, only take 20% damage if (self.shieldActive && !isCoreHit) { damage = Math.floor(damage * 0.2); LK.effects.flashObject(shieldGraphics, 0xaaaaff, 300); } // Core hits do double damage if (isCoreHit && self.phase >= 2) { damage *= 2; LK.effects.flashObject(coreGraphics, 0xffff00, 300); } self.health -= damage; // Update health bar updateHealthBar(self.health, self.maxHealth); if (self.health <= 0) { self.explode(); return true; } return false; }; self.explode = function () { // Create multiple explosions var explosionCount = 20; // Create a sequence of explosions function createExplosionSequence(i) { if (i >= explosionCount) { // Final explosion and game win LK.effects.flashScreen(0xffffff, 1000); LK.setTimeout(function () { LK.showYouWin(); }, 1500); return; } var explosion = new Explosion(); explosion.x = self.x + (Math.random() * 500 - 250); explosion.y = self.y + (Math.random() * 250 - 125); explosion.scale.set(1.5 + Math.random() * 2); game.addChild(explosion); explosions.push(explosion); LK.getSound('explosion').play(); // Schedule next explosion LK.setTimeout(function () { createExplosionSequence(i + 1); }, 100); } // Start the explosion sequence createExplosionSequence(0); }; self.isCoreHit = function (x, y) { // Only count core hits in phases 2 and 3 if (self.phase < 2) { return false; } // Check if the hit is within the core var coreRadius = coreGraphics.width / 2; var dx = x - self.x; var dy = y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); return distance <= coreRadius; }; return self; }); var AirshipTurret = Container.expand(function () { var self = Container.call(this); var turretGraphics = self.attachAsset('airshipTurret', { anchorX: 0.5, anchorY: 0.5 }); self.health = 50; self.shootCooldown = Math.floor(Math.random() * 60); // Randomize initial cooldown self.shootDelay = 120; // 2 seconds between shots self.active = true; self.offsetX = 0; self.offsetY = 0; self.parentAirship = null; self.update = function () { if (!self.active) { return; } // Update position based on parent airship if (self.parentAirship) { self.x = self.parentAirship.x + self.offsetX; self.y = self.parentAirship.y + self.offsetY; } if (self.shootCooldown > 0) { self.shootCooldown--; } else if (player && self.active) { self.shoot(); self.shootCooldown = self.shootDelay; } }; self.shoot = function () { if (!player) { return; } // Calculate angle to player var dx = player.x - self.x; var dy = player.y - self.y; var angle = Math.atan2(dx, dy); var bullet = new EnemyBullet(); bullet.x = self.x; bullet.y = self.y; bullet.angle = angle; enemyBullets.push(bullet); game.addChild(bullet); LK.getSound('enemyShoot').play(); }; self.takeDamage = function (damage) { if (!self.active) { return false; } self.health -= damage; // Flash red LK.effects.flashObject(self, 0xff0000, 300); if (self.health <= 0) { self.destroy(); return true; } return false; }; self.destroy = function () { self.active = false; // Create explosion var explosion = new Explosion(); explosion.x = self.x; explosion.y = self.y; explosion.scale.set(1.5); game.addChild(explosion); explosions.push(explosion); // Hide turret turretGraphics.alpha = 0.3; LK.getSound('explosion').play(); }; return self; }); var EnemyBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('enemyBullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 7; self.damage = 10; self.angle = 0; // Direction in radians self.update = function () { // Move based on angle self.x += Math.sin(self.angle) * self.speed; self.y += Math.cos(self.angle) * self.speed; // Cleanup bullets off-screen if (self.y > 2732 + 50 || self.y < -50 || self.x < -50 || self.x > 2048 + 50) { self.destroy = true; } }; return self; }); var Explosion = Container.expand(function () { var self = Container.call(this); var explosionGraphics = self.attachAsset('explosion', { anchorX: 0.5, anchorY: 0.5 }); self.lifetime = 30; self.update = function () { self.lifetime--; explosionGraphics.alpha = self.lifetime / 30; // Scale up as it fades self.scale.set(self.scale.x * 1.05); if (self.lifetime <= 0) { self.destroy = true; } }; return self; }); var PlayerBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('playerBullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 12; self.damage = 10; self.update = function () { self.y -= self.speed; // Cleanup bullets off-screen if (self.y < -50) { self.destroy = true; } }; return self; }); var PlayerFighter = Container.expand(function () { var self = Container.call(this); // Base fighter graphics var fighterGraphics = self.attachAsset('playerFighter', { anchorX: 0.5, anchorY: 0.5 }); self.health = 100; self.speed = 8; self.shootCooldown = 0; self.shootDelay = 10; self.invulnerable = false; self.invulnerabilityTimer = 0; self.update = function () { if (self.shootCooldown > 0) { self.shootCooldown--; } if (self.invulnerable) { self.invulnerabilityTimer--; fighterGraphics.alpha = Math.floor(self.invulnerabilityTimer / 3) % 2 === 0 ? 1 : 0.5; if (self.invulnerabilityTimer <= 0) { self.invulnerable = false; fighterGraphics.alpha = 1; } } }; self.shoot = function () { if (self.shootCooldown <= 0) { var bullet = new PlayerBullet(); bullet.x = self.x; bullet.y = self.y - 50; bullets.push(bullet); game.addChild(bullet); LK.getSound('playerShoot').play(); self.shootCooldown = self.shootDelay; return true; } return false; }; self.takeDamage = function (damage) { if (!self.invulnerable) { self.health -= damage; self.invulnerable = true; self.invulnerabilityTimer = 60; // 1 second invulnerability if (self.health <= 0) { self.explode(); return true; } // Flash red LK.effects.flashObject(self, 0xff0000, 500); LK.getSound('impact').play(); } return false; }; self.explode = function () { for (var i = 0; i < 8; i++) { var explosion = new Explosion(); explosion.x = self.x + (Math.random() * 80 - 40); explosion.y = self.y + (Math.random() * 80 - 40); explosion.scale.set(0.8 + Math.random() * 1.2); game.addChild(explosion); explosions.push(explosion); } LK.getSound('explosion').play(); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000033 // Dark blue space background }); /**** * Game Code ****/ // Game state variables var player = null; var airship = null; var bullets = []; var enemyBullets = []; var explosions = []; var allTurrets = []; var healthBar = null; var healthBarBg = null; var scoreText = null; var gameStarted = false; var lastShotTime = 0; var dragNode = null; // Score and difficulty variables var score = 0; var difficulty = 1; // Initialize game elements function initGame() { // Create sky background (gradient overlay) var skyOverlay = LK.getAsset('healthBarBg', { width: 2048, height: 2732, alpha: 0.2, anchorX: 0, anchorY: 0 }); game.addChild(skyOverlay); // Create player player = new PlayerFighter(); player.x = 2048 / 2; player.y = 2732 - 250; game.addChild(player); // Create airship airship = new Airship(); airship.x = 2048 / 2; airship.y = 300; game.addChild(airship); airship.initTurrets(); // Create health bar background healthBarBg = LK.getAsset('healthBarBg', { anchorX: 0.5, anchorY: 0.5 }); // Create health bar healthBar = LK.getAsset('healthBar', { anchorX: 0, anchorY: 0.5 }); // Position health bars healthBarBg.x = 2048 / 2; healthBarBg.y = 50; healthBar.x = healthBarBg.x - healthBarBg.width / 2 + 5; healthBar.y = healthBarBg.y; game.addChild(healthBarBg); game.addChild(healthBar); // Initialize health bar updateHealthBar(airship.health, airship.maxHealth); // Create score text scoreText = new Text2('SCORE: 0', { size: 60, fill: 0xFFFFFF }); scoreText.anchor.set(1, 0); LK.gui.topRight.addChild(scoreText); // Start the battle music LK.playMusic('battleMusic', { fade: { start: 0, end: 0.5, duration: 2000 } }); gameStarted = true; } // Update health bar based on current health function updateHealthBar(currentHealth, maxHealth) { var healthPercent = Math.max(0, currentHealth / maxHealth); var targetWidth = healthBarBg.width - 10; // Accounting for padding // Update health bar width healthBar.width = targetWidth * healthPercent; // Change color based on health if (healthPercent > 0.6) { healthBar.tint = 0x2ecc71; // Green } else if (healthPercent > 0.3) { healthBar.tint = 0xf39c12; // Orange } else { healthBar.tint = 0xe74c3c; // Red } } // Check collision between player bullets and airship function checkBulletHits() { for (var i = bullets.length - 1; i >= 0; i--) { var bullet = bullets[i]; // Check collision with airship if (airship && bullet.intersects(airship)) { // Check if it's a core hit var isCoreHit = airship.isCoreHit(bullet.x, bullet.y); // Apply damage to airship var destroyed = airship.takeDamage(bullet.damage, isCoreHit); // Add score if (isCoreHit) { score += 25; } else { score += 10; } // Remove bullet bullet.destroy = true; // Play impact sound LK.getSound('impact').play(); // Create small explosion var explosion = new Explosion(); explosion.x = bullet.x; explosion.y = bullet.y; explosion.scale.set(0.7); game.addChild(explosion); explosions.push(explosion); // Update score display scoreText.setText("SCORE: " + score); continue; } // Check collision with turrets for (var j = 0; j < allTurrets.length; j++) { var turret = allTurrets[j]; if (turret.active && bullet.intersects(turret)) { var destroyed = turret.takeDamage(bullet.damage); // Add score if (destroyed) { score += 50; } else { score += 5; } // Remove bullet bullet.destroy = true; // Play impact sound LK.getSound('impact').play(); // Create small explosion var explosion = new Explosion(); explosion.x = bullet.x; explosion.y = bullet.y; explosion.scale.set(0.7); game.addChild(explosion); explosions.push(explosion); // Update score display scoreText.setText("SCORE: " + score); break; } } } } // Check if enemy bullets hit the player function checkPlayerHit() { if (!player) { return; } for (var i = enemyBullets.length - 1; i >= 0; i--) { var bullet = enemyBullets[i]; if (bullet.intersects(player)) { // Player takes damage var destroyed = player.takeDamage(bullet.damage); // Remove bullet bullet.destroy = true; // Create small explosion var explosion = new Explosion(); explosion.x = bullet.x; explosion.y = bullet.y; explosion.scale.set(0.7); game.addChild(explosion); explosions.push(explosion); if (destroyed) { // Game over LK.setTimeout(function () { LK.showGameOver(); }, 1000); } } } } // Handle player movement function handleMove(x, y, obj) { if (dragNode && player) { player.x = x; player.y = y; // Constrain player to screen bounds player.x = Math.max(50, Math.min(2048 - 50, player.x)); player.y = Math.max(2732 / 2, Math.min(2732 - 50, player.y)); } } // Handle game input game.down = function (x, y, obj) { if (!gameStarted) { initGame(); return; } if (player) { dragNode = player; // Auto-fire when touching player.shoot(); lastShotTime = LK.ticks; } handleMove(x, y, obj); }; game.up = function (x, y, obj) { dragNode = null; }; game.move = handleMove; // Update game state each frame game.update = function () { if (!gameStarted) { return; } // Auto-fire while dragging if (dragNode && player && LK.ticks - lastShotTime >= player.shootDelay) { player.shoot(); lastShotTime = LK.ticks; } // Update player if (player) { player.update(); } // Update airship if (airship) { airship.update(); } // Update turrets for (var i = 0; i < allTurrets.length; i++) { allTurrets[i].update(); } // Update bullets for (var i = bullets.length - 1; i >= 0; i--) { bullets[i].update(); if (bullets[i].destroy) { game.removeChild(bullets[i]); bullets.splice(i, 1); } } // Update enemy bullets for (var i = enemyBullets.length - 1; i >= 0; i--) { enemyBullets[i].update(); if (enemyBullets[i].destroy) { game.removeChild(enemyBullets[i]); enemyBullets.splice(i, 1); } } // Update explosions for (var i = explosions.length - 1; i >= 0; i--) { explosions[i].update(); if (explosions[i].destroy) { game.removeChild(explosions[i]); explosions.splice(i, 1); } } // Check collisions checkBulletHits(); checkPlayerHit(); }; // Create start message var startText = new Text2("TAP TO START", { size: 100, fill: 0xFFFFFF }); startText.anchor.set(0.5, 0.5); LK.gui.center.addChild(startText); // Hide start text when game starts var checkGameStarted = LK.setInterval(function () { if (gameStarted) { startText.parent.removeChild(startText); LK.clearInterval(checkGameStarted); } }, 100);
===================================================================
--- original.js
+++ change.js
@@ -662,25 +662,25 @@
// Update bullets
for (var i = bullets.length - 1; i >= 0; i--) {
bullets[i].update();
if (bullets[i].destroy) {
- bullets[i].parent.removeChild(bullets[i]);
+ game.removeChild(bullets[i]);
bullets.splice(i, 1);
}
}
// Update enemy bullets
for (var i = enemyBullets.length - 1; i >= 0; i--) {
enemyBullets[i].update();
if (enemyBullets[i].destroy) {
- enemyBullets[i].parent.removeChild(enemyBullets[i]);
+ game.removeChild(enemyBullets[i]);
enemyBullets.splice(i, 1);
}
}
// Update explosions
for (var i = explosions.length - 1; i >= 0; i--) {
explosions[i].update();
if (explosions[i].destroy) {
- explosions[i].parent.removeChild(explosions[i]);
+ game.removeChild(explosions[i]);
explosions.splice(i, 1);
}
}
// Check collisions
top down 32 bit image manta ray air warplane. In-Game asset. 2d. High contrast. No shadows
2d disney style image about zone of blue sky. In-Game asset. 2d. High contrast. No shadows
red laser. In-Game asset. 2d. High contrast. No shadows
top down 2d scifi pelican war air plane look a like. In-Game asset. 2d. High contrast. No shadows
vertical torpedo fall. In-Game asset. 2d. High contrast. No shadows
disney image style yellow explosion. In-Game asset. 2d. High contrast. No shadows