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
/**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 });
===================================================================
--- original.js
+++ change.js
@@ -1,698 +1,6 @@
-/****
-* 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);
\ No newline at end of file
+ backgroundColor: 0x000000
+});
\ No newline at end of file
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