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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'easeInOutQuad')' in or related to this line: 'tween.to(graphic, {' Line Number: 391
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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
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make best
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delete al code
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boss cant defeat. find and fix
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fix
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eneny can destroy
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player can destroy boss
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make
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delete all code
Code edit (1 edits merged)
Please save this source code
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fix game were bullet
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Please save this source code
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Sky Duel: Airship Showdown
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vertical shooter player vs airship big bos
/****
* Classes
****/
// Complete airship boss class
var AirshipBoss = Container.expand(function () {
var self = Container.call(this);
// Create airship body
var body = self.attachAsset('airshipBody', {
anchorX: 0.5,
anchorY: 0.5
});
// Create wings
var leftWing = self.addChild(LK.getAsset('airshipWing', {
anchorX: 0.5,
anchorY: 0.5,
x: -400,
y: 0
}));
var rightWing = self.addChild(LK.getAsset('airshipWing', {
anchorX: 0.5,
anchorY: 0.5,
x: 400,
y: 0
}));
// Create core
self.core = new AirshipCore();
self.core.x = 0;
self.core.y = 0;
self.addChild(self.core);
// Create turrets
self.turrets = [];
var turretPositions = [{
x: -200,
y: -100
}, {
x: 200,
y: -100
}, {
x: -300,
y: 100
}, {
x: 300,
y: 100
}, {
x: 0,
y: 200
}];
for (var i = 0; i < turretPositions.length; i++) {
var turret = new AirshipTurret();
turret.x = turretPositions[i].x;
turret.y = turretPositions[i].y;
self.addChild(turret);
self.turrets.push(turret);
}
// Boss properties
self.active = true;
self.phase = 1;
self.moveDirection = 1;
self.moveSpeed = 1;
self.maxMoveX = 300;
self.startingY = 400;
self.lastX = 0;
// Move pattern
self.update = function () {
self.lastX = self.x;
// Move side to side
self.x += self.moveSpeed * self.moveDirection;
// Check if we need to change direction
if (Math.abs(self.x) > self.maxMoveX) {
self.moveDirection *= -1;
}
// Update core state
self.core.update();
// Count active turrets
var activeTurrets = 0;
for (var i = 0; i < self.turrets.length; i++) {
if (self.turrets[i].active) {
activeTurrets++;
// Update turrets and check if they need to fire
if (self.turrets[i].update()) {
// Signal to create a bullet
return {
fire: true,
x: self.x + self.turrets[i].x,
y: self.y + self.turrets[i].y
};
}
}
}
// Check if we need to expose the core
if (activeTurrets === 0 && !self.core.exposed) {
self.core.setExposed(true);
self.phase = 2;
// Increase movement speed in phase 2
self.moveSpeed = 2;
}
return {
fire: false
};
};
// Check if a specific part of the airship is hit
self.checkHit = function (bullet) {
// Try to hit turrets first
for (var i = 0; i < self.turrets.length; i++) {
if (bullet.intersects(self.turrets[i]) && self.turrets[i].active) {
if (self.turrets[i].takeHit(bullet.damage)) {
return {
hit: true,
destroyed: true,
type: 'turret'
};
}
return {
hit: true,
destroyed: false,
type: 'turret'
};
}
}
// Try to hit core if exposed
if (self.core.exposed && bullet.intersects(self.core)) {
if (self.core.takeHit(bullet.damage)) {
self.active = false;
return {
hit: true,
destroyed: true,
type: 'core'
};
}
return {
hit: true,
destroyed: false,
type: 'core'
};
}
// Hit the body but no damage
if (bullet.intersects(body)) {
return {
hit: true,
destroyed: false,
type: 'body'
};
}
return {
hit: false
};
};
return self;
});
// Set game background
// Airship core class
var AirshipCore = Container.expand(function () {
var self = Container.call(this);
// Attach core graphics
var coreGraphics = self.attachAsset('airshipCore', {
anchorX: 0.5,
anchorY: 0.5
});
// Core properties
self.health = 150; // Reduced health to make boss easier to defeat
self.maxHealth = 150;
self.active = true;
self.exposed = false;
self.lastWasIntersecting = false;
// Update core state
self.update = function () {
// Pulsate effect when exposed
if (self.exposed) {
coreGraphics.alpha = 0.5 + Math.sin(LK.ticks * 0.1) * 0.5;
}
};
// Handle core being hit
self.takeHit = function (damage) {
if (!self.active || !self.exposed) {
return false;
}
self.health -= damage;
LK.effects.flashObject(self, 0xff0000, 300);
if (self.health <= 0) {
self.health = 0;
self.active = false;
return true; // Core destroyed
}
return false; // Core still active
};
// Expose the core when all turrets are destroyed
self.setExposed = function (isExposed) {
self.exposed = isExposed;
if (isExposed) {
coreGraphics.tint = 0xff0000;
} else {
coreGraphics.tint = 0xffffff;
}
};
return self;
});
// Airship turret class
var AirshipTurret = Container.expand(function () {
var self = Container.call(this);
// Attach turret graphics
var turretGraphics = self.attachAsset('airshipTurret', {
anchorX: 0.5,
anchorY: 0.5
});
// Turret properties
self.health = 50;
self.maxHealth = 50;
self.fireRate = 120;
self.fireCounter = Math.floor(Math.random() * 60); // Randomize initial fire time
self.active = true;
self.lastWasIntersecting = false;
// Update turret state
self.update = function () {
if (!self.active) {
return;
}
self.fireCounter--;
// Ready to fire
if (self.fireCounter <= 0) {
self.fireCounter = self.fireRate;
return true; // Signal to create a bullet
}
return false;
};
// Handle turret being hit
self.takeHit = function (damage) {
if (!self.active) {
return false;
}
self.health -= damage;
LK.effects.flashObject(self, 0xff0000, 300);
if (self.health <= 0) {
self.health = 0;
self.active = false;
turretGraphics.alpha = 0.3;
return true; // Turret destroyed
}
return false; // Turret still active
};
return self;
});
// Enemy bullet class
var EnemyBullet = Container.expand(function () {
var self = Container.call(this);
// Attach bullet graphics
var bulletGraphics = self.attachAsset('enemyBullet', {
anchorX: 0.5,
anchorY: 0.5
});
// Bullet properties
self.speed = 8; // Moving downward
self.damage = 10;
self.active = true;
self.lastY = 0;
self.lastWasIntersecting = false;
// Update bullet position
self.update = function () {
self.lastY = self.y;
self.y += self.speed;
// Check if bullet is off-screen
if (self.y > 2732 + 50) {
self.active = false;
}
};
return self;
});
// Explosion effect class
var Explosion = Container.expand(function () {
var self = Container.call(this);
// Attach explosion graphics
var explosionGraphics = self.attachAsset('explosion', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.5,
scaleY: 0.5
});
// Explosion properties
self.lifetime = 30; // frames
self.active = true;
// Update explosion state
self.update = function () {
self.lifetime--;
// Scale and fade explosion
explosionGraphics.scaleX += 0.05;
explosionGraphics.scaleY += 0.05;
explosionGraphics.alpha = self.lifetime / 30;
if (self.lifetime <= 0) {
self.active = false;
}
};
return self;
});
// Player class for the fighter plane
var Player = Container.expand(function () {
var self = Container.call(this);
// Attach player graphics
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
// Player properties
self.speed = 10;
self.health = 100;
self.maxHealth = 100;
self.fireRate = 15;
self.lastShot = 0;
self.isDragging = false;
self.lastX = 0;
self.lastY = 0;
// Player movement bounds
self.minX = 100;
self.maxX = 2048 - 100;
self.minY = 2732 / 2;
self.maxY = 2732 - 100;
// Update player position and state
self.update = function () {
self.lastX = self.x;
self.lastY = self.y;
// Keep player within bounds
if (self.x < self.minX) {
self.x = self.minX;
}
if (self.x > self.maxX) {
self.x = self.maxX;
}
if (self.y < self.minY) {
self.y = self.minY;
}
if (self.y > self.maxY) {
self.y = self.maxY;
}
};
// Handle player being hit
self.takeHit = function (damage) {
self.health -= damage;
if (self.health <= 0) {
self.health = 0;
return true; // Player died
}
LK.effects.flashObject(self, 0xff0000, 300);
return false; // Player still alive
};
// Event handling for touch/click
self.down = function (x, y, obj) {
self.isDragging = true;
};
self.up = function (x, y, obj) {
self.isDragging = false;
};
return self;
});
// Player bullet class
var PlayerBullet = Container.expand(function () {
var self = Container.call(this);
// Attach bullet graphics
var bulletGraphics = self.attachAsset('playerBullet', {
anchorX: 0.5,
anchorY: 0.5
});
// Bullet properties
self.speed = -15; // Moving upward
self.damage = 25; // Increased damage to destroy turrets faster
self.active = true;
self.lastY = 0;
self.lastWasIntersecting = false;
// Update bullet position
self.update = function () {
self.lastY = self.y;
self.y += self.speed;
// Check if bullet is off-screen
if (self.y < -50) {
self.active = false;
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
// Set game background
// Initialize game assets
game.setBackgroundColor(0x1a1a2e);
// Game state variables
var player;
var airshipBoss;
var playerBullets = [];
var enemyBullets = [];
var explosions = [];
var score = 0;
var gameActive = true;
var bossDefeated = false;
// Create UI elements
var scoreText = new Text2('SCORE: 0', {
size: 60,
fill: 0xFFFFFF
});
scoreText.anchor.set(0, 0);
LK.gui.topLeft.addChild(scoreText);
scoreText.x = 120; // Keep away from top-left 100x100 area
scoreText.y = 50;
// Create player health bar
var healthBarBg = game.addChild(LK.getAsset('healthBarBg', {
anchorX: 0,
anchorY: 0.5,
x: 120,
y: 120
}));
var healthBar = game.addChild(LK.getAsset('healthBar', {
anchorX: 0,
anchorY: 0.5,
x: 120,
y: 120
}));
var healthText = new Text2('HEALTH', {
size: 40,
fill: 0xFFFFFF
});
healthText.anchor.set(0, 0.5);
healthText.x = 250;
healthText.y = 120;
game.addChild(healthText);
// Create boss health bar (initially hidden)
var bossHealthBarBg = game.addChild(LK.getAsset('healthBarBg', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 200
}));
var bossHealthBar = game.addChild(LK.getAsset('healthBar', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 200,
tint: 0xff0000
}));
var bossText = new Text2('BOSS', {
size: 40,
fill: 0xFFFFFF
});
bossText.anchor.set(0.5, 0.5);
bossText.x = 2048 / 2;
bossText.y = 200;
game.addChild(bossText);
// Initially hide boss health
bossHealthBarBg.alpha = 0;
bossHealthBar.alpha = 0;
bossText.alpha = 0;
// Initialize player
function initPlayer() {
player = new Player();
player.x = 2048 / 2;
player.y = 2732 - 300;
game.addChild(player);
}
// Initialize airship boss
function initBoss() {
airshipBoss = new AirshipBoss();
airshipBoss.x = 2048 / 2;
airshipBoss.y = airshipBoss.startingY;
airshipBoss.lastX = airshipBoss.x;
game.addChild(airshipBoss);
// Show boss health
bossHealthBarBg.alpha = 1;
bossHealthBar.alpha = 1;
bossText.alpha = 1;
}
// Create player bullet
function createPlayerBullet() {
var bullet = new PlayerBullet();
bullet.x = player.x;
bullet.y = player.y - 60;
bullet.lastY = bullet.y;
bullet.lastWasIntersecting = false;
playerBullets.push(bullet);
game.addChild(bullet);
LK.getSound('playerShoot').play();
}
// Create enemy bullet
function createEnemyBullet(x, y) {
var bullet = new EnemyBullet();
bullet.x = x;
bullet.y = y;
bullet.lastY = bullet.y;
bullet.lastWasIntersecting = false;
enemyBullets.push(bullet);
game.addChild(bullet);
LK.getSound('enemyShoot').play();
}
// Create explosion
function createExplosion(x, y, scale) {
var explosion = new Explosion();
explosion.x = x;
explosion.y = y;
if (scale) {
explosion.children[0].scaleX = scale;
explosion.children[0].scaleY = scale;
}
explosions.push(explosion);
game.addChild(explosion);
LK.getSound('explosion').play();
}
// Update score
function updateScore(points) {
score += points;
scoreText.setText('SCORE: ' + score);
}
// Initialize game
initPlayer();
initBoss();
LK.playMusic('battleMusic');
// Game input handlers
game.down = function (x, y, obj) {
if (!gameActive) {
return;
}
// Auto-firing is handled in update
player.isDragging = true;
player.targetX = x;
player.targetY = y;
};
game.up = function (x, y, obj) {
player.isDragging = false;
};
game.move = function (x, y, obj) {
if (!gameActive || !player.isDragging) {
return;
}
player.x = x;
player.y = y;
};
// Main game update loop
game.update = function () {
if (!gameActive) {
return;
}
// Update player
player.update();
// Auto-fire player bullets
if (LK.ticks % player.fireRate === 0) {
createPlayerBullet();
}
// Update boss
if (airshipBoss && airshipBoss.active) {
var bossUpdate = airshipBoss.update();
if (bossUpdate.fire) {
createEnemyBullet(bossUpdate.x, bossUpdate.y);
}
// Update boss health bar
var bossHealthPercent = airshipBoss.core.health / airshipBoss.core.maxHealth;
bossHealthBar.scale.x = bossHealthPercent;
}
// Update player bullets
for (var i = playerBullets.length - 1; i >= 0; i--) {
var bullet = playerBullets[i];
bullet.update();
// Check for collision with boss
if (airshipBoss && airshipBoss.active) {
var hitResult = airshipBoss.checkHit(bullet);
if (hitResult.hit && bullet.active) {
bullet.active = false;
// Create explosion effect
createExplosion(bullet.x, bullet.y, 0.5);
// Update score
if (hitResult.type === 'turret') {
updateScore(10);
if (hitResult.destroyed) {
updateScore(50);
createExplosion(bullet.x, bullet.y, 1);
}
} else if (hitResult.type === 'core') {
updateScore(20);
if (hitResult.destroyed) {
// Boss defeated
bossDefeated = true;
updateScore(500);
createExplosion(airshipBoss.x, airshipBoss.y, 3);
// Create multiple explosions
for (var e = 0; e < 10; e++) {
var randomX = airshipBoss.x + (Math.random() * 600 - 300);
var randomY = airshipBoss.y + (Math.random() * 400 - 200);
var randomDelay = Math.floor(Math.random() * 30);
LK.setTimeout(function (posX, posY) {
return function () {
createExplosion(posX, posY, 1 + Math.random());
};
}(randomX, randomY), randomDelay * 100);
}
// Show you win
LK.setTimeout(function () {
LK.showYouWin();
}, 2000);
}
}
}
}
// Remove inactive bullets
if (!bullet.active) {
game.removeChild(bullet);
playerBullets.splice(i, 1);
}
}
// Update enemy bullets
for (var j = enemyBullets.length - 1; j >= 0; j--) {
var enemyBullet = enemyBullets[j];
enemyBullet.update();
// Check for collision with player bullets
var hitPlayerBullet = false;
for (var pb = playerBullets.length - 1; pb >= 0; pb--) {
if (playerBullets[pb].active && enemyBullet.active && enemyBullet.intersects(playerBullets[pb])) {
// Enemy bullet and player bullet destroy each other
enemyBullet.active = false;
playerBullets[pb].active = false;
hitPlayerBullet = true;
// Create small explosion at collision point
createExplosion((enemyBullet.x + playerBullets[pb].x) / 2, (enemyBullet.y + playerBullets[pb].y) / 2, 0.3);
// Remove player bullet
game.removeChild(playerBullets[pb]);
playerBullets.splice(pb, 1);
break;
}
}
// If enemy bullet hit a player bullet, continue to next bullet
if (hitPlayerBullet) {
game.removeChild(enemyBullet);
enemyBullets.splice(j, 1);
continue;
}
// Check for collision with player
if (!enemyBullet.lastWasIntersecting && enemyBullet.intersects(player) && enemyBullet.active) {
enemyBullet.active = false;
enemyBullet.lastWasIntersecting = true;
// Player takes hit
if (player.takeHit(enemyBullet.damage)) {
// Player died
gameActive = false;
createExplosion(player.x, player.y, 2);
player.visible = false;
// Show game over
LK.setTimeout(function () {
LK.showGameOver();
}, 1500);
} else {
// Player hit but still alive
createExplosion(player.x, player.y, 0.7);
LK.getSound('hit').play();
}
}
// Mark intersecting state
enemyBullet.lastWasIntersecting = enemyBullet.intersects(player);
// Remove inactive bullets
if (!enemyBullet.active) {
game.removeChild(enemyBullet);
enemyBullets.splice(j, 1);
}
}
// Update explosions
for (var k = explosions.length - 1; k >= 0; k--) {
explosions[k].update();
if (!explosions[k].active) {
game.removeChild(explosions[k]);
explosions.splice(k, 1);
}
}
// Update health bar
healthBar.scale.x = player.health / player.maxHealth;
}; ===================================================================
--- original.js
+++ change.js
@@ -611,21 +611,29 @@
for (var j = enemyBullets.length - 1; j >= 0; j--) {
var enemyBullet = enemyBullets[j];
enemyBullet.update();
// Check for collision with player bullets
+ var hitPlayerBullet = false;
for (var pb = playerBullets.length - 1; pb >= 0; pb--) {
if (playerBullets[pb].active && enemyBullet.active && enemyBullet.intersects(playerBullets[pb])) {
- // Enemy bullet destroys player bullet
+ // Enemy bullet and player bullet destroy each other
enemyBullet.active = false;
playerBullets[pb].active = false;
+ hitPlayerBullet = true;
// Create small explosion at collision point
createExplosion((enemyBullet.x + playerBullets[pb].x) / 2, (enemyBullet.y + playerBullets[pb].y) / 2, 0.3);
// Remove player bullet
game.removeChild(playerBullets[pb]);
playerBullets.splice(pb, 1);
break;
}
}
+ // If enemy bullet hit a player bullet, continue to next bullet
+ if (hitPlayerBullet) {
+ game.removeChild(enemyBullet);
+ enemyBullets.splice(j, 1);
+ continue;
+ }
// Check for collision with player
if (!enemyBullet.lastWasIntersecting && enemyBullet.intersects(player) && enemyBullet.active) {
enemyBullet.active = false;
enemyBullet.lastWasIntersecting = true;
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