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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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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; } // Increase damage to core when exposed to make it easier to defeat self.health -= damage * 2; 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 = -25; // Moving upward faster to reach boss before being destroyed 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 - BUT only with some of them // This ensures some player bullets can get past enemy bullets to hit the boss var hitPlayerBullet = false; // Only check 50% of player bullets for collision to allow some to pass through if (Math.random() > 0.5) { 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
@@ -173,9 +173,10 @@
self.takeHit = function (damage) {
if (!self.active || !self.exposed) {
return false;
}
- self.health -= damage;
+ // Increase damage to core when exposed to make it easier to defeat
+ self.health -= damage * 2;
LK.effects.flashObject(self, 0xff0000, 300);
if (self.health <= 0) {
self.health = 0;
self.active = false;
@@ -357,9 +358,9 @@
anchorX: 0.5,
anchorY: 0.5
});
// Bullet properties
- self.speed = -15; // Moving upward
+ self.speed = -25; // Moving upward faster to reach boss before being destroyed
self.damage = 25; // Increased damage to destroy turrets faster
self.active = true;
self.lastY = 0;
self.lastWasIntersecting = false;
@@ -610,22 +611,26 @@
// Update enemy bullets
for (var j = enemyBullets.length - 1; j >= 0; j--) {
var enemyBullet = enemyBullets[j];
enemyBullet.update();
- // Check for collision with player bullets
+ // Check for collision with player bullets - BUT only with some of them
+ // This ensures some player bullets can get past enemy bullets to hit the boss
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;
+ // Only check 50% of player bullets for collision to allow some to pass through
+ if (Math.random() > 0.5) {
+ 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) {
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