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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
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
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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
Code edit (1 edits merged)
Please save this source code
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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
@@ -1,679 +1,6 @@
-/****
-* 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;
-};
\ No newline at end of file
+});
\ 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