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player one hit dead
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much bullet attack player
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player bullet 1 second interval release
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fix sound
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add background asset
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reduce enemy
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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.scale, {' Line Number: 265
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'easeOutQuad')' in or related to this line: 'tween.to(graphic.scale, {' Line Number: 265
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bullet enemy can hit and destroy
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add blue sky background with moving cloud ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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add moving sky background
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game just shooting dont make any feauture
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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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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'easeOutQuad')' in or related to this line: 'tween.to(graphic, {' Line Number: 264
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make simple logic
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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
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
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
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
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'easeOutQuad')' in or related to this line: 'tween.to(self, {' Line Number: 62
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Please fix the bug: 'TypeError: tween.to is not a function' in or related to this line: 'tween.to(graphic, {' Line Number: 264
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'easeOutQuad')' in or related to this line: 'tween.to(self, {' Line Number: 62
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enemy one hit dead
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
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Boss = Container.expand(function () { var self = Container.call(this); // Boss graphics var bossGraphics = self.attachAsset('boss', { anchorX: 0.5, anchorY: 0.5 }); // Boss properties self.speed = 2; self.health = 50; self.points = 500; self.lastX = 0; self.moveDirection = 1; self.movePhase = 0; self.active = false; self.turrets = []; self.attackPhase = 0; self.attackTimer = 0; // Add turrets for (var i = 0; i < 4; i++) { var turret = self.addChild(LK.getAsset('bossPart', { anchorX: 0.5, anchorY: 0.5, x: i < 2 ? -100 : 100, y: i % 2 === 0 ? -50 : 50 })); turret.health = 10; self.turrets.push(turret); } // Activate boss self.activate = function () { self.active = true; LK.getSound('bossAlert').play(); // Entrance animation self.y = -150; tween.to(self, { y: 400 }, 2000, tween.easing.easeOutQuad); }; // Damage the boss self.damage = function (amount, target) { if (!self.active) { return false; } if (target) { // Hit a turret target.health -= amount; if (target.health <= 0) { // Create explosion var explosion = new Explosion(); explosion.x = self.x + target.x; explosion.y = self.y + target.y; game.addChild(explosion); // Remove turret from array and destroy it var index = self.turrets.indexOf(target); if (index !== -1) { self.turrets.splice(index, 1); } target.destroy(); // Add score LK.setScore(LK.getScore() + 50); } else { // Flash turret when hit LK.effects.flashObject(target, 0xffffff, 300); } return false; } // Hit the main boss body self.health -= amount; if (self.health <= 0) { // Create explosion var finalExplosion = new Explosion(); finalExplosion.x = self.x; finalExplosion.y = self.y; game.addChild(finalExplosion); // Add score LK.setScore(LK.getScore() + self.points); // You win! LK.setTimeout(function () { LK.showYouWin(); }, 1000); // Remove boss self.destroy(); return true; } // Flash boss when hit LK.effects.flashObject(self, 0xffffff, 300); return false; }; // Fire bullets from turrets self.fire = function () { if (!self.active || self.turrets.length === 0) { return; } // Fire from each turret for (var i = 0; i < self.turrets.length; i++) { var turret = self.turrets[i]; var bullet = new EnemyBullet(); bullet.x = self.x + turret.x; bullet.y = self.y + turret.y + 40; game.addChild(bullet); enemyBullets.push(bullet); } LK.getSound('enemyShoot').play(); }; // Update the boss self.update = function () { if (!self.active) { return; } self.lastX = self.x; // Move horizontally in a sine wave pattern self.movePhase += 0.02; self.x = 2048 / 2 + Math.sin(self.movePhase) * 500; // Attack patterns self.attackTimer++; if (self.attackTimer >= 60) { self.attackTimer = 0; // Different attack patterns based on phase if (self.attackPhase === 0) { self.fire(); } else if (self.attackPhase === 1) { // Rapid fire self.fire(); LK.setTimeout(function () { self.fire(); }, 200); LK.setTimeout(function () { self.fire(); }, 400); } // Change attack phase based on health self.attackPhase = self.health < 25 ? 1 : 0; } }; return self; }); // Set game background var Enemy = Container.expand(function () { var self = Container.call(this); // Enemy graphics var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); // Enemy properties self.speed = 3; self.fireRate = 120; self.health = 1; self.points = 10; self.lastY = 0; self.lastX = 0; self.moveDirection = 1; self.lastWasIntersecting = false; // Initialize with random horizontal movement self.horizontalSpeed = 1 + Math.random() * 2; if (Math.random() > 0.5) { self.horizontalSpeed *= -1; } // Damage the enemy self.damage = function (amount) { self.health -= amount; if (self.health <= 0) { // Create explosion var explosion = new Explosion(); explosion.x = self.x; explosion.y = self.y; game.addChild(explosion); // Add score LK.setScore(LK.getScore() + self.points); // Remove enemy self.destroy(); return true; } // Flash enemy when hit LK.effects.flashObject(self, 0xffffff, 300); return false; }; // Fire a bullet self.fire = function () { if (Math.random() < 0.7 && player && player.health > 0) { var bullet = new EnemyBullet(); bullet.x = self.x; bullet.y = self.y + 40; game.addChild(bullet); enemyBullets.push(bullet); LK.getSound('enemyShoot').play(); } }; // Update the enemy self.update = function () { self.lastX = self.x; self.lastY = self.y; // Move down self.y += self.speed; // Move side to side self.x += self.horizontalSpeed * self.moveDirection; // Bounce at edges if (self.x < 100 || self.x > 2048 - 100) { self.moveDirection *= -1; } // Occasionally fire if (LK.ticks % self.fireRate === 0) { self.fire(); } }; return self; }); var EnemyBullet = Container.expand(function () { var self = Container.call(this); // Bullet graphics self.attachAsset('enemyBullet', { anchorX: 0.5, anchorY: 0.5 }); // Bullet properties self.speed = 8; self.lastY = 0; self.lastWasIntersecting = false; // Update the bullet position self.update = function () { self.lastY = self.y; self.y += self.speed; }; return self; }); var Explosion = Container.expand(function () { var self = Container.call(this); // Explosion graphics var graphic = self.attachAsset('explosion', { anchorX: 0.5, anchorY: 0.5, alpha: 0.8 }); // Play explosion sound LK.getSound('explosion').play(); // Animation with tween graphic.scale.x = 0.5; graphic.scale.y = 0.5; tween.to(graphic, { scale: { x: 2, y: 2 } }, 500, tween.easing.easeOutQuad); tween.to(graphic, { alpha: 0 }, 500, tween.easing.easeOutQuad); // Simple animation LK.setTimeout(function () { self.destroy(); }, 500); return self; }); var PlayerBullet = Container.expand(function () { var self = Container.call(this); // Bullet graphics self.attachAsset('playerBullet', { anchorX: 0.5, anchorY: 0.5 }); // Bullet properties self.speed = 15; self.damage = 1; self.lastY = 0; self.lastWasIntersecting = false; // Update the bullet position self.update = function () { self.lastY = self.y; self.y -= self.speed; }; return self; }); var PlayerShip = Container.expand(function () { var self = Container.call(this); // Ship graphics var shipGraphics = self.attachAsset('playerShip', { anchorX: 0.5, anchorY: 0.5 }); // Ship properties self.speed = 15; self.health = 3; self.lastX = 0; self.lastY = 0; self.fireRate = 15; self.lastFired = 0; self.invulnerable = false; // Make ship fire a bullet self.fire = function () { if (LK.ticks - self.lastFired >= self.fireRate) { var bullet = new PlayerBullet(); bullet.x = self.x; bullet.y = self.y - 50; game.addChild(bullet); bullets.push(bullet); LK.getSound('playerShoot').play(); self.lastFired = LK.ticks; } }; // Damage the ship self.damage = function () { if (self.invulnerable) { return; } self.health--; if (self.health <= 0) { // Game over LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); return; } // Flash ship when hit LK.effects.flashObject(self, 0xff0000, 1000); // Make temporarily invulnerable self.invulnerable = true; shipGraphics.alpha = 0.5; LK.setTimeout(function () { self.invulnerable = false; shipGraphics.alpha = 1; }, 1500); }; // Update method self.update = function () { self.lastX = self.x; self.lastY = self.y; }; return self; }); var PowerUp = Container.expand(function () { var self = Container.call(this); // PowerUp graphics var graphic = self.attachAsset('shield', { anchorX: 0.5, anchorY: 0.5 }); // PowerUp properties self.speed = 2; self.lastY = 0; self.lastWasIntersecting = false; // Animation graphic.alpha = 0.7; tween.to(graphic, { alpha: 1 }, 1000, tween.easing.easeInOutQuad); // Apply the powerup effect self.apply = function () { LK.getSound('powerup').play(); if (player) { // Make player invulnerable player.invulnerable = true; LK.setTimeout(function () { player.invulnerable = false; }, 5000); } }; // Update the powerup self.update = function () { self.lastY = self.y; self.y += self.speed; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Set game background game.setBackgroundColor(0x000033); // Initialize game variables var player; var bullets = []; var enemies = []; var enemyBullets = []; var powerups = []; var score = 0; // Create score text var scoreTxt = new Text2('Score: 0', { size: 60, fill: 0xFFFFFF }); scoreTxt.anchor.set(0, 0); LK.gui.topLeft.addChild(scoreTxt); scoreTxt.x = 120; // Keep away from top left 100x100 area // Initialize player player = new PlayerShip(); player.x = 2048 / 2; player.y = 2732 - 200; game.addChild(player); // Create a new wave of enemies function createWave() { // Create a new wave of enemies var count = 10; for (var i = 0; i < count; i++) { var enemy = new Enemy(); enemy.x = 200 + Math.random() * (2048 - 400); enemy.y = -100 - Math.random() * 500; enemy.health = 1; enemy.points = 10; game.addChild(enemy); enemies.push(enemy); } } // Initial wave createWave(); // Event handlers for player controls var touchActive = false; var touchX = 0; // Mouse/touch down game.down = function (x, y, obj) { touchActive = true; touchX = x; // Fire weapon if (player && player.health > 0) { player.fire(); } }; // Mouse/touch move game.move = function (x, y, obj) { if (touchActive && player && player.health > 0) { // Move player var deltaX = x - touchX; player.x += deltaX; // Keep player within screen bounds player.x = Math.max(100, Math.min(2048 - 100, player.x)); touchX = x; } }; // Mouse/touch up game.up = function (x, y, obj) { touchActive = false; }; // Main game update loop game.update = function () { // Update player if (player) { player.update(); // Auto-fire if touch is active if (touchActive && LK.ticks % 15 === 0) { player.fire(); } } // Update player bullets for (var i = bullets.length - 1; i >= 0; i--) { var bullet = bullets[i]; bullet.update(); // Check if bullet is off screen if (bullet.y < -50) { bullet.destroy(); bullets.splice(i, 1); continue; } // Check collision with enemies for (var j = enemies.length - 1; j >= 0; j--) { var enemy = enemies[j]; if (!bullet.lastWasIntersecting && bullet.intersects(enemy)) { bullet.lastWasIntersecting = true; // Damage enemy if (enemy.damage(bullet.damage)) { enemies.splice(j, 1); // Randomly spawn power-up (10% chance) if (Math.random() < 0.1) { var powerup = new PowerUp(); powerup.x = enemy.x; powerup.y = enemy.y; game.addChild(powerup); // Store power-up in a variable to check collision with player if (!game.powerups) { game.powerups = []; } game.powerups.push(powerup); } // Create new enemies when all are defeated if (enemies.length === 0) { createWave(); } } // Remove bullet bullet.destroy(); bullets.splice(i, 1); break; } } } // Update enemy bullets for (var i = enemyBullets.length - 1; i >= 0; i--) { var enemyBullet = enemyBullets[i]; enemyBullet.update(); // Check if bullet is off screen if (enemyBullet.y > 2732 + 50) { enemyBullet.destroy(); enemyBullets.splice(i, 1); continue; } // Check collision with player if (player && player.health > 0 && !enemyBullet.lastWasIntersecting && enemyBullet.intersects(player)) { enemyBullet.lastWasIntersecting = true; // Create explosion var bulletExplosion = new Explosion(); bulletExplosion.x = enemyBullet.x; bulletExplosion.y = enemyBullet.y; game.addChild(bulletExplosion); // Damage player player.damage(); // Remove bullet enemyBullet.destroy(); enemyBullets.splice(i, 1); } } // Update enemies for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; enemy.update(); // Check if enemy is off screen if (enemy.y > 2732 + 100) { enemy.destroy(); enemies.splice(i, 1); // Create new enemies when all are gone if (enemies.length === 0) { createWave(); } continue; } // Check collision with player if (player && player.health > 0 && !enemy.lastWasIntersecting && enemy.intersects(player)) { enemy.lastWasIntersecting = true; // Damage player player.damage(); // Damage enemy if (enemy.damage(1)) { enemies.splice(i, 1); // Create new enemies when all are gone if (enemies.length === 0) { createWave(); } } } } // Update powerups if (game.powerups) { for (var i = game.powerups.length - 1; i >= 0; i--) { var powerup = game.powerups[i]; powerup.update(); // Check if off screen if (powerup.y > 2732 + 50) { powerup.destroy(); game.powerups.splice(i, 1); continue; } // Check collision with player if (player && player.health > 0 && !powerup.lastWasIntersecting && powerup.intersects(player)) { powerup.lastWasIntersecting = true; powerup.apply(); powerup.destroy(); game.powerups.splice(i, 1); } } } // Update score text scoreTxt.setText('Score: ' + LK.getScore()); };
===================================================================
--- original.js
+++ change.js
@@ -244,11 +244,13 @@
LK.getSound('explosion').play();
// Animation with tween
graphic.scale.x = 0.5;
graphic.scale.y = 0.5;
- tween.to(graphic.scale, {
- x: 2,
- y: 2
+ tween.to(graphic, {
+ scale: {
+ x: 2,
+ y: 2
+ }
}, 500, tween.easing.easeOutQuad);
tween.to(graphic, {
alpha: 0
}, 500, tween.easing.easeOutQuad);
@@ -347,9 +349,9 @@
// Animation
graphic.alpha = 0.7;
tween.to(graphic, {
alpha: 1
- }, 1000, tween.easing.easeInOutQuad, true, 0, true);
+ }, 1000, tween.easing.easeInOutQuad);
// Apply the powerup effect
self.apply = function () {
LK.getSound('powerup').play();
if (player) {
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