User prompt
erase time limit
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Please fix the bug: 'TypeError: tween.to is not a function' in or related to this line: 'tween.to(explodedEffect, {' Line Number: 106 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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fix bug explosive
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time limit 300 second
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repair bug lag gameplay
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enemies come one by one within 10 seconds
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decrease more enemy speed
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add background asset
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player explode after hit
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more low speed enemy
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fix explosion gone after hit
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edd exploded asset and feature
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super speed bullet. 1 second interval
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one bullet per swipe
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low speed bullet
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lowest enemies numbers
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Please fix the bug: 'setInterval is not a function' in or related to this line: 'setInterval(function () {' Line Number: 227
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loop mode enemies no wave
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bulletstorm
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erase speedboost
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erase healingpool
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erase obstacle
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added wave feature with static normal level
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normal enemie speed
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Please fix the bug: 'ReferenceError: waveManager is not defined' in or related to this line: 'waveManager.killCount++;' Line Number: 83
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var Bullet = Container.expand(function () { var self = Container.call(this); var bulletSprite = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 20; // Increase bullet speed for super speed effect self.damage = 25; self.directionX = 0; self.directionY = 0; self.update = function () { self.x += self.directionX * self.speed; self.y += self.directionY * self.speed; // Remove bullet if it goes off-screen if (self.x < -50 || self.x > 2098 || self.y < -50 || self.y > 2782) { self.destroy(); } }; return self; }); var Enemy = Container.expand(function () { var self = Container.call(this); var enemySprite = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.health = 50; self.speed = 0.5; // Decrease speed for slower movement self.damage = 10; self.attackCooldown = 0; self.update = function () { if (!player) { return; } // Calculate direction to player var dx = player.x - self.x; var dy = player.y - self.y; var distanceSquared = dx * dx + dy * dy; // Move towards player if (distanceSquared > 0) { var distance = Math.sqrt(distanceSquared); self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; } // Attack player if close enough and cooldown is done if (distanceSquared < 10000 && self.attackCooldown <= 0) { if (player.takeDamage(self.damage)) { self.attackCooldown = 60; // 1 second cooldown } } // Decrease attack cooldown if (self.attackCooldown > 0) { self.attackCooldown--; } }; self.takeDamage = function (amount) { self.health -= amount; // Flash red LK.effects.flashObject(self, 0xff0000, 200); if (self.health <= 0) { // Increase score waveManager.killCount++; LK.setScore(LK.getScore() + 10); scoreText.setText("Score: " + LK.getScore()); // Play death sound LK.getSound('enemyDeath').play(); // Remove from enemies array var index = enemies.indexOf(self); if (index !== -1) { enemies.splice(index, 1); } // Show exploded effect var explodedEffect = LK.getAsset('exploded', { anchorX: 0.5, anchorY: 0.5 }); explodedEffect.x = self.x; explodedEffect.y = self.y; game.addChild(explodedEffect); explodedEffect.alpha = 1; // Ensure visibility tween(explodedEffect, { alpha: 0 }, { duration: 1000, onFinish: function onFinish() { explodedEffect.destroy(); } }); // Destroy the enemy self.destroy(); return true; } return false; }; return self; }); var Player = Container.expand(function () { var self = Container.call(this); var playerSprite = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.health = 100; self.maxHealth = 100; self.speed = 5; self.baseSpeed = 5; self.attackCooldown = 0; self.invulnerable = 0; self.update = function () { // Decrease cooldowns if (self.attackCooldown > 0) { self.attackCooldown--; } if (self.invulnerable > 0) { self.invulnerable--; // Flash effect when invulnerable playerSprite.alpha = self.invulnerable % 10 < 5 ? 0.5 : 1; } else { playerSprite.alpha = 1; } // Limit player position to screen bounds self.x = Math.max(60, Math.min(1988, self.x)); self.y = Math.max(60, Math.min(2672, self.y)); }; self.takeDamage = function (amount) { if (self.invulnerable > 0) { return false; } self.health = 0; // Update health bar updateHealthBar(); // Set invulnerability frames self.invulnerable = 60; // 1 second // Play hit sound LK.getSound('playerHit').play(); // Flash red LK.effects.flashObject(self, 0xff0000, 500); // Show exploded effect var explodedEffect = LK.getAsset('exploded', { anchorX: 0.5, anchorY: 0.5 }); explodedEffect.x = self.x; explodedEffect.y = self.y; game.addChild(explodedEffect); explodedEffect.alpha = 1; // Ensure visibility tween.to(explodedEffect, { alpha: 0 }, 1000).onComplete(function () { explodedEffect.destroy(); }); return true; }; self.heal = function (amount) { self.health += amount; if (self.health > self.maxHealth) { self.health = self.maxHealth; } // Update health bar updateHealthBar(); // Play powerup sound LK.getSound('powerup').play(); // Flash green LK.effects.flashObject(self, 0x00ff00, 500); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x2c3e50 }); /**** * Game Code ****/ // Game state variables var player = null; var bullets = []; var enemies = []; var obstacles = []; var dragTarget = null; var isAttacking = false; var attackDirection = { x: 0, y: 0 }; var healthBar = null; var healthBarBg = null; var scoreText = null; var waveText = null; // Define waveManager to track kills and waves var waveManager = { killCount: 0, currentWave: 1 }; // Initialize game function initGame() { // Add background image var background = LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5 }); background.x = 2048 / 2; background.y = 2732 / 2; game.addChild(background); // Create player player = new Player(); player.x = 2048 / 2; player.y = 2732 / 2; game.addChild(player); // Create health bar background healthBarBg = LK.getAsset('healthBarBg', { anchorX: 0, anchorY: 0, width: 300, height: 30, tint: 0x333333 }); // Create health bar healthBar = LK.getAsset('healthBar', { anchorX: 0, anchorY: 0, width: 300, height: 30, tint: 0x2ecc71 }); // Create score text scoreText = new Text2("Score: 0", { size: 40, fill: 0xFFFFFF }); scoreText.anchor.set(1, 0); // Add UI elements to GUI LK.gui.topRight.addChild(scoreText); LK.gui.bottomLeft.addChild(healthBarBg); LK.gui.bottomLeft.addChild(healthBar); healthBarBg.x = 20; healthBarBg.y = -50; healthBar.x = 20; healthBar.y = -50; // Position score text scoreText.x = -20; scoreText.y = 20; // Position wave text // Reset score LK.setScore(0); // Continuously spawn enemies LK.setInterval(function () { var enemy = new Enemy(); // Position enemy at edge of screen var side = Math.floor(Math.random() * 4); switch (side) { case 0: // Top enemy.x = Math.random() * 2048; enemy.y = -50; break; case 1: // Right enemy.x = 2048 + 50; enemy.y = Math.random() * 2732; break; case 2: // Bottom enemy.x = Math.random() * 2048; enemy.y = 2732 + 50; break; case 3: // Left enemy.x = -50; enemy.y = Math.random() * 2732; break; } game.addChild(enemy); enemies.push(enemy); }, 10000); // Spawn an enemy every 10 seconds // Play background music LK.playMusic('battleMusic'); } // Update health bar display function updateHealthBar() { if (player && healthBar) { var healthPercent = player.health / player.maxHealth; healthBar.width = 300 * 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 } } } // Create obstacles for the current wave function createObstacles() { // Clear existing obstacles for (var i = obstacles.length - 1; i >= 0; i--) { game.removeChild(obstacles[i]); obstacles[i].destroy(); } obstacles = []; // Number of obstacles based on wave var numObstacles = 3 + Math.min(5, waveManager.currentWave); } // Place obstacle at a random position that doesn't overlap with player function placeObstacleRandomly(obstacle) { var positioned = false; var attempts = 0; while (!positioned && attempts < 20) { obstacle.x = 100 + Math.random() * (2048 - 200); obstacle.y = 100 + Math.random() * (2732 - 200); // Check if too close to player var dx = obstacle.x - player.x; var dy = obstacle.y - player.y; var distToPlayer = Math.sqrt(dx * dx + dy * dy); // Check if overlapping with other obstacles var overlapping = false; for (var i = 0; i < obstacles.length; i++) { if (obstacle.intersects(obstacles[i])) { overlapping = true; break; } } if (distToPlayer > 300 && !overlapping) { positioned = true; } attempts++; } } // Fire a bullet in the given direction function fireBullet(dirX, dirY) { if (player.attackCooldown > 0) { return; } // Normalize direction var length = Math.sqrt(dirX * dirX + dirY * dirY); if (length > 0) { dirX /= length; dirY /= length; } var bullet = new Bullet(); bullet.x = player.x; bullet.y = player.y; bullet.directionX = dirX; bullet.directionY = dirY; game.addChild(bullet); bullets.push(bullet); // Set attack cooldown player.attackCooldown = 60; // 1 second // Play attack sound LK.getSound('playerAttack').play(); } // Handle player movement with the specified dx, dy direction function movePlayer(dx, dy) { if (!player) { return; } // Normalize direction var length = Math.sqrt(dx * dx + dy * dy); if (length > 0) { dx /= length; dy /= length; } // Calculate new position var newX = player.x + dx * player.speed; var newY = player.y + dy * player.speed; // Check boundaries if (newX < 40) { newX = 40; } if (newX > 2048 - 40) { newX = 2048 - 40; } if (newY < 40) { newY = 40; } if (newY > 2732 - 40) { newY = 2732 - 40; } // Apply movement player.x = newX; player.y = newY; } // Simple intersection check for collision detection function intersectsSimple(objA, objB) { return !(objA.x + objA.width / 2 < objB.x - objB.width / 2 || objA.x - objA.width / 2 > objB.x + objB.width / 2 || objA.y + objA.height / 2 < objB.y - objB.height / 2 || objA.y - objA.height / 2 > objB.y + objB.height / 2); } // Movement input handlers for drag controls game.down = function (x, y, obj) { dragTarget = { x: x, y: y }; isAttacking = false; }; game.move = function (x, y, obj) { if (dragTarget) { // Calculate drag distance and direction var dx = x - dragTarget.x; var dy = y - dragTarget.y; var distance = Math.sqrt(dx * dx + dy * dy); // If drag is long enough, it's an attack if (distance > 100) { isAttacking = true; attackDirection.x = dx / distance; attackDirection.y = dy / distance; // Fire a single bullet in the swipe direction fireBullet(attackDirection.x, attackDirection.y); } else { isAttacking = false; // Otherwise it's movement if (distance > 5) { movePlayer(dx, dy); } } } }; game.up = function (x, y, obj) { dragTarget = null; isAttacking = false; }; // Main game update function game.update = function () { // Skip updates if player is dead if (player && player.health <= 0) { LK.showGameOver(); return; } // Update player if (player) { player.update(); } // Update bullets for (var i = bullets.length - 1; i >= 0; i--) { var bullet = bullets[i]; bullet.update(); // Check collision with enemies for (var j = enemies.length - 1; j >= 0; j--) { var enemy = enemies[j]; if (bullet.intersects(enemy)) { enemy.takeDamage(enemy.health); // One-hit death // Remove bullet bullet.destroy(); bullets.splice(i, 1); break; } } } // Update enemies for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; enemy.update(); } // Removed wave progression logic }; // Initialize the game initGame();
===================================================================
--- original.js
+++ change.js
@@ -206,13 +206,8 @@
currentWave: 1
};
// Initialize game
function initGame() {
- // Set a time limit of 300 seconds (300,000 milliseconds)
- LK.setTimeout(function () {
- // Show game over when time limit is reached
- LK.showGameOver();
- }, 300000);
// Add background image
var background = LK.getAsset('background', {
anchorX: 0.5,
anchorY: 0.5
top down defend scifi strong hold. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
top down scifi image military slugish tank. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
brutal fire explosion. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
dark brown top down wide meadow. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows