User prompt
erase time limit
User prompt
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
User prompt
fix bug explosive
User prompt
time limit 300 second
User prompt
repair bug lag gameplay
User prompt
enemies come one by one within 10 seconds
User prompt
decrease more enemy speed
User prompt
add background asset
User prompt
player explode after hit
User prompt
more low speed enemy
User prompt
fix explosion gone after hit
User prompt
edd exploded asset and feature
User prompt
super speed bullet. 1 second interval
User prompt
one bullet per swipe
User prompt
low speed bullet
User prompt
lowest enemies numbers
User prompt
Please fix the bug: 'setInterval is not a function' in or related to this line: 'setInterval(function () {' Line Number: 227
User prompt
loop mode enemies no wave
User prompt
bulletstorm
User prompt
erase speedboost
User prompt
erase healingpool
User prompt
erase obstacle
User prompt
added wave feature with static normal level
User prompt
normal enemie speed
User prompt
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 = 5; // Reduce bullet speed for low speed bullet 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;
};
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 = 1; // Set speed to normal
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 distance = Math.sqrt(dx * dx + dy * dy);
// Move towards player
if (distance > 0) {
self.x += dx / distance * self.speed;
self.y += dy / distance * self.speed;
}
// Attack player if close enough and cooldown is done
if (distance < 100 && 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);
}
// 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;
}
};
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);
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() {
// 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);
}, 5000); // Spawn an enemy every 5 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 = 15; // 0.25 seconds
// 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
@@ -369,17 +369,10 @@
if (distance > 100) {
isAttacking = true;
attackDirection.x = dx / distance;
attackDirection.y = dy / distance;
- // Fire bullets in multiple directions
+ // Fire a single bullet in the swipe direction
fireBullet(attackDirection.x, attackDirection.y);
- fireBullet(-attackDirection.x, -attackDirection.y);
- fireBullet(attackDirection.y, -attackDirection.x);
- fireBullet(-attackDirection.y, attackDirection.x);
- fireBullet(attackDirection.x * 0.707, attackDirection.y * 0.707);
- fireBullet(-attackDirection.x * 0.707, -attackDirection.y * 0.707);
- fireBullet(attackDirection.y * 0.707, -attackDirection.x * 0.707);
- fireBullet(-attackDirection.y * 0.707, attackDirection.x * 0.707);
} else {
isAttacking = false;
// Otherwise it's movement
if (distance > 5) {
@@ -388,11 +381,8 @@
}
}
};
game.up = function (x, y, obj) {
- if (isAttacking) {
- fireBullet(attackDirection.x, attackDirection.y);
- }
dragTarget = null;
isAttacking = false;
};
// Main game update function
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