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enemy act jumping ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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player can move left and right
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enemy death one hit
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reduce number of enemy
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Please fix the bug: 'Uncaught TypeError: setTimeout is not a function' in or related to this line: 'setTimeout(function () {' Line Number: 113
Code edit (1 edits merged)
Please save this source code
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Shadow Blade Runner
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hack and slash game side scroller
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Enemy = Container.expand(function (type) { var self = Container.call(this); var assetName = type === 'armored' ? 'armoredEnemy' : 'basicEnemy'; var enemyGraphics = self.attachAsset(assetName, { anchorX: 0.5, anchorY: 1.0 }); self.type = type || 'basic'; self.speed = type === 'armored' ? -3 : -4; self.maxHealth = 1; self.health = self.maxHealth; self.damage = type === 'armored' ? 30 : 20; self.points = type === 'armored' ? 30 : 10; self.takeDamage = function (damage) { self.health -= damage; LK.effects.flashObject(self, 0xffffff, 200); LK.getSound('enemyHit').play(); if (self.health <= 0) { // Award points LK.setScore(LK.getScore() + self.points); // Chance to drop power-up if (Math.random() < 0.15) { var powerUp = game.addChild(new PowerUp()); powerUp.x = self.x; powerUp.y = self.y - 20; powerUps.push(powerUp); } // Remove from enemies array var index = enemies.indexOf(self); if (index > -1) { enemies.splice(index, 1); } self.destroy(); } }; self.update = function () { self.x += self.speed; // Check collision with player if (self.intersects(player) && !player.invulnerable) { player.takeDamage(self.damage); } }; return self; }); var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 1.0 }); self.maxHealth = 100; self.health = self.maxHealth; self.slashDamage = 1; self.slashRange = 150; self.isSlashing = false; self.slashCooldown = 0; self.invulnerable = false; self.invulnerabilityTime = 0; self.slash = function () { if (self.slashCooldown <= 0 && !self.isSlashing) { self.isSlashing = true; self.slashCooldown = 20; // 1/3 second at 60fps // Create slash effect var slashEffect = game.addChild(LK.getAsset('slashEffect', { anchorX: 0.5, anchorY: 0.5 })); slashEffect.x = self.x + 75; slashEffect.y = self.y - 60; slashEffect.alpha = 0.8; // Animate slash effect tween(slashEffect, { scaleX: 1.5, scaleY: 1.5, alpha: 0 }, { duration: 200, onFinish: function onFinish() { slashEffect.destroy(); } }); LK.getSound('slash').play(); // Check for enemy hits for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var distance = Math.sqrt(Math.pow(enemy.x - self.x, 2) + Math.pow(enemy.y - self.y, 2)); if (distance < self.slashRange && enemy.x > self.x - 50) { enemy.takeDamage(self.slashDamage); } } LK.setTimeout(function () { self.isSlashing = false; }, 200); } }; self.takeDamage = function (damage) { if (!self.invulnerable) { self.health -= damage; self.invulnerable = true; self.invulnerabilityTime = 120; // 2 seconds at 60fps // Flash effect LK.effects.flashObject(self, 0xff0000, 500); if (self.health <= 0) { self.health = 0; LK.showGameOver(); } } }; self.update = function () { if (self.slashCooldown > 0) { self.slashCooldown--; } if (self.invulnerabilityTime > 0) { self.invulnerabilityTime--; if (self.invulnerabilityTime <= 0) { self.invulnerable = false; } } }; return self; }); var PowerUp = Container.expand(function () { var self = Container.call(this); var powerUpGraphics = self.attachAsset('powerUp', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -2; self.bobOffset = 0; self.update = function () { self.x += self.speed; self.bobOffset += 0.1; self.y += Math.sin(self.bobOffset) * 0.5; // Check collision with player if (self.intersects(player)) { self.collect(); } }; self.collect = function () { LK.getSound('powerUpSound').play(); // Random power-up effect var powerType = Math.floor(Math.random() * 3); switch (powerType) { case 0: // Increased damage player.slashDamage += 1; break; case 1: // Wider slash range player.slashRange += 50; break; case 2: // Temporary invincibility player.invulnerable = true; player.invulnerabilityTime = 300; // 5 seconds break; } // Remove from powerUps array var index = powerUps.indexOf(self); if (index > -1) { powerUps.splice(index, 1); } self.destroy(); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x2c3e50 }); /**** * Game Code ****/ // Game variables var player; var enemies = []; var powerUps = []; var enemySpawnTimer = 0; var enemySpawnRate = 180; // Start spawning every 3 seconds var gameTime = 0; var healthBar; var healthBarBg; // Create UI elements var scoreTxt = new Text2('Score: 0', { size: 60, fill: 0xFFFFFF }); scoreTxt.anchor.set(0, 0); scoreTxt.x = 120; scoreTxt.y = 50; LK.gui.topLeft.addChild(scoreTxt); // Create health bar background healthBarBg = game.addChild(LK.getAsset('healthBarBg', { anchorX: 0, anchorY: 0 })); healthBarBg.x = 120; healthBarBg.y = 120; // Create health bar healthBar = game.addChild(LK.getAsset('healthBar', { anchorX: 0, anchorY: 0 })); healthBar.x = 122; healthBar.y = 122; // Create health text var healthTxt = new Text2('Health', { size: 40, fill: 0xFFFFFF }); healthTxt.anchor.set(0, 0); healthTxt.x = 120; healthTxt.y = 160; game.addChild(healthTxt); // Create player player = game.addChild(new Player()); player.x = 300; player.y = 2732 - 150; // Near bottom of screen // Tap to slash game.down = function (x, y, obj) { player.slash(); }; // Spawn enemies function spawnEnemy() { var enemyType = Math.random() < 0.7 ? 'basic' : 'armored'; var enemy = game.addChild(new Enemy(enemyType)); enemy.x = 2048 + 100; // Start off-screen right enemy.y = 2732 - 150 + Math.random() * 100 - 50; // Vary height slightly enemies.push(enemy); } // Main game loop game.update = function () { gameTime++; // Update score display scoreTxt.setText('Score: ' + LK.getScore()); // Update health bar var healthPercent = player.health / player.maxHealth; healthBar.width = 200 * healthPercent; // Spawn enemies enemySpawnTimer++; if (enemySpawnTimer >= enemySpawnRate) { spawnEnemy(); enemySpawnTimer = 0; // Increase difficulty over time if (enemySpawnRate > 60) { // Minimum spawn rate enemySpawnRate -= 0.5; } } // Clean up off-screen enemies for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; if (enemy.x < -100) { enemy.destroy(); enemies.splice(i, 1); } } // Clean up off-screen power-ups for (var i = powerUps.length - 1; i >= 0; i--) { var powerUp = powerUps[i]; if (powerUp.x < -100) { powerUp.destroy(); powerUps.splice(i, 1); } } };
===================================================================
--- original.js
+++ change.js
@@ -14,9 +14,9 @@
anchorY: 1.0
});
self.type = type || 'basic';
self.speed = type === 'armored' ? -3 : -4;
- self.maxHealth = type === 'armored' ? 3 : 1;
+ self.maxHealth = 1;
self.health = self.maxHealth;
self.damage = type === 'armored' ? 30 : 20;
self.points = type === 'armored' ? 30 : 10;
self.takeDamage = function (damage) {
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