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add enemy explosion after hit hard
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make control of player smooth
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'height')' in or related to this line: 'warrior.y = 2732 - warrior.graphics.height / 2;' Line Number: 354
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make new rule logic. player spawn on the bottom screen
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Please fix the bug: 'TypeError: self.shoot is not a function' in or related to this line: 'self.shoot();' Line Number: 92
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delete enemy bullet
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Please fix the bug: 'ReferenceError: Bullet is not defined' in or related to this line: 'var bullet = new Bullet();' Line Number: 80
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Please fix the bug: 'TypeError: self.shoot is not a function' in or related to this line: 'self.shoot();' Line Number: 80
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erase enemy bullet
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enemy bullet can destroy
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reduce more quantity of enemy bullet realese
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reduce max quantity enemy bullet release
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enemey bullet can destroy by push attack
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reduce max enemy bullet
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enemy capable shoot
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push attack have interval per release are 0,6 second
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interval push attack 0,5 second
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auto push attack
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enemy spawn from upper
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auto push attack
Code edit (1 edits merged)
Please save this source code
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Monster Siege: Waves of Chaos
Initial prompt
1. 2d top down game 2.push attack game 3.player vs minion monster 4. after player defeat 35 minion monster big monster come. 5. game have feature unlimited continue after dead
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { highestWave: 1 }); /**** * Classes ****/ var Enemy = Container.expand(function () { var self = Container.call(this); self.speed = 2; self.health = 10; self.type = 'minion'; self.value = 1; // Score value self.knockback = 0; self.knockbackDirection = { x: 0, y: 0 }; self.graphics = null; self.init = function (type, wave) { self.type = type || 'minion'; if (self.type === 'minion') { self.graphics = self.attachAsset('minion', { anchorX: 0.5, anchorY: 0.5 }); // Make minions tougher as waves progress self.health = 5 + Math.floor(wave / 3); self.speed = 1 + Math.min(2, wave * 0.1); self.value = 1; } else if (self.type === 'boss') { self.graphics = self.attachAsset('boss', { anchorX: 0.5, anchorY: 0.5 }); self.health = 100 + wave * 5; self.speed = 0.7; self.value = 50; LK.getSound('bossAppear').play(); // Make boss appear with scale effect self.graphics.scaleX = 0.1; self.graphics.scaleY = 0.1; tween(self.graphics, { scaleX: 1, scaleY: 1 }, { duration: 1000, easing: tween.elasticOut }); } return self; }; self.update = function () { if (self.knockback > 0) { // Apply knockback movement self.x += self.knockbackDirection.x * (self.knockback / 10); self.y += self.knockbackDirection.y * (self.knockback / 10); self.knockback--; } else if (warrior) { // Move toward player var dx = warrior.x - self.x; var dy = warrior.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 10) { // Don't move if already very close self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; } // Rotate to face player (boss only) if (self.type === 'boss') { self.rotation = Math.atan2(dy, dx); } } // Keep within arena bounds var arenaRadius = 750; // Half of arena width var distanceFromCenter = Math.sqrt(Math.pow(self.x - 2048 / 2, 2) + Math.pow(self.y - 2732 / 2, 2)); if (distanceFromCenter > arenaRadius) { // Push back into arena var angle = Math.atan2(self.y - 2732 / 2, self.x - 2048 / 2); self.x = 2048 / 2 + Math.cos(angle) * arenaRadius; self.y = 2732 / 2 + Math.sin(angle) * arenaRadius; } // Check collision with warrior push attack if (warrior && warrior.isAttacking && warrior.pushAttack) { if (self.intersects(warrior.pushAttack)) { self.takeDamage(5); // Calculate knockback direction var dx = self.x - warrior.x; var dy = self.y - warrior.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 0) { self.knockbackDirection = { x: dx / dist, y: dy / dist }; } // Apply knockback self.knockback = self.type === 'boss' ? 20 : 30; } } // Check collision with warrior if (warrior && self.intersects(warrior) && !warrior.isAttacking) { warrior.takeDamage(self.type === 'boss' ? 20 : 10); // Knockback both enemy and player var dx = self.x - warrior.x; var dy = self.y - warrior.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 0) { self.knockbackDirection = { x: dx / dist, y: dy / dist }; self.knockback = 20; } } }; self.takeDamage = function (amount) { self.health -= amount; // Flash the enemy white on hit LK.effects.flashObject(self, 0xffffff, 200); if (self.health <= 0) { // Enemy defeated LK.getSound('enemyDefeat').play(); LK.setScore(LK.getScore() + self.value); return true; // Signal to remove this enemy } return false; }; return self; }); var Warrior = Container.expand(function () { var self = Container.call(this); var warriorGraphics = self.attachAsset('warrior', { anchorX: 0.5, anchorY: 0.5 }); self.health = 100; self.pushCooldown = 0; self.pushDuration = 0; self.isAttacking = false; self.invulnerable = 0; self.update = function () { if (self.pushCooldown > 0) { self.pushCooldown--; } if (self.pushDuration > 0) { self.pushDuration--; if (self.pushDuration <= 0) { self.isAttacking = false; if (self.pushAttack) { self.pushAttack.destroy(); self.pushAttack = null; } } } if (self.invulnerable > 0) { self.invulnerable--; // Flash effect when invulnerable warriorGraphics.alpha = Math.sin(LK.ticks * 0.5) * 0.5 + 0.5; } else { warriorGraphics.alpha = 1; } }; self.doPushAttack = function () { if (self.pushCooldown <= 0 && !self.isAttacking) { self.pushCooldown = 45; // 45 frames = 3/4 second cooldown self.pushDuration = 15; // 15 frames = 1/4 second attack duration self.isAttacking = true; LK.getSound('push').play(); // Create push attack visual self.pushAttack = self.addChild(LK.getAsset('pushAttack', { anchorX: 0.5, anchorY: 0.5, alpha: 0.5 })); // Scale attack effect from 0 to 1 tween(self.pushAttack, { alpha: 0, scaleX: 1.5, scaleY: 1.5 }, { duration: 350, easing: tween.easeOut }); } }; self.takeDamage = function (amount) { if (self.invulnerable <= 0) { self.health -= amount; self.invulnerable = 60; // 1 second invulnerability LK.getSound('playerHit').play(); // Flash the warrior red LK.effects.flashObject(self, 0xff0000, 500); if (self.health <= 0) { // Player died LK.showGameOver(); } } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x333333 }); /**** * Game Code ****/ // Game variables var warrior = null; var enemies = []; var currentWave = 1; var highestWave = storage.highestWave || 1; var enemiesRemaining = 0; var spawnTimer = 0; var gameStarted = false; var dragNode = null; // UI Elements var waveText = null; var scoreText = null; var healthBar = null; var healthBarBg = null; var healthBarFill = null; var startButton = null; var continueButton = null; // Initialize game arena var arena = game.addChild(LK.getAsset('arena', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, alpha: 0.7 })); // Initialize the UI function initUI() { // Score text scoreText = new Text2('Score: 0', { size: 70, fill: 0xFFFFFF }); scoreText.anchor.set(1, 0); // Right aligned LK.gui.topRight.addChild(scoreText); // Wave text waveText = new Text2('Wave 1/35', { size: 70, fill: 0xFFFFFF }); waveText.anchor.set(0, 0); // Left aligned LK.gui.top.addChild(waveText); // Health bar background healthBarBg = new Container(); healthBarBg.x = 0; healthBarBg.y = 100; var bgRect = LK.getAsset('healthBarBg', { width: 800, height: 40, color: 0x333333, shape: 'box', anchorX: 0, anchorY: 0 }); healthBarBg.addChild(bgRect); // Health bar fill healthBarFill = LK.getAsset('healthBarFill', { width: 800, height: 40, color: 0x00cc00, shape: 'box', anchorX: 0, anchorY: 0 }); healthBarBg.addChild(healthBarFill); LK.gui.top.addChild(healthBarBg); // Start button startButton = new Container(); var startBg = startButton.addChild(LK.getAsset('startBg', { width: 500, height: 150, color: 0x4488ff, shape: 'box', anchorX: 0.5, anchorY: 0.5 })); var startText = new Text2('START GAME', { size: 80, fill: 0xFFFFFF }); startText.anchor.set(0.5, 0.5); startButton.addChild(startText); startButton.x = 0; startButton.y = 0; // Continue button (shown after game over) continueButton = new Container(); var continueBg = continueButton.addChild(LK.getAsset('continueBg', { width: 600, height: 150, color: 0x44aa44, shape: 'box', anchorX: 0.5, anchorY: 0.5 })); var continueText = new Text2('CONTINUE', { size: 80, fill: 0xFFFFFF }); continueText.anchor.set(0.5, 0.5); continueButton.addChild(continueText); continueButton.x = 0; continueButton.y = 150; continueButton.visible = false; // Add buttons to GUI LK.gui.center.addChild(startButton); LK.gui.center.addChild(continueButton); // Add info text about highest wave reached var infoText = new Text2('Highest Wave: ' + highestWave, { size: 50, fill: 0xCCCCCC }); infoText.anchor.set(0.5, 0); infoText.y = 100; LK.gui.center.addChild(infoText); } // Initialize the player function initPlayer() { warrior = game.addChild(new Warrior()); warrior.x = 2048 / 2; warrior.y = 2732 - warrior.graphics.height / 2; } // Start the game function startGame() { // Hide start UI startButton.visible = false; continueButton.visible = false; // Reset game state LK.setScore(0); currentWave = 1; enemies = []; // Create player if not exists if (!warrior) { initPlayer(); } else { warrior.health = 100; warrior.pushCooldown = 0; warrior.isAttacking = false; warrior.invulnerable = 60; // Brief invulnerability at start } // Start the wave startWave(currentWave); gameStarted = true; // Start the music LK.playMusic('battleMusic', { fade: { start: 0, end: 0.6, duration: 1000 } }); } // Continue after death function continueGame() { // Hide continue UI continueButton.visible = false; // Reset player initPlayer(); warrior.health = 100; warrior.invulnerable = 60; // Brief invulnerability at start // Start the current wave again startWave(currentWave); gameStarted = true; // Restart the music LK.playMusic('battleMusic'); } // Start a new wave function startWave(wave) { // Update UI waveText.setText('Wave ' + wave + '/35'); // Store highest wave reached if (wave > highestWave) { highestWave = wave; storage.highestWave = highestWave; } // Clear any existing enemies for (var i = enemies.length - 1; i >= 0; i--) { enemies[i].destroy(); } enemies = []; // Determine enemy count for this wave if (wave === 35) { // Boss wave enemiesRemaining = 1; spawnTimer = 60; // Start boss spawn after 1 second } else { // Regular wave enemiesRemaining = Math.min(20, 3 + Math.floor(wave * 1.5)); spawnTimer = 60; // First spawn after 1 second } } // Spawn a new enemy function spawnEnemy(type) { var enemy = new Enemy(); enemy.init(type, currentWave); // Random position on the edge of the arena enemy.x = Math.random() * 2048; // Random x position across the width of the arena enemy.y = -enemy.graphics.height; // Start just above the top of the arena game.addChild(enemy); enemies.push(enemy); } // Update UI elements function updateUI() { // Update score scoreText.setText('Score: ' + LK.getScore()); // Update health bar if (warrior) { var healthPercent = Math.max(0, warrior.health / 100); healthBarFill.width = 800 * healthPercent; // Change color based on health if (healthPercent > 0.6) { healthBarFill.tint = 0x00cc00; // Green } else if (healthPercent > 0.3) { healthBarFill.tint = 0xffcc00; // Yellow } else { healthBarFill.tint = 0xff0000; // Red } } } // Handle touch/mouse events function handleMove(x, y, obj) { if (gameStarted && dragNode === warrior) { warrior.x = x; warrior.y = y; // Keep warrior within arena bounds var arenaRadius = 700; // Slightly smaller than arena for player var distanceFromCenter = Math.sqrt(Math.pow(warrior.x - 2048 / 2, 2) + Math.pow(warrior.y - 2732 / 2, 2)); if (distanceFromCenter > arenaRadius) { // Push back into arena var angle = Math.atan2(warrior.y - 2732 / 2, warrior.x - 2048 / 2); warrior.x = 2048 / 2 + Math.cos(angle) * arenaRadius; warrior.y = 2732 / 2 + Math.sin(angle) * arenaRadius; } } } // Handle touch/mouse down function handleDown(x, y, obj) { // Check if we clicked any UI buttons if (!gameStarted) { var startPos = game.toLocal(startButton.parent.toGlobal(startButton.position)); if (Math.abs(x - startPos.x) < 250 && Math.abs(y - startPos.y) < 75) { startGame(); return; } var continuePos = game.toLocal(continueButton.parent.toGlobal(continueButton.position)); if (continueButton.visible && Math.abs(x - continuePos.x) < 300 && Math.abs(y - continuePos.y) < 75) { continueGame(); return; } } if (gameStarted) { // Start dragging warrior dragNode = warrior; // If not dragging, do a push attack if (warrior && !dragNode) { warrior.doPushAttack(); } } } // Handle touch/mouse up function handleUp(x, y, obj) { if (gameStarted && dragNode === warrior) { // End dragging, do push attack warrior.doPushAttack(); } dragNode = null; } // Set up event handlers game.move = handleMove; game.down = handleDown; game.up = handleUp; // Initialize the UI initUI(); // Main game update loop game.update = function () { if (!gameStarted) { return; } // Update warrior if (warrior) { warrior.update(); } // Update enemies for (var i = enemies.length - 1; i >= 0; i--) { enemies[i].update(); // Check if enemy is defeated if (enemies[i].health <= 0) { enemies[i].destroy(); enemies.splice(i, 1); } } // Spawn new enemies if (enemiesRemaining > 0) { if (spawnTimer <= 0) { if (currentWave === 35) { // Boss wave spawnEnemy('boss'); } else { // Regular wave spawnEnemy('minion'); } enemiesRemaining--; spawnTimer = currentWave === 35 ? 0 : Math.max(20, 60 - currentWave); // Faster spawns in later waves } else { spawnTimer--; } } // Check if wave is complete if (enemiesRemaining === 0 && enemies.length === 0) { currentWave++; if (currentWave > 35) { // Game complete - victory! LK.showYouWin(); } else { // Start next wave startWave(currentWave); } } // Update UI updateUI(); // Show continue button after game over if (!gameStarted && warrior && warrior.health <= 0) { continueButton.visible = true; } };
===================================================================
--- original.js
+++ change.js
@@ -8,20 +8,8 @@
/****
* Classes
****/
-var Bullet = Container.expand(function () {
- var self = Container.call(this);
- var bulletGraphics = self.attachAsset('bullet', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.speed = -5;
- self.update = function () {
- self.y += self.speed;
- };
- return self;
-});
var Enemy = Container.expand(function () {
var self = Container.call(this);
self.speed = 2;
self.health = 10;
@@ -65,24 +53,9 @@
});
}
return self;
};
- self.shootCooldown = 60; // Cooldown for shooting
- self.shoot = function () {
- // Implement shooting logic here
- var bullet = new Bullet();
- bullet.x = self.x;
- bullet.y = self.y;
- game.addChild(bullet);
- };
self.update = function () {
- // Handle shooting
- if (self.shootCooldown <= 0) {
- self.shoot();
- self.shootCooldown = 60; // Reset cooldown
- } else {
- self.shootCooldown--;
- }
if (self.knockback > 0) {
// Apply knockback movement
self.x += self.knockbackDirection.x * (self.knockback / 10);
self.y += self.knockbackDirection.y * (self.knockback / 10);
@@ -358,9 +331,9 @@
// Initialize the player
function initPlayer() {
warrior = game.addChild(new Warrior());
warrior.x = 2048 / 2;
- warrior.y = 2732 / 2;
+ warrior.y = 2732 - warrior.graphics.height / 2;
}
// Start the game
function startGame() {
// Hide start UI
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