User prompt
rubah kontrol player bisa bebas ke arah mana saja.
User prompt
hapus wave ganti endless game
User prompt
player auto menembak setiap 1 detik
User prompt
musuh bisa menembak kearah player
User prompt
enemy menembak secara bergantian
User prompt
kurangi jumlah musuh
User prompt
kurangi kecepatan gerakan player ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
buat kontrol player lebih halus dan tidak terlalu cepat ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
reduce bullet appear
Code edit (1 edits merged)
Please save this source code
User prompt
Space Defender
Initial prompt
buat game mirip galaga atau space invander
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 2;
self.direction = 1;
self.moveDownDistance = 60;
self.shootChance = 0.001;
self.points = 10;
self.lastShoot = 0;
self.update = function () {
self.x += self.speed * self.direction;
};
self.moveDown = function () {
self.y += self.moveDownDistance;
self.direction *= -1;
};
return self;
});
var EnemyBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('enemyBullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 8;
self.update = function () {
self.y += self.speed;
};
return self;
});
var Player = Container.expand(function () {
var self = Container.call(this);
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 8;
self.lastShoot = 0;
self.shootDelay = 15;
self.lives = 3;
self.invulnerable = false;
self.invulnerableTime = 0;
self.shoot = function () {
if (LK.ticks - self.lastShoot > self.shootDelay) {
var bullet = new PlayerBullet();
bullet.x = self.x;
bullet.y = self.y - 40;
playerBullets.push(bullet);
game.addChild(bullet);
self.lastShoot = LK.ticks;
LK.getSound('shoot').play();
}
};
self.takeDamage = function () {
if (!self.invulnerable) {
self.lives--;
self.invulnerable = true;
self.invulnerableTime = LK.ticks + 120; // 2 seconds of invulnerability
LK.effects.flashObject(self, 0xff0000, 500);
LK.getSound('playerHit').play();
livesText.setText('Lives: ' + self.lives);
if (self.lives <= 0) {
LK.showGameOver();
}
}
};
self.update = function () {
if (self.invulnerable && LK.ticks > self.invulnerableTime) {
self.invulnerable = false;
}
};
return self;
});
var PlayerBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('playerBullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -12;
self.update = function () {
self.y += self.speed;
};
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 = 3;
self.type = 'rapidfire'; // Default type
self.update = function () {
self.y += self.speed;
self.rotation += 0.1;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000033
});
/****
* Game Code
****/
var player = new Player();
player.x = 1024;
player.y = 2500;
game.addChild(player);
var playerBullets = [];
var enemyBullets = [];
var enemies = [];
var powerups = [];
var currentWave = 1;
var enemiesKilled = 0;
var waveEnemyCount = 0;
var dragNode = null;
var rapidFireEndTime = 0;
var currentShootingEnemyIndex = 0;
var enemyShootTimer = 0;
var enemyShootInterval = 90; // Shoot every 1.5 seconds (90 ticks at 60fps)
// UI Elements
var scoreText = new Text2('Score: 0', {
size: 80,
fill: 0xFFFFFF
});
scoreText.anchor.set(0, 0);
scoreText.x = 50;
scoreText.y = 50;
LK.gui.topLeft.addChild(scoreText);
var livesText = new Text2('Lives: 3', {
size: 80,
fill: 0xFFFFFF
});
livesText.anchor.set(1, 0);
LK.gui.topRight.addChild(livesText);
var waveText = new Text2('Wave: 1', {
size: 80,
fill: 0xFFFFFF
});
waveText.anchor.set(0.5, 0);
LK.gui.top.addChild(waveText);
function spawnWave() {
enemies = [];
var rows = Math.min(2 + Math.floor(currentWave / 4), 4);
var cols = Math.min(4 + Math.floor(currentWave / 3), 6);
waveEnemyCount = rows * cols;
enemiesKilled = 0;
currentShootingEnemyIndex = 0; // Reset shooting order for new wave
enemyShootTimer = 0; // Reset shoot timer
var startX = (2048 - (cols - 1) * 120) / 2;
var startY = 200;
for (var row = 0; row < rows; row++) {
for (var col = 0; col < cols; col++) {
var enemy = new Enemy();
enemy.x = startX + col * 120;
enemy.y = startY + row * 80;
enemy.speed = 1 + currentWave * 0.3;
enemy.shootChance = 0.0005 + currentWave * 0.0002;
enemies.push(enemy);
game.addChild(enemy);
}
}
waveText.setText('Wave: ' + currentWave);
}
function checkWaveComplete() {
if (enemiesKilled >= waveEnemyCount) {
currentWave++;
LK.setTimeout(function () {
spawnWave();
}, 2000);
}
}
function handleMove(x, y, obj) {
if (dragNode) {
var targetX = Math.max(40, Math.min(2008, x));
tween.stop(dragNode, {
x: true
});
tween(dragNode, {
x: targetX
}, {
duration: 500,
easing: tween.easeOut
});
}
}
game.move = handleMove;
game.down = function (x, y, obj) {
dragNode = player;
handleMove(x, y, obj);
player.shoot();
};
game.up = function (x, y, obj) {
dragNode = null;
};
game.update = function () {
// Check if rapid fire is active
var isRapidFire = LK.ticks < rapidFireEndTime;
if (isRapidFire) {
player.shootDelay = 5;
} else {
player.shootDelay = 15;
}
// Update player bullets
for (var i = playerBullets.length - 1; i >= 0; i--) {
var bullet = playerBullets[i];
if (bullet.lastY === undefined) bullet.lastY = bullet.y;
// Remove bullets that go off screen
if (bullet.lastY >= -10 && bullet.y < -10) {
bullet.destroy();
playerBullets.splice(i, 1);
continue;
}
// Check collision with enemies
var hitEnemy = false;
for (var j = enemies.length - 1; j >= 0; j--) {
if (bullet.intersects(enemies[j])) {
LK.setScore(LK.getScore() + enemies[j].points);
scoreText.setText('Score: ' + LK.getScore());
LK.getSound('enemyHit').play();
// Chance to drop power-up
if (Math.random() < 0.1) {
var powerup = new PowerUp();
powerup.x = enemies[j].x;
powerup.y = enemies[j].y;
powerups.push(powerup);
game.addChild(powerup);
}
enemies[j].destroy();
enemies.splice(j, 1);
enemiesKilled++;
hitEnemy = true;
break;
}
}
if (hitEnemy) {
bullet.destroy();
playerBullets.splice(i, 1);
continue;
}
bullet.lastY = bullet.y;
}
// Update enemy bullets
for (var i = enemyBullets.length - 1; i >= 0; i--) {
var bullet = enemyBullets[i];
if (bullet.lastY === undefined) bullet.lastY = bullet.y;
// Remove bullets that go off screen
if (bullet.lastY <= 2742 && bullet.y > 2742) {
bullet.destroy();
enemyBullets.splice(i, 1);
continue;
}
// Check collision with player
if (bullet.intersects(player)) {
player.takeDamage();
bullet.destroy();
enemyBullets.splice(i, 1);
continue;
}
bullet.lastY = bullet.y;
}
// Handle alternating enemy shooting
enemyShootTimer++;
if (enemyShootTimer >= enemyShootInterval && enemies.length > 0) {
// Reset timer
enemyShootTimer = 0;
// Find next valid enemy to shoot
var attempts = 0;
var maxAttempts = enemies.length;
while (attempts < maxAttempts) {
// Make sure index is within bounds
if (currentShootingEnemyIndex >= enemies.length) {
currentShootingEnemyIndex = 0;
}
var shootingEnemy = enemies[currentShootingEnemyIndex];
if (shootingEnemy && shootingEnemy.y < 2000) {
// Only shoot if enemy is not too low
// Create bullet from this enemy
var bullet = new EnemyBullet();
bullet.x = shootingEnemy.x;
bullet.y = shootingEnemy.y + 30;
enemyBullets.push(bullet);
game.addChild(bullet);
break;
}
// Move to next enemy
currentShootingEnemyIndex = (currentShootingEnemyIndex + 1) % enemies.length;
attempts++;
}
// Move to next enemy for next turn
currentShootingEnemyIndex = (currentShootingEnemyIndex + 1) % enemies.length;
}
// Update enemies
var shouldMoveDown = false;
for (var i = 0; i < enemies.length; i++) {
var enemy = enemies[i];
if (enemy.x <= 60 || enemy.x >= 1988) {
shouldMoveDown = true;
break;
}
}
if (shouldMoveDown) {
for (var i = 0; i < enemies.length; i++) {
enemies[i].moveDown();
}
}
// Check if enemies reached player
for (var i = 0; i < enemies.length; i++) {
if (enemies[i].y > 2300 && enemies[i].intersects(player)) {
player.takeDamage();
}
}
// Update power-ups
for (var i = powerups.length - 1; i >= 0; i--) {
var powerup = powerups[i];
if (powerup.lastY === undefined) powerup.lastY = powerup.y;
// Remove power-ups that go off screen
if (powerup.lastY <= 2742 && powerup.y > 2742) {
powerup.destroy();
powerups.splice(i, 1);
continue;
}
// Check collision with player
if (powerup.intersects(player)) {
if (powerup.type === 'rapidfire') {
rapidFireEndTime = LK.ticks + 300; // 5 seconds of rapid fire
}
LK.getSound('powerupCollect').play();
powerup.destroy();
powerups.splice(i, 1);
continue;
}
powerup.lastY = powerup.y;
}
checkWaveComplete();
};
// Start first wave
spawnWave(); ===================================================================
--- original.js
+++ change.js
@@ -19,17 +19,8 @@
self.points = 10;
self.lastShoot = 0;
self.update = function () {
self.x += self.speed * self.direction;
- // Random shooting
- if (Math.random() < self.shootChance && LK.ticks - self.lastShoot > 60) {
- var bullet = new EnemyBullet();
- bullet.x = self.x;
- bullet.y = self.y + 30;
- enemyBullets.push(bullet);
- game.addChild(bullet);
- self.lastShoot = LK.ticks;
- }
};
self.moveDown = function () {
self.y += self.moveDownDistance;
self.direction *= -1;
@@ -140,8 +131,11 @@
var enemiesKilled = 0;
var waveEnemyCount = 0;
var dragNode = null;
var rapidFireEndTime = 0;
+var currentShootingEnemyIndex = 0;
+var enemyShootTimer = 0;
+var enemyShootInterval = 90; // Shoot every 1.5 seconds (90 ticks at 60fps)
// UI Elements
var scoreText = new Text2('Score: 0', {
size: 80,
fill: 0xFFFFFF
@@ -167,8 +161,10 @@
var rows = Math.min(2 + Math.floor(currentWave / 4), 4);
var cols = Math.min(4 + Math.floor(currentWave / 3), 6);
waveEnemyCount = rows * cols;
enemiesKilled = 0;
+ currentShootingEnemyIndex = 0; // Reset shooting order for new wave
+ enemyShootTimer = 0; // Reset shoot timer
var startX = (2048 - (cols - 1) * 120) / 2;
var startY = 200;
for (var row = 0; row < rows; row++) {
for (var col = 0; col < cols; col++) {
@@ -279,8 +275,39 @@
continue;
}
bullet.lastY = bullet.y;
}
+ // Handle alternating enemy shooting
+ enemyShootTimer++;
+ if (enemyShootTimer >= enemyShootInterval && enemies.length > 0) {
+ // Reset timer
+ enemyShootTimer = 0;
+ // Find next valid enemy to shoot
+ var attempts = 0;
+ var maxAttempts = enemies.length;
+ while (attempts < maxAttempts) {
+ // Make sure index is within bounds
+ if (currentShootingEnemyIndex >= enemies.length) {
+ currentShootingEnemyIndex = 0;
+ }
+ var shootingEnemy = enemies[currentShootingEnemyIndex];
+ if (shootingEnemy && shootingEnemy.y < 2000) {
+ // Only shoot if enemy is not too low
+ // Create bullet from this enemy
+ var bullet = new EnemyBullet();
+ bullet.x = shootingEnemy.x;
+ bullet.y = shootingEnemy.y + 30;
+ enemyBullets.push(bullet);
+ game.addChild(bullet);
+ break;
+ }
+ // Move to next enemy
+ currentShootingEnemyIndex = (currentShootingEnemyIndex + 1) % enemies.length;
+ attempts++;
+ }
+ // Move to next enemy for next turn
+ currentShootingEnemyIndex = (currentShootingEnemyIndex + 1) % enemies.length;
+ }
// Update enemies
var shouldMoveDown = false;
for (var i = 0; i < enemies.length; i++) {
var enemy = enemies[i];