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.directionX = 0; self.directionY = self.speed; self.update = function () { self.x += self.directionX; self.y += self.directionY; }; 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; // Calculate direction towards player var deltaX = player.x - shootingEnemy.x; var deltaY = player.y - shootingEnemy.y; var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY); // Normalize direction and apply speed bullet.directionX = deltaX / distance * bullet.speed; bullet.directionY = deltaY / distance * bullet.speed; 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
@@ -33,10 +33,13 @@
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 8;
+ self.directionX = 0;
+ self.directionY = self.speed;
self.update = function () {
- self.y += self.speed;
+ self.x += self.directionX;
+ self.y += self.directionY;
};
return self;
});
var Player = Container.expand(function () {
@@ -295,8 +298,15 @@
// Create bullet from this enemy
var bullet = new EnemyBullet();
bullet.x = shootingEnemy.x;
bullet.y = shootingEnemy.y + 30;
+ // Calculate direction towards player
+ var deltaX = player.x - shootingEnemy.x;
+ var deltaY = player.y - shootingEnemy.y;
+ var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY);
+ // Normalize direction and apply speed
+ bullet.directionX = deltaX / distance * bullet.speed;
+ bullet.directionY = deltaY / distance * bullet.speed;
enemyBullets.push(bullet);
game.addChild(bullet);
break;
}