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.y += self.speed;
};
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 enemySpawnTimer = 0;
var enemySpawnInterval = 120; // Spawn enemy every 2 seconds (120 ticks at 60fps)
var maxEnemies = 12; // Maximum enemies on screen at once
var dragNode = null;
var rapidFireEndTime = 0;
var currentShootingEnemyIndex = 0;
var enemyShootTimer = 0;
var enemyShootInterval = 90; // Shoot every 1.5 seconds (90 ticks at 60fps)
var playerAutoShootTimer = 0;
var playerAutoShootInterval = 60; // Auto shoot every 1 second (60 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);
function spawnEnemy() {
if (enemies.length < maxEnemies) {
var enemy = new Enemy();
enemy.x = Math.random() * (2048 - 120) + 60; // Random X position
enemy.y = -60; // Start above screen
enemy.speed = 2 + Math.random() * 3; // Random speed between 2-5
enemy.shootChance = 0.001;
enemies.push(enemy);
game.addChild(enemy);
}
}
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;
}
// Auto shoot every 1 second
playerAutoShootTimer++;
if (playerAutoShootTimer >= playerAutoShootInterval) {
playerAutoShootTimer = 0;
player.shoot();
}
// 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);
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;
}
// Spawn new enemies continuously
enemySpawnTimer++;
if (enemySpawnTimer >= enemySpawnInterval) {
enemySpawnTimer = 0;
spawnEnemy();
}
// Update enemies and remove off-screen ones
for (var i = enemies.length - 1; i >= 0; i--) {
var enemy = enemies[i];
if (enemy.lastY === undefined) enemy.lastY = enemy.y;
// Remove enemies that go off bottom of screen
if (enemy.lastY <= 2800 && enemy.y > 2800) {
enemy.destroy();
enemies.splice(i, 1);
continue;
}
// Check if enemies reached player
if (enemy.y > 2300 && enemy.intersects(player)) {
player.takeDamage();
}
enemy.lastY = enemy.y;
}
// 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;
}
}; ===================================================================
--- original.js
+++ change.js
@@ -18,9 +18,9 @@
self.shootChance = 0.001;
self.points = 10;
self.lastShoot = 0;
self.update = function () {
- self.x += self.speed * self.direction;
+ self.y += self.speed;
};
self.moveDown = function () {
self.y += self.moveDownDistance;
self.direction *= -1;
@@ -129,11 +129,11 @@
var playerBullets = [];
var enemyBullets = [];
var enemies = [];
var powerups = [];
-var currentWave = 1;
-var enemiesKilled = 0;
-var waveEnemyCount = 0;
+var enemySpawnTimer = 0;
+var enemySpawnInterval = 120; // Spawn enemy every 2 seconds (120 ticks at 60fps)
+var maxEnemies = 12; // Maximum enemies on screen at once
var dragNode = null;
var rapidFireEndTime = 0;
var currentShootingEnemyIndex = 0;
var enemyShootTimer = 0;
@@ -154,45 +154,19 @@
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);
- }
+function spawnEnemy() {
+ if (enemies.length < maxEnemies) {
+ var enemy = new Enemy();
+ enemy.x = Math.random() * (2048 - 120) + 60; // Random X position
+ enemy.y = -60; // Start above screen
+ enemy.speed = 2 + Math.random() * 3; // Random speed between 2-5
+ enemy.shootChance = 0.001;
+ 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, {
@@ -255,9 +229,8 @@
game.addChild(powerup);
}
enemies[j].destroy();
enemies.splice(j, 1);
- enemiesKilled++;
hitEnemy = true;
break;
}
}
@@ -324,27 +297,29 @@
}
// 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++) {
+ // Spawn new enemies continuously
+ enemySpawnTimer++;
+ if (enemySpawnTimer >= enemySpawnInterval) {
+ enemySpawnTimer = 0;
+ spawnEnemy();
+ }
+ // Update enemies and remove off-screen ones
+ for (var i = enemies.length - 1; i >= 0; i--) {
var enemy = enemies[i];
- if (enemy.x <= 60 || enemy.x >= 1988) {
- shouldMoveDown = true;
- break;
+ if (enemy.lastY === undefined) enemy.lastY = enemy.y;
+ // Remove enemies that go off bottom of screen
+ if (enemy.lastY <= 2800 && enemy.y > 2800) {
+ enemy.destroy();
+ enemies.splice(i, 1);
+ continue;
}
- }
- 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)) {
+ // Check if enemies reached player
+ if (enemy.y > 2300 && enemy.intersects(player)) {
player.takeDamage();
}
+ enemy.lastY = enemy.y;
}
// Update power-ups
for (var i = powerups.length - 1; i >= 0; i--) {
var powerup = powerups[i];
@@ -366,8 +341,5 @@
continue;
}
powerup.lastY = powerup.y;
}
- checkWaveComplete();
-};
-// Start first wave
-spawnWave();
\ No newline at end of file
+};
\ No newline at end of file