User prompt
add red flash effect when enemy explode ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
fix enemy explode ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
enemy explode ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
buat efek musuh meledak merah saat tertembak ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
perbaiki musik latar belakang
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fix music background
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add level change notice ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
remove flash effect
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make background a static background
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add background
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hapus jumlah boss dalam game ganti dengan naik level. tambah naik level musuh tambah sulit dikalahkan
User prompt
boss death after 55 time shoots
User prompt
kurangi kecepatan gerak player ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
tambah asset life powerup untuk menambah life
User prompt
make easy control player ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
reduce boss bullet
User prompt
Please fix the bug: 'TypeError: Cannot read properties of null (reading 'destroy')' in or related to this line: 'currentBoss.destroy();' Line Number: 372
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buat gerakan player agak melambat ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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buat sistem pertempuran melawan bos setiap kelipatan score 200
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buat kontrol player lebih mudah dengan sentuhan ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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buat peluru player menyebar sekali tiga
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tingkatkan kecepatan peluru player
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buat kendali player mudah saat menggulir ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
buat kontrol player lebih halus dan tidak asal cepat ↪💡 Consider importing and using the following plugins: @upit/tween.v1
/**** * 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) { // Allow free movement in all directions within screen bounds var targetX = Math.max(40, Math.min(2008, x)); var targetY = Math.max(40, Math.min(2692, y)); // Stop any existing movement tween tween.stop(dragNode, { x: true, y: true }); // Smooth and responsive movement to target position tween(dragNode, { x: targetX, y: targetY }, { duration: 100, easing: tween.easeInOut }); } } game.move = handleMove; game.down = function (x, y, obj) { dragNode = player; 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
@@ -175,15 +175,15 @@
tween.stop(dragNode, {
x: true,
y: true
});
- // Smooth movement to target position
+ // Smooth and responsive movement to target position
tween(dragNode, {
x: targetX,
y: targetY
}, {
- duration: 200,
- easing: tween.easeOut
+ duration: 100,
+ easing: tween.easeInOut
});
}
}
game.move = handleMove;