User prompt
bullets come out when player is touched
User prompt
fix enemy appear
User prompt
when enemy bullet get shoot add explode asset
User prompt
add night full of star 8 bit image background
User prompt
make a enemy bullet quite strong to destroy
User prompt
enemy fast evade
User prompt
add more enemy
User prompt
make logic game over when enemy and enemy bullet pass
User prompt
fast move player bullet
User prompt
erase power up
User prompt
make more enemy coming
User prompt
auto bullet
User prompt
erase massive bullet
User prompt
fix player movement
User prompt
massive player bullets
User prompt
enemy bullet slow
User prompt
enemy bullet can destroy
User prompt
erase stop moving
User prompt
enemy slow move
User prompt
double tap for player move again
User prompt
Please fix the bug: 'ReferenceError: shouldStopPlayer is not defined' in or related to this line: 'if (shouldStopPlayer()) {' Line Number: 262
User prompt
add stop player movement asset
User prompt
add stop moving
User prompt
player fast moving
User prompt
enemy one hit death
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { highScore: 0 }); /**** * Classes ****/ var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 15; self.damage = 1; self.update = function () { // Auto-move player left and right self.y -= self.speed; // Auto-destroy bullets that go off screen if (self.y < -50) { self.destroy(); } // Auto-destroy bullets that go off screen if (self.y < -50) { self.destroy(); } }; return self; }); var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.health = 1; self.speed = 1 + Math.random(); // Slow down enemy movement speed self.value = 100; // score value self.canShoot = Math.random() < 0.5; // 50% of enemies can shoot self.lastShot = 0; self.fireRate = 2000 + Math.random() * 2000; // Random fire rate between 2-4 seconds // Create health bar self.healthBarBg = self.attachAsset('healthBarBg', { anchorX: 0.5, anchorY: 0.5, y: -70 }); self.healthBar = self.attachAsset('healthBar', { anchorX: 0.5, anchorY: 0.5, y: -70 }); self.updateHealthBar = function () { var healthPercentage = self.health / 2; // 2 is max health self.healthBar.scaleX = healthPercentage; }; self.damage = function (amount) { self.health -= amount; self.updateHealthBar(); // Flash enemy when hit LK.effects.flashObject(self, 0xffffff, 200); if (self.health <= 0) { // Create explosion var explosion = new Explosion(); explosion.x = self.x; explosion.y = self.y; game.addChild(explosion); // Chance to drop power-up if (Math.random() < 0.15) { // 15% chance var powerUp = new PowerUp(); powerUp.x = self.x; powerUp.y = self.y; game.addChild(powerUp); powerUps.push(powerUp); } // Add score LK.setScore(LK.getScore() + self.value); // Remove from array and destroy self.destroy(); } }; self.shoot = function () { var bullet = new EnemyBullet(); bullet.x = self.x; bullet.y = self.y + 50; game.addChild(bullet); // Add to game's enemyBullets array enemyBullets.push(bullet); LK.getSound('enemyShoot').play(); }; self.update = function () { self.y += self.speed; // Move slightly left or right if (LK.ticks % 60 === 0) { self.x += (Math.random() - 0.5) * 100; // Keep within bounds if (self.x < 100) { self.x = 100; } if (self.x > 2048 - 100) { self.x = 2048 - 100; } } // Shooting logic if (self.canShoot) { var now = Date.now(); if (now - self.lastShot > self.fireRate) { self.lastShot = now; self.shoot(); } } // Destroy if off screen if (self.y > 2732 + 100) { self.destroy(); } }; 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.damage = 1; self.update = function () { self.y += self.speed; // Auto-destroy bullets that go off screen if (self.y > 2732 + 50) { self.destroy(); } }; return self; }); var Explosion = Container.expand(function () { var self = Container.call(this); var explosionGraphics = self.attachAsset('explosion', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.5, scaleY: 0.5 }); // Play explosion sound LK.getSound('explosion').play(); // Animate explosion tween(explosionGraphics, { scaleX: 2, scaleY: 2, alpha: 0 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { self.destroy(); } }); return self; }); var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.maxHealth = 3; self.health = self.maxHealth; self.fireRate = 400; // ms between shots self.lastShot = 0; self.speed = 20; self.invulnerable = false; // Create health bar self.healthBarBg = self.attachAsset('healthBarBg', { anchorX: 0.5, anchorY: 0.5, y: -80 }); self.healthBar = self.attachAsset('healthBar', { anchorX: 0.5, anchorY: 0.5, y: -80 }); self.updateHealthBar = function () { var healthPercentage = self.health / self.maxHealth; self.healthBar.scaleX = healthPercentage; }; self.damage = function (amount) { if (self.invulnerable) { return; } self.health -= amount; self.updateHealthBar(); LK.getSound('playerHit').play(); // Flash player when hit self.invulnerable = true; LK.effects.flashObject(self, 0xff0000, 1000); LK.setTimeout(function () { self.invulnerable = false; }, 1000); if (self.health <= 0) { // Create explosion var explosion = new Explosion(); explosion.x = self.x; explosion.y = self.y; game.addChild(explosion); // Game over LK.setTimeout(function () { LK.showGameOver(); }, 1000); self.visible = false; } }; self.shoot = function () { var now = Date.now(); if (now - self.lastShot < self.fireRate) { return; } self.lastShot = now; var bullet = new Bullet(); bullet.x = self.x; bullet.y = self.y - 50; game.addChild(bullet); // Add to game's bullets array bullets.push(bullet); LK.getSound('playerShoot').play(); }; self.down = function (x, y, obj) { self.shoot(); }; self.update = function () { // Auto-move player left and right if (gameActive) { self.x += self.speed; if (self.x >= 2048 - 60 || self.x <= 60) { self.speed *= -1; // Reverse direction when hitting screen edges } } }; 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 = Math.floor(Math.random() * 2); // 0: health, 1: faster shooting // Modify appearance based on type if (self.type === 0) { powerUpGraphics.tint = 0x32cd32; // green for health } else { powerUpGraphics.tint = 0x4169e1; // blue for fire rate } self.update = function () { self.y += self.speed; // Remove if off screen if (self.y > 2732 + 50) { self.destroy(); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Game variables var player; var bullets = []; var enemyBullets = []; var enemies = []; var powerUps = []; var waveNumber = 1; var enemiesInWave = 5 + waveNumber * 2; var lastEnemySpawn = 0; var enemySpawnRate = 1500; // 1.5 seconds between spawns var waveDelay = 5000; // 5 seconds between waves var gameActive = true; var dragActive = false; // Setup GUI var scoreTxt = new Text2('0', { size: 80, fill: 0xFFFFFF }); scoreTxt.anchor.set(1, 0); // Right-aligned LK.gui.topRight.addChild(scoreTxt); scoreTxt.x = -50; // Add some padding from the right scoreTxt.y = 50; // Add some padding from the top var waveTxt = new Text2('WAVE 1', { size: 80, fill: 0xFFFFFF }); waveTxt.anchor.set(0.5, 0); LK.gui.top.addChild(waveTxt); waveTxt.y = 50; // Initialize player player = new Player(); player.x = 2048 / 2; player.y = 2732 - 300; player.updateHealthBar(); game.addChild(player); // Start background music LK.playMusic('bgMusic', { fade: { start: 0, end: 0.6, duration: 1000 } }); // Touch/mouse handling var lastTapTime = 0; game.down = function (x, y, obj) { if (!gameActive) { return; } var currentTime = Date.now(); if (currentTime - lastTapTime < 300) { // Double-tap detected within 300ms player.speed = 20; // Resume player movement } lastTapTime = currentTime; player.shoot(); // Shoot when tapping }; game.move = function (x, y, obj) { if (!gameActive || !dragActive || !player.visible) { return; } // Constrain player to game area if (x > 100 && x < 2048 - 100) { player.x = x; } }; game.up = function (x, y, obj) { dragActive = false; }; // Spawn enemies for current wave function spawnWave() { if (waveNumber > 100) { gameActive = false; updateHighScore(); LK.showYouWin(); return; } enemiesInWave = 5 + waveNumber * 2; // More enemies per wave waveTxt.setText('WAVE ' + waveNumber); // Show wave notification waveTxt.alpha = 1; tween(waveTxt, { alpha: 0 }, { duration: 2000, easing: tween.easeOut }); // Slightly increase enemy spawn rate with each wave enemySpawnRate = Math.max(1000, 1500 - waveNumber * 50); } // Spawn a single enemy function spawnEnemy() { var enemy = new Enemy(); enemy.x = Math.random() * (2048 - 200) + 100; // Random position between 100 and (2048-100) enemy.y = -100; // Start above the screen enemy.updateHealthBar(); // Increase enemy health every few waves if (waveNumber > 3) { enemy.health += Math.floor(waveNumber / 3); enemy.updateHealthBar(); } // Increase enemy speed slightly with each wave enemy.speed += waveNumber * 0.1; game.addChild(enemy); enemies.push(enemy); } // Save the high score if needed function updateHighScore() { var currentScore = LK.getScore(); if (currentScore > storage.highScore) { storage.highScore = currentScore; } } // Main game update loop game.update = function () { if (!gameActive) { return; } // Update score display scoreTxt.setText(LK.getScore()); // Enemy spawning logic var now = Date.now(); if (enemies.length < enemiesInWave && now - lastEnemySpawn > enemySpawnRate) { lastEnemySpawn = now; spawnEnemy(); } // Wave transition logic if (enemies.length === 0 && enemiesInWave <= 0) { waveNumber++; if (waveNumber <= 100) { // Start next wave after delay LK.setTimeout(function () { spawnWave(); }, waveDelay); enemiesInWave = 5 + waveNumber * 2; // Reset for next wave } else { gameActive = false; updateHighScore(); LK.showYouWin(); } } // Bullet collision detection for (var i = bullets.length - 1; i >= 0; i--) { var bullet = bullets[i]; // Check collision with each enemy for (var j = enemies.length - 1; j >= 0; j--) { var enemy = enemies[j]; if (bullet.intersects(enemy)) { // Damage enemy enemy.damage(bullet.damage); // Remove bullet bullet.destroy(); bullets.splice(i, 1); // If enemy is destroyed, remove from array if (enemy.health <= 0) { enemies.splice(j, 1); enemiesInWave--; } break; // This bullet hit something, stop checking } } } // Enemy bullet collision with player if (player.visible) { for (var i = enemyBullets.length - 1; i >= 0; i--) { var bullet = enemyBullets[i]; if (bullet.intersects(player)) { // Damage player player.damage(bullet.damage); // Remove bullet bullet.destroy(); enemyBullets.splice(i, 1); // Check if game over if (player.health <= 0) { gameActive = false; updateHighScore(); } } // Check collision with player bullets for (var j = bullets.length - 1; j >= 0; j--) { var playerBullet = bullets[j]; if (bullet.intersects(playerBullet)) { // Destroy both bullets bullet.destroy(); enemyBullets.splice(i, 1); playerBullet.destroy(); bullets.splice(j, 1); break; // Stop checking this bullet } } } // Enemy collision with player for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; if (enemy.intersects(player)) { // Damage player player.damage(1); // Damage enemy enemy.damage(1); // If enemy is destroyed, remove from array if (enemy.health <= 0) { enemies.splice(i, 1); enemiesInWave--; } // Check if game over if (player.health <= 0) { gameActive = false; updateHighScore(); } } } // Power-up collision with player for (var i = powerUps.length - 1; i >= 0; i--) { var powerUp = powerUps[i]; if (powerUp.intersects(player)) { // Apply power-up effect if (powerUp.type === 0) { // Health power-up player.health = Math.min(player.maxHealth, player.health + 1); player.updateHealthBar(); } else { // Fire rate power-up player.fireRate = Math.max(200, player.fireRate - 50); // Temporarily change player color to show power-up player.tint = 0x4169e1; LK.setTimeout(function () { player.tint = 0xffffff; }, 2000); } // Play power-up sound LK.getSound('powerUp').play(); // Remove power-up powerUp.destroy(); powerUps.splice(i, 1); } } } // Clean up arrays (remove destroyed objects) bullets = bullets.filter(function (bullet) { return bullet.parent !== null; }); enemyBullets = enemyBullets.filter(function (bullet) { return bullet.parent !== null; }); enemies = enemies.filter(function (enemy) { return enemy.parent !== null; }); powerUps = powerUps.filter(function (powerUp) { return powerUp.parent !== null; }); // Automatic fire if holding if (dragActive && player.visible && LK.ticks % 15 === 0) { player.shoot(); } }; // Start the first wave spawnWave();
===================================================================
--- original.js
+++ change.js
@@ -454,8 +454,20 @@
gameActive = false;
updateHighScore();
}
}
+ // Check collision with player bullets
+ for (var j = bullets.length - 1; j >= 0; j--) {
+ var playerBullet = bullets[j];
+ if (bullet.intersects(playerBullet)) {
+ // Destroy both bullets
+ bullet.destroy();
+ enemyBullets.splice(i, 1);
+ playerBullet.destroy();
+ bullets.splice(j, 1);
+ break; // Stop checking this bullet
+ }
+ }
}
// Enemy collision with player
for (var i = enemies.length - 1; i >= 0; i--) {
var enemy = enemies[i];
8 bit image city of newyork with black sky night. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
8 bit image black rocket with fire tail. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
8 bit front image blue red scifi police drone. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
fire explode with piece of black steel. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
fire ball. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows