User prompt
enemy one hit death
User prompt
release enemy bullet
User prompt
erase enemy bullet storm
User prompt
lower enemy bullet
User prompt
increase speed enemy bullet
User prompt
lower speed bullet release
User prompt
bullet automatic release when enemy appear
User prompt
loop enemy
User prompt
automatic bullet release
User prompt
lower enemy appear
User prompt
erase bullet storm
User prompt
more enemy bullets
User prompt
increase enemy bullet speed
User prompt
increase enemy power
User prompt
fix game bugs
User prompt
increase enemy speed
User prompt
enemy more speed
User prompt
more enemy appear
User prompt
erase score display
User prompt
make bullet storm release
User prompt
add 3X bullet player speed
User prompt
decrease enemy appear
User prompt
slow down enemy and enemy bullet speed
User prompt
decrease enemy and enemy bullet appear for stabilty frame in game
User prompt
erase auto shoot
/****
* 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 = 60;
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();
}
};
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 = 1.5 + Math.random() * 0.5; // Further increase 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);
// Add score
LK.setScore(LK.getScore() + self.value);
// Remove from array and destroy
self.destroy();
}
};
self.shoot = function () {
for (var i = -1; i <= 1; i++) {
var bullet = new EnemyBullet();
bullet.x = self.x + i * 20; // Spread bullets horizontally
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 % 30 === 0) {
// Increase frequency of movement
self.x += (Math.random() - 0.5) * 150; // Increase movement range
// Loop movement within bounds
if (self.x < 100) {
self.x = 2048 - 100;
}
if (self.x > 2048 - 100) {
self.x = 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 = 4; // Increase enemy bullet speed for more challenging gameplay
self.damage = 5; // Increase enemy bullet damage
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;
// Create a single bullet
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(); // Trigger shooting when player is touched
};
self.update = function () {
// Manual player movement control
if (gameActive) {
// Movement logic will be handled in game.move
self.shoot(); // Automatically shoot bullets
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
var background = LK.getAsset('nightSky', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
});
game.addChild(background);
// 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 = 2000; // Increase to 2 seconds between spawns for stability
var waveDelay = 5000; // 5 seconds between waves
var gameActive = true;
var dragActive = false;
// Setup GUI
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;
if (gameActive) {
player.shoot(); // Shoot when tapping
}
};
game.move = function (x, y, obj) {
if (!gameActive || !player.visible) {
return;
}
// Constrain player to game area
if (x > 100 && x < 2048 - 100) {
player.x = x;
}
if (y > 100 && y < 2732 - 100) {
player.y = y;
}
};
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; // Reduce the number of enemies per wave for less frequent enemy appearances
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);
enemiesInWave--; // Decrease the count of enemies to spawn in the current wave
// Trigger automatic bullet release when an enemy appears
player.shoot();
}
// 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;
}
// 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)) {
// Create explosion at the collision point
var explosion = new Explosion();
explosion.x = bullet.x;
explosion.y = bullet.y;
game.addChild(explosion);
// 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();
}
}
}
}
// 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;
});
};
// Start the first wave
spawnWave(); ===================================================================
--- original.js
+++ change.js
@@ -352,8 +352,10 @@
enemy.speed += waveNumber * 0.1;
game.addChild(enemy);
enemies.push(enemy);
enemiesInWave--; // Decrease the count of enemies to spawn in the current wave
+ // Trigger automatic bullet release when an enemy appears
+ player.shoot();
}
// Save the high score if needed
function updateHighScore() {
var currentScore = LK.getScore();
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