User prompt
musuh datang setiap 10 detik
User prompt
musuh datang setiap 7 detik
User prompt
buat kontrol kapal lebih halus dan tidak kilat βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'TypeError: Cannot read properties of null (reading 'x')' in or related to this line: 'if (Math.abs(dragNode.x - targetX) > 5) {' Line Number: 295 βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
buat kapal dikontrol swipe dengan gerakan halus βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
fix music
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add background
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add background asset
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kurangi jumlah pesawat musuh menjadi 3
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delete bomb asset
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buat animasi tambahan kapal tenggelam saat game over βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
buat animasi ledakkan seperti 3 bola merah meledak saat player kena tembakkan untuk scene game over βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
buat animasi seperti 1 bola merah api ledakkan membesar saat musuh terkena tembakkan βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
tambah asset dengan nama enemyplane2 muncul dari sisi kanan ke kiri βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
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perbaiki bahwa tidak ada enemyplane datang dari sisi kanan
User prompt
buat enemyplane musuh datang dari kiri ke kanan
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kurangi jumlah peluru player agar game tidak crash
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peluru musuh bisa hancur atau musnah saat kena tembak player βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
buat musuh mati terkena sekali tembak dengan animasi meledak βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
kurang jumlah musuh yang musuh yang muncul agar game tidak crash
User prompt
hilangkan musuh yang bergerak vertical kebawah
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musuh hanya bisa menembak 5 peluru
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musuh bisa datang dari kiri menuju kanan dan bisa datang dari kanan menuju kiri
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reduce enemy number
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Please fix the bug: 'TypeError: setTimeout is not a function' in or related to this line: 'setTimeout(function () {' Line Number: 228
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Battleship = Container.expand(function () {
var self = Container.call(this);
var shipGraphics = self.attachAsset('battleship', {
anchorX: 0.5,
anchorY: 0.5
});
self.health = 3;
self.fireTimer = 0;
self.fireRate = 20; // Fire every 1/3 second
self.update = function () {
self.fireTimer++;
if (self.fireTimer >= self.fireRate) {
self.fireTimer = 0;
var bullet = new PlayerBullet();
bullet.x = self.x;
bullet.y = self.y - 50;
playerBullets.push(bullet);
game.addChild(bullet);
LK.getSound('playerShoot').play();
}
};
return self;
});
var Bomb = Container.expand(function () {
var self = Container.call(this);
var bombGraphics = self.attachAsset('bomb', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 4;
self.update = function () {
self.y += self.speed;
};
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 = 6;
self.update = function () {
self.y += self.speed;
};
return self;
});
var EnemyPlane = Container.expand(function () {
var self = Container.call(this);
var planeGraphics = self.attachAsset('enemyPlane', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 2;
self.health = 1;
self.fireTimer = 0;
self.fireRate = 120; // Fire every 2 seconds
self.update = function () {
self.y += self.speed;
self.fireTimer++;
// Fire bullets occasionally
if (self.fireTimer >= self.fireRate && Math.random() < 0.3) {
self.fireTimer = 0;
var bullet = new EnemyBullet();
bullet.x = self.x;
bullet.y = self.y + 30;
enemyBullets.push(bullet);
game.addChild(bullet);
}
// Drop bombs occasionally
if (Math.random() < 0.002) {
var bomb = new Bomb();
bomb.x = self.x;
bomb.y = self.y + 30;
bombs.push(bomb);
game.addChild(bomb);
}
};
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 = -8;
self.update = function () {
self.y += self.speed;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x001122
});
/****
* Game Code
****/
// Game variables
var battleship;
var playerBullets = [];
var enemyPlanes = [];
var enemyBullets = [];
var bombs = [];
var waveTimer = 0;
var waveSize = 3;
var enemySpawnRate = 180; // 3 seconds
var dragNode = null;
// UI Elements
var scoreTxt = new Text2('Score: 0', {
size: 60,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
var healthTxt = new Text2('Health: 3', {
size: 50,
fill: 0xFF0000
});
healthTxt.anchor.set(1, 0);
LK.gui.topRight.addChild(healthTxt);
// Create battleship
battleship = game.addChild(new Battleship());
battleship.x = 2048 / 2;
battleship.y = 2732 - 150;
// Touch/Mouse controls
function handleMove(x, y, obj) {
if (dragNode) {
dragNode.x = Math.max(60, Math.min(2048 - 60, x));
}
}
game.move = handleMove;
game.down = function (x, y, obj) {
dragNode = battleship;
handleMove(x, y, obj);
};
game.up = function (x, y, obj) {
dragNode = null;
};
// Spawn enemy waves
function spawnEnemyWave() {
var formation = Math.floor(Math.random() * 3); // 3 different formations
for (var i = 0; i < waveSize; i++) {
var enemy = new EnemyPlane();
if (formation === 0) {
// Line formation
enemy.x = 200 + i * 200;
enemy.y = -50;
} else if (formation === 1) {
// V formation
enemy.x = 1024 + (i - Math.floor(waveSize / 2)) * 150;
enemy.y = -50 - Math.abs(i - Math.floor(waveSize / 2)) * 30;
} else {
// Scattered formation
enemy.x = 200 + Math.random() * 1648;
enemy.y = -50 - Math.random() * 100;
}
enemy.speed = 1 + Math.random() * 2;
enemyPlanes.push(enemy);
game.addChild(enemy);
}
}
// Main game update loop
game.update = function () {
waveTimer++;
// Spawn enemy waves
if (waveTimer >= enemySpawnRate) {
waveTimer = 0;
spawnEnemyWave();
// Increase difficulty over time
if (enemySpawnRate > 60) {
enemySpawnRate -= 2;
}
if (waveSize < 6) {
waveSize += 0.1;
}
}
// Update and check 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 enemy planes
var hitEnemy = false;
for (var j = enemyPlanes.length - 1; j >= 0; j--) {
var enemy = enemyPlanes[j];
if (bullet.intersects(enemy)) {
// Enemy hit
enemy.health--;
if (enemy.health <= 0) {
LK.setScore(LK.getScore() + 100);
scoreTxt.setText('Score: ' + LK.getScore());
LK.effects.flashObject(enemy, 0xff0000, 300);
LK.getSound('enemyHit').play();
LK.setTimeout(function () {
enemy.destroy();
}, 300);
enemyPlanes.splice(j, 1);
}
bullet.destroy();
playerBullets.splice(i, 1);
hitEnemy = true;
break;
}
}
if (!hitEnemy) {
bullet.lastY = bullet.y;
}
}
// Update and check enemy planes
for (var i = enemyPlanes.length - 1; i >= 0; i--) {
var enemy = enemyPlanes[i];
if (enemy.lastY === undefined) enemy.lastY = enemy.y;
// Remove enemies that go off screen
if (enemy.lastY <= 2782 && enemy.y > 2782) {
enemy.destroy();
enemyPlanes.splice(i, 1);
continue;
}
enemy.lastY = enemy.y;
}
// Update and check 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 <= 2782 && bullet.y > 2782) {
bullet.destroy();
enemyBullets.splice(i, 1);
continue;
}
// Check collision with battleship
if (bullet.intersects(battleship)) {
battleship.health--;
healthTxt.setText('Health: ' + battleship.health);
LK.effects.flashObject(battleship, 0xff0000, 500);
LK.getSound('playerHit').play();
bullet.destroy();
enemyBullets.splice(i, 1);
if (battleship.health <= 0) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
return;
}
continue;
}
bullet.lastY = bullet.y;
}
// Update and check bombs
for (var i = bombs.length - 1; i >= 0; i--) {
var bomb = bombs[i];
if (bomb.lastY === undefined) bomb.lastY = bomb.y;
// Remove bombs that go off screen
if (bomb.lastY <= 2782 && bomb.y > 2782) {
bomb.destroy();
bombs.splice(i, 1);
continue;
}
// Check collision with battleship
if (bomb.intersects(battleship)) {
battleship.health -= 2; // Bombs do more damage
healthTxt.setText('Health: ' + battleship.health);
LK.effects.flashObject(battleship, 0xff0000, 800);
LK.getSound('explosion').play();
bomb.destroy();
bombs.splice(i, 1);
if (battleship.health <= 0) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
return;
}
continue;
}
bomb.lastY = bomb.y;
}
}; /****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Battleship = Container.expand(function () {
var self = Container.call(this);
var shipGraphics = self.attachAsset('battleship', {
anchorX: 0.5,
anchorY: 0.5
});
self.health = 3;
self.fireTimer = 0;
self.fireRate = 20; // Fire every 1/3 second
self.update = function () {
self.fireTimer++;
if (self.fireTimer >= self.fireRate) {
self.fireTimer = 0;
var bullet = new PlayerBullet();
bullet.x = self.x;
bullet.y = self.y - 50;
playerBullets.push(bullet);
game.addChild(bullet);
LK.getSound('playerShoot').play();
}
};
return self;
});
var Bomb = Container.expand(function () {
var self = Container.call(this);
var bombGraphics = self.attachAsset('bomb', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 4;
self.update = function () {
self.y += self.speed;
};
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 = 6;
self.update = function () {
self.y += self.speed;
};
return self;
});
var EnemyPlane = Container.expand(function () {
var self = Container.call(this);
var planeGraphics = self.attachAsset('enemyPlane', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 2;
self.health = 1;
self.fireTimer = 0;
self.fireRate = 120; // Fire every 2 seconds
self.update = function () {
self.y += self.speed;
self.fireTimer++;
// Fire bullets occasionally
if (self.fireTimer >= self.fireRate && Math.random() < 0.3) {
self.fireTimer = 0;
var bullet = new EnemyBullet();
bullet.x = self.x;
bullet.y = self.y + 30;
enemyBullets.push(bullet);
game.addChild(bullet);
}
// Drop bombs occasionally
if (Math.random() < 0.002) {
var bomb = new Bomb();
bomb.x = self.x;
bomb.y = self.y + 30;
bombs.push(bomb);
game.addChild(bomb);
}
};
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 = -8;
self.update = function () {
self.y += self.speed;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x001122
});
/****
* Game Code
****/
// Game variables
var battleship;
var playerBullets = [];
var enemyPlanes = [];
var enemyBullets = [];
var bombs = [];
var waveTimer = 0;
var waveSize = 3;
var enemySpawnRate = 180; // 3 seconds
var dragNode = null;
// UI Elements
var scoreTxt = new Text2('Score: 0', {
size: 60,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
var healthTxt = new Text2('Health: 3', {
size: 50,
fill: 0xFF0000
});
healthTxt.anchor.set(1, 0);
LK.gui.topRight.addChild(healthTxt);
// Create battleship
battleship = game.addChild(new Battleship());
battleship.x = 2048 / 2;
battleship.y = 2732 - 150;
// Touch/Mouse controls
function handleMove(x, y, obj) {
if (dragNode) {
dragNode.x = Math.max(60, Math.min(2048 - 60, x));
}
}
game.move = handleMove;
game.down = function (x, y, obj) {
dragNode = battleship;
handleMove(x, y, obj);
};
game.up = function (x, y, obj) {
dragNode = null;
};
// Spawn enemy waves
function spawnEnemyWave() {
var formation = Math.floor(Math.random() * 3); // 3 different formations
for (var i = 0; i < waveSize; i++) {
var enemy = new EnemyPlane();
if (formation === 0) {
// Line formation
enemy.x = 200 + i * 200;
enemy.y = -50;
} else if (formation === 1) {
// V formation
enemy.x = 1024 + (i - Math.floor(waveSize / 2)) * 150;
enemy.y = -50 - Math.abs(i - Math.floor(waveSize / 2)) * 30;
} else {
// Scattered formation
enemy.x = 200 + Math.random() * 1648;
enemy.y = -50 - Math.random() * 100;
}
enemy.speed = 1 + Math.random() * 2;
enemyPlanes.push(enemy);
game.addChild(enemy);
}
}
// Main game update loop
game.update = function () {
waveTimer++;
// Spawn enemy waves
if (waveTimer >= enemySpawnRate) {
waveTimer = 0;
spawnEnemyWave();
// Increase difficulty over time
if (enemySpawnRate > 60) {
enemySpawnRate -= 2;
}
if (waveSize < 6) {
waveSize += 0.1;
}
}
// Update and check 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 enemy planes
var hitEnemy = false;
for (var j = enemyPlanes.length - 1; j >= 0; j--) {
var enemy = enemyPlanes[j];
if (bullet.intersects(enemy)) {
// Enemy hit
enemy.health--;
if (enemy.health <= 0) {
LK.setScore(LK.getScore() + 100);
scoreTxt.setText('Score: ' + LK.getScore());
LK.effects.flashObject(enemy, 0xff0000, 300);
LK.getSound('enemyHit').play();
LK.setTimeout(function () {
enemy.destroy();
}, 300);
enemyPlanes.splice(j, 1);
}
bullet.destroy();
playerBullets.splice(i, 1);
hitEnemy = true;
break;
}
}
if (!hitEnemy) {
bullet.lastY = bullet.y;
}
}
// Update and check enemy planes
for (var i = enemyPlanes.length - 1; i >= 0; i--) {
var enemy = enemyPlanes[i];
if (enemy.lastY === undefined) enemy.lastY = enemy.y;
// Remove enemies that go off screen
if (enemy.lastY <= 2782 && enemy.y > 2782) {
enemy.destroy();
enemyPlanes.splice(i, 1);
continue;
}
enemy.lastY = enemy.y;
}
// Update and check 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 <= 2782 && bullet.y > 2782) {
bullet.destroy();
enemyBullets.splice(i, 1);
continue;
}
// Check collision with battleship
if (bullet.intersects(battleship)) {
battleship.health--;
healthTxt.setText('Health: ' + battleship.health);
LK.effects.flashObject(battleship, 0xff0000, 500);
LK.getSound('playerHit').play();
bullet.destroy();
enemyBullets.splice(i, 1);
if (battleship.health <= 0) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
return;
}
continue;
}
bullet.lastY = bullet.y;
}
// Update and check bombs
for (var i = bombs.length - 1; i >= 0; i--) {
var bomb = bombs[i];
if (bomb.lastY === undefined) bomb.lastY = bomb.y;
// Remove bombs that go off screen
if (bomb.lastY <= 2782 && bomb.y > 2782) {
bomb.destroy();
bombs.splice(i, 1);
continue;
}
// Check collision with battleship
if (bomb.intersects(battleship)) {
battleship.health -= 2; // Bombs do more damage
healthTxt.setText('Health: ' + battleship.health);
LK.effects.flashObject(battleship, 0xff0000, 800);
LK.getSound('explosion').play();
bomb.destroy();
bombs.splice(i, 1);
if (battleship.health <= 0) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
return;
}
continue;
}
bomb.lastY = bomb.y;
}
};