User prompt
musuh datang setiap 10 detik
User prompt
musuh datang setiap 7 detik
User prompt
buat kontrol kapal lebih halus dan tidak kilat āŖš” 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 āŖš” Consider importing and using the following plugins: @upit/tween.v1
User prompt
buat kapal dikontrol swipe dengan gerakan halus āŖš” Consider importing and using the following plugins: @upit/tween.v1
User prompt
fix music
User prompt
add background
User prompt
add background asset
User prompt
kurangi jumlah pesawat musuh menjadi 3
User prompt
delete bomb asset
User prompt
buat animasi tambahan kapal tenggelam saat game over āŖš” 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 āŖš” 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 āŖš” Consider importing and using the following plugins: @upit/tween.v1
User prompt
tambah asset dengan nama enemyplane2 muncul dari sisi kanan ke kiri āŖš” Consider importing and using the following plugins: @upit/tween.v1
User prompt
perbaiki bahwa tidak ada enemyplane datang dari sisi kanan
User prompt
buat enemyplane musuh datang dari kiri ke kanan
User prompt
kurangi jumlah peluru player agar game tidak crash
User prompt
peluru musuh bisa hancur atau musnah saat kena tembak player āŖš” Consider importing and using the following plugins: @upit/tween.v1
User prompt
buat musuh mati terkena sekali tembak dengan animasi meledak āŖš” 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
User prompt
musuh hanya bisa menembak 5 peluru
User prompt
musuh bisa datang dari kiri menuju kanan dan bisa datang dari kanan menuju kiri
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reduce enemy number
User prompt
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 = 30; // Fire every 0.5 second (reduced frequency)
	self.update = function () {
		self.fireTimer++;
		// Only fire when timer reaches fire rate and limit total bullets
		if (self.fireTimer >= self.fireRate && playerBullets.length < 8) {
			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.speedX = 0;
	self.speedY = 2;
	self.health = 1;
	self.fireTimer = 0;
	self.fireRate = 120; // Fire every 2 seconds
	self.bulletCount = 0; // Track number of bullets fired
	self.maxBullets = 5; // Maximum bullets this enemy can fire
	self.update = function () {
		self.x += self.speedX;
		self.y += self.speedY;
		self.fireTimer++;
		// Fire bullets occasionally
		if (self.fireTimer >= self.fireRate && Math.random() < 0.3 && self.bulletCount < self.maxBullets) {
			self.fireTimer = 0;
			self.bulletCount++; // Increment bullet count
			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 EnemyPlane2 = Container.expand(function () {
	var self = Container.call(this);
	var planeGraphics = self.attachAsset('enemyplane2', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = 2;
	self.speedX = 0;
	self.speedY = 2;
	self.health = 1;
	self.fireTimer = 0;
	self.fireRate = 120; // Fire every 2 seconds
	self.bulletCount = 0; // Track number of bullets fired
	self.maxBullets = 5; // Maximum bullets this enemy can fire
	self.update = function () {
		self.x += self.speedX;
		self.y += self.speedY;
		self.fireTimer++;
		// Fire bullets occasionally
		if (self.fireTimer >= self.fireRate && Math.random() < 0.3 && self.bulletCount < self.maxBullets) {
			self.fireTimer = 0;
			self.bulletCount++; // Increment bullet count
			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 enemyPlanes2 = [];
var enemyBullets = [];
var bombs = [];
var waveTimer = 0;
var waveSize = 1;
var enemySpawnRate = 300; // 5 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() {
	for (var i = 0; i < waveSize; i++) {
		// Spawn regular enemy from left
		var enemy = new EnemyPlane();
		enemy.x = -50;
		enemy.y = 200 + Math.random() * 800;
		enemy.speedX = 2 + Math.random() * 2; // Always positive (left to right)
		enemy.speedY = 0.5 + Math.random() * 1;
		enemyPlanes.push(enemy);
		game.addChild(enemy);
		// Spawn enemyplane2 from right
		var enemy2 = new EnemyPlane2();
		enemy2.x = 2098; // Start from right side
		enemy2.y = 200 + Math.random() * 800;
		enemy2.speedX = -(2 + Math.random() * 2); // Always negative (right to left)
		enemy2.speedY = 0.5 + Math.random() * 1;
		enemyPlanes2.push(enemy2);
		game.addChild(enemy2);
	}
}
// 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 < 2) {
			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 hitTarget = false;
		for (var j = enemyPlanes.length - 1; j >= 0; j--) {
			var enemy = enemyPlanes[j];
			if (bullet.intersects(enemy)) {
				// Enemy hit - dies in one shot with explosion animation
				LK.setScore(LK.getScore() + 100);
				scoreTxt.setText('Score: ' + LK.getScore());
				LK.getSound('enemyHit').play();
				// Create explosion animation
				tween(enemy, {
					scaleX: 2,
					scaleY: 2,
					alpha: 0,
					rotation: Math.PI
				}, {
					duration: 300,
					easing: tween.easeOut,
					onFinish: function onFinish() {
						enemy.destroy();
					}
				});
				// Flash red during explosion
				LK.effects.flashObject(enemy, 0xff0000, 300);
				enemyPlanes.splice(j, 1);
				bullet.destroy();
				playerBullets.splice(i, 1);
				hitTarget = true;
				break;
			}
		}
		// Check collision with enemy planes2
		if (!hitTarget) {
			for (var j = enemyPlanes2.length - 1; j >= 0; j--) {
				var enemy2 = enemyPlanes2[j];
				if (bullet.intersects(enemy2)) {
					// Enemy hit - dies in one shot with explosion animation
					LK.setScore(LK.getScore() + 100);
					scoreTxt.setText('Score: ' + LK.getScore());
					LK.getSound('enemyHit').play();
					// Create explosion animation
					tween(enemy2, {
						scaleX: 2,
						scaleY: 2,
						alpha: 0,
						rotation: Math.PI
					}, {
						duration: 300,
						easing: tween.easeOut,
						onFinish: function onFinish() {
							enemy2.destroy();
						}
					});
					// Flash red during explosion
					LK.effects.flashObject(enemy2, 0xff0000, 300);
					enemyPlanes2.splice(j, 1);
					bullet.destroy();
					playerBullets.splice(i, 1);
					hitTarget = true;
					break;
				}
			}
		}
		// Check collision with enemy bullets
		if (!hitTarget) {
			for (var k = enemyBullets.length - 1; k >= 0; k--) {
				var enemyBullet = enemyBullets[k];
				if (bullet.intersects(enemyBullet)) {
					// Create explosion animation for both bullets
					tween(bullet, {
						scaleX: 2,
						scaleY: 2,
						alpha: 0
					}, {
						duration: 200,
						easing: tween.easeOut,
						onFinish: function onFinish() {
							bullet.destroy();
						}
					});
					tween(enemyBullet, {
						scaleX: 2,
						scaleY: 2,
						alpha: 0
					}, {
						duration: 200,
						easing: tween.easeOut,
						onFinish: function onFinish() {
							enemyBullet.destroy();
						}
					});
					// Flash effect for bullet collision
					LK.effects.flashObject(bullet, 0xffff00, 200);
					LK.effects.flashObject(enemyBullet, 0xff4500, 200);
					playerBullets.splice(i, 1);
					enemyBullets.splice(k, 1);
					hitTarget = true;
					break;
				}
			}
		}
		if (!hitTarget) {
			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;
		if (enemy.lastX === undefined) enemy.lastX = enemy.x;
		// Remove enemies that go off screen (bottom)
		if (enemy.lastY <= 2782 && enemy.y > 2782) {
			enemy.destroy();
			enemyPlanes.splice(i, 1);
			continue;
		}
		// Remove enemies that go off screen (left side)
		if (enemy.lastX >= -100 && enemy.x < -100) {
			enemy.destroy();
			enemyPlanes.splice(i, 1);
			continue;
		}
		enemy.lastY = enemy.y;
		enemy.lastX = enemy.x;
	}
	// Update and check enemy planes2
	for (var i = enemyPlanes2.length - 1; i >= 0; i--) {
		var enemy2 = enemyPlanes2[i];
		if (enemy2.lastY === undefined) enemy2.lastY = enemy2.y;
		if (enemy2.lastX === undefined) enemy2.lastX = enemy2.x;
		// Remove enemies that go off screen (bottom)
		if (enemy2.lastY <= 2782 && enemy2.y > 2782) {
			enemy2.destroy();
			enemyPlanes2.splice(i, 1);
			continue;
		}
		// Remove enemies that go off screen (right side)
		if (enemy2.lastX <= 2148 && enemy2.x > 2148) {
			enemy2.destroy();
			enemyPlanes2.splice(i, 1);
			continue;
		}
		enemy2.lastY = enemy2.y;
		enemy2.lastX = enemy2.x;
	}
	// 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;
	}
}; ===================================================================
--- original.js
+++ change.js
@@ -92,8 +92,47 @@
 		}
 	};
 	return self;
 });
+var EnemyPlane2 = Container.expand(function () {
+	var self = Container.call(this);
+	var planeGraphics = self.attachAsset('enemyplane2', {
+		anchorX: 0.5,
+		anchorY: 0.5
+	});
+	self.speed = 2;
+	self.speedX = 0;
+	self.speedY = 2;
+	self.health = 1;
+	self.fireTimer = 0;
+	self.fireRate = 120; // Fire every 2 seconds
+	self.bulletCount = 0; // Track number of bullets fired
+	self.maxBullets = 5; // Maximum bullets this enemy can fire
+	self.update = function () {
+		self.x += self.speedX;
+		self.y += self.speedY;
+		self.fireTimer++;
+		// Fire bullets occasionally
+		if (self.fireTimer >= self.fireRate && Math.random() < 0.3 && self.bulletCount < self.maxBullets) {
+			self.fireTimer = 0;
+			self.bulletCount++; // Increment bullet count
+			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,
@@ -119,8 +158,9 @@
 // Game variables
 var battleship;
 var playerBullets = [];
 var enemyPlanes = [];
+var enemyPlanes2 = [];
 var enemyBullets = [];
 var bombs = [];
 var waveTimer = 0;
 var waveSize = 1;
@@ -159,16 +199,24 @@
 };
 // Spawn enemy waves
 function spawnEnemyWave() {
 	for (var i = 0; i < waveSize; i++) {
+		// Spawn regular enemy from left
 		var enemy = new EnemyPlane();
-		// Only from left to right movement
 		enemy.x = -50;
 		enemy.y = 200 + Math.random() * 800;
 		enemy.speedX = 2 + Math.random() * 2; // Always positive (left to right)
 		enemy.speedY = 0.5 + Math.random() * 1;
 		enemyPlanes.push(enemy);
 		game.addChild(enemy);
+		// Spawn enemyplane2 from right
+		var enemy2 = new EnemyPlane2();
+		enemy2.x = 2098; // Start from right side
+		enemy2.y = 200 + Math.random() * 800;
+		enemy2.speedX = -(2 + Math.random() * 2); // Always negative (right to left)
+		enemy2.speedY = 0.5 + Math.random() * 1;
+		enemyPlanes2.push(enemy2);
+		game.addChild(enemy2);
 	}
 }
 // Main game update loop
 game.update = function () {
@@ -225,8 +273,40 @@
 				hitTarget = true;
 				break;
 			}
 		}
+		// Check collision with enemy planes2
+		if (!hitTarget) {
+			for (var j = enemyPlanes2.length - 1; j >= 0; j--) {
+				var enemy2 = enemyPlanes2[j];
+				if (bullet.intersects(enemy2)) {
+					// Enemy hit - dies in one shot with explosion animation
+					LK.setScore(LK.getScore() + 100);
+					scoreTxt.setText('Score: ' + LK.getScore());
+					LK.getSound('enemyHit').play();
+					// Create explosion animation
+					tween(enemy2, {
+						scaleX: 2,
+						scaleY: 2,
+						alpha: 0,
+						rotation: Math.PI
+					}, {
+						duration: 300,
+						easing: tween.easeOut,
+						onFinish: function onFinish() {
+							enemy2.destroy();
+						}
+					});
+					// Flash red during explosion
+					LK.effects.flashObject(enemy2, 0xff0000, 300);
+					enemyPlanes2.splice(j, 1);
+					bullet.destroy();
+					playerBullets.splice(i, 1);
+					hitTarget = true;
+					break;
+				}
+			}
+		}
 		// Check collision with enemy bullets
 		if (!hitTarget) {
 			for (var k = enemyBullets.length - 1; k >= 0; k--) {
 				var enemyBullet = enemyBullets[k];
@@ -287,8 +367,28 @@
 		}
 		enemy.lastY = enemy.y;
 		enemy.lastX = enemy.x;
 	}
+	// Update and check enemy planes2
+	for (var i = enemyPlanes2.length - 1; i >= 0; i--) {
+		var enemy2 = enemyPlanes2[i];
+		if (enemy2.lastY === undefined) enemy2.lastY = enemy2.y;
+		if (enemy2.lastX === undefined) enemy2.lastX = enemy2.x;
+		// Remove enemies that go off screen (bottom)
+		if (enemy2.lastY <= 2782 && enemy2.y > 2782) {
+			enemy2.destroy();
+			enemyPlanes2.splice(i, 1);
+			continue;
+		}
+		// Remove enemies that go off screen (right side)
+		if (enemy2.lastX <= 2148 && enemy2.x > 2148) {
+			enemy2.destroy();
+			enemyPlanes2.splice(i, 1);
+			continue;
+		}
+		enemy2.lastY = enemy2.y;
+		enemy2.lastX = enemy2.x;
+	}
 	// 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;