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
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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
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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 = 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 Explosion = Container.expand(function () {
var self = Container.call(this);
var explosionGraphics = self.attachAsset('explosion', {
anchorX: 0.5,
anchorY: 0.5
});
self.alpha = 0.8;
self.scaleX = 0.1;
self.scaleY = 0.1;
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 red fire explosion
var explosion = new Explosion();
explosion.x = enemy.x;
explosion.y = enemy.y;
game.addChild(explosion);
// Animate explosion growing and fading
tween(explosion, {
scaleX: 3,
scaleY: 3,
alpha: 0
}, {
duration: 500,
easing: tween.easeOut,
onFinish: function onFinish() {
explosion.destroy();
}
});
// Destroy enemy immediately
enemy.destroy();
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 red fire explosion
var explosion = new Explosion();
explosion.x = enemy2.x;
explosion.y = enemy2.y;
game.addChild(explosion);
// Animate explosion growing and fading
tween(explosion, {
scaleX: 3,
scaleY: 3,
alpha: 0
}, {
duration: 500,
easing: tween.easeOut,
onFinish: function onFinish() {
explosion.destroy();
}
});
// Destroy enemy immediately
enemy2.destroy();
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
@@ -131,8 +131,19 @@
}
};
return self;
});
+var Explosion = Container.expand(function () {
+ var self = Container.call(this);
+ var explosionGraphics = self.attachAsset('explosion', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.alpha = 0.8;
+ self.scaleX = 0.1;
+ self.scaleY = 0.1;
+ return self;
+});
var PlayerBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('playerBullet', {
anchorX: 0.5,
@@ -251,23 +262,27 @@
// 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
+ // Create red fire explosion
+ var explosion = new Explosion();
+ explosion.x = enemy.x;
+ explosion.y = enemy.y;
+ game.addChild(explosion);
+ // Animate explosion growing and fading
+ tween(explosion, {
+ scaleX: 3,
+ scaleY: 3,
+ alpha: 0
}, {
- duration: 300,
+ duration: 500,
easing: tween.easeOut,
onFinish: function onFinish() {
- enemy.destroy();
+ explosion.destroy();
}
});
- // Flash red during explosion
- LK.effects.flashObject(enemy, 0xff0000, 300);
+ // Destroy enemy immediately
+ enemy.destroy();
enemyPlanes.splice(j, 1);
bullet.destroy();
playerBullets.splice(i, 1);
hitTarget = true;
@@ -282,23 +297,27 @@
// 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
+ // Create red fire explosion
+ var explosion = new Explosion();
+ explosion.x = enemy2.x;
+ explosion.y = enemy2.y;
+ game.addChild(explosion);
+ // Animate explosion growing and fading
+ tween(explosion, {
+ scaleX: 3,
+ scaleY: 3,
+ alpha: 0
}, {
- duration: 300,
+ duration: 500,
easing: tween.easeOut,
onFinish: function onFinish() {
- enemy2.destroy();
+ explosion.destroy();
}
});
- // Flash red during explosion
- LK.effects.flashObject(enemy2, 0xff0000, 300);
+ // Destroy enemy immediately
+ enemy2.destroy();
enemyPlanes2.splice(j, 1);
bullet.destroy();
playerBullets.splice(i, 1);
hitTarget = true;