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
User prompt
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 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;
});
var PlayerExplosion = Container.expand(function () {
var self = Container.call(this);
// Create 3 explosion balls
var ball1 = self.attachAsset('explosion', {
anchorX: 0.5,
anchorY: 0.5
});
var ball2 = self.attachAsset('explosion', {
anchorX: 0.5,
anchorY: 0.5
});
var ball3 = self.attachAsset('explosion', {
anchorX: 0.5,
anchorY: 0.5
});
// Position balls in triangle formation
ball1.x = 0;
ball1.y = -30;
ball2.x = -25;
ball2.y = 20;
ball3.x = 25;
ball3.y = 20;
// Initialize all balls small and transparent
ball1.scaleX = ball1.scaleY = 0.1;
ball2.scaleX = ball2.scaleY = 0.1;
ball3.scaleX = ball3.scaleY = 0.1;
ball1.alpha = ball2.alpha = ball3.alpha = 0.9;
self.explode = function () {
// Animate ball 1
tween(ball1, {
scaleX: 4,
scaleY: 4,
alpha: 0
}, {
duration: 800,
easing: tween.easeOut
});
// Animate ball 2 with slight delay
LK.setTimeout(function () {
tween(ball2, {
scaleX: 3.5,
scaleY: 3.5,
alpha: 0
}, {
duration: 700,
easing: tween.easeOut
});
}, 150);
// Animate ball 3 with more delay
LK.setTimeout(function () {
tween(ball3, {
scaleX: 4.5,
scaleY: 4.5,
alpha: 0
}, {
duration: 900,
easing: tween.easeOut,
onFinish: function onFinish() {
self.destroy();
}
});
}, 300);
};
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) {
// Create 3-ball explosion animation
var playerExplosion = new PlayerExplosion();
playerExplosion.x = battleship.x;
playerExplosion.y = battleship.y;
game.addChild(playerExplosion);
playerExplosion.explode();
// Show game over after explosion delay
LK.setTimeout(function () {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}, 1200);
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) {
// Create 3-ball explosion animation
var playerExplosion = new PlayerExplosion();
playerExplosion.x = battleship.x;
playerExplosion.y = battleship.y;
game.addChild(playerExplosion);
playerExplosion.explode();
// Show game over after explosion delay
LK.setTimeout(function () {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}, 1200);
return;
}
continue;
}
bomb.lastY = bomb.y;
}
}; ===================================================================
--- original.js
+++ change.js
@@ -154,8 +154,73 @@
self.y += self.speed;
};
return self;
});
+var PlayerExplosion = Container.expand(function () {
+ var self = Container.call(this);
+ // Create 3 explosion balls
+ var ball1 = self.attachAsset('explosion', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ var ball2 = self.attachAsset('explosion', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ var ball3 = self.attachAsset('explosion', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // Position balls in triangle formation
+ ball1.x = 0;
+ ball1.y = -30;
+ ball2.x = -25;
+ ball2.y = 20;
+ ball3.x = 25;
+ ball3.y = 20;
+ // Initialize all balls small and transparent
+ ball1.scaleX = ball1.scaleY = 0.1;
+ ball2.scaleX = ball2.scaleY = 0.1;
+ ball3.scaleX = ball3.scaleY = 0.1;
+ ball1.alpha = ball2.alpha = ball3.alpha = 0.9;
+ self.explode = function () {
+ // Animate ball 1
+ tween(ball1, {
+ scaleX: 4,
+ scaleY: 4,
+ alpha: 0
+ }, {
+ duration: 800,
+ easing: tween.easeOut
+ });
+ // Animate ball 2 with slight delay
+ LK.setTimeout(function () {
+ tween(ball2, {
+ scaleX: 3.5,
+ scaleY: 3.5,
+ alpha: 0
+ }, {
+ duration: 700,
+ easing: tween.easeOut
+ });
+ }, 150);
+ // Animate ball 3 with more delay
+ LK.setTimeout(function () {
+ tween(ball3, {
+ scaleX: 4.5,
+ scaleY: 4.5,
+ alpha: 0
+ }, {
+ duration: 900,
+ easing: tween.easeOut,
+ onFinish: function onFinish() {
+ self.destroy();
+ }
+ });
+ }, 300);
+ };
+ return self;
+});
/****
* Initialize Game
****/
@@ -425,10 +490,19 @@
LK.getSound('playerHit').play();
bullet.destroy();
enemyBullets.splice(i, 1);
if (battleship.health <= 0) {
- LK.effects.flashScreen(0xff0000, 1000);
- LK.showGameOver();
+ // Create 3-ball explosion animation
+ var playerExplosion = new PlayerExplosion();
+ playerExplosion.x = battleship.x;
+ playerExplosion.y = battleship.y;
+ game.addChild(playerExplosion);
+ playerExplosion.explode();
+ // Show game over after explosion delay
+ LK.setTimeout(function () {
+ LK.effects.flashScreen(0xff0000, 1000);
+ LK.showGameOver();
+ }, 1200);
return;
}
continue;
}
@@ -452,10 +526,19 @@
LK.getSound('explosion').play();
bomb.destroy();
bombs.splice(i, 1);
if (battleship.health <= 0) {
- LK.effects.flashScreen(0xff0000, 1000);
- LK.showGameOver();
+ // Create 3-ball explosion animation
+ var playerExplosion = new PlayerExplosion();
+ playerExplosion.x = battleship.x;
+ playerExplosion.y = battleship.y;
+ game.addChild(playerExplosion);
+ playerExplosion.explode();
+ // Show game over after explosion delay
+ LK.setTimeout(function () {
+ LK.effects.flashScreen(0xff0000, 1000);
+ LK.showGameOver();
+ }, 1200);
return;
}
continue;
}