User prompt
musuh datang setiap 10 detik
User prompt
musuh datang setiap 7 detik
User prompt
buat kontrol kapal lebih halus dan tidak kilat ↪💡 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 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
buat kapal dikontrol swipe dengan gerakan halus ↪💡 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 ↪💡 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 ↪💡 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 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
tambah asset dengan nama enemyplane2 muncul dari sisi kanan ke kiri ↪💡 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 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
buat musuh mati terkena sekali tembak dengan animasi meledak ↪💡 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 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); } }; 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); } }; 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; }); var SinkingShip = Container.expand(function () { var self = Container.call(this); var shipGraphics = self.attachAsset('battleship', { anchorX: 0.5, anchorY: 0.5 }); self.sink = function () { // Animate ship sinking down and rotating tween(self, { y: self.y + 200, rotation: 0.3, alpha: 0 }, { duration: 2000, easing: tween.easeIn, onFinish: function onFinish() { self.destroy(); } }); }; 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 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() { // Spawn exactly 3 enemy planes total for (var i = 0; i < 3; i++) { if (i < 2) { // Spawn 2 regular enemies 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); } else { // Spawn 1 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(); // Create sinking ship animation var sinkingShip = new SinkingShip(); sinkingShip.x = battleship.x; sinkingShip.y = battleship.y; game.addChild(sinkingShip); // Hide original battleship battleship.alpha = 0; // Start sinking animation after explosion starts LK.setTimeout(function () { sinkingShip.sink(); }, 600); // Show game over after all animations complete LK.setTimeout(function () { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); }, 3200); return; } continue; } bullet.lastY = bullet.y; } };
===================================================================
--- original.js
+++ change.js
@@ -267,25 +267,29 @@
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);
+ // Spawn exactly 3 enemy planes total
+ for (var i = 0; i < 3; i++) {
+ if (i < 2) {
+ // Spawn 2 regular enemies 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);
+ } else {
+ // Spawn 1 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 () {