User prompt
enemy can shoot but have just 7 bullet per enemy
User prompt
add background feature
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enemy one shoot dead
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add feature explosive
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finis the game
User prompt
make game full
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make game until finish
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make game until finish
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make better feature
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make better
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make shooter game
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make html shooter game look a like metal slug snk game
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erase all code cause making a new game
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reset all
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Please fix the bug: 'ReferenceError: type is not defined' in or related to this line: 'if (type === 'shield') {' Line Number: 169
User prompt
Please fix the bug: 'ReferenceError: type is not defined' in or related to this line: 'if (type === 'shield') {' Line Number: 169
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add more power up
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Please fix the bug: 'Cannot set properties of undefined (setting 'fill')' in or related to this line: 'comboText.style.fill = "#FFFF00";' Line Number: 282
Code edit (1 edits merged)
Please save this source code
User prompt
Soccer Bounce Bash
Initial prompt
soccer bounce ball match
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1", {
highScore: 0
});
/****
* Classes
****/
var Ball = Container.expand(function () {
var self = Container.call(this);
var ballSprite = self.attachAsset('ball', {
anchorX: 0.5,
anchorY: 0.5
});
// Physics properties
self.velocityX = 0;
self.velocityY = 0;
self.gravity = 0.5;
self.bounceDecay = 0.8;
self.isActive = true;
self.reset = function () {
self.x = 2048 / 2;
self.y = 500;
self.velocityX = Math.random() * 10 - 5;
self.velocityY = -15;
self.isActive = true;
};
self.update = function () {
if (!self.isActive) {
return;
}
// Apply gravity
self.velocityY += self.gravity;
// Update position
self.x += self.velocityX;
self.y += self.velocityY;
// Bounce off walls
if (self.x < ballSprite.width / 2) {
self.x = ballSprite.width / 2;
self.velocityX *= -0.9;
} else if (self.x > 2048 - ballSprite.width / 2) {
self.x = 2048 - ballSprite.width / 2;
self.velocityX *= -0.9;
}
// Ball went off screen top
if (self.y < -ballSprite.height) {
self.y = -ballSprite.height;
self.velocityY = Math.abs(self.velocityY) * 0.9;
}
};
self.bounce = function (power) {
self.velocityY = -power;
// Add a bit of horizontal randomness
self.velocityX += (Math.random() - 0.5) * 3;
// Play bounce sound
LK.getSound('bounce').play();
};
return self;
});
var Obstacle = Container.expand(function () {
var self = Container.call(this);
var obstacleSprite = self.attachAsset('obstacle', {
anchorX: 0.5,
anchorY: 0.5
});
self.velocityX = 0;
self.active = true;
self.update = function () {
if (!self.active) {
return;
}
self.x += self.velocityX;
// Bounce off walls
if (self.x < obstacleSprite.width / 2) {
self.x = obstacleSprite.width / 2;
self.velocityX *= -1;
} else if (self.x > 2048 - obstacleSprite.width / 2) {
self.x = 2048 - obstacleSprite.width / 2;
self.velocityX *= -1;
}
};
return self;
});
var Player = Container.expand(function () {
var self = Container.call(this);
var playerSprite = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
self.targetX = 2048 / 2;
self.moveSpeed = 15;
self.bouncePower = 15;
self.powerupTime = 0;
self.reset = function () {
self.x = 2048 / 2;
self.y = 2732 - 200;
self.targetX = self.x;
self.powerupTime = 0;
playerSprite.tint = 0xFFFFFF;
};
self.update = function () {
// Move toward target position
if (Math.abs(self.x - self.targetX) > self.moveSpeed) {
if (self.x < self.targetX) {
self.x += self.moveSpeed;
} else {
self.x -= self.moveSpeed;
}
} else {
self.x = self.targetX;
}
// Update powerup time
if (self.powerupTime > 0) {
self.powerupTime--;
if (self.powerupTime === 0) {
// Reset to normal power
self.bouncePower = 15;
playerSprite.tint = 0xFFFFFF;
} else if (self.powerupTime === 0 && playerSprite.tint === 0x0000FF) {
// Reset shield effect
playerSprite.tint = 0xFFFFFF;
}
}
};
self.applyPowerup = function (type) {
self.powerupTime = 300; // 5 seconds at 60fps
if (type === 'boost') {
// Increase bounce power
self.bouncePower = 25;
playerSprite.tint = 0x00FF00;
} else if (type === 'slow') {
// Decrease bounce power
self.bouncePower = 10;
playerSprite.tint = 0xFF0000;
} else if (type === 'shield') {
// Implement shield effect
self.powerupTime = 600; // 10 seconds at 60fps
playerSprite.tint = 0x0000FF; // Blue tint for shield
}
// Play powerup sound
LK.getSound('powerup').play();
};
return self;
});
var Powerup = Container.expand(function () {
var self = Container.call(this);
var powerupSprite = self.attachAsset('powerup', {
anchorX: 0.5,
anchorY: 0.5
});
self.type = 'boost'; // Default type
// Add new powerup type 'shield'
if (type === 'shield') {
powerupSprite.tint = 0x0000FF; // Blue color for shield
}
self.active = true;
self.velocityY = 3;
self.setup = function (x, y, type) {
self.x = x;
self.y = y;
self.type = type;
self.active = true;
// Set color based on type
if (type === 'boost') {
powerupSprite.tint = 0x00FF00;
} else if (type === 'slow') {
powerupSprite.tint = 0xFF0000;
}
};
self.update = function () {
if (!self.active) {
return;
}
self.y += self.velocityY;
// Remove if off screen
if (self.y > 2732 + powerupSprite.height) {
self.active = false;
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87CEEB
});
/****
* Game Code
****/
// Game state variables
var isGameActive = false;
var score = 0;
var combo = 0;
var difficulty = 1;
var lastBounceTime = 0;
// Game elements
var ball;
var player;
var ground;
var obstacles = [];
var powerups = [];
var maxObstacles = 3;
var maxPowerups = 2;
// UI elements
var scoreText;
var comboText;
var highScoreText;
var tapToStartText;
// Initialize game elements
function initializeGame() {
// Create and position ground
ground = LK.getAsset('ground', {
anchorX: 0.5,
anchorY: 0
});
ground.x = 2048 / 2;
ground.y = 2732 - 50;
game.addChild(ground);
// Create player
player = new Player();
player.reset();
game.addChild(player);
// Create ball
ball = new Ball();
ball.reset();
ball.isActive = false; // Wait for game start
game.addChild(ball);
// Setup UI
setupUI();
// Start in inactive state showing "Tap to Start"
isGameActive = false;
updateUI();
}
function setupUI() {
// Score text
scoreText = new Text2('Score: 0', {
size: 80,
fill: 0xFFFFFF
});
scoreText.anchor.set(0, 0);
LK.gui.topRight.addChild(scoreText);
// Combo text
comboText = new Text2('Combo: 0', {
size: 80,
fill: 0xFFFF00
});
comboText.anchor.set(0.5, 0);
comboText.y = 100;
LK.gui.top.addChild(comboText);
// High score text
highScoreText = new Text2('Best: ' + storage.highScore, {
size: 60,
fill: 0xFFFFFF
});
highScoreText.anchor.set(0, 0);
highScoreText.y = 100;
LK.gui.topRight.addChild(highScoreText);
// Tap to start text
tapToStartText = new Text2('Tap to Start', {
size: 120,
fill: 0xFFFFFF
});
tapToStartText.anchor.set(0.5, 0.5);
LK.gui.center.addChild(tapToStartText);
}
function updateUI() {
scoreText.setText('Score: ' + score);
comboText.setText('Combo: ' + combo);
highScoreText.setText('Best: ' + storage.highScore);
tapToStartText.visible = !isGameActive;
// Update combo text color based on combo value
if (combo >= 10) {
comboText.setStyle({
fill: 0xFF0000
});
} else if (combo >= 5) {
comboText.setStyle({
fill: 0xFFA500
});
} else {
comboText.setStyle({
fill: 0xFFFF00
});
}
}
function startGame() {
isGameActive = true;
score = 0;
combo = 0;
difficulty = 1;
// Clear obstacles and powerups
clearGameObjects();
// Reset player and ball
player.reset();
ball.reset();
// Start background music
LK.playMusic('gameBgm', {
fade: {
start: 0,
end: 0.3,
duration: 1000
}
});
updateUI();
}
function endGame() {
isGameActive = false;
// Update high score if needed
if (score > storage.highScore) {
storage.highScore = score;
}
// Fade out music
LK.playMusic('gameBgm', {
fade: {
start: 0.3,
end: 0,
duration: 800
}
});
// Show game over
LK.showGameOver();
}
function clearGameObjects() {
// Remove all obstacles
for (var i = 0; i < obstacles.length; i++) {
if (obstacles[i].parent) {
obstacles[i].parent.removeChild(obstacles[i]);
}
}
obstacles = [];
// Remove all powerups
for (var j = 0; j < powerups.length; j++) {
if (powerups[j].parent) {
powerups[j].parent.removeChild(powerups[j]);
}
}
powerups = [];
}
function spawnObstacle() {
if (obstacles.length >= maxObstacles) {
return;
}
var obstacle = new Obstacle();
obstacle.x = Math.random() * (2048 - 200) + 100;
obstacle.y = Math.random() * 1000 + 500;
obstacle.velocityX = (Math.random() * 4 - 2) * difficulty;
obstacle.active = true;
obstacles.push(obstacle);
game.addChild(obstacle);
}
function spawnPowerup() {
if (powerups.length >= maxPowerups) {
return;
}
var powerup = new Powerup();
var type = 'boost'; // Default type
var randomValue = Math.random();
if (randomValue < 0.6) {
type = 'boost';
} else if (randomValue < 0.9) {
type = 'slow';
} else {
type = 'shield'; // 10% chance for shield powerup
}
powerup.setup(Math.random() * (2048 - 160) + 80, -100, type);
powerups.push(powerup);
game.addChild(powerup);
}
function checkCollisions() {
// Ball and ground collision
if (ball.y + ball.width / 2 >= ground.y && ball.velocityY > 0) {
// Game over when ball hits ground
LK.getSound('miss').play();
endGame();
return;
}
// Ball and player collision
var ballRadius = ball.width / 2;
var playerWidth = player.width;
var playerHeight = player.height;
var ballBottom = ball.y + ballRadius;
var playerTop = player.y - playerHeight / 2;
if (ballBottom >= playerTop && ball.y - ballRadius <= player.y + playerHeight / 2 && ball.x + ballRadius >= player.x - playerWidth / 2 && ball.x - ballRadius <= player.x + playerWidth / 2 && ball.velocityY > 0) {
// Bounce the ball
ball.bounce(player.bouncePower);
// Update score and combo
combo++;
score += combo;
lastBounceTime = LK.ticks;
// Increase difficulty every 5 bounces
if (combo % 5 === 0) {
difficulty += 0.1;
if (difficulty > 3) {
difficulty = 3;
}
}
updateUI();
// Flash player
LK.effects.flashObject(player, 0x00FFFF, 300);
}
// Ball and obstacle collisions
for (var i = 0; i < obstacles.length; i++) {
var obstacle = obstacles[i];
if (!obstacle.active) {
continue;
}
var obstacleWidth = obstacle.width;
var obstacleHeight = obstacle.height;
if (ball.x + ballRadius >= obstacle.x - obstacleWidth / 2 && ball.x - ballRadius <= obstacle.x + obstacleWidth / 2 && ball.y + ballRadius >= obstacle.y - obstacleHeight / 2 && ball.y - ballRadius <= obstacle.y + obstacleHeight / 2) {
// Determine which side was hit for proper bounce
var dx = ball.x - obstacle.x;
var dy = ball.y - obstacle.y;
if (Math.abs(dx) > Math.abs(dy)) {
// Hit left or right side
ball.velocityX *= -1.1;
ball.x += ball.velocityX > 0 ? ballRadius : -ballRadius;
} else {
// Hit top or bottom
ball.velocityY *= -1.1;
ball.y += ball.velocityY > 0 ? ballRadius : -ballRadius;
}
// Flash obstacle
LK.effects.flashObject(obstacle, 0xFFFFFF, 200);
}
}
// Ball and powerup collisions
for (var j = 0; j < powerups.length; j++) {
var powerup = powerups[j];
if (!powerup.active) {
continue;
}
var powerupRadius = powerup.width / 2;
var distance = Math.sqrt(Math.pow(ball.x - powerup.x, 2) + Math.pow(ball.y - powerup.y, 2));
if (distance < ballRadius + powerupRadius) {
// Apply powerup effect
player.applyPowerup(powerup.type);
// Remove powerup
powerup.active = false;
game.removeChild(powerup);
powerups.splice(j, 1);
j--;
}
}
}
function handleGameObjectsCleanup() {
// Remove inactive obstacles
for (var i = obstacles.length - 1; i >= 0; i--) {
if (!obstacles[i].active) {
game.removeChild(obstacles[i]);
obstacles.splice(i, 1);
}
}
// Remove inactive powerups
for (var j = powerups.length - 1; j >= 0; j--) {
if (!powerups[j].active) {
game.removeChild(powerups[j]);
powerups.splice(j, 1);
}
}
}
// Game event handlers
game.down = function (x, y) {
if (!isGameActive) {
startGame();
} else {
// Set player target to move to tap position
player.targetX = x;
}
};
game.move = function (x, y) {
if (isGameActive) {
// Update player target position on drag
player.targetX = x;
}
};
// Game update loop
game.update = function () {
if (!isGameActive) {
return;
}
// Update game objects
player.update();
ball.update();
for (var i = 0; i < obstacles.length; i++) {
obstacles[i].update();
}
for (var j = 0; j < powerups.length; j++) {
powerups[j].update();
}
// Check collisions
checkCollisions();
// Spawn obstacles and powerups
if (LK.ticks % 180 === 0) {
// Every 3 seconds
spawnObstacle();
}
if (LK.ticks % 300 === 0) {
// Every 5 seconds
spawnPowerup();
}
// Clean up inactive game objects
handleGameObjectsCleanup();
// Reset combo if no bounce for a while
if (combo > 0 && LK.ticks - lastBounceTime > 180) {
combo = 0;
updateUI();
}
};
// Initialize the game
initializeGame(); ===================================================================
--- original.js
+++ change.js
@@ -358,9 +358,9 @@
if (powerups.length >= maxPowerups) {
return;
}
var powerup = new Powerup();
- var type;
+ var type = 'boost'; // Default type
var randomValue = Math.random();
if (randomValue < 0.6) {
type = 'boost';
} else if (randomValue < 0.9) {