User prompt
enemy can shoot but have just 7 bullet per enemy
User prompt
add background feature
User prompt
enemy one shoot dead
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add feature explosive
User prompt
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
User prompt
add more power up
User prompt
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 // Define the 'type' variable and add new powerup type 'shield' var type = self.type; 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: 0x000000 }); /**** * 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
@@ -187,9 +187,9 @@
/****
* Initialize Game
****/
var game = new LK.Game({
- backgroundColor: 0x87CEEB
+ backgroundColor: 0x000000
});
/****
* Game Code