User prompt
enemy can shoot but have just 7 bullet per enemy
User prompt
add background feature
User prompt
enemy one shoot dead
User prompt
add feature explosive
User prompt
finis the game
User prompt
make game full
User prompt
make game until finish
User prompt
make game until finish
User prompt
make better feature
User prompt
make better
User prompt
make shooter game
User prompt
make html shooter game look a like metal slug snk game
User prompt
erase all code cause making a new game
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reset all
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
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
/**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 });
===================================================================
--- original.js
+++ change.js
@@ -1,517 +1,6 @@
-/****
-* 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();
\ No newline at end of file
+});
\ No newline at end of file