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enemy can shoot but have just 7 bullet per enemy
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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
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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
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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
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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
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Soccer Bounce Bash
Initial prompt
soccer bounce ball match
/**** * Classes ****/ var Bullet = Container.expand(function (startX, startY) { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.x = startX; self.y = startY; self.speed = -10; self.update = function () { self.y += self.speed; if (self.y < 0) { self.destroy(); } }; }); var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.speed = Math.random() * 3 + 1; // Random speed between 1 and 4 self.direction = Math.random() < 0.5 ? -1 : 1; // Random direction self.health = 3; // Add health property self.update = function () { self.y += self.speed; self.x += self.direction * self.speed; // Move horizontally if (self.x < 0 || self.x > 2048) { self.direction *= -1; // Change direction if hitting screen edge } if (self.y > 2732) { self.y = 0; self.x = Math.random() * 2048; } }; self.takeDamage = function () { self.health -= 1; if (self.health <= 0) { self.destroy(); LK.getSound('shoot').play(); // Play sound when enemy is destroyed createExplosion(self.x, self.y); // Create explosion effect } }; }); var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.health = 3; // Add health property self.shoot = function () { var bullet = new Bullet(self.x, self.y - 50); game.addChild(bullet); bullets.push(bullet); LK.getSound('shoot').play(); }; self.update = function () { // Player movement logic if (isTouching) { var deltaX = touchStartX - self.x; self.x += deltaX; touchStartX = self.x; } }; self.takeDamage = function () { if (!self.invincible) { self.health -= 1; updateHealthDisplay(); if (self.health <= 0) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } else { self.invincible = true; LK.setTimeout(function () { self.invincible = false; }, 2000); // 2 seconds of invincibility } } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Initialize game with black background }); /**** * Game Code ****/ function createExplosion(x, y) { var explosion = LK.getAsset('explosion', { anchorX: 0.5, anchorY: 0.5, x: x, y: y }); game.addChild(explosion); LK.effects.flashObject(explosion, 0xffa500, 500); // Flash orange for 500ms LK.setTimeout(function () { explosion.destroy(); }, 500); // Destroy explosion after 500ms } var healthTxt = new Text2('Health: 3', { size: 100, fill: 0xFFFFFF }); healthTxt.anchor.set(0.5, 0); LK.gui.top.addChild(healthTxt); function updateHealthDisplay() { healthTxt.setText('Health: ' + player.health); } // Add shooting mechanism on touch var isTouching = false; var touchStartX = 0; game.down = function (x, y, obj) { isTouching = true; touchStartX = x; player.shoot(); }; game.move = function (x, y, obj) { if (isTouching) { var deltaX = x - touchStartX; player.x += deltaX; touchStartX = x; } }; game.up = function (x, y, obj) { isTouching = false; }; var player = new Player(); game.addChild(player); player.x = 1024; player.y = 2500; updateHealthDisplay(); // Update health display on game start var enemies = []; for (var i = 0; i < 5; i++) { var enemy = new Enemy(); enemy.x = Math.random() * 2048; enemy.y = Math.random() * 1000; game.addChild(enemy); enemies.push(enemy); } var bullets = []; game.update = function () { player.update(); // Regenerate player health over time if (LK.ticks % 600 === 0 && player.health < 3) { // Every 10 seconds player.health += 1; updateHealthDisplay(); } enemies.forEach(function (enemy) { enemy.update(); if (player.intersects(enemy)) { player.takeDamage(); if (player.health <= 0) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } } }); bullets.forEach(function (bullet, index) { bullet.update(); if (bullet.y < 0) { bullets.splice(index, 1); } else { enemies.forEach(function (enemy, enemyIndex) { if (bullet.intersects(enemy)) { bullet.destroy(); bullets.splice(index, 1); enemy.takeDamage(); // Reduce enemy health if (enemy.health <= 0) { enemies.splice(enemyIndex, 1); if (enemies.length === 0) { LK.showYouWin(); // Show winning screen when all enemies are destroyed } else { var newEnemy = new Enemy(); // Respawn a new enemy newEnemy.x = Math.random() * 2048; newEnemy.y = Math.random() * 1000; game.addChild(newEnemy); enemies.push(newEnemy); } } } }); } }); };
===================================================================
--- original.js
+++ change.js
@@ -41,8 +41,9 @@
self.health -= 1;
if (self.health <= 0) {
self.destroy();
LK.getSound('shoot').play(); // Play sound when enemy is destroyed
+ createExplosion(self.x, self.y); // Create explosion effect
}
};
});
var Player = Container.expand(function () {
@@ -93,8 +94,21 @@
/****
* Game Code
****/
+function createExplosion(x, y) {
+ var explosion = LK.getAsset('explosion', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: x,
+ y: y
+ });
+ game.addChild(explosion);
+ LK.effects.flashObject(explosion, 0xffa500, 500); // Flash orange for 500ms
+ LK.setTimeout(function () {
+ explosion.destroy();
+ }, 500); // Destroy explosion after 500ms
+}
var healthTxt = new Text2('Health: 3', {
size: 100,
fill: 0xFFFFFF
});