User prompt
Please fix the bug: 'ReferenceError: Crystal is not defined' in or related to this line: 'var crystal = new Crystal();' Line Number: 317
User prompt
Please fix the bug: 'ReferenceError: Laser is not defined' in or related to this line: 'var laser = new Laser();' Line Number: 437
User prompt
Please fix the bug: 'ReferenceError: Alien is not defined' in or related to this line: 'var alien = new Alien();' Line Number: 425
User prompt
Please fix the bug: 'Player is not defined' in or related to this line: 'player = new Player();' Line Number: 112
User prompt
her dalga sonrası büyük bir boss gelsin
User prompt
enemies come from top to bottom and after each wave there will be 5 more enemies for the next wave
User prompt
Let the boxes falling from the enemy come towards us
User prompt
Let there be 3 roads in front of us and these enemies will come at us randomly from these roads.
User prompt
Sets the enemies to come from the opposite side of the character
Code edit (1 edits merged)
Please save this source code
User prompt
Crystal Defense: Alien Waves
Initial prompt
You are a man You can move left and right on the screen. You move with your finger or A/D keys. Aliens are coming Aliens are walking in waves from the right of the screen. They are trying to reach you. You fire automatically When the enemy approaches, your character shoots lasers at himself. Just get in a good position. When you shoot the enemies, the crystal falls You cannot pass over them. You can increase the limits with the crystal once. A new wave starts every 10 enemies The characteristics of the waves, the enemies are faster, stronger. A bonus box drops every 3 waves Go to the box → opens → gives you a random power. Objective: Stay alive as long as you can! The more waves you pass, the better.
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Alien class
var Alien = Container.expand(function () {
var self = Container.call(this);
var sprite = self.attachAsset('alien', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = sprite.width;
self.height = sprite.height;
self.speed = 2.5;
self.hp = 1;
self.isDead = false;
self.wave = 1;
self.update = function () {
// Move downwards
if (!self.isDead) {
if (typeof self.lastY === "undefined") self.lastY = self.y;
self.y += self.speed;
self.lastY = self.y;
}
};
return self;
});
// Player class
var Player = Container.expand(function () {
var self = Container.call(this);
var sprite = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = sprite.width;
self.height = sprite.height;
self.leftLimit = PLAYER_MIN_X;
self.rightLimit = PLAYER_MAX_X;
self.shootCooldown = 0;
self.powered = false;
self.powerType = null;
self.powerTimer = 0;
self.update = function () {
// Powerup timer
if (self.powered) {
self.powerTimer--;
if (self.powerTimer <= 0) {
self.powered = false;
self.powerType = null;
}
}
};
self.setPower = function (type, duration) {
self.powered = true;
self.powerType = type;
self.powerTimer = duration;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x0a0a1a
});
/****
* Game Code
****/
// Music
// Sound effects
// Bonus box
// Crystal (collectible)
// Player bullet (laser)
// Alien (enemy)
// Player
// Game constants
var GAME_WIDTH = 2048;
var GAME_HEIGHT = 2732;
var GROUND_Y = GAME_HEIGHT - 220;
var PLAYER_START_X = GAME_WIDTH / 2;
var PLAYER_START_Y = GROUND_Y;
var PLAYER_MIN_X = 160 + 40;
var PLAYER_MAX_X = GAME_WIDTH - 160 - 40;
var ENEMY_START_X_MIN = 160;
var ENEMY_START_X_MAX = GAME_WIDTH - 160;
// Define 3 fixed road X positions for aliens to spawn and move along (top to bottom)
var ROAD_X_POSITIONS = [ENEMY_START_X_MIN + Math.floor((ENEMY_START_X_MAX - ENEMY_START_X_MIN) * 0.2), ENEMY_START_X_MIN + Math.floor((ENEMY_START_X_MAX - ENEMY_START_X_MIN) * 0.5), ENEMY_START_X_MIN + Math.floor((ENEMY_START_X_MAX - ENEMY_START_X_MIN) * 0.8)];
var LASER_COOLDOWN = 18; // ticks
var LASER_COOLDOWN_RAPID = 6;
var CRYSTAL_COLLECT_DIST = 120;
var BONUS_COLLECT_DIST = 120;
var CRYSTAL_MOVE_STEP = 180; // How much movement area expands per crystal
var MAX_CRYSTALS = 8;
var WAVE_ENEMY_BASE = 10;
var WAVE_ENEMY_INC = 5; // Increase by 5 each wave
var WAVE_SPEED_INC = 0.4;
var WAVE_HP_INC = 1;
var BONUS_WAVE_INTERVAL = 3;
var POWERUP_DURATION = 360; // 6 seconds at 60fps
// Game state
var player = null;
var aliens = [];
var lasers = [];
var crystals = [];
var bonuses = [];
var dragNode = null;
var dragOffsetX = 0;
var dragOffsetY = 0;
var lastMoveX = 0;
var lastMoveY = 0;
var lastAlienSpawnTick = 0;
var wave = 1;
var enemiesLeft = 0;
var enemiesToSpawn = 0;
var enemiesKilled = 0;
var crystalsCollected = 0;
var leftLimit = PLAYER_MIN_X;
var rightLimit = PLAYER_MAX_X;
var bonusActive = false;
var bonusType = null;
var score = 0;
var scoreTxt = null;
var waveTxt = null;
var powerupTxt = null;
var gameOver = false;
var youWin = false;
// GUI
scoreTxt = new Text2('0', {
size: 120,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
waveTxt = new Text2('Wave 1', {
size: 80,
fill: 0xAAFFFF
});
waveTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(waveTxt);
waveTxt.y = 120;
powerupTxt = new Text2('', {
size: 70,
fill: 0xFFE100
});
powerupTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(powerupTxt);
powerupTxt.y = 220;
// Start music
LK.playMusic('bgmusic');
// Spawn player
player = new Player();
player.x = PLAYER_START_X;
player.y = PLAYER_START_Y;
game.addChild(player);
// Set initial movement limits
leftLimit = player.leftLimit;
rightLimit = player.rightLimit;
// Start first wave
function startWave(waveNum) {
wave = waveNum;
waveTxt.setText('Wave ' + wave);
// Boss logic: spawn boss before normal enemies, except for first wave
if (wave > 1) {
// Only one boss at a time
var boss = new Boss();
// Pick a random road for the boss to spawn on (X position)
var roadIdx = randInt(0, ROAD_X_POSITIONS.length - 1);
boss.x = ROAD_X_POSITIONS[roadIdx];
boss.y = -boss.height / 2;
boss.wave = wave;
boss.speed = 2.2 + (wave - 2) * 0.25;
boss.hp = 12 + (wave - 2) * 6;
aliens.push(boss);
game.addChild(boss);
enemiesToSpawn = 0; // Don't spawn normal enemies until boss is defeated
enemiesLeft = 1;
lastAlienSpawnTick = LK.ticks;
return;
}
enemiesToSpawn = WAVE_ENEMY_BASE + (wave - 1) * WAVE_ENEMY_INC;
enemiesLeft = enemiesToSpawn;
lastAlienSpawnTick = LK.ticks;
}
startWave(1);
// Utility: clamp
function clamp(val, min, max) {
if (val < min) return min;
if (val > max) return max;
return val;
}
// Utility: random int
function randInt(min, max) {
return min + Math.floor(Math.random() * (max - min + 1));
}
// Utility: random powerup
function randomPowerup() {
var arr = ['rapid', 'pierce', 'shield'];
return arr[randInt(0, arr.length - 1)];
}
// Handle movement (dragging)
function handleMove(x, y, obj) {
if (dragNode === player) {
// Clamp to current movement limits
var newX = clamp(x, leftLimit, rightLimit);
player.x = newX;
lastMoveX = newX;
lastMoveY = player.y;
}
}
game.move = handleMove;
game.down = function (x, y, obj) {
// Only allow drag if touch/click is on player or below
if (y > GROUND_Y - 200) {
dragNode = player;
handleMove(x, y, obj);
}
};
game.up = function (x, y, obj) {
dragNode = null;
};
// Main game update
game.update = function () {
if (gameOver || youWin) return;
// Player update (powerup timer)
player.update();
// Aliens update
for (var i = aliens.length - 1; i >= 0; i--) {
var alien = aliens[i];
alien.update();
// Check if alien reached bottom edge (player dies)
if (alien.y > GAME_HEIGHT + alien.height / 2) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
gameOver = true;
return;
}
// Check collision with player (if shielded, destroy alien)
if (player.powered && player.powerType === 'shield' && alien.intersects(player)) {
LK.getSound('alien_die').play();
LK.effects.flashObject(alien, 0x00eaff, 400);
alien.isDead = true;
aliens.splice(i, 1);
alien.destroy();
continue;
}
}
// Lasers update
for (var i = lasers.length - 1; i >= 0; i--) {
var laser = lasers[i];
laser.update();
// Remove if off screen
if (laser.y < -100) {
lasers.splice(i, 1);
laser.destroy();
continue;
}
// Check collision with aliens
var hit = false;
for (var j = aliens.length - 1; j >= 0; j--) {
var alien = aliens[j];
if (!alien.isDead && laser.intersects(alien)) {
alien.hp -= player.powered && player.powerType === 'pierce' ? 2 : 1;
if (alien.hp <= 0) {
// Alien dies
LK.getSound('alien_die').play();
LK.effects.flashObject(alien, 0xff0000, 400);
alien.isDead = true;
// Drop crystal
var crystal = new Crystal();
crystal.x = alien.x;
crystal.y = alien.y;
crystals.push(crystal);
game.addChild(crystal);
// Remove alien
aliens.splice(j, 1);
alien.destroy();
enemiesLeft--;
enemiesKilled++;
score += 10;
scoreTxt.setText(score);
// New wave?
if (enemiesLeft <= 0) {
// If a boss was just defeated, start the normal enemies for this wave
var bossPresent = false;
for (var k = 0; k < aliens.length; k++) {
if (aliens[k] instanceof Boss) {
bossPresent = true;
break;
}
}
if (bossPresent) {
// Wait until boss is gone
} else if (enemiesToSpawn === 0 && wave > 1) {
// Now spawn the normal enemies for this wave
enemiesToSpawn = WAVE_ENEMY_BASE + (wave - 1) * WAVE_ENEMY_INC;
enemiesLeft = enemiesToSpawn;
lastAlienSpawnTick = LK.ticks;
// Bonus box every BONUS_WAVE_INTERVAL
if (wave % BONUS_WAVE_INTERVAL === 0) {
var bonus = new BonusBox();
bonus.x = randInt(leftLimit + 100, rightLimit - 100);
bonus.y = randInt(ENEMY_START_Y_MIN + 100, ENEMY_START_Y_MAX - 100);
bonus.type = randomPowerup();
bonuses.push(bonus);
game.addChild(bonus);
}
} else {
// End of normal enemies, start next wave (boss will spawn in startWave)
if (wave % BONUS_WAVE_INTERVAL === 0) {
var bonus = new BonusBox();
bonus.x = randInt(leftLimit + 100, rightLimit - 100);
bonus.y = randInt(ENEMY_START_Y_MIN + 100, ENEMY_START_Y_MAX - 100);
bonus.type = randomPowerup();
bonuses.push(bonus);
game.addChild(bonus);
}
startWave(wave + 1);
}
}
}
hit = true;
if (!(player.powered && player.powerType === 'pierce')) break;
}
}
if (hit && !(player.powered && player.powerType === 'pierce')) {
lasers.splice(i, 1);
laser.destroy();
}
}
// Crystals update
for (var i = crystals.length - 1; i >= 0; i--) {
var crystal = crystals[i];
// If player close enough, collect
var dx = player.x - crystal.x;
var dy = player.y - crystal.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist < CRYSTAL_COLLECT_DIST) {
LK.getSound('crystal_get').play();
LK.effects.flashObject(crystal, 0x00eaff, 400);
crystals.splice(i, 1);
crystal.destroy();
// Expand movement area
if (crystalsCollected < MAX_CRYSTALS) {
leftLimit = Math.max(PLAYER_MIN_X - (crystalsCollected + 1) * CRYSTAL_MOVE_STEP, 80 + player.width / 2);
rightLimit = Math.min(PLAYER_MAX_X + (crystalsCollected + 1) * CRYSTAL_MOVE_STEP, GAME_WIDTH - 80 - player.width / 2);
crystalsCollected++;
}
}
}
// Bonus boxes update
for (var i = bonuses.length - 1; i >= 0; i--) {
var bonus = bonuses[i];
var dx = player.x - bonus.x;
var dy = player.y - bonus.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist < BONUS_COLLECT_DIST) {
LK.getSound('bonus_get').play();
LK.effects.flashObject(bonus, 0xffe100, 400);
bonuses.splice(i, 1);
bonus.destroy();
// Grant powerup
player.setPower(bonus.type, POWERUP_DURATION);
if (bonus.type === 'rapid') {
powerupTxt.setText('Rapid Fire!');
} else if (bonus.type === 'pierce') {
powerupTxt.setText('Piercing Shots!');
} else if (bonus.type === 'shield') {
powerupTxt.setText('Shield!');
}
}
}
// Powerup text timer
if (player.powered) {
powerupTxt.alpha = 1;
} else {
if (powerupTxt.alpha > 0) {
powerupTxt.alpha -= 0.04;
if (powerupTxt.alpha < 0) powerupTxt.alpha = 0;
}
powerupTxt.setText('');
}
// Player auto-fire
var cooldown = player.powered && player.powerType === 'rapid' ? LASER_COOLDOWN_RAPID : LASER_COOLDOWN;
if (player.shootCooldown > 0) player.shootCooldown--;
// Find nearest alien in range
var nearestAlien = null;
var minDist = 99999;
for (var i = 0; i < aliens.length; i++) {
var alien = aliens[i];
var dx = alien.x - player.x;
var dy = alien.y - player.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dy > 0) continue; // Only shoot aliens above the player
if (dist < minDist) {
minDist = dist;
nearestAlien = alien;
}
}
if (nearestAlien && player.shootCooldown <= 0) {
// Fire laser
var laser = new Laser();
laser.x = player.x;
laser.y = player.y - player.height / 2 + 10;
if (player.powered && player.powerType === 'pierce') {
laser.pierce = true;
}
lasers.push(laser);
game.addChild(laser);
player.shootCooldown = cooldown;
LK.getSound('laser_shoot').play();
}
// Spawn aliens for current wave
if (enemiesToSpawn > 0 && LK.ticks - lastAlienSpawnTick > 24) {
var alien = new Alien();
// Pick a random road for the alien to spawn on (X position)
var roadIdx = randInt(0, ROAD_X_POSITIONS.length - 1);
alien.x = ROAD_X_POSITIONS[roadIdx];
alien.y = -alien.height / 2;
alien.wave = wave;
alien.speed = 2.5 + (wave - 1) * WAVE_SPEED_INC;
alien.hp = 1 + Math.floor((wave - 1) * WAVE_HP_INC / 2);
aliens.push(alien);
game.addChild(alien);
enemiesToSpawn--;
lastAlienSpawnTick = LK.ticks;
}
}; ===================================================================
--- original.js
+++ change.js
@@ -5,8 +5,31 @@
/****
* Classes
****/
+// Alien class
+var Alien = Container.expand(function () {
+ var self = Container.call(this);
+ var sprite = self.attachAsset('alien', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.width = sprite.width;
+ self.height = sprite.height;
+ self.speed = 2.5;
+ self.hp = 1;
+ self.isDead = false;
+ self.wave = 1;
+ self.update = function () {
+ // Move downwards
+ if (!self.isDead) {
+ if (typeof self.lastY === "undefined") self.lastY = self.y;
+ self.y += self.speed;
+ self.lastY = self.y;
+ }
+ };
+ return self;
+});
// Player class
var Player = Container.expand(function () {
var self = Container.call(this);
var sprite = self.attachAsset('player', {
@@ -48,16 +71,16 @@
/****
* Game Code
****/
-// Game constants
-// Player
-// Alien (enemy)
-// Player bullet (laser)
-// Crystal (collectible)
-// Bonus box
-// Sound effects
// Music
+// Sound effects
+// Bonus box
+// Crystal (collectible)
+// Player bullet (laser)
+// Alien (enemy)
+// Player
+// Game constants
var GAME_WIDTH = 2048;
var GAME_HEIGHT = 2732;
var GROUND_Y = GAME_HEIGHT - 220;
var PLAYER_START_X = GAME_WIDTH / 2;
A triangular spaceship. In-Game asset. 2d. High contrast. No shadows
alien creature drawing. In-Game asset. 2d. High contrast. No shadows
alien creature drawing. In-Game asset. 2d. High contrast. No shadows
alien creature drawing. In-Game asset. 2d. High contrast. No shadows
alien creature drawing. In-Game asset. 2d. High contrast. No shadows
blue crystal. In-Game asset. 2d. High contrast. No shadows
draw thick long laser bullet. In-Game asset. 2d. High contrast. No shadows
remove bonus text
spaceship. In-Game asset. 2d. High contrast. No shadows