User prompt
When the player collects 10 crystals, a wave will be added and a blank will come in each wave
User prompt
Slightly decrease the player's shooting speed
User prompt
halve player's firing speed
User prompt
move the crystal icon to the top left
User prompt
Have the crystal icon in the upper left corner and count the crystals
User prompt
Let's keep the crystal and just remove the score
User prompt
let's remove the score
User prompt
Let's take the score above to the left and when we reach the crystal character, the score will be taken and there will be a crystal icon next to it.
User prompt
Keep the player's firing speed constant at normal speed
User prompt
When the player first starts, set the firing speed to 0.10
User prompt
Let the player's shooting speed be 0.15
User prompt
The player's firing speed should be 0.25 and increase by 0.1 with each crystal
User prompt
Let the player's shooting speed be 0.5
User prompt
Let there be a wave in every 20 aliens
User prompt
Have the player fire slowly when starting
User prompt
Have the player fire slowly when they start and gradually speed up as they collect crystals
User prompt
If the player is touched by an alien, he dies.
User prompt
Move on to the next wave when 10 aliens are killed
User prompt
Every 10 aliens die, move on to the next wave
User prompt
Every 20 aliens killed, move on to the next wave
User prompt
Every 20 enemies killed, move on to the next wave
User prompt
There should be a wave every 20 enemies and an empty wave after each wave.
User prompt
Make sure that the crystals that fall from enemies come to the character
User prompt
Let the bonuses dropped from the enemies come to the character
User prompt
Please fix the bug: 'ReferenceError: Boss is not defined' in or related to this line: 'var boss = new Boss();' Line Number: 219
/**** * 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; }); // Boss class var Boss = Container.expand(function () { var self = Container.call(this); // Use the alien asset for the boss, but scale up and tint for distinction var sprite = self.attachAsset('alien', { anchorX: 0.5, anchorY: 0.5 }); sprite.scaleX = 2.2; sprite.scaleY = 2.2; sprite.tint = 0xff4444; self.width = sprite.width * sprite.scaleX; self.height = sprite.height * sprite.scaleY; self.speed = 2.2; self.hp = 20; self.isDead = false; self.wave = 1; self.update = function () { if (!self.isDead) { if (typeof self.lastY === "undefined") self.lastY = self.y; self.y += self.speed; self.lastY = self.y; } }; return self; }); // Crystal class var Crystal = Container.expand(function () { var self = Container.call(this); var sprite = self.attachAsset('crystal', { anchorX: 0.5, anchorY: 0.5 }); self.width = sprite.width; self.height = sprite.height; // Crystals are static, but you could add animation or effects here if needed return self; }); // Laser class var Laser = Container.expand(function () { var self = Container.call(this); var sprite = self.attachAsset('laser', { anchorX: 0.5, anchorY: 0.5 }); self.width = sprite.width; self.height = sprite.height; self.speed = -28; self.pierce = false; self.update = function () { 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_BASE = 9; // ticks, slowest (0.15 shots/sec at 60fps) var LASER_COOLDOWN_PER_CRYSTAL = 6; // ticks to reduce per crystal (0.1 shots/sec faster per crystal) var LASER_COOLDOWN_MIN = 5; // ticks, fastest 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 waveTxt = null; var powerupTxt = null; var gameOver = false; var youWin = false; // GUI // Crystal icon and count var crystalIcon = LK.getAsset('crystal', { anchorX: 0, anchorY: 0 }); // Place icon at top left, leaving 10px margin for platform menu crystalIcon.x = 110; crystalIcon.y = 10; crystalIcon.width = 80; crystalIcon.height = 80; LK.gui.topLeft.addChild(crystalIcon); var crystalCountTxt = new Text2('0', { size: 70, fill: 0x00eaff }); crystalCountTxt.anchor.set(0, 0.5); crystalCountTxt.x = crystalIcon.x + crystalIcon.width + 24; crystalCountTxt.y = crystalIcon.y + crystalIcon.height / 2; LK.gui.topLeft.addChild(crystalCountTxt); 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; // Set initial shoot cooldown so player fires at 0.10 (6 ticks between shots) when starting player.shootCooldown = 6; // Start first wave // Add: empty wave logic var isEmptyWave = false; function startWave(waveNum) { wave = waveNum; // Every 20 enemies, insert an empty wave after a normal wave // We use isEmptyWave to track if the current wave is an empty wave if (!isEmptyWave && (wave - 1) % 2 === 0 && Math.floor((WAVE_ENEMY_BASE + (wave - 1) * WAVE_ENEMY_INC) / 20) > 0) { // After every 20 enemies, insert an empty wave isEmptyWave = true; waveTxt.setText('Wave ' + wave + ' (Rest)'); enemiesToSpawn = 0; enemiesLeft = 0; lastAlienSpawnTick = LK.ticks; return; } isEmptyWave = false; 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; } // If not shielded, player dies if touched by an alien if ((!player.powered || player.powerType !== 'shield') && alien.intersects(player)) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); gameOver = true; return; } } // 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++; // 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) // Move on to the next wave when 20 aliens are killed if (enemiesKilled > 0 && enemiesKilled % 20 === 0) { startWave(wave + 1); } else { 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]; // Move crystal toward player var dx = player.x - crystal.x; var dy = player.y - crystal.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 1) { // Move a fraction toward the player (speed: 14px per frame, capped at distance) var moveDist = Math.min(14, dist); crystal.x += dx / dist * moveDist; crystal.y += dy / dist * moveDist; } 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++; } crystalCountTxt.setText(crystalsCollected + ""); } } // If this is an empty wave, and there are no enemies to spawn or kill, start the next wave after a short delay if (typeof isEmptyWave !== "undefined" && isEmptyWave && enemiesToSpawn === 0 && enemiesLeft === 0 && aliens.length === 0) { // Use a static property to avoid multiple triggers if (!game._emptyWaveDelay) { game._emptyWaveDelay = 30; // half a second at 60fps } game._emptyWaveDelay--; if (game._emptyWaveDelay <= 0) { game._emptyWaveDelay = null; startWave(wave + 1); } } // Bonus boxes update for (var i = bonuses.length - 1; i >= 0; i--) { var bonus = bonuses[i]; // Move bonus toward player var dx = player.x - bonus.x; var dy = player.y - bonus.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 1) { // Move a fraction toward the player (speed: 18px per frame, capped at distance) var moveDist = Math.min(18, dist); bonus.x += dx / dist * moveDist; bonus.y += dy / dist * moveDist; } 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 // Firing speed is always normal unless rapid powerup is active var cooldown; // Slightly decrease shooting speed by increasing cooldown by 2 ticks if (player.powered && player.powerType === 'rapid') { cooldown = LASER_COOLDOWN_RAPID * 2 + 2; } else { cooldown = LASER_COOLDOWN_BASE * 2 + 2; } 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
@@ -508,12 +508,13 @@
}
// Player auto-fire
// Firing speed is always normal unless rapid powerup is active
var cooldown;
+ // Slightly decrease shooting speed by increasing cooldown by 2 ticks
if (player.powered && player.powerType === 'rapid') {
- cooldown = LASER_COOLDOWN_RAPID * 2;
+ cooldown = LASER_COOLDOWN_RAPID * 2 + 2;
} else {
- cooldown = LASER_COOLDOWN_BASE * 2;
+ cooldown = LASER_COOLDOWN_BASE * 2 + 2;
}
if (player.shootCooldown > 0) player.shootCooldown--;
// Find nearest alien in range
var nearestAlien = null;
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