User prompt
make 5 lives for you spaceship person
User prompt
make so not just all enemies are bombing and center everything
User prompt
generate a game sound and make the enemies are different colors of blue, red, green, and yellow and home screen for adjusting the Game Settings by the player speed-adjusts the speed of 1x to 12x by shooting, and the enemies-adjusts the bombing rate and speed of 1x to 12x ↪💡 Consider importing and using the following plugins: @upit/storage.v1
Code edit (1 edits merged)
Please save this source code
User prompt
SPACE GALAGA
Initial prompt
Generate a game called SPACE GALAGA a game of Galaga
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Enemy = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.formationX = 0;
self.formationY = 0;
self.isDiving = false;
self.diveSpeed = 4;
self.moveSpeed = 2;
self.shootTimer = 0;
self.shootDelay = Math.random() * 120 + 60;
self.update = function () {
if (self.isDiving) {
self.y += self.diveSpeed;
self.x += Math.sin(self.y * 0.02) * 3;
} else {
// Formation movement
var targetX = self.formationX + Math.sin(LK.ticks * 0.02) * 50;
var targetY = self.formationY + Math.sin(LK.ticks * 0.01) * 20;
self.x += (targetX - self.x) * 0.1;
self.y += (targetY - self.y) * 0.1;
}
// Shooting logic
self.shootTimer++;
if (self.shootTimer >= self.shootDelay) {
self.shootTimer = 0;
self.shootDelay = Math.random() * 180 + 90;
var bullet = new EnemyBullet();
bullet.x = self.x;
bullet.y = self.y + 30;
bullet.lastY = bullet.y;
enemyBullets.push(bullet);
game.addChild(bullet);
}
// Random dive attack
if (!self.isDiving && Math.random() < 0.001) {
self.isDiving = true;
self.shootDelay = 30; // Shoot more frequently when diving
}
};
return self;
});
var EnemyBullet = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('enemyBullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 8;
self.update = function () {
self.y += self.speed;
};
return self;
});
var Player = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('playerShip', {
anchorX: 0.5,
anchorY: 0.5
});
self.shootTimer = 0;
self.shootDelay = 15;
self.isDead = false;
self.update = function () {
if (self.isDead) return;
self.shootTimer++;
if (self.shootTimer >= self.shootDelay && isShooting) {
self.shootTimer = 0;
var bullet = new PlayerBullet();
bullet.x = self.x;
bullet.y = self.y - 30;
bullet.lastY = bullet.y;
playerBullets.push(bullet);
game.addChild(bullet);
LK.getSound('shoot').play();
}
};
return self;
});
var PlayerBullet = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('playerBullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -12;
self.update = function () {
self.y += self.speed;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000011
});
/****
* Game Code
****/
var player;
var enemies = [];
var playerBullets = [];
var enemyBullets = [];
var dragNode = null;
var isShooting = false;
var waveTimer = 0;
var waveDelay = 300;
var currentWave = 1;
var gameSpeed = 1;
// Create score display
var scoreTxt = new Text2('0', {
size: 80,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Create wave indicator
var waveTxt = new Text2('WAVE 1', {
size: 60,
fill: 0x00FFFF
});
waveTxt.anchor.set(0, 0);
waveTxt.x = 50;
waveTxt.y = 50;
LK.gui.topLeft.addChild(waveTxt);
// Initialize player
player = new Player();
player.x = 1024;
player.y = 2500;
game.addChild(player);
function spawnEnemyWave() {
var enemiesPerRow = 8;
var rows = 4;
var startX = 200;
var startY = 200;
var spacingX = 200;
var spacingY = 120;
for (var row = 0; row < rows; row++) {
for (var col = 0; col < enemiesPerRow; col++) {
var enemy = new Enemy();
enemy.x = startX + col * spacingX;
enemy.y = startY + row * spacingY;
enemy.formationX = enemy.x;
enemy.formationY = enemy.y;
enemies.push(enemy);
game.addChild(enemy);
}
}
}
function handleMove(x, y, obj) {
if (dragNode && !player.isDead) {
dragNode.x = Math.max(40, Math.min(2008, x));
}
}
game.move = handleMove;
game.down = function (x, y, obj) {
if (!player.isDead) {
dragNode = player;
isShooting = true;
handleMove(x, y, obj);
}
};
game.up = function (x, y, obj) {
dragNode = null;
isShooting = false;
};
// Spawn initial wave
spawnEnemyWave();
game.update = function () {
if (player.isDead) return;
// Update wave timer
waveTimer++;
// Check if all enemies are destroyed
if (enemies.length === 0) {
if (waveTimer >= waveDelay) {
currentWave++;
gameSpeed += 0.2;
waveTimer = 0;
waveTxt.setText('WAVE ' + currentWave);
spawnEnemyWave();
}
}
// Handle player bullets
for (var i = playerBullets.length - 1; i >= 0; i--) {
var bullet = playerBullets[i];
if (bullet.lastY === undefined) bullet.lastY = bullet.y;
// Remove bullets that go off screen
if (bullet.lastY >= -30 && bullet.y < -30) {
bullet.destroy();
playerBullets.splice(i, 1);
continue;
}
// Check collision with enemies
var hitEnemy = false;
for (var j = enemies.length - 1; j >= 0; j--) {
var enemy = enemies[j];
if (bullet.intersects(enemy)) {
// Award more points for diving enemies
var points = enemy.isDiving ? 200 : 100;
LK.setScore(LK.getScore() + points);
scoreTxt.setText(LK.getScore());
LK.getSound('enemyHit').play();
LK.effects.flashObject(enemy, 0xffffff, 200);
enemy.destroy();
enemies.splice(j, 1);
bullet.destroy();
playerBullets.splice(i, 1);
hitEnemy = true;
break;
}
}
if (!hitEnemy) {
bullet.lastY = bullet.y;
}
}
// Handle enemy bullets
for (var i = enemyBullets.length - 1; i >= 0; i--) {
var bullet = enemyBullets[i];
if (bullet.lastY === undefined) bullet.lastY = bullet.y;
// Remove bullets that go off screen
if (bullet.lastY <= 2762 && bullet.y > 2762) {
bullet.destroy();
enemyBullets.splice(i, 1);
continue;
}
// Check collision with player
if (bullet.intersects(player) && !player.isDead) {
player.isDead = true;
LK.getSound('playerHit').play();
LK.effects.flashScreen(0xff0000, 1000);
tween(player, {
alpha: 0
}, {
duration: 500,
onFinish: function onFinish() {
LK.showGameOver();
}
});
bullet.destroy();
enemyBullets.splice(i, 1);
continue;
}
bullet.lastY = bullet.y;
}
// Remove enemies that fly off screen during dive attacks
for (var i = enemies.length - 1; i >= 0; i--) {
var enemy = enemies[i];
if (enemy.isDiving && enemy.y > 2800) {
enemy.destroy();
enemies.splice(i, 1);
}
}
// Check if player collides with any enemy
if (!player.isDead) {
for (var i = 0; i < enemies.length; i++) {
var enemy = enemies[i];
if (player.intersects(enemy)) {
player.isDead = true;
LK.getSound('playerHit').play();
LK.effects.flashScreen(0xff0000, 1000);
tween(player, {
alpha: 0
}, {
duration: 500,
onFinish: function onFinish() {
LK.showGameOver();
}
});
break;
}
}
}
}; ===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,286 @@
-/****
+/****
+* Plugins
+****/
+var tween = LK.import("@upit/tween.v1");
+
+/****
+* Classes
+****/
+var Enemy = Container.expand(function () {
+ var self = Container.call(this);
+ var graphics = self.attachAsset('enemy', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.formationX = 0;
+ self.formationY = 0;
+ self.isDiving = false;
+ self.diveSpeed = 4;
+ self.moveSpeed = 2;
+ self.shootTimer = 0;
+ self.shootDelay = Math.random() * 120 + 60;
+ self.update = function () {
+ if (self.isDiving) {
+ self.y += self.diveSpeed;
+ self.x += Math.sin(self.y * 0.02) * 3;
+ } else {
+ // Formation movement
+ var targetX = self.formationX + Math.sin(LK.ticks * 0.02) * 50;
+ var targetY = self.formationY + Math.sin(LK.ticks * 0.01) * 20;
+ self.x += (targetX - self.x) * 0.1;
+ self.y += (targetY - self.y) * 0.1;
+ }
+ // Shooting logic
+ self.shootTimer++;
+ if (self.shootTimer >= self.shootDelay) {
+ self.shootTimer = 0;
+ self.shootDelay = Math.random() * 180 + 90;
+ var bullet = new EnemyBullet();
+ bullet.x = self.x;
+ bullet.y = self.y + 30;
+ bullet.lastY = bullet.y;
+ enemyBullets.push(bullet);
+ game.addChild(bullet);
+ }
+ // Random dive attack
+ if (!self.isDiving && Math.random() < 0.001) {
+ self.isDiving = true;
+ self.shootDelay = 30; // Shoot more frequently when diving
+ }
+ };
+ return self;
+});
+var EnemyBullet = Container.expand(function () {
+ var self = Container.call(this);
+ var graphics = self.attachAsset('enemyBullet', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 8;
+ self.update = function () {
+ self.y += self.speed;
+ };
+ return self;
+});
+var Player = Container.expand(function () {
+ var self = Container.call(this);
+ var graphics = self.attachAsset('playerShip', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.shootTimer = 0;
+ self.shootDelay = 15;
+ self.isDead = false;
+ self.update = function () {
+ if (self.isDead) return;
+ self.shootTimer++;
+ if (self.shootTimer >= self.shootDelay && isShooting) {
+ self.shootTimer = 0;
+ var bullet = new PlayerBullet();
+ bullet.x = self.x;
+ bullet.y = self.y - 30;
+ bullet.lastY = bullet.y;
+ playerBullets.push(bullet);
+ game.addChild(bullet);
+ LK.getSound('shoot').play();
+ }
+ };
+ return self;
+});
+var PlayerBullet = Container.expand(function () {
+ var self = Container.call(this);
+ var graphics = self.attachAsset('playerBullet', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = -12;
+ self.update = function () {
+ self.y += self.speed;
+ };
+ return self;
+});
+
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000
-});
\ No newline at end of file
+ backgroundColor: 0x000011
+});
+
+/****
+* Game Code
+****/
+var player;
+var enemies = [];
+var playerBullets = [];
+var enemyBullets = [];
+var dragNode = null;
+var isShooting = false;
+var waveTimer = 0;
+var waveDelay = 300;
+var currentWave = 1;
+var gameSpeed = 1;
+// Create score display
+var scoreTxt = new Text2('0', {
+ size: 80,
+ fill: 0xFFFFFF
+});
+scoreTxt.anchor.set(0.5, 0);
+LK.gui.top.addChild(scoreTxt);
+// Create wave indicator
+var waveTxt = new Text2('WAVE 1', {
+ size: 60,
+ fill: 0x00FFFF
+});
+waveTxt.anchor.set(0, 0);
+waveTxt.x = 50;
+waveTxt.y = 50;
+LK.gui.topLeft.addChild(waveTxt);
+// Initialize player
+player = new Player();
+player.x = 1024;
+player.y = 2500;
+game.addChild(player);
+function spawnEnemyWave() {
+ var enemiesPerRow = 8;
+ var rows = 4;
+ var startX = 200;
+ var startY = 200;
+ var spacingX = 200;
+ var spacingY = 120;
+ for (var row = 0; row < rows; row++) {
+ for (var col = 0; col < enemiesPerRow; col++) {
+ var enemy = new Enemy();
+ enemy.x = startX + col * spacingX;
+ enemy.y = startY + row * spacingY;
+ enemy.formationX = enemy.x;
+ enemy.formationY = enemy.y;
+ enemies.push(enemy);
+ game.addChild(enemy);
+ }
+ }
+}
+function handleMove(x, y, obj) {
+ if (dragNode && !player.isDead) {
+ dragNode.x = Math.max(40, Math.min(2008, x));
+ }
+}
+game.move = handleMove;
+game.down = function (x, y, obj) {
+ if (!player.isDead) {
+ dragNode = player;
+ isShooting = true;
+ handleMove(x, y, obj);
+ }
+};
+game.up = function (x, y, obj) {
+ dragNode = null;
+ isShooting = false;
+};
+// Spawn initial wave
+spawnEnemyWave();
+game.update = function () {
+ if (player.isDead) return;
+ // Update wave timer
+ waveTimer++;
+ // Check if all enemies are destroyed
+ if (enemies.length === 0) {
+ if (waveTimer >= waveDelay) {
+ currentWave++;
+ gameSpeed += 0.2;
+ waveTimer = 0;
+ waveTxt.setText('WAVE ' + currentWave);
+ spawnEnemyWave();
+ }
+ }
+ // Handle player bullets
+ for (var i = playerBullets.length - 1; i >= 0; i--) {
+ var bullet = playerBullets[i];
+ if (bullet.lastY === undefined) bullet.lastY = bullet.y;
+ // Remove bullets that go off screen
+ if (bullet.lastY >= -30 && bullet.y < -30) {
+ bullet.destroy();
+ playerBullets.splice(i, 1);
+ continue;
+ }
+ // Check collision with enemies
+ var hitEnemy = false;
+ for (var j = enemies.length - 1; j >= 0; j--) {
+ var enemy = enemies[j];
+ if (bullet.intersects(enemy)) {
+ // Award more points for diving enemies
+ var points = enemy.isDiving ? 200 : 100;
+ LK.setScore(LK.getScore() + points);
+ scoreTxt.setText(LK.getScore());
+ LK.getSound('enemyHit').play();
+ LK.effects.flashObject(enemy, 0xffffff, 200);
+ enemy.destroy();
+ enemies.splice(j, 1);
+ bullet.destroy();
+ playerBullets.splice(i, 1);
+ hitEnemy = true;
+ break;
+ }
+ }
+ if (!hitEnemy) {
+ bullet.lastY = bullet.y;
+ }
+ }
+ // Handle enemy bullets
+ for (var i = enemyBullets.length - 1; i >= 0; i--) {
+ var bullet = enemyBullets[i];
+ if (bullet.lastY === undefined) bullet.lastY = bullet.y;
+ // Remove bullets that go off screen
+ if (bullet.lastY <= 2762 && bullet.y > 2762) {
+ bullet.destroy();
+ enemyBullets.splice(i, 1);
+ continue;
+ }
+ // Check collision with player
+ if (bullet.intersects(player) && !player.isDead) {
+ player.isDead = true;
+ LK.getSound('playerHit').play();
+ LK.effects.flashScreen(0xff0000, 1000);
+ tween(player, {
+ alpha: 0
+ }, {
+ duration: 500,
+ onFinish: function onFinish() {
+ LK.showGameOver();
+ }
+ });
+ bullet.destroy();
+ enemyBullets.splice(i, 1);
+ continue;
+ }
+ bullet.lastY = bullet.y;
+ }
+ // Remove enemies that fly off screen during dive attacks
+ for (var i = enemies.length - 1; i >= 0; i--) {
+ var enemy = enemies[i];
+ if (enemy.isDiving && enemy.y > 2800) {
+ enemy.destroy();
+ enemies.splice(i, 1);
+ }
+ }
+ // Check if player collides with any enemy
+ if (!player.isDead) {
+ for (var i = 0; i < enemies.length; i++) {
+ var enemy = enemies[i];
+ if (player.intersects(enemy)) {
+ player.isDead = true;
+ LK.getSound('playerHit').play();
+ LK.effects.flashScreen(0xff0000, 1000);
+ tween(player, {
+ alpha: 0
+ }, {
+ duration: 500,
+ onFinish: function onFinish() {
+ LK.showGameOver();
+ }
+ });
+ break;
+ }
+ }
+ }
+};
\ No newline at end of file