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"); var storage = LK.import("@upit/storage.v1", { playerSpeed: 1, enemySpeed: 1 }); /**** * Classes ****/ var Enemy = Container.expand(function (enemyType) { var self = Container.call(this); self.enemyType = enemyType || 'enemy'; var assetName = self.enemyType; var graphics = self.attachAsset(assetName, { anchorX: 0.5, anchorY: 0.5 }); self.formationX = 0; self.formationY = 0; self.isDiving = false; self.diveSpeed = 4 * (storage.enemySpeed || 1); self.moveSpeed = 2 * (storage.enemySpeed || 1); 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) / (storage.enemySpeed || 1); 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 = Math.max(1, Math.floor(15 / (storage.playerSpeed || 1))); 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; }); var SettingsMenu = Container.expand(function () { var self = Container.call(this); // Background var bg = LK.getAsset('enemy', { anchorX: 0.5, anchorY: 0.5, scaleX: 20, scaleY: 30 }); bg.alpha = 0.8; self.addChild(bg); // Title var titleTxt = new Text2('GAME SETTINGS', { size: 100, fill: 0xFFFFFF }); titleTxt.anchor.set(0.5, 0.5); titleTxt.y = -400; self.addChild(titleTxt); // Player Speed Controls var playerSpeedTxt = new Text2('PLAYER SPEED: ' + (storage.playerSpeed || 1) + 'x', { size: 60, fill: 0x00FFFF }); playerSpeedTxt.anchor.set(0.5, 0.5); playerSpeedTxt.y = -200; self.addChild(playerSpeedTxt); var playerMinusBtn = self.addChild(LK.getAsset('speedButton', { anchorX: 0.5, anchorY: 0.5 })); playerMinusBtn.x = -150; playerMinusBtn.y = -100; var playerMinusTxt = new Text2('-', { size: 60, fill: 0xFFFFFF }); playerMinusTxt.anchor.set(0.5, 0.5); playerMinusBtn.addChild(playerMinusTxt); var playerPlusBtn = self.addChild(LK.getAsset('speedButton', { anchorX: 0.5, anchorY: 0.5 })); playerPlusBtn.x = 150; playerPlusBtn.y = -100; var playerPlusTxt = new Text2('+', { size: 60, fill: 0xFFFFFF }); playerPlusTxt.anchor.set(0.5, 0.5); playerPlusBtn.addChild(playerPlusTxt); // Enemy Speed Controls var enemySpeedTxt = new Text2('ENEMY SPEED: ' + (storage.enemySpeed || 1) + 'x', { size: 60, fill: 0xFF4444 }); enemySpeedTxt.anchor.set(0.5, 0.5); enemySpeedTxt.y = 100; self.addChild(enemySpeedTxt); var enemyMinusBtn = self.addChild(LK.getAsset('speedButton', { anchorX: 0.5, anchorY: 0.5 })); enemyMinusBtn.x = -150; enemyMinusBtn.y = 200; var enemyMinusTxt = new Text2('-', { size: 60, fill: 0xFFFFFF }); enemyMinusTxt.anchor.set(0.5, 0.5); enemyMinusBtn.addChild(enemyMinusTxt); var enemyPlusBtn = self.addChild(LK.getAsset('speedButton', { anchorX: 0.5, anchorY: 0.5 })); enemyPlusBtn.x = 150; enemyPlusBtn.y = 200; var enemyPlusTxt = new Text2('+', { size: 60, fill: 0xFFFFFF }); enemyPlusTxt.anchor.set(0.5, 0.5); enemyPlusBtn.addChild(enemyPlusTxt); // Close Button var closeBtn = self.addChild(LK.getAsset('speedButton', { anchorX: 0.5, anchorY: 0.5 })); closeBtn.x = 0; closeBtn.y = 350; var closeTxt = new Text2('CLOSE', { size: 50, fill: 0xFFFFFF }); closeTxt.anchor.set(0.5, 0.5); closeBtn.addChild(closeTxt); // Button handlers playerMinusBtn.down = function () { LK.getSound('buttonClick').play(); storage.playerSpeed = Math.max(1, (storage.playerSpeed || 1) - 1); playerSpeedTxt.setText('PLAYER SPEED: ' + storage.playerSpeed + 'x'); }; playerPlusBtn.down = function () { LK.getSound('buttonClick').play(); storage.playerSpeed = Math.min(12, (storage.playerSpeed || 1) + 1); playerSpeedTxt.setText('PLAYER SPEED: ' + storage.playerSpeed + 'x'); }; enemyMinusBtn.down = function () { LK.getSound('buttonClick').play(); storage.enemySpeed = Math.max(1, (storage.enemySpeed || 1) - 1); enemySpeedTxt.setText('ENEMY SPEED: ' + storage.enemySpeed + 'x'); }; enemyPlusBtn.down = function () { LK.getSound('buttonClick').play(); storage.enemySpeed = Math.min(12, (storage.enemySpeed || 1) + 1); enemySpeedTxt.setText('ENEMY SPEED: ' + storage.enemySpeed + 'x'); }; closeBtn.down = function () { LK.getSound('buttonClick').play(); settingsMenu.visible = false; gameIsPaused = false; }; 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; var settingsMenu = null; var gameIsPaused = false; var settingsButton = null; // 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); // Create settings button (avoiding top-left 100x100 area) settingsButton = LK.getAsset('settingsButton', { anchorX: 0.5, anchorY: 0.5 }); settingsButton.x = 1900; settingsButton.y = 150; var settingsTxt = new Text2('SET', { size: 30, fill: 0xFFFFFF }); settingsTxt.anchor.set(0.5, 0.5); settingsButton.addChild(settingsTxt); LK.gui.topRight.addChild(settingsButton); settingsButton.down = function () { LK.getSound('settingsOpen').play(); if (!settingsMenu) { settingsMenu = new SettingsMenu(); settingsMenu.x = 1024; settingsMenu.y = 1366; game.addChild(settingsMenu); } settingsMenu.visible = true; gameIsPaused = true; }; // Initialize settings menu but keep it hidden settingsMenu = new SettingsMenu(); settingsMenu.x = 1024; settingsMenu.y = 1366; settingsMenu.visible = false; game.addChild(settingsMenu); // 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; var enemyTypes = ['enemy', 'enemyBlue', 'enemyGreen', 'enemyYellow']; for (var row = 0; row < rows; row++) { for (var col = 0; col < enemiesPerRow; col++) { var enemyType = enemyTypes[row % enemyTypes.length]; var enemy = new Enemy(enemyType); 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 || gameIsPaused) 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
@@ -1,23 +1,29 @@
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
+var storage = LK.import("@upit/storage.v1", {
+ playerSpeed: 1,
+ enemySpeed: 1
+});
/****
* Classes
****/
-var Enemy = Container.expand(function () {
+var Enemy = Container.expand(function (enemyType) {
var self = Container.call(this);
- var graphics = self.attachAsset('enemy', {
+ self.enemyType = enemyType || 'enemy';
+ var assetName = self.enemyType;
+ var graphics = self.attachAsset(assetName, {
anchorX: 0.5,
anchorY: 0.5
});
self.formationX = 0;
self.formationY = 0;
self.isDiving = false;
- self.diveSpeed = 4;
- self.moveSpeed = 2;
+ self.diveSpeed = 4 * (storage.enemySpeed || 1);
+ self.moveSpeed = 2 * (storage.enemySpeed || 1);
self.shootTimer = 0;
self.shootDelay = Math.random() * 120 + 60;
self.update = function () {
if (self.isDiving) {
@@ -33,9 +39,9 @@
// Shooting logic
self.shootTimer++;
if (self.shootTimer >= self.shootDelay) {
self.shootTimer = 0;
- self.shootDelay = Math.random() * 180 + 90;
+ self.shootDelay = (Math.random() * 180 + 90) / (storage.enemySpeed || 1);
var bullet = new EnemyBullet();
bullet.x = self.x;
bullet.y = self.y + 30;
bullet.lastY = bullet.y;
@@ -68,9 +74,9 @@
anchorX: 0.5,
anchorY: 0.5
});
self.shootTimer = 0;
- self.shootDelay = 15;
+ self.shootDelay = Math.max(1, Math.floor(15 / (storage.playerSpeed || 1)));
self.isDead = false;
self.update = function () {
if (self.isDead) return;
self.shootTimer++;
@@ -98,8 +104,132 @@
self.y += self.speed;
};
return self;
});
+var SettingsMenu = Container.expand(function () {
+ var self = Container.call(this);
+ // Background
+ var bg = LK.getAsset('enemy', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 20,
+ scaleY: 30
+ });
+ bg.alpha = 0.8;
+ self.addChild(bg);
+ // Title
+ var titleTxt = new Text2('GAME SETTINGS', {
+ size: 100,
+ fill: 0xFFFFFF
+ });
+ titleTxt.anchor.set(0.5, 0.5);
+ titleTxt.y = -400;
+ self.addChild(titleTxt);
+ // Player Speed Controls
+ var playerSpeedTxt = new Text2('PLAYER SPEED: ' + (storage.playerSpeed || 1) + 'x', {
+ size: 60,
+ fill: 0x00FFFF
+ });
+ playerSpeedTxt.anchor.set(0.5, 0.5);
+ playerSpeedTxt.y = -200;
+ self.addChild(playerSpeedTxt);
+ var playerMinusBtn = self.addChild(LK.getAsset('speedButton', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ }));
+ playerMinusBtn.x = -150;
+ playerMinusBtn.y = -100;
+ var playerMinusTxt = new Text2('-', {
+ size: 60,
+ fill: 0xFFFFFF
+ });
+ playerMinusTxt.anchor.set(0.5, 0.5);
+ playerMinusBtn.addChild(playerMinusTxt);
+ var playerPlusBtn = self.addChild(LK.getAsset('speedButton', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ }));
+ playerPlusBtn.x = 150;
+ playerPlusBtn.y = -100;
+ var playerPlusTxt = new Text2('+', {
+ size: 60,
+ fill: 0xFFFFFF
+ });
+ playerPlusTxt.anchor.set(0.5, 0.5);
+ playerPlusBtn.addChild(playerPlusTxt);
+ // Enemy Speed Controls
+ var enemySpeedTxt = new Text2('ENEMY SPEED: ' + (storage.enemySpeed || 1) + 'x', {
+ size: 60,
+ fill: 0xFF4444
+ });
+ enemySpeedTxt.anchor.set(0.5, 0.5);
+ enemySpeedTxt.y = 100;
+ self.addChild(enemySpeedTxt);
+ var enemyMinusBtn = self.addChild(LK.getAsset('speedButton', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ }));
+ enemyMinusBtn.x = -150;
+ enemyMinusBtn.y = 200;
+ var enemyMinusTxt = new Text2('-', {
+ size: 60,
+ fill: 0xFFFFFF
+ });
+ enemyMinusTxt.anchor.set(0.5, 0.5);
+ enemyMinusBtn.addChild(enemyMinusTxt);
+ var enemyPlusBtn = self.addChild(LK.getAsset('speedButton', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ }));
+ enemyPlusBtn.x = 150;
+ enemyPlusBtn.y = 200;
+ var enemyPlusTxt = new Text2('+', {
+ size: 60,
+ fill: 0xFFFFFF
+ });
+ enemyPlusTxt.anchor.set(0.5, 0.5);
+ enemyPlusBtn.addChild(enemyPlusTxt);
+ // Close Button
+ var closeBtn = self.addChild(LK.getAsset('speedButton', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ }));
+ closeBtn.x = 0;
+ closeBtn.y = 350;
+ var closeTxt = new Text2('CLOSE', {
+ size: 50,
+ fill: 0xFFFFFF
+ });
+ closeTxt.anchor.set(0.5, 0.5);
+ closeBtn.addChild(closeTxt);
+ // Button handlers
+ playerMinusBtn.down = function () {
+ LK.getSound('buttonClick').play();
+ storage.playerSpeed = Math.max(1, (storage.playerSpeed || 1) - 1);
+ playerSpeedTxt.setText('PLAYER SPEED: ' + storage.playerSpeed + 'x');
+ };
+ playerPlusBtn.down = function () {
+ LK.getSound('buttonClick').play();
+ storage.playerSpeed = Math.min(12, (storage.playerSpeed || 1) + 1);
+ playerSpeedTxt.setText('PLAYER SPEED: ' + storage.playerSpeed + 'x');
+ };
+ enemyMinusBtn.down = function () {
+ LK.getSound('buttonClick').play();
+ storage.enemySpeed = Math.max(1, (storage.enemySpeed || 1) - 1);
+ enemySpeedTxt.setText('ENEMY SPEED: ' + storage.enemySpeed + 'x');
+ };
+ enemyPlusBtn.down = function () {
+ LK.getSound('buttonClick').play();
+ storage.enemySpeed = Math.min(12, (storage.enemySpeed || 1) + 1);
+ enemySpeedTxt.setText('ENEMY SPEED: ' + storage.enemySpeed + 'x');
+ };
+ closeBtn.down = function () {
+ LK.getSound('buttonClick').play();
+ settingsMenu.visible = false;
+ gameIsPaused = false;
+ };
+ return self;
+});
/****
* Initialize Game
****/
@@ -119,8 +249,11 @@
var waveTimer = 0;
var waveDelay = 300;
var currentWave = 1;
var gameSpeed = 1;
+var settingsMenu = null;
+var gameIsPaused = false;
+var settingsButton = null;
// Create score display
var scoreTxt = new Text2('0', {
size: 80,
fill: 0xFFFFFF
@@ -135,8 +268,39 @@
waveTxt.anchor.set(0, 0);
waveTxt.x = 50;
waveTxt.y = 50;
LK.gui.topLeft.addChild(waveTxt);
+// Create settings button (avoiding top-left 100x100 area)
+settingsButton = LK.getAsset('settingsButton', {
+ anchorX: 0.5,
+ anchorY: 0.5
+});
+settingsButton.x = 1900;
+settingsButton.y = 150;
+var settingsTxt = new Text2('SET', {
+ size: 30,
+ fill: 0xFFFFFF
+});
+settingsTxt.anchor.set(0.5, 0.5);
+settingsButton.addChild(settingsTxt);
+LK.gui.topRight.addChild(settingsButton);
+settingsButton.down = function () {
+ LK.getSound('settingsOpen').play();
+ if (!settingsMenu) {
+ settingsMenu = new SettingsMenu();
+ settingsMenu.x = 1024;
+ settingsMenu.y = 1366;
+ game.addChild(settingsMenu);
+ }
+ settingsMenu.visible = true;
+ gameIsPaused = true;
+};
+// Initialize settings menu but keep it hidden
+settingsMenu = new SettingsMenu();
+settingsMenu.x = 1024;
+settingsMenu.y = 1366;
+settingsMenu.visible = false;
+game.addChild(settingsMenu);
// Initialize player
player = new Player();
player.x = 1024;
player.y = 2500;
@@ -147,11 +311,13 @@
var startX = 200;
var startY = 200;
var spacingX = 200;
var spacingY = 120;
+ var enemyTypes = ['enemy', 'enemyBlue', 'enemyGreen', 'enemyYellow'];
for (var row = 0; row < rows; row++) {
for (var col = 0; col < enemiesPerRow; col++) {
- var enemy = new Enemy();
+ var enemyType = enemyTypes[row % enemyTypes.length];
+ var enemy = new Enemy(enemyType);
enemy.x = startX + col * spacingX;
enemy.y = startY + row * spacingY;
enemy.formationX = enemy.x;
enemy.formationY = enemy.y;
@@ -179,9 +345,9 @@
};
// Spawn initial wave
spawnEnemyWave();
game.update = function () {
- if (player.isDead) return;
+ if (player.isDead || gameIsPaused) return;
// Update wave timer
waveTimer++;
// Check if all enemies are destroyed
if (enemies.length === 0) {