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when the asteroid class hits player game over
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when the new bullet class hits player game over
Code edit (3 edits merged)
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make new bullet class destroy when they get out of screen
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make bullet class destroy when they get out of screen
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make asteroid class destroy when the bullet class hit them
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spawn these asteroid along with enemy class randomly
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spawn these asteroids on the screen
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create another class named asteroid
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destory enemy class when they get out of player screen
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destory enemy class when they get out of player screen
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destroy new bullet class when enemy class destroyed
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optimize the code
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increase the score 100 points when enemy class destroys and update the scoreboard on the screen
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update score in 100 points when enemy dies
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create a scoreboard and increase score when enemy dies
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new bullet class does not affect the enemy
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make the enemy shoot new bullet class towards the player when appearing on the screen
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make the enemy shoot new bullet class towards the player
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make the enemy shoot new bullet class
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create a new bullet class and assign it to enemy
/**** 
* Classes
****/ 
// Bullet class
var Bullet = Container.expand(function () {
	var self = Container.call(this);
	// Attach bullet asset
	var bulletGraphics = self.attachAsset('bullet', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	// Set bullet speed
	self.speed = -5;
	// Update function called every game tick
	self.update = function () {
		self.y += self.speed;
		// Check for collision with enemy
		var enemies = game.children.filter(function (child) {
			return child instanceof Enemy;
		});
		for (var i = 0; i < enemies.length; i++) {
			var enemy = enemies[i];
			if (self.intersects(enemy)) {
				// Destroy enemy and bullet on collision
				enemy.destroy();
				self.destroy();
				// Add a blasting effect
				var blast = self.attachAsset('blast', {
					anchorX: 0.5,
					anchorY: 0.5
				});
				blast.x = self.x;
				blast.y = self.y;
				game.addChild(blast);
				// Destroy the blast effect after a short delay
				LK.setTimeout(function () {
					blast.destroy();
				}, 500);
				break;
			}
		}
	};
});
// Enemy class
var Enemy = Container.expand(function () {
	var self = Container.call(this);
	// Attach enemy asset
	var enemyGraphics = self.attachAsset('enemy', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	// Set enemy speed
	self.speed = 5;
	// Update function called every game tick
	self.update = function () {
		// Move enemy based on speed
		self.y += self.speed;
		// Enemy fires a bullet every 60 ticks
		if (LK.ticks % 60 == 0) {
			var enemyBullet = game.addChild(new EnemyBullet());
			// Set bullet initial position to enemy's position
			enemyBullet.x = self.x;
			enemyBullet.y = self.y;
			// Set bullet speed to move downwards
			enemyBullet.speed = 5;
		}
	};
});
// EnemyBullet class
var EnemyBullet = Container.expand(function () {
	var self = Container.call(this);
	// Attach bullet asset
	var bulletGraphics = self.attachAsset('bullet', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	// Set bullet speed
	self.speed = 5;
	// Update function called every game tick
	self.update = function () {
		self.y += self.speed;
	};
});
// Player class
var Player = Container.expand(function () {
	var self = Container.call(this);
	// Attach player asset
	var playerGraphics = self.attachAsset('player', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	// Set player speed
	self.speed = 5;
	// Update function called every game tick
	self.update = function () {
		// Player movement is handled in game.move event
	};
});
/**** 
* Initialize Game
****/ 
//<Assets used in the game will automatically appear here>
//<Write imports for supported plugins here>
var game = new LK.Game({
	backgroundColor: 0x000000
});
/**** 
* Game Code
****/ 
game.update = function () {
	// Spawn an enemy every 60 ticks
	if (LK.ticks % 60 == 0) {
		var enemy = game.addChild(new Enemy());
		// Set enemy initial position
		enemy.x = Math.random() * 2048;
		enemy.y = 0;
	}
};
var player = game.addChild(new Player());
// Set player initial position
player.x = 1024;
player.y = 2732 - player.height / 2 - 100;
// Add mouse move event to the game
game.move = function (x, y, obj) {
	// Move player only on x axis
	player.x = x;
};
game.down = function (x, y, obj) {
	// Create a bullet instance
	var bullet = game.addChild(new Bullet());
	// Set bullet initial position to player's position
	bullet.x = player.x;
	bullet.y = player.y;
}; ===================================================================
--- original.js
+++ change.js
@@ -115,23 +115,8 @@
 		var enemy = game.addChild(new Enemy());
 		// Set enemy initial position
 		enemy.x = Math.random() * 2048;
 		enemy.y = 0;
-		// Enemy fires a bullet towards the player when it appears on the screen
-		var enemyBullet = game.addChild(new EnemyBullet());
-		// Set bullet initial position to enemy's position
-		enemyBullet.x = enemy.x;
-		enemyBullet.y = enemy.y;
-		// Calculate the direction vector from the enemy to the player
-		var dx = player.x - enemy.x;
-		var dy = player.y - enemy.y;
-		var magnitude = Math.sqrt(dx * dx + dy * dy);
-		// Normalize the direction vector
-		dx /= magnitude;
-		dy /= magnitude;
-		// Set bullet speed to move towards the player
-		enemyBullet.speedX = 5 * dx;
-		enemyBullet.speedY = 5 * dy;
 	}
 };
 var player = game.addChild(new Player());
 // Set player initial position
:quality(85)/https://cdn.frvr.ai/67bd57e4efe262753dfd6dfb.png%3F3) 
 Space craft in facing forward. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/67bd65e6b3c92d3f541dbe1d.png%3F3) 
 spacecraft in 4k
:quality(85)/https://cdn.frvr.ai/67bd6df50b7dc080adb82b08.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67bd6ef5b3c92d3f541dbebe.png%3F3) 
 fire blast. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/67bd755cb3c92d3f541dbf00.png%3F3) 
 asteroid. Single Game Texture. In-Game asset. 2d. No shadows
:quality(85)/https://cdn.frvr.ai/67bd7b3cb3c92d3f541dbf68.png%3F3) 
 dark nebula galaxy 4k. Single Game Texture. In-Game asset. 2d. Blank background. No shadows