User prompt
make the player have 10x as much health
User prompt
add bosses at every 1000 score
User prompt
make when the enimeys retch the other edge it instant killes the player
User prompt
make the player have a health bat
User prompt
make the enimeys shoot slower
User prompt
make healthy bars over etch enimey
User prompt
make the enimeys shoot faster
User prompt
make the enemys shoot at me
Code edit (1 edits merged)
Please save this source code
User prompt
Space Shooter
Initial prompt
sooter
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var EnemyBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('enemyBullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 8;
self.update = function () {
self.y += self.speed;
};
return self;
});
var EnemyShip = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemyShip', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 3;
self.movePattern = Math.random() < 0.5 ? 'straight' : 'zigzag';
self.zigzagTimer = 0;
self.zigzagDirection = Math.random() < 0.5 ? -1 : 1;
self.shootTimer = Math.random() * 60 + 60; // Random initial shoot delay
self.update = function () {
self.y += self.speed;
if (self.movePattern === 'zigzag') {
self.zigzagTimer += 1;
if (self.zigzagTimer % 60 === 0) {
self.zigzagDirection *= -1;
}
self.x += self.zigzagDirection * 2;
}
// Keep enemy within screen bounds
if (self.x < 50) self.x = 50;
if (self.x > 1998) self.x = 1998;
// Handle shooting
self.shootTimer--;
if (self.shootTimer <= 0) {
self.shootTimer = Math.random() * 60 + 30; // Faster random shoot interval
self.shouldShoot = true;
}
};
return self;
});
var PlayerBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('playerBullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -12;
self.update = function () {
self.y += self.speed;
};
return self;
});
var PlayerShip = Container.expand(function () {
var self = Container.call(this);
var shipGraphics = self.attachAsset('playerShip', {
anchorX: 0.5,
anchorY: 0.5
});
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000011
});
/****
* Game Code
****/
// Game variables
var playerShip;
var playerBullets = [];
var enemyBullets = [];
var enemyShips = [];
var difficultyLevel = 1;
var enemySpawnRate = 120; // frames between spawns
var bulletFireRate = 15; // frames between shots
var dragNode = null;
// UI Elements
var scoreTxt = new Text2('Score: 0', {
size: 60,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Initialize player ship
playerShip = game.addChild(new PlayerShip());
playerShip.x = 1024; // Center horizontally
playerShip.y = 2400; // Near bottom of screen
// Update score display
function updateScore() {
scoreTxt.setText('Score: ' + LK.getScore());
}
// Handle movement
function handleMove(x, y, obj) {
if (dragNode) {
dragNode.x = x;
dragNode.y = y;
// Keep player within screen bounds
if (dragNode.x < 40) dragNode.x = 40;
if (dragNode.x > 2008) dragNode.x = 2008;
if (dragNode.y < 200) dragNode.y = 200;
if (dragNode.y > 2600) dragNode.y = 2600;
}
}
// Event handlers
game.move = handleMove;
game.down = function (x, y, obj) {
dragNode = playerShip;
handleMove(x, y, obj);
};
game.up = function (x, y, obj) {
dragNode = null;
};
// Main game update loop
game.update = function () {
// Fire player bullets
if (LK.ticks % bulletFireRate === 0) {
var newBullet = new PlayerBullet();
newBullet.x = playerShip.x;
newBullet.y = playerShip.y - 60;
newBullet.lastY = newBullet.y;
playerBullets.push(newBullet);
game.addChild(newBullet);
LK.getSound('shoot').play();
}
// Spawn enemies
if (LK.ticks % enemySpawnRate === 0) {
var newEnemy = new EnemyShip();
newEnemy.x = Math.random() * 1800 + 124; // Random x position within bounds
newEnemy.y = -50;
newEnemy.lastY = newEnemy.y;
newEnemy.lastIntersecting = false;
enemyShips.push(newEnemy);
game.addChild(newEnemy);
}
// Update and check player bullets
for (var i = playerBullets.length - 1; i >= 0; i--) {
var bullet = playerBullets[i];
// Remove bullets that go off screen
if (bullet.lastY >= -25 && bullet.y < -25) {
bullet.destroy();
playerBullets.splice(i, 1);
continue;
}
// Check bullet-enemy collisions
var bulletHit = false;
for (var j = enemyShips.length - 1; j >= 0; j--) {
var enemy = enemyShips[j];
if (bullet.intersects(enemy)) {
// Destroy both bullet and enemy
LK.setScore(LK.getScore() + 10);
updateScore();
LK.getSound('enemyDestroy').play();
// Flash effect on enemy
LK.effects.flashObject(enemy, 0xffffff, 200);
bullet.destroy();
playerBullets.splice(i, 1);
enemy.destroy();
enemyShips.splice(j, 1);
bulletHit = true;
break;
}
}
if (!bulletHit) {
bullet.lastY = bullet.y;
}
}
// Update and check enemies
for (var k = enemyShips.length - 1; k >= 0; k--) {
var enemy = enemyShips[k];
// Create enemy bullet if enemy should shoot
if (enemy.shouldShoot) {
var newEnemyBullet = new EnemyBullet();
newEnemyBullet.x = enemy.x;
newEnemyBullet.y = enemy.y + 40;
newEnemyBullet.lastY = newEnemyBullet.y;
newEnemyBullet.lastIntersecting = false;
enemyBullets.push(newEnemyBullet);
game.addChild(newEnemyBullet);
enemy.shouldShoot = false;
}
// Remove enemies that go off screen
if (enemy.lastY <= 2780 && enemy.y > 2780) {
enemy.destroy();
enemyShips.splice(k, 1);
continue;
}
// Check player-enemy collision
var currentIntersecting = enemy.intersects(playerShip);
if (!enemy.lastIntersecting && currentIntersecting) {
// Game over
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
return;
}
enemy.lastY = enemy.y;
enemy.lastIntersecting = currentIntersecting;
}
// Update and check enemy bullets
for (var m = enemyBullets.length - 1; m >= 0; m--) {
var enemyBullet = enemyBullets[m];
// Remove bullets that go off screen
if (enemyBullet.lastY <= 2780 && enemyBullet.y > 2780) {
enemyBullet.destroy();
enemyBullets.splice(m, 1);
continue;
}
// Check enemy bullet-player collision
var bulletPlayerIntersecting = enemyBullet.intersects(playerShip);
if (!enemyBullet.lastIntersecting && bulletPlayerIntersecting) {
// Game over
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
return;
}
enemyBullet.lastY = enemyBullet.y;
enemyBullet.lastIntersecting = bulletPlayerIntersecting;
}
// Increase difficulty over time
if (LK.ticks % 1800 === 0) {
// Every 30 seconds
difficultyLevel++;
if (enemySpawnRate > 30) {
enemySpawnRate -= 10;
}
if (bulletFireRate > 8 && difficultyLevel % 3 === 0) {
bulletFireRate -= 1;
}
}
};
// Start background music
LK.playMusic('gameMusic'); ===================================================================
--- original.js
+++ change.js
@@ -43,9 +43,9 @@
if (self.x > 1998) self.x = 1998;
// Handle shooting
self.shootTimer--;
if (self.shootTimer <= 0) {
- self.shootTimer = Math.random() * 120 + 80; // Random shoot interval
+ self.shootTimer = Math.random() * 60 + 30; // Faster random shoot interval
self.shouldShoot = true;
}
};
return self;
boss enimey space ship. In-Game asset. 2d. High contrast. No shadows
enimy space ship. In-Game asset. 2d. High contrast. No shadows
player space ship. In-Game asset. 2d. High contrast. No shadows
bullet. In-Game asset. 2d. High contrast. No shadows
shot gun. In-Game asset. 2d. High contrast. No shadows
first aid kit. In-Game asset. 2d. High contrast. No shadows