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 BossShip = Container.expand(function () { var self = Container.call(this); var bossGraphics = self.attachAsset('bossShip', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 1; self.moveDirection = 1; self.shootTimer = 0; self.maxHealth = 50; self.health = self.maxHealth; self.shootPattern = 0; self.patternTimer = 0; // Create boss health bar background var healthBarBg = self.attachAsset('bossHealthBarBg', { anchorX: 0.5, anchorY: 0.5 }); healthBarBg.y = -140; // Create boss health bar fill var healthBarFill = self.attachAsset('bossHealthBarFill', { anchorX: 0.5, anchorY: 0.5 }); healthBarFill.y = -140; self.healthBarFill = healthBarFill; // Method to update health bar self.updateHealthBar = function () { var healthPercent = self.health / self.maxHealth; self.healthBarFill.scaleX = healthPercent; if (healthPercent > 0.6) { self.healthBarFill.tint = 0xff0000; // Red } else if (healthPercent > 0.3) { self.healthBarFill.tint = 0xff6600; // Orange } else { self.healthBarFill.tint = 0xffff00; // Yellow } }; self.update = function () { self.y += self.speed; // Move side to side self.x += self.moveDirection * 2; if (self.x <= 100 || self.x >= 1948) { self.moveDirection *= -1; } // Handle shooting patterns self.shootTimer--; self.patternTimer++; if (self.patternTimer % 300 === 0) { self.shootPattern = (self.shootPattern + 1) % 3; } if (self.shootTimer <= 0) { self.shootTimer = 20; self.shouldShoot = true; } }; return self; }); 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.maxHealth = 3; self.health = self.maxHealth; // Create health bar background var healthBarBg = self.attachAsset('healthBarBg', { anchorX: 0.5, anchorY: 0.5 }); healthBarBg.y = -50; // Create health bar fill var healthBarFill = self.attachAsset('healthBarFill', { anchorX: 0.5, anchorY: 0.5 }); healthBarFill.y = -50; self.healthBarFill = healthBarFill; // Method to update health bar self.updateHealthBar = function () { var healthPercent = self.health / self.maxHealth; self.healthBarFill.scaleX = healthPercent; if (healthPercent > 0.6) { self.healthBarFill.tint = 0x00ff00; // Green } else if (healthPercent > 0.3) { self.healthBarFill.tint = 0xffff00; // Yellow } else { self.healthBarFill.tint = 0xff0000; // Red } }; 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() * 120 + 90; // Slower 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 }); self.maxHealth = 5; self.health = self.maxHealth; // Create health bar background var healthBarBg = self.attachAsset('playerHealthBarBg', { anchorX: 0.5, anchorY: 0.5 }); healthBarBg.y = -80; // Create health bar fill var healthBarFill = self.attachAsset('playerHealthBarFill', { anchorX: 0.5, anchorY: 0.5 }); healthBarFill.y = -80; self.healthBarFill = healthBarFill; // Method to update health bar self.updateHealthBar = function () { var healthPercent = self.health / self.maxHealth; self.healthBarFill.scaleX = healthPercent; if (healthPercent > 0.6) { self.healthBarFill.tint = 0x00ff00; // Green } else if (healthPercent > 0.3) { self.healthBarFill.tint = 0xffff00; // Yellow } else { self.healthBarFill.tint = 0xff0000; // Red } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000011 }); /**** * Game Code ****/ // Game variables var playerShip; var playerBullets = []; var enemyBullets = []; var enemyShips = []; var bossShips = []; var difficultyLevel = 1; var enemySpawnRate = 120; // frames between spawns var bulletFireRate = 15; // frames between shots var dragNode = null; var lastBossScore = 0; // 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 boss every 1000 points var currentScore = LK.getScore(); if (Math.floor(currentScore / 1000) > Math.floor(lastBossScore / 1000) && bossShips.length === 0) { var newBoss = new BossShip(); newBoss.x = 1024; // Center horizontally newBoss.y = -125; newBoss.lastY = newBoss.y; newBoss.lastIntersecting = false; bossShips.push(newBoss); game.addChild(newBoss); lastBossScore = currentScore; } // 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)) { // Damage enemy enemy.health--; enemy.updateHealthBar(); LK.setScore(LK.getScore() + 5); updateScore(); // Flash effect on enemy LK.effects.flashObject(enemy, 0xffffff, 200); bullet.destroy(); playerBullets.splice(i, 1); bulletHit = true; // Check if enemy is destroyed if (enemy.health <= 0) { LK.setScore(LK.getScore() + 5); // Bonus points for destroying enemy updateScore(); LK.getSound('enemyDestroy').play(); enemy.destroy(); enemyShips.splice(j, 1); } break; } } // Check bullet-boss collisions if (!bulletHit) { for (var b = bossShips.length - 1; b >= 0; b--) { var boss = bossShips[b]; if (bullet.intersects(boss)) { // Damage boss boss.health--; boss.updateHealthBar(); LK.setScore(LK.getScore() + 10); updateScore(); // Flash effect on boss LK.effects.flashObject(boss, 0xffffff, 200); bullet.destroy(); playerBullets.splice(i, 1); bulletHit = true; // Check if boss is destroyed if (boss.health <= 0) { LK.setScore(LK.getScore() + 500); // Big bonus for destroying boss updateScore(); LK.getSound('enemyDestroy').play(); boss.destroy(); bossShips.splice(b, 1); } 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; } // Check if enemy reached bottom edge - instant kill player if (enemy.lastY <= 2780 && enemy.y > 2780) { // Enemy reached bottom - instant kill player playerShip.health = 0; playerShip.updateHealthBar(); LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); return; } // Check player-enemy collision var currentIntersecting = enemy.intersects(playerShip); if (!enemy.lastIntersecting && currentIntersecting) { // Damage player playerShip.health--; playerShip.updateHealthBar(); // Flash effect on player LK.effects.flashObject(playerShip, 0xff0000, 300); // Destroy enemy enemy.destroy(); enemyShips.splice(k, 1); continue; } enemy.lastY = enemy.y; enemy.lastIntersecting = currentIntersecting; } // Update and check bosses for (var n = bossShips.length - 1; n >= 0; n--) { var boss = bossShips[n]; // Create boss bullets with different patterns if (boss.shouldShoot) { if (boss.shootPattern === 0) { // Single shot at player var newBossBullet = new EnemyBullet(); newBossBullet.x = boss.x; newBossBullet.y = boss.y + 125; newBossBullet.lastY = newBossBullet.y; newBossBullet.lastIntersecting = false; enemyBullets.push(newBossBullet); game.addChild(newBossBullet); } else if (boss.shootPattern === 1) { // Triple shot for (var s = -1; s <= 1; s++) { var newBossBullet = new EnemyBullet(); newBossBullet.x = boss.x + s * 60; newBossBullet.y = boss.y + 125; newBossBullet.lastY = newBossBullet.y; newBossBullet.lastIntersecting = false; enemyBullets.push(newBossBullet); game.addChild(newBossBullet); } } else { // Spread shot (5 bullets) for (var s = -2; s <= 2; s++) { var newBossBullet = new EnemyBullet(); newBossBullet.x = boss.x + s * 40; newBossBullet.y = boss.y + 125; newBossBullet.lastY = newBossBullet.y; newBossBullet.lastIntersecting = false; enemyBullets.push(newBossBullet); game.addChild(newBossBullet); } } boss.shouldShoot = false; } // Check if boss reached bottom edge - instant kill player if (boss.lastY <= 2780 && boss.y > 2780) { playerShip.health = 0; playerShip.updateHealthBar(); LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); return; } // Check player-boss collision var bossPlayerIntersecting = boss.intersects(playerShip); if (!boss.lastIntersecting && bossPlayerIntersecting) { // Damage player playerShip.health -= 2; // Boss does more damage playerShip.updateHealthBar(); // Flash effect on player LK.effects.flashObject(playerShip, 0xff0000, 300); } boss.lastY = boss.y; boss.lastIntersecting = bossPlayerIntersecting; } // 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) { // Damage player playerShip.health--; playerShip.updateHealthBar(); // Flash effect on player LK.effects.flashObject(playerShip, 0xff0000, 300); // Destroy bullet enemyBullet.destroy(); enemyBullets.splice(m, 1); continue; } enemyBullet.lastY = enemyBullet.y; enemyBullet.lastIntersecting = bulletPlayerIntersecting; } // Check if player is dead if (playerShip.health <= 0) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); return; } // 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
@@ -5,8 +5,66 @@
/****
* Classes
****/
+var BossShip = Container.expand(function () {
+ var self = Container.call(this);
+ var bossGraphics = self.attachAsset('bossShip', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 1;
+ self.moveDirection = 1;
+ self.shootTimer = 0;
+ self.maxHealth = 50;
+ self.health = self.maxHealth;
+ self.shootPattern = 0;
+ self.patternTimer = 0;
+ // Create boss health bar background
+ var healthBarBg = self.attachAsset('bossHealthBarBg', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ healthBarBg.y = -140;
+ // Create boss health bar fill
+ var healthBarFill = self.attachAsset('bossHealthBarFill', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ healthBarFill.y = -140;
+ self.healthBarFill = healthBarFill;
+ // Method to update health bar
+ self.updateHealthBar = function () {
+ var healthPercent = self.health / self.maxHealth;
+ self.healthBarFill.scaleX = healthPercent;
+ if (healthPercent > 0.6) {
+ self.healthBarFill.tint = 0xff0000; // Red
+ } else if (healthPercent > 0.3) {
+ self.healthBarFill.tint = 0xff6600; // Orange
+ } else {
+ self.healthBarFill.tint = 0xffff00; // Yellow
+ }
+ };
+ self.update = function () {
+ self.y += self.speed;
+ // Move side to side
+ self.x += self.moveDirection * 2;
+ if (self.x <= 100 || self.x >= 1948) {
+ self.moveDirection *= -1;
+ }
+ // Handle shooting patterns
+ self.shootTimer--;
+ self.patternTimer++;
+ if (self.patternTimer % 300 === 0) {
+ self.shootPattern = (self.shootPattern + 1) % 3;
+ }
+ if (self.shootTimer <= 0) {
+ self.shootTimer = 20;
+ self.shouldShoot = true;
+ }
+ };
+ return self;
+});
var EnemyBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('enemyBullet', {
anchorX: 0.5,
@@ -139,12 +197,14 @@
var playerShip;
var playerBullets = [];
var enemyBullets = [];
var enemyShips = [];
+var bossShips = [];
var difficultyLevel = 1;
var enemySpawnRate = 120; // frames between spawns
var bulletFireRate = 15; // frames between shots
var dragNode = null;
+var lastBossScore = 0;
// UI Elements
var scoreTxt = new Text2('Score: 0', {
size: 60,
fill: 0xFFFFFF
@@ -191,8 +251,20 @@
playerBullets.push(newBullet);
game.addChild(newBullet);
LK.getSound('shoot').play();
}
+ // Spawn boss every 1000 points
+ var currentScore = LK.getScore();
+ if (Math.floor(currentScore / 1000) > Math.floor(lastBossScore / 1000) && bossShips.length === 0) {
+ var newBoss = new BossShip();
+ newBoss.x = 1024; // Center horizontally
+ newBoss.y = -125;
+ newBoss.lastY = newBoss.y;
+ newBoss.lastIntersecting = false;
+ bossShips.push(newBoss);
+ game.addChild(newBoss);
+ lastBossScore = currentScore;
+ }
// Spawn enemies
if (LK.ticks % enemySpawnRate === 0) {
var newEnemy = new EnemyShip();
newEnemy.x = Math.random() * 1800 + 124; // Random x position within bounds
@@ -236,9 +308,36 @@
}
break;
}
}
+ // Check bullet-boss collisions
if (!bulletHit) {
+ for (var b = bossShips.length - 1; b >= 0; b--) {
+ var boss = bossShips[b];
+ if (bullet.intersects(boss)) {
+ // Damage boss
+ boss.health--;
+ boss.updateHealthBar();
+ LK.setScore(LK.getScore() + 10);
+ updateScore();
+ // Flash effect on boss
+ LK.effects.flashObject(boss, 0xffffff, 200);
+ bullet.destroy();
+ playerBullets.splice(i, 1);
+ bulletHit = true;
+ // Check if boss is destroyed
+ if (boss.health <= 0) {
+ LK.setScore(LK.getScore() + 500); // Big bonus for destroying boss
+ updateScore();
+ LK.getSound('enemyDestroy').play();
+ boss.destroy();
+ bossShips.splice(b, 1);
+ }
+ break;
+ }
+ }
+ }
+ if (!bulletHit) {
bullet.lastY = bullet.y;
}
}
// Update and check enemies
@@ -279,8 +378,67 @@
}
enemy.lastY = enemy.y;
enemy.lastIntersecting = currentIntersecting;
}
+ // Update and check bosses
+ for (var n = bossShips.length - 1; n >= 0; n--) {
+ var boss = bossShips[n];
+ // Create boss bullets with different patterns
+ if (boss.shouldShoot) {
+ if (boss.shootPattern === 0) {
+ // Single shot at player
+ var newBossBullet = new EnemyBullet();
+ newBossBullet.x = boss.x;
+ newBossBullet.y = boss.y + 125;
+ newBossBullet.lastY = newBossBullet.y;
+ newBossBullet.lastIntersecting = false;
+ enemyBullets.push(newBossBullet);
+ game.addChild(newBossBullet);
+ } else if (boss.shootPattern === 1) {
+ // Triple shot
+ for (var s = -1; s <= 1; s++) {
+ var newBossBullet = new EnemyBullet();
+ newBossBullet.x = boss.x + s * 60;
+ newBossBullet.y = boss.y + 125;
+ newBossBullet.lastY = newBossBullet.y;
+ newBossBullet.lastIntersecting = false;
+ enemyBullets.push(newBossBullet);
+ game.addChild(newBossBullet);
+ }
+ } else {
+ // Spread shot (5 bullets)
+ for (var s = -2; s <= 2; s++) {
+ var newBossBullet = new EnemyBullet();
+ newBossBullet.x = boss.x + s * 40;
+ newBossBullet.y = boss.y + 125;
+ newBossBullet.lastY = newBossBullet.y;
+ newBossBullet.lastIntersecting = false;
+ enemyBullets.push(newBossBullet);
+ game.addChild(newBossBullet);
+ }
+ }
+ boss.shouldShoot = false;
+ }
+ // Check if boss reached bottom edge - instant kill player
+ if (boss.lastY <= 2780 && boss.y > 2780) {
+ playerShip.health = 0;
+ playerShip.updateHealthBar();
+ LK.effects.flashScreen(0xff0000, 1000);
+ LK.showGameOver();
+ return;
+ }
+ // Check player-boss collision
+ var bossPlayerIntersecting = boss.intersects(playerShip);
+ if (!boss.lastIntersecting && bossPlayerIntersecting) {
+ // Damage player
+ playerShip.health -= 2; // Boss does more damage
+ playerShip.updateHealthBar();
+ // Flash effect on player
+ LK.effects.flashObject(playerShip, 0xff0000, 300);
+ }
+ boss.lastY = boss.y;
+ boss.lastIntersecting = bossPlayerIntersecting;
+ }
// Update and check enemy bullets
for (var m = enemyBullets.length - 1; m >= 0; m--) {
var enemyBullet = enemyBullets[m];
// Remove bullets that go off screen
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