User prompt
make the upgrade last for 6 seconds
User prompt
make the health pack spawn every 30 seconds
User prompt
make the health pack heal you to max health
User prompt
make the health pack spawn every 10 seconds
User prompt
make the gun power up last for 3 seconds ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
play a shoot should when a enimybullet appers
User prompt
play a shoot sound when ever a player bullet appers
User prompt
play the shoot sound when the player shoots
User prompt
make the gun power up last for 7 seconds ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
make the gun power up spawn every 13 seconbs
User prompt
make a health pack and make it spawn every 50 seconbs
User prompt
make the score stay the same when the boss is hit
User prompt
make the enimeys stop coming when the boss is in the screen and make the enimeys come agen when the boss is dead
User prompt
make the boss stop shooting when its about to hit etch edge
User prompt
make the boss shot 50% slower
User prompt
dellet the health packs
User prompt
make the health packs spawn every 20 seconds
User prompt
make the gun power up shoot three bullets that shoots in three different directions
User prompt
make the gun upgrades spawn every 7 seconds
User prompt
make gun up power ups that spawn every 15 seconds
User prompt
make the player have 10 health
User prompt
make health packs that spawn every 10 seconds and it makes the player at full health
User prompt
make the player have 5 health
User prompt
make the player take 1 damage for etch bullet hits the player
User prompt
make the player nave 70% less health
/**** * 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 = 30; // Only shoot if not about to hit edges if (self.x > 150 && self.x < 1898) { 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; // Play shoot sound when enemy bullet is created LK.getSound('shoot').play(); 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 GunPowerUp = Container.expand(function () { var self = Container.call(this); var powerUpGraphics = self.attachAsset('gunPowerUp', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 2; self.update = function () { self.y += self.speed; }; return self; }); var HealthPack = Container.expand(function () { var self = Container.call(this); var healthPackGraphics = self.attachAsset('healthPack', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 2; self.update = function () { self.y += self.speed; }; 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.angle = 0; // Angle in radians for bullet direction // Play shoot sound when bullet is created LK.getSound('shoot').play(); self.update = function () { self.y += self.speed * Math.cos(self.angle); self.x += self.speed * Math.sin(self.angle); }; 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 = 10; 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; var gunPowerUps = []; var gunPowerUpTimer = 0; var healthPacks = []; var healthPackTimer = 0; var playerFireRate = bulletFireRate; // Track player's current fire rate var hasTripleShot = false; // Track if player has triple shot upgrade var gunPowerUpEndTime = 0; // Track when gun power-up should end var isBossPresent = false; // Track if boss is currently on screen // 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 % playerFireRate === 0) { if (hasTripleShot) { // Fire three bullets in different directions var angles = [-0.3, 0, 0.3]; // Left, center, right angles in radians for (var bulletIndex = 0; bulletIndex < 3; bulletIndex++) { var newBullet = new PlayerBullet(); newBullet.x = playerShip.x; newBullet.y = playerShip.y - 60; newBullet.angle = angles[bulletIndex]; newBullet.lastY = newBullet.y; playerBullets.push(newBullet); game.addChild(newBullet); } } else { // Fire single bullet var newBullet = new PlayerBullet(); newBullet.x = playerShip.x; newBullet.y = playerShip.y - 60; newBullet.lastY = newBullet.y; playerBullets.push(newBullet); game.addChild(newBullet); } } // Spawn gun power-up every 13 seconds (780 frames) gunPowerUpTimer++; if (gunPowerUpTimer >= 780) { var newGunPowerUp = new GunPowerUp(); newGunPowerUp.x = Math.random() * 1800 + 124; // Random x position within bounds newGunPowerUp.y = -50; newGunPowerUp.lastY = newGunPowerUp.y; newGunPowerUp.lastIntersecting = false; gunPowerUps.push(newGunPowerUp); game.addChild(newGunPowerUp); gunPowerUpTimer = 0; } // Spawn health pack every 50 seconds (3000 frames) healthPackTimer++; if (healthPackTimer >= 3000) { var newHealthPack = new HealthPack(); newHealthPack.x = Math.random() * 1800 + 124; // Random x position within bounds newHealthPack.y = -50; newHealthPack.lastY = newHealthPack.y; newHealthPack.lastIntersecting = false; healthPacks.push(newHealthPack); game.addChild(newHealthPack); healthPackTimer = 0; } // 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; isBossPresent = true; } // Spawn enemies (only when no boss is present) if (!isBossPresent && 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(); // 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); isBossPresent = false; // Allow enemies to spawn again } 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 -= 1; // Boss does 1 damage like other sources 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; } // Update and check gun power-ups for (var g = gunPowerUps.length - 1; g >= 0; g--) { var gunPowerUp = gunPowerUps[g]; // Remove gun power-ups that go off screen if (gunPowerUp.lastY <= 2780 && gunPowerUp.y > 2780) { gunPowerUp.destroy(); gunPowerUps.splice(g, 1); continue; } // Check gun power-up-player collision var gunPowerUpPlayerIntersecting = gunPowerUp.intersects(playerShip); if (!gunPowerUp.lastIntersecting && gunPowerUpPlayerIntersecting) { // Enable triple shot for 3 seconds (180 frames at 60fps) hasTripleShot = true; gunPowerUpEndTime = LK.ticks + 180; // Flash effect on player (blue for gun upgrade) LK.effects.flashObject(playerShip, 0x0099ff, 300); // Tint player ship blue to show power-up is active tween(playerShip, { tint: 0x4444ff }, { duration: 500 }); // Destroy gun power-up gunPowerUp.destroy(); gunPowerUps.splice(g, 1); continue; } gunPowerUp.lastY = gunPowerUp.y; gunPowerUp.lastIntersecting = gunPowerUpPlayerIntersecting; } // Update and check health packs for (var h = healthPacks.length - 1; h >= 0; h--) { var healthPack = healthPacks[h]; // Remove health packs that go off screen if (healthPack.lastY <= 2780 && healthPack.y > 2780) { healthPack.destroy(); healthPacks.splice(h, 1); continue; } // Check health pack-player collision var healthPackPlayerIntersecting = healthPack.intersects(playerShip); if (!healthPack.lastIntersecting && healthPackPlayerIntersecting) { // Heal player if not at max health if (playerShip.health < playerShip.maxHealth) { playerShip.health++; playerShip.updateHealthBar(); // Flash effect on player (magenta for health) LK.effects.flashObject(playerShip, 0xff00ff, 300); } // Destroy health pack healthPack.destroy(); healthPacks.splice(h, 1); continue; } healthPack.lastY = healthPack.y; healthPack.lastIntersecting = healthPackPlayerIntersecting; } // Check if gun power-up should expire if (hasTripleShot && LK.ticks >= gunPowerUpEndTime) { hasTripleShot = false; // Fade player ship back to normal color tween(playerShip, { tint: 0xffffff }, { duration: 500 }); // Flash effect to show power-up ended LK.effects.flashObject(playerShip, 0xffffff, 200); } // 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
@@ -553,11 +553,11 @@
}
// Check gun power-up-player collision
var gunPowerUpPlayerIntersecting = gunPowerUp.intersects(playerShip);
if (!gunPowerUp.lastIntersecting && gunPowerUpPlayerIntersecting) {
- // Enable triple shot for 7 seconds (420 frames at 60fps)
+ // Enable triple shot for 3 seconds (180 frames at 60fps)
hasTripleShot = true;
- gunPowerUpEndTime = LK.ticks + 420;
+ gunPowerUpEndTime = LK.ticks + 180;
// Flash effect on player (blue for gun upgrade)
LK.effects.flashObject(playerShip, 0x0099ff, 300);
// Tint player ship blue to show power-up is active
tween(playerShip, {
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