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 = 50;
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
@@ -152,9 +152,9 @@
var shipGraphics = self.attachAsset('playerShip', {
anchorX: 0.5,
anchorY: 0.5
});
- self.maxHealth = 5;
+ self.maxHealth = 50;
self.health = self.maxHealth;
// Create health bar background
var healthBarBg = self.attachAsset('playerHealthBarBg', {
anchorX: 0.5,
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