User prompt
delete DOTmissile when collides with truck
User prompt
DOT fires DOTmissile from assests
User prompt
space dot's fire missiles at truck every 4 seconds, if a missile hits it reduces points by 15
User prompt
pirates fire missles every 4 seconds
User prompt
start the game at score 0
User prompt
At 500 points, spawn mothership enemy, 10 health
User prompt
Delete everything about motherhood, space pirate mother ship, and mothers hip
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'intersects')' in or related to this line: 'if (motherShipSpawned && bullets[i].intersects(motherShip)) {' Line Number: 460
User prompt
Make bullets collide with mother's hip
User prompt
Bullets won't collide with mother's hip
User prompt
Start game at 490 points
User prompt
Rename spacepiratemothership to mother's hip
User prompt
make power boost drop 100% chance
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'powerBoost.x = spaceDOTs[j].x;' Line Number: 475
User prompt
start game at 0 points
User prompt
10% chance that dot will drop a power boost to the bullets of the truck, the power boost fires 3 bullets, 1 straight up and 2 at 30degree angles from the straight one
User prompt
bullet collision with mothership still not being detected
User prompt
decrease spawn rate of space pirates fter score reaches 500 to 1 every 5 seconds
Code edit (3 edits merged)
Please save this source code
User prompt
mothership has 10 health, witch decreases every time it gets hit by a bullet, when it reaches 0 health, it creates an explosion and is removed
Code edit (1 edits merged)
Please save this source code
User prompt
set mothership health to 5
Code edit (2 edits merged)
Please save this source code
User prompt
decrease spawn rate of space pirates when points reach 500
User prompt
at score 500 decrease the spawn rate of space pirates
/**** * Classes ****/ // Bullet class var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -5; self.update = function () { self.y += self.speed; }; }); // DOTMissile class var DOTMissile = Container.expand(function () { var self = Container.call(this); var missileGraphics = self.attachAsset('DOTmissile', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 8; self.update = function () { self.x += self.vx; self.y += self.vy; // Calculate the angle of movement var angle = Math.atan2(self.vy, self.vx); // Rotate the missile to point in the direction of movement missileGraphics.rotation = angle; }; }); // Explosion class var Explosion = Container.expand(function () { var self = Container.call(this); var explosionGraphics = self.attachAsset('explosion', { anchorX: 0.5, anchorY: 0.5 }); self.lifetime = 30; // Duration of the explosion effect self.update = function () { self.lifetime--; if (self.lifetime <= 0) { self.destroy(); } }; }); // LifePod class var LifePod = Container.expand(function () { var self = Container.call(this); var podGraphics = self.attachAsset('cargo', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 2; // Falling speed of the life pod self.update = function () { self.y += self.speed; // Check if the life pod goes off screen if (self.y > 2732) { self.destroy(); } }; }); // Missile class var Missile = Container.expand(function () { var self = Container.call(this); var missileGraphics = self.attachAsset('missile', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 8; self.update = function () { self.x += self.vx; self.y += self.vy; // Calculate the angle of movement var angle = Math.atan2(self.vy, self.vx); // Rotate the missile to point in the direction of movement missileGraphics.rotation = angle; }; }); // Mothership class var Mothership = Container.expand(function () { var self = Container.call(this); var mothershipGraphics = self.attachAsset('spacePirateMotherShip', { anchorX: 0.5, anchorY: 0.5 }); self.health = 10; self.update = function () { // Mothership logic can be added here }; }); // PowerBoost class var PowerBoost = Container.expand(function () { var self = Container.call(this); var boostGraphics = self.attachAsset('yellowStar', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 2; // Falling speed of the power boost self.update = function () { self.y += self.speed; // Check if the power boost goes off screen if (self.y > 2732) { self.destroy(); } }; }); // Red Star class var RedStar = Container.expand(function () { var self = Container.call(this); var starGraphics = self.attachAsset('redStar', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 1; // Set a consistent falling speed for stars self.update = function () { self.y += self.speed; if (self.y > 2732) { self.y = -self.height; // Reset position to top when it goes off screen } }; }); // Space DOT class var SpaceDOT = Container.expand(function () { var self = Container.call(this); var dotGraphics = self.attachAsset('spaceDOT', { anchorX: 0.0, anchorY: 0.5 }); self.speed = 5; self.health = 3; self.update = function () { // Space DOTs fire missiles every 4 seconds if (LK.ticks % 240 == 0) { var newMissile = new DOTMissile(); newMissile.x = self.x; newMissile.y = self.y; var dx = truck.x - self.x; var dy = truck.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); newMissile.vx = dx / distance * newMissile.speed; newMissile.vy = dy / distance * newMissile.speed; missiles.push(newMissile); game.addChild(newMissile); } // Calculate angle towards the truck var angle = Math.atan2(truck.y - self.y, truck.x - self.x); // Rotate the SpaceDOT to point towards the truck dotGraphics.rotation = angle; // Calculate direction towards the truck var dx = truck.x - self.x; var dy = truck.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0.1) { // Prevent division by zero // Calculate movement towards the truck self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; } if (self.y > 2732) { self.y = -self.height; } }; }); // Space Pirate class var SpacePirate = Container.expand(function () { var self = Container.call(this); var pirateGraphics = self.attachAsset('spacePirate', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 3; self.update = function () { self.y += self.speed; if (self.y > 2732) { self.y = -self.height; } // Space pirates fire missiles if (LK.ticks % 240 == 0) { var newMissile = new Missile(); newMissile.x = self.x; newMissile.y = self.y; // Calculate direction towards the truck var dx = truck.x - self.x; var dy = truck.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); newMissile.vx = dx / distance * newMissile.speed; newMissile.vy = dy / distance * newMissile.speed; missiles.push(newMissile); game.addChild(newMissile); } }; }); // Star class var Star = Container.expand(function () { var self = Container.call(this); var starGraphics = self.attachAsset('blueStar', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 1; // Set a consistent falling speed for stars self.update = function () { self.y += self.speed; if (self.y > 2732) { self.y = -self.height; // Reset position to top when it goes off screen } }; }); //<Assets used in the game will automatically appear here> // Truck class var Truck = Container.expand(function () { var self = Container.call(this); self.lives = 10; // Initialize truck with 10 lives var truckGraphics = self.attachAsset('truck', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.update = function () { // Truck movement logic // Touch-based controls for truck movement game.move = function (x, y, obj) { self.x = x; self.y = y; }; if (LK.ticks % 30 == 0) { var newBullet = new Bullet(); newBullet.x = self.x; newBullet.y = self.y; bullets.push(newBullet); game.addChild(newBullet); } }; self.move = function (x, y, obj) { self.x = x; self.y = y; }; }); // Yellow Star class var YellowStar = Container.expand(function () { var self = Container.call(this); var starGraphics = self.attachAsset('yellowStar', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 1; // Set a consistent falling speed for stars self.update = function () { self.y += self.speed; if (self.y > 2732) { self.y = -self.height; // Reset position to top when it goes off screen } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Initialize stars var stars = []; for (var i = 0; i < 100; i++) { var star; var randomType = Math.random(); if (randomType < 0.33) { star = new Star(); } else if (randomType < 0.66) { star = new RedStar(); } else { star = new YellowStar(); } star.x = Math.random() * 2048; star.y = Math.random() * 2732; stars.push(star); game.addChild(star); } // Update stars for (var i = 0; i < stars.length; i++) { stars[i].update(); } // Initialize score to 0 points LK.setScore(0); // Initialize bullets var bullets = []; // Initialize missiles var missiles = []; // Initialize truck var truck = game.addChild(new Truck()); truck.x = 2048 / 2; truck.y = 2732 - 200; // Initialize space pirates var spacePirates = []; var pirateSpawnInterval = LK.setInterval(function () { var pirate = new SpacePirate(); pirate.x = Math.random() * 2048; pirate.y = Math.random() * -2732; // Ensure pirates spawn off-screen initially spacePirates.push(pirate); game.addChild(pirate); }, 5000); // Spawn a pirate every 5 seconds // Initialize space DOTs var spaceDOTs = []; var dotSpawnInterval = LK.setInterval(function () { var dot = new SpaceDOT(); dot.x = Math.random() * 2048; dot.y = Math.random() * -500; spaceDOTs.push(dot); game.addChild(dot); }, 10000); // Spawn a DOT every 10 seconds // Handle truck movement game.move = function (x, y, obj) { truck.x = x; truck.y = y; }; // Display current points at the top of the screen in white letters and numbers, in a retro font var scoreDisplay = new Text2('Score: 0', { size: 100, // Increased size for the score banner fill: "#ffffff", font: "'Press Start 2P', cursive" // Retro font }); scoreDisplay.anchor.set(0.5, 0); // Center the text horizontally LK.gui.top.addChild(scoreDisplay); // Display truck lives below the score banner var livesDisplay = new Text2('Lives: 3', { size: 80, fill: "#ffffff", font: "'Press Start 2P', cursive" }); livesDisplay.anchor.set(0.5, 0); livesDisplay.y = scoreDisplay.height; // Position below the score banner LK.gui.top.addChild(livesDisplay); // Update game logic if (LK.getScore() >= 500 && !mothershipSpawned) { var mothership = new Mothership(); mothership.x = 2048 / 2; mothership.y = -mothership.height; // Start off-screen game.addChild(mothership); mothershipSpawned = true; } game.update = function () { // Increase missile speed after reaching 300 points if (LK.getScore() >= 300) { for (var i = 0; i < missiles.length; i++) { missiles[i].speed = 12; // Increase speed } } // Check if score is 100 or more to increase difficulty if (LK.getScore() >= 100) { // Increase pirate fire rate for (var i = 0; i < spacePirates.length; i++) { if (LK.ticks % 60 == 0) { // Fire every second instead of every two seconds var newMissile = new Missile(); newMissile.x = spacePirates[i].x; newMissile.y = spacePirates[i].y; var dx = truck.x - spacePirates[i].x; var dy = truck.y - spacePirates[i].y; var distance = Math.sqrt(dx * dx + dy * dy); newMissile.vx = dx / distance * newMissile.speed; newMissile.vy = dy / distance * newMissile.speed; missiles.push(newMissile); game.addChild(newMissile); } } // Increase pirate spawn rate if (LK.getScore() >= 250) { if (LK.ticks % 150 == 0) { // Spawn a pirate every 2.5 seconds var pirate = new SpacePirate(); pirate.x = Math.random() * 2048; pirate.y = Math.random() * -2732; spacePirates.push(pirate); game.addChild(pirate); } } else { if (LK.ticks % 300 == 0) { // Spawn a pirate every 5 seconds var pirate = new SpacePirate(); pirate.x = Math.random() * 2048; pirate.y = Math.random() * -2732; spacePirates.push(pirate); game.addChild(pirate); } } } // Update lives display livesDisplay.setText('Lives: ' + truck.lives); // Update score display scoreDisplay.setText('Score: ' + LK.getScore()); // Update game logic // Update bullets for (var i = bullets.length - 1; i >= 0; i--) { bullets[i].update(); // Remove bullets that go off screen if (bullets[i].y < -50) { game.removeChild(bullets[i]); bullets.splice(i, 1); continue; } // Check collision with space pirates for (var j = spacePirates.length - 1; j >= 0; j--) { if (bullets[i].intersects(spacePirates[j])) { game.removeChild(bullets[i]); var explosion = new Explosion(); explosion.x = spacePirates[j].x; explosion.y = spacePirates[j].y; game.addChild(explosion); game.removeChild(spacePirates[j]); // 20% chance to spawn a LifePod if (Math.random() < 0.2) { var lifePod = new LifePod(); lifePod.x = spacePirates[j].x; lifePod.y = spacePirates[j].y; game.addChild(lifePod); } bullets.splice(i, 1); spacePirates.splice(j, 1); LK.setScore(LK.getScore() + 5); // Add 5 points for destroying a space pirate scoreDisplay.setStyle({ fill: "#00ff00" }); // Change text color to green LK.setTimeout(function () { scoreDisplay.setStyle({ fill: "#ffffff" }); // Change text color back to white }, 200); break; } } // Check collision with spaceDOTs for (var j = spaceDOTs.length - 1; j >= 0; j--) { if (bullets[i] && bullets[i].intersects(spaceDOTs[j])) { game.removeChild(bullets[i]); bullets.splice(i, 1); spaceDOTs[j].health -= 1; if (spaceDOTs[j].health <= 0) { var explosion = new Explosion(); explosion.x = spaceDOTs[j].x; explosion.y = spaceDOTs[j].y; game.addChild(explosion); game.removeChild(spaceDOTs[j]); spaceDOTs.splice(j, 1); LK.setScore(LK.getScore() + 15); // Add 15 points for destroying a DOT // 100% chance to spawn a PowerBoost if (spaceDOTs[j]) { var powerBoost = new PowerBoost(); powerBoost.x = spaceDOTs[j].x; powerBoost.y = spaceDOTs[j].y; game.addChild(powerBoost); } scoreDisplay.setStyle({ fill: "#00ff00" }); // Change text color to green LK.setTimeout(function () { scoreDisplay.setStyle({ fill: "#ffffff" }); // Change text color back to white }, 200); } break; } } } for (var i = 0; i < spacePirates.length; i++) { spacePirates[i].update(); // If a space pirate is destroyed, spawn a new one if (spacePirates.length == 0) { var pirate = new SpacePirate(); pirate.x = Math.random() * 2048; pirate.y = Math.random() * -2732; spacePirates.push(pirate); game.addChild(pirate); } // Check collision with truck if (spacePirates[i].intersects(truck)) { game.removeChild(spacePirates[i]); spacePirates.splice(i, 1); truck.lives -= 1; // Decrease truck lives by 1 livesDisplay.setStyle({ fill: "#ff0000" }); // Change text color to red LK.setTimeout(function () { livesDisplay.setStyle({ fill: "#ffffff" }); // Change text color back to white LK.setTimeout(function () { livesDisplay.setStyle({ fill: "#ff0000" }); // Change text color to red again LK.setTimeout(function () { livesDisplay.setStyle({ fill: "#ffffff" }); // Change text color back to white }, 200); }, 200); }, 200); if (truck.lives <= 0) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } } } // Update space DOTs for (var i = 0; i < spaceDOTs.length; i++) { spaceDOTs[i].update(); // Check collision with truck if (spaceDOTs[i].intersects(truck)) { var explosion = new Explosion(); explosion.x = spaceDOTs[i].x; explosion.y = spaceDOTs[i].y; game.addChild(explosion); game.removeChild(spaceDOTs[i]); spaceDOTs.splice(i, 1); LK.setScore(LK.getScore() - 15); // Subtract 15 points for collision with the truck scoreDisplay.setStyle({ fill: "#ff0000" }); // Change text color to red LK.setTimeout(function () { scoreDisplay.setStyle({ fill: "#ffffff" }); // Change text color back to white }, 200); } } // Update life pods for (var i = game.children.length - 1; i >= 0; i--) { var child = game.children[i]; if (child instanceof LifePod) { child.update(); if (child.intersects(truck)) { game.removeChild(child); if (child instanceof LifePod) { truck.lives += 1; // Increase truck lives by 1 livesDisplay.setStyle({ fill: "#00ff00" }); // Change text color to green LK.setTimeout(function () { livesDisplay.setStyle({ fill: "#ffffff" }); // Change text color back to white }, 200); } else if (child instanceof PowerBoost) { // Fire 3 bullets: 1 straight, 2 at 30-degree angles var angles = [0, Math.PI / 6, -Math.PI / 6]; for (var _i = 0, _angles = angles; _i < _angles.length; _i++) { var angle = _angles[_i]; var newBullet = new Bullet(); newBullet.x = truck.x; newBullet.y = truck.y; newBullet.speed = -5; newBullet.update = function () { this.y += this.speed * Math.cos(angle); this.x += this.speed * Math.sin(angle); }; bullets.push(newBullet); game.addChild(newBullet); } } } } } for (var i = missiles.length - 1; i >= 0; i--) { missiles[i].update(); // Remove missiles that go off screen if (missiles[i].y > 2732 || missiles[i].x < -50 || missiles[i].x > 2098) { game.removeChild(missiles[i]); missiles.splice(i, 1); continue; } // Check collision with truck if (missiles[i].intersects(truck) && !truck.invincible) { game.removeChild(missiles[i]); missiles.splice(i, 1); truck.lives -= 1; LK.setScore(LK.getScore() - 15); // Subtract 15 points for missile hit scoreDisplay.setStyle({ fill: "#ff0000" }); // Change text color to red LK.setTimeout(function () { scoreDisplay.setStyle({ fill: "#ffffff" }); // Change text color back to white }, 200); truck.invincible = true; // Make truck invincible LK.setTimeout(function () { truck.invincible = false; // Remove invincibility after 0.5 seconds }, 500); livesDisplay.setStyle({ fill: "#ff0000" }); // Change text color to red LK.setTimeout(function () { livesDisplay.setStyle({ fill: "#ffffff" }); // Change text color back to white LK.setTimeout(function () { livesDisplay.setStyle({ fill: "#ff0000" }); // Change text color to red again LK.setTimeout(function () { livesDisplay.setStyle({ fill: "#ffffff" }); // Change text color back to white }, 200); }, 200); }, 200); if (truck.lives <= 0) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } continue; // Ensure the missile is immediately removed } // Check collision with DOTmissile and truck if (missiles[i] instanceof DOTMissile && missiles[i].intersects(truck)) { game.removeChild(missiles[i]); missiles.splice(i, 1); } } };
===================================================================
--- original.js
+++ change.js
@@ -614,6 +614,11 @@
LK.showGameOver();
}
continue; // Ensure the missile is immediately removed
}
+ // Check collision with DOTmissile and truck
+ if (missiles[i] instanceof DOTMissile && missiles[i].intersects(truck)) {
+ game.removeChild(missiles[i]);
+ missiles.splice(i, 1);
+ }
}
};
\ No newline at end of file