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make the super boss do 50 damage
Code edit (1 edits merged)
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make the super boss a seperate asset
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make a super boss that spawns in once score is at 100
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make boss enemies do twice as much damage
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'intersects')' in or related to this line: 'if (enemies[k].health > 0 && bullets[j].intersects(enemies[k])) {' Line Number: 275
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make a cap for the spawn interval
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set the text for score back to white
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make the text for score red
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make the text for score black
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make a score counter at the top that goes up 1 every time an enemy is killed and 10 every every time a boss is killed
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make enemies spawn in faster over time
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make enemies and bosses spawn less frequently
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have the background music always playing on a loop
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have a seperate sound for when the base gets hit
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make a sound when the boss gets hit
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'update')' in or related to this line: 'bullets[j].update();' Line Number: 250
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make the background the same size as the screen
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make a background
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make a background
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/**** * Classes ****/ var Base = Container.expand(function () { var self = Container.call(this); var baseGraphics = self.attachAsset('base', { anchorX: 0.5, anchorY: 0.5 }); self.health = 500; self.update = function () { if (self.health <= 0) { LK.showGameOver(); } }; self.takeDamage = function (amount) { self.health -= amount; // Play player damage sound LK.getSound('playerDamage').play(); }; }); var Boss = Container.expand(function () { var self = Container.call(this); var bossGraphics = self.attachAsset('boss', { anchorX: 0.5, anchorY: 0.5 }); self.health = 200; self.speed = 0.5; self.update = function () { // Update logic for boss // Move straight down self.y += self.speed; }; self.takeDamage = function (amount) { self.health -= amount; // Play boss hit sound LK.getSound('bossHit').play(); if (self.health <= 0) { self.die(); } }; self.die = function () { // Handle boss death for (var i = bullets.length - 1; i >= 0; i--) { if (bullets[i].intersects(self)) { bullets[i].destroy(); bullets.splice(i, 1); } } // Play boss death sound LK.getSound('bossDeath').play(); self.destroy(); }; }); // 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 = 10; self.update = function () { self.y -= self.speed; if (self.y < 0 || self.y > 2732) { self.destroy(); } }; }); // Enemy class var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.health = 50; self.speed = 1; self.update = function () { // Update logic for enemy // Move straight down self.y += self.speed; }; self.takeDamage = function (amount) { self.health -= amount; // Play enemy hit sound LK.getSound('enemyHit').play(); if (self.health <= 0) { self.die(); } }; self.die = function () { // Handle enemy death for (var i = bullets.length - 1; i >= 0; i--) { if (bullets[i].intersects(self)) { bullets[i].destroy(); bullets.splice(i, 1); } } // Play enemy death sound LK.getSound('enemyDeath').play(); self.destroy(); }; }); // HealthBar class var HealthBar = Container.expand(function () { var self = Container.call(this); var healthBarGraphics = self.attachAsset('healthBar', { anchorX: 0.5, anchorY: 0.5, height: 15 }); self.update = function () { // Update logic for health bar // Adjust width of health bar based on health of parent healthBarGraphics.width = self.parent.health; }; self.interactive = false; // Disable hitbox for health bar }); // Hero class var Hero = Container.expand(function () { var self = Container.call(this); var heroGraphics = self.attachAsset('hero', { anchorX: 0.5, anchorY: 0.5 }); self.health = 100; self.speed = 5; self.update = function () { // Update logic for hero // Move hero left if it's not at the edge of the screen if (self.x > 0) { self.x -= self.speed; } // Move hero right if it's not at the edge of the screen if (self.x < 2048) { self.x += self.speed; } }; self.takeDamage = function (amount) { self.health -= amount; // Play player damage sound LK.getSound('playerDamage').play(); if (self.health <= 0) { self.die(); } }; self.die = function () { // Handle hero death LK.showGameOver(); }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Add a background to the game var background = game.addChild(LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, width: 2048, height: 2732 })); LK.playMusic('backgroundMusic'); // Initialize hero var hero = game.addChild(new Hero()); hero.x = 2048 / 2; hero.y = 2732 - 200; // Attach health bar to hero var heroHealthBar = hero.addChild(new HealthBar()); heroHealthBar.y = 75; // Position health bar below hero var base = game.addChild(new Base()); base.x = 2048 / 2; base.y = 2732 - 50; // Attach health bar to base var baseHealthBar = base.addChild(new HealthBar()); baseHealthBar.y = 0; // Position health bar above base // Initialize enemies array var enemies = []; // Initialize bullets array var bullets = []; // Function to spawn enemies function spawnEnemy() { var enemy = new Enemy(); enemy.x = Math.random() * 2048; enemy.y = 0; // Attach health bar to enemy var enemyHealthBar = enemy.addChild(new HealthBar()); enemyHealthBar.y = -75; // Position health bar slightly above enemy enemies.push(enemy); game.addChild(enemy); } // Function to shoot bullets function shootBullet() { var bullet = new Bullet(); bullet.x = hero.x; bullet.y = hero.y; bullets.push(bullet); game.addChild(bullet); } // Handle touch events for shooting game.down = function (x, y, obj) { hero.x = x; shootBullet(); }; // Update game logic game.update = function () { // Update hero hero.update(); // Update enemies for (var i = enemies.length - 1; i >= 0; i--) { enemies[i].update(); if (enemies[i].intersects(hero)) { hero.takeDamage(10); enemies[i].destroy(); enemies.splice(i, 1); } else if (enemies[i].intersects(base)) { base.takeDamage(10); enemies[i].destroy(); enemies.splice(i, 1); } } // Update bullets for (var j = bullets.length - 1; j >= 0; j--) { if (bullets[j]) { bullets[j].update(); } for (var k = enemies.length - 1; k >= 0; k--) { if (enemies[k].health > 0 && bullets[j].intersects(enemies[k])) { enemies[k].takeDamage(20); if (bullets[j]) { bullets[j].destroy(); } bullets.splice(j, 1); break; } } } if (LK.ticks % 60 == 0) { spawnEnemy(); } // Spawn boss enemy periodically if (LK.ticks % 600 == 0) { var boss = new Boss(); boss.x = Math.random() * 2048; boss.y = 0; // Attach health bar to boss var bossHealthBar = boss.addChild(new HealthBar()); bossHealthBar.y = -125; // Position health bar slightly above boss enemies.push(boss); game.addChild(boss); } // Spawn powerups periodically }; game.move = function (x, y, obj) { hero.x = x; };
===================================================================
--- original.js
+++ change.js
@@ -33,8 +33,10 @@
self.y += self.speed;
};
self.takeDamage = function (amount) {
self.health -= amount;
+ // Play boss hit sound
+ LK.getSound('bossHit').play();
if (self.health <= 0) {
self.die();
}
};