User prompt
Please fix the bug: 'Timeout.tick error: null is not an object (evaluating 'titleText.y')' in or related to this line: 'var targetY = titleText.y + titleText.height / 2 + frenzyText.height / 2 + spacing;' Line Number: 203
User prompt
remove attract mode when the person taps
User prompt
remove the attract mode (the player which is the AI. playing the game) On tap
User prompt
when the player taps. the title screen, attract screen, “Press Start!” and the “FREE PLAY” message disappear.
User prompt
when the player taps. an 5 second countdown begins. after the 5 second countdown. the “How to play” screen appears.
User prompt
make the “Press Start!” And the “FREE PLAY!” messages appears on the top of the screen.
User prompt
when the frenzy appears. the “Press Start!” Message appears. and below it is “FREE PLAY”
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and the cannon can’t let invaders escape the screen.
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make it like ai is actually playing the game. so don’t make it bounce off the screen shooting. make it move side to side like ai is playing it and shooting not all the time but most of the time.
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Please fix the bug: 'ReferenceError: Can't find variable: invaders' in or related to this line: 'if (shootCooldown <= 0 && invaders.length > 0) {' Line Number: 153
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Please fix the bug: 'ReferenceError: Can't find variable: bullets' in or related to this line: 'if (bullets.indexOf(self) !== -1) {' Line Number: 29
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after the frenzy. the attract mode starts. the gameplay starts but the title is still there and the cannon is moving on its own and shooting and destroying the invaders. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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make the “FRENZY” go under the “Pixelossed Rush”
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after 2 seconds. add the title “FRENZY” with the title going up for the animation. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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name the title Pixelossed Rush
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add. the title.
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remove everything at this point now.
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add the text “Press Start”
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change it.
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make the title in the middle and remove the title that’s not in the middle.
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remove everything except the title screen.
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Please fix the bug: 'undefined is not an object (evaluating 'scoreTxt.visible = false')' in or related to this line: 'scoreTxt.visible = false;' Line Number: 151
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before the game starts. add the title. so then when they tap. they start the game. and on the top of the title “FREEPLAY PRESS START” appears. and “PRESS START” is under “FREE PLAY”
User prompt
make the title
Code edit (1 edits merged)
Please save this source code
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// --- Bullet Setup ---
var Bullet = Container.expand(function () {
var self = Container.call(this);
var bulletSprite = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speedY = -18;
self.update = function () {
self.y += self.speedY;
// Remove if off screen
if (self.y < -100) {
self.destroy();
if (bullets.indexOf(self) !== -1) bullets.splice(bullets.indexOf(self), 1);
}
};
return self;
});
// --- Arrays to track objects ---
// --- Invader Setup ---
// Create a simple invader class
var Invader = Container.expand(function () {
var self = Container.call(this);
var invaderSprite = self.attachAsset('invader', {
anchorX: 0.5,
anchorY: 0.5
});
// Start at random X, near top
self.x = 200 + Math.random() * (2048 - 400);
self.y = 300 + Math.random() * 200;
// Move down slowly
self.speedY = 2 + Math.random() * 2;
self.update = function () {
self.y += self.speedY;
// Remove if off screen
if (self.y > 2732 + 100) {
self.destroy();
if (invaders.indexOf(self) !== -1) invaders.splice(invaders.indexOf(self), 1);
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
// --- Arrays to track objects ---
var bullets = [];
var invaders = [];
var titleText = new Text2('Pixelossed Rush', {
size: 180,
fill: 0xFFFFFF
});
titleText.anchor.set(0.5, 0.5);
titleText.x = 2048 / 2;
titleText.y = 2732 / 2;
game.addChild(titleText);
;
// Add FRENZY title after 2 seconds with upward tween animation, positioned under the main title
LK.setTimeout(function () {
var frenzyText = new Text2('FRENZY', {
size: 200,
fill: 0xFFFFFF
});
frenzyText.anchor.set(0.5, 0.5);
frenzyText.x = 2048 / 2;
// Start below the main title, animate up to just under the main title
var spacing = 120;
var targetY = titleText.y + titleText.height / 2 + frenzyText.height / 2 + spacing;
frenzyText.y = targetY + 200;
game.addChild(frenzyText);
// Animate the title going up to its target position
tween(frenzyText, {
y: targetY
}, {
duration: 900,
easing: tween.easeOut
});
}, 2000);
;
// Attract mode: start after FRENZY appears (2s + animation ~1s)
LK.setTimeout(function () {
// --- Attract Mode State ---
var attractMode = true;
// --- Cannon Setup ---
// Create a cannon asset (box shape, centered at bottom)
var cannon = LK.getAsset('cannon', {
anchorX: 0.5,
anchorY: 0.5
});
// Place cannon at bottom center
cannon.x = 2048 / 2;
cannon.y = 2732 - 200;
game.addChild(cannon);
// --- Arrays to track objects ---
// --- Spawn Invaders ---
var invaderTimer = LK.setInterval(function () {
if (!attractMode) return;
var inv = new Invader();
invaders.push(inv);
game.addChild(inv);
}, 700);
// --- Cannon AI movement ---
var cannonDir = 1; // 1 = right, -1 = left
var cannonSpeed = 16;
var leftBound = 120;
var rightBound = 2048 - 120;
// For shooting
var shootCooldown = 0;
// --- Main update loop for attract mode ---
game.update = function () {
if (!attractMode) return;
// --- AI Cannon Movement: Prioritize intercepting invaders about to escape ---
// Find invader closest to bottom (about to escape)
var escapeInvader = null;
var maxY = -99999;
for (var i = 0; i < invaders.length; i++) {
if (invaders[i].y > maxY) {
maxY = invaders[i].y;
escapeInvader = invaders[i];
}
}
// If any invader is close to escaping (e.g. y > 2732-350), target it
var targetInvader = null;
if (escapeInvader && escapeInvader.y > 2732 - 350) {
targetInvader = escapeInvader;
} else {
// Otherwise, target nearest in X as before
var nearest = null;
var minDist = 99999;
for (var i = 0; i < invaders.length; i++) {
var dx = Math.abs(invaders[i].x - cannon.x);
if (dx < minDist) {
minDist = dx;
nearest = invaders[i];
}
}
targetInvader = nearest;
}
// Move cannon toward target invader, but not instantly
if (targetInvader) {
var dx = targetInvader.x - cannon.x;
// Move at most cannonSpeed per frame, but slow down as it gets close
if (Math.abs(dx) > 10) {
cannon.x += Math.sign(dx) * Math.min(cannonSpeed, Math.abs(dx));
}
}
// Clamp cannon within bounds
if (cannon.x > rightBound) cannon.x = rightBound;
if (cannon.x < leftBound) cannon.x = leftBound;
// --- AI Cannon Shooting: Shoot at escaping invaders with higher priority ---
shootCooldown--;
var shouldShoot = false;
if (shootCooldown <= 0 && invaders.length > 0 && targetInvader) {
// If targeting an escaping invader, shoot if aligned in X
if (escapeInvader && escapeInvader === targetInvader && Math.abs(cannon.x - targetInvader.x) < 120) {
// 98% chance to shoot at escaping invader
if (Math.random() < 0.98) shouldShoot = true;
} else if (Math.abs(cannon.x - targetInvader.x) < 120) {
// 80% chance to shoot at other invaders
if (Math.random() < 0.8) shouldShoot = true;
}
if (shouldShoot) {
var bullet = new Bullet();
bullet.x = cannon.x;
bullet.y = cannon.y - 60;
bullets.push(bullet);
game.addChild(bullet);
}
// Randomize next cooldown (faster or slower)
shootCooldown = 18 + Math.floor(Math.random() * 18);
}
// Update bullets
for (var b = bullets.length - 1; b >= 0; b--) {
var bullet = bullets[b];
if (bullet.update) bullet.update();
// Check collision with invaders
for (var j = invaders.length - 1; j >= 0; j--) {
var inv = invaders[j];
if (bullet.intersects(inv)) {
// Destroy both
bullet.destroy();
inv.destroy();
bullets.splice(b, 1);
invaders.splice(j, 1);
break;
}
}
}
// Update invaders
for (var i = invaders.length - 1; i >= 0; i--) {
if (invaders[i].update) invaders[i].update();
// If any invader escapes, end attract mode and show game over
if (invaders[i].y > 2732 + 100) {
attractMode = false;
LK.showGameOver();
break;
}
}
};
}, 3000); // 2s for FRENZY + 1s for animation
; ===================================================================
--- original.js
+++ change.js
@@ -124,35 +124,59 @@
var shootCooldown = 0;
// --- Main update loop for attract mode ---
game.update = function () {
if (!attractMode) return;
- // --- AI Cannon Movement: Move toward nearest invader like a player ---
- // Find nearest invader in X
- var nearest = null;
- var minDist = 99999;
+ // --- AI Cannon Movement: Prioritize intercepting invaders about to escape ---
+ // Find invader closest to bottom (about to escape)
+ var escapeInvader = null;
+ var maxY = -99999;
for (var i = 0; i < invaders.length; i++) {
- var dx = Math.abs(invaders[i].x - cannon.x);
- if (dx < minDist) {
- minDist = dx;
- nearest = invaders[i];
+ if (invaders[i].y > maxY) {
+ maxY = invaders[i].y;
+ escapeInvader = invaders[i];
}
}
- // Move cannon toward nearest invader, but not instantly
- if (nearest) {
- var dx = nearest.x - cannon.x;
+ // If any invader is close to escaping (e.g. y > 2732-350), target it
+ var targetInvader = null;
+ if (escapeInvader && escapeInvader.y > 2732 - 350) {
+ targetInvader = escapeInvader;
+ } else {
+ // Otherwise, target nearest in X as before
+ var nearest = null;
+ var minDist = 99999;
+ for (var i = 0; i < invaders.length; i++) {
+ var dx = Math.abs(invaders[i].x - cannon.x);
+ if (dx < minDist) {
+ minDist = dx;
+ nearest = invaders[i];
+ }
+ }
+ targetInvader = nearest;
+ }
+ // Move cannon toward target invader, but not instantly
+ if (targetInvader) {
+ var dx = targetInvader.x - cannon.x;
// Move at most cannonSpeed per frame, but slow down as it gets close
if (Math.abs(dx) > 10) {
cannon.x += Math.sign(dx) * Math.min(cannonSpeed, Math.abs(dx));
}
}
// Clamp cannon within bounds
if (cannon.x > rightBound) cannon.x = rightBound;
if (cannon.x < leftBound) cannon.x = leftBound;
- // --- AI Cannon Shooting: Shoot most of the time, but not always ---
+ // --- AI Cannon Shooting: Shoot at escaping invaders with higher priority ---
shootCooldown--;
- if (shootCooldown <= 0 && invaders.length > 0 && nearest && minDist < 120) {
- // 80% chance to shoot
- if (Math.random() < 0.8) {
+ var shouldShoot = false;
+ if (shootCooldown <= 0 && invaders.length > 0 && targetInvader) {
+ // If targeting an escaping invader, shoot if aligned in X
+ if (escapeInvader && escapeInvader === targetInvader && Math.abs(cannon.x - targetInvader.x) < 120) {
+ // 98% chance to shoot at escaping invader
+ if (Math.random() < 0.98) shouldShoot = true;
+ } else if (Math.abs(cannon.x - targetInvader.x) < 120) {
+ // 80% chance to shoot at other invaders
+ if (Math.random() < 0.8) shouldShoot = true;
+ }
+ if (shouldShoot) {
var bullet = new Bullet();
bullet.x = cannon.x;
bullet.y = cannon.y - 60;
bullets.push(bullet);
@@ -180,8 +204,14 @@
}
// Update invaders
for (var i = invaders.length - 1; i >= 0; i--) {
if (invaders[i].update) invaders[i].update();
+ // If any invader escapes, end attract mode and show game over
+ if (invaders[i].y > 2732 + 100) {
+ attractMode = false;
+ LK.showGameOver();
+ break;
+ }
}
};
}, 3000); // 2s for FRENZY + 1s for animation
;
\ No newline at end of file