User prompt
Make stingerEnemy damage you on contact
User prompt
For every 3 enemies, spawn 7 stingerEnemy
User prompt
Remove the strongEnemy
User prompt
Fix Bug: 'TypeError: undefined is not an object (evaluating 'newEnemy.updateSpeed')' in this line: 'newEnemy.updateSpeed(score);' Line Number: 374
User prompt
Make normal enemies spawn alongside the stingerEnemy
User prompt
Make the boss enemy appear every 10 waves and make it shoot multiple projectiles
User prompt
Create a new bossEnemy class that is slower but is wider and takes more hits to kill and is completely separate
User prompt
Remove the skip to wave 5 button
User prompt
Remove the debug menu
User prompt
Make stingerEnemy spawn every wave after wave 5
User prompt
Make stingerEnemy spawn in groups of 7 spread out
User prompt
Make stingerEnemy spawn in groups of 5
User prompt
Fix Bug: 'TypeError: undefined is not an object (evaluating 'newEnemy.updateSpeed')' in this line: 'newEnemy.updateSpeed(score);' Line Number: 417
User prompt
Fix Bug: 'TypeError: undefined is not an object (evaluating 'newEnemy.updateSpeed')' in this line: 'newEnemy.updateSpeed(score);' Line Number: 417
User prompt
Make stinger enemies slower, and make them spawn in groups of 4
User prompt
Make stinger enemies shoot in a downwards spread
User prompt
On wave five spawn an new stinger enemy that is completely separate from normal enimes
User prompt
Give the stinger enemy type more damage and bigger bullets
User prompt
Make he stronger enemy type only appear on wave 5,10,15 etc
User prompt
Remove the bomb and laser power up
User prompt
Add a stronger enemy type on wave 5
User prompt
Slow down the enimies rate of fire
User prompt
Change the background
User prompt
Make the spread go upwards
User prompt
Make the power ups work
/**** * Classes ****/ var StingerEnemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.createAsset('stingerEnemy', 'Stinger enemy character', 0.5, 0.5); self.baseSpeed = 1.5; self.strength = 10; // Stinger enemy with higher strength self.updateSpeed = function (score) { self.strength = 10 + Math.floor(score / 150); // Stinger enemies scale with score self.speed = self.baseSpeed * self.strength; }; self.move = function () { self.y += self.speed; }; }); // HeroBullet class var HeroBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.createAsset('heroBullet', 'Hero bullet', 0.5, 1); self.speed = 10; self.move = function () { self.y -= self.speed; }; }); // Hero class var Hero = Container.expand(function () { var self = Container.call(this); var heroGraphics = self.createAsset('hero', 'Hero character', 0.5, 0.5); self.speed = 5; self.bulletCooldown = 0; self.lives = 5; // Player starts with 5 lives self.moveLeft = function () { self.x = Math.max(self.width / 2, self.x - self.speed); }; self.moveRight = function () { self.x = Math.min(2048 - self.width / 2, self.x + self.speed); }; self.shoot = function () { if (self.bulletCooldown <= 0) { var bullet = new HeroBullet(); bullet.x = self.x; bullet.y = self.y - self.height / 2; game.addChild(bullet); bullets.push(bullet); self.bulletCooldown = 20; // Cooldown period before next shot } }; self.powerUpTimer = 0; self.powerUpActive = false; self.enableSpreadShot = function () { self.powerUpActive = true; self.powerUpTimer = 3600; // 1 minute at 60FPS self.shoot = function () { if (self.bulletCooldown <= 0) { var angles = [-Math.PI / 4, -Math.PI / 2, -3 * Math.PI / 4]; // Angles for upward spread shot for (var i = 0; i < angles.length; i++) { var bullet = new SpreadShotBullet(angles[i], 10); bullet.x = self.x; bullet.y = self.y - self.height / 2; game.addChild(bullet); bullets.push(bullet); } self.bulletCooldown = 20; // Cooldown period before next shot } }; }; self.updatePowerUpTimer = function () { if (self.powerUpTimer > 0) { self.powerUpTimer--; if (self.powerUpTimer == 0) { self.powerUpActive = false; // Reset shoot function to default behavior self.shoot = self.defaultShoot; } } }; self.defaultShoot = function () { if (self.bulletCooldown <= 0) { var bullet = new HeroBullet(); bullet.x = self.x; bullet.y = self.y - self.height / 2; game.addChild(bullet); bullets.push(bullet); self.bulletCooldown = 20; // Cooldown period before next shot } }; self.shoot = self.defaultShoot; self.update = function () { if (self.bulletCooldown > 0) { self.bulletCooldown--; } var joystickDirection = joystick.getDirection(); if (joystickDirection.x < -10) { self.moveLeft(); } else if (joystickDirection.x > 10) { self.moveRight(); } }; }); // SpreadShotBullet class var SpreadShotBullet = Container.expand(function (angle, speed) { var self = Container.call(this); var bulletGraphics = self.createAsset('heroBullet', 'Spread shot bullet', 0.5, 1); self.speed = speed; self.angle = angle; self.move = function () { self.x += self.speed * Math.cos(self.angle); self.y += self.speed * Math.sin(self.angle); }; }); // Enemy class var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.createAsset('enemy', 'Enemy character', 0.5, 0.5); self.baseSpeed = 2; self.strength = 1; self.updateSpeed = function (score) { self.strength = 1 + Math.floor(score / 50); self.speed = self.baseSpeed * self.strength; }; self.move = function () { self.y += self.speed; }; }); // EnemyBullet class var EnemyBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.createAsset('enemyBullet', 'Enemy bullet', 0.5, 0); self.speed = 5; self.move = function () { self.y += self.speed; }; }); // PowerUp class var PowerUp = Container.expand(function () { var self = Container.call(this); var powerUpGraphics = self.createAsset('powerUp', 'Power up', 0.5, 0.5); self.type = 'spread'; // Default power-up type self.speed = 2; self.move = function () { self.y += self.speed; }; self.applyEffect = function (hero) { // Apply the effect based on power-up type switch (self.type) { case 'spread': hero.enableSpreadShot(); break; } }; }); // Joystick class var Joystick = Container.expand(function () { var self = Container.call(this); var joystickGraphics = self.createAsset('joystickBase', 'Joystick base', 0.5, 0.5); var joystickKnob = self.createAsset('joystickKnob', 'Joystick knob', 0.5, 0.5); self.addChild(joystickKnob); self.isDragging = false; self.startPos = { x: 0, y: 0 }; self.currentPos = { x: 0, y: 0 }; self.delta = { x: 0, y: 0 }; self.on('down', function (obj) { self.isDragging = true; self.startPos = obj.event.getLocalPosition(self); }); self.on('move', function (obj) { if (self.isDragging) { self.currentPos = obj.event.getLocalPosition(self); self.delta.x = self.currentPos.x - self.startPos.x; self.delta.y = self.currentPos.y - self.startPos.y; joystickKnob.x = Math.max(-50, Math.min(50, self.delta.x)); joystickKnob.y = Math.max(-50, Math.min(50, self.delta.y)); } }); self.on('up', function (obj) { self.isDragging = false; joystickKnob.x = 0; joystickKnob.y = 0; self.delta.x = 0; self.delta.y = 0; }); self.getDirection = function () { return self.delta; }; }); // ShootButton class var ShootButton = Container.expand(function () { var self = Container.call(this); var buttonGraphics = self.createAsset('shootButton', 'Shoot button', 0.5, 0.5); self.on('down', function () { hero.shoot(); }); }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000, // Init game with black background backgroundImage: 'spaceBackground' // Set background image to Space }); /**** * Game Code ****/ var shootButton = game.addChild(new ShootButton()); shootButton.x = 2048 - 150; // Position from right shootButton.y = 2732 - 150; // Position from bottom var joystick = game.addChild(new Joystick()); joystick.x = 150; // Position from left joystick.y = 2732 - 150; // Position from bottom // Initialize important asset arrays var bullets = []; var enemies = []; var enemyBullets = []; var powerUps = []; // Store active power-ups var score = 0; var hero = game.addChild(new Hero()); hero.x = 1024; // Center of the screen hero.y = 2732 - 200; // Near the bottom of the screen // Score display var scoreTxt = new Text2('0', { size: 150, fill: "#ffffff" }); // Lives display var livesTxt = new Text2('Lives: 5', { size: 100, fill: "#ffffff" }); livesTxt.anchor.set(0, 0); LK.gui.topLeft.addChild(livesTxt); // Score and Wave display var scoreAndWaveTxt = new Text2('Score: 0 | Wave: 1', { size: 100, fill: "#ffffff" }); scoreAndWaveTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreAndWaveTxt); // Game tick event LK.on('tick', function () { // Update hero hero.update(); // Move and check bullets for (var i = bullets.length - 1; i >= 0; i--) { bullets[i].move(); if (bullets[i].y < -bullets[i].height) { bullets[i].destroy(); bullets.splice(i, 1); } else { // Check for bullet collision with enemies for (var j = enemies.length - 1; j >= 0; j--) { if (bullets[i].intersects(enemies[j])) { if (Math.random() < 0.2) { // 20% chance to drop a power-up var powerUpTypes = ['spread']; var powerUp = new PowerUp(); powerUp.type = powerUpTypes[Math.floor(Math.random() * powerUpTypes.length)]; powerUp.x = enemies[j].x; powerUp.y = enemies[j].y; game.addChild(powerUp); powerUps.push(powerUp); } enemies[j].destroy(); enemies.splice(j, 1); bullets[i].destroy(); bullets.splice(i, 1); score += 10; scoreTxt.setText(score.toString()); break; } } } } // Move and check enemy bullets for (var k = enemyBullets.length - 1; k >= 0; k--) { enemyBullets[k].move(); if (enemyBullets[k].y > 2732 + enemyBullets[k].height) { enemyBullets[k].destroy(); enemyBullets.splice(k, 1); } else if (enemyBullets[k].intersects(hero)) { hero.lives--; if (hero.lives <= 0) { // Game over condition LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } else { // Flash hero red to indicate hit and update lives display LK.effects.flashObject(hero, 0xff0000, 500); livesTxt.setText('Lives: ' + hero.lives); } enemyBullets[k].destroy(); enemyBullets.splice(k, 1); } } // Move and check power-ups for (var m = powerUps.length - 1; m >= 0; m--) { powerUps[m].move(); if (powerUps[m].y > 2732 + powerUps[m].height) { powerUps[m].destroy(); powerUps.splice(m, 1); } else if (powerUps[m].intersects(hero)) { powerUps[m].applyEffect(hero); powerUps[m].destroy(); powerUps.splice(m, 1); } } // Update hero's power-up timer hero.updatePowerUpTimer(); // Move enemies, check for collisions with hero, and potentially shoot for (var l = enemies.length - 1; l >= 0; l--) { enemies[l].move(); // Check for collision with hero if (enemies[l].intersects(hero)) { hero.lives--; if (hero.lives <= 0) { // Game over condition LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } else { // Flash hero red to indicate hit and update lives display LK.effects.flashObject(hero, 0xff0000, 500); livesTxt.setText('Lives: ' + hero.lives); } enemies[l].destroy(); enemies.splice(l, 1); continue; } if (Math.random() < 0.005) { // Random chance to shoot, rate reduced to half var enemyBullet = new EnemyBullet(); enemyBullet.x = enemies[l].x; enemyBullet.y = enemies[l].y + enemies[l].height / 2; game.addChild(enemyBullet); enemyBullets.push(enemyBullet); } } // Wave system var waveInterval = 600; // 10 seconds per wave var enemiesPerWave = 5 + Math.floor(score / 100); // Increase number of enemies per wave based on score var currentWave = Math.floor(LK.ticks / waveInterval) + 1; scoreAndWaveTxt.setText('Score: ' + score + ' | Wave: ' + currentWave); if (LK.ticks % waveInterval == 0) { var currentWave = Math.floor(LK.ticks / waveInterval) + 1; for (var i = 0; i < enemiesPerWave; i++) { var newEnemy; var enemyCount = 3; var stingerCount = 7; for (var i = 0; i < enemiesPerWave; i++) { if (i % enemyCount === 0) { // Spawn stingerEnemy for (var n = 0; n < stingerCount; n++) { var stingerEnemy = new StingerEnemy(); stingerEnemy.updateSpeed(score); stingerEnemy.x = 2048 / 8 * (n + 1) - stingerEnemy.width / 2; stingerEnemy.y = -stingerEnemy.height / 2 - i * stingerEnemy.height * 1.5; enemies.push(stingerEnemy); game.addChild(stingerEnemy); } } else { // Spawn normal enemies var normalEnemy = new Enemy(); normalEnemy.updateSpeed(score); normalEnemy.x = Math.random() * (2048 - normalEnemy.width) + normalEnemy.width / 2; normalEnemy.y = -normalEnemy.height / 2 - i * normalEnemy.height; enemies.push(normalEnemy); game.addChild(normalEnemy); } } } } });
===================================================================
--- original.js
+++ change.js
@@ -317,11 +317,27 @@
}
}
// Update hero's power-up timer
hero.updatePowerUpTimer();
- // Move enemies and potentially shoot
+ // Move enemies, check for collisions with hero, and potentially shoot
for (var l = enemies.length - 1; l >= 0; l--) {
enemies[l].move();
+ // Check for collision with hero
+ if (enemies[l].intersects(hero)) {
+ hero.lives--;
+ if (hero.lives <= 0) {
+ // Game over condition
+ LK.effects.flashScreen(0xff0000, 1000);
+ LK.showGameOver();
+ } else {
+ // Flash hero red to indicate hit and update lives display
+ LK.effects.flashObject(hero, 0xff0000, 500);
+ livesTxt.setText('Lives: ' + hero.lives);
+ }
+ enemies[l].destroy();
+ enemies.splice(l, 1);
+ continue;
+ }
if (Math.random() < 0.005) {
// Random chance to shoot, rate reduced to half
var enemyBullet = new EnemyBullet();
enemyBullet.x = enemies[l].x;
A laser. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A laser bullet. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A plus sign. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A mechanical wasp. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A turret. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.