User prompt
delete add bullet option
User prompt
when i choose add bullet on power up screen add one more bullet
User prompt
when i add bullets make it bullets go one enemy
User prompt
when power up screen came stop all enemies ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'TypeError: LK.pauseGame is not a function' in or related to this line: 'LK.pauseGame();' Line Number: 412
User prompt
when power screen came pause the game
User prompt
when i add bullets it goes different enemies its good but if there is no multiple enemies all bullet have to go near enemies
User prompt
dont change background make it darker ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
make backgground darker ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
make bullets go little slower
User prompt
make background different asset
User prompt
make big enemy drop different asset
User prompt
make power up back ground different asset
User prompt
make power up button with different assets
User prompt
change health button big as others
User prompt
make flash effect color white and a little longer ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
big enemies drops are little bigger and diffirent color. and when i collect them make a flash effect for a very short time ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
when i collect big enemies drop kill every enemy on the screen
User prompt
delete screen clear thing
User prompt
on the power up screen delete fire rate and add health +10. when i choose health +10 make my health +10
User prompt
make big enemies health 200 and if there is one big enemy on the screen there cant be another big enemy on the screen
User prompt
when power up screen came stop the and when i choose the power ups continue the game
User prompt
points not going up when i kill them but when i collect the drops. small enemies drops give 10 points big enemies drops give 25 points
User prompt
points going up when i collect enemies drops
User prompt
when i add bullet bullet can goes to diffirent enemies
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ 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.maxHealth = 200; self.speed = 1; self.damage = 30; self.experienceValue = 10; self.update = function () { var dx = player.x - self.x; var dy = player.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0) { self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; } if (distance < 80) { player.takeDamage(self.damage); } }; self.takeDamage = function (damage) { self.health -= damage; LK.effects.flashObject(self, 0xFFFFFF, 150); if (self.health <= 0) { self.die(); } }; self.die = function () { // Create experience orb with big enemy points var orb = new ExperienceOrb(); orb.x = self.x; orb.y = self.y; orb.experienceValue = self.experienceValue; orb.pointsValue = 25; // Make big enemy drops bigger and purple orb.scaleX = 2; orb.scaleY = 2; orb.tint = 0x9c27b0; experienceOrbs.push(orb); game.addChild(orb); LK.getSound('bossDefeat').play(); // Remove from bosses array first, then destroy for (var i = bosses.length - 1; i >= 0; i--) { if (bosses[i] === self) { bosses.splice(i, 1); break; } } self.destroy(); }; return self; }); var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.velocityX = 0; self.velocityY = 0; self.damage = 5; self.lifespan = 0; self.maxLifespan = 120; self.update = function () { self.x += self.velocityX; self.y += self.velocityY; self.lifespan++; if (self.lifespan >= self.maxLifespan || self.x < -50 || self.x > 2098 || self.y < -50 || self.y > 2782) { self.destroy(); for (var i = bullets.length - 1; i >= 0; i--) { if (bullets[i] === self) { bullets.splice(i, 1); break; } } } }; return self; }); var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.health = 10; self.maxHealth = 10; self.speed = 2; self.damage = 15; self.experienceValue = 1; self.update = function () { var dx = player.x - self.x; var dy = player.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0) { self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; } if (distance < 50) { player.takeDamage(self.damage); self.destroy(); for (var i = enemies.length - 1; i >= 0; i--) { if (enemies[i] === self) { enemies.splice(i, 1); break; } } } }; self.takeDamage = function (damage) { self.health -= damage; LK.effects.flashObject(self, 0xFFFFFF, 100); if (self.health <= 0) { self.die(); } }; self.die = function () { var orb = new ExperienceOrb(); orb.x = self.x; orb.y = self.y; orb.experienceValue = self.experienceValue; orb.pointsValue = 10; experienceOrbs.push(orb); game.addChild(orb); LK.getSound('enemyHit').play(); self.destroy(); for (var i = enemies.length - 1; i >= 0; i--) { if (enemies[i] === self) { enemies.splice(i, 1); break; } } }; return self; }); var ExperienceOrb = Container.expand(function () { var self = Container.call(this); var orbGraphics = self.attachAsset('experienceOrb', { anchorX: 0.5, anchorY: 0.5 }); self.experienceValue = 1; self.pointsValue = 1; self.collectRadius = 100; self.update = function () { var dx = player.x - self.x; var dy = player.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < self.collectRadius) { var moveSpeed = 8; self.x += dx / distance * moveSpeed; self.y += dy / distance * moveSpeed; if (distance < 30) { player.gainExperience(self.experienceValue); LK.setScore(LK.getScore() + self.pointsValue); // If this is a big enemy drop (25 points), kill all enemies if (self.pointsValue === 25) { // Add flash effect for big enemy drop collection LK.effects.flashScreen(0xFFFFFF, 300); // Kill all regular enemies for (var k = enemies.length - 1; k >= 0; k--) { enemies[k].die(); } // Kill all bosses except the one that dropped this orb for (var k = bosses.length - 1; k >= 0; k--) { bosses[k].die(); } } self.destroy(); for (var i = experienceOrbs.length - 1; i >= 0; i--) { if (experienceOrbs[i] === self) { experienceOrbs.splice(i, 1); break; } } } } }; return self; }); var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.health = 100; self.maxHealth = 100; self.experience = 0; self.level = 1; self.experienceToNext = 10; self.shootTimer = 0; self.shootCooldown = 30; self.damage = 5; self.speed = 8; self.update = function () { self.shootTimer++; if (self.shootTimer >= self.shootCooldown) { self.shootAtNearestEnemy(); self.shootTimer = 0; } }; self.shootAtNearestEnemy = function () { // Create array of all enemies within range, sorted by distance var enemiesInRange = []; // Check regular enemies for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var dx = enemy.x - self.x; var dy = enemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 600) { enemiesInRange.push({ enemy: enemy, distance: distance }); } } // Check bosses for (var i = 0; i < bosses.length; i++) { var boss = bosses[i]; var dx = boss.x - self.x; var dy = boss.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 600) { enemiesInRange.push({ enemy: boss, distance: distance }); } } // Sort enemies by distance (closest first) enemiesInRange.sort(function (a, b) { return a.distance - b.distance; }); if (enemiesInRange.length > 0) { for (var b = 0; b < bulletCount; b++) { var bullet = new Bullet(); bullet.x = self.x; bullet.y = self.y; // Target different enemies for each bullet, cycling through available targets var targetEnemy = enemiesInRange[b % enemiesInRange.length].enemy; var dx = targetEnemy.x - self.x; var dy = targetEnemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); var angle = Math.atan2(dy, dx); bullet.velocityX = Math.cos(angle) * 15; bullet.velocityY = Math.sin(angle) * 15; bullet.damage = self.damage + damageBonus; bullets.push(bullet); game.addChild(bullet); } LK.getSound('shoot').play(); } }; self.takeDamage = function (damage) { self.health -= damage; if (self.health <= 0) { self.health = 0; LK.showGameOver(); } LK.effects.flashObject(self, 0xFF0000, 200); }; self.gainExperience = function (amount) { self.experience += amount; if (self.experience >= self.experienceToNext) { self.levelUp(); } }; self.levelUp = function () { self.level++; self.experience = 0; self.experienceToNext = Math.floor(self.experienceToNext * 1.5); LK.getSound('levelUp').play(); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x2E2E2E }); /**** * Game Code ****/ var player; var enemies = []; var bosses = []; var bullets = []; var experienceOrbs = []; var enemySpawnTimer = 0; var enemySpawnRate = 60; var bossSpawnTimer = 0; var bossSpawnInterval = 600; var dragNode = null; var powerUpActive = false; var powerUpUI = null; var bulletCount = 1; var fireRateBonus = 0; var damageBonus = 0; var powerUpsUsed = 0; // UI Elements var healthText = new Text2('Health: 100', { size: 40, fill: 0xFF4444 }); healthText.anchor.set(0, 0); LK.gui.topLeft.addChild(healthText); healthText.x = 120; healthText.y = 20; var levelText = new Text2('Level: 1', { size: 40, fill: 0x44FF44 }); levelText.anchor.set(0, 0); LK.gui.topRight.addChild(levelText); levelText.x = -200; levelText.y = 20; var scoreText = new Text2('0', { size: 50, fill: 0xFFFFFF }); scoreText.anchor.set(0.5, 0); LK.gui.top.addChild(scoreText); scoreText.y = 80; function updateUI() { healthText.setText('Health: ' + player.health); levelText.setText('Level: ' + player.level); scoreText.setText(LK.getScore().toString()); } function showPowerUpUI() { powerUpActive = true; powerUpUI = new Container(); game.addChild(powerUpUI); var background = LK.getAsset('powerUpBackground', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366, alpha: 0.8 }); powerUpUI.addChild(background); var titleText = new Text2('POWER UP!', { size: 80, fill: 0xFFFFFF }); titleText.anchor.set(0.5, 0.5); titleText.x = 1024; titleText.y = 1000; powerUpUI.addChild(titleText); var healthBtn = LK.getAsset('healthPowerUp', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 2, x: 700, y: 1366 }); powerUpUI.addChild(healthBtn); var healthText = new Text2('Health +10', { size: 50, fill: 0xFFFFFF }); healthText.anchor.set(0.5, 0.5); healthText.x = 700; healthText.y = 1500; powerUpUI.addChild(healthText); var bulletBtn = LK.getAsset('bulletPowerUp', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 2, x: 1024, y: 1366 }); powerUpUI.addChild(bulletBtn); var bulletText = new Text2('Add Bullet', { size: 50, fill: 0xFFFFFF }); bulletText.anchor.set(0.5, 0.5); bulletText.x = 1024; bulletText.y = 1500; powerUpUI.addChild(bulletText); var damageBtn = LK.getAsset('damagePowerUp', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 2, x: 1348, y: 1366 }); powerUpUI.addChild(damageBtn); var damageText = new Text2('Damage +5', { size: 50, fill: 0xFFFFFF }); damageText.anchor.set(0.5, 0.5); damageText.x = 1348; damageText.y = 1500; powerUpUI.addChild(damageText); healthBtn.down = function () { applyPowerUp('health'); }; bulletBtn.down = function () { applyPowerUp('bullet'); }; damageBtn.down = function () { applyPowerUp('damage'); }; } function applyPowerUp(type) { if (type === 'health') { player.health += 10; player.maxHealth += 10; } else if (type === 'bullet') { bulletCount += 1; } else if (type === 'damage') { damageBonus += 5; } powerUpsUsed++; tween(powerUpUI, { alpha: 0 }, { duration: 300, onFinish: function onFinish() { powerUpUI.destroy(); powerUpUI = null; powerUpActive = false; } }); } function spawnEnemy() { var enemy = new Enemy(); var side = Math.floor(Math.random() * 4); if (side === 0) { // Top enemy.x = Math.random() * 2048; enemy.y = -50; } else if (side === 1) { // Right enemy.x = 2098; enemy.y = Math.random() * 2732; } else if (side === 2) { // Bottom enemy.x = Math.random() * 2048; enemy.y = 2782; } else { // Left enemy.x = -50; enemy.y = Math.random() * 2732; } enemies.push(enemy); game.addChild(enemy); } function spawnBoss() { // Don't spawn if there's already a boss on screen if (bosses.length > 0) { return; } var boss = new Boss(); var side = Math.floor(Math.random() * 4); if (side === 0) { // Top boss.x = Math.random() * 2048; boss.y = -75; } else if (side === 1) { // Right boss.x = 2048 + 75; boss.y = Math.random() * 2732; } else if (side === 2) { // Bottom boss.x = Math.random() * 2048; boss.y = 2732 + 75; } else { // Left boss.x = -75; boss.y = Math.random() * 2732; } bosses.push(boss); game.addChild(boss); } // Initialize player player = new Player(); player.x = 1024; player.y = 1366; game.addChild(player); function handleMove(x, y, obj) { if (dragNode) { dragNode.x = x; dragNode.y = y; // Keep player within bounds dragNode.x = Math.max(40, Math.min(2008, dragNode.x)); dragNode.y = Math.max(40, Math.min(2692, dragNode.y)); } } game.move = handleMove; game.down = function (x, y, obj) { dragNode = player; handleMove(x, y, obj); }; game.up = function (x, y, obj) { dragNode = null; }; game.update = function () { // Pause game when power up UI is active if (powerUpActive) { return; } // Update all game objects player.update(); for (var i = bullets.length - 1; i >= 0; i--) { bullets[i].update(); } for (var i = enemies.length - 1; i >= 0; i--) { enemies[i].update(); } for (var i = bosses.length - 1; i >= 0; i--) { bosses[i].update(); } for (var i = experienceOrbs.length - 1; i >= 0; i--) { experienceOrbs[i].update(); } // Bullet collision with enemies for (var i = bullets.length - 1; i >= 0; i--) { var bullet = bullets[i]; for (var j = enemies.length - 1; j >= 0; j--) { var enemy = enemies[j]; if (bullet.intersects(enemy)) { enemy.takeDamage(bullet.damage); bullet.destroy(); bullets.splice(i, 1); break; } } if (bullets[i]) { for (var j = bosses.length - 1; j >= 0; j--) { var boss = bosses[j]; if (bullet.intersects(boss)) { boss.takeDamage(bullet.damage); bullet.destroy(); bullets.splice(i, 1); break; } } } } // Spawn enemies enemySpawnTimer++; if (enemySpawnTimer >= enemySpawnRate) { spawnEnemy(); enemySpawnTimer = 0; // Increase spawn rate over time if (enemySpawnRate > 20) { enemySpawnRate = Math.max(20, enemySpawnRate - 0.1); } } // Spawn bosses bossSpawnTimer++; if (bossSpawnTimer >= bossSpawnInterval) { spawnBoss(); bossSpawnTimer = 0; } // Check for power up every 500 points var nextPowerUpThreshold = (powerUpsUsed + 1) * 500; if (LK.getScore() >= nextPowerUpThreshold && !powerUpActive) { showPowerUpUI(); } updateUI(); };
===================================================================
--- original.js
+++ change.js
@@ -345,16 +345,13 @@
function showPowerUpUI() {
powerUpActive = true;
powerUpUI = new Container();
game.addChild(powerUpUI);
- var background = LK.getAsset('player', {
+ var background = LK.getAsset('powerUpBackground', {
anchorX: 0.5,
anchorY: 0.5,
- scaleX: 15,
- scaleY: 20,
x: 1024,
y: 1366,
- tint: 0x000000,
alpha: 0.8
});
powerUpUI.addChild(background);
var titleText = new Text2('POWER UP!', {
a witch with red head and purple hat.. pixel art. full body
pixel art goblin. In-Game asset. 2d. High contrast. No shadows
pixel art seraphim. In-Game asset. 2d. High contrast. No shadows
a background top down game pixel art desert. In-Game asset. 2d. High contrast. No shadows
purple fireball pixel art. In-Game asset. 2d. High contrast. No shadows
pixel art circle health button. In-Game asset. 2d. High contrast. No shadows
pixel art circle damage button with symbols and no letters. In-Game asset. 2d. High contrast. No shadows
pixel art circle bullet button. In-Game asset. 2d. High contrast. No shadows
pixel art green circle. In-Game asset. 2d. High contrast. No shadows
pixel art circle red. In-Game asset. 2d. High contrast. No shadows
a background top down game pixel art desert. night In-Game asset. 2d. High contrast. No shadows
pixel art old wizard boss. In-Game asset. 2d. High contrast. No shadows
pixel art circle brown. In-Game asset. 2d. High contrast. No shadows
fire shoot pixel art. In-Game asset. 2d. High contrast. No shadows
pixel art colorful spider sideview. In-Game asset. 2d. High contrast. No shadows
pixel art pink circle. In-Game asset. 2d. High contrast. No shadows