User prompt
Make after every level motre boxes spawn
User prompt
More boxes spawn
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Make slightly more boxes spawn
User prompt
Please fix the bug: 'RangeError: Maximum call stack size exceeded.' in or related to this line: 'var explosion = game.addChild(LK.getAsset('explosion', {' Line Number: 100
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Make everything huge
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Make explosive enemies that explode when hit and the explosion destroys all enemies next to it. Explosive enemies are 1 in10enemies
User prompt
Please fix the bug: 'TypeError: null is not an object (evaluating 'enemy.y')' in or related to this line: 'if (enemy.y > gameHeight + 100) {' Line Number: 414
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Make explosive boxes that exploded when hot ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Make powerups rarer
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Snake the bullets reach further
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Make it so you always shoot 3 bullets at once and have powerups give you 5 bullets
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Make less enemies spawn
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Make more boxes spawn
Code edit (1 edits merged)
Please save this source code
User prompt
CubeBlast Shooter
Initial prompt
Make a box shooter game
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { highScore: 0, level: 1 }); /**** * Classes ****/ var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.5, scaleY: 2.5 }); self.speed = -25; self.power = 1; self.active = true; self.update = function () { if (self.active) { self.y += self.speed; } }; self.deactivate = function () { self.active = false; self.visible = false; }; return self; }); var Enemy = Container.expand(function (type, level) { var self = Container.call(this); self.type = type || 'normal'; self.level = level || 1; // Set explosive property (1 in 10 chance) self.isExplosive = Math.random() < 0.1; self.exploded = false; var assetId; if (self.type === 'fast') { assetId = 'enemyBoxFast'; self.speed = 3 + level * 0.3; self.health = 1; self.points = 20; } else if (self.type === 'tough') { assetId = 'enemyBoxTough'; self.speed = 1 + level * 0.2; self.health = 3; self.points = 30; } else { assetId = 'enemyBox'; self.speed = 2 + level * 0.2; self.health = 1; self.points = 10; } var enemyGraphics = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5, scaleX: 2.5, scaleY: 2.5 }); // Visual indicator for explosive enemies if (self.isExplosive) { enemyGraphics.tint = 0xFF9500; // Orange-yellow tint for explosive enemies // Pulsing effect for explosive enemies tween(enemyGraphics, { alpha: 0.7 }, { duration: 500, repeat: -1, yoyo: true }); } // Add some randomness to movement self.moveType = Math.floor(Math.random() * 3); self.moveOffset = 0; self.moveSpeed = 1 + Math.random() * 2; self.startX = 0; // Method to create visual explosion effect self.createExplosionEffect = function () { var explosionAsset = LK.getAsset('explosion', { anchorX: 0.5, anchorY: 0.5, x: self.x, y: self.y, alpha: 0.7, scale: 0.25 }); var explosion = game.addChild(explosionAsset); // Animate explosion tween(explosion, { alpha: 0, scaleX: 2.5, scaleY: 2.5 }, { duration: 300, onComplete: function onComplete() { explosion.destroy(); } }); }; self.hit = function () { LK.getSound('hit').play(); self.health--; if (self.health <= 0) { self.explode(); return true; } else { // Flash the enemy LK.effects.flashObject(self, 0xFFFFFF, 200); return false; } }; self.explode = function () { // Prevent double explosions if (self.exploded) { return; } self.exploded = true; LK.getSound('explosion').play(); // Bigger flash effect for explosive enemies if (self.isExplosive) { LK.effects.flashObject(self, 0xFFFF00, 500); // Visual explosion effect self.createExplosionEffect(); // Create explosion that affects nearby enemies var explosionRadius = 625; // Explosion radius (increased by 2.5x) // Check all enemies for proximity to explosion for (var i = 0; i < enemies.length; i++) { var otherEnemy = enemies[i]; // Skip if it's the same enemy or already exploded if (otherEnemy === self || otherEnemy.exploded) { continue; } // Calculate distance between enemies var dx = otherEnemy.x - self.x; var dy = otherEnemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // If enemy is within explosion radius, destroy it if (distance < explosionRadius) { // Mark as affected by explosion to avoid score counting otherEnemy.destroyedByExplosion = true; // Flag for removal in game update loop otherEnemy.health = 0; // Make it explode, but avoid circular explosions if (otherEnemy.isExplosive) { otherEnemy.explode(); } } } } else { LK.effects.flashObject(self, 0xFF0000, 300); } // Sometimes drop a powerup (3% chance - made rarer) if (Math.random() < 0.03) { var powerUp = new PowerUp(); powerUp.x = self.x; powerUp.y = self.y; powerUps.push(powerUp); game.addChild(powerUp); } }; self.update = function () { self.y += self.speed; // Side-to-side movement based on moveType if (self.moveType === 1) { // Sine wave self.moveOffset += 0.05; self.x = self.startX + Math.sin(self.moveOffset) * 150; } else if (self.moveType === 2) { // Zigzag self.moveOffset += self.moveSpeed * 0.05; if (self.moveOffset > 1 || self.moveOffset < -1) { self.moveSpeed *= -1; } self.x += self.moveSpeed * 3; } }; return self; }); var Player = Container.expand(function () { var self = Container.call(this); var playerBody = self.attachAsset('playerCharacter', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.5, scaleY: 2.5 }); var playerGun = self.attachAsset('playerGun', { anchorX: 0.5, anchorY: 0.5, y: -75, scaleX: 2.5, scaleY: 2.5 }); self.width = playerBody.width; self.height = playerBody.height; self.fireCooldown = 0; self.fireRate = 10; self.powerLevel = 1; self.powerUpTimer = 0; self.shootBullet = function () { if (self.fireCooldown <= 0) { LK.getSound('shoot').play(); // Create center bullet var bullet = new Bullet(); bullet.x = self.x; bullet.y = self.y - 40; bullets.push(bullet); game.addChild(bullet); // Always create side bullets for 3-bullet shot var bulletLeft = new Bullet(); bulletLeft.x = self.x - 75; bulletLeft.y = self.y - 75; bullets.push(bulletLeft); game.addChild(bulletLeft); var bulletRight = new Bullet(); bulletRight.x = self.x + 75; bulletRight.y = self.y - 75; bullets.push(bulletRight); game.addChild(bulletRight); // Add 2 more outer bullets when powered up (5 total) if (self.powerLevel > 1) { var bulletFarLeft = new Bullet(); bulletFarLeft.x = self.x - 150; bulletFarLeft.y = self.y - 50; bullets.push(bulletFarLeft); game.addChild(bulletFarLeft); var bulletFarRight = new Bullet(); bulletFarRight.x = self.x + 150; bulletFarRight.y = self.y - 50; bullets.push(bulletFarRight); game.addChild(bulletFarRight); } self.fireCooldown = self.fireRate; } }; self.activatePowerUp = function () { self.powerLevel = 2; self.powerUpTimer = 300; // 5 seconds at 60fps tween(playerBody, { tint: 0x3D9970 }, { duration: 200 }); }; self.update = function () { if (self.fireCooldown > 0) { self.fireCooldown--; } // Auto fire self.shootBullet(); // Handle power-up timer if (self.powerUpTimer > 0) { self.powerUpTimer--; if (self.powerUpTimer <= 0) { self.powerLevel = 1; tween(playerBody, { tint: 0xFFFFFF }, { duration: 200 }); } } }; return self; }); var PowerUp = Container.expand(function () { var self = Container.call(this); var powerUpGraphics = self.attachAsset('powerUp', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.5, scaleY: 2.5 }); self.speed = 5; self.rotation = 0; self.update = function () { self.y += self.speed; self.rotation += 0.1; powerUpGraphics.rotation = self.rotation; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x001F3F }); /**** * Game Code ****/ // Game variables var player; var bullets = []; var enemies = []; var powerUps = []; var level = storage.level || 1; var spawnCooldown = 60; var score = 0; var combo = 0; var comboTimer = 0; var gameWidth = 2048; var gameHeight = 2732; // Set up the game scene function setupGame() { // Create player player = new Player(); player.x = gameWidth / 2; player.y = gameHeight - 300; game.addChild(player); // Set up UI setupUI(); // Start music LK.playMusic('gameMusic', { fade: { start: 0, end: 0.4, duration: 1000 } }); } // Set up UI elements function setupUI() { // Score text var scoreText = new Text2('Score: 0', { size: 160, fill: 0xFFFFFF }); scoreText.anchor.set(0, 0); scoreText.x = 120; scoreText.y = 30; LK.gui.topLeft.addChild(scoreText); // Level text var levelText = new Text2('Level: ' + level, { size: 160, fill: 0xFFFFFF }); levelText.anchor.set(1, 0); levelText.x = -30; levelText.y = 30; LK.gui.topRight.addChild(levelText); // Combo text var comboText = new Text2('', { size: 200, fill: 0xFFDC00 }); comboText.anchor.set(0.5, 0); comboText.y = 150; LK.gui.top.addChild(comboText); // Update function for UI LK.setInterval(function () { scoreText.setText('Score: ' + score); levelText.setText('Level: ' + level); if (combo > 1) { comboText.setText('Combo x' + combo + '!'); comboText.alpha = 1; } else { comboText.alpha *= 0.95; } }, 33); } // Spawn an enemy function spawnEnemy() { var types = ['normal', 'normal', 'normal', 'fast', 'tough']; // Weighted types // Determine how many enemies to spawn at once based on level (more enemies per level) var spawnCount = Math.min(10, 1 + Math.floor(level / 2)); for (var i = 0; i < spawnCount; i++) { var type = types[Math.floor(Math.random() * types.length)]; var enemy = new Enemy(type, level); enemy.x = 150 + Math.random() * (gameWidth - 300); enemy.y = -100 - i * 80; // Stagger vertical positions enemy.startX = enemy.x; // Store initial X for movement patterns enemies.push(enemy); game.addChild(enemy); } } // Update game state game.update = function () { // Handle enemies if (spawnCooldown <= 0) { spawnEnemy(); // Spawn rate increases with level, but much slower now spawnCooldown = Math.max(45, 90 - level * 2); } else { spawnCooldown--; } // Update combo timer if (comboTimer > 0) { comboTimer--; if (comboTimer <= 0) { combo = 0; } } // Random wave spawning (approximately every 15-20 seconds) if (LK.ticks % 900 === 0 || level > 5 && LK.ticks % 600 === 0) { // Create a wave of 3-5 enemies (reduced from 5-8) var waveSize = 3 + Math.floor(Math.random() * 3); for (var w = 0; w < waveSize; w++) { var waveEnemy = new Enemy(Math.random() < 0.3 ? 'fast' : 'normal', level); waveEnemy.x = 100 + w * (gameWidth - 200) / waveSize; waveEnemy.y = -100 - Math.random() * 200; waveEnemy.startX = waveEnemy.x; enemies.push(waveEnemy); game.addChild(waveEnemy); } } // Process enemies for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; // Check if enemy is past bottom if (enemy.y > gameHeight + 100) { // Reduce score score = Math.max(0, score - 50); // Remove enemy enemy.destroy(); enemies.splice(i, 1); // Flash screen LK.effects.flashScreen(0xFF0000, 300); continue; } // Check bullet collisions for (var j = bullets.length - 1; j >= 0; j--) { var bullet = bullets[j]; if (bullet.active && bullet.intersects(enemy)) { // Handle hit var destroyed = enemy.hit(); if (destroyed) { // Only add score if not destroyed by another explosion if (!enemy.destroyedByExplosion) { // Add score var pointsEarned = enemy.points * (1 + combo * 0.1); // Bonus points for explosive enemies if (enemy.isExplosive) { pointsEarned *= 1.5; // 50% bonus for explosive enemies } score += Math.floor(pointsEarned); // Update combo combo++; comboTimer = 60; // 1 second // Check for level up if (score > level * 1000) { level++; storage.level = level; LK.effects.flashScreen(0x00FF00, 500); } // Update high score if (score > storage.highScore) { storage.highScore = score; } } // Remove enemy enemy.destroy(); enemies.splice(i, 1); } // Remove bullet bullet.deactivate(); bullets.splice(j, 1); break; } } } // Process power-ups for (var k = powerUps.length - 1; k >= 0; k--) { var powerUp = powerUps[k]; // Check if power-up is past bottom if (powerUp.y > gameHeight + 100) { powerUp.destroy(); powerUps.splice(k, 1); continue; } // Check collision with player if (powerUp.intersects(player)) { LK.getSound('powerup').play(); player.activatePowerUp(); powerUp.destroy(); powerUps.splice(k, 1); } } // Remove bullets that are off-screen for (var l = bullets.length - 1; l >= 0; l--) { if (bullets[l].y < -100) { bullets[l].destroy(); bullets.splice(l, 1); } } // Limit max number of bullets and enemies for performance while (bullets.length > 50) { bullets[0].destroy(); bullets.shift(); } while (enemies.length > 30) { enemies[0].destroy(); enemies.shift(); } }; // Handle input var isDragging = false; game.down = function (x, y, obj) { isDragging = true; player.x = x; }; game.move = function (x, y, obj) { if (isDragging) { player.x = x; // Keep player within screen bounds if (player.x < player.width / 2) { player.x = player.width / 2; } else if (player.x > gameWidth - player.width / 2) { player.x = gameWidth - player.width / 2; } } }; game.up = function (x, y, obj) { isDragging = false; }; // Initialize the game setupGame();
===================================================================
--- original.js
+++ change.js
@@ -368,10 +368,10 @@
}
// Spawn an enemy
function spawnEnemy() {
var types = ['normal', 'normal', 'normal', 'fast', 'tough']; // Weighted types
- // Determine how many enemies to spawn at once (1-5 based on level, increased spawn rate)
- var spawnCount = Math.min(5, 1 + Math.floor(level / 3));
+ // Determine how many enemies to spawn at once based on level (more enemies per level)
+ var spawnCount = Math.min(10, 1 + Math.floor(level / 2));
for (var i = 0; i < spawnCount; i++) {
var type = types[Math.floor(Math.random() * types.length)];
var enemy = new Enemy(type, level);
enemy.x = 150 + Math.random() * (gameWidth - 300);
Box wooden. In-Game asset. 2d. High contrast. No shadows
Military Tank with gun facing up. In-Game asset. 2d. High contrast. No shadows
Nothing. In-Game asset. 2d. High contrast. No shadows
Wooden box with car on front. In-Game asset. 2d. High contrast. No shadows
Steel box. In-Game asset. 2d. High contrast. No shadows
Power up. In-Game asset. 2d. High contrast. No shadows
Explosion. In-Game asset. 2d. High contrast. No shadows