User prompt
Make after every level motre boxes spawn
User prompt
More boxes spawn
User prompt
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
User prompt
Make everything huge
User prompt
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
User prompt
Make explosive boxes that exploded when hot ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make powerups rarer
User prompt
Snake the bullets reach further
User prompt
Make it so you always shoot 3 bullets at once and have powerups give you 5 bullets
User prompt
Make less enemies spawn
User prompt
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
});
self.speed = -15;
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;
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
});
// Add some randomness to movement
self.moveType = Math.floor(Math.random() * 3);
self.moveOffset = 0;
self.moveSpeed = 1 + Math.random() * 2;
self.startX = 0;
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 () {
LK.getSound('explosion').play();
LK.effects.flashObject(self, 0xFF0000, 300);
// Sometimes drop a powerup (10% chance)
if (Math.random() < 0.1) {
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
});
var playerGun = self.attachAsset('playerGun', {
anchorX: 0.5,
anchorY: 0.5,
y: -30
});
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 main bullet
var bullet = new Bullet();
bullet.x = self.x;
bullet.y = self.y - 40;
bullets.push(bullet);
game.addChild(bullet);
// Create side bullets if powered up
if (self.powerLevel > 1) {
var bulletLeft = new Bullet();
bulletLeft.x = self.x - 30;
bulletLeft.y = self.y - 30;
bullets.push(bulletLeft);
game.addChild(bulletLeft);
var bulletRight = new Bullet();
bulletRight.x = self.x + 30;
bulletRight.y = self.y - 30;
bullets.push(bulletRight);
game.addChild(bulletRight);
}
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
});
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 - 150;
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: 80,
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: 80,
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: 100,
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 (1-2 based on level, reduced from 1-3)
var spawnCount = Math.min(2, 1 + Math.floor(level / 5));
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) {
// Add score
var pointsEarned = enemy.points * (1 + combo * 0.1);
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
@@ -272,10 +272,10 @@
}
// Spawn an enemy
function spawnEnemy() {
var types = ['normal', 'normal', 'normal', 'fast', 'tough']; // Weighted types
- // Determine how many enemies to spawn at once (1-3 based on level)
- var spawnCount = Math.min(3, 1 + Math.floor(level / 3));
+ // Determine how many enemies to spawn at once (1-2 based on level, reduced from 1-3)
+ var spawnCount = Math.min(2, 1 + Math.floor(level / 5));
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);
@@ -289,10 +289,10 @@
game.update = function () {
// Handle enemies
if (spawnCooldown <= 0) {
spawnEnemy();
- // Spawn rate increases with level, now much faster
- spawnCooldown = Math.max(10, 40 - level * 4);
+ // Spawn rate increases with level, but much slower now
+ spawnCooldown = Math.max(45, 90 - level * 2);
} else {
spawnCooldown--;
}
// Update combo timer
@@ -301,12 +301,12 @@
if (comboTimer <= 0) {
combo = 0;
}
}
- // Random wave spawning (approximately every 8-12 seconds)
- if (LK.ticks % 480 === 0 || level > 3 && LK.ticks % 240 === 0) {
- // Create a wave of 5-8 enemies
- var waveSize = 5 + Math.floor(Math.random() * 4);
+ // 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;
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