User prompt
Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'length')' in this line: 'for (var m = enemyMissiles.length - 1; m >= 0; m--) {' Line Number: 106
User prompt
Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'length')' in this line: 'for (var m = enemyMissiles.length - 1; m >= 0; m--) {' Line Number: 106
User prompt
make enemy shoot missile into Grendizer
Code edit (3 edits merged)
Please save this source code
User prompt
make Grendizer move with mouse direction
User prompt
make heroBullets looks like fire ball
Code edit (1 edits merged)
Please save this source code
User prompt
make Grendizer move faster by 15
User prompt
make Grendizer move faster
Initial prompt
ufo robot grendizer
/**** * Classes ****/ // Define the Grendizer (player's character) class var Grendizer = Container.expand(function () { var self = Container.call(this); var grendizerGraphics = self.createAsset('grendizer', 'Player character', 0.5, 0.5); self.speed = 5; 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.update = function () { // Update logic for Grendizer }; }); // Define the Bullet class for Grendizer var HeroBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.createAsset('heroBullet', 'Hero Bullet', 0.5, 0.5); self.speed = -10; self.move = function () { self.y += self.speed; }; }); // Define the Enemy class var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.createAsset('enemy', 'Enemy character', 0.5, 0.5); self.speed = 2; self.move = function () { self.y += self.speed; }; }); // Define the Boost class var Boost = Container.expand(function () { var self = Container.call(this); var boostGraphics = self.createAsset('boost', 'Boost item', 0.5, 0.5); self.speed = 2; self.move = function () { self.y += self.speed; }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Init game with black background }); /**** * Game Code ****/ // Initialize important asset arrays var heroBullets = []; var enemies = []; var boosts = []; // Create the player's character var player = game.addChild(new Grendizer()); player.x = 2048 / 2; player.y = 2732 - player.height; // Game tick event LK.on('tick', function () { // Update player player.update(); // Move and check hero bullets for (var i = heroBullets.length - 1; i >= 0; i--) { heroBullets[i].move(); if (heroBullets[i].y < -heroBullets[i].height) { heroBullets[i].destroy(); heroBullets.splice(i, 1); } } // Move and check enemies for (var j = enemies.length - 1; j >= 0; j--) { enemies[j].move(); if (enemies[j].y > 2732 + enemies[j].height) { enemies[j].destroy(); enemies.splice(j, 1); } } // Move and check boosts for (var k = boosts.length - 1; k >= 0; k--) { boosts[k].move(); if (boosts[k].y > 2732 + boosts[k].height) { boosts[k].destroy(); boosts.splice(k, 1); } } // Spawn enemies and boosts if (LK.ticks % 120 == 0) { var newEnemy = new Enemy(); newEnemy.x = Math.random() * (2048 - newEnemy.width) + newEnemy.width / 2; newEnemy.y = -newEnemy.height; enemies.push(newEnemy); game.addChild(newEnemy); } if (LK.ticks % 300 == 0) { var newBoost = new Boost(); newBoost.x = Math.random() * (2048 - newBoost.width) + newBoost.width / 2; newBoost.y = -newBoost.height; boosts.push(newBoost); game.addChild(newBoost); } // Check for collisions enemies.forEach(function (enemy) { if (player.intersects(enemy)) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } heroBullets.forEach(function (bullet) { if (bullet.intersects(enemy)) { enemy.destroy(); bullet.destroy(); enemies.splice(enemies.indexOf(enemy), 1); heroBullets.splice(heroBullets.indexOf(bullet), 1); } }); }); boosts.forEach(function (boost) { if (player.intersects(boost)) { boost.destroy(); boosts.splice(boosts.indexOf(boost), 1); // Implement boost effect here } }); }); // Touch event listeners for player movement game.on('down', function (obj) { var touchPos = obj.event.getLocalPosition(game); if (touchPos.x < player.x) { player.moveLeft(); } else { player.moveRight(); } }); // Fire bullets game.on('down', function (obj) { var newBullet = new HeroBullet(); newBullet.x = player.x; newBullet.y = player.y - player.height / 2; heroBullets.push(newBullet); game.addChild(newBullet); });
/****
* Classes
****/
// Define the Grendizer (player's character) class
var Grendizer = Container.expand(function () {
var self = Container.call(this);
var grendizerGraphics = self.createAsset('grendizer', 'Player character', 0.5, 0.5);
self.speed = 5;
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.update = function () {
// Update logic for Grendizer
};
});
// Define the Bullet class for Grendizer
var HeroBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.createAsset('heroBullet', 'Hero Bullet', 0.5, 0.5);
self.speed = -10;
self.move = function () {
self.y += self.speed;
};
});
// Define the Enemy class
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.createAsset('enemy', 'Enemy character', 0.5, 0.5);
self.speed = 2;
self.move = function () {
self.y += self.speed;
};
});
// Define the Boost class
var Boost = Container.expand(function () {
var self = Container.call(this);
var boostGraphics = self.createAsset('boost', 'Boost item', 0.5, 0.5);
self.speed = 2;
self.move = function () {
self.y += self.speed;
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 // Init game with black background
});
/****
* Game Code
****/
// Initialize important asset arrays
var heroBullets = [];
var enemies = [];
var boosts = [];
// Create the player's character
var player = game.addChild(new Grendizer());
player.x = 2048 / 2;
player.y = 2732 - player.height;
// Game tick event
LK.on('tick', function () {
// Update player
player.update();
// Move and check hero bullets
for (var i = heroBullets.length - 1; i >= 0; i--) {
heroBullets[i].move();
if (heroBullets[i].y < -heroBullets[i].height) {
heroBullets[i].destroy();
heroBullets.splice(i, 1);
}
}
// Move and check enemies
for (var j = enemies.length - 1; j >= 0; j--) {
enemies[j].move();
if (enemies[j].y > 2732 + enemies[j].height) {
enemies[j].destroy();
enemies.splice(j, 1);
}
}
// Move and check boosts
for (var k = boosts.length - 1; k >= 0; k--) {
boosts[k].move();
if (boosts[k].y > 2732 + boosts[k].height) {
boosts[k].destroy();
boosts.splice(k, 1);
}
}
// Spawn enemies and boosts
if (LK.ticks % 120 == 0) {
var newEnemy = new Enemy();
newEnemy.x = Math.random() * (2048 - newEnemy.width) + newEnemy.width / 2;
newEnemy.y = -newEnemy.height;
enemies.push(newEnemy);
game.addChild(newEnemy);
}
if (LK.ticks % 300 == 0) {
var newBoost = new Boost();
newBoost.x = Math.random() * (2048 - newBoost.width) + newBoost.width / 2;
newBoost.y = -newBoost.height;
boosts.push(newBoost);
game.addChild(newBoost);
}
// Check for collisions
enemies.forEach(function (enemy) {
if (player.intersects(enemy)) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
heroBullets.forEach(function (bullet) {
if (bullet.intersects(enemy)) {
enemy.destroy();
bullet.destroy();
enemies.splice(enemies.indexOf(enemy), 1);
heroBullets.splice(heroBullets.indexOf(bullet), 1);
}
});
});
boosts.forEach(function (boost) {
if (player.intersects(boost)) {
boost.destroy();
boosts.splice(boosts.indexOf(boost), 1);
// Implement boost effect here
}
});
});
// Touch event listeners for player movement
game.on('down', function (obj) {
var touchPos = obj.event.getLocalPosition(game);
if (touchPos.x < player.x) {
player.moveLeft();
} else {
player.moveRight();
}
});
// Fire bullets
game.on('down', function (obj) {
var newBullet = new HeroBullet();
newBullet.x = player.x;
newBullet.y = player.y - player.height / 2;
heroBullets.push(newBullet);
game.addChild(newBullet);
});
mini ufo. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
fire ball. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
delete
blue fire ball. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
moving dynamic crystal. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
dark space sky shooting game backround. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.