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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
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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
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make enemy shoot missile into Grendizer
Code edit (3 edits merged)
Please save this source code
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make Grendizer move with mouse direction
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make heroBullets looks like fire ball
Code edit (1 edits merged)
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make Grendizer move faster by 15
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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 = 50; 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; }; self.shootMissile = function () { var missile = new EnemyMissile(); missile.x = self.x; missile.y = self.y + self.height / 2; game.addChild(missile); return missile; }; }); // 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; }; }); // Define the EnemyMissile class var EnemyMissile = Container.expand(function () { var self = Container.call(this); var missileGraphics = self.createAsset('enemyMissile', 'Enemy Missile', 0.5, 0.5); self.speed = 5; 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(); // Have each enemy shoot a missile every 240 ticks if (LK.ticks % 240 == 0) { enemyMissiles.push(enemies[j].shootMissile()); } if (enemies[j].y > 2732 + enemies[j].height) { enemies[j].destroy(); enemies.splice(j, 1); } } // Move and check enemy missiles for (var m = enemyMissiles.length - 1; m >= 0; m--) { enemyMissiles[m].move(); if (enemyMissiles[m].y > 2732 + enemyMissiles[m].height) { enemyMissiles[m].destroy(); enemyMissiles.splice(m, 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); } } // Initialize important asset arrays var heroBullets = []; var enemies = []; var boosts = []; var enemyMissiles = []; // 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 } }); // Check for collisions with enemy missiles enemyMissiles.forEach(function (missile) { if (player.intersects(missile)) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } }); }); // 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); });
===================================================================
--- original.js
+++ change.js
@@ -118,8 +118,11 @@
boosts.splice(k, 1);
}
}
// Initialize important asset arrays
+ var heroBullets = [];
+ var enemies = [];
+ var boosts = [];
var enemyMissiles = [];
// Spawn enemies and boosts
if (LK.ticks % 120 == 0) {
var newEnemy = new Enemy();
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.