User prompt
add view leaderboard a leaderboard and name creation ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
different warriors with different stats and different ship types neither of those have a change for what anything looks like there is a warrior selection battle and ship type selection menu ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
gun type selection menu back button
User prompt
tutorial gun types not seen but effects speed and damage and finally enemies can have varied health numbers and guns ↪💡 Consider importing and using the following plugins: @upit/storage.v1, @upit/tween.v1
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'toGlobal')' in or related to this line: 'var clickPos = self.toLocal(obj.parent.toGlobal(obj.position));' Line Number: 182
User prompt
levels, home screen , and story mode ↪💡 Consider importing and using the following plugins: @upit/storage.v1
Code edit (1 edits merged)
Please save this source code
User prompt
Space Defender
Initial prompt
shooting game
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Boss = Container.expand(function () { var self = Container.call(this); var graphics = self.attachAsset('boss', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 1; self.hp = 10; self.shootTimer = 0; self.shootInterval = 30; self.moveDirection = 1; self.update = function () { self.y += self.speed; self.x += self.moveDirection * 2; if (self.x <= 100 || self.x >= 1948) { self.moveDirection *= -1; } self.shootTimer++; if (self.shootTimer >= self.shootInterval) { self.shootTimer = 0; var bullet = new EnemyBullet(); bullet.x = self.x; bullet.y = self.y + 60; enemyBullets.push(bullet); game.addChild(bullet); } }; return self; }); var Enemy = Container.expand(function () { var self = Container.call(this); var graphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 3; self.hp = 1; self.shootTimer = 0; self.shootInterval = 120; self.update = function () { self.y += self.speed; self.shootTimer++; if (self.shootTimer >= self.shootInterval && Math.random() < 0.01) { self.shootTimer = 0; var bullet = new EnemyBullet(); bullet.x = self.x; bullet.y = self.y + 30; enemyBullets.push(bullet); game.addChild(bullet); } }; return self; }); var EnemyBullet = Container.expand(function () { var self = Container.call(this); var graphics = self.attachAsset('enemyBullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 8; self.update = function () { self.y += self.speed; }; return self; }); var Player = Container.expand(function () { var self = Container.call(this); var graphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.hp = 3; self.shootTimer = 0; self.shootInterval = 15; self.powerUpTimer = 0; self.rapidFire = false; self.update = function () { self.shootTimer++; var currentShootInterval = self.rapidFire ? 5 : self.shootInterval; if (self.shootTimer >= currentShootInterval) { self.shootTimer = 0; var bullet = new PlayerBullet(); bullet.x = self.x; bullet.y = self.y - 40; playerBullets.push(bullet); game.addChild(bullet); LK.getSound('shoot').play(); } if (self.rapidFire) { self.powerUpTimer--; if (self.powerUpTimer <= 0) { self.rapidFire = false; } } }; return self; }); var PlayerBullet = Container.expand(function () { var self = Container.call(this); var graphics = self.attachAsset('playerBullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -12; self.update = function () { self.y += self.speed; }; return self; }); var PowerUp = Container.expand(function () { var self = Container.call(this); var graphics = self.attachAsset('powerUp', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 4; self.type = 'rapidFire'; // rapidFire, shield self.update = function () { self.y += self.speed; self.rotation += 0.1; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000033 }); /**** * Game Code ****/ // Game variables var player; var playerBullets = []; var enemies = []; var enemyBullets = []; var powerUps = []; var bosses = []; var enemySpawnTimer = 0; var enemySpawnInterval = 60; var powerUpSpawnTimer = 0; var bossSpawnScore = 500; var nextBossScore = bossSpawnScore; var dragNode = null; var waveLevel = 1; // UI Elements var scoreTxt = new Text2('Score: 0', { size: 60, fill: 0xFFFFFF }); scoreTxt.anchor.set(0, 0); scoreTxt.x = 120; scoreTxt.y = 50; LK.gui.topLeft.addChild(scoreTxt); var hpTxt = new Text2('HP: 3', { size: 60, fill: 0xFF0000 }); hpTxt.anchor.set(1, 0); hpTxt.x = -50; hpTxt.y = 50; LK.gui.topRight.addChild(hpTxt); // Initialize player player = new Player(); player.x = 1024; player.y = 2400; game.addChild(player); // Event handlers function handleMove(x, y, obj) { if (dragNode) { dragNode.x = Math.max(40, Math.min(2008, x)); dragNode.y = Math.max(100, Math.min(2632, y)); } } game.move = handleMove; game.down = function (x, y, obj) { dragNode = player; handleMove(x, y, obj); }; game.up = function (x, y, obj) { dragNode = null; }; // Main game loop game.update = function () { // Update score display scoreTxt.setText('Score: ' + LK.getScore()); hpTxt.setText('HP: ' + player.hp); // Spawn enemies enemySpawnTimer++; var currentSpawnInterval = Math.max(20, enemySpawnInterval - Math.floor(LK.getScore() / 100) * 5); if (enemySpawnTimer >= currentSpawnInterval) { enemySpawnTimer = 0; var enemy = new Enemy(); enemy.x = Math.random() * 1800 + 124; enemy.y = -50; enemy.speed = 2 + Math.floor(LK.getScore() / 200); enemies.push(enemy); game.addChild(enemy); } // Spawn power-ups occasionally powerUpSpawnTimer++; if (powerUpSpawnTimer >= 900 && Math.random() < 0.02) { powerUpSpawnTimer = 0; var powerUp = new PowerUp(); powerUp.x = Math.random() * 1800 + 124; powerUp.y = -50; powerUps.push(powerUp); game.addChild(powerUp); } // Spawn boss at score milestones if (LK.getScore() >= nextBossScore && bosses.length === 0) { var boss = new Boss(); boss.x = 1024; boss.y = -100; bosses.push(boss); game.addChild(boss); nextBossScore += bossSpawnScore; } // Handle player bullets for (var i = playerBullets.length - 1; i >= 0; i--) { var bullet = playerBullets[i]; if (bullet.lastY === undefined) bullet.lastY = bullet.y; // Remove bullets that go off screen if (bullet.lastY >= -50 && bullet.y < -50) { bullet.destroy(); playerBullets.splice(i, 1); continue; } // Check collision with enemies var hitEnemy = false; for (var j = enemies.length - 1; j >= 0; j--) { if (bullet.intersects(enemies[j])) { enemies[j].hp--; if (enemies[j].hp <= 0) { LK.setScore(LK.getScore() + 10); LK.getSound('enemyHit').play(); enemies[j].destroy(); enemies.splice(j, 1); } bullet.destroy(); playerBullets.splice(i, 1); hitEnemy = true; break; } } if (hitEnemy) continue; // Check collision with bosses for (var k = bosses.length - 1; k >= 0; k--) { if (bullet.intersects(bosses[k])) { bosses[k].hp--; if (bosses[k].hp <= 0) { LK.setScore(LK.getScore() + 100); LK.getSound('enemyHit').play(); bosses[k].destroy(); bosses.splice(k, 1); } bullet.destroy(); playerBullets.splice(i, 1); break; } } bullet.lastY = bullet.y; } // Handle enemy bullets for (var i = enemyBullets.length - 1; i >= 0; i--) { var bullet = enemyBullets[i]; if (bullet.lastY === undefined) bullet.lastY = bullet.y; // Remove bullets that go off screen if (bullet.lastY <= 2782 && bullet.y > 2782) { bullet.destroy(); enemyBullets.splice(i, 1); continue; } // Check collision with player if (bullet.intersects(player)) { player.hp--; LK.getSound('playerHit').play(); LK.effects.flashObject(player, 0xff0000, 500); if (player.hp <= 0) { LK.showGameOver(); return; } bullet.destroy(); enemyBullets.splice(i, 1); } bullet.lastY = bullet.y; } // Handle enemies for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; if (enemy.lastY === undefined) enemy.lastY = enemy.y; // Remove enemies that go off screen if (enemy.lastY <= 2782 && enemy.y > 2782) { enemy.destroy(); enemies.splice(i, 1); continue; } // Check collision with player if (enemy.intersects(player)) { player.hp--; LK.getSound('playerHit').play(); LK.effects.flashScreen(0xff0000, 1000); if (player.hp <= 0) { LK.showGameOver(); return; } enemy.destroy(); enemies.splice(i, 1); } enemy.lastY = enemy.y; } // Handle bosses for (var i = bosses.length - 1; i >= 0; i--) { var boss = bosses[i]; if (boss.lastY === undefined) boss.lastY = boss.y; // Remove bosses that go off screen if (boss.lastY <= 2782 && boss.y > 2782) { boss.destroy(); bosses.splice(i, 1); continue; } // Check collision with player if (boss.intersects(player)) { player.hp--; LK.getSound('playerHit').play(); LK.effects.flashScreen(0xff0000, 1000); if (player.hp <= 0) { LK.showGameOver(); return; } } boss.lastY = boss.y; } // Handle power-ups for (var i = powerUps.length - 1; i >= 0; i--) { var powerUp = powerUps[i]; if (powerUp.lastY === undefined) powerUp.lastY = powerUp.y; // Remove power-ups that go off screen if (powerUp.lastY <= 2782 && powerUp.y > 2782) { powerUp.destroy(); powerUps.splice(i, 1); continue; } // Check collision with player if (powerUp.intersects(player)) { LK.getSound('powerUpSound').play(); if (powerUp.type === 'rapidFire') { player.rapidFire = true; player.powerUpTimer = 600; // 10 seconds at 60fps } powerUp.destroy(); powerUps.splice(i, 1); } powerUp.lastY = powerUp.y; } };
===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,367 @@
-/****
+/****
+* Plugins
+****/
+var tween = LK.import("@upit/tween.v1");
+
+/****
+* Classes
+****/
+var Boss = Container.expand(function () {
+ var self = Container.call(this);
+ var graphics = self.attachAsset('boss', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 1;
+ self.hp = 10;
+ self.shootTimer = 0;
+ self.shootInterval = 30;
+ self.moveDirection = 1;
+ self.update = function () {
+ self.y += self.speed;
+ self.x += self.moveDirection * 2;
+ if (self.x <= 100 || self.x >= 1948) {
+ self.moveDirection *= -1;
+ }
+ self.shootTimer++;
+ if (self.shootTimer >= self.shootInterval) {
+ self.shootTimer = 0;
+ var bullet = new EnemyBullet();
+ bullet.x = self.x;
+ bullet.y = self.y + 60;
+ enemyBullets.push(bullet);
+ game.addChild(bullet);
+ }
+ };
+ return self;
+});
+var Enemy = Container.expand(function () {
+ var self = Container.call(this);
+ var graphics = self.attachAsset('enemy', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 3;
+ self.hp = 1;
+ self.shootTimer = 0;
+ self.shootInterval = 120;
+ self.update = function () {
+ self.y += self.speed;
+ self.shootTimer++;
+ if (self.shootTimer >= self.shootInterval && Math.random() < 0.01) {
+ self.shootTimer = 0;
+ var bullet = new EnemyBullet();
+ bullet.x = self.x;
+ bullet.y = self.y + 30;
+ enemyBullets.push(bullet);
+ game.addChild(bullet);
+ }
+ };
+ return self;
+});
+var EnemyBullet = Container.expand(function () {
+ var self = Container.call(this);
+ var graphics = self.attachAsset('enemyBullet', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 8;
+ self.update = function () {
+ self.y += self.speed;
+ };
+ return self;
+});
+var Player = Container.expand(function () {
+ var self = Container.call(this);
+ var graphics = self.attachAsset('player', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.hp = 3;
+ self.shootTimer = 0;
+ self.shootInterval = 15;
+ self.powerUpTimer = 0;
+ self.rapidFire = false;
+ self.update = function () {
+ self.shootTimer++;
+ var currentShootInterval = self.rapidFire ? 5 : self.shootInterval;
+ if (self.shootTimer >= currentShootInterval) {
+ self.shootTimer = 0;
+ var bullet = new PlayerBullet();
+ bullet.x = self.x;
+ bullet.y = self.y - 40;
+ playerBullets.push(bullet);
+ game.addChild(bullet);
+ LK.getSound('shoot').play();
+ }
+ if (self.rapidFire) {
+ self.powerUpTimer--;
+ if (self.powerUpTimer <= 0) {
+ self.rapidFire = false;
+ }
+ }
+ };
+ return self;
+});
+var PlayerBullet = Container.expand(function () {
+ var self = Container.call(this);
+ var graphics = self.attachAsset('playerBullet', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = -12;
+ self.update = function () {
+ self.y += self.speed;
+ };
+ return self;
+});
+var PowerUp = Container.expand(function () {
+ var self = Container.call(this);
+ var graphics = self.attachAsset('powerUp', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 4;
+ self.type = 'rapidFire'; // rapidFire, shield
+ self.update = function () {
+ self.y += self.speed;
+ self.rotation += 0.1;
+ };
+ return self;
+});
+
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000
-});
\ No newline at end of file
+ backgroundColor: 0x000033
+});
+
+/****
+* Game Code
+****/
+// Game variables
+var player;
+var playerBullets = [];
+var enemies = [];
+var enemyBullets = [];
+var powerUps = [];
+var bosses = [];
+var enemySpawnTimer = 0;
+var enemySpawnInterval = 60;
+var powerUpSpawnTimer = 0;
+var bossSpawnScore = 500;
+var nextBossScore = bossSpawnScore;
+var dragNode = null;
+var waveLevel = 1;
+// UI Elements
+var scoreTxt = new Text2('Score: 0', {
+ size: 60,
+ fill: 0xFFFFFF
+});
+scoreTxt.anchor.set(0, 0);
+scoreTxt.x = 120;
+scoreTxt.y = 50;
+LK.gui.topLeft.addChild(scoreTxt);
+var hpTxt = new Text2('HP: 3', {
+ size: 60,
+ fill: 0xFF0000
+});
+hpTxt.anchor.set(1, 0);
+hpTxt.x = -50;
+hpTxt.y = 50;
+LK.gui.topRight.addChild(hpTxt);
+// Initialize player
+player = new Player();
+player.x = 1024;
+player.y = 2400;
+game.addChild(player);
+// Event handlers
+function handleMove(x, y, obj) {
+ if (dragNode) {
+ dragNode.x = Math.max(40, Math.min(2008, x));
+ dragNode.y = Math.max(100, Math.min(2632, y));
+ }
+}
+game.move = handleMove;
+game.down = function (x, y, obj) {
+ dragNode = player;
+ handleMove(x, y, obj);
+};
+game.up = function (x, y, obj) {
+ dragNode = null;
+};
+// Main game loop
+game.update = function () {
+ // Update score display
+ scoreTxt.setText('Score: ' + LK.getScore());
+ hpTxt.setText('HP: ' + player.hp);
+ // Spawn enemies
+ enemySpawnTimer++;
+ var currentSpawnInterval = Math.max(20, enemySpawnInterval - Math.floor(LK.getScore() / 100) * 5);
+ if (enemySpawnTimer >= currentSpawnInterval) {
+ enemySpawnTimer = 0;
+ var enemy = new Enemy();
+ enemy.x = Math.random() * 1800 + 124;
+ enemy.y = -50;
+ enemy.speed = 2 + Math.floor(LK.getScore() / 200);
+ enemies.push(enemy);
+ game.addChild(enemy);
+ }
+ // Spawn power-ups occasionally
+ powerUpSpawnTimer++;
+ if (powerUpSpawnTimer >= 900 && Math.random() < 0.02) {
+ powerUpSpawnTimer = 0;
+ var powerUp = new PowerUp();
+ powerUp.x = Math.random() * 1800 + 124;
+ powerUp.y = -50;
+ powerUps.push(powerUp);
+ game.addChild(powerUp);
+ }
+ // Spawn boss at score milestones
+ if (LK.getScore() >= nextBossScore && bosses.length === 0) {
+ var boss = new Boss();
+ boss.x = 1024;
+ boss.y = -100;
+ bosses.push(boss);
+ game.addChild(boss);
+ nextBossScore += bossSpawnScore;
+ }
+ // Handle player bullets
+ for (var i = playerBullets.length - 1; i >= 0; i--) {
+ var bullet = playerBullets[i];
+ if (bullet.lastY === undefined) bullet.lastY = bullet.y;
+ // Remove bullets that go off screen
+ if (bullet.lastY >= -50 && bullet.y < -50) {
+ bullet.destroy();
+ playerBullets.splice(i, 1);
+ continue;
+ }
+ // Check collision with enemies
+ var hitEnemy = false;
+ for (var j = enemies.length - 1; j >= 0; j--) {
+ if (bullet.intersects(enemies[j])) {
+ enemies[j].hp--;
+ if (enemies[j].hp <= 0) {
+ LK.setScore(LK.getScore() + 10);
+ LK.getSound('enemyHit').play();
+ enemies[j].destroy();
+ enemies.splice(j, 1);
+ }
+ bullet.destroy();
+ playerBullets.splice(i, 1);
+ hitEnemy = true;
+ break;
+ }
+ }
+ if (hitEnemy) continue;
+ // Check collision with bosses
+ for (var k = bosses.length - 1; k >= 0; k--) {
+ if (bullet.intersects(bosses[k])) {
+ bosses[k].hp--;
+ if (bosses[k].hp <= 0) {
+ LK.setScore(LK.getScore() + 100);
+ LK.getSound('enemyHit').play();
+ bosses[k].destroy();
+ bosses.splice(k, 1);
+ }
+ bullet.destroy();
+ playerBullets.splice(i, 1);
+ break;
+ }
+ }
+ bullet.lastY = bullet.y;
+ }
+ // Handle enemy bullets
+ for (var i = enemyBullets.length - 1; i >= 0; i--) {
+ var bullet = enemyBullets[i];
+ if (bullet.lastY === undefined) bullet.lastY = bullet.y;
+ // Remove bullets that go off screen
+ if (bullet.lastY <= 2782 && bullet.y > 2782) {
+ bullet.destroy();
+ enemyBullets.splice(i, 1);
+ continue;
+ }
+ // Check collision with player
+ if (bullet.intersects(player)) {
+ player.hp--;
+ LK.getSound('playerHit').play();
+ LK.effects.flashObject(player, 0xff0000, 500);
+ if (player.hp <= 0) {
+ LK.showGameOver();
+ return;
+ }
+ bullet.destroy();
+ enemyBullets.splice(i, 1);
+ }
+ bullet.lastY = bullet.y;
+ }
+ // Handle enemies
+ for (var i = enemies.length - 1; i >= 0; i--) {
+ var enemy = enemies[i];
+ if (enemy.lastY === undefined) enemy.lastY = enemy.y;
+ // Remove enemies that go off screen
+ if (enemy.lastY <= 2782 && enemy.y > 2782) {
+ enemy.destroy();
+ enemies.splice(i, 1);
+ continue;
+ }
+ // Check collision with player
+ if (enemy.intersects(player)) {
+ player.hp--;
+ LK.getSound('playerHit').play();
+ LK.effects.flashScreen(0xff0000, 1000);
+ if (player.hp <= 0) {
+ LK.showGameOver();
+ return;
+ }
+ enemy.destroy();
+ enemies.splice(i, 1);
+ }
+ enemy.lastY = enemy.y;
+ }
+ // Handle bosses
+ for (var i = bosses.length - 1; i >= 0; i--) {
+ var boss = bosses[i];
+ if (boss.lastY === undefined) boss.lastY = boss.y;
+ // Remove bosses that go off screen
+ if (boss.lastY <= 2782 && boss.y > 2782) {
+ boss.destroy();
+ bosses.splice(i, 1);
+ continue;
+ }
+ // Check collision with player
+ if (boss.intersects(player)) {
+ player.hp--;
+ LK.getSound('playerHit').play();
+ LK.effects.flashScreen(0xff0000, 1000);
+ if (player.hp <= 0) {
+ LK.showGameOver();
+ return;
+ }
+ }
+ boss.lastY = boss.y;
+ }
+ // Handle power-ups
+ for (var i = powerUps.length - 1; i >= 0; i--) {
+ var powerUp = powerUps[i];
+ if (powerUp.lastY === undefined) powerUp.lastY = powerUp.y;
+ // Remove power-ups that go off screen
+ if (powerUp.lastY <= 2782 && powerUp.y > 2782) {
+ powerUp.destroy();
+ powerUps.splice(i, 1);
+ continue;
+ }
+ // Check collision with player
+ if (powerUp.intersects(player)) {
+ LK.getSound('powerUpSound').play();
+ if (powerUp.type === 'rapidFire') {
+ player.rapidFire = true;
+ player.powerUpTimer = 600; // 10 seconds at 60fps
+ }
+ powerUp.destroy();
+ powerUps.splice(i, 1);
+ }
+ powerUp.lastY = powerUp.y;
+ }
+};
\ No newline at end of file