User prompt
Change enemy at level 10
User prompt
Play level 10
User prompt
Play death sound when game over
User prompt
Activate "Death" sound when player is killed
User prompt
Activate death sound asset when player is hit by enemy
User prompt
Increase speed for enemy7 make fly in straight lines
User prompt
Change enemy 9 movement increase speed and fly in circles
User prompt
Change enemy8 increase speed
User prompt
Change enemy 9 Increase speed and zigzag
User prompt
Change enemy3 movement to fly up and down in zig zag
User prompt
Change enemy3 movement to mid jump along the ground
User prompt
Change enemy3 movement to small jumps along the ground
User prompt
Change enemy3 movement to small jumps along the ground
User prompt
Change enemy3 movement to jump along ground and high jump every third jump
User prompt
Change enemy at level 9
User prompt
Change enemy at level 8
User prompt
Change enemy at level 7
User prompt
Change enemy at level 6
User prompt
Change enemy at level 5
User prompt
Please fix the bug: 'LK.getSound(...).setVolume is not a function' in or related to this line: 'LK.getSound('Startmusic').setVolume(1.5).play();' Line Number: 113
User prompt
Play startmusic louder
User prompt
Play startmusic once when game begins
User prompt
Play startmusic when game begins
User prompt
Change enemy at level 4
User prompt
Stop playing enemy destroyed sound in level 2
/**** 
* Classes
****/ 
// Define a class for bullets
var Bullet = Container.expand(function () {
	var self = Container.call(this);
	var bulletGraphics = self.attachAsset('bullet', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = 10;
	self.update = function () {
		self.x += self.speedX;
		self.y += self.speedY;
		if (self.x > 2048 + 50 || self.y < -50) {
			self.destroy();
		}
	};
});
// Define a class for enemies
var Enemy = Container.expand(function () {
	var self = Container.call(this);
	var enemyAssetId = LK.getScore() >= 90 ? 'Enemy10' : LK.getScore() >= 80 ? 'Enemy9' : LK.getScore() >= 70 ? 'Enemy8' : LK.getScore() >= 60 ? 'Enemy7' : LK.getScore() >= 50 ? 'Enemy6' : LK.getScore() >= 40 ? 'Enemy5' : LK.getScore() >= 30 ? 'enemy4' : LK.getScore() >= 20 ? 'enemy3' : LK.getScore() >= 10 ? 'enemy2' : 'enemy';
	var enemyGraphics = self.attachAsset(enemyAssetId, {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = 5 + Math.floor(LK.getScore() / 20);
	self.update = function () {
		self.x -= self.speed;
		self.y += Math.sin(LK.ticks / 20) * 5; // Make enemy fly up and down
		if (enemyAssetId === 'enemy2' || enemyAssetId === 'enemy3') {
			self.y += Math.sin(LK.ticks / 10) * 10; // Make enemy2 and enemy3 fly in small circles
			self.x += Math.cos(LK.ticks / 10) * 10; // Add horizontal movement for circular path
		}
		if (self.y > 1366) {
			// Ensure enemies stay in the top half of the screen
			self.y = 1366;
		}
		if (self.x < -50) {
			self.destroy();
		}
	};
});
// Define a class for a steady moving background
var MovingBackground = Container.expand(function () {
	var self = Container.call(this);
	var bg1 = self.attachAsset('background', {
		anchorX: 0,
		anchorY: 0
	});
	var bg2 = self.attachAsset('background2', {
		anchorX: 0,
		anchorY: 0
	});
	bg1.x = 0;
	bg2.x = 2048; // Position the second background right after the first one
	self.speed = 4 + Math.floor(LK.getScore() / 50);
	self.update = function () {
		bg1.x -= self.speed;
		bg2.x -= self.speed;
		// Reset positions to create a continuous loop
		if (bg1.x <= -2048) {
			bg1.x = bg2.x + 2048;
		}
		if (bg2.x <= -2048) {
			bg2.x = bg1.x + 2048;
		}
	};
});
//<Assets used in the game will automatically appear here>
// Define a class for the player character
var Player = Container.expand(function () {
	var self = Container.call(this);
	var playerGraphics = self.attachAsset('player', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = 5;
	self.jumpHeight = 40;
	self.update = function () {};
});
/**** 
* Initialize Game
****/ 
var game = new LK.Game({
	backgroundColor: 0x87CEEB // Sky blue background
});
/**** 
* Game Code
****/ 
var movingBackground = game.addChild(new MovingBackground());
LK.getSound('Startmusic').play();
// Initialize player
var player = game.addChild(new Player());
player.x = 2048 / 2 - 600; // Move player further back
player.y = 2732 / 2 - 100; // Move player up a bit
// Initialize enemies
var enemies = [];
var enemySpawnInterval = 100;
var enemySpawnCounter = 0;
// Create a new Text2 object to display the score
var scoreText = new Text2('0', {
	size: 100,
	fill: 0xFFFFFF
});
// Add the score text to the game GUI at the top center of the screen
LK.gui.top.addChild(scoreText);
scoreText.x = 2048 / 2;
scoreText.y = 0;
// Create a new Text2 object to display the level
var levelText = new Text2('Level 1', {
	size: 100,
	fill: 0xFFFFFF
});
// Add the level text to the game GUI at the top left of the screen
LK.gui.topLeft.addChild(levelText);
levelText.x = 20;
levelText.y = 0;
// Add the score text next to the level text
scoreText.x = levelText.x + levelText.width + 20;
scoreText.y = levelText.y;
// Handle game updates
game.update = function () {
	player.update();
	movingBackground.update();
	// Spawn enemies
	enemySpawnCounter++;
	if (enemySpawnCounter >= enemySpawnInterval) {
		// Add more enemies every 10 points
		if (LK.getScore() % 10 === 0 && LK.getScore() !== 0) {
			// Update level text
			var currentLevel = Math.floor(LK.getScore() / 10) + 1;
			levelText.setText('Level ' + currentLevel);
			for (var i = 0; i < 2; i++) {
				// Add two enemies
				var extraEnemy = new Enemy();
				extraEnemy.x = 2048;
				extraEnemy.y = Math.random() * (2732 / 2); // Randomize Y position in the top half
				enemies.push(extraEnemy);
				game.addChild(extraEnemy);
			}
		}
		var enemy = new Enemy();
		enemy.x = 2048;
		enemy.y = Math.random() * (2732 / 2); // Randomize Y position in the top half to allow flying
		enemies.push(enemy);
		game.addChild(enemy);
		// Randomize the spawn interval for the next enemy
		enemySpawnInterval = Math.floor(Math.random() * 150) + 50;
		enemySpawnCounter = 0;
	}
	// Update enemies
	for (var j = enemies.length - 1; j >= 0; j--) {
		enemies[j].update();
		if (player.intersects(enemies[j])) {
			LK.effects.flashScreen(0xff0000, 1000);
			LK.showGameOver();
		}
		// Check for bullet collision with enemies
		for (var i = game.children.length - 1; i >= 0; i--) {
			if (game.children[i] instanceof Bullet && game.children[i].intersects(enemies[j])) {
				// Create explosion effect
				var explosion = LK.getAsset('fire', {
					anchorX: 0.5,
					anchorY: 0.5,
					x: enemies[j].x,
					y: enemies[j].y
				});
				game.addChild(explosion);
				// Remove explosion after a short delay
				LK.setTimeout(function () {
					explosion.destroy();
				}, 500);
				game.children[i].destroy();
				enemies[j].destroy();
				if (enemies[j].attachAsset('enemy2')) {
					LK.getSound('enemy2_destroyed').play();
				} else {
					LK.getSound('enemy_destroyed').play();
				}
				LK.setScore(LK.getScore() + 1); // Add 1 point to score
				scoreText.setText(LK.getScore());
				enemies.splice(j, 1);
				break;
				enemies.splice(j, 1);
				break;
			}
		}
	}
};
// Handle player jump
game.down = function (x, y, obj) {
	var newBullet = new Bullet();
	var angle = Math.atan2(y - player.y, x - player.x);
	newBullet.x = player.x + player.width / 2; // Adjust the bullet's initial x position to the cannon's position
	newBullet.y = player.y; // Adjust the bullet's initial y position to the cannon's position
	newBullet.speedX = Math.cos(angle) * newBullet.speed;
	newBullet.speedY = Math.sin(angle) * newBullet.speed;
	game.addChild(newBullet);
	LK.getSound('shoot').play();
}; ===================================================================
--- original.js
+++ change.js
@@ -129,11 +129,11 @@
 	// Spawn enemies
 	enemySpawnCounter++;
 	if (enemySpawnCounter >= enemySpawnInterval) {
 		// Add more enemies every 10 points
-		if (LK.getScore() % 10 === 0 && LK.getScore() !== 0 && currentLevel <= 10) {
+		if (LK.getScore() % 10 === 0 && LK.getScore() !== 0) {
 			// Update level text
-			var currentLevel = Math.min(Math.floor(LK.getScore() / 10) + 1, 10);
+			var currentLevel = Math.floor(LK.getScore() / 10) + 1;
 			levelText.setText('Level ' + currentLevel);
 			for (var i = 0; i < 2; i++) {
 				// Add two enemies
 				var extraEnemy = new Enemy();
@@ -156,9 +156,8 @@
 	for (var j = enemies.length - 1; j >= 0; j--) {
 		enemies[j].update();
 		if (player.intersects(enemies[j])) {
 			LK.effects.flashScreen(0xff0000, 1000);
-			LK.getSound('Death').play();
 			LK.showGameOver();
 		}
 		// Check for bullet collision with enemies
 		for (var i = game.children.length - 1; i >= 0; i--) {
:quality(85)/https://cdn.frvr.ai/6758971de1c6df8afc3f801c.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67ea3727a87cf2977ef8ffb7.png%3F3) 
 🔥 fire. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/67ea54293f40c77640c9337c.png%3F3) 
 Mario driving a tank. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/67ea575798f8528d5a204328.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67ea5f24ff6d2aa2de57cc6d.png%3F3) 
 Wario flying an aeroplane. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/67ea6b94f7bb4120a1df50b8.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67ea718098f8528d5a204334.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67ea9a0ef7bb4120a1df50bc.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67eb6000535f824608f71ab8.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67eb7ad77307fdc62deda6fe.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67eb859b7307fdc62deda700.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67eb883f33b56e3b71a20b12.png%3F3) 
 Waluigi flying a helicopter. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/67eb8db27307fdc62deda702.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67ebb5fc7307fdc62deda706.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67f1d468784624a5b965cdc0.png%3F3)