User prompt
no the other aliens should get deleted
User prompt
delete the aliens that are moving
User prompt
add decor to the start screen
User prompt
Delete the enemy aliens from the Startscreen
User prompt
You should be a button that says start and when I press it, it starts the game
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'if (y > player.y - player.height / 2 && y < player.y + player.height / 2 && x > player.x - player.width / 2 && x < player.x + player.width / 2) {' Line Number: 420
User prompt
Delete the aliens From the start screen
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'if (y > player.y - player.height / 2 && y < player.y + player.height / 2 && x > player.x - player.width / 2 && x < player.x + player.width / 2) {' Line Number: 419
User prompt
Please fix the bug: 'TypeError: undefined is not an object (evaluating 'player.invincible')' in or related to this line: 'if (!player.invincible && b.intersects(player)) {' Line Number: 570
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'if (y > player.y - player.height / 2 && y < player.y + player.height / 2 && x > player.x - player.width / 2 && x < player.x + player.width / 2) {' Line Number: 419
User prompt
Please fix the bug: 'TypeError: undefined is not an object (evaluating 'player.y')' in or related to this line: 'if (a.y + a.height / 2 >= player.y - player.height / 2) {' Line Number: 615
User prompt
Please fix the bug: 'TypeError: undefined is not an object (evaluating 'player.invincible')' in or related to this line: 'if (player.invincible) {' Line Number: 461
User prompt
Please fix the bug: 'TypeError: undefined is not an object (evaluating 'player.poweredUp')' in or related to this line: 'if (player.poweredUp) {' Line Number: 454
User prompt
Please fix the bug: 'TypeError: undefined is not an object (evaluating 'player.canShoot')' in or related to this line: 'if (!player.canShoot) {' Line Number: 444
User prompt
Make a start screen
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Scrap that idea and keep the original power up
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Revert it
User prompt
Make the heart power up it gives you an extra life when you are down to heart
User prompt
Ok
User prompt
Make the power up its own asset
User prompt
No, I mean like five attacks in one attack for the power up
User prompt
No, I mean like the same attack just like one of them next to each other for the power up
User prompt
Make the power up A Asset
User prompt
Make a power up that when you collect it, it makes your attacks wider and faster for about seven seconds
User prompt
Make the shots, a little slower from the players
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Alien invader var Alien = Container.expand(function () { var self = Container.call(this); var alien = self.attachAsset('alien', { anchorX: 0.5, anchorY: 0.5 }); self.width = alien.width; self.height = alien.height; self.row = 0; self.col = 0; self.direction = 1; // 1: right, -1: left self.speed = 2; self.shootCooldown = 0; self.alive = true; // Alien shoots self.shoot = function () { var bullet = new AlienBullet(); bullet.x = self.x; bullet.y = self.y + self.height / 2 + bullet.height / 2; alienBullets.push(bullet); game.addChild(bullet); LK.getSound('alienShoot').play(); }; return self; }); // Alien bullet var AlienBullet = Container.expand(function () { var self = Container.call(this); var bullet = self.attachAsset('alienBullet', { anchorX: 0.5, anchorY: 0.5 }); self.width = bullet.width; self.height = bullet.height; self.speed = 18; self.update = function () { self.y += self.speed; }; return self; }); // Player spaceship var Player = Container.expand(function () { var self = Container.call(this); var ship = self.attachAsset('playerShip', { anchorX: 0.5, anchorY: 0.5 }); self.width = ship.width; self.height = ship.height; self.canShoot = true; self.shootCooldown = 0; self.lives = 3; self.invincible = false; self.invincibleTimer = 0; self.poweredUp = false; self.powerupTimer = 0; // Shoot a bullet self.shoot = function () { if (!self.canShoot) return; if (self.poweredUp) { // Fire five bullets: center, two left, two right var spread = 70; for (var i = -2; i <= 2; i++) { var bullet = new PlayerBullet(); bullet.x = self.x + i * spread; bullet.y = self.y - self.height / 2 - bullet.height / 2; bullet.setWideAndFast(); playerBullets.push(bullet); game.addChild(bullet); } LK.getSound('shoot').play(); self.canShoot = false; self.shootCooldown = 7; // much faster fire when powered up } else { var bullet = new PlayerBullet(); bullet.x = self.x; bullet.y = self.y - self.height / 2 - bullet.height / 2; playerBullets.push(bullet); game.addChild(bullet); LK.getSound('shoot').play(); self.canShoot = false; self.shootCooldown = 18; } }; // Power-up effect self.activatePowerup = function () { self.poweredUp = true; self.powerupTimer = 420; // 7 seconds (60fps * 7) // Visual feedback: flash ship tween(self, { alpha: 0.5 }, { duration: 120, easing: tween.easeIn, onFinish: function onFinish() { tween(self, { alpha: 1 }, { duration: 120, easing: tween.easeOut }); } }); }; // Invincibility effect self.setInvincible = function (duration) { self.invincible = true; self.invincibleTimer = duration; // Visual feedback: flicker }; return self; }); // Player bullet var PlayerBullet = Container.expand(function () { var self = Container.call(this); var bullet = self.attachAsset('playerBullet', { anchorX: 0.5, anchorY: 0.5 }); self.width = bullet.width; self.height = bullet.height; self.speed = -18; self.update = function () { self.y += self.speed; }; // Make bullet wider and faster for powerup self.setWideAndFast = function () { // Defensive: only apply once if (!self._wideAndFastApplied) { self.width = self.width * 2.2; self.height = self.height * 1.1; self.speed = -32; if (self.children && self.children.length > 0) { self.children[0].width = self.width; self.children[0].height = self.height; } self._wideAndFastApplied = true; } }; return self; }); // Power-up var Powerup = Container.expand(function () { var self = Container.call(this); var p = self.attachAsset('powerup', { anchorX: 0.5, anchorY: 0.5 }); self.width = p.width; self.height = p.height; self.speed = 10; self.type = 'rapid'; // Only one type for MVP self.update = function () { self.y += self.speed; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000010 }); /**** * Game Code ****/ // Powerup is now an image asset // Music // Sound effects // Power-up // Alien bullet // Player bullet // Alien invader // Spaceship (player) // Game constants var GAME_WIDTH = 2048; var GAME_HEIGHT = 2732; var PLAYER_Y = GAME_HEIGHT - 220; var ALIEN_ROWS = 4; var ALIEN_COLS = 8; var ALIEN_X_MARGIN = 120; var ALIEN_Y_MARGIN = 120; var ALIEN_SPACING_X = 180; var ALIEN_SPACING_Y = 160; var ALIEN_START_Y = 320; var ALIEN_MOVE_DOWN = 60; var ALIEN_BASE_SPEED = 2; var ALIEN_SPEEDUP_PER_WAVE = 0.5; var ALIEN_SHOOT_CHANCE = 0.008; // Per alien per tick var POWERUP_CHANCE = 0.015; // Per tick, if no powerup present // Game state var player; var aliens = []; var playerBullets = []; var alienBullets = []; var powerups = []; var wave = 1; var score = 0; var lives = 3; var gameOver = false; var youWin = false; var moveDir = 1; // 1: right, -1: left var moveDownPending = false; var alienSpeed = ALIEN_BASE_SPEED; var dragNode = null; var lastTouchX = 0; var lastTouchY = 0; // GUI var scoreTxt = new Text2('0', { size: 120, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Heart icons for lives var heartIcons = []; var heartSpacing = 120; for (var i = 0; i < 3; i++) { var heart = LK.getAsset('powerup', { anchorX: 0.5, anchorY: 0.5, x: 120 + i * heartSpacing, y: 100, scaleX: 0.7, scaleY: 0.7 }); LK.gui.top.addChild(heart); heartIcons.push(heart); } var livesTxt = new Text2('', { size: 100, fill: 0xFF4444 }); livesTxt.anchor.set(0.5, 0); LK.gui.topRight.addChild(livesTxt); var waveTxt = new Text2('Wave 1', { size: 80, fill: 0x00FFCC }); waveTxt.anchor.set(0.5, 0); LK.gui.top.addChild(waveTxt); // Helper: update GUI function updateGUI() { scoreTxt.setText(score); // Update heart icons visibility for (var i = 0; i < heartIcons.length; i++) { heartIcons[i].visible = i < lives; } var hearts = ''; for (var i = 0; i < lives; i++) hearts += '♥'; livesTxt.setText(hearts); waveTxt.setText('Wave ' + wave); } // Helper: spawn aliens in grid function spawnAliens() { aliens = []; var totalWidth = (ALIEN_COLS - 1) * ALIEN_SPACING_X; var startX = (GAME_WIDTH - totalWidth) / 2; for (var row = 0; row < ALIEN_ROWS; row++) { for (var col = 0; col < ALIEN_COLS; col++) { var alien = new Alien(); alien.x = startX + col * ALIEN_SPACING_X; alien.y = ALIEN_START_Y + row * ALIEN_SPACING_Y; alien.row = row; alien.col = col; alien.direction = moveDir; alien.speed = alienSpeed; aliens.push(alien); game.addChild(alien); } } } // Helper: start new wave function startWave() { alienSpeed = ALIEN_BASE_SPEED + (wave - 1) * ALIEN_SPEEDUP_PER_WAVE; spawnAliens(); moveDir = 1; moveDownPending = false; waveTxt.setText('Wave ' + wave); } // Helper: reset game function resetGame() { // Remove all objects for (var i = 0; i < aliens.length; i++) aliens[i].destroy(); for (var i = 0; i < playerBullets.length; i++) playerBullets[i].destroy(); for (var i = 0; i < alienBullets.length; i++) alienBullets[i].destroy(); for (var i = 0; i < powerups.length; i++) powerups[i].destroy(); aliens = []; playerBullets = []; alienBullets = []; powerups = []; wave = 1; score = 0; lives = 3; gameOver = false; youWin = false; updateGUI(); // Reset player if (player) player.destroy(); player = new Player(); player.x = GAME_WIDTH / 2; player.y = PLAYER_Y; game.addChild(player); startWave(); } // Helper: show game over function triggerGameOver() { if (gameOver) return; gameOver = true; LK.getSound('loseLife').play(); LK.effects.flashScreen(0xff0000, 1200); LK.showGameOver(); } // Helper: show win function triggerYouWin() { if (youWin) return; youWin = true; LK.effects.flashScreen(0x00ff00, 1200); LK.showYouWin(); } // Helper: spawn powerup function spawnPowerup() { var p = new Powerup(); p.x = 200 + Math.random() * (GAME_WIDTH - 400); p.y = 200; powerups.push(p); game.addChild(p); } // Initialize player and first wave resetGame(); // Play music LK.playMusic('arcadebg', { fade: { start: 0, end: 1, duration: 1200 } }); // Drag-to-move and tap-to-shoot controls var draggingPlayer = false; var dragOffsetX = 0; game.down = function (x, y, obj) { if (gameOver || youWin) return; // Check if touch is on player ship if (y > player.y - player.height / 2 && y < player.y + player.height / 2 && x > player.x - player.width / 2 && x < player.x + player.width / 2) { draggingPlayer = true; dragOffsetX = x - player.x; } else { // Tap elsewhere: do nothing (auto-shoot enabled) } }; game.move = function (x, y, obj) { if (draggingPlayer && !gameOver && !youWin) { // Clamp player within screen bounds var minX = player.width / 2; var maxX = GAME_WIDTH - player.width / 2; var newX = Math.max(minX, Math.min(x - dragOffsetX, maxX)); player.x = newX; } }; game.up = function (x, y, obj) { draggingPlayer = false; }; // Main game loop game.update = function () { if (gameOver || youWin) return; // Player auto-shooting if (!player.canShoot) { player.shootCooldown--; if (player.shootCooldown <= 0) player.canShoot = true; } if (player.canShoot) { player.shoot(); } // Powerup timer if (player.poweredUp) { player.powerupTimer--; if (player.powerupTimer <= 0) { player.poweredUp = false; // No need to reset bullets already fired, new ones will be normal } } // Invincibility timer if (player.invincible) { player.invincibleTimer--; // Flicker effect player.alpha = LK.ticks % 10 < 5 ? 0.4 : 1; if (player.invincibleTimer <= 0) { player.invincible = false; player.alpha = 1; } } // Move aliens var leftmost = GAME_WIDTH, rightmost = 0, bottommost = 0; for (var i = 0; i < aliens.length; i++) { var a = aliens[i]; if (!a.alive) continue; a.x += moveDir * alienSpeed; if (a.x - a.width / 2 < leftmost) leftmost = a.x - a.width / 2; if (a.x + a.width / 2 > rightmost) rightmost = a.x + a.width / 2; if (a.y + a.height / 2 > bottommost) bottommost = a.y + a.height / 2; } // Change direction if at edge if (!moveDownPending && (leftmost < ALIEN_X_MARGIN || rightmost > GAME_WIDTH - ALIEN_X_MARGIN)) { moveDir *= -1; moveDownPending = true; } if (moveDownPending) { for (var i = 0; i < aliens.length; i++) { var a = aliens[i]; if (!a.alive) continue; a.y += ALIEN_MOVE_DOWN; } moveDownPending = false; } // Aliens shoot randomly, but only bottom-most alive in each column can shoot var bottomAliens = {}; for (var i = 0; i < aliens.length; i++) { var a = aliens[i]; if (!a.alive) continue; // Track the bottom-most alive alien in each column if (!bottomAliens[a.col] || a.y > bottomAliens[a.col].y) { bottomAliens[a.col] = a; } } // Only allow a few (e.g. 2) random bottom aliens to shoot per tick var shootableAliens = []; for (var col in bottomAliens) { shootableAliens.push(bottomAliens[col]); } var maxShooters = 2; for (var s = 0; s < maxShooters && shootableAliens.length > 0; s++) { var idx = Math.floor(Math.random() * shootableAliens.length); var a = shootableAliens[idx]; if (Math.random() < ALIEN_SHOOT_CHANCE + 0.001 * wave) { a.shoot(); } shootableAliens.splice(idx, 1); } // Update player bullets for (var i = playerBullets.length - 1; i >= 0; i--) { var b = playerBullets[i]; b.update(); // Remove if off screen if (b.y < -b.height) { b.destroy(); playerBullets.splice(i, 1); continue; } // Check collision with aliens for (var j = 0; j < aliens.length; j++) { var a = aliens[j]; if (!a.alive) continue; if (b.intersects(a)) { a.alive = false; a.visible = false; b.destroy(); playerBullets.splice(i, 1); LK.getSound('alienExplode').play(); score += 10; updateGUI(); break; } } } // Update alien bullets for (var i = alienBullets.length - 1; i >= 0; i--) { var b = alienBullets[i]; b.update(); // Remove if off screen if (b.y > GAME_HEIGHT + b.height) { b.destroy(); alienBullets.splice(i, 1); continue; } // Check collision with player if (!player.invincible && b.intersects(player)) { b.destroy(); alienBullets.splice(i, 1); // Lose life lives--; updateGUI(); LK.getSound('hit').play(); if (lives <= 0) { triggerGameOver(); return; } else { player.setInvincible(90); // 1.5s invincibility } } } // Update powerups for (var i = powerups.length - 1; i >= 0; i--) { var p = powerups[i]; p.update(); if (p.y > GAME_HEIGHT + p.height) { p.destroy(); powerups.splice(i, 1); continue; } if (p.intersects(player)) { LK.getSound('powerup').play(); // Activate rapid fire and wide bullets for 7 seconds player.activatePowerup(); p.destroy(); powerups.splice(i, 1); } } // Powerup spawn if (powerups.length === 0 && Math.random() < POWERUP_CHANCE) { spawnPowerup(); } // Check if aliens reach player for (var i = 0; i < aliens.length; i++) { var a = aliens[i]; if (!a.alive) continue; if (a.y + a.height / 2 >= player.y - player.height / 2) { triggerGameOver(); return; } } // Next wave if all aliens dead var anyAlive = false; for (var i = 0; i < aliens.length; i++) { if (aliens[i].alive) { anyAlive = true; break; } } if (!anyAlive) { wave++; if (wave > 10) { triggerYouWin(); return; } startWave(); } }; // Clean up on game over or reset game.on('destroy', function () { LK.stopMusic(); });
===================================================================
--- original.js
+++ change.js
@@ -66,11 +66,11 @@
// Shoot a bullet
self.shoot = function () {
if (!self.canShoot) return;
if (self.poweredUp) {
- // Fire three bullets: center, left, right
+ // Fire five bullets: center, two left, two right
var spread = 70;
- for (var i = -1; i <= 1; i++) {
+ for (var i = -2; i <= 2; i++) {
var bullet = new PlayerBullet();
bullet.x = self.x + i * spread;
bullet.y = self.y - self.height / 2 - bullet.height / 2;
bullet.setWideAndFast();