User prompt
The enemy’s have 2 hearts
User prompt
Add some more power-up’s
User prompt
Please fix the bug: 'TypeError: LK.isGameOver is not a function. (In 'LK.isGameOver()', 'LK.isGameOver' is undefined)' in or related to this line: 'if (!LK.isGameOver()) {' Line Number: 345
Code edit (1 edits merged)
Please save this source code
User prompt
Pixel Space Shooter
Initial prompt
Make me a pixel space shooter
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Enemy Bullet var EnemyBullet = Container.expand(function () { var self = Container.call(this); var bullet = self.attachAsset('enemyBullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 18; self.update = function () { self.y += self.speed; }; return self; }); // Enemy Ship var EnemyShip = Container.expand(function () { var self = Container.call(this); var enemy = self.attachAsset('enemyShip', { anchorX: 0.5, anchorY: 0.5 }); self.width = enemy.width; self.height = enemy.height; self.speedY = 6 + Math.random() * 4; self.speedX = (Math.random() - 0.5) * 6; self.shootCooldown = 60 + Math.floor(Math.random() * 60); self.update = function () { self.y += self.speedY; self.x += self.speedX; if (self.x < self.width / 2) { self.x = self.width / 2; self.speedX *= -1; } if (self.x > 2048 - self.width / 2) { self.x = 2048 - self.width / 2; self.speedX *= -1; } if (self.shootCooldown > 0) { self.shootCooldown--; } }; 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.speed = -32; self.update = function () { self.y += self.speed; }; return self; }); // Player Ship var PlayerShip = 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.shootCooldown = 0; self.poweredUp = false; self.powerupTimer = 0; self.update = function () { if (self.shootCooldown > 0) self.shootCooldown--; if (self.poweredUp) { self.powerupTimer--; if (self.powerupTimer <= 0) { self.poweredUp = false; ship.tint = 0x33c1ff; } } }; self.activatePowerup = function () { self.poweredUp = true; self.powerupTimer = 360; // 6 seconds at 60fps ship.tint = 0x44ff44; }; return self; }); // Powerup var Powerup = Container.expand(function () { var self = Container.call(this); var p = self.attachAsset('powerup', { anchorX: 0.5, anchorY: 0.5 }); self.speedY = 10; self.update = function () { self.y += self.speedY; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x181828 }); /**** * Game Code ****/ // Music // Sound effects // Powerup: green ellipse // Enemy bullet: small red box // Player bullet: small yellow box // Enemy: pixelated box // Player ship: pixelated box // Play music LK.playMusic('bgmusic', { fade: { start: 0, end: 1, duration: 1200 } }); // Score display var scoreTxt = new Text2('0', { size: 120, fill: "#fff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Powerup display var powerupTxt = new Text2('', { size: 70, fill: 0x44FF44 }); powerupTxt.anchor.set(0.5, 0); LK.gui.top.addChild(powerupTxt); powerupTxt.y = 120; // Game objects var player = new PlayerShip(); game.addChild(player); player.x = 2048 / 2; player.y = 2732 - 180; var playerBullets = []; var enemies = []; var enemyBullets = []; var powerups = []; var dragNode = null; var lastPlayerHit = false; var spawnTimer = 0; var powerupSpawnTimer = 600; // 10 seconds // Move handler for dragging player ship function handleMove(x, y, obj) { if (dragNode) { // Clamp to game area var minX = player.width / 2 + 40; var maxX = 2048 - player.width / 2 - 40; dragNode.x = Math.max(minX, Math.min(maxX, x)); // Y is fixed at bottom } } game.move = handleMove; game.down = function (x, y, obj) { // Only allow drag if touch is near player if (Math.abs(x - player.x) < player.width && Math.abs(y - player.y) < player.height) { dragNode = player; handleMove(x, y, obj); } }; game.up = function (x, y, obj) { dragNode = null; }; // Touch anywhere to shoot game.tap = function (x, y, obj) { // Not used, as shooting is auto-fire }; // Main update loop game.update = function () { // Player update player.update(); // Player auto-fire if (player.shootCooldown <= 0) { var bullet = new PlayerBullet(); bullet.x = player.x; bullet.y = player.y - player.height / 2 - 20; playerBullets.push(bullet); game.addChild(bullet); player.shootCooldown = player.poweredUp ? 6 : 16; LK.getSound('shoot').play(); if (player.poweredUp) { // Side bullets for (var i = -1; i <= 1; i += 2) { var sideBullet = new PlayerBullet(); sideBullet.x = player.x + i * 50; sideBullet.y = player.y - player.height / 2 - 20; playerBullets.push(sideBullet); game.addChild(sideBullet); } } } // Update player bullets for (var i = playerBullets.length - 1; i >= 0; i--) { var b = playerBullets[i]; b.update(); if (b.y < -60) { b.destroy(); playerBullets.splice(i, 1); continue; } // Check collision with enemies for (var j = enemies.length - 1; j >= 0; j--) { var e = enemies[j]; if (b.intersects(e)) { LK.setScore(LK.getScore() + 10); scoreTxt.setText(LK.getScore()); LK.getSound('explosion').play(); LK.effects.flashObject(e, 0xffffff, 200); e.destroy(); enemies.splice(j, 1); b.destroy(); playerBullets.splice(i, 1); break; } } } // Update enemies for (var i = enemies.length - 1; i >= 0; i--) { var e = enemies[i]; e.update(); if (e.y > 2732 + 100) { e.destroy(); enemies.splice(i, 1); continue; } // Enemy shooting if (e.shootCooldown <= 0) { var eb = new EnemyBullet(); eb.x = e.x; eb.y = e.y + e.height / 2 + 10; enemyBullets.push(eb); game.addChild(eb); e.shootCooldown = 90 + Math.floor(Math.random() * 60); LK.getSound('enemyShoot').play(); } } // Update enemy bullets for (var i = enemyBullets.length - 1; i >= 0; i--) { var eb = enemyBullets[i]; eb.update(); if (eb.y > 2732 + 60) { eb.destroy(); enemyBullets.splice(i, 1); continue; } // Check collision with player if (eb.intersects(player)) { if (!player.poweredUp) { if (!lastPlayerHit) { LK.effects.flashScreen(0xff0000, 800); LK.showGameOver(); lastPlayerHit = true; } } else { eb.destroy(); enemyBullets.splice(i, 1); } } } // Update powerups for (var i = powerups.length - 1; i >= 0; i--) { var p = powerups[i]; p.update(); if (p.y > 2732 + 80) { p.destroy(); powerups.splice(i, 1); continue; } if (p.intersects(player)) { player.activatePowerup(); LK.getSound('powerup').play(); powerupTxt.setText('POWER UP!'); tween(powerupTxt, { alpha: 0 }, { duration: 1200, easing: tween.linear, onFinish: function onFinish() { powerupTxt.setText(''); powerupTxt.alpha = 1; } }); p.destroy(); powerups.splice(i, 1); } } // Enemy spawn spawnTimer--; if (spawnTimer <= 0) { var e = new EnemyShip(); e.x = 200 + Math.random() * (2048 - 400); e.y = -100; enemies.push(e); game.addChild(e); spawnTimer = Math.max(24, 90 - Math.floor(LK.getScore() / 100)); // Faster spawns as score increases } // Powerup spawn powerupSpawnTimer--; if (powerupSpawnTimer <= 0) { var p = new Powerup(); p.x = 200 + Math.random() * (2048 - 400); p.y = -80; powerups.push(p); game.addChild(p); powerupSpawnTimer = 900 + Math.floor(Math.random() * 600); // 15-25 seconds } // Win condition: score 1000 if (LK.getScore() >= 1000) { LK.showYouWin(); } // Always reset lastPlayerHit at end of update (game will be reset by LK on game over) lastPlayerHit = false; }; // Initial score LK.setScore(0); scoreTxt.setText('0');
===================================================================
--- original.js
+++ change.js
@@ -324,12 +324,10 @@
// Win condition: score 1000
if (LK.getScore() >= 1000) {
LK.showYouWin();
}
- // Reset lastPlayerHit if game is running
- if (!LK.isGameOver()) {
- lastPlayerHit = false;
- }
+ // Always reset lastPlayerHit at end of update (game will be reset by LK on game over)
+ lastPlayerHit = false;
};
// Initial score
LK.setScore(0);
scoreTxt.setText('0');
\ No newline at end of file