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tamam bunları ekle oyuna
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kontroller de kullanıcı dostu olsun
User prompt
Please fix the bug: 'tween.to is not a function' in or related to this line: 'tween.to(instructionTxt, {' Line Number: 470 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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daha profesyonel bir oyun yap kullanıcı dostu olsun
Code edit (1 edits merged)
Please save this source code
User prompt
Endless Sky Shooter
Initial prompt
Make a professional endless shooting game with all the features that the game should have.
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Enemy
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemyGfx = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.radius = enemyGfx.width * 0.5;
self.speed = 8 + Math.random() * 8;
self.moveType = Math.random() < 0.5 ? 'straight' : 'sine';
self.sinePhase = Math.random() * Math.PI * 2;
self.sineAmp = 120 + Math.random() * 120;
self.shootCooldown = 60 + Math.floor(Math.random() * 60);
// Health system for enemy
self.maxHealth = 3;
self.health = self.maxHealth;
self.update = function () {
if (self.moveType === 'straight') {
self.y += self.speed;
} else {
self.y += self.speed * 0.85;
self.x += Math.sin(self.y / 120 + self.sinePhase) * 6;
}
self.shootCooldown--;
};
self.takeDamage = function (dmg) {
self.health -= dmg;
LK.effects.flashObject(self, 0xffffff, 80);
if (self.health <= 0) {
self.health = 0;
// Death handled in game loop
}
};
return self;
});
// Enemy Bullet
var EnemyBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGfx = self.attachAsset('enemyBullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 20;
self.dirX = 0;
self.dirY = 1;
self.update = function () {
self.x += self.dirX * self.speed;
self.y += self.dirY * self.speed;
};
return self;
});
// Player Bullet
var PlayerBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGfx = self.attachAsset('playerBullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -32;
self.update = function () {
self.y += self.speed;
};
return self;
});
// Powerup
var Powerup = Container.expand(function () {
var self = Container.call(this);
var types = ['rapid', 'shield', 'heal'];
var r = Math.random();
if (r < 0.4) self.type = 'rapid';else if (r < 0.8) self.type = 'shield';else self.type = 'heal';
var powerupGfx = self.attachAsset('powerup', {
anchorX: 0.5,
anchorY: 0.5
});
if (self.type === 'rapid') powerupGfx.tint = 0xffe100;else if (self.type === 'shield') powerupGfx.tint = 0x00ffff;else powerupGfx.tint = 0x44ff44;
self.speed = 10;
self.update = function () {
self.y += self.speed;
};
return self;
});
// Player Ship
var Ship = Container.expand(function () {
var self = Container.call(this);
var shipGfx = self.attachAsset('ship', {
anchorX: 0.5,
anchorY: 0.5
});
self.radius = shipGfx.width * 0.5;
self.shootCooldown = 0;
self.rapidFire = false;
self.rapidFireTimer = 0;
self.shield = false;
self.shieldTimer = 0;
// Health system for player
self.maxHealth = 5;
self.health = self.maxHealth;
// Health bar
var healthBarBg = self.attachAsset('playerBullet', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2.2,
scaleY: 0.25,
tint: 0x222222,
y: shipGfx.height * 0.7
});
var healthBar = self.attachAsset('playerBullet', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2,
scaleY: 0.18,
tint: 0xff4444,
y: shipGfx.height * 0.7
});
// Visual shield indicator
var shieldGfx = self.attachAsset('ship', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.3,
scaleY: 1.3,
tint: 0x00ffff
});
shieldGfx.alpha = 0.25;
shieldGfx.visible = false;
self.update = function () {
// Handle powerup timers
if (self.rapidFire) {
self.rapidFireTimer--;
// Visual feedback for rapid fire: pulse ship color
shipGfx.tint = LK.ticks % 10 < 5 ? 0xffe100 : 0x33c1ff;
if (self.rapidFireTimer <= 0) {
self.rapidFire = false;
shipGfx.tint = 0x33c1ff;
}
} else {
shipGfx.tint = 0x33c1ff;
}
if (self.shield) {
self.shieldTimer--;
shieldGfx.visible = true;
if (self.shieldTimer <= 0) {
self.shield = false;
shieldGfx.visible = false;
}
} else {
shieldGfx.visible = false;
}
// Update health bar
healthBar.scaleX = 2 * (self.health / self.maxHealth);
if (self.health < 1) healthBar.scaleX = 0;
};
self.activateRapidFire = function (duration) {
self.rapidFire = true;
self.rapidFireTimer = duration;
};
self.activateShield = function (duration) {
self.shield = true;
self.shieldTimer = duration;
shieldGfx.visible = true;
};
self.takeDamage = function (dmg) {
if (self.shield) return;
self.health -= dmg;
LK.effects.flashObject(self, 0xff0000, 200);
if (self.health < 0) self.health = 0;
};
self.heal = function (amount) {
self.health += amount;
if (self.health > self.maxHealth) self.health = self.maxHealth;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
// No title, no description
// Always backgroundColor is black
backgroundColor: 0x000000
});
/****
* Game Code
****/
// Music
// Sound effects
// Powerup
// Enemy bullet
// Enemy
// Player bullet
// Spaceship (player)
// Game area
var GAME_W = 2048,
GAME_H = 2732;
// Score
var score = 0;
var scoreTxt = new Text2('0', {
size: 120,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Player ship
var ship = new Ship();
game.addChild(ship);
ship.x = GAME_W / 2;
ship.y = GAME_H - 350;
// Arrays for game objects
var playerBullets = [];
var enemies = [];
var enemyBullets = [];
var powerups = [];
// Dragging
var dragNode = null;
// Difficulty
var enemySpawnTimer = 0;
var enemySpawnInterval = 60;
var minEnemyInterval = 18;
var enemySpeedInc = 0;
// Powerup spawn
var powerupTimer = 0;
var powerupInterval = 600;
// Last intersect states
var lastShipEnemyIntersect = false;
var lastShipEnemyBulletIntersect = false;
var lastShipPowerupIntersect = false;
// Music
LK.playMusic('bgmusic');
// Move handler (drag ship)
function handleMove(x, y, obj) {
if (dragNode === ship) {
// Clamp ship inside game area (with margin)
var margin = 80;
var nx = Math.max(margin, Math.min(GAME_W - margin, x));
var ny = Math.max(margin, Math.min(GAME_H - margin, y));
ship.x = nx;
ship.y = ny;
// Touch feedback: scale ship up slightly while dragging, then back
ship.scale.set(1.15, 1.15);
tween(ship.scale, {
x: 1,
y: 1
}, {
duration: 120
});
}
}
game.move = handleMove;
var dragAnywhereHintShown = false;
game.down = function (x, y, obj) {
// User-friendly: allow drag to start if touch is on ship OR anywhere in lower half of screen
var dx = x - ship.x,
dy = y - ship.y;
var onShip = dx * dx + dy * dy < ship.radius * ship.radius * 1.2;
var inLowerHalf = y > GAME_H / 2;
if (onShip || inLowerHalf) {
dragNode = ship;
handleMove(x, y, obj);
// Visual feedback: flash ship blue for 120ms on drag start
LK.effects.flashObject(ship, 0x33c1ff, 120);
// Show floating helper text only the first time user drags from lower half (not on ship)
if (!onShip && inLowerHalf && !dragAnywhereHintShown) {
showFloatingText("Tip: Drag anywhere below to move!", ship.x, ship.y - 180, 0x33c1ff);
dragAnywhereHintShown = true;
}
}
};
game.up = function (x, y, obj) {
dragNode = null;
};
// Main update loop
game.update = function () {
// Update ship
ship.update();
// --- Player shooting ---
ship.shootCooldown--;
var shootRate = ship.rapidFire ? 6 : 18;
if (ship.shootCooldown <= 0) {
// Auto-fire
var pb = new PlayerBullet();
pb.x = ship.x;
pb.y = ship.y - ship.radius - 30;
playerBullets.push(pb);
game.addChild(pb);
ship.shootCooldown = shootRate;
LK.getSound('shoot').play();
}
// --- 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 < -80) {
b.destroy();
playerBullets.splice(i, 1);
}
}
// --- Update enemies ---
for (var i = enemies.length - 1; i >= 0; i--) {
var e = enemies[i];
// --- Enemy AI: dodge if player is close horizontally ---
if (Math.abs(ship.x - e.x) < 180 && Math.abs(ship.y - e.y) < 600) {
// Try to dodge left or right
if (ship.x < e.x) e.x += 10 + Math.random() * 6;else e.x -= 10 + Math.random() * 6;
}
e.update();
// Remove if off screen
if (e.y > GAME_H + 120) {
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.radius + 10;
// Aim at ship
var dx = ship.x - e.x,
dy = ship.y - e.y;
var len = Math.sqrt(dx * dx + dy * dy);
if (len > 0) {
eb.dirX = dx / len;
eb.dirY = dy / len;
}
enemyBullets.push(eb);
game.addChild(eb);
e.shootCooldown = 90 + Math.floor(Math.random() * 60);
}
}
// --- Update enemy bullets ---
for (var i = enemyBullets.length - 1; i >= 0; i--) {
var eb = enemyBullets[i];
eb.update();
if (eb.x < -100 || eb.x > GAME_W + 100 || eb.y < -100 || eb.y > GAME_H + 100) {
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 > GAME_H + 100) {
p.destroy();
powerups.splice(i, 1);
}
}
// --- Collision: Player bullets vs Enemies ---
for (var i = playerBullets.length - 1; i >= 0; i--) {
var b = playerBullets[i];
for (var j = enemies.length - 1; j >= 0; j--) {
var e = enemies[j];
if (b.intersects(e)) {
// Hit enemy
e.takeDamage(1);
// Recoil effect for enemy
tween(e, {
y: e.y - 30
}, {
duration: 60,
yoyo: true,
repeat: 1
});
// Camera shake on hit
LK.effects.shakeScreen(8, 80);
LK.getSound('enemyDown').play();
// Score only if enemy dies
if (e.health <= 0) {
score += 10;
// Animate score text for feedback
scoreTxt.setText(score);
scoreTxt.scale.set(1.25, 1.25);
tween(scoreTxt.scale, {
x: 1,
y: 1
}, {
duration: 200
});
e.destroy();
enemies.splice(j, 1);
}
b.destroy();
playerBullets.splice(i, 1);
break;
}
}
}
// --- Collision: Ship vs Enemies ---
var shipEnemyIntersect = false;
for (var i = 0; i < enemies.length; i++) {
var e = enemies[i];
if (ship.intersects(e)) {
shipEnemyIntersect = true;
break;
}
}
if (!lastShipEnemyIntersect && shipEnemyIntersect) {
if (ship.shield) {
// Absorb hit, destroy enemy
LK.effects.flashObject(ship, 0x00ffff, 400);
for (var i = 0; i < enemies.length; i++) {
if (ship.intersects(enemies[i])) {
enemies[i].destroy();
enemies.splice(i, 1);
break;
}
}
ship.shield = false;
ship.shieldTimer = 0;
ship.children[1].visible = false;
} else {
// Take damage
ship.takeDamage(2);
// Camera shake
LK.effects.shakeScreen(18, 300);
LK.getSound('hit').play();
if (ship.health <= 0) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
return;
}
}
}
lastShipEnemyIntersect = shipEnemyIntersect;
// --- Collision: Ship vs Enemy Bullets ---
var shipEnemyBulletIntersect = false;
for (var i = 0; i < enemyBullets.length; i++) {
var eb = enemyBullets[i];
if (ship.intersects(eb)) {
shipEnemyBulletIntersect = true;
break;
}
}
if (!lastShipEnemyBulletIntersect && shipEnemyBulletIntersect) {
if (ship.shield) {
LK.effects.flashObject(ship, 0x00ffff, 400);
// Remove bullet
for (var i = 0; i < enemyBullets.length; i++) {
if (ship.intersects(enemyBullets[i])) {
enemyBullets[i].destroy();
enemyBullets.splice(i, 1);
break;
}
}
ship.shield = false;
ship.shieldTimer = 0;
ship.children[1].visible = false;
} else {
// Take damage
ship.takeDamage(1);
// Camera shake
LK.effects.shakeScreen(10, 180);
LK.getSound('hit').play();
if (ship.health <= 0) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
return;
}
}
}
lastShipEnemyBulletIntersect = shipEnemyBulletIntersect;
// --- Collision: Ship vs Powerups ---
var shipPowerupIntersect = false;
for (var i = powerups.length - 1; i >= 0; i--) {
var p = powerups[i];
if (ship.intersects(p)) {
shipPowerupIntersect = true;
// Apply powerup
LK.getSound('powerup').play();
if (p.type === 'rapid') {
ship.activateRapidFire(360);
showFloatingText("Rapid Fire!", ship.x, ship.y - 120, 0xffe100);
} else if (p.type === 'shield') {
ship.activateShield(480);
showFloatingText("Shield!", ship.x, ship.y - 120, 0x00ffff);
} else if (p.type === 'heal') {
ship.heal(2);
showFloatingText("+2 Health", ship.x, ship.y - 120, 0x44ff44);
}
p.destroy();
powerups.splice(i, 1);
}
}
lastShipPowerupIntersect = shipPowerupIntersect;
// --- Mission system: show floating text for milestones ---
if (score > 0 && score % 100 === 0 && !game['milestone_' + score]) {
showFloatingText("Milestone: " + score + "!", GAME_W / 2, 320, 0xffe100);
game['milestone_' + score] = true;
}
// --- Enemy spawn ---
enemySpawnTimer--;
if (enemySpawnTimer <= 0) {
// Spawn enemy at random x
var e = new Enemy();
e.x = 180 + Math.random() * (GAME_W - 360);
e.y = -100;
// Increase speed as score increases
e.speed += Math.floor(score / 200) * 2;
enemies.push(e);
game.addChild(e);
// Decrease interval as score increases
enemySpawnInterval = Math.max(minEnemyInterval, 60 - Math.floor(score / 100) * 4);
enemySpawnTimer = enemySpawnInterval;
}
// --- Powerup spawn ---
powerupTimer--;
if (powerupTimer <= 0) {
var p = new Powerup();
p.x = 180 + Math.random() * (GAME_W - 360);
p.y = -80;
powerups.push(p);
game.addChild(p);
powerupInterval = 600 + Math.floor(Math.random() * 600);
powerupTimer = powerupInterval;
}
};
// Floating text helper for feedback
function showFloatingText(txt, x, y, color) {
var t = new Text2(txt, {
size: 90,
fill: color || 0xffffff,
stroke: 0x000000,
strokeThickness: 8
});
t.anchor.set(0.5, 1);
t.x = x;
t.y = y;
game.addChild(t);
tween(t, {
y: y - 120,
alpha: 0
}, {
duration: 700,
onFinish: function onFinish() {
t.destroy();
}
});
}
// Show instructions at game start
var instructionTxt = new Text2("Drag the ship to move\nAuto-fire enabled\nCollect powerups!", {
size: 90,
fill: 0xffffff,
stroke: 0x000000,
strokeThickness: 8,
align: "center"
});
instructionTxt.anchor.set(0.5, 0.5);
instructionTxt.x = GAME_W / 2;
instructionTxt.y = GAME_H / 2 - 200;
game.addChild(instructionTxt);
tween(instructionTxt, {
alpha: 0
}, {
duration: 1800,
onFinish: function onFinish() {
instructionTxt.destroy();
}
}); ===================================================================
--- original.js
+++ change.js
@@ -18,8 +18,11 @@
self.moveType = Math.random() < 0.5 ? 'straight' : 'sine';
self.sinePhase = Math.random() * Math.PI * 2;
self.sineAmp = 120 + Math.random() * 120;
self.shootCooldown = 60 + Math.floor(Math.random() * 60);
+ // Health system for enemy
+ self.maxHealth = 3;
+ self.health = self.maxHealth;
self.update = function () {
if (self.moveType === 'straight') {
self.y += self.speed;
} else {
@@ -27,8 +30,16 @@
self.x += Math.sin(self.y / 120 + self.sinePhase) * 6;
}
self.shootCooldown--;
};
+ self.takeDamage = function (dmg) {
+ self.health -= dmg;
+ LK.effects.flashObject(self, 0xffffff, 80);
+ if (self.health <= 0) {
+ self.health = 0;
+ // Death handled in game loop
+ }
+ };
return self;
});
// Enemy Bullet
var EnemyBullet = Container.expand(function () {
@@ -61,14 +72,16 @@
});
// Powerup
var Powerup = Container.expand(function () {
var self = Container.call(this);
+ var types = ['rapid', 'shield', 'heal'];
+ var r = Math.random();
+ if (r < 0.4) self.type = 'rapid';else if (r < 0.8) self.type = 'shield';else self.type = 'heal';
var powerupGfx = self.attachAsset('powerup', {
anchorX: 0.5,
anchorY: 0.5
});
- self.type = Math.random() < 0.5 ? 'rapid' : 'shield';
- powerupGfx.tint = self.type === 'rapid' ? 0xffe100 : 0x00ffff;
+ if (self.type === 'rapid') powerupGfx.tint = 0xffe100;else if (self.type === 'shield') powerupGfx.tint = 0x00ffff;else powerupGfx.tint = 0x44ff44;
self.speed = 10;
self.update = function () {
self.y += self.speed;
};
@@ -86,8 +99,28 @@
self.rapidFire = false;
self.rapidFireTimer = 0;
self.shield = false;
self.shieldTimer = 0;
+ // Health system for player
+ self.maxHealth = 5;
+ self.health = self.maxHealth;
+ // Health bar
+ var healthBarBg = self.attachAsset('playerBullet', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 2.2,
+ scaleY: 0.25,
+ tint: 0x222222,
+ y: shipGfx.height * 0.7
+ });
+ var healthBar = self.attachAsset('playerBullet', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 2,
+ scaleY: 0.18,
+ tint: 0xff4444,
+ y: shipGfx.height * 0.7
+ });
// Visual shield indicator
var shieldGfx = self.attachAsset('ship', {
anchorX: 0.5,
anchorY: 0.5,
@@ -119,8 +152,11 @@
}
} else {
shieldGfx.visible = false;
}
+ // Update health bar
+ healthBar.scaleX = 2 * (self.health / self.maxHealth);
+ if (self.health < 1) healthBar.scaleX = 0;
};
self.activateRapidFire = function (duration) {
self.rapidFire = true;
self.rapidFireTimer = duration;
@@ -129,8 +165,18 @@
self.shield = true;
self.shieldTimer = duration;
shieldGfx.visible = true;
};
+ self.takeDamage = function (dmg) {
+ if (self.shield) return;
+ self.health -= dmg;
+ LK.effects.flashObject(self, 0xff0000, 200);
+ if (self.health < 0) self.health = 0;
+ };
+ self.heal = function (amount) {
+ self.health += amount;
+ if (self.health > self.maxHealth) self.health = self.maxHealth;
+ };
return self;
});
/****
@@ -260,8 +306,13 @@
}
// --- Update enemies ---
for (var i = enemies.length - 1; i >= 0; i--) {
var e = enemies[i];
+ // --- Enemy AI: dodge if player is close horizontally ---
+ if (Math.abs(ship.x - e.x) < 180 && Math.abs(ship.y - e.y) < 600) {
+ // Try to dodge left or right
+ if (ship.x < e.x) e.x += 10 + Math.random() * 6;else e.x -= 10 + Math.random() * 6;
+ }
e.update();
// Remove if off screen
if (e.y > GAME_H + 120) {
e.destroy();
@@ -309,22 +360,36 @@
var b = playerBullets[i];
for (var j = enemies.length - 1; j >= 0; j--) {
var e = enemies[j];
if (b.intersects(e)) {
- // Enemy down
- LK.getSound('enemyDown').play();
- score += 10;
- // Animate score text for feedback
- scoreTxt.setText(score);
- scoreTxt.scale.set(1.25, 1.25);
- tween(scoreTxt.scale, {
- x: 1,
- y: 1
+ // Hit enemy
+ e.takeDamage(1);
+ // Recoil effect for enemy
+ tween(e, {
+ y: e.y - 30
}, {
- duration: 200
+ duration: 60,
+ yoyo: true,
+ repeat: 1
});
- e.destroy();
- enemies.splice(j, 1);
+ // Camera shake on hit
+ LK.effects.shakeScreen(8, 80);
+ LK.getSound('enemyDown').play();
+ // Score only if enemy dies
+ if (e.health <= 0) {
+ score += 10;
+ // Animate score text for feedback
+ scoreTxt.setText(score);
+ scoreTxt.scale.set(1.25, 1.25);
+ tween(scoreTxt.scale, {
+ x: 1,
+ y: 1
+ }, {
+ duration: 200
+ });
+ e.destroy();
+ enemies.splice(j, 1);
+ }
b.destroy();
playerBullets.splice(i, 1);
break;
}
@@ -353,13 +418,18 @@
ship.shield = false;
ship.shieldTimer = 0;
ship.children[1].visible = false;
} else {
- // Game over
- LK.effects.flashScreen(0xff0000, 1000);
+ // Take damage
+ ship.takeDamage(2);
+ // Camera shake
+ LK.effects.shakeScreen(18, 300);
LK.getSound('hit').play();
- LK.showGameOver();
- return;
+ if (ship.health <= 0) {
+ LK.effects.flashScreen(0xff0000, 1000);
+ LK.showGameOver();
+ return;
+ }
}
}
lastShipEnemyIntersect = shipEnemyIntersect;
// --- Collision: Ship vs Enemy Bullets ---
@@ -385,12 +455,18 @@
ship.shield = false;
ship.shieldTimer = 0;
ship.children[1].visible = false;
} else {
- LK.effects.flashScreen(0xff0000, 1000);
+ // Take damage
+ ship.takeDamage(1);
+ // Camera shake
+ LK.effects.shakeScreen(10, 180);
LK.getSound('hit').play();
- LK.showGameOver();
- return;
+ if (ship.health <= 0) {
+ LK.effects.flashScreen(0xff0000, 1000);
+ LK.showGameOver();
+ return;
+ }
}
}
lastShipEnemyBulletIntersect = shipEnemyBulletIntersect;
// --- Collision: Ship vs Powerups ---
@@ -406,14 +482,22 @@
showFloatingText("Rapid Fire!", ship.x, ship.y - 120, 0xffe100);
} else if (p.type === 'shield') {
ship.activateShield(480);
showFloatingText("Shield!", ship.x, ship.y - 120, 0x00ffff);
+ } else if (p.type === 'heal') {
+ ship.heal(2);
+ showFloatingText("+2 Health", ship.x, ship.y - 120, 0x44ff44);
}
p.destroy();
powerups.splice(i, 1);
}
}
lastShipPowerupIntersect = shipPowerupIntersect;
+ // --- Mission system: show floating text for milestones ---
+ if (score > 0 && score % 100 === 0 && !game['milestone_' + score]) {
+ showFloatingText("Milestone: " + score + "!", GAME_W / 2, 320, 0xffe100);
+ game['milestone_' + score] = true;
+ }
// --- Enemy spawn ---
enemySpawnTimer--;
if (enemySpawnTimer <= 0) {
// Spawn enemy at random x