User prompt
At 250 score comes a Boss and no enemy spawns
User prompt
Make the background image fill the screen
User prompt
Use background asset in the background
User prompt
Make an asset for the background
User prompt
When we are in the menu, stop background music and play menu
User prompt
When the start button is clicked the music starts to play
User prompt
The music not starts to play in menu. Only plays in the game
User prompt
Add a menu. On the top writes name of the game, and a play button that starts the game.
User prompt
Start the music when the game started
User prompt
Add multiple particles for enemy deaths
User prompt
Now add a short particle animation for enemy deaths
User prompt
Try in a diffrent way
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'to')' in or related to this line: 'tween(enemyToDestroy).to({' Line Number: 463
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'to')' in or related to this line: 'tween(enemyToDestroy).to({' Line Number: 484
User prompt
Compilation error[L482]: TypeError: Cannot read properties of undefined (reading 'to')
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'to')' in or related to this line: 'tween(e).to({' Line Number: 482
User prompt
Please fix the bug: 'TypeError: tween.to is not a function' in or related to this line: 'tween.to(e, {' Line Number: 482
User prompt
Tween.create is not a function
User prompt
Fix the bug at line 482
User prompt
Fix the bug
User prompt
Please fix the bug: 'TypeError: tween.create is not a function' in or related to this line: 'tween.create(e).to({' Line Number: 482
User prompt
Please fix the bug: 'TypeError: tween.to is not a function' in or related to this line: 'tween.to(e, {' Line Number: 482
User prompt
Please fix the bug: 'TypeError: tween.create is not a function' in or related to this line: 'tween.create(e).to({' Line Number: 482
User prompt
Please fix the bug: 'TypeError: tween.to is not a function' in or related to this line: 'tween.to(e, {' Line Number: 482
User prompt
Add a very short death animation for enemies
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Beam item class var BeamItem = Container.expand(function () { var self = Container.call(this); var beamSprite = self.attachAsset('beamItem', { anchorX: 0.5, anchorY: 0.5 }); beamSprite.width = 90; beamSprite.height = 90; beamSprite.alpha = 0.95; self.update = function () { self.y += 12; }; return self; }); // Enemy type 1: moves straight down var Enemy1 = Container.expand(function () { var self = Container.call(this); var enemySprite = self.attachAsset('enemy1', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 8 + Math.random() * 4; self.update = function () { self.y += self.speed; }; return self; }); // Enemy type 2: moves in sine wave var Enemy2 = Container.expand(function () { var self = Container.call(this); var enemySprite = self.attachAsset('enemy2', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 7 + Math.random() * 3; self.waveAmplitude = 120 + Math.random() * 80; self.waveSpeed = 0.02 + Math.random() * 0.01; self.baseX = 0; self.t = 0; self.update = function () { self.y += self.speed; self.t += self.waveSpeed; self.x = self.baseX + Math.sin(self.t * 6.28) * self.waveAmplitude; }; return self; }); // Strong Enemy3: needs 5 hits to die, moves straight down, larger and purple var Enemy3 = Container.expand(function () { var self = Container.call(this); var enemySprite = self.attachAsset('enemy3', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 6 + Math.random() * 2; self.hp = 5; self.update = function () { self.y += self.speed; }; return self; }); // Enemy bullet class var EnemyBullet = Container.expand(function () { var self = Container.call(this); var bulletSprite = self.attachAsset('enemyBullet', { anchorX: 0.5, anchorY: 0.5 }); self.speedX = 0; self.speedY = 16; self.update = function () { self.x += self.speedX; self.y += self.speedY; }; return self; }); // Hero class var Hero = Container.expand(function () { var self = Container.call(this); var heroSprite = self.attachAsset('hero', { anchorX: 0.5, anchorY: 0.5 }); self.radius = heroSprite.width / 2; self.shootCooldown = 0; self.update = function () { if (self.shootCooldown > 0) self.shootCooldown--; }; return self; }); // Hero bullet class var HeroBullet = Container.expand(function () { var self = Container.call(this); var bulletSprite = self.attachAsset('heroBullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -32; self.update = function () { self.y += self.speed; }; return self; }); // Shield item class var ShieldItem = Container.expand(function () { var self = Container.call(this); var shieldSprite = self.attachAsset('shieldItem', { anchorX: 0.5, anchorY: 0.5 }); shieldSprite.width = 90; shieldSprite.height = 90; shieldSprite.alpha = 0.95; // Make it much brighter/less transparent self.update = function () { self.y += 12; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x181818 }); /**** * Game Code ****/ // Play background music // Hero asset: blue box // Hero bullet: yellow ellipse // Enemy type 1: red box // Enemy type 2: green ellipse // Enemy bullet: orange ellipse // Sound for shooting // Music LK.playMusic('bgmusic'); // Score display var scoreTxt = new Text2('0', { size: 120, fill: "#fff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Game variables var hero = new Hero(); game.addChild(hero); hero.x = 2048 / 2; hero.y = 2732 - 350; // Ulti button UI and state var ultiReady = true; var ultiCooldown = 0; var ultiCooldownMax = 1800; // 30 seconds at 60fps // Create ulti button var ultiBtn = new Text2("ULTI", { size: 120, fill: 0x00EAFF, fontWeight: "bold" }); ultiBtn.anchor.set(0.5, 0.5); // Place in right corner, leaving margin for touch and not overlapping top menu ultiBtn.x = 2048 - 180; ultiBtn.y = 2732 - 180; ultiBtn.bg = LK.getAsset('enemy2', { anchorX: 0.5, anchorY: 0.5, tint: 0x00eaff }); ultiBtn.bg.width = 340; ultiBtn.bg.height = 220; ultiBtn.bg.alpha = 0.25; ultiBtn.bg.x = ultiBtn.x; ultiBtn.bg.y = ultiBtn.y; game.addChild(ultiBtn.bg); game.addChild(ultiBtn); // Ulti button cooldown overlay var ultiBtnOverlay = LK.getAsset('enemy2', { anchorX: 0.5, anchorY: 0.5, tint: 0x222222 }); ultiBtnOverlay.width = 340; ultiBtnOverlay.height = 220; ultiBtnOverlay.alpha = 0.55; ultiBtnOverlay.x = ultiBtn.x; ultiBtnOverlay.y = ultiBtn.y; ultiBtnOverlay.visible = false; game.addChild(ultiBtnOverlay); // Armor visual overlay for shield var heroArmor = LK.getAsset('enemy2', { anchorX: 0.5, anchorY: 0.5, tint: 0x80eaff // light blue }); heroArmor.width = hero.width * 1.35; heroArmor.height = hero.height * 1.35; heroArmor.alpha = 0.55; heroArmor.visible = false; game.addChild(heroArmor); var heroBullets = []; var enemies = []; var enemyBullets = []; var items = []; var dragNode = null; var lastHeroIntersecting = false; var score = 0; var spawnTick = 0; var enemyShootTick = 0; // Powerup state var shieldActive = false; var shieldTimer = 0; var beamActive = false; var beamTimer = 0; // Helper: spawn item function spawnItem() { var itemType = Math.random() < 0.5 ? "shield" : "beam"; var item; if (itemType === "shield") { item = new ShieldItem(); } else { item = new BeamItem(); } item.x = 200 + Math.random() * (2048 - 400); item.y = -80; items.push(item); game.addChild(item); } // Helper: spawn enemy function spawnEnemy() { // Increase chance for Enemy3: 20% Enemy3, 40% Enemy1, 40% Enemy2 var rand = Math.random(); var enemy; if (rand < 0.4) { enemy = new Enemy1(); enemy.x = 200 + Math.random() * (2048 - 400); enemy.y = -80; } else if (rand < 0.8) { enemy = new Enemy2(); enemy.baseX = 200 + Math.random() * (2048 - 400); enemy.x = enemy.baseX; enemy.y = -80; enemy.t = Math.random() * 2; } else { enemy = new Enemy3(); enemy.x = 200 + Math.random() * (2048 - 400); enemy.y = -80; } enemies.push(enemy); game.addChild(enemy); } // Helper: spawn enemy bullet function spawnEnemyBullet(enemy, targetX, targetY) { var bullet = new EnemyBullet(); bullet.x = enemy.x; bullet.y = enemy.y + 60; // Aim at hero var dx = targetX - bullet.x; var dy = targetY - bullet.y; var len = Math.sqrt(dx * dx + dy * dy); if (len > 0) { bullet.speedX = dx / len * 18; bullet.speedY = dy / len * 18; } enemyBullets.push(bullet); game.addChild(bullet); LK.getSound('enemyShoot').play(); } // Move handler for dragging hero function handleMove(x, y, obj) { if (dragNode) { // Clamp hero inside screen var hw = dragNode.width / 2; var hh = dragNode.height / 2; var nx = Math.max(hw, Math.min(2048 - hw, x)); var ny = Math.max(hh + 100, Math.min(2732 - hh, y)); dragNode.x = nx; dragNode.y = ny; } } // Touch down: start dragging hero game.down = function (x, y, obj) { dragNode = hero; handleMove(x, y, obj); }; // Touch up: stop dragging game.up = function (x, y, obj) { dragNode = null; }; // Touch move: move hero game.move = function (x, y, obj) { handleMove(x, y, obj); // Handle ulti button press (touch/click) if (ultiReady) { // Check if touch is inside ulti button area var dx = x - ultiBtn.x; var dy = y - ultiBtn.y; if (Math.abs(dx) <= ultiBtn.bg.width / 2 && Math.abs(dy) <= ultiBtn.bg.height / 2) { // Activate ulti ultiReady = false; ultiCooldown = ultiCooldownMax; ultiBtnOverlay.visible = true; // Ulti effect: clear all enemies and enemy bullets for (var i = enemies.length - 1; i >= 0; i--) { enemies[i].destroy(); enemies.splice(i, 1); } for (var i = enemyBullets.length - 1; i >= 0; i--) { enemyBullets[i].destroy(); enemyBullets.splice(i, 1); } LK.effects.flashScreen(0x00eaff, 600); } } }; // Main game update game.update = function () { // Update hero hero.update(); // Ulti cooldown logic if (!ultiReady) { ultiCooldown--; if (ultiCooldown <= 0) { ultiReady = true; ultiBtnOverlay.visible = false; } else { // Show overlay and update text to show seconds left ultiBtnOverlay.visible = true; ultiBtn.text = "ULTI\n" + Math.ceil(ultiCooldown / 60) + "s"; } } if (ultiReady) { ultiBtn.text = "ULTI"; ultiBtnOverlay.visible = false; } // Update armor overlay position and visibility heroArmor.x = hero.x; heroArmor.y = hero.y; heroArmor.visible = shieldActive; // Update shield/beam timers if (shieldActive) { shieldTimer--; if (shieldTimer <= 0) { shieldActive = false; } } if (beamActive) { beamTimer--; if (beamTimer <= 0) { beamActive = false; } } // Update items (powerups) for (var i = items.length - 1; i >= 0; i--) { var item = items[i]; item.update(); // Remove if off screen if (item.y > 2732 + 100) { item.destroy(); items.splice(i, 1); continue; } // Pickup by hero if (item.intersects(hero)) { if (item instanceof ShieldItem) { shieldActive = true; shieldTimer = 360; // 6 seconds at 60fps LK.effects.flashObject(hero, 0x00ffff, 400); } else if (item instanceof BeamItem) { beamActive = true; beamTimer = 180; // 3 seconds at 60fps LK.effects.flashObject(hero, 0xff00ff, 400); } item.destroy(); items.splice(i, 1); continue; } } // Hero shooting (auto-fire) if (hero.shootCooldown <= 0) { if (beamActive) { // Beam: fire 3 bullets in spread for (var bdir = -1; bdir <= 1; bdir++) { var bullet = new HeroBullet(); bullet.x = hero.x + bdir * 40; bullet.y = hero.y - hero.height / 2 - 20; bullet.spread = bdir * 0.18; // radians bullet.update = function (origUpdate, spread) { return function () { this.y += this.speed; this.x += Math.sin(spread) * 18; }; }(bullet.update, bullet.spread); heroBullets.push(bullet); game.addChild(bullet); } hero.shootCooldown = 6; LK.getSound('laser').play(); } else { var bullet = new HeroBullet(); bullet.x = hero.x; bullet.y = hero.y - hero.height / 2 - 20; heroBullets.push(bullet); game.addChild(bullet); hero.shootCooldown = 10; LK.getSound('laser').play(); } } // Update hero bullets for (var i = heroBullets.length - 1; i >= 0; i--) { var b = heroBullets[i]; b.update(); // Remove if off screen if (b.y < -60) { b.destroy(); heroBullets.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)) { // Enemy hit LK.getSound('enemyHit').play(); score += 1; scoreTxt.setText(score); // Flash enemy LK.effects.flashObject(e, 0xffffff, 200); // Remove both or handle Enemy3 hp if (e instanceof Enemy3) { e.hp--; if (e.hp <= 0) { // Play death animation before destroying Enemy3 var enemyToDestroy = e; // Particle animation for Enemy3 death for (var pi = 0; pi < 12; pi++) { var part = LK.getAsset('enemy3', { anchorX: 0.5, anchorY: 0.5 }); part.x = enemyToDestroy.x; part.y = enemyToDestroy.y; part.width = 40; part.height = 40; part.alpha = 0.8; var angle = Math.PI * 2 * (pi / 12); var speed = 18 + Math.random() * 8; var vx = Math.cos(angle) * speed; var vy = Math.sin(angle) * speed; part.life = 18 + Math.floor(Math.random() * 8); part.update = function () { this.x += vx; this.y += vy; this.life--; this.alpha *= 0.92; if (this.life <= 0) { this.destroy(); } }; game.addChild(part); } enemyToDestroy.destroy(); enemies.splice(j, 1); } else { // Flash for hit, but don't destroy LK.effects.flashObject(e, 0x8e24aa, 120); } b.destroy(); heroBullets.splice(i, 1); break; } else { b.destroy(); heroBullets.splice(i, 1); // Play death animation before destroying normal enemies var enemyToDestroy = e; // Particle animation for normal enemy death for (var pi = 0; pi < 8; pi++) { var part = LK.getAsset(enemyToDestroy instanceof Enemy1 ? 'enemy1' : 'enemy2', { anchorX: 0.5, anchorY: 0.5 }); part.x = enemyToDestroy.x; part.y = enemyToDestroy.y; part.width = 28; part.height = 28; part.alpha = 0.8; var angle = Math.PI * 2 * (pi / 8); var speed = 14 + Math.random() * 6; var vx = Math.cos(angle) * speed; var vy = Math.sin(angle) * speed; part.life = 14 + Math.floor(Math.random() * 6); part.update = function () { this.x += vx; this.y += vy; this.life--; this.alpha *= 0.90; if (this.life <= 0) { this.destroy(); } }; game.addChild(part); } enemyToDestroy.destroy(); enemies.splice(j, 1); break; } } } } // Update enemies for (var i = enemies.length - 1; i >= 0; i--) { var e = enemies[i]; e.update(); // Remove if off screen if (e.y > 2732 + 100) { e.destroy(); enemies.splice(i, 1); continue; } // Enemy shoots randomly if (Math.random() < 0.008) { spawnEnemyBullet(e, hero.x, hero.y); } // Check collision with hero if (e.intersects(hero)) { if (!shieldActive) { // Hero hit LK.getSound('heroHit').play(); LK.effects.flashScreen(0xff0000, 800); LK.showGameOver(); return; } else { // Shield absorbs hit, destroy enemy LK.effects.flashObject(hero, 0x00ffff, 200); // Play death animation before destroying enemy killed by shield var enemyToDestroy = e; // Particle animation for shield kill for (var pi = 0; pi < 8; pi++) { var part = LK.getAsset(enemyToDestroy instanceof Enemy1 ? 'enemy1' : enemyToDestroy instanceof Enemy2 ? 'enemy2' : 'enemy3', { anchorX: 0.5, anchorY: 0.5 }); part.x = enemyToDestroy.x; part.y = enemyToDestroy.y; part.width = 28; part.height = 28; part.alpha = 0.8; var angle = Math.PI * 2 * (pi / 8); var speed = 14 + Math.random() * 6; var vx = Math.cos(angle) * speed; var vy = Math.sin(angle) * speed; part.life = 14 + Math.floor(Math.random() * 6); part.update = function () { this.x += vx; this.y += vy; this.life--; this.alpha *= 0.90; if (this.life <= 0) { this.destroy(); } }; game.addChild(part); } enemyToDestroy.destroy(); enemies.splice(i, 1); continue; } } } // Update enemy bullets for (var i = enemyBullets.length - 1; i >= 0; i--) { var b = enemyBullets[i]; b.update(); // Remove if off screen if (b.y < -60 || b.y > 2732 + 60 || b.x < -60 || b.x > 2048 + 60) { b.destroy(); enemyBullets.splice(i, 1); continue; } // Check collision with hero if (b.intersects(hero)) { if (!shieldActive) { LK.getSound('heroHit').play(); LK.effects.flashScreen(0xff0000, 800); LK.showGameOver(); return; } else { // Shield absorbs bullet LK.effects.flashObject(hero, 0x00ffff, 120); b.destroy(); enemyBullets.splice(i, 1); continue; } } } // Spawn enemies spawnTick++; var spawnInterval = Math.max(18, 60 - Math.floor(score / 10) * 4); // Faster as score increases if (spawnTick >= spawnInterval) { // Calculate how many enemies to spawn based on score (1 + 1 per 50 score) var numEnemies = 1 + Math.floor(score / 50); for (var i = 0; i < numEnemies; i++) { spawnEnemy(); } // 1 in 8 chance to spawn an item if (Math.random() < 0.125) { spawnItem(); } spawnTick = 0; } };
===================================================================
--- original.js
+++ change.js
@@ -439,8 +439,35 @@
e.hp--;
if (e.hp <= 0) {
// Play death animation before destroying Enemy3
var enemyToDestroy = e;
+ // Particle animation for Enemy3 death
+ for (var pi = 0; pi < 12; pi++) {
+ var part = LK.getAsset('enemy3', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ part.x = enemyToDestroy.x;
+ part.y = enemyToDestroy.y;
+ part.width = 40;
+ part.height = 40;
+ part.alpha = 0.8;
+ var angle = Math.PI * 2 * (pi / 12);
+ var speed = 18 + Math.random() * 8;
+ var vx = Math.cos(angle) * speed;
+ var vy = Math.sin(angle) * speed;
+ part.life = 18 + Math.floor(Math.random() * 8);
+ part.update = function () {
+ this.x += vx;
+ this.y += vy;
+ this.life--;
+ this.alpha *= 0.92;
+ if (this.life <= 0) {
+ this.destroy();
+ }
+ };
+ game.addChild(part);
+ }
enemyToDestroy.destroy();
enemies.splice(j, 1);
} else {
// Flash for hit, but don't destroy
@@ -453,8 +480,35 @@
b.destroy();
heroBullets.splice(i, 1);
// Play death animation before destroying normal enemies
var enemyToDestroy = e;
+ // Particle animation for normal enemy death
+ for (var pi = 0; pi < 8; pi++) {
+ var part = LK.getAsset(enemyToDestroy instanceof Enemy1 ? 'enemy1' : 'enemy2', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ part.x = enemyToDestroy.x;
+ part.y = enemyToDestroy.y;
+ part.width = 28;
+ part.height = 28;
+ part.alpha = 0.8;
+ var angle = Math.PI * 2 * (pi / 8);
+ var speed = 14 + Math.random() * 6;
+ var vx = Math.cos(angle) * speed;
+ var vy = Math.sin(angle) * speed;
+ part.life = 14 + Math.floor(Math.random() * 6);
+ part.update = function () {
+ this.x += vx;
+ this.y += vy;
+ this.life--;
+ this.alpha *= 0.90;
+ if (this.life <= 0) {
+ this.destroy();
+ }
+ };
+ game.addChild(part);
+ }
enemyToDestroy.destroy();
enemies.splice(j, 1);
break;
}
@@ -487,8 +541,35 @@
// Shield absorbs hit, destroy enemy
LK.effects.flashObject(hero, 0x00ffff, 200);
// Play death animation before destroying enemy killed by shield
var enemyToDestroy = e;
+ // Particle animation for shield kill
+ for (var pi = 0; pi < 8; pi++) {
+ var part = LK.getAsset(enemyToDestroy instanceof Enemy1 ? 'enemy1' : enemyToDestroy instanceof Enemy2 ? 'enemy2' : 'enemy3', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ part.x = enemyToDestroy.x;
+ part.y = enemyToDestroy.y;
+ part.width = 28;
+ part.height = 28;
+ part.alpha = 0.8;
+ var angle = Math.PI * 2 * (pi / 8);
+ var speed = 14 + Math.random() * 6;
+ var vx = Math.cos(angle) * speed;
+ var vy = Math.sin(angle) * speed;
+ part.life = 14 + Math.floor(Math.random() * 6);
+ part.update = function () {
+ this.x += vx;
+ this.y += vy;
+ this.life--;
+ this.alpha *= 0.90;
+ if (this.life <= 0) {
+ this.destroy();
+ }
+ };
+ game.addChild(part);
+ }
enemyToDestroy.destroy();
enemies.splice(i, 1);
continue;
}
A power core with electricity and blue lights. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
A blue space ship with laser gun and powerful engines. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
A shiny purple crystal. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
A red winged alien with exoskeleton. . No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
A tiny green alien with spikes. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
A strong yellow-white alien with horns. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
A king yellow alien with black and white stripes and wings. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
Neboula background. In-Game asset. 2d. High contrast. No shadows. Cinematic deep
A blue button. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
A dark green alien with a gray orb above it. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
A dark green alien boss with two gray orbs around it. On top it has a green crown. Has light gray stripes. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
A futuristic scoreboard tablet with blue and cyan colors. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat