User prompt
There must be additional score when wave is finished. This additional score must changed according to how fast you finished the wave. If spaceships reached moving zone of hero ships, there must no any additional wave finish score
User prompt
There must be maximum 10 wave at this game
User prompt
There must be pass button at right bottom corner. When pressing it, it must go to next wave
User prompt
Please fix the bug: 'TypeError: LK.effects.explosion is not a function' in or related to this line: 'LK.effects.explosion(hero.x, hero.y, {' Line Number: 397
User prompt
When an alien bullet or alien hit the hero ship there must be explosion effect
User prompt
When aliens touch hero ship it must be game over
User prompt
Aliens must be defeated at 2 bullet hit
User prompt
Aliens must be defeated at 3 bullet hit
User prompt
Increase the travel speed of drops too much more
User prompt
Power up drops must travel too fast
User prompt
There must be sound for pop-up screen
User prompt
Every defeating each wave, a pop-up screen typing "Congratulations get ready for the next wave" must appear and it must be held for 2 seconds
User prompt
Reduce power-up drop probability more
User prompt
Reduce the power-up drop frequency of alien ships
User prompt
Reduce the firing frequency of the alien ships
User prompt
Aliens must not go off screen when alien reaches the border of screen it must go opposite direction
User prompt
Aliens go off screen. please fix this
User prompt
When our ship is firing, play a firing sound
Code edit (1 edits merged)
Please save this source code
User prompt
Alien Blaster: Invasion Defense
Initial prompt
Make an alien shooter game
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Alien 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.speedX = 0; self.speedY = 0.8; self.shootCooldown = 0; self.row = 0; self.col = 0; self.alive = true; self.update = function () { self.x += self.speedX; self.y += self.speedY; if (self.shootCooldown > 0) self.shootCooldown -= 1; }; // Flash when hit self.flash = function () { tween(self, { alpha: 0.3 }, { duration: 60, onFinish: function onFinish() { tween(self, { alpha: 1 }, { duration: 100 }); } }); }; 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.speedY = 14; self.update = function () { self.y += self.speedY; }; return self; }); // Hero Bullet var HeroBullet = Container.expand(function () { var self = Container.call(this); var bullet = self.attachAsset('heroBullet', { anchorX: 0.5, anchorY: 0.5 }); self.width = bullet.width; self.height = bullet.height; self.speedY = -22; self.update = function () { self.y += self.speedY; }; return self; }); // Hero Ship var HeroShip = Container.expand(function () { var self = Container.call(this); var ship = self.attachAsset('heroShip', { anchorX: 0.5, anchorY: 0.5 }); self.width = ship.width; self.height = ship.height; self.lives = 1; self.fireCooldown = 0; self.powerLevel = 1; self.invincible = false; self.invincibleTimer = 0; // Flash when hit self.flash = function () { tween(self, { alpha: 0.3 }, { duration: 80, onFinish: function onFinish() { tween(self, { alpha: 1 }, { duration: 120 }); } }); }; // Power up self.upgrade = function () { if (self.powerLevel < 3) { self.powerLevel += 1; LK.effects.flashObject(self, 0xaa66ff, 400); } }; // Invincibility after hit self.setInvincible = function (duration) { self.invincible = true; self.invincibleTimer = duration; tween(self, { alpha: 0.5 }, { duration: 100 }); }; // Called every tick self.update = function () { if (self.invincible) { self.invincibleTimer -= 1; if (self.invincibleTimer <= 0) { self.invincible = false; self.alpha = 1; } } if (self.fireCooldown > 0) self.fireCooldown -= 1; }; 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.width = p.width; self.height = p.height; self.speedY = 7; self.update = function () { self.y += self.speedY; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Game area // Hero ship: blue box // Alien: green ellipse // Hero bullet: yellow box // Alien bullet: red box // Power-up: purple ellipse // Sound effects // Music var GAME_WIDTH = 2048; var GAME_HEIGHT = 2732; // Play music LK.playMusic('bgmusic'); // Score var score = 0; var scoreTxt = new Text2('0', { size: 120, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Wave var wave = 1; var waveTxt = new Text2('Wave 1', { size: 70, fill: 0xAAFFFF }); waveTxt.anchor.set(0.5, 0); LK.gui.top.addChild(waveTxt); waveTxt.y = 120; // Hero var hero = new HeroShip(); game.addChild(hero); hero.x = GAME_WIDTH / 2; hero.y = GAME_HEIGHT - 220; // Bullets, aliens, powerups var heroBullets = []; var alienBullets = []; var aliens = []; var powerups = []; // Dragging var dragNode = null; // Alien formation function spawnWave(waveNum) { // Remove old aliens for (var i = aliens.length - 1; i >= 0; i--) { aliens[i].destroy(); aliens.splice(i, 1); } // Formation: rows, cols, spacing var rows = Math.min(2 + waveNum, 6); var cols = Math.min(4 + waveNum * 2, 10); var spacingX = 160; var spacingY = 140; var startX = (GAME_WIDTH - (cols - 1) * spacingX) / 2; var startY = 220 + (waveNum - 1) * 30; for (var r = 0; r < rows; r++) { for (var c = 0; c < cols; c++) { var alien = new Alien(); alien.x = startX + c * spacingX; alien.y = startY + r * spacingY; alien.row = r; alien.col = c; alien.speedX = Math.sin((r * cols + c + waveNum) * 0.7) * 1.5 + (Math.random() - 0.5) * 0.5; alien.speedY = 0.7 + 0.1 * waveNum + (Math.random() - 0.5) * 0.2; alien.shootCooldown = 60 + Math.floor(Math.random() * 60); aliens.push(alien); game.addChild(alien); } } waveTxt.setText('Wave ' + waveNum); } // Powerup spawn function maybeSpawnPowerup(x, y) { if (Math.random() < 0.07) { var p = new Powerup(); p.x = x; p.y = y; powerups.push(p); game.addChild(p); } } // Fire hero bullets function fireHeroBullets() { if (hero.fireCooldown > 0) return; var b; if (hero.powerLevel === 1) { b = new HeroBullet(); b.x = hero.x; b.y = hero.y - hero.height / 2 - 10; heroBullets.push(b); game.addChild(b); } else if (hero.powerLevel === 2) { b = new HeroBullet(); b.x = hero.x - 38; b.y = hero.y - hero.height / 2 - 10; heroBullets.push(b); game.addChild(b); b = new HeroBullet(); b.x = hero.x + 38; b.y = hero.y - hero.height / 2 - 10; heroBullets.push(b); game.addChild(b); } else if (hero.powerLevel >= 3) { b = new HeroBullet(); b.x = hero.x - 60; b.y = hero.y - hero.height / 2 - 10; heroBullets.push(b); game.addChild(b); b = new HeroBullet(); b.x = hero.x; b.y = hero.y - hero.height / 2 - 10; heroBullets.push(b); game.addChild(b); b = new HeroBullet(); b.x = hero.x + 60; b.y = hero.y - hero.height / 2 - 10; heroBullets.push(b); game.addChild(b); } hero.fireCooldown = 12; LK.getSound('shoot').play(); } // Fire alien bullet function fireAlienBullet(alien) { var b = new AlienBullet(); b.x = alien.x; b.y = alien.y + alien.height / 2 + 10; alienBullets.push(b); game.addChild(b); LK.getSound('alienShoot').play(); } // Move handler (drag hero) function handleMove(x, y, obj) { if (dragNode) { // Clamp to game area, avoid top 100px (menu) var nx = Math.max(hero.width / 2, Math.min(GAME_WIDTH - hero.width / 2, x)); var ny = Math.max(GAME_HEIGHT - 600, Math.min(GAME_HEIGHT - hero.height / 2, y)); dragNode.x = nx; dragNode.y = ny; } } game.move = handleMove; game.down = function (x, y, obj) { // Only drag if touch is on hero var local = hero.toLocal(game.toGlobal({ x: x, y: y })); if (local.x > -hero.width / 2 && local.x < hero.width / 2 && local.y > -hero.height / 2 && local.y < hero.height / 2) { dragNode = hero; handleMove(x, y, obj); } }; game.up = function (x, y, obj) { dragNode = null; }; // Tap to shoot game.tap = function (x, y, obj) { fireHeroBullets(); }; // Main update game.update = function () { // Hero update hero.update(); // Fire hero bullets automatically if holding if (dragNode === hero && LK.ticks % 6 === 0) { fireHeroBullets(); } // Update hero bullets for (var i = heroBullets.length - 1; i >= 0; i--) { var b = heroBullets[i]; b.update(); // Off screen if (b.y < -b.height) { b.destroy(); heroBullets.splice(i, 1); continue; } // Hit alien for (var j = aliens.length - 1; j >= 0; j--) { var a = aliens[j]; if (a.alive && b.intersects(a)) { a.flash(); a.alive = false; a.destroy(); aliens.splice(j, 1); b.destroy(); heroBullets.splice(i, 1); score += 100; scoreTxt.setText(score); maybeSpawnPowerup(a.x, a.y); LK.getSound('explosion').play(); break; } } } // Update alien bullets for (var i = alienBullets.length - 1; i >= 0; i--) { var b = alienBullets[i]; b.update(); if (b.y > GAME_HEIGHT + b.height) { b.destroy(); alienBullets.splice(i, 1); continue; } // Hit hero if (!hero.invincible && b.intersects(hero)) { hero.flash(); hero.setInvincible(60); b.destroy(); alienBullets.splice(i, 1); LK.effects.flashScreen(0xff0000, 400); LK.getSound('explosion').play(); // Game over LK.showGameOver(); return; } } // Update aliens for (var i = aliens.length - 1; i >= 0; i--) { var a = aliens[i]; a.update(); // Fire bullet // Reduce firing frequency: lower probability and increase cooldown if (a.shootCooldown <= 0 && Math.random() < 0.006 + 0.001 * wave) { fireAlienBullet(a); a.shootCooldown = 120 + Math.floor(Math.random() * 80); } // Off screen (bottom) if (a.y > GAME_HEIGHT - 200) { LK.effects.flashScreen(0xff0000, 800); LK.showGameOver(); return; } // Bounce alien off left/right borders if (a.x - a.width / 2 <= 0 && a.speedX < 0) { a.x = a.width / 2; a.speedX = -a.speedX; } if (a.x + a.width / 2 >= GAME_WIDTH && a.speedX > 0) { a.x = GAME_WIDTH - a.width / 2; a.speedX = -a.speedX; } // Remove alien if it goes off screen at the top if (a.y < -a.height) { a.destroy(); aliens.splice(i, 1); continue; } } // 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; } // Collect if (p.intersects(hero)) { hero.upgrade(); LK.getSound('powerup').play(); p.destroy(); powerups.splice(i, 1); } } // Next wave if (aliens.length === 0) { wave += 1; spawnWave(wave); } }; // Start first wave spawnWave(wave); // Initial score scoreTxt.setText(score);
===================================================================
--- original.js
+++ change.js
@@ -230,9 +230,9 @@
waveTxt.setText('Wave ' + waveNum);
}
// Powerup spawn
function maybeSpawnPowerup(x, y) {
- if (Math.random() < 0.18) {
+ if (Math.random() < 0.07) {
var p = new Powerup();
p.x = x;
p.y = y;
powerups.push(p);
Space ship with guns. In-Game asset. 2d. High contrast. No shadows
A green alien ship. In-Game asset. 2d. High contrast. No shadows
A navy blue alien ship. In-Game asset. 2d. High contrast. No shadows
A dark purple alien ship. In-Game asset. 2d. High contrast. No shadows
A coin having saturn logo. In-Game asset. 2d. High contrast. No shadows
A power-up logo for spaceships. In-Game asset. 2d. High contrast. No shadows
Giant bordeux ostentatious alien ship with ostentatious giant guns. Looking straightly down In-Game asset. 2d. High contrast. No shadows
red dot. In-Game asset. 2d. High contrast. No shadows
light yellow dot. In-Game asset. 2d. High contrast. No shadows
bgmusic
Music
explosion
Sound effect
alienexplosion
Sound effect
powerup
Sound effect
wavepass
Sound effect
coinsound
Sound effect
shoot
Sound effect
alienShoot
Sound effect
bossmusic
Music
bossmusic2
Music
bossexplosion
Sound effect
bossexplosion2
Sound effect
bossexplosion3
Sound effect
bossexplosion4
Sound effect
bosswin
Sound effect
rage
Sound effect
menumusic
Music
menuclick
Sound effect