Code edit (2 edits merged)
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add alien2 and alien3 to classes section
Code edit (1 edits merged)
Please save this source code
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Please fix the bug: 'ReferenceError: HeroBullet is not defined' in or related to this line: 'b = new HeroBullet();' Line Number: 253
User prompt
Please fix the bug: 'ReferenceError: HeroBullet is not defined' in or related to this line: 'b = new HeroBullet();' Line Number: 253
User prompt
Please fix the bug: 'ReferenceError: AlienBullet is not defined' in or related to this line: 'var b = new AlienBullet();' Line Number: 272
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Please fix the bug: 'Alien is not defined' in or related to this line: 'alien = new Alien();' Line Number: 150
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Please fix the bug: 'HeroShip is not defined' in or related to this line: 'var hero = new HeroShip();' Line Number: 62
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alien2 must be defeated at 4 bullets
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At wave4 only "alien2" must spawn.
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At wave4 and wave5 make all aliens as "alien2"
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At wave4 reduce the alien number
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Alien2 must have "alien2" asset and must have same interactions and same features like "alien"
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There must be new alien type at wave 4. This alien must be called as "alien2"
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Reduce the size of coin to the size of power-up
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Coins have "coin" asset. When collecting coin, it gives additional score.
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Increase coin-drop possibility
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Add coin-drop feature to the aliens but its possibilit must be lower than power-up frequency
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Add inv button to the right bottom corner. When pressing this button, hero ship gets immortality
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Add inv button to right bottom corner. When pressing inv buton ship gets invisibility
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Remove pass button
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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
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There must be maximum 10 wave at this game
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There must be pass button at right bottom corner. When pressing it, it must go to next wave
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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
/****
* 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.hp = 4; // Aliens require 2 hits to be defeated
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;
});
// Alien2
var Alien2 = Container.expand(function () {
var self = Container.call(this);
var alien = self.attachAsset('alien2', {
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.hp = 2;
self.update = function () {
self.x += self.speedX;
self.y += self.speedY;
if (self.shootCooldown > 0) {
self.shootCooldown -= 1;
}
};
self.flash = function () {
tween(self, {
alpha: 0.3
}, {
duration: 60,
onFinish: function onFinish() {
tween(self, {
alpha: 1
}, {
duration: 100
});
}
});
};
return self;
});
// Alien3
var Alien3 = Container.expand(function () {
var self = Container.call(this);
var alien = self.attachAsset('alien3', {
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.hp = 2;
self.update = function () {
self.x += self.speedX;
self.y += self.speedY;
if (self.shootCooldown > 0) {
self.shootCooldown -= 1;
}
};
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;
});
// Coin
var Coin = Container.expand(function () {
var self = Container.call(this);
var c = self.attachAsset('coin', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = c.width;
self.height = c.height;
self.speedY = 32;
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 = 40;
self.update = function () {
self.y += self.speedY;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
// Music
// Sound effects
// Power-up: purple ellipse
// Alien bullet: red box
// Hero bullet: yellow box
// Alien: green ellipse
// Hero ship: blue box
// Game area
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, coins
var heroBullets = [];
var alienBullets = [];
var aliens = [];
var powerups = [];
var coins = [];
// 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, cols;
if (waveNum === 4) {
rows = 3;
cols = 5;
} else {
rows = Math.min(2 + waveNum, 6);
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);
// Reset wave timer and alien zone flag for new wave
game._waveStartTime = Date.now();
game._alienReachedHeroZone = false;
}
// Powerup spawn
function maybeSpawnPowerup(x, y) {
if (Math.random() < 0.03) {
var p = new Powerup();
p.x = x;
p.y = y;
powerups.push(p);
game.addChild(p);
}
}
// Coin spawn (lower probability than powerup)
function maybeSpawnCoin(x, y) {
// Powerup is 0.03, so coin should be less, but increase coin drop rate (e.g. 0.02)
if (Math.random() < 0.02) {
var c = new Coin();
c.x = x;
c.y = y;
coins.push(c);
game.addChild(c);
}
}
// 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.hp -= 1;
b.destroy();
heroBullets.splice(i, 1);
if (a.hp <= 0) {
a.alive = false;
a.destroy();
aliens.splice(j, 1);
score += 100;
scoreTxt.setText(score);
maybeSpawnPowerup(a.x, a.y);
maybeSpawnCoin(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);
// Explosion effect at hero ship position
LK.effects.flashObject(hero, 0xffe066, 700);
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();
// Game over if alien touches hero ship
if (a.alive && !hero.invincible && a.intersects(hero)) {
hero.flash();
// Explosion effect at hero ship position
LK.effects.flashObject(hero, 0xffe066, 700);
LK.effects.flashScreen(0xff0000, 800);
LK.getSound('explosion').play();
LK.showGameOver();
return;
}
// 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) or reached hero moving zone
if (a.y > GAME_HEIGHT - 600) {
// If any alien reaches hero moving zone, set flag to disable bonus for this wave
game._alienReachedHeroZone = true;
}
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);
}
}
// Update coins
for (var i = coins.length - 1; i >= 0; i--) {
var c = coins[i];
c.update();
if (c.y > GAME_HEIGHT + c.height) {
c.destroy();
coins.splice(i, 1);
continue;
}
// Collect coin
if (c.intersects(hero)) {
score += 500; // Give additional score for collecting coin
scoreTxt.setText(score);
c.destroy();
coins.splice(i, 1);
// Optionally play a sound here if desired
}
}
// --- Wave bonus logic variables ---
if (typeof game._waveStartTime === "undefined") {
game._waveStartTime = Date.now();
}
if (typeof game._alienReachedHeroZone === "undefined") {
game._alienReachedHeroZone = false;
}
// Next wave
if (aliens.length === 0 && !game._wavePopupActive) {
// Calculate and award wave finish bonus if no alien reached hero zone
var bonusScore = 0;
var waveFinishTime = Date.now();
if (!game._alienReachedHeroZone) {
// Bonus: 5000 - 1000 * (seconds taken, min 0), min 1000, max 5000
var elapsedSec = Math.floor((waveFinishTime - game._waveStartTime) / 1000);
bonusScore = Math.max(1000, 5000 - 1000 * elapsedSec);
score += bonusScore;
scoreTxt.setText(score);
}
game._wavePopupActive = true;
// Create popup
if (!game._wavePopup) {
game._wavePopup = new Text2("Congratulations\nGet ready for the next wave", {
size: 120,
fill: 0xFFFF99,
align: "center"
});
game._wavePopup.anchor.set(0.5, 0.5);
}
if (wave >= 10) {
game._wavePopup.setText("Congratulations!\nYou completed all 10 waves!" + (bonusScore > 0 ? "\nWave Bonus: +" + bonusScore : ""));
} else {
if (bonusScore > 0) {
game._wavePopup.setText("Congratulations\nGet ready for the next wave\nWave Bonus: +" + bonusScore);
} else if (game._alienReachedHeroZone) {
game._wavePopup.setText("Congratulations\nGet ready for the next wave\n(No bonus: Aliens reached your zone!)");
} else {
game._wavePopup.setText("Congratulations\nGet ready for the next wave");
}
}
game._wavePopup.x = GAME_WIDTH / 2;
game._wavePopup.y = GAME_HEIGHT / 2;
if (!game._wavePopup.parent) {
game.addChild(game._wavePopup);
}
// Play popup sound
LK.getSound('powerup').play();
// Hold for 2 seconds, then start next wave or finish
LK.setTimeout(function () {
if (game._wavePopup && game._wavePopup.parent) {
game._wavePopup.parent.removeChild(game._wavePopup);
}
if (wave >= 10) {
LK.showYouWin();
} else {
wave += 1;
spawnWave(wave);
// Reset wave timer and alien zone flag
game._waveStartTime = Date.now();
game._alienReachedHeroZone = false;
game._wavePopupActive = false;
}
}, 2000);
}
};
// Start first wave
spawnWave(wave);
// Initial score
scoreTxt.setText(score);
// --- Add Invincibility Button ---
var invBtn = new Text2("INV", {
size: 90,
fill: 0xFFEE44,
align: "center"
});
invBtn.anchor.set(1, 1); // bottom right
invBtn.x = GAME_WIDTH - 40;
invBtn.y = GAME_HEIGHT - 40;
invBtn.interactive = true;
invBtn.buttonMode = true;
game.addChild(invBtn);
// Button press handler: grant hero immortality
invBtn.down = function (x, y, obj) {
hero.setInvincible(99999); // Effectively infinite duration
hero.alpha = 0.5;
}; ===================================================================
--- original.js
+++ change.js
@@ -20,13 +20,15 @@
self.shootCooldown = 0;
self.row = 0;
self.col = 0;
self.alive = true;
- self.hp = 2; // Aliens require 2 hits to be defeated
+ self.hp = 4; // Aliens require 2 hits to be defeated
self.update = function () {
self.x += self.speedX;
self.y += self.speedY;
- if (self.shootCooldown > 0) self.shootCooldown -= 1;
+ if (self.shootCooldown > 0) {
+ self.shootCooldown -= 1;
+ }
};
// Flash when hit
self.flash = function () {
tween(self, {
@@ -62,9 +64,11 @@
self.hp = 2;
self.update = function () {
self.x += self.speedX;
self.y += self.speedY;
- if (self.shootCooldown > 0) self.shootCooldown -= 1;
+ if (self.shootCooldown > 0) {
+ self.shootCooldown -= 1;
+ }
};
self.flash = function () {
tween(self, {
alpha: 0.3
@@ -99,9 +103,11 @@
self.hp = 2;
self.update = function () {
self.x += self.speedX;
self.y += self.speedY;
- if (self.shootCooldown > 0) self.shootCooldown -= 1;
+ if (self.shootCooldown > 0) {
+ self.shootCooldown -= 1;
+ }
};
self.flash = function () {
tween(self, {
alpha: 0.3
@@ -217,9 +223,11 @@
self.invincible = false;
self.alpha = 1;
}
}
- if (self.fireCooldown > 0) self.fireCooldown -= 1;
+ if (self.fireCooldown > 0) {
+ self.fireCooldown -= 1;
+ }
};
return self;
});
// Powerup
@@ -351,9 +359,11 @@
}
}
// Fire hero bullets
function fireHeroBullets() {
- if (hero.fireCooldown > 0) return;
+ if (hero.fireCooldown > 0) {
+ return;
+ }
var b;
if (hero.powerLevel === 1) {
b = new HeroBullet();
b.x = hero.x;
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