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.hp = 2; // 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;
});
// 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 = 40;
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);
// 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);
}
}
// 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);
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);
}
}
// --- 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);
// --- Pass Button to go to next wave ---
var passBtn = new Text2("PASS", {
size: 90,
fill: 0xFFCC00,
align: "center"
});
passBtn.anchor.set(1, 1); // bottom right
// Place at bottom right, with margin to avoid edge
passBtn.x = GAME_WIDTH - 40;
passBtn.y = GAME_HEIGHT - 40;
game.addChild(passBtn);
// Touch handler for pass button
passBtn.down = function (x, y, obj) {
// Only allow if not already in wave popup
if (!game._wavePopupActive) {
// Remove popup if present
if (game._wavePopup && game._wavePopup.parent) {
game._wavePopup.parent.removeChild(game._wavePopup);
}
if (wave >= 10) {
LK.showYouWin();
} else {
wave += 1;
spawnWave(wave);
game._wavePopupActive = false;
}
}
}; ===================================================================
--- original.js
+++ change.js
@@ -158,16 +158,16 @@
/****
* 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
+// 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');
@@ -228,8 +228,11 @@
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) {
@@ -401,9 +404,13 @@
if (a.shootCooldown <= 0 && Math.random() < 0.006 + 0.001 * wave) {
fireAlienBullet(a);
a.shootCooldown = 120 + Math.floor(Math.random() * 80);
}
- // Off screen (bottom)
+ // 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;
@@ -440,10 +447,27 @@
p.destroy();
powerups.splice(i, 1);
}
}
+ // --- 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", {
@@ -453,11 +477,17 @@
});
game._wavePopup.anchor.set(0.5, 0.5);
}
if (wave >= 10) {
- game._wavePopup.setText("Congratulations!\nYou completed all 10 waves!");
+ game._wavePopup.setText("Congratulations!\nYou completed all 10 waves!" + (bonusScore > 0 ? "\nWave Bonus: +" + bonusScore : ""));
} else {
- game._wavePopup.setText("Congratulations\nGet ready for the next wave");
+ 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) {
@@ -474,8 +504,11 @@
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);
}
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