User prompt
Set player health to 5
User prompt
If player health reaches zero, the game is over
User prompt
For the UI, each point of health from the player should be one heart on the top right of the screen. Create a new asset for that
User prompt
Whenever an enemy collies to the player, players lose 1 health
User prompt
set player max health to 10
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remove EnemyBoss's health bar
User prompt
gradually reduce enemy opacity when they are killed ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
make enemies fade out when they die (without using tween)
User prompt
make enemies fade out as they die ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
make the enemies blink when they lose health (without using tween)
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'getChildAt')' in or related to this line: 'tween(enemies[j].getChildAt(0), {' Line Number: 396 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'children')' in or related to this line: 'tween(enemies[j].children[0], {' Line Number: 396 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'TypeError: Cannot use 'in' operator to search for 'alpha' in undefined' in or related to this line: 'tween(enemies[j], {' Line Number: 396 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'ReferenceError: tween is not defined' in or related to this line: 'tween(enemyBossGraphics, {' Line Number: 153 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make the enemies blink whenever they take damage ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Why is the health bar not updating?
User prompt
Make the health bar update with the boss's health value
User prompt
Put a health bar on top of EnemyBoss
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Make EnemyBoss 50% slower
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Make EnemyBoss 30% slower
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Yeah. This is not working. Create a new sprite for the EnemyBoss so I can upload another sprite
User prompt
Make the boss 3x bigger in both width and height
User prompt
Make EnemyBoss 3x bigger
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still hasn't fixed
User prompt
It didn't fixed the issue
/**** * Classes ****/ // Bullet class var Bullet = Container.expand(function (startX, startY, direction) { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.x = startX; self.y = startY; self.speed = 10; self.direction = direction; self.update = function () { self.x += self.direction.x * self.speed; self.y += self.direction.y * self.speed; if (self.x < 0 || self.x > 2048 || self.y < 0 || self.y > 2732) { self.destroy(); } }; }); // Enemy class var Enemy = Container.expand(function (startX, startY) { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.x = startX; self.y = startY; self.speed = 2; self.update = function () { var dx = player.x - self.x; var dy = player.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; enemyGraphics.scaleX = self.x > 1024 ? -1 : 1; if (self.intersects(player)) { // Handle player damage playerHealth -= 10; self.destroy(); } }; }); // EnemyBig class var EnemyBig = Container.expand(function (startX, startY) { var self = Container.call(this); var enemyBigGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 2 }); self.x = startX; self.y = startY; self.speed = 0.5; self.health = 5; // Takes 5 shots to be killed self.update = function () { var dx = player.x - self.x; var dy = player.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; enemyBigGraphics.scaleX = self.x > 1024 ? -2 : 2; if (self.intersects(player)) { // Handle player damage playerHealth -= 20; self.destroy(); } }; self.takeDamage = function () { self.health -= 1; if (self.health <= 0) { self.destroy(); } }; }); // EnemyBoss class var EnemyBoss = Container.expand(function (startX, startY) { var self = Container.call(this); var enemyBossGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5, scaleX: 3, scaleY: 3 }); self.x = startX; self.y = startY; self.speed = 0.5; self.health = 30; // Takes 30 shots to be killed self.update = function () { var dx = player.x - self.x; var dy = player.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; enemyBossGraphics.scaleX = self.x > 1024 ? -2 : 2; if (self.intersects(player)) { // Handle player damage playerHealth -= 30; self.destroy(); } }; self.takeDamage = function () { self.health -= 1; if (self.health <= 0) { self.destroy(); } }; }); //<Assets used in the game will automatically appear here> //<Write imports for supported plugins here> // Player class var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.shootDirection = { x: 0, y: 0 }; self.projectiles = 1; self.update = function () { // Player shooting logic if (LK.ticks % 75 === 0) { for (var i = 0; i < self.projectiles; i++) { LK.setTimeout(function () { var bullet = new Bullet(self.x, self.y, self.shootDirection); game.addChild(bullet); bullets.push(bullet); }, i * 100); } } }; }); // PowerUp class var PowerUp = Container.expand(function (startX, startY) { var self = Container.call(this); var powerUpGraphics = self.attachAsset('powerUp', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 2 }); self.x = startX; self.y = startY; self.update = function () { // Move power-up towards the player var dx = player.x - self.x; var dy = player.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); self.x += dx / distance * 0.25; // Adjust speed as needed self.y += dy / distance * 0.25; // Adjust speed as needed // Check for collision with bullets for (var i = bullets.length - 1; i >= 0; i--) { if (bullets[i].intersects(self)) { // Destroy both bullet and powerUp bullets[i].destroy(); bullets.splice(i, 1); self.destroy(); // Increase player's fire rate by 100% player.shootInterval *= 0.5; // Increase the number of projectiles fired by the player player.projectiles += 1; // Destroy power-up object when picked powerUps.splice(powerUps.indexOf(self), 1); break; } } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Add background to the game var background = LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5 }); background.x = 1024; background.y = 1366; game.addChild(background); // Initialize player var player = game.addChild(new Player()); player.x = 1024; player.y = 1366; // Initialize bullets, enemies and powerUps arrays var bullets = []; var enemies = []; var powerUps = []; // Player health var playerHealth = 100; // Initialize score var score = 0; // Create score text var scoreText = new Text2('Score: 0', { size: 50, fill: 0xFFFFFF }); scoreText.anchor.set(0.5, 0); LK.gui.top.addChild(scoreText); // Game update function game.update = function () { // Update player direction based on pointer game.move = function (x, y, obj) { var dx = x - player.x; var dy = y - player.y; var distance = Math.sqrt(dx * dx + dy * dy); player.shootDirection = { x: dx / distance, y: dy / distance }; }; // Spawn enemies at random edges if (LK.ticks % 120 === 0) { var edge = Math.floor(Math.random() * 4); var startX, startY; if (edge === 0) { // Top startX = Math.random() * 2048; startY = 0; } else if (edge === 1) { // Right startX = 2048; startY = Math.random() * 2732; } else if (edge === 2) { // Bottom startX = Math.random() * 2048; startY = 2732; } else { // Left startX = 0; startY = Math.random() * 2732; } var enemy = new Enemy(startX, startY); game.addChild(enemy); enemies.push(enemy); } // Spawn powerUps at random positions every 5 seconds if (LK.ticks % 300 === 0) { var startX = Math.random() * 2048; var startY = Math.random() * 2732; var powerUp = new PowerUp(startX, startY); game.addChild(powerUp); powerUps.push(powerUp); } // Spawn EnemyBig after 7 seconds if there are less than 20 if (LK.ticks === 420 && enemies.filter(function (e) { return e instanceof EnemyBig; }).length < 20) { // 7 seconds * 60 FPS = 420 ticks var edge = Math.floor(Math.random() * 4); var startX, startY; if (edge === 0) { // Top startX = Math.random() * 2048; startY = 0; } else if (edge === 1) { // Right startX = 2048; startY = Math.random() * 2732; } else if (edge === 2) { // Bottom startX = Math.random() * 2048; startY = 2732; } else { // Left startX = 0; startY = Math.random() * 2732; } var enemyBig = new EnemyBig(startX, startY); game.addChild(enemyBig); enemies.push(enemyBig); } // Spawn EnemyBoss after 5 seconds if (LK.ticks === 300) { // 5 seconds * 60 FPS = 300 ticks var edge = Math.floor(Math.random() * 4); var startX, startY; if (edge === 0) { // Top startX = Math.random() * 2048; startY = 0; } else if (edge === 1) { // Right startX = 2048; startY = Math.random() * 2732; } else if (edge === 2) { // Bottom startX = Math.random() * 2048; startY = 2732; } else { // Left startX = 0; startY = Math.random() * 2732; } var enemyBoss = new EnemyBoss(startX, startY); game.addChild(enemyBoss); enemies.push(enemyBoss); } // Update bullets for (var i = bullets.length - 1; i >= 0; i--) { bullets[i].update(); // Check for collision with enemies for (var j = enemies.length - 1; j >= 0; j--) { if (bullets[i].intersects(enemies[j])) { // Destroy bullet bullets[i].destroy(); bullets.splice(i, 1); // Check if enemy is EnemyBig or EnemyBoss if (enemies[j] instanceof EnemyBig || enemies[j] instanceof EnemyBoss) { enemies[j].takeDamage(); if (enemies[j].health <= 0) { enemies[j].destroy(); enemies.splice(j, 1); // Add 1 to score every time a bullet destroys an enemy score += 1; scoreText.setText('Score: ' + score); // Spawn two new EnemyBig at random edges if total is less than 20 if (enemies[j] instanceof EnemyBig) { for (var k = 0; k < 2 && enemies.filter(function (e) { return e instanceof EnemyBig; }).length < 20; k++) { var edge = Math.floor(Math.random() * 4); var startX, startY; if (edge === 0) { startX = Math.random() * 2048; startY = 0; } else if (edge === 1) { startX = 2048; startY = Math.random() * 2732; } else if (edge === 2) { startX = Math.random() * 2048; startY = 2732; } else { startX = 0; startY = Math.random() * 2732; } var newEnemyBig = new EnemyBig(startX, startY); game.addChild(newEnemyBig); enemies.push(newEnemyBig); } } } } else { // Destroy enemy enemies[j].destroy(); enemies.splice(j, 1); // Add 1 to score every time a bullet destroys an enemy score += 1; scoreText.setText('Score: ' + score); } break; } } if (bullets[i] && bullets[i].destroyed) { bullets.splice(i, 1); } } // Update enemies for (var j = enemies.length - 1; j >= 0; j--) { enemies[j].update(); if (enemies[j].destroyed) { enemies.splice(j, 1); } } // Update powerUps for (var i = powerUps.length - 1; i >= 0; i--) { powerUps[i].update(); if (powerUps[i] && powerUps[i].destroyed) { powerUps.splice(i, 1); } } };
===================================================================
--- original.js
+++ change.js
fire with eyes and mouth. Single Game Texture. In-Game asset. 2d. High contrast. No shadows
A cartoon firefighter. Single Game Texture. In-Game asset. 2d. High contrast. No shadows
a blue hydrant round icon Single Game Texture. In-Game asset. 2d. High contrast. No shadows
Heart. Single Game Texture. In-Game asset. 2d. High contrast. No shadows