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
User prompt
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
User prompt
Make EnemyBoss 50% slower
User prompt
Make EnemyBoss 30% slower
User prompt
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
User prompt
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();
} else {
// Blink effect
enemyBigGraphics.alpha = 0.5;
LK.setTimeout(function () {
enemyBigGraphics.alpha = 1;
}, 100);
}
};
});
// EnemyBoss class
var EnemyBoss = Container.expand(function (startX, startY) {
var self = Container.call(this);
var enemyBossGraphics = self.attachAsset('enemyBoss', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1,
scaleY: 1
});
self.x = startX;
self.y = startY;
self.speed = 0.175;
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();
} else {
// Blink effect
enemyBossGraphics.alpha = 0.5;
LK.setTimeout(function () {
enemyBossGraphics.alpha = 1;
}, 100);
}
};
});
//<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
@@ -72,16 +72,9 @@
};
self.takeDamage = function () {
self.health -= 1;
if (self.health <= 0) {
- tween(self, {
- alpha: 0
- }, {
- duration: 1000,
- onFinish: function onFinish() {
- self.destroy();
- }
- });
+ self.destroy();
} else {
// Blink effect
enemyBigGraphics.alpha = 0.5;
LK.setTimeout(function () {
@@ -102,26 +95,8 @@
self.x = startX;
self.y = startY;
self.speed = 0.175;
self.health = 30; // Takes 30 shots to be killed
- // Create health bar
- var healthBar = new Container();
- var healthBarBackground = healthBar.attachAsset('box', {
- width: 100,
- height: 10,
- color: 0x000000,
- anchorX: 0.5,
- anchorY: 0.5
- });
- var healthBarForeground = healthBar.attachAsset('box', {
- width: 100,
- height: 10,
- color: 0xff0000,
- anchorX: 0.5,
- anchorY: 0.5
- });
- healthBar.y = -50; // Position health bar above the boss
- self.addChild(healthBar);
self.update = function () {
var dx = player.x - self.x;
var dy = player.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
@@ -132,22 +107,13 @@
// Handle player damage
playerHealth -= 30;
self.destroy();
}
- // Update health bar
- healthBarForeground.scaleX = self.health / 30; // Scale health bar based on current health
};
self.takeDamage = function () {
self.health -= 1;
if (self.health <= 0) {
- tween(self, {
- alpha: 0
- }, {
- duration: 1000,
- onFinish: function onFinish() {
- self.destroy();
- }
- });
+ self.destroy();
} else {
// Blink effect
enemyBossGraphics.alpha = 0.5;
LK.setTimeout(function () {
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