User prompt
make the powerup bigger
User prompt
make the power up bigger
User prompt
more wide
User prompt
make the alien bullets a tiny bit wider
User prompt
make it harder
User prompt
make it more ez
User prompt
make the powerups give invinseablilydy for 3 secs and make it have a effect ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
make power ups
User prompt
no i ment when my mouse goes high i can still move the ship x pos not the y pos
User prompt
can you make it so my mouse can go high to move the ship side to side to
User prompt
make the ship side to side with the mouse cursor
Code edit (1 edits merged)
Please save this source code
User prompt
Space Defenders
Initial prompt
make a game like space invaders
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Alien enemy 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.direction = 1; // 1: right, -1: left self.speed = 3; self.shootChance = 0.002; // chance per frame to shoot self.row = 0; self.col = 0; self.alive = true; self.update = function () { // Movement handled by game for all aliens together // Randomly shoot if (Math.random() < self.shootChance && self.alive) { self.shoot(); } }; self.shoot = function () { var bullet = new AlienBullet(); bullet.x = self.x; bullet.y = self.y + self.height / 2 + bullet.height / 2; alienBullets.push(bullet); game.addChild(bullet); LK.getSound('alienShoot').play(); }; self.hit = function () { if (!self.alive) { return; } self.alive = false; tween(self, { alpha: 0 }, { duration: 200, onFinish: function onFinish() { self.destroy(); } }); LK.getSound('explosion').play(); LK.setScore(LK.getScore() + 10); scoreTxt.setText(LK.getScore()); }; 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.speed = 18; self.update = function () { self.y += self.speed; }; return self; }); // Player bullet var PlayerBullet = Container.expand(function () { var self = Container.call(this); var bullet = self.attachAsset('playerBullet', { anchorX: 0.5, anchorY: 0.5 }); self.width = bullet.width; self.height = bullet.height; self.speed = -32; self.update = function () { self.y += self.speed; }; return self; }); // Player spaceship var PlayerShip = Container.expand(function () { var self = Container.call(this); var ship = self.attachAsset('playerShip', { anchorX: 0.5, anchorY: 0.5 }); self.width = ship.width; self.height = ship.height; self.canShoot = true; self.shootCooldown = 18; // frames self.cooldownTimer = 0; self.lives = 3; self.invincible = false; self.invincibleTimer = 0; self.update = function () { if (!self.canShoot) { self.cooldownTimer--; if (self.cooldownTimer <= 0) { self.canShoot = true; } } if (self.invincible) { self.invincibleTimer--; if (self.invincibleTimer <= 0) { self.invincible = false; ship.alpha = 1; } } }; self.shoot = function () { if (self.canShoot) { var bullet = new PlayerBullet(); bullet.x = self.x; bullet.y = self.y - self.height / 2 - bullet.height / 2; playerBullets.push(bullet); game.addChild(bullet); LK.getSound('shoot').play(); self.canShoot = false; self.cooldownTimer = self.shootCooldown; } }; self.hit = function () { if (self.invincible) { return; } self.lives--; self.invincible = true; self.invincibleTimer = 60; ship.alpha = 0.4; LK.effects.flashObject(self, 0xff0000, 400); if (self.lives <= 0) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } }; self.collectPowerup = function () { self.lives++; LK.getSound('powerup').play(); }; return self; }); // Power-up 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.speed = 10; self.update = function () { self.y += self.speed; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000010 }); /**** * Game Code ****/ // Music // Sound effects // Power-up // Alien bullet // Player bullet // Alien enemy // Spaceship (player) // Play music LK.playMusic('spaceMusic'); // Score display var scoreTxt = new Text2('0', { size: 120, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Lives display var livesTxt = new Text2('♥♥♥', { size: 90, fill: 0xFF4D4D }); livesTxt.anchor.set(1, 0); livesTxt.x = -40; LK.gui.topRight.addChild(livesTxt); // Game variables var player; var playerBullets = []; var alienBullets = []; var aliens = []; var powerups = []; var alienRows = 4; var alienCols = 8; var alienSpacingX = 180; var alienSpacingY = 140; var alienStartY = 300; var alienMoveDir = 1; // 1: right, -1: left var alienMoveDown = false; var alienMoveSpeed = 18; var alienMoveTimer = 0; var alienMoveInterval = 30; // frames var wave = 1; var dragNode = null; var lastTouchX = 0; // Initialize player player = new PlayerShip(); player.x = 2048 / 2; player.y = 2732 - 180; game.addChild(player); // Initialize aliens function spawnAliens() { for (var row = 0; row < alienRows; row++) { for (var col = 0; col < alienCols; col++) { var alien = new Alien(); alien.x = 2048 / 2 - (alienCols - 1) * alienSpacingX / 2 + col * alienSpacingX; alien.y = alienStartY + row * alienSpacingY; alien.row = row; alien.col = col; aliens.push(alien); game.addChild(alien); } } } spawnAliens(); // Powerup spawn timer var powerupTimer = 0; var powerupInterval = 600; // frames // Touch/move controls game.down = function (x, y, obj) { // Always move ship X to cursor/touch X, regardless of Y player.x = x; // Clamp to screen if (player.x < player.width / 2) { player.x = player.width / 2; } if (player.x > 2048 - player.width / 2) { player.x = 2048 - player.width / 2; } }; // No dragNode needed for this control scheme game.move = function (x, y, obj) { // Always move ship X to cursor/touch X, regardless of Y player.x = x; // Clamp to screen if (player.x < player.width / 2) { player.x = player.width / 2; } if (player.x > 2048 - player.width / 2) { player.x = 2048 - player.width / 2; } }; // Tap to shoot if not in bottom 1/3 game.up = function (x, y, obj) { if (y <= 2732 * 0.7) { player.shoot(); } }; // Main update loop game.update = function () { // Update player player.update(); // Update lives display var livesStr = ''; for (var i = 0; i < player.lives; i++) { livesStr += '♥'; } livesTxt.setText(livesStr); // Update player bullets for (var i = playerBullets.length - 1; i >= 0; i--) { var b = playerBullets[i]; b.update(); // Remove if off screen if (b.y < -b.height) { b.destroy(); playerBullets.splice(i, 1); continue; } // Check collision with aliens for (var j = 0; j < aliens.length; j++) { var a = aliens[j]; if (a.alive && b.intersects(a)) { a.hit(); b.destroy(); playerBullets.splice(i, 1); break; } } } // Update alien bullets for (var i = alienBullets.length - 1; i >= 0; i--) { var ab = alienBullets[i]; ab.update(); // Remove if off screen if (ab.y > 2732 + ab.height) { ab.destroy(); alienBullets.splice(i, 1); continue; } // Check collision with player if (ab.intersects(player) && !player.invincible) { ab.destroy(); alienBullets.splice(i, 1); player.hit(); continue; } } // Update aliens var leftMost = 2048, rightMost = 0, bottomMost = 0; for (var i = 0; i < aliens.length; i++) { var a = aliens[i]; if (!a.alive) { continue; } a.update(); if (a.x < leftMost) { leftMost = a.x; } if (a.x > rightMost) { rightMost = a.x; } if (a.y > bottomMost) { bottomMost = a.y; } } // Aliens movement (all together) alienMoveTimer++; if (alienMoveTimer >= alienMoveInterval) { alienMoveTimer = 0; var moveX = alienMoveSpeed * alienMoveDir; var needReverse = false; // Check if any alien hits edge for (var i = 0; i < aliens.length; i++) { var a = aliens[i]; if (!a.alive) { continue; } var nextX = a.x + moveX; if (nextX < a.width / 2 + 40 || nextX > 2048 - a.width / 2 - 40) { needReverse = true; break; } } if (needReverse) { alienMoveDir *= -1; for (var i = 0; i < aliens.length; i++) { var a = aliens[i]; if (!a.alive) { continue; } a.y += 80; // If any alien reaches bottom, game over if (a.y + a.height / 2 >= player.y - player.height / 2) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); return; } } } else { for (var i = 0; i < aliens.length; i++) { var a = aliens[i]; if (!a.alive) { continue; } a.x += moveX; } } } // Remove dead aliens from array for (var i = aliens.length - 1; i >= 0; i--) { if (!aliens[i].alive && aliens[i].alpha === 0) { aliens.splice(i, 1); } } // If all aliens dead, next wave if (aliens.length === 0) { wave++; alienRows = Math.min(6, 3 + wave); alienCols = Math.min(10, 6 + wave); alienMoveSpeed = 18 + wave * 2; alienMoveInterval = Math.max(10, 30 - wave * 2); spawnAliens(); // Powerup drop var p = new Powerup(); p.x = 2048 / 2; p.y = 200; powerups.push(p); game.addChild(p); } // Powerup spawn powerupTimer++; if (powerupTimer >= powerupInterval) { powerupTimer = 0; var p = new Powerup(); p.x = 200 + Math.random() * (2048 - 400); p.y = 200; powerups.push(p); game.addChild(p); } // Update powerups for (var i = powerups.length - 1; i >= 0; i--) { var p = powerups[i]; p.update(); if (p.y > 2732 + p.height) { p.destroy(); powerups.splice(i, 1); continue; } if (p.intersects(player)) { player.collectPowerup(); p.destroy(); powerups.splice(i, 1); continue; } } };
===================================================================
--- original.js
+++ change.js
@@ -240,66 +240,28 @@
var powerupTimer = 0;
var powerupInterval = 600; // frames
// Touch/move controls
game.down = function (x, y, obj) {
- // Move ship to X position if touch/click in bottom 1/3
- if (y > 2732 * 0.7) {
- player.x = x;
- // Clamp to screen
- if (player.x < player.width / 2) {
- player.x = player.width / 2;
- }
- if (player.x > 2048 - player.width / 2) {
- player.x = 2048 - player.width / 2;
- }
+ // Always move ship X to cursor/touch X, regardless of Y
+ player.x = x;
+ // Clamp to screen
+ if (player.x < player.width / 2) {
+ player.x = player.width / 2;
}
- // Move ship horizontally based on Y position in upper 2/3 of screen
- if (y <= 2732 * 0.7) {
- // Map Y (from 0 to 2732*0.7) to X (from left to right)
- var minY = 0;
- var maxY = 2732 * 0.7;
- var minX = player.width / 2;
- var maxX = 2048 - player.width / 2;
- var t = (y - minY) / (maxY - minY);
- player.x = minX + t * (maxX - minX);
- // Clamp to screen
- if (player.x < minX) {
- player.x = minX;
- }
- if (player.x > maxX) {
- player.x = maxX;
- }
+ if (player.x > 2048 - player.width / 2) {
+ player.x = 2048 - player.width / 2;
}
};
// No dragNode needed for this control scheme
game.move = function (x, y, obj) {
- // Move ship to X position if touch/cursor in bottom 1/3
- if (y > 2732 * 0.7) {
- player.x = x;
- // Clamp to screen
- if (player.x < player.width / 2) {
- player.x = player.width / 2;
- }
- if (player.x > 2048 - player.width / 2) {
- player.x = 2048 - player.width / 2;
- }
+ // Always move ship X to cursor/touch X, regardless of Y
+ player.x = x;
+ // Clamp to screen
+ if (player.x < player.width / 2) {
+ player.x = player.width / 2;
}
- // Move ship horizontally based on Y position in upper 2/3 of screen
- if (y <= 2732 * 0.7) {
- // Map Y (from 0 to 2732*0.7) to X (from left to right)
- var minY = 0;
- var maxY = 2732 * 0.7;
- var minX = player.width / 2;
- var maxX = 2048 - player.width / 2;
- var t = (y - minY) / (maxY - minY);
- player.x = minX + t * (maxX - minX);
- // Clamp to screen
- if (player.x < minX) {
- player.x = minX;
- }
- if (player.x > maxX) {
- player.x = maxX;
- }
+ if (player.x > 2048 - player.width / 2) {
+ player.x = 2048 - player.width / 2;
}
};
// Tap to shoot if not in bottom 1/3
game.up = function (x, y, obj) {