User prompt
each hits removes one life
User prompt
tap to start at the begining
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'setText')' in or related to this line: 'scoreTxt.setText(LK.getScore());' Line Number: 404
User prompt
Please fix the bug: 'Uncaught ReferenceError: dragNode is not defined' in or related to this line: 'if (dragNode === player) {' Line Number: 268
User prompt
Please fix the bug: 'ReferenceError: enemyShootingEnabled is not defined' in or related to this line: 'enemy.shootCooldown = enemyShootingEnabled ? enemyShootInterval + Math.floor(Math.random() * 30) : 120 + Math.floor(Math.random() * 60);' Line Number: 322
User prompt
Please fix the bug: 'ReferenceError: spawnTimer is not defined' in or related to this line: 'spawnTimer--;' Line Number: 533
User prompt
Please fix the bug: 'ReferenceError: playerBullets is not defined' in or related to this line: 'for (var i = playerBullets.length - 1; i >= 0; i--) {' Line Number: 354
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'setText')' in or related to this line: 'powerupCountdownTxt.setText('');' Line Number: 345
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'setText')' in or related to this line: 'livesTxt.setText(livesStr);' Line Number: 336
User prompt
put a logo at the begining and press mouse to start
User prompt
ship not visible
User prompt
ı cant see my ship
User prompt
put a logo in begining
User prompt
each hit takes one life
User prompt
game ends when three lives gone
User prompt
each enemy shall decrease only one life
User prompt
there shall be three lives
User prompt
enemies shoot after 200 points
User prompt
Please fix the bug: 'TypeError: tween.to is not a function' in or related to this line: 'tween.to(explosion, {' Line Number: 311 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
expolsion when hit
User prompt
spawn new ship after 600
User prompt
no need for pressing mouse button
User prompt
Please fix the bug: 'storage.getItem is not a function' in or related to this line: 'var highscore = storage.getItem("highscore") || 0;' Line Number: 158 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Please fix the bug: 'storage.get is not a function' in or related to this line: 'var highscore = storage.get("highscore") || 0;' Line Number: 158
User prompt
keep highscore
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
// Enemy Bullet
var EnemyBullet = Container.expand(function () {
var self = Container.call(this);
var bullet = self.attachAsset('enemyBullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 18;
self.update = function () {
self.y += self.speed;
};
return self;
});
// Enemy Ship
var EnemyShip = Container.expand(function () {
var self = Container.call(this);
var ship = self.attachAsset('enemyShip', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = ship.width;
self.height = ship.height;
self.speed = 4 + Math.random() * 2;
self.shootCooldown = 60 + Math.floor(Math.random() * 60);
self.shootTimer = Math.floor(Math.random() * self.shootCooldown);
self.hp = 1;
self.update = function () {
self.y += self.speed;
if (self.shootTimer > 0) {
self.shootTimer--;
}
};
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.speed = -32;
self.update = function () {
self.y += self.speed;
};
return self;
});
// Player Ship
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 = 24; // frames between shots (reduced fire rate)
self.shootTimer = 0;
// self.lives = 1; // For MVP, 1 hit = game over
self.poweredUp = false;
self.powerupTimer = 0;
// Power-up effect
self.setPowerup = function (duration) {
self.poweredUp = true;
self.powerupTimer = duration;
ship.tint = 0x00ff99;
};
self.clearPowerup = function () {
self.poweredUp = false;
self.powerupTimer = 0;
ship.tint = 0xffffff;
};
self.update = function () {
if (self.shootTimer > 0) self.shootTimer--;
if (self.poweredUp) {
self.powerupTimer--;
if (self.powerupTimer <= 0) {
self.clearPowerup();
}
}
};
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.speed = 8;
self.update = function () {
self.y += self.speed;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000010
});
/****
* Game Code
****/
// Add starfield background image
var background = LK.getAsset('starfield', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2,
scaleX: 2048 / 1024,
// assuming starfield asset is 1024x1366, scale to fit
scaleY: 2732 / 1366
});
game.addChild(background);
// Tap-to-start overlay
var tapToStartTxt = new Text2('Tap to Start', {
size: 180,
fill: 0xffffff,
font: "'GillSans-Bold',Impact,'Arial Black',Tahoma"
});
tapToStartTxt.anchor.set(0.5, 0.5);
tapToStartTxt.x = 2048 / 2;
tapToStartTxt.y = 2732 / 2;
LK.gui.center.addChild(tapToStartTxt);
var gameStarted = false;
var savedUpdate = null;
// Pause game logic until tap
savedUpdate = game.update;
game.update = function () {
if (!gameStarted) return;
savedUpdate();
};
// Pause music until start
var musicStarted = false;
// Block all input except tap to start
var origMove = game.move;
var origDown = game.down;
var origUp = game.up;
game.move = function () {
if (gameStarted && origMove) origMove.apply(this, arguments);
};
game.down = function (x, y, obj) {
if (!gameStarted) {
gameStarted = true;
LK.gui.center.removeChild(tapToStartTxt);
if (!musicStarted) {
LK.playMusic('galacticMusic');
musicStarted = true;
}
// Restore input handlers
if (origDown) origDown.apply(this, arguments);
return;
}
if (origDown) origDown.apply(this, arguments);
};
game.up = function () {
if (gameStarted && origUp) origUp.apply(this, arguments);
};
// Score display
var scoreTxt = new Text2('0', {
size: 120,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Highscore display
var highscore = storage.highscore || 0;
var highscoreTxt = new Text2("HI " + highscore, {
size: 80,
fill: 0xFFD700
});
highscoreTxt.anchor.set(1, 0);
LK.gui.topRight.addChild(highscoreTxt);
// Powerup countdown display (lower right)
var powerupCountdownTxt = new Text2('', {
size: 80,
fill: 0x00ff99
});
powerupCountdownTxt.anchor.set(1, 1); // bottom right
LK.gui.bottomRight.addChild(powerupCountdownTxt);
// Lives display (top left, but offset to avoid menu)
var livesTxt = new Text2('♥♥♥', {
size: 100,
fill: 0xff4444
});
livesTxt.anchor.set(0, 0);
livesTxt.x = 110; // leave 100px for menu
livesTxt.y = 0;
LK.gui.top.addChild(livesTxt);
// Game variables
var player;
var playerBullets = [];
var enemies = [];
var enemyBullets = [];
var powerups = [];
var dragNode = null;
var lastPlayerHit = false;
var spawnTimer = 0;
var powerupSpawnTimer = 0;
// Enemy shooting control
var enemyShootingEnabled = false;
var enemyShootInterval = 120; // initial interval (frames between shots, high so they don't shoot at first)
var lastEnemyShootInterval = 120;
// Helper: Clamp value
function clamp(val, min, max) {
return Math.max(min, Math.min(max, val));
}
// Initialize player
player = new PlayerShip();
player.lives = 3;
player.x = 2048 / 2;
player.y = 2732 - 220;
game.addChild(player);
// Move handler (drag player ship)
function handleMove(x, y, obj) {
if (dragNode === player) {
// Clamp player within screen bounds
var halfW = player.width / 2;
var halfH = player.height / 2;
player.x = clamp(x, halfW, 2048 - halfW);
player.y = clamp(y, 2048, 2732 - halfH); // Only allow movement in lower 700px
}
}
game.move = handleMove;
game.down = function (x, y, obj) {
// Only start drag if touch is on player
var local = player.toLocal(game.toGlobal({
x: x,
y: y
}));
if (local.x >= -player.width / 2 && local.x <= player.width / 2 && local.y >= -player.height / 2 && local.y <= player.height / 2) {
dragNode = player;
handleMove(x, y, obj);
}
};
game.up = function (x, y, obj) {
dragNode = null;
};
// Fire player bullet (auto-fire, no mouse button needed)
function firePlayerBullet() {
if (player.shootTimer === 0) {
var bullet = new PlayerBullet();
bullet.x = player.x;
bullet.y = player.y - player.height / 2 - 10;
playerBullets.push(bullet);
game.addChild(bullet);
LK.getSound('shoot').play();
player.shootTimer = player.poweredUp ? 6 : player.shootCooldown;
// Power-up: triple shot
if (player.poweredUp) {
for (var i = -1; i <= 1; i += 2) {
var b = new PlayerBullet();
b.x = player.x + i * 50;
b.y = player.y - player.height / 2 - 10;
b.rotation = i * 0.18;
b.update = function (angle) {
return function () {
this.y += this.speed * Math.cos(angle);
this.x += this.speed * Math.sin(angle);
};
}(i * 0.18);
playerBullets.push(b);
game.addChild(b);
}
}
}
}
// Spawn enemy
function spawnEnemy() {
var enemy = new EnemyShip();
enemy.x = 180 + Math.random() * (2048 - 360);
enemy.y = -enemy.height / 2 - 10;
// Set initial shootCooldown based on current global interval
enemy.shootCooldown = enemyShootingEnabled ? enemyShootInterval + Math.floor(Math.random() * 30) : 120 + Math.floor(Math.random() * 60);
enemy.shootTimer = Math.floor(Math.random() * enemy.shootCooldown);
enemies.push(enemy);
game.addChild(enemy);
}
// Spawn powerup
function spawnPowerup() {
var p = new Powerup();
p.x = 180 + Math.random() * (2048 - 360);
p.y = -p.height / 2 - 10;
powerups.push(p);
game.addChild(p);
}
// Main update loop
game.update = function () {
// Player update
player.update();
// Update lives display
var livesStr = '';
for (var i = 0; i < player.lives; i++) livesStr += '♥';
livesTxt.setText(livesStr);
// Update powerup countdown text
if (player.poweredUp && player.powerupTimer > 0) {
// Show seconds left, rounded up
var seconds = Math.ceil(player.powerupTimer / 60);
powerupCountdownTxt.setText(seconds + "s");
} else {
powerupCountdownTxt.setText('');
}
// Player auto-fire
if (LK.ticks % 2 === 0) {
firePlayerBullet();
}
// 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 < -80) {
b.destroy();
playerBullets.splice(i, 1);
continue;
}
// Check collision with enemies
for (var j = enemies.length - 1; j >= 0; j--) {
var e = enemies[j];
if (b.intersects(e)) {
e.hp--;
if (e.hp <= 0) {
// Explosion effect
LK.effects.flashObject(e, 0xffffff, 200);
// Add explosion sprite at enemy position
var explosion = LK.getAsset('explosion', {
anchorX: 0.5,
anchorY: 0.5,
x: e.x,
y: e.y
});
game.addChild(explosion);
// Animate explosion fade out and destroy after 400ms
tween(explosion, {
alpha: 0
}, {
duration: 400,
onFinish: function onFinish() {
explosion.destroy();
}
});
LK.getSound('explosion').play();
LK.setScore(LK.getScore() + 10);
scoreTxt.setText(LK.getScore());
// Highscore logic
if (LK.getScore() > highscore) {
highscore = LK.getScore();
storage.highscore = highscore;
highscoreTxt.setText("HI " + highscore);
}
e.destroy();
enemies.splice(j, 1);
}
b.destroy();
playerBullets.splice(i, 1);
break;
}
}
}
// Update enemies
var playerWasHitThisFrame = false; // Track if player was hit this frame
for (var i = enemies.length - 1; i >= 0; i--) {
var e = enemies[i];
e.update();
// Remove if off screen
if (e.y > 2732 + e.height) {
e.destroy();
enemies.splice(i, 1);
continue;
}
// Enemy shooting logic
// Enable enemy shooting after player reaches 200 points
if (!enemyShootingEnabled && LK.getScore() >= 200) {
enemyShootingEnabled = true;
}
// Gradually increase fire rate after enemy shooting is enabled
if (enemyShootingEnabled) {
// Decrease interval every 10 seconds, down to a minimum
var minInterval = 24; // fastest fire rate (lower = faster)
var maxInterval = 120; // slowest fire rate (at start)
// Use ticks since enabling shooting to ramp up fire rate
if (typeof enemyShootingStartTick === "undefined") {
enemyShootingStartTick = LK.ticks;
}
var elapsed = LK.ticks - enemyShootingStartTick;
var interval = Math.max(minInterval, maxInterval - Math.floor(elapsed / 600) * 8);
enemyShootInterval = interval;
// If interval changed, update all enemies' shootCooldown
if (enemyShootInterval !== lastEnemyShootInterval) {
for (var j = 0; j < enemies.length; j++) {
enemies[j].shootCooldown = enemyShootInterval + Math.floor(Math.random() * 30);
}
lastEnemyShootInterval = enemyShootInterval;
}
}
// Enemy shooting
if (enemyShootingEnabled && e.shootTimer === 0) {
var eb = new EnemyBullet();
eb.x = e.x;
eb.y = e.y + e.height / 2 + 10;
enemyBullets.push(eb);
game.addChild(eb);
LK.getSound('enemyShoot').play();
e.shootTimer = e.shootCooldown;
}
// Check collision with player
if (e.intersects(player)) {
if (!e.lastHitPlayer) {
if (!lastPlayerHit && !playerWasHitThisFrame) {
LK.effects.flashScreen(0xff0000, 800);
LK.getSound('explosion').play();
player.lives--;
playerWasHitThisFrame = true;
if (player.lives <= 0) {
player.lives = 0;
livesTxt.setText('');
LK.showGameOver();
} else {
// Reset player position and give brief invulnerability
player.x = 2048 / 2;
player.y = 2732 - 220;
}
lastPlayerHit = true;
}
e.lastHitPlayer = true;
}
} else {
e.lastHitPlayer = false;
}
}
// Update enemy bullets
for (var i = enemyBullets.length - 1; i >= 0; i--) {
var eb = enemyBullets[i];
eb.update();
if (eb.y > 2732 + 60) {
eb.destroy();
enemyBullets.splice(i, 1);
continue;
}
// Check collision with player
if (eb.intersects(player)) {
if (!eb.lastHitPlayer) {
if (!lastPlayerHit && !playerWasHitThisFrame) {
LK.effects.flashScreen(0xff0000, 800);
LK.getSound('explosion').play();
player.lives--;
playerWasHitThisFrame = true;
if (player.lives <= 0) {
player.lives = 0;
livesTxt.setText('');
LK.showGameOver();
} else {
// Reset player position and give brief invulnerability
player.x = 2048 / 2;
player.y = 2732 - 220;
}
lastPlayerHit = true;
}
eb.lastHitPlayer = true;
}
} else {
eb.lastHitPlayer = false;
}
}
// Update powerups
for (var i = powerups.length - 1; i >= 0; i--) {
var p = powerups[i];
p.update();
if (p.y > 2732 + 60) {
p.destroy();
powerups.splice(i, 1);
continue;
}
// Check collision with player
if (p.intersects(player)) {
player.setPowerup(600); // 10 seconds at 60fps
LK.getSound('powerup').play();
p.destroy();
powerups.splice(i, 1);
}
}
// Enemy spawn logic
spawnTimer--;
if (spawnTimer <= 0) {
spawnEnemy();
// After 600 points, spawn an extra enemy each spawn cycle
if (LK.getScore() >= 600) {
spawnEnemy();
}
spawnTimer = 36 + Math.floor(Math.random() * 24); // spawn every 1s approx
}
// Powerup spawn logic
powerupSpawnTimer--;
if (powerupSpawnTimer <= 0) {
if (Math.random() < 0.18) {
spawnPowerup();
}
powerupSpawnTimer = 360 + Math.floor(Math.random() * 240); // every 6-10s
}
// Reset lastPlayerHit if player is alive
if (!player.destroyed) {
lastPlayerHit = false;
}
};
// Reset game state on game over
LK.on('gameover', function () {
// Clean up all objects
for (var i = 0; i < playerBullets.length; i++) playerBullets[i].destroy();
for (var i = 0; i < enemies.length; i++) enemies[i].destroy();
for (var i = 0; i < enemyBullets.length; i++) enemyBullets[i].destroy();
for (var i = 0; i < powerups.length; i++) powerups[i].destroy();
playerBullets = [];
enemies = [];
enemyBullets = [];
powerups = [];
lastPlayerHit = false;
// Reset player lives
if (player) player.lives = 3;
// Update lives display
var livesStr = '';
for (var i = 0; i < 3; i++) livesStr += '♥';
livesTxt.setText(livesStr);
// Music will be handled by LK
// Update highscore display in case storage was externally changed
highscore = storage.highscore || 0;
highscoreTxt.setText("HI " + highscore);
});
// Reset game state on win (not used in MVP, but for future)
LK.on('youwin', function () {
for (var i = 0; i < playerBullets.length; i++) playerBullets[i].destroy();
for (var i = 0; i < enemies.length; i++) enemies[i].destroy();
for (var i = 0; i < enemyBullets.length; i++) enemyBullets[i].destroy();
for (var i = 0; i < powerups.length; i++) powerups[i].destroy();
playerBullets = [];
enemies = [];
enemyBullets = [];
powerups = [];
lastPlayerHit = false;
// Reset player lives
if (player) player.lives = 3;
// Update lives display
var livesStr = '';
for (var i = 0; i < 3; i++) livesStr += '♥';
livesTxt.setText(livesStr);
// Update highscore display in case storage was externally changed
highscore = storage.highscore || 0;
highscoreTxt.setText("HI " + highscore);
}); ===================================================================
--- original.js
+++ change.js
@@ -452,24 +452,29 @@
continue;
}
// Check collision with player
if (eb.intersects(player)) {
- if (!lastPlayerHit && !playerWasHitThisFrame) {
- LK.effects.flashScreen(0xff0000, 800);
- LK.getSound('explosion').play();
- player.lives--;
- playerWasHitThisFrame = true;
- if (player.lives <= 0) {
- player.lives = 0;
- livesTxt.setText('');
- LK.showGameOver();
- } else {
- // Reset player position and give brief invulnerability
- player.x = 2048 / 2;
- player.y = 2732 - 220;
+ if (!eb.lastHitPlayer) {
+ if (!lastPlayerHit && !playerWasHitThisFrame) {
+ LK.effects.flashScreen(0xff0000, 800);
+ LK.getSound('explosion').play();
+ player.lives--;
+ playerWasHitThisFrame = true;
+ if (player.lives <= 0) {
+ player.lives = 0;
+ livesTxt.setText('');
+ LK.showGameOver();
+ } else {
+ // Reset player position and give brief invulnerability
+ player.x = 2048 / 2;
+ player.y = 2732 - 220;
+ }
+ lastPlayerHit = true;
}
- lastPlayerHit = true;
+ eb.lastHitPlayer = true;
}
+ } else {
+ eb.lastHitPlayer = false;
}
}
// Update powerups
for (var i = powerups.length - 1; i >= 0; i--) {
spaceship seen from above. In-Game asset. 2d. High contrast. No shadows
spaceship seen from up going down. In-Game asset. 2d. High contrast. No shadows
color blue
red laser beam. In-Game asset. 2d. High contrast. No shadows
color green
explosion. In-Game asset. 2d. High contrast. No shadows
starfield banner
make box yellow