User prompt
now change boss phase 2 hp to 50
User prompt
now change boss hp to 100
User prompt
okay boss should apper on player score 100
User prompt
boss stays on his place not changing it lets fix this bug
User prompt
okay on phase 2 of boss , boss will shoot 6 times then change his location randomly
User prompt
okay we counter a bug boss is only shaking not going right and left
User prompt
lets try to increase boss horizontal speed while its on phase 2
User prompt
enemies still not coming while boss on phase 2
User prompt
okay now when boss starts shooting deathlasers other enemyship start coming again
User prompt
before boss start shooting laser can we do make boss shake for 2 second
/****
* Classes
****/
// Boss class
// Boss class
var Boss = Container.expand(function () {
var self = Container.call(this);
var bossGraphics = self.attachAsset('boss', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.5,
scaleY: 1.5
});
self.speed = 2;
self.horizontalSpeed = 2;
self.health = 10;
// Define shootDeathLaser function here
self.shootDeathLaser = function () {
// Shake effect for 2 seconds
var shakeDuration = 120; // 2 seconds at 60 FPS
var shakeIntensity = 10;
var shakeCount = 0;
var originalX = self.x;
var originalY = self.y;
var shakeInterval = LK.setInterval(function () {
if (shakeCount < shakeDuration) {
self.x = originalX + (Math.random() - 0.5) * shakeIntensity;
self.y = originalY + (Math.random() - 0.5) * shakeIntensity;
shakeCount++;
} else {
LK.clearInterval(shakeInterval);
self.x = originalX;
self.y = originalY;
// Shoot death lasers after shaking
var deathLaser1 = new DeathLaser(self.x - bossGraphics.width * 0.2, self.y + bossGraphics.height * 0.75);
var deathLaser2 = new DeathLaser(self.x + bossGraphics.width * 0.2, self.y + bossGraphics.height * 0.75);
game.addChild(deathLaser1);
game.addChild(deathLaser2);
enemyLasers.push(deathLaser1);
enemyLasers.push(deathLaser2);
}
}, 1000 / 60); // 60 FPS
};
self.update = function () {
if (self.y < 2732 / 3 - bossGraphics.height / 4) {
self.y += self.speed;
} else {
self.x += self.horizontalSpeed;
if (self.x > 2048 - bossGraphics.width * 0.75 || self.x < bossGraphics.width * 0.75) {
self.horizontalSpeed = -self.horizontalSpeed;
}
// Boss shoots death laser if health is <= 5
if (self.health <= 5 && LK.ticks % 30 == 0) {
self.shootDeathLaser();
}
}
};
self.shoot = function () {
if (self.health <= 5) {
return; // Stop shooting normal lasers if health is 5 or less
}
// Center laser
var centerLaser = new EnemyLaser(self.x, self.y + bossGraphics.height * 0.75);
game.addChild(centerLaser);
enemyLasers.push(centerLaser);
// Right side laser
var rightLaser = new EnemyLaser(self.x + bossGraphics.width * 0.3, self.y + bossGraphics.height * 0.75);
game.addChild(rightLaser);
enemyLasers.push(rightLaser);
// Left side laser
var leftLaser = new EnemyLaser(self.x - bossGraphics.width * 0.3, self.y + bossGraphics.height * 0.75);
game.addChild(leftLaser);
enemyLasers.push(leftLaser);
};
});
var DeathLaser = Container.expand(function (x, y) {
var self = Container.call(this);
var deathLaserGraphics = self.attachAsset('deathlaser', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.5,
scaleY: 1.5
});
self.x = x;
self.y = y;
self.speed = 20;
self.update = function () {
self.y += self.speed;
if (self.y > 2732) {
self.destroy();
}
};
});
// EnemyLaser class
var EnemyLaser = Container.expand(function (x, y) {
var self = Container.call(this);
var enemyLaserGraphics = self.attachAsset('enemylaser', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.5,
scaleY: 1.5
});
self.x = x;
self.y = y;
self.speed = 10;
self.update = function () {
self.y += self.speed;
if (self.y > 2732) {
self.destroy();
}
};
});
// EnemyShip class
var EnemyShip = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemyship', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5;
self.update = function () {
self.y += self.speed;
if (self.y > 2732) {
self.destroy();
}
};
self.shoot = function () {
var enemyLaser = new EnemyLaser(self.x, self.y + enemyGraphics.height / 2);
game.addChild(enemyLaser);
enemyLasers.push(enemyLaser);
};
});
// Laser class
var Laser = Container.expand(function (x, y) {
var self = Container.call(this);
var laserGraphics = self.attachAsset('laser', {
anchorX: 0.5,
anchorY: 0.5
});
self.x = x;
self.y = y;
self.speed = -15;
self.update = function () {
self.y += self.speed;
if (self.y < 0) {
self.destroy();
}
};
});
//<Assets used in the game will automatically appear here>
// SpaceShip class
var SpaceShip = Container.expand(function () {
var self = Container.call(this);
var shipGraphics = self.attachAsset('spaceship', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 10;
self.update = function () {
self.y = 2732 - 200;
};
self.shoot = function () {
var laser = new Laser(self.x, self.y - shipGraphics.height / 2);
game.addChild(laser);
lasers.push(laser);
LK.getSound('new_laser_sound_id').play();
};
});
// Star class
var Star = Container.expand(function () {
var self = Container.call(this);
var starGraphics = self.attachAsset('star', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 2;
self.update = function () {
self.y += self.speed;
if (self.y > 2732) {
self.y = -starGraphics.height;
self.x = Math.random() * 2048;
}
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
// Play background music
LK.playMusic('space');
// Removed incorrect sound play call
// Initialize arrays and variables
var spaceship;
var enemies = [];
var lasers = [];
var enemyLasers = [];
var stars = [];
var score = 0;
var scoreTxt = new Text2('0', {
size: 150,
fill: "#ffffff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
var boss = null;
// Create spaceship
spaceship = new SpaceShip();
spaceship.x = 2048 / 2;
spaceship.y = 2732 - 200;
game.addChild(spaceship);
// Create and add stars
for (var i = 0; i < 50; i++) {
var star = new Star();
star.x = Math.random() * 2048;
star.y = Math.random() * 2732;
stars.push(star);
game.addChild(star);
}
// Spawn enemies
function spawnEnemy() {
var enemy = new EnemyShip();
enemy.x = Math.random() * 2048;
enemy.y = -100;
enemies.push(enemy);
game.addChild(enemy);
}
// Handle game updates
game.update = function () {
// Update spaceship
spaceship.update();
// Update stars
for (var i = stars.length - 1; i >= 0; i--) {
stars[i].update();
}
// Update lasers
for (var i = lasers.length - 1; i >= 0; i--) {
lasers[i].update();
if (lasers[i].y < 0) {
lasers[i].destroy();
lasers.splice(i, 1);
}
}
// Update enemy lasers
for (var i = enemyLasers.length - 1; i >= 0; i--) {
enemyLasers[i].update();
if (enemyLasers[i].y > 2732) {
enemyLasers[i].destroy();
enemyLasers.splice(i, 1);
}
}
// Update enemies
for (var i = enemies.length - 1; i >= 0; i--) {
enemies[i].update();
if (enemies[i].y > 2732) {
enemies[i].destroy();
enemies.splice(i, 1);
}
}
// Check for collisions
for (var i = lasers.length - 1; i >= 0; i--) {
for (var j = enemies.length - 1; j >= 0; j--) {
if (lasers[i].intersects(enemies[j])) {
lasers[i].destroy();
var destroyEffect = LK.getAsset('destroy', {
anchorX: 0.5,
anchorY: 0.5,
x: enemies[j].x,
y: enemies[j].y
});
game.addChild(destroyEffect);
LK.setTimeout(function () {
destroyEffect.destroy();
}, 200);
LK.getSound('explosion').play();
enemies[j].destroy();
lasers.splice(i, 1);
enemies.splice(j, 1);
score++;
scoreTxt.setText(score);
if (score === 3 && !boss) {
boss = new Boss();
boss.x = 2048 / 2;
boss.y = -boss.height;
game.addChild(boss);
}
break;
}
}
if (boss && boss.intersects && lasers[i] && lasers[i].intersects(boss)) {
lasers[i].destroy();
var destroyEffect = LK.getAsset('destroy', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2,
scaleY: 2,
x: boss.x,
y: boss.y
});
game.addChild(destroyEffect);
LK.setTimeout(function () {
destroyEffect.destroy();
}, 200);
LK.getSound('explosion').play();
boss.health--;
if (boss.health <= 0) {
var kabomEffects = [];
for (var i = 0; i < 3; i++) {
var kabomEffect = LK.getAsset('kabom', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: boss.width / 400,
scaleY: boss.height / 400,
x: boss.x + (Math.random() - 0.5) * boss.width / 2,
y: boss.y + (Math.random() - 0.5) * boss.height / 2
});
game.addChild(kabomEffect);
kabomEffects.push(kabomEffect);
}
LK.setTimeout(function () {
for (var i = 0; i < kabomEffects.length; i++) {
kabomEffects[i].destroy();
}
}, 200);
LK.getSound('kabom').play();
boss.destroy();
boss = null;
}
lasers.splice(i, 1);
score++;
scoreTxt.setText(score);
break;
}
}
for (var i = enemyLasers.length - 1; i >= 0; i--) {
if (enemyLasers[i].intersects(spaceship)) {
enemyLasers[i].destroy();
enemyLasers.splice(i, 1);
// Flash screen red for 1 second (1000ms) to show we are dead.
LK.effects.flashScreen(0xff0000, 1000);
// Show game over. The game will be automatically paused while game over is showing.
LK.showGameOver(); // Calling this will destroy the 'Game' and reset entire game state.
break;
}
}
// Spawn enemies periodically if boss is not present
if (!boss && LK.ticks % 60 == 0) {
spawnEnemy();
}
// Enemies shoot periodically if boss is not present
if (!boss && LK.ticks % 120 == 0) {
for (var i = 0; i < enemies.length; i++) {
enemies[i].shoot();
}
}
if (boss) {
boss.update();
if (boss.health > 5 && LK.ticks % 60 == 0) {
boss.shoot();
}
}
};
// Handle touch events
game.down = function (x, y, obj) {
spaceship.shoot();
};
game.move = function (x, y, obj) {
spaceship.x = x;
};
game.up = function (x, y, obj) {
// No action needed on touch up
};
star white. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
enemy space ship boss it should be big and looking from top. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
explosion. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
linear laser red horizontal. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
red pixel circle with black background and hearth on middle. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
red circle with black background and bullet on middle next to x2 symbol. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.