User prompt
Add less buzzsaws
User prompt
Make the laser go thurther
User prompt
Add more upgrades for extra weapons like bouncing buzz saws or lazers
User prompt
Make the background look like space
User prompt
Remove death animations for enemys
User prompt
Please fix the bug: 'TypeError: tween.to is not a function. (In 'tween.to(e, { scaleX: 0.1, scaleY: 0.1, alpha: 0 }, 400, function () { __$(315); score += e.value; __$(316); enemiesDefeated++; __$(317); scoreTxt.setText('Score: ' + score); __$(318); e.destroy(); __$(319); enemies.splice(i, 1); __$(320); LK.getSound('hit').play(); // Check for wave end __$(321); if (enemiesDefeated >= enemiesPerWave) { __$(322); setTimeout(showUpgrade, 600); } })', 'tween.to' is undefined)' in or related to this line: 'tween.to(e, {' Line Number: 484
User prompt
Please fix the bug: 'TypeError: tween.create is not a function. (In 'tween.create(e)', 'tween.create' is undefined)' in or related to this line: 'tween.create(e).to({' Line Number: 484
User prompt
Please fix the bug: 'TypeError: tween.to is not a function. (In 'tween.to(e, { scaleX: 0.1, scaleY: 0.1, alpha: 0 }, 400, function () { __$(315); score += e.value; __$(316); enemiesDefeated++; __$(317); scoreTxt.setText('Score: ' + score); __$(318); e.destroy(); __$(319); enemies.splice(i, 1); __$(320); LK.getSound('hit').play(); // Check for wave end __$(321); if (enemiesDefeated >= enemiesPerWave) { __$(322); setTimeout(showUpgrade, 600); } })', 'tween.to' is undefined)' in or related to this line: 'tween.to(e, {' Line Number: 484
User prompt
Please fix the bug: 'TypeError: tween.create is not a function. (In 'tween.create(e)', 'tween.create' is undefined)' in or related to this line: 'tween.create(e).to({' Line Number: 484
User prompt
Please fix the bug: 'TypeError: tween.to is not a function. (In 'tween.to(e, { scaleX: 0.1, scaleY: 0.1, alpha: 0 }, 400)', 'tween.to' is undefined)' in or related to this line: 'tween.to(e, {' Line Number: 484
User prompt
Add death animations to the enemys
User prompt
Set the players hp to 100
User prompt
Add a bigger enemy that is purple and takes more hits to die
User prompt
Give the player 10 hp
User prompt
Add wings to the player
User prompt
Make the enemy stop moving about halfway down
User prompt
Make the player a light blue circle
User prompt
Revert all the sprites to there original designs
User prompt
Make the player ship a tectangle
User prompt
For the player ship make it a taller rectangle
User prompt
Make the player a rectangle
User prompt
Make the ships all triangles
User prompt
Make player hp 100 and make the sprites back to normal
User prompt
Revert
User prompt
Make the sprites look more realistic
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Big Enemy var BigEnemy = Container.expand(function () { var self = Container.call(this); var gfx = self.attachAsset('bigEnemy', { anchorX: 0.5, anchorY: 0.5 }); self.width = gfx.width; self.height = gfx.height; self.scaleX = 1; self.scaleY = 1; self.alpha = 1; self.speedY = 4; self.hp = 6; self.maxHp = 6; self.shootCooldown = 0; self.shootRate = 70 + Math.floor(Math.random() * 40); self.value = 5; self.update = function () { if (self.lastY === undefined) self.lastY = self.y; var stopY = 2732 / 2.5; // stops a bit higher than regular enemy if (self.y < stopY) { self.y += self.speedY; } else { self.y = stopY; } if (self.shootCooldown > 0) self.shootCooldown--; if (self.shootCooldown === 0 && Math.random() < 0.04) { self.shoot(); self.shootCooldown = self.shootRate; } self.lastY = self.y; }; self.shoot = function () { var bullet = new EnemyBullet(); bullet.x = self.x; bullet.y = self.y + self.height / 2 + 10; bullet.speedY = 22; // slightly faster bullet enemyBullets.push(bullet); game.addChild(bullet); LK.getSound('enemyShoot').play(); }; self.takeDamage = function (amount) { self.hp -= amount; LK.getSound('enemyHit').play(); LK.effects.flashObject(self, 0xffffff, 200); if (self.hp <= 0) { self.destroyed = true; } }; return self; }); // BuzzSaw: Bouncing melee weapon var BuzzSaw = Container.expand(function () { var self = Container.call(this); var gfx = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); gfx.width = 80; gfx.height = 80; gfx.tint = 0xffee00; self.width = gfx.width; self.height = gfx.height; self.speedX = 18 * (Math.random() < 0.5 ? 1 : -1); self.speedY = -22; self.bounces = 0; self.maxBounces = 6; self.owner = null; // set to ship self.update = function () { self.x += self.speedX; self.y += self.speedY; // Bounce off walls if (self.x < self.width / 2 && self.speedX < 0 || self.x > 2048 - self.width / 2 && self.speedX > 0) { self.speedX *= -1; self.bounces++; } // Bounce off top/bottom if (self.y < self.height / 2 && self.speedY < 0 || self.y > 2732 - self.height / 2 && self.speedY > 0) { self.speedY *= -1; self.bounces++; } // Remove after max bounces if (self.bounces > self.maxBounces) { self.destroyed = true; } }; return self; }); // Enemy var Enemy = Container.expand(function () { var self = Container.call(this); var gfx = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.width = gfx.width; self.height = gfx.height; self.scaleX = 1; self.scaleY = 1; self.alpha = 1; self.speedY = 6; self.hp = 1; self.maxHp = 1; self.shootCooldown = 0; self.shootRate = 90 + Math.floor(Math.random() * 60); self.value = 1; self.update = function () { // Store lastY for transition detection if (self.lastY === undefined) self.lastY = self.y; var stopY = 2732 / 2; // halfway down the screen if (self.y < stopY) { self.y += self.speedY; } else { self.y = stopY; } if (self.shootCooldown > 0) self.shootCooldown--; if (self.shootCooldown === 0 && Math.random() < 0.02) { self.shoot(); self.shootCooldown = self.shootRate; } self.lastY = self.y; }; self.shoot = function () { var bullet = new EnemyBullet(); bullet.x = self.x; bullet.y = self.y + self.height / 2 + 10; enemyBullets.push(bullet); game.addChild(bullet); LK.getSound('enemyShoot').play(); }; self.takeDamage = function (amount) { self.hp -= amount; LK.getSound('enemyHit').play(); LK.effects.flashObject(self, 0xffffff, 200); if (self.hp <= 0) { self.destroyed = true; } }; return self; }); // Enemy Bullet var EnemyBullet = Container.expand(function () { var self = Container.call(this); var gfx = self.attachAsset('enemyBullet', { anchorX: 0.5, anchorY: 0.5 }); self.width = gfx.width; self.height = gfx.height; self.speedY = 18; self.update = function () { self.y += self.speedY; }; return self; }); // Laser: Piercing straight beam var Laser = Container.expand(function () { var self = Container.call(this); var gfx = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.0 }); gfx.width = 30; gfx.height = 400; gfx.tint = 0x00ffff; self.width = gfx.width; self.height = gfx.height; self.speedY = -40; self.lifetime = 60; self.update = function () { self.y += self.speedY; self.lifetime--; if (self.lifetime <= 0) { self.destroyed = true; } }; return self; }); // Player Bullet var PlayerBullet = Container.expand(function () { var self = Container.call(this); var gfx = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.width = gfx.width; self.height = gfx.height; self.speedY = -28; self.speedX = 0; self.update = function () { self.y += self.speedY; self.x += self.speedX; }; return self; }); // Player Ship var Ship = Container.expand(function () { var self = Container.call(this); // Add left wing var leftWing = self.attachAsset('ship', { anchorX: 0.5, anchorY: 0.5 }); leftWing.width = 60; leftWing.height = 120; leftWing.x = -70; leftWing.y = 20; leftWing.rotation = -0.35; leftWing.alpha = 0.7; // Add right wing var rightWing = self.attachAsset('ship', { anchorX: 0.5, anchorY: 0.5 }); rightWing.width = 60; rightWing.height = 120; rightWing.x = 70; rightWing.y = 20; rightWing.rotation = 0.35; rightWing.alpha = 0.7; // Main ship body var shipGfx = self.attachAsset('ship', { anchorX: 0.5, anchorY: 0.5 }); self.width = shipGfx.width; self.height = shipGfx.height; self.fireCooldown = 0; self.fireRate = 30; // ticks between shots self.bulletSpeed = -28; self.bulletCount = 1; self.bulletSpread = 0; self.doubleShot = false; self.tripleShot = false; self.laser = false; self.hp = 100; self.maxHp = 100; self.invulnTicks = 0; self.update = function () { if (self.fireCooldown > 0) self.fireCooldown--; if (self.invulnTicks > 0) { self.invulnTicks--; shipGfx.alpha = LK.ticks % 8 < 4 ? 0.4 : 1; leftWing.alpha = shipGfx.alpha * 0.7; rightWing.alpha = shipGfx.alpha * 0.7; } else { shipGfx.alpha = 1; leftWing.alpha = 0.7; rightWing.alpha = 0.7; } }; self.shoot = function () { if (self.fireCooldown > 0) return; self.fireCooldown = self.fireRate; self._buzzSawFiredThisShot = false; var shots = []; var spread = self.bulletSpread; var count = self.bulletCount; if (self.tripleShot) { count = 3; spread = 0.25; } else if (self.doubleShot) { count = 2; spread = 0.18; } // BuzzSaw upgrade if (self.buzzSaw && !self._buzzSawFiredThisShot) { var saw = new BuzzSaw(); saw.x = self.x; saw.y = self.y - self.height / 2 - 10; saw.owner = self; playerBullets.push(saw); game.addChild(saw); shots.push(saw); self._buzzSawFiredThisShot = true; } // Laser upgrade if (self.laser) { var laser = new Laser(); laser.x = self.x; laser.y = self.y - self.height / 2 - 10; playerBullets.push(laser); game.addChild(laser); shots.push(laser); } // Normal bullets for (var i = 0; i < count; i++) { var angle = (i - (count - 1) / 2) * spread; var bullet = new PlayerBullet(); bullet.x = self.x; bullet.y = self.y - self.height / 2 - 10; bullet.speedY = self.bulletSpeed * Math.cos(angle); bullet.speedX = self.bulletSpeed * Math.sin(angle); playerBullets.push(bullet); game.addChild(bullet); shots.push(bullet); } LK.getSound('shoot').play(); return shots; }; self.takeDamage = function (amount) { if (self.invulnTicks > 0) return; self.hp -= amount; self.invulnTicks = 60; LK.effects.flashObject(self, 0xff0000, 400); if (self.hp <= 0) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } }; return self; }); // Upgrade Card var UpgradeCard = Container.expand(function () { var self = Container.call(this); var highlight = self.attachAsset('upgradeHighlight', { anchorX: 0.5, anchorY: 0.5 }); highlight.visible = false; var card = self.attachAsset('upgradeCard', { anchorX: 0.5, anchorY: 0.5 }); self.text = new Text2('', { size: 70, fill: 0xFFFFFF }); self.text.anchor.set(0.5, 0.5); self.addChild(self.text); self.setText = function (t) { self.text.setText(t); }; self.setHighlighted = function (v) { highlight.visible = v; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Game state variables // Ship (player) // Enemy // Bullet (player) // Enemy bullet // Upgrade card // Upgrade highlight // Sound effects // Music var ship; var playerBullets = []; var enemies = []; var enemyBullets = []; var wave = 1; var enemiesToSpawn = 0; var enemiesDefeated = 0; var enemiesPerWave = 8; var waveInProgress = false; var upgradePending = false; var upgradeOptions = []; var upgradeCards = []; var dragging = false; var dragOffsetX = 0; var dragOffsetY = 0; var score = 0; var scoreTxt; var hpTxt; var waveTxt; var upgradeGroup; var lastTouch = { x: 0, y: 0 }; // Set up background color game.setBackgroundColor(0x0a0a18); // --- Starfield background --- var starCount = 120; var stars = []; for (var i = 0; i < starCount; i++) { var star = new Container(); // Use a white ellipse for stars, randomize size for variety var size = 2 + Math.random() * 3; var gfx = star.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5, width: size, height: size, color: 0xffffff }); star.x = Math.random() * 2048; star.y = Math.random() * 2732; star.alpha = 0.4 + Math.random() * 0.6; star.speed = 0.7 + Math.random() * 1.3; // Parallax: slower for dimmer stars stars.push(star); // Add behind everything game.addChildAt(star, 0); } // Animate stars in game.update var oldGameUpdate = game.update; game.update = function () { // Move stars downward, wrap to top for (var i = 0; i < stars.length; i++) { var s = stars[i]; s.y += s.speed; if (s.y > 2732) { s.y = -5; s.x = Math.random() * 2048; } } if (typeof oldGameUpdate === "function") oldGameUpdate(); }; // Score display scoreTxt = new Text2('Score: 0', { size: 90, fill: "#fff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // HP display hpTxt = new Text2('HP: 3', { size: 70, fill: "#fff" }); hpTxt.anchor.set(0.5, 0); LK.gui.top.addChild(hpTxt); hpTxt.y = 100; // Wave display waveTxt = new Text2('Wave: 1', { size: 70, fill: "#fff" }); waveTxt.anchor.set(0.5, 0); LK.gui.top.addChild(waveTxt); waveTxt.y = 200; // Upgrade group (overlay) upgradeGroup = new Container(); upgradeGroup.visible = false; game.addChild(upgradeGroup); // Initialize player ship ship = new Ship(); game.addChild(ship); ship.x = 2048 / 2; ship.y = 2732 - 180; // Start first wave startWave(); // Handle dragging ship game.down = function (x, y, obj) { if (upgradePending) return; if (pointInShip(x, y)) { dragging = true; dragOffsetX = ship.x - x; dragOffsetY = ship.y - y; } lastTouch.x = x; lastTouch.y = y; }; game.move = function (x, y, obj) { if (upgradePending) { // Handle upgrade card selection for (var i = 0; i < upgradeCards.length; i++) { var card = upgradeCards[i]; var bounds = getCardBounds(card); if (x >= bounds.x && x <= bounds.x + bounds.w && y >= bounds.y && y <= bounds.y + bounds.h) { for (var j = 0; j < upgradeCards.length; j++) { upgradeCards[j].setHighlighted(j === i); } } } lastTouch.x = x; lastTouch.y = y; return; } if (dragging) { var nx = x + dragOffsetX; var ny = y + dragOffsetY; // Clamp to screen nx = Math.max(ship.width / 2, Math.min(2048 - ship.width / 2, nx)); ny = Math.max(2732 - 400, Math.min(2732 - ship.height / 2, ny)); ship.x = nx; ship.y = ny; } lastTouch.x = x; lastTouch.y = y; }; game.up = function (x, y, obj) { if (upgradePending) { // Check if an upgrade card was selected for (var i = 0; i < upgradeCards.length; i++) { var card = upgradeCards[i]; var bounds = getCardBounds(card); if (x >= bounds.x && x <= bounds.x + bounds.w && y >= bounds.y && y <= bounds.y + bounds.h) { selectUpgrade(i); break; } } return; } dragging = false; }; // Main game update loop game.update = function () { if (upgradePending) return; // Ship update ship.update(); // Ship auto-fire if (ship.fireCooldown === 0) { ship.shoot(); } // Player bullets for (var i = playerBullets.length - 1; i >= 0; i--) { var b = playerBullets[i]; b.update(); // Remove if off screen or destroyed if (b.y < -b.height || b.y > 2732 + (b.height || 0) || b.x < -200 || b.x > 2048 + 200 || b.destroyed) { b.destroy(); playerBullets.splice(i, 1); continue; } // Check collision with enemies for (var j = enemies.length - 1; j >= 0; j--) { var e = enemies[j]; // BuzzSaw: deal damage, bounce, but don't destroy on hit if (b instanceof BuzzSaw && b.intersects(e)) { e.takeDamage(2); b.speedX *= -1; b.speedY *= -1; b.bounces++; if (e.hp <= 0 && !e.destroyed) { e.destroyed = true; } // Don't remove buzzsaw, allow multiple hits continue; } // Laser: deal damage, pierce, don't destroy on hit if (b instanceof Laser && b.intersects(e)) { e.takeDamage(2); if (e.hp <= 0 && !e.destroyed) { e.destroyed = true; } // Don't remove laser, allow piercing continue; } // Normal bullet if (b.intersects(e)) { e.takeDamage(1); b.destroy(); playerBullets.splice(i, 1); if (e.hp <= 0 && !e.destroyed) { e.destroyed = true; } break; } } } // Enemies 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; } // Remove if destroyed if (e.destroyed) { score += e.value; enemiesDefeated++; scoreTxt.setText('Score: ' + score); e.destroy(); enemies.splice(i, 1); LK.getSound('hit').play(); // Check for wave end if (enemiesDefeated >= enemiesPerWave) { setTimeout(showUpgrade, 600); } continue; } // Check collision with ship if (e.intersects(ship) && ship.invulnTicks === 0) { ship.takeDamage(1); e.destroyed = true; } } // Enemy bullets for (var i = enemyBullets.length - 1; i >= 0; i--) { var eb = enemyBullets[i]; eb.update(); if (eb.y > 2732 + eb.height) { eb.destroy(); enemyBullets.splice(i, 1); continue; } if (eb.intersects(ship) && ship.invulnTicks === 0) { ship.takeDamage(1); eb.destroy(); enemyBullets.splice(i, 1); continue; } } // Spawn enemies if (waveInProgress && enemiesToSpawn > 0 && enemies.length < Math.min(5 + wave, 10)) { spawnEnemy(); } // Update HP and wave display hpTxt.setText('HP: ' + ship.hp); waveTxt.setText('Wave: ' + wave); }; // Start a new wave function startWave() { waveInProgress = true; enemiesToSpawn = enemiesPerWave; enemiesDefeated = 0; waveTxt.setText('Wave: ' + wave); } // Spawn a single enemy function spawnEnemy() { // 20% chance to spawn a BigEnemy, but at least 1 per wave after wave 2 var spawnBig = wave > 2 && (Math.random() < 0.2 || enemiesToSpawn === enemiesPerWave - 1 && wave > 4); var e; if (spawnBig) { e = new BigEnemy(); e.x = 200 + Math.random() * (2048 - 400); e.y = -e.height / 2 - 10; // Scale up HP and value with wave e.hp = 6 + Math.floor(wave * 1.5); e.maxHp = e.hp; e.speedY = 4 + Math.floor(wave / 6); e.shootRate = Math.max(40, 90 - wave * 2 + Math.floor(Math.random() * 30)); e.value = 5 + Math.floor(wave * 1.2); } else { e = new Enemy(); e.x = 180 + Math.random() * (2048 - 360); e.y = -e.height / 2 - 10; // Increase difficulty per wave e.hp = 1 + Math.floor(wave / 2); e.maxHp = e.hp; e.speedY = 6 + Math.floor(wave / 3); e.shootRate = Math.max(60, 120 - wave * 4 + Math.floor(Math.random() * 40)); e.value = 1 + Math.floor(wave / 2); } enemies.push(e); game.addChild(e); enemiesToSpawn--; } // Show upgrade selection function showUpgrade() { if (upgradePending) return; upgradePending = true; waveInProgress = false; upgradeGroup.visible = true; // Generate 3 upgrade options upgradeOptions = getUpgradeOptions(); // Remove old cards for (var i = 0; i < upgradeCards.length; i++) { upgradeCards[i].destroy(); } upgradeCards = []; // Layout cards var centerX = 2048 / 2; var centerY = 2732 / 2; var spacing = 700; for (var i = 0; i < 3; i++) { var card = new UpgradeCard(); card.x = centerX + (i - 1) * spacing; card.y = centerY; card.setText(upgradeOptions[i].label); card.setHighlighted(false); upgradeGroup.addChild(card); upgradeCards.push(card); } } // Select an upgrade function selectUpgrade(idx) { if (!upgradePending) return; var upg = upgradeOptions[idx]; applyUpgrade(upg); LK.getSound('upgrade').play(); // Hide upgrade UI for (var i = 0; i < upgradeCards.length; i++) { upgradeCards[i].destroy(); } upgradeCards = []; upgradeGroup.visible = false; upgradePending = false; // Next wave wave++; enemiesPerWave = Math.min(20, 8 + Math.floor(wave * 1.5)); startWave(); } // Generate upgrade options function getUpgradeOptions() { var pool = [{ label: "+1 Max HP", apply: function apply() { ship.maxHp += 1; ship.hp = ship.maxHp; } }, { label: "+1 Bullet per shot", apply: function apply() { ship.bulletCount = Math.min(5, ship.bulletCount + 1); } }, { label: "Faster Fire Rate", apply: function apply() { ship.fireRate = Math.max(8, ship.fireRate - 4); } }, { label: "Wider Spread", apply: function apply() { ship.bulletSpread = Math.min(0.5, ship.bulletSpread + 0.08); } }, { label: "Double Shot", apply: function apply() { ship.doubleShot = true; } }, { label: "Triple Shot", apply: function apply() { ship.tripleShot = true; } }, { label: "Buzz Saw (Bouncing Blade)", apply: function apply() { ship.buzzSaw = true; } }, { label: "Laser (Piercing Beam)", apply: function apply() { ship.laser = true; } }]; // Remove upgrades already owned if (ship.doubleShot) pool = pool.filter(function (u) { return u.label !== "Double Shot"; }); if (ship.tripleShot) pool = pool.filter(function (u) { return u.label !== "Triple Shot"; }); if (ship.buzzSaw) pool = pool.filter(function (u) { return u.label !== "Buzz Saw (Bouncing Blade)"; }); if (ship.laser) pool = pool.filter(function (u) { return u.label !== "Laser (Piercing Beam)"; }); // Pick 3 random upgrades var options = []; var used = {}; for (var i = 0; i < 3; i++) { var idx = Math.floor(Math.random() * pool.length); while (used[idx]) idx = (idx + 1) % pool.length; used[idx] = true; options.push(pool[idx]); } return options; } // Apply upgrade function applyUpgrade(upg) { upg.apply(); } // Utility: check if point is in ship function pointInShip(x, y) { return x >= ship.x - ship.width / 2 && x <= ship.x + ship.width / 2 && y >= ship.y - ship.height / 2 && y <= ship.y + ship.height / 2; } // Utility: get card bounds function getCardBounds(card) { return { x: card.x - 310, y: card.y - 160, w: 620, h: 320 }; } // Utility: setTimeout using LK function setTimeout(fn, ms) { return LK.setTimeout(fn, ms); } // Start music LK.playMusic('bgmusic', { fade: { start: 0, end: 1, duration: 1200 } });
===================================================================
--- original.js
+++ change.js
@@ -260,8 +260,9 @@
};
self.shoot = function () {
if (self.fireCooldown > 0) return;
self.fireCooldown = self.fireRate;
+ self._buzzSawFiredThisShot = false;
var shots = [];
var spread = self.bulletSpread;
var count = self.bulletCount;
if (self.tripleShot) {
@@ -271,16 +272,17 @@
count = 2;
spread = 0.18;
}
// BuzzSaw upgrade
- if (self.buzzSaw) {
+ if (self.buzzSaw && !self._buzzSawFiredThisShot) {
var saw = new BuzzSaw();
saw.x = self.x;
saw.y = self.y - self.height / 2 - 10;
saw.owner = self;
playerBullets.push(saw);
game.addChild(saw);
shots.push(saw);
+ self._buzzSawFiredThisShot = true;
}
// Laser upgrade
if (self.laser) {
var laser = new Laser();