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Add a background on the main menu and make the game freeze when the players is on the main menu
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'this.outerStrength = options.outerStrength !== undefined ? options.outerStrength : 1;' Line Number: 490
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Make the leaderboards button fictional
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Make the game freeze when you see the main menu
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Make a main menu that has two big buttons. The one says play and when you press it the game start playing. And the second one says leaderboard, when you press it you see the waves that other players have reached, the bigger numbers are in the top of the leaderboards.
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'this.outerStrength = options.outerStrength || 1;' Line Number: 407
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'this.outerStrength = options.outerStrength || 1;' Line Number: 407
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'this.outerStrength = options.outerStrength || 1;' Line Number: 406
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Make it so that every 20 waves a big boss spawn
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Make that the powerup spawn close to the player not super close to thr player but close
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'this.outerStrength = options.outerStrength || 1;' Line Number: 406
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'this.outerStrength = options.outerStrength || 1;' Line Number: 406
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'this.outerStrength = options.outerStrength || 1;' Line Number: 406
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Make the wave text white
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'this.outerStrength = options.outerStrength || 1;' Line Number: 406
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'this.outerStrength = options.outerStrength || 1;' Line Number: 405
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Please fix the bug: 'ReferenceError: filters is not defined' in or related to this line: 'powerupGraphics.filters = [new filters.GlowFilter({' Line Number: 229
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Make the power up yellow and make it glow yellow colour also make it a little bit bigger
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I chose the background from the assets that the ai created but it doesn't place it in the game
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Put the character in midle of the background
Code edit (1 edits merged)
Please save this source code
User prompt
Bully Buster
Initial prompt
A game where you fight your school bullys by tapping at them
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { level: 1, highScore: 0 }); /**** * Classes ****/ var Bully = Container.expand(function (type) { var self = Container.call(this); // Default values self.type = type || 'normal'; self.hp = 2; self.damage = 10; self.speed = 2; self.scoreValue = 10; // Configure bully based on type switch (self.type) { case 'big': self.hp = 5; self.damage = 25; self.speed = 1; self.scoreValue = 30; var bullyGraphics = self.attachAsset('bigBully', { anchorX: 0.5, anchorY: 0.5 }); break; case 'fast': self.hp = 1; self.damage = 5; self.speed = 4; self.scoreValue = 15; var bullyGraphics = self.attachAsset('fastBully', { anchorX: 0.5, anchorY: 0.5 }); break; default: var bullyGraphics = self.attachAsset('normalBully', { anchorX: 0.5, anchorY: 0.5 }); } self.targetX = 0; self.targetY = 0; self.isActive = true; self.down = function (x, y, obj) { if (!self.isActive) { return; } self.hp -= 1; // Feedback on hit LK.getSound('hit').play(); LK.effects.flashObject(self, 0xffffff, 100); // Slightly push back the bully when hit tween(self, { x: self.x + (self.x > player.x ? 30 : -30) }, { duration: 100, easing: tween.easeOut }); if (self.hp <= 0) { self.defeat(); } }; self.defeat = function () { if (!self.isActive) { return; } self.isActive = false; LK.setScore(LK.getScore() + self.scoreValue); // Animation for defeat tween(self, { alpha: 0, scaleX: 0.2, scaleY: 0.2 }, { duration: 300, easing: tween.easeInOut, onFinish: function onFinish() { self.destroy(); // Remove from the bullies array var index = bullies.indexOf(self); if (index > -1) { bullies.splice(index, 1); } // Check if wave is complete if (bullies.length === 0 && pendingBullies.length === 0) { endWave(); } } }); }; self.update = function () { if (!self.isActive) { return; } // Move towards player var dx = self.targetX - self.x; var dy = self.targetY - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 5) { self.x += dx / dist * self.speed; self.y += dy / dist * self.speed; } // Check collision with player if (self.intersects(player) && self.isActive) { player.takeDamage(self.damage); LK.getSound('defeat').play(); self.defeat(); } }; return self; }); var HealthBar = Container.expand(function () { var self = Container.call(this); var barWidth = 400; var barHeight = 30; var background = LK.getAsset('background', { width: barWidth + 4, height: barHeight + 4, anchorX: 0, anchorY: 0, tint: 0x000000 }); var healthFill = LK.getAsset('background', { width: barWidth, height: barHeight, anchorX: 0, anchorY: 0, tint: 0x2ecc71, x: 2, y: 2 }); self.addChild(background); self.addChild(healthFill); self.setHealth = function (current, max) { var percentage = Math.max(0, current / max); tween(healthFill, { width: barWidth * percentage }, { duration: 200, easing: tween.easeOut }); // Change color based on health percentage if (percentage > 0.6) { healthFill.tint = 0x2ecc71; // Green } else if (percentage > 0.3) { healthFill.tint = 0xf39c12; // Orange } else { healthFill.tint = 0xe74c3c; // Red } }; return self; }); var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.health = 100; self.maxHealth = 100; self.isInvulnerable = false; self.takeDamage = function (damage) { if (self.isInvulnerable) { return; } self.health = Math.max(0, self.health - damage); // Flash player red when taking damage LK.effects.flashObject(self, 0xff0000, 500); if (self.health <= 0) { // Game over state LK.showGameOver(); } }; self.makeInvulnerable = function (duration) { self.isInvulnerable = true; // Visual feedback for invulnerability tween(playerGraphics, { alpha: 0.7 }, { duration: 200, easing: tween.easeInOut }); LK.setTimeout(function () { self.isInvulnerable = false; tween(playerGraphics, { alpha: 1 }, { duration: 200, easing: tween.easeInOut }); }, duration); }; return self; }); var PowerUp = Container.expand(function (type) { var self = Container.call(this); self.type = type || 'health'; var powerupGraphics = self.attachAsset('powerup', { anchorX: 0.5, anchorY: 0.5 }); // Customize appearance based on type switch (self.type) { case 'invulnerability': powerupGraphics.tint = 0xf1c40f; // Yellow powerupGraphics.filters = [new GlowFilter({ color: 0xf1c40f, distance: 15, outerStrength: 2 })]; powerupGraphics.scaleX = 1.5; powerupGraphics.scaleY = 1.5; break; case 'clearScreen': powerupGraphics.tint = 0x9b59b6; // Purple break; default: // health powerupGraphics.tint = 0x2ecc71; // Green } self.lifespan = 5000; // Powerups disappear after 5 seconds self.birthTime = Date.now(); self.down = function (x, y, obj) { LK.getSound('powerup').play(); // Apply effect based on type switch (self.type) { case 'health': player.health = Math.min(player.maxHealth, player.health + 30); healthBar.setHealth(player.health, player.maxHealth); break; case 'invulnerability': player.makeInvulnerable(5000); // 5 seconds of invulnerability break; case 'clearScreen': // Defeat all active bullies for (var i = bullies.length - 1; i >= 0; i--) { bullies[i].defeat(); } break; } self.destroy(); // Remove from powerups array var index = powerups.indexOf(self); if (index > -1) { powerups.splice(index, 1); } }; self.update = function () { // Check if powerup should disappear if (Date.now() - self.birthTime > self.lifespan) { tween(self, { alpha: 0 }, { duration: 300, easing: tween.linear, onFinish: function onFinish() { self.destroy(); var index = powerups.indexOf(self); if (index > -1) { powerups.splice(index, 1); } } }); } // Pulsating animation if (LK.ticks % 30 === 0) { tween(self, { scaleX: 1.2, scaleY: 1.2 }, { duration: 300, easing: tween.easeInOut, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1 }, { duration: 300, easing: tween.easeInOut }); } }); } }; return self; }); var WaveText = Container.expand(function () { var self = Container.call(this); var waveText = new Text2("Wave 1", { size: 120, fill: 0xFFFFFF }); waveText.anchor.set(0.5, 0.5); self.addChild(waveText); self.show = function (waveNumber) { waveText.setText("Wave " + waveNumber); self.alpha = 0; self.scaleX = 2; self.scaleY = 2; tween(self, { alpha: 1, scaleX: 1, scaleY: 1 }, { duration: 1000, easing: tween.easeOut, onFinish: function onFinish() { LK.setTimeout(function () { tween(self, { alpha: 0 }, { duration: 500, easing: tween.easeIn }); }, 1000); } }); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0xecf0f1 // Light gray background }); /**** * Game Code ****/ // Define a minimal GlowFilter class to fix the ReferenceError // Game state variables function _typeof(o) { "@babel/helpers - typeof"; return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof(o); } function _defineProperties(e, r) { for (var t = 0; t < r.length; t++) { var o = r[t]; o.enumerable = o.enumerable || !1, o.configurable = !0, "value" in o && (o.writable = !0), Object.defineProperty(e, _toPropertyKey(o.key), o); } } function _createClass(e, r, t) { return r && _defineProperties(e.prototype, r), t && _defineProperties(e, t), Object.defineProperty(e, "prototype", { writable: !1 }), e; } function _toPropertyKey(t) { var i = _toPrimitive(t, "string"); return "symbol" == _typeof(i) ? i : i + ""; } function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) { return t; } var e = t[Symbol.toPrimitive]; if (void 0 !== e) { var i = e.call(t, r || "default"); if ("object" != _typeof(i)) { return i; } throw new TypeError("@@toPrimitive must return a primitive value."); } return ("string" === r ? String : Number)(t); } function _classCallCheck(a, n) { if (!(a instanceof n)) { throw new TypeError("Cannot call a class as a function"); } } var GlowFilter = /*#__PURE__*/_createClass(function GlowFilter(options) { _classCallCheck(this, GlowFilter); options = options || {}; // Ensure options is defined this.color = options.color || 0xffffff; this.distance = options.distance || 10; this.outerStrength = options.outerStrength || 1; }); var currentLevel = storage.level || 1; var highScore = storage.highScore || 0; var player; var bullies = []; var powerups = []; var pendingBullies = []; var spawnTimer; var healthBar; var scoreText; var levelText; var waveText; var gameActive = true; var powerupChance = 0.2; // 20% chance of powerup spawn per bully defeated // Add background image var background = LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5 }); background.x = 2048 / 2; background.y = 2732 / 2; game.addChild(background); // Initialize the player player = new Player(); player.x = 2048 / 2; player.y = 2732 / 2; game.addChild(player); // Initialize GUI elements healthBar = new HealthBar(); LK.gui.top.addChild(healthBar); healthBar.y = 20; healthBar.x = (2048 - 400) / 2; // Center healthbar // Score display scoreText = new Text2("Score: 0", { size: 60, fill: 0x34495E }); scoreText.anchor.set(1, 0); LK.gui.topRight.addChild(scoreText); scoreText.x = -20; scoreText.y = 20; // Level display levelText = new Text2("Level: " + currentLevel, { size: 60, fill: 0x34495E }); levelText.anchor.set(0, 0); LK.gui.topLeft.addChild(levelText); levelText.x = 120; // Keep away from top left corner levelText.y = 20; // Wave announcement text waveText = new WaveText(); waveText.x = 2048 / 2; waveText.y = 2732 / 2; game.addChild(waveText); // Start background music LK.playMusic('gameMusic', { fade: { start: 0, end: 0.5, duration: 1000 } }); // Start the first wave startWave(currentLevel); function startWave(level) { // Clear any existing entities clearEntities(); // Show wave text waveText.show(level); // Configure wave based on level var numBullies = Math.min(5 + level * 2, 30); // Cap at 30 bullies var bigBullyChance = Math.min(0.1 + level * 0.03, 0.4); // Cap at 40% var fastBullyChance = Math.min(0.1 + level * 0.05, 0.5); // Cap at 50% // Create the wave of bullies for (var i = 0; i < numBullies; i++) { var bullyType = 'normal'; var rand = Math.random(); if (rand < bigBullyChance) { bullyType = 'big'; } else if (rand < bigBullyChance + fastBullyChance) { bullyType = 'fast'; } pendingBullies.push(bullyType); } // Start spawning bullies spawnTimer = LK.setInterval(spawnBully, 1500 - Math.min(level * 100, 1000)); // Faster spawns at higher levels } function spawnBully() { if (pendingBullies.length === 0) { LK.clearInterval(spawnTimer); return; } var bullyType = pendingBullies.shift(); var bully = new Bully(bullyType); // Randomize start position (from edges of the screen) var side = Math.floor(Math.random() * 4); // 0: top, 1: right, 2: bottom, 3: left switch (side) { case 0: // top bully.x = Math.random() * 2048; bully.y = -100; break; case 1: // right bully.x = 2148; bully.y = Math.random() * 2732; break; case 2: // bottom bully.x = Math.random() * 2048; bully.y = 2832; break; case 3: // left bully.x = -100; bully.y = Math.random() * 2732; break; } // Set target to player position bully.targetX = player.x; bully.targetY = player.y; bullies.push(bully); game.addChild(bully); // Spawn animation bully.alpha = 0; bully.scaleX = 0.5; bully.scaleY = 0.5; tween(bully, { alpha: 1, scaleX: 1, scaleY: 1 }, { duration: 300, easing: tween.easeOut }); } function clearEntities() { // Clear bullies for (var i = bullies.length - 1; i >= 0; i--) { bullies[i].destroy(); } bullies = []; // Clear powerups for (var i = powerups.length - 1; i >= 0; i--) { powerups[i].destroy(); } powerups = []; // Clear any pending bullies pendingBullies = []; // Clear timers if (spawnTimer) { LK.clearInterval(spawnTimer); } } function endWave() { // Increase level currentLevel++; storage.level = currentLevel; // Update level text levelText.setText("Level: " + currentLevel); // Play completion sound LK.getSound('levelComplete').play(); // Update high score if needed if (LK.getScore() > highScore) { highScore = LK.getScore(); storage.highScore = highScore; } // Start the next wave after a delay LK.setTimeout(function () { startWave(currentLevel); }, 2000); } function spawnPowerup() { if (!gameActive) { return; } // Random position close to the player var px = player.x + (Math.random() * 400 - 200); // Random offset between -200 and 200 var py = player.y + (Math.random() * 400 - 200); // Random offset between -200 and 200 // Random powerup type var types = ['health', 'invulnerability', 'clearScreen']; var typeIndex = Math.floor(Math.random() * types.length); var powerup = new PowerUp(types[typeIndex]); powerup.x = px; powerup.y = py; // Add to game powerups.push(powerup); game.addChild(powerup); // Spawn animation powerup.alpha = 0; powerup.scaleX = 0; powerup.scaleY = 0; tween(powerup, { alpha: 1, scaleX: 1, scaleY: 1 }, { duration: 300, easing: tween.elasticOut }); } // Event handlers game.down = function (x, y, obj) { // This event is primarily for tapping in empty space // Individual objects like bullies and powerups have their own down handlers }; // Game update loop game.update = function () { if (!gameActive) { return; } // Update score display scoreText.setText("Score: " + LK.getScore()); // Update health bar healthBar.setHealth(player.health, player.maxHealth); // Randomly spawn powerups (independent of bullies) if (LK.ticks % 300 === 0 && Math.random() < powerupChance) { spawnPowerup(); } // Update all bullies targets to follow player for (var i = 0; i < bullies.length; i++) { bullies[i].targetX = player.x; bullies[i].targetY = player.y; } };
===================================================================
--- original.js
+++ change.js
@@ -564,11 +564,11 @@
function spawnPowerup() {
if (!gameActive) {
return;
}
- // Random position (avoiding edges)
- var px = 200 + Math.random() * (2048 - 400);
- var py = 200 + Math.random() * (2732 - 600);
+ // Random position close to the player
+ var px = player.x + (Math.random() * 400 - 200); // Random offset between -200 and 200
+ var py = player.y + (Math.random() * 400 - 200); // Random offset between -200 and 200
// Random powerup type
var types = ['health', 'invulnerability', 'clearScreen'];
var typeIndex = Math.floor(Math.random() * types.length);
var powerup = new PowerUp(types[typeIndex]);
A school kid ready to punch. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A bully. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A shining star. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Bully. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A school classroom from above. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows