User prompt
que el jefe tenga 3 fases con distintos ataques
User prompt
que el fondo tenga estrellas
User prompt
mejor 1
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cada 2
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que el ataque prinsipal sea autonomo y se active cada 3 segundoos
User prompt
que el ataque especial sea activado por un clic quintuple rapido
User prompt
que el paersonage tenga un ataque con una recarga de 20 seg que sea una bonba de plasma ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
que luego de 10 ordas haya un jefe final ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
que hallan mas tipos de aliens
User prompt
que hayan mas tipos de aliens minimo 3 ademas de distintas combinaciones en cada orda
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que los aliens tengan 2 sprite de movimiento
User prompt
que las naves enemigas se mueven de izq a der mientras bajan
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que las animaciones del enemigo sean 2 sprites distintos
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que los enemigos tengan 2 animaciones ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
que los enemigos bayan bajando
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que no alla un boton si no que al picar la pantalla dispare
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que el boton sea un sirculo
User prompt
que haya un boton rojo que sea para disparar
User prompt
que el disparo no sea automatico que haya un boton para disparar
Code edit (1 edits merged)
Please save this source code
User prompt
Space Invader
Initial prompt
recrea el juego space in vader
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Alien = Container.expand(function () { var self = Container.call(this); // Create both movement sprites var alienMove1 = self.attachAsset('alienMove1', { anchorX: 0.5, anchorY: 0.5 }); var alienMove2 = self.attachAsset('alienMove2', { anchorX: 0.5, anchorY: 0.5 }); // Initially show first movement sprite, hide second alienMove2.visible = false; self.speed = 1; self.dropDistance = 40; self.shootChance = 0.0005; // Small chance to shoot each frame self.animationTimer = 0; self.animationDuration = 20; // Switch sprites every 20 ticks for smoother movement animation self.currentSprite = 1; // Track which sprite is currently visible self.update = function () { // Move alien down continuously self.y += 0.3; // Move alien horizontally self.x += alienDirection * alienSpeed; // Handle movement sprite animation self.animationTimer++; if (self.animationTimer >= self.animationDuration) { self.animationTimer = 0; // Switch between movement sprites if (self.currentSprite === 1) { alienMove1.visible = false; alienMove2.visible = true; self.currentSprite = 2; } else { alienMove1.visible = true; alienMove2.visible = false; self.currentSprite = 1; } } // Random shooting if (Math.random() < self.shootChance) { createAlienBullet(self.x, self.y); } }; return self; }); var AlienBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('alienBullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 8; self.update = function () { self.y += self.speed; }; return self; }); var AlienType2 = Container.expand(function () { var self = Container.call(this); // Create both movement sprites for type 2 var alienMove1 = self.attachAsset('alienType2Move1', { anchorX: 0.5, anchorY: 0.5 }); var alienMove2 = self.attachAsset('alienType2Move2', { anchorX: 0.5, anchorY: 0.5 }); // Initially show first movement sprite, hide second alienMove2.visible = false; self.speed = 1.5; // Faster than type 1 self.dropDistance = 40; self.shootChance = 0.001; // Higher chance to shoot self.animationTimer = 0; self.animationDuration = 15; // Faster animation self.currentSprite = 1; self.update = function () { // Move alien down continuously (faster) self.y += 0.5; // Move alien horizontally self.x += alienDirection * alienSpeed; // Handle movement sprite animation self.animationTimer++; if (self.animationTimer >= self.animationDuration) { self.animationTimer = 0; // Switch between movement sprites if (self.currentSprite === 1) { alienMove1.visible = false; alienMove2.visible = true; self.currentSprite = 2; } else { alienMove1.visible = true; alienMove2.visible = false; self.currentSprite = 1; } } // Random shooting if (Math.random() < self.shootChance) { createAlienBullet(self.x, self.y); } }; return self; }); var AlienType3 = Container.expand(function () { var self = Container.call(this); // Create both movement sprites for type 3 var alienMove1 = self.attachAsset('alienType3Move1', { anchorX: 0.5, anchorY: 0.5 }); var alienMove2 = self.attachAsset('alienType3Move2', { anchorX: 0.5, anchorY: 0.5 }); // Initially show first movement sprite, hide second alienMove2.visible = false; self.speed = 0.8; // Slower but tougher self.dropDistance = 40; self.shootChance = 0.0015; // Highest chance to shoot self.animationTimer = 0; self.animationDuration = 25; // Slower animation self.currentSprite = 1; self.health = 2; // Takes 2 hits to destroy self.update = function () { // Move alien down continuously (slower) self.y += 0.2; // Move alien horizontally self.x += alienDirection * alienSpeed; // Handle movement sprite animation self.animationTimer++; if (self.animationTimer >= self.animationDuration) { self.animationTimer = 0; // Switch between movement sprites if (self.currentSprite === 1) { alienMove1.visible = false; alienMove2.visible = true; self.currentSprite = 2; } else { alienMove1.visible = true; alienMove2.visible = false; self.currentSprite = 1; } } // Random shooting if (Math.random() < self.shootChance) { createAlienBullet(self.x, self.y); } }; return self; }); var Boss = Container.expand(function () { var self = Container.call(this); var bossGraphics = self.attachAsset('boss', { anchorX: 0.5, anchorY: 0.5 }); self.health = 50; self.maxHealth = 50; self.speed = 2; self.shootCooldown = 0; self.shootRate = 30; self.specialAttackCooldown = 0; self.specialAttackRate = 180; self.movementPhase = 0; self.movementTimer = 0; self.movementDuration = 120; self.isDefeated = false; self.update = function () { if (self.isDefeated) return; // Movement patterns self.movementTimer++; if (self.movementTimer >= self.movementDuration) { self.movementTimer = 0; self.movementPhase = (self.movementPhase + 1) % 3; } // Different movement patterns if (self.movementPhase === 0) { // Horizontal movement self.x += self.speed; if (self.x <= 150 || self.x >= 1898) { self.speed *= -1; } } else if (self.movementPhase === 1) { // Circular movement var angle = self.movementTimer / 60 * Math.PI; self.x = 1024 + Math.cos(angle) * 300; self.y = 400 + Math.sin(angle) * 100; } else { // Aggressive dive pattern self.y += 1; if (self.y > 600) { tween(self, { y: 300 }, { duration: 1000, easing: tween.easeOut }); } } // Regular shooting self.shootCooldown--; if (self.shootCooldown <= 0) { self.shootCooldown = self.shootRate; createBossBullet(self.x, self.y + 100); } // Special attack - triple shot self.specialAttackCooldown--; if (self.specialAttackCooldown <= 0) { self.specialAttackCooldown = self.specialAttackRate; createBossBullet(self.x - 50, self.y + 100); createBossBullet(self.x, self.y + 100); createBossBullet(self.x + 50, self.y + 100); } }; self.takeDamage = function () { self.health--; var healthPercent = self.health / self.maxHealth; // Flash red when hit tween(self, { tint: 0xff0000 }, { duration: 100, onFinish: function onFinish() { tween(self, { tint: 0xffffff }, { duration: 100 }); } }); // Scale animation when damaged tween(self, { scaleX: 1.2, scaleY: 1.2 }, { duration: 150, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1 }, { duration: 150, easing: tween.easeIn }); } }); // Increase aggression as health decreases if (healthPercent < 0.5) { self.shootRate = 20; self.specialAttackRate = 120; } if (healthPercent < 0.25) { self.shootRate = 15; self.specialAttackRate = 90; self.speed = 3; } if (self.health <= 0) { self.defeat(); } }; self.defeat = function () { self.isDefeated = true; // Victory animation tween(self, { scaleX: 2, scaleY: 2, alpha: 0, rotation: Math.PI * 2 }, { duration: 2000, easing: tween.easeOut, onFinish: function onFinish() { LK.setScore(LK.getScore() + 1000); scoreTxt.setText('Score: ' + LK.getScore()); LK.effects.flashScreen(0x00ff00, 2000); LK.showYouWin(); } }); }; return self; }); var BossBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('bossBullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 6; self.update = function () { self.y += self.speed; }; return self; }); var PlasmaBomb = Container.expand(function () { var self = Container.call(this); var bombGraphics = self.attachAsset('plasmaBomb', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -8; self.explosionRadius = 200; self.hasExploded = false; self.update = function () { self.y += self.speed; // Pulsing animation bombGraphics.scaleX = 1 + Math.sin(LK.ticks * 0.3) * 0.3; bombGraphics.scaleY = 1 + Math.sin(LK.ticks * 0.3) * 0.3; // Glow effect bombGraphics.alpha = 0.8 + Math.sin(LK.ticks * 0.5) * 0.2; }; self.explode = function () { if (self.hasExploded) return; self.hasExploded = true; // Create explosion visual effect tween(self, { scaleX: 5, scaleY: 5, alpha: 0 }, { duration: 500, easing: tween.easeOut }); // Screen flash for explosion LK.effects.flashScreen(0x00ffff, 300); }; return self; }); var PlayerBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('playerBullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -12; self.update = function () { self.y += self.speed; }; return self; }); var PlayerShip = Container.expand(function () { var self = Container.call(this); var shipGraphics = self.attachAsset('playerShip', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 8; self.shootCooldown = 0; self.shootRate = 15; // Fire every 15 ticks self.plasmaBombCooldown = 0; self.plasmaBombRate = 1200; // 20 seconds at 60 FPS self.moveLeft = function () { self.x -= self.speed; if (self.x < 60) self.x = 60; }; self.moveRight = function () { self.x += self.speed; if (self.x > 1988) self.x = 1988; }; self.shoot = function () { if (self.shootCooldown <= 0) { self.shootCooldown = self.shootRate; createPlayerBullet(); LK.getSound('shoot').play(); } }; self.shootPlasmaBomb = function () { if (self.plasmaBombCooldown <= 0) { self.plasmaBombCooldown = self.plasmaBombRate; createPlasmaBomb(); LK.getSound('shoot').play(); } }; self.update = function () { // Update plasma bomb cooldown if (self.plasmaBombCooldown > 0) { self.plasmaBombCooldown--; } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000033 }); /**** * Game Code ****/ var player; var aliens = []; var playerBullets = []; var alienBullets = []; var alienDirection = 1; // 1 for right, -1 for left var alienSpeed = 0.5; var waveNumber = 1; var aliensPerRow = 8; var alienRows = 5; var alienSpacingX = 200; var alienSpacingY = 100; var dragNode = null; var boss = null; var bossBullets = []; var plasmaBombs = []; var isBossWave = false; var clickCount = 0; var clickTimer = 0; var maxClickTime = 120; // 2 seconds at 60 FPS to complete quintuple click var requiredClicks = 5; var autoShootTimer = 0; var autoShootInterval = 180; // 3 seconds at 60 FPS // Score display var scoreTxt = new Text2('Score: 0', { size: 80, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Wave display var waveTxt = new Text2('Wave: 1', { size: 60, fill: 0xFFFFFF }); waveTxt.anchor.set(1, 0); LK.gui.topRight.addChild(waveTxt); // Initialize player player = game.addChild(new PlayerShip()); player.x = 1024; player.y = 2600; function createPlayerBullet() { var bullet = new PlayerBullet(); bullet.x = player.x; bullet.y = player.y - 50; bullet.lastY = bullet.y; playerBullets.push(bullet); game.addChild(bullet); } function createAlienBullet(x, y) { var bullet = new AlienBullet(); bullet.x = x; bullet.y = y + 40; bullet.lastY = bullet.y; alienBullets.push(bullet); game.addChild(bullet); } function createBossBullet(x, y) { var bullet = new BossBullet(); bullet.x = x; bullet.y = y; bullet.lastY = bullet.y; bossBullets.push(bullet); game.addChild(bullet); } function createPlasmaBomb() { var bomb = new PlasmaBomb(); bomb.x = player.x; bomb.y = player.y - 50; bomb.lastY = bomb.y; plasmaBombs.push(bomb); game.addChild(bomb); } function spawnWave() { // Check if it's time for boss fight if (waveNumber > 10) { isBossWave = true; aliens = []; boss = game.addChild(new Boss()); boss.x = 1024; boss.y = 300; waveTxt.setText('BOSS FIGHT!'); return; } isBossWave = false; boss = null; aliens = []; var startX = (2048 - (aliensPerRow - 1) * alienSpacingX) / 2; var startY = 200; for (var row = 0; row < alienRows; row++) { for (var col = 0; col < aliensPerRow; col++) { var alien; // Create different alien types based on row if (row < 2) { alien = new Alien(); // Top rows: basic aliens } else if (row < 4) { alien = new AlienType2(); // Middle rows: faster aliens } else { alien = new AlienType3(); // Bottom row: tough aliens } alien.x = startX + col * alienSpacingX; alien.y = startY + row * alienSpacingY; alien.lastY = alien.y; alien.lastIntersectingPlayer = false; aliens.push(alien); game.addChild(alien); } } alienSpeed += 0.2; // Increase speed each wave waveTxt.setText('Wave: ' + waveNumber); } function checkAlienBounds() { var shouldChangeDirection = false; // Check if any alien hits the edge for (var i = 0; i < aliens.length; i++) { var alien = aliens[i]; if (alien.x <= 50 || alien.x >= 1998) { shouldChangeDirection = true; break; } } if (shouldChangeDirection) { alienDirection *= -1; } } function handleMove(x, y, obj) { if (dragNode) { dragNode.x = x; if (dragNode.x < 60) dragNode.x = 60; if (dragNode.x > 1988) dragNode.x = 1988; } } game.move = handleMove; game.down = function (x, y, obj) { dragNode = player; handleMove(x, y, obj); // Quintuple click detection for plasma bomb clickCount++; clickTimer = maxClickTime; // Reset timer on each click if (clickCount >= requiredClicks) { // Quintuple click achieved - activate plasma bomb player.shootPlasmaBomb(); clickCount = 0; // Reset click count clickTimer = 0; } }; game.up = function (x, y, obj) { dragNode = null; }; // Initialize first wave spawnWave(); game.update = function () { // Update click timer for quintuple click detection if (clickTimer > 0) { clickTimer--; if (clickTimer <= 0) { clickCount = 0; // Reset click count if timer expires } } // Update autonomous shooting timer autoShootTimer++; if (autoShootTimer >= autoShootInterval) { autoShootTimer = 0; player.shoot(); } // Update player shoot cooldown if (player.shootCooldown > 0) { player.shootCooldown--; } // Update player bullets for (var i = playerBullets.length - 1; i >= 0; i--) { var bullet = playerBullets[i]; // Remove bullets that go off screen if (bullet.lastY >= -20 && bullet.y < -20) { bullet.destroy(); playerBullets.splice(i, 1); continue; } // Check collision with boss var hit = false; if (isBossWave && boss && !boss.isDefeated && bullet.intersects(boss)) { boss.takeDamage(); LK.getSound('alienHit').play(); LK.setScore(LK.getScore() + 50); scoreTxt.setText('Score: ' + LK.getScore()); bullet.destroy(); playerBullets.splice(i, 1); hit = true; } // Check collision with aliens if (!hit) { for (var j = aliens.length - 1; j >= 0; j--) { var alien = aliens[j]; if (bullet.intersects(alien)) { // Handle different alien types if (alien.health !== undefined) { // AlienType3 with health system alien.health--; LK.getSound('alienHit').play(); LK.effects.flashObject(alien, 0xff0000, 200); if (alien.health <= 0) { LK.setScore(LK.getScore() + 30); // More points for tough aliens alien.destroy(); aliens.splice(j, 1); } else { LK.setScore(LK.getScore() + 10); // Points for hitting but not destroying } } else { // Regular aliens and AlienType2 var points = alien.speed > 1 ? 20 : 10; // More points for faster aliens LK.setScore(LK.getScore() + points); LK.getSound('alienHit').play(); LK.effects.flashObject(alien, 0xffff00, 200); alien.destroy(); aliens.splice(j, 1); } scoreTxt.setText('Score: ' + LK.getScore()); bullet.destroy(); playerBullets.splice(i, 1); hit = true; break; } } } if (!hit) { bullet.lastY = bullet.y; } } // Update alien bullets for (var i = alienBullets.length - 1; i >= 0; i--) { var bullet = alienBullets[i]; // Remove bullets that go off screen if (bullet.lastY <= 2752 && bullet.y > 2752) { bullet.destroy(); alienBullets.splice(i, 1); continue; } // Check collision with player if (bullet.intersects(player)) { LK.getSound('playerHit').play(); LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); return; } bullet.lastY = bullet.y; } // Update boss bullets for (var i = bossBullets.length - 1; i >= 0; i--) { var bullet = bossBullets[i]; // Remove bullets that go off screen if (bullet.lastY <= 2752 && bullet.y > 2752) { bullet.destroy(); bossBullets.splice(i, 1); continue; } // Check collision with player if (bullet.intersects(player)) { LK.getSound('playerHit').play(); LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); return; } bullet.lastY = bullet.y; } // Check if aliens reach bottom for (var i = 0; i < aliens.length; i++) { var alien = aliens[i]; if (alien.lastY < 2400 && alien.y >= 2400) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); return; } alien.lastY = alien.y; } // Update plasma bombs for (var i = plasmaBombs.length - 1; i >= 0; i--) { var bomb = plasmaBombs[i]; // Remove bombs that go off screen if (bomb.lastY >= -50 && bomb.y < -50) { bomb.destroy(); plasmaBombs.splice(i, 1); continue; } // Check collision with aliens for explosion var shouldExplode = false; if (!bomb.hasExploded) { // Check collision with aliens for (var j = 0; j < aliens.length; j++) { var alien = aliens[j]; if (bomb.intersects(alien)) { shouldExplode = true; break; } } // Check collision with boss if (isBossWave && boss && !boss.isDefeated && bomb.intersects(boss)) { shouldExplode = true; } } if (shouldExplode) { bomb.explode(); // Damage all aliens within explosion radius for (var j = aliens.length - 1; j >= 0; j--) { var alien = aliens[j]; var dx = alien.x - bomb.x; var dy = alien.y - bomb.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance <= bomb.explosionRadius) { // Handle different alien types if (alien.health !== undefined) { alien.health -= 2; // More damage to tough aliens LK.getSound('alienHit').play(); LK.effects.flashObject(alien, 0xff0000, 200); if (alien.health <= 0) { LK.setScore(LK.getScore() + 30); alien.destroy(); aliens.splice(j, 1); } else { LK.setScore(LK.getScore() + 15); } } else { var points = alien.speed > 1 ? 20 : 10; LK.setScore(LK.getScore() + points); LK.getSound('alienHit').play(); LK.effects.flashObject(alien, 0xffff00, 200); alien.destroy(); aliens.splice(j, 1); } } } // Damage boss if in range if (isBossWave && boss && !boss.isDefeated) { var dx = boss.x - bomb.x; var dy = boss.y - bomb.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance <= bomb.explosionRadius) { boss.takeDamage(); boss.takeDamage(); // Double damage boss.takeDamage(); // Triple damage from plasma bomb LK.getSound('alienHit').play(); LK.setScore(LK.getScore() + 150); } } scoreTxt.setText('Score: ' + LK.getScore()); // Remove bomb after explosion LK.setTimeout(function () { if (bomb && bomb.parent) { bomb.destroy(); var bombIndex = plasmaBombs.indexOf(bomb); if (bombIndex >= 0) { plasmaBombs.splice(bombIndex, 1); } } }, 500); } if (!shouldExplode) { bomb.lastY = bomb.y; } } // Check alien boundaries for direction change checkAlienBounds(); // Check if all aliens destroyed (or boss defeated) if (!isBossWave && aliens.length === 0) { waveNumber++; spawnWave(); } else if (isBossWave && boss && boss.isDefeated) { // Boss defeated - game completed } };
===================================================================
--- original.js
+++ change.js
@@ -418,8 +418,10 @@
var clickCount = 0;
var clickTimer = 0;
var maxClickTime = 120; // 2 seconds at 60 FPS to complete quintuple click
var requiredClicks = 5;
+var autoShootTimer = 0;
+var autoShootInterval = 180; // 3 seconds at 60 FPS
// Score display
var scoreTxt = new Text2('Score: 0', {
size: 80,
fill: 0xFFFFFF
@@ -539,11 +541,8 @@
// Quintuple click achieved - activate plasma bomb
player.shootPlasmaBomb();
clickCount = 0; // Reset click count
clickTimer = 0;
- } else {
- // Regular shooting
- player.shoot();
}
};
game.up = function (x, y, obj) {
dragNode = null;
@@ -557,8 +556,14 @@
if (clickTimer <= 0) {
clickCount = 0; // Reset click count if timer expires
}
}
+ // Update autonomous shooting timer
+ autoShootTimer++;
+ if (autoShootTimer >= autoShootInterval) {
+ autoShootTimer = 0;
+ player.shoot();
+ }
// Update player shoot cooldown
if (player.shootCooldown > 0) {
player.shootCooldown--;
}