User prompt
Fix Bug: 'ReferenceError: Enemy is not defined' in this line: 'var newEnemy = new Enemy();' Line Number: 532
User prompt
Fast enemy a bit faster than enemy
User prompt
Every coin collected gives 1 coin
User prompt
If enemy bullet collide with hero, hero got damaged
User prompt
Enemy shoot bullet every 5 sec
User prompt
Enemy move slower
User prompt
Decrease enemy spawn rate
User prompt
Move hp bar a bit right
User prompt
Move hp background to bottom left corner
User prompt
Direction line dont kill enemy when hit
User prompt
Direction line dont collide with enemy
User prompt
Put hp background in same x as hp bar
User prompt
Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'x')' in this line: 'backgroundBar.x = healthBar.x + 10;' Line Number: 7
User prompt
Delete duplicated hp bar
User prompt
Move health bar background a bit right
User prompt
Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'x')' in this line: 'backgroundBar.x = healthBar.x;' Line Number: 7
User prompt
Health bar background right on same pos of hp bar
User prompt
Put hp background backward of layer
User prompt
Move hp bar outer behind hp bar
User prompt
Move hp bar to left bottom corner
User prompt
Move hp bar more to right
User prompt
Move health bar under hero
User prompt
Add hp bar to hero to show how much health it got
User prompt
Every coin drop only gives 1 coin
User prompt
Display +1 on killed enemy
/**** * Classes ****/ var HealthBar = Container.expand(function () { var self = Container.call(this); var backgroundBar = self.createAsset('healthBarBackground', 'Health Bar Background', 0, 0.5); var healthBar = self.createAsset('healthBar', 'Health Bar', 0, 0.5); healthBar.width = 200; // Initial full health width self.setHealth = function (percentage) { healthBar.width = 200 * percentage; }; }); var ScorePopup = Container.expand(function () { var self = Container.call(this); var scoreText = new Text2('+1', { size: 80, fill: "#ffffff" }); scoreText.anchor.set(0.5, 0.5); self.addChild(scoreText); self.animate = function () { self.y -= 2; if (self.alpha > 0) { self.alpha -= 0.05; } else { self.destroy(); } }; }); // ShootButton class var ShootButton = Container.expand(function () { var self = Container.call(this); var shootButtonGraphics = self.createAsset('shootButton', 'Shoot Button', 0.5, 0.5); self.on('down', function () { for (var i = 0; i < Math.min(hero.bulletCount, 5); i++) { var newBullet = new Bullet(); // Calculate the distance between bullets based on the current bullet count var bulletSpacing = hero.bulletCount > 1 ? hero.width / (hero.bulletCount + 1) : 0; var directionLineEndY = hero.y - hero.children[1].height; newBullet.x = hero.x; newBullet.y = directionLineEndY; if (bullets.length < 50) { bullets.push(newBullet); game.addChild(newBullet); } else { newBullet.destroy(); } } }); }); // Hero class var Hero = Container.expand(function () { var self = Container.call(this); var heroGraphics = self.createAsset('hero', 'Hero character', 0.5, 0.5); self.health = 100; // Initialize hero's health to 100 // Direction indicator line var directionLine = self.createAsset('directionLine', 'Direction Indicator', 0.5, 1); directionLine.y = -heroGraphics.height / 2 - 60; // Direction indicator line self.bulletCount = 1; // Initialize with 1 bullet // The update method for the Hero class self.update = function () { // Add hero movement or other periodic update logic here self.healthBar.setHealth(self.health / 100); }; // Health bar for the hero self.healthBar = game.addChild(new HealthBar()); self.healthBar.x = self.x; self.healthBar.y = self.y - self.height / 2 - 20; // Position above the hero }); // Bullet class var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.createAsset('bullet', 'Hero Bullet', 0.5, 0.5); self.speed = -10; self.move = function () { self.y += self.speed; }; }); // Coin class var Coin = Container.expand(function () { var self = Container.call(this); var coinGraphics = self.createAsset('coin', 'Coin', 0.5, 0.5); self.value = 1; self.speed = 5; self.move = function () { self.y += self.speed; }; self.collect = function () { self.collect = function () { // Increment total coins collected by 1 totalCoins += 1; // Update the total coins display coinsDisplay.updateCoins(totalCoins); self.destroy(); }; }; }); // Enemy class var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.createAsset('enemy', 'Enemy character', 0.5, 0.5); self.speed = 2; self.move = function () { self.y += self.speed; }; }); // CoinsDisplay class var CoinsDisplay = Container.expand(function () { var self = Container.call(this); var coinsText = new Text2('Coins: 0', { size: 100, fill: "#ffd700" }); coinsText.anchor.set(0.5, 0); self.addChild(coinsText); self.updateCoins = function (totalCoins) { coinsText.setText('Coins: ' + totalCoins.toString()); }; }); //{5.1} // DiamondsDisplay class var DiamondsDisplay = Container.expand(function () { var self = Container.call(this); var diamondsText = new Text2('Diamonds: 0', { size: 100, fill: "#b9f2ff" }); diamondsText.anchor.set(0.5, 0); self.addChild(diamondsText); self.updateDiamonds = function (totalDiamonds) { diamondsText.setText('Diamonds: ' + totalDiamonds.toString()); }; }); var FrenzyButton = Container.expand(function () { var self = Container.call(this); var frenzyButtonGraphics = self.createAsset('frenzyButton', 'Frenzy Mode Button', 0.5, 0.5); self.isFrenzyActive = false; self.toggleFrenzyMode = function () { if (!self.isFrenzyActive && !self.cooldownActive) { self.isFrenzyActive = true; fireRate = Math.max(5, fireRate - 10); LK.setTimeout(function () { self.isFrenzyActive = false; fireRate = 30; // Reset fire rate to default when frenzy mode ends self.cooldownActive = true; LK.setTimeout(function () { self.cooldownActive = false; }, 30000); // 30-second cooldown }, 10000); // Frenzy mode lasts only 10 seconds } }; self.on('down', function () { self.toggleFrenzyMode(); }); }); // Diamond class var Diamond = Container.expand(function () { var self = Container.call(this); var diamondGraphics = self.createAsset('diamond', 'Diamond', 0.5, 0.5); self.value = 5; self.speed = 5; self.move = function () { self.y += self.speed; }; self.collect = function () { // Collection logic will be implemented in the game logic section }; }); // Bomb class var Bomb = Container.expand(function () { var self = Container.call(this); var bombGraphics = self.createAsset('bomb', 'Bomb', 0.5, 0.5); self.explode = function () { enemies.forEach(function (enemy) { // Determine whether to drop a coin or a diamond var dropChance = Math.random(); if (dropChance < 0.2) { // 20% chance to drop a diamond var newDiamond = new Diamond(); newDiamond.x = enemy.x; newDiamond.y = enemy.y; diamonds.push(newDiamond); game.addChild(newDiamond); } else { // 80% chance to drop a coin var newCoin = new Coin(); newCoin.x = enemy.x; newCoin.y = enemy.y; coins.push(newCoin); game.addChild(newCoin); } // Increase score for each enemy destroyed by the bomb score++; scoreTxt.setText(score.toString()); enemy.destroy(); }); enemies = []; // Clear the enemies array self.destroy(); // Destroy the bomb immediately after explosion }; // Set a timeout to remove the bullet from the game after 0.5 seconds LK.setTimeout(function () { if (self.parent) { self.parent.removeChild(self); } }, 500); }); // BombButton class var BombButton = Container.expand(function () { var self = Container.call(this); var bombButtonGraphics = self.createAsset('bombButton', 'Bomb Button', 0.5, 0.5); self.cooldown = false; self.on('down', function () { if (!self.cooldown) { self.cooldown = true; var bomb = new Bomb(); bomb.x = 2048 / 2; bomb.y = 2732 / 2; game.addChild(bomb); bomb.explode(); LK.setTimeout(function () { self.cooldown = false; }, 5000); } }); }); // MagnetButton class var MagnetButton = Container.expand(function () { var self = Container.call(this); var magnetButtonGraphics = self.createAsset('magnetButton', 'Magnet Button', 0.5, 0.5); self.cooldown = false; self.on('down', function () { if (!self.cooldown) { self.cooldown = true; coins.forEach(function (coin) { // Increment total coins collected totalCoins += coin.value; // Update the total coins display coinsDisplay.updateCoins(totalCoins); coin.destroy(); }); coins = []; // Clear the coins array diamonds.forEach(function (diamond) { // Increment total diamonds collected totalDiamonds += 1; // Update the total diamonds display diamondsDisplay.updateDiamonds(totalDiamonds); // Increment total coins collected by diamond value totalCoins += diamond.value; // Update the total coins display coinsDisplay.updateCoins(totalCoins); diamond.destroy(); }); diamonds = []; // Clear the diamonds array LK.setTimeout(function () { self.cooldown = false; }, 3000); // 3-second cooldown } }); }); var Thumbstick = Container.expand(function () { var self = Container.call(this); var outerCircle = self.createAsset('thumbstickOuter', 'Thumbstick Outer Circle', 0.5, 0.5); var innerCircle = self.createAsset('thumbstickInner', 'Thumbstick Inner Circle', 0.5, 0.5); self.isDragging = false; self.on('down', function (obj) { self.isDragging = true; var pos = obj.event.getLocalPosition(game); innerCircle.position.set(pos.x, pos.y); }); game.on('move', function (obj) { if (self.isDragging) { var pos = obj.event.getLocalPosition(outerCircle); var dx = pos.x - outerCircle.width * 0.5; var dy = pos.y - outerCircle.height * 0.5; var distance = Math.sqrt(dx * dx + dy * dy); var maxDistance = outerCircle.width * 0.5; if (distance > maxDistance) { var angle = Math.atan2(dy, dx); innerCircle.x = Math.cos(angle) * maxDistance; innerCircle.y = Math.sin(angle) * maxDistance; } else { innerCircle.position.set(pos.x, pos.y); } var heroMoveX = Math.min(10, Math.abs(dx * 0.05)) * Math.sign(dx); var heroMoveY = Math.min(10, Math.abs(dy * 0.05)) * Math.sign(dy); hero.x = Math.max(hero.width / 2, Math.min(2048 - hero.width / 2, hero.x + heroMoveX)); hero.y = Math.max(hero.height / 2, Math.min(2732 - hero.height / 2, hero.y + heroMoveY)); } }); game.on('up', function (obj) { self.isDragging = false; innerCircle.position.set(outerCircle.x, outerCircle.y); }); }); var MultiBulletUpgradeButton = Container.expand(function () { var self = Container.call(this); var upgradeButtonGraphics = self.createAsset('multiBulletUpgradeButton', 'Multi Bullet Upgrade Button', 0.5, 0.5); self.on('down', function () { if (totalCoins >= 10 && totalDiamonds >= 5) { hero.bulletCount = Math.min(hero.bulletCount + 1, 5); totalCoins -= 10; totalDiamonds -= 5; coinsDisplay.updateCoins(totalCoins); diamondsDisplay.updateDiamonds(totalDiamonds); } }); }); /**** * Initialize Game ****/ // Create fire rate upgrade button instance // Create frenzy button instance var game = new LK.Game({ backgroundColor: 0xFFFFFF //Init game with white background }); /**** * Game Code ****/ // Create fire rate upgrade button instance var multiBulletUpgradeButton = game.addChild(new MultiBulletUpgradeButton()); multiBulletUpgradeButton.x = multiBulletUpgradeButton.width / 2 + 100; multiBulletUpgradeButton.y = 2732 / 2 - multiBulletUpgradeButton.height / 2; var shootButton = game.addChild(new ShootButton()); shootButton.x = 2048 - shootButton.width / 2 - 100; shootButton.y = 2732 - shootButton.height - 100; var thumbstick = game.addChild(new Thumbstick()); thumbstick.x = thumbstick.width / 2 + 100; thumbstick.y = 2732 - shootButton.height - 100; // Create shoot button instance // Create multi bullet upgrade button instance var shootButton = game.addChild(new ShootButton()); shootButton.x = 2048 - shootButton.width / 2 - 100; shootButton.y = 2732 - shootButton.height - 100; var frenzyButton = game.addChild(new FrenzyButton()); frenzyButton.x = 2048 - frenzyButton.width / 2 - 100; frenzyButton.y = 2732 / 2; var bombButton = game.addChild(new BombButton()); bombButton.x = frenzyButton.x; bombButton.y = frenzyButton.y + frenzyButton.height + 20; var frenzyButton = game.addChild(new FrenzyButton()); var magnetButton = game.addChild(new MagnetButton()); magnetButton.x = 2048 - magnetButton.width / 2 - 100; magnetButton.y = bombButton.y + bombButton.height + 20; frenzyButton.x = 2048 - frenzyButton.width / 2 - 100; frenzyButton.y = 2732 / 2; // Initialize important asset arrays, score, coins, diamonds, and fire rate var bullets = []; var enemies = []; var coins = []; // Array to store coin instances var diamonds = []; // Array to store diamond instances var fireRate = 30; // Initialize fire rate to 30 var scorePopups = []; // Array to store instances of ScorePopup var totalCoins = 0; // Initialize total coins collected to 0 var totalDiamonds = 0; // Initialize total diamonds collected to 0 var score = 0; // Initialize score to 0 // Create score display var scoreTxt = new Text2(score.toString(), { size: 150, fill: "#000000" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Create coins display instance var coinsDisplay = new CoinsDisplay(); coinsDisplay.scale.set(0.5, 0.5); LK.gui.top.addChild(coinsDisplay); coinsDisplay.y = scoreTxt.height; // Create diamonds display instance var diamondsDisplay = new DiamondsDisplay(); diamondsDisplay.scale.set(0.5, 0.5); LK.gui.top.addChild(diamondsDisplay); diamondsDisplay.y = coinsDisplay.y + coinsDisplay.height; // Create hero instance var hero = game.addChild(new Hero()); hero.x = 2048 / 2; hero.y = 2732 - hero.height / 2 - 100; // Position hero a bit more up from the bottom of the screen // Game tick event LK.on('tick', function () { // Move bullets for (var i = bullets.length - 1; i >= 0; i--) { bullets[i].move(); if (bullets[i].y < 0) { bullets[i].destroy(); bullets.splice(i, 1); } } // Move enemies and check for collision with hero for (var j = enemies.length - 1; j >= 0; j--) { enemies[j].move(); if (enemies[j].y > 2732) { enemies[j].destroy(); enemies.splice(j, 1); } else if (hero.intersects(enemies[j])) { hero.health -= 10; // Reduce hero health by 10 on collision if (hero.health <= 0) { LK.showGameOver(); } enemies[j].destroy(); enemies.splice(j, 1); } } // Check for bullet-enemy collisions for (var b = bullets.length - 1; b >= 0; b--) { for (var e = enemies.length - 1; e >= 0; e--) { if (bullets[b].intersects(enemies[e])) { // Increase score and update display score++; scoreTxt.setText(score.toString()); // Create and animate the '+1' text var scorePopup = new ScorePopup(); scorePopup.x = enemies[e].x; scorePopup.y = enemies[e].y; game.addChild(scorePopup); // Animate the '+1' text scorePopups.push(scorePopup); scorePopup.animate(); // Destroy the bullet and remove it from the array bullets[b].destroy(); bullets.splice(b, 1); // Spawn a coin or diamond when an enemy is destroyed if (Math.random() < 0.2) { // 20% chance to drop a diamond if (diamonds.length < 5) { // Limit the number of diamonds on screen var newDiamond = new Diamond(); newDiamond.x = enemies[e].x; newDiamond.y = enemies[e].y; diamonds.push(newDiamond); game.addChild(newDiamond); } } else if (coins.length < 10) { // 80% chance to drop a coin var newCoin = new Coin(); newCoin.x = enemies[e].x; newCoin.y = enemies[e].y; newCoin.value = 1; // Set coin value to 1 coins.push(newCoin); game.addChild(newCoin); } enemies[e].destroy(); enemies.splice(e, 1); break; } } } // Move and collect diamonds for (var d = diamonds.length - 1; d >= 0; d--) { diamonds[d].move(); if (hero.intersects(diamonds[d])) { // Increment total diamonds collected totalDiamonds += 1; // Update the total diamonds display diamondsDisplay.updateDiamonds(totalDiamonds); // Increment total coins collected by diamond value totalCoins += diamonds[d].value; // Update the total coins display coinsDisplay.updateCoins(totalCoins); diamonds[d].destroy(); diamonds.splice(d, 1); } else if (diamonds[d].y > 2732) { // Remove diamonds that have moved off screen diamonds[d].destroy(); diamonds.splice(d, 1); } } // Move and collect coins for (var c = coins.length - 1; c >= 0; c--) { coins[c].move(); if (hero.intersects(coins[c])) { // Increment total coins collected totalCoins += coins[c].value; // Update the total coins display coinsDisplay.updateCoins(totalCoins); coins[c].destroy(); coins.splice(c, 1); } else if (coins[c].y > 2732) { // Remove coins that have moved off screen coins[c].destroy(); coins.splice(c, 1); } } // Spawn enemies var enemySpawnRate = frenzyButton.isFrenzyActive ? 30 : 120; // Halve the spawn rate during frenzy mode if (LK.ticks % enemySpawnRate == 0) { var newEnemy = new Enemy(); newEnemy.x = Math.random() * 2048; newEnemy.y = -50; enemies.push(newEnemy); game.addChild(newEnemy); } // Animate and remove the '+1' text popups for (var p = scorePopups.length - 1; p >= 0; p--) { scorePopups[p].animate(); if (scorePopups[p].alpha <= 0) { scorePopups.splice(p, 1); } } // Update hero hero.update(); });
===================================================================
--- original.js
+++ change.js
@@ -1,7 +1,16 @@
/****
* Classes
****/
+var HealthBar = Container.expand(function () {
+ var self = Container.call(this);
+ var backgroundBar = self.createAsset('healthBarBackground', 'Health Bar Background', 0, 0.5);
+ var healthBar = self.createAsset('healthBar', 'Health Bar', 0, 0.5);
+ healthBar.width = 200; // Initial full health width
+ self.setHealth = function (percentage) {
+ healthBar.width = 200 * percentage;
+ };
+});
var ScorePopup = Container.expand(function () {
var self = Container.call(this);
var scoreText = new Text2('+1', {
size: 80,
@@ -42,17 +51,23 @@
// Hero class
var Hero = Container.expand(function () {
var self = Container.call(this);
var heroGraphics = self.createAsset('hero', 'Hero character', 0.5, 0.5);
+ self.health = 100; // Initialize hero's health to 100
// Direction indicator line
var directionLine = self.createAsset('directionLine', 'Direction Indicator', 0.5, 1);
directionLine.y = -heroGraphics.height / 2 - 60;
// Direction indicator line
self.bulletCount = 1; // Initialize with 1 bullet
// The update method for the Hero class
self.update = function () {
// Add hero movement or other periodic update logic here
+ self.healthBar.setHealth(self.health / 100);
};
+ // Health bar for the hero
+ self.healthBar = game.addChild(new HealthBar());
+ self.healthBar.x = self.x;
+ self.healthBar.y = self.y - self.height / 2 - 20; // Position above the hero
});
// Bullet class
var Bullet = Container.expand(function () {
var self = Container.call(this);
@@ -374,10 +389,18 @@
}
// Move enemies and check for collision with hero
for (var j = enemies.length - 1; j >= 0; j--) {
enemies[j].move();
- if (enemies[j].y > 2732 || hero.intersects(enemies[j])) {
- LK.showGameOver();
+ if (enemies[j].y > 2732) {
+ enemies[j].destroy();
+ enemies.splice(j, 1);
+ } else if (hero.intersects(enemies[j])) {
+ hero.health -= 10; // Reduce hero health by 10 on collision
+ if (hero.health <= 0) {
+ LK.showGameOver();
+ }
+ enemies[j].destroy();
+ enemies.splice(j, 1);
}
}
// Check for bullet-enemy collisions
for (var b = bullets.length - 1; b >= 0; b--) {
Coin. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Fighter jet. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Has rocket behind to boost movement to down faster
Explosion. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Medkit. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.