User prompt
Increase direction line hright
User prompt
Make direction line longer above hero
User prompt
Remove shieldupgradebutton
User prompt
Add new asset: shieldupgradebutton
User prompt
Collect diamond with magnet only gives 1 diamond each diamond collected
User prompt
Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'x')' in this line: 'bombButton.x = frenzyButton.x;' Line Number: 383
User prompt
Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'height')' in this line: 'thumbstick.y = 2732 - shootButton.height - 100;' Line Number: 370
User prompt
Can i ask
User prompt
Add shield upgrade which gives hero more hp but max upgrade is 5 times button too
User prompt
Magnet button collect only 1 diamond each diamond
User prompt
Fix collecting diamond with magnet button gives 5 coins each diamond
User prompt
Add shield upgrade which gives hero more hp but max upgrade is 5 times
User prompt
Diamond pnly give 1 diamond and no coins
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Increase enemy spawn rate while frenzy mode
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Fix diamond collects 5 coin instead of only 1 diamond
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Fix frenzy mode not increasing enemy spawn rate
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Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'x')' in this line: 'bombButton.x = frenzyButton.x;' Line Number: 367
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Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'height')' in this line: 'thumbstick.y = 2732 - shootButton.height - 100;' Line Number: 359
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Delete unused duplicated codes
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Decrease regular enemy spaqn rate
User prompt
Decrease enemies spawn rate while frenzy mode
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Decrease all enemy spawn rate
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Fix both enemy must spawn
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Fix fast enemy not spawning
User prompt
Fix Bug: 'TypeError: enemies[j].shoot is not a function' in this line: 'enemies[j].shoot();' Line Number: 433
/**** * Classes ****/ var EnemyBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.createAsset('enemyBullet', 'Enemy Bullet', 0.5, 0.5); self.speed = 5; self.move = function () { self.y += self.speed; }; }); var HealthBar = Container.expand(function () { var self = Container.call(this); var healthBar = self.createAsset('healthBar', 'Health Bar', 0, 0.5); var backgroundBar = self.createAsset('healthBarBackground', 'Health Bar Background', 0, 0.5); backgroundBar.x = healthBar.x; 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 = 50; // Move health bar 50 pixels to the right self.healthBar.y = 2732 - self.healthBar.children[1].height; // Position at the left bottom corner }); // 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 the coin's value totalCoins += self.value; // 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 = 1; // Normal enemy speed self.move = function () { self.y += self.speed; }; }); // FastEnemy class var FastEnemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.createAsset('fastEnemy', 'Fast Enemy character', 0.5, 0.5); self.speed = 2; // Increased speed for FastEnemy self.shootTimer = 0; self.shootInterval = 300; // 5 seconds at 60FPS self.move = function () { self.y += self.speed; }; self.shoot = function () { if (self.shootTimer >= self.shootInterval) { var enemyBullet = new EnemyBullet(); enemyBullet.x = self.x; enemyBullet.y = self.y + enemyGraphics.height / 2; enemyBullets.push(enemyBullet); game.addChild(enemyBullet); self.shootTimer = 0; } }; }); // 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 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 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, fire rate, and enemy bullets var enemyBullets = []; 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 enemy bullets and check for collisions with hero for (var i = enemyBullets.length - 1; i >= 0; i--) { enemyBullets[i].move(); if (enemyBullets[i].intersects(hero)) { hero.health -= 10; // Reduce hero health by 10 on collision hero.healthBar.setHealth(hero.health / 100); // Update health bar if (hero.health <= 0) { LK.showGameOver(); // Show game over if health is 0 or less } enemyBullets[i].destroy(); enemyBullets.splice(i, 1); } else if (enemyBullets[i].y > 2732) { enemyBullets[i].destroy(); enemyBullets.splice(i, 1); } } // Handle enemy shooting for (var j = 0; j < enemies.length; j++) { enemies[j].shootTimer++; if (typeof enemies[j].shoot === 'function') { enemies[j].shoot(); } } // 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 ? 480 : 480; // Double the spawn rate during frenzy mode if (LK.ticks % enemySpawnRate == 0) { var regularEnemy = new Enemy(); regularEnemy.x = Math.random() * 1024; regularEnemy.y = -50; enemies.push(regularEnemy); game.addChild(regularEnemy); } if (LK.ticks % (enemySpawnRate * 4) == 0) { var fastEnemy = new FastEnemy(); fastEnemy.x = Math.random() * 1024 + 1024; fastEnemy.y = -50; enemies.push(fastEnemy); game.addChild(fastEnemy); } // 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
@@ -353,22 +353,16 @@
// 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());
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.