User prompt
If shield active, shield hp can regen 5% every 4 sec
User prompt
Reset hp regen timer every time hero hit any enemy
User prompt
Hero hp regenerate timer reset each time get damaged
User prompt
If hero hp 100% it cant regenerate
User prompt
Hero hp will regenerate back every 4 sec
User prompt
Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'updateVisibility')' in this line: 'self.shieldGraphic.updateVisibility(false);' Line Number: 89
User prompt
Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'updateVisibility')' in this line: 'self.shieldGraphic.updateVisibility(false);' Line Number: 89
User prompt
Add new shield property around hero if shield upgrade bought
User prompt
Increase part length that can collect coins and diamonds
User prompt
Max bullet in screen is 40
User prompt
Shoot button has 0.25 second cd
User prompt
If havent bought shield upgrade shield bar mustnt show up
User prompt
Shield bar must decrease first before hp bar, if upgraded shield bar gets longer
User prompt
Add shield bar next to hp bar to show extra hp u got from shield upgrade
User prompt
Add some distance between all additional bullet from multi bullet upgrade
User prompt
Fast enemy has bigger chance to drop diamond when kill only not everytime
User prompt
Fast enemy has bigger chance to drop diamond
User prompt
Fast enemy shoot faster
User prompt
Set frenzy button cd to 20 sec
User prompt
Decrease diamond drop chnce from enemy die of explosion
User prompt
Frenzy mode also increase fast enemy spawn rate
User prompt
Destroy enemy reached under hero spawn
User prompt
Add auto destroy line for all enemies under hero spawn
User prompt
All enemies destroy if hit bottom screen
User prompt
Make explosion effect from bomb button more up screen psrt
/**** * 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: "#000000" }); 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 < hero.bulletCount; i++) { var newBullet = new Bullet(); // Calculate the distance between bullets based on the current bullet count var bulletSpacing = hero.bulletCount > 1 ? (hero.width - newBullet.width) / (hero.bulletCount - 1) : 0; newBullet.x = hero.x - hero.width / 2 + bulletSpacing * i; newBullet.y = hero.y - hero.children[1].height; 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.maxHealth = 100; // Initialize hero's max health to 100 self.health = self.maxHealth; // Initialize hero's current health to max health // 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 / self.maxHealth); }; // 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 5 totalCoins += 25; // Update the total coins display coinsDisplay.updateCoins(totalCoins); self.destroy(); }; }; }); 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.shootTimer = 0; self.shootInterval = 300; // 5 seconds at 60FPS self.move = function (directionX, directionY) { self.x += directionX * self.speed; self.y += directionY * self.speed; self.x = Math.max(0, Math.min(2048 - self.children[0].width, self.x)); self.y = Math.max(0, Math.min(2732 - self.children[0].height, self.y)); }; 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; } }; }); // 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 () { var directionX = Math.random() < 0.5 ? -1 : 1; var directionY = 1; self.x += directionX * self.speed; self.y += directionY * self.speed; self.x = Math.max(0, Math.min(2048 - self.children[0].width, self.x)); self.y = Math.max(0, Math.min(2732 - self.children[0].height, self.y)); }; 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 Explosion = Container.expand(function () { var self = Container.call(this); var explosionGraphics = self.createAsset('explosion', 'Explosion', 0.5, 0.5); self.explode = function () { LK.setTimeout(function () { self.checkCollisionWithEnemy(); self.destroy(); }, 3000); }; self.checkCollisionWithEnemy = function () { for (var i = enemies.length - 1; i >= 0; i--) { if (self.intersects(enemies[i])) { // Increase score for each enemy destroyed by the explosion score++; scoreTxt.setText(score.toString()); // Spawn a coin or diamond when an enemy is destroyed var dropChance = Math.random(); if (dropChance < 0.2) { // 20% chance to drop a diamond if (diamonds.length < 5) { var newDiamond = new Diamond(); newDiamond.x = enemies[i].x + (Math.random() - 0.5) * enemies[i].children[0].width; newDiamond.y = enemies[i].y; diamonds.push(newDiamond); game.addChild(newDiamond); } } else { // 50% chance to drop a coin if (coins.length < 10) { var newCoin = new Coin(); newCoin.x = enemies[i].x + (Math.random() - 0.5) * enemies[i].children[0].width; newCoin.y = enemies[i].y; newCoin.value = 1; coins.push(newCoin); game.addChild(newCoin); } } enemies[i].destroy(); enemies.splice(i, 1); } } // Check for enemy bullet-explosion collisions for (var j = enemyBullets.length - 1; j >= 0; j--) { if (self.intersects(enemyBullets[j])) { enemyBullets[j].destroy(); enemyBullets.splice(j, 1); } } }; }); // 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 explosion = new Explosion(); explosion.x = 2048 / 2; explosion.y = 2732 / 2 - 500; game.addChild(explosion); explosion.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 by 1 totalDiamonds += 2; // Update the total diamonds display diamondsDisplay.updateDiamonds(totalDiamonds); 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); } }); }); // ShieldUpgradeButton class var ShieldUpgradeButton = Container.expand(function () { var self = Container.call(this); var shieldButtonGraphics = self.createAsset('shieldButton', 'Shield Upgrade Button', 0.5, 0.5); self.on('down', function () { if (totalCoins >= 20 && totalDiamonds >= 10) { hero.health = Math.min(hero.health + 20, hero.maxHealth); totalCoins -= 20; totalDiamonds -= 10; coinsDisplay.updateCoins(totalCoins); diamondsDisplay.updateDiamonds(totalDiamonds); hero.healthBar.setHealth(hero.health / hero.maxHealth); } }); }); /**** * Initialize Game ****/ // Create frenzy button instance var game = new LK.Game({ icon: 'newGameIcon', // Set the new game icon asset backgroundColor: 0xFFFFFF //Init game with white background }); /**** * Game Code ****/ // Create multi bullet upgrade button instance var multiBulletUpgradeButton = game.addChild(new MultiBulletUpgradeButton()); multiBulletUpgradeButton.x = multiBulletUpgradeButton.width / 2 + 100; multiBulletUpgradeButton.y = 2732 / 2 - multiBulletUpgradeButton.height / 2; // Create shield upgrade button instance var shieldUpgradeButton = game.addChild(new ShieldUpgradeButton()); shieldUpgradeButton.x = multiBulletUpgradeButton.width / 2 + 100; shieldUpgradeButton.y = multiBulletUpgradeButton.y + multiBulletUpgradeButton.height + 20; 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, fire rate, enemy bullets, and explosion var enemyBullets = []; var bullets = []; var enemies = []; var coins = []; // Array to store coin instances var diamonds = []; // Array to store diamond instances var currentExplosion = null; // Variable to store the current explosion instance 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) { hero.health = 0; hero.healthBar.setHealth(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--) { var directionX = Math.random() < 0.5 ? -1 : 1; var directionY = Math.random() < 0.5 ? 0 : 1; enemies[j].move(directionX, directionY); if (enemies[j].y > 2732) { // Increase score for each enemy reaching the bottom score++; // Update score text scoreTxt.setText(score.toString()); enemies[j].destroy(); enemies.splice(j, 1); } else if (enemies[j].y > hero.y) { // Destroy enemy that has reached under hero spawn without increasing score 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 and bullet-enemyBullet collisions for (var b = bullets.length - 1; b >= 0; b--) { for (var eb = enemyBullets.length - 1; eb >= 0; eb--) { if (bullets[b].intersects(enemyBullets[eb])) { bullets[b].destroy(); bullets.splice(b, 1); enemyBullets[eb].destroy(); enemyBullets.splice(eb, 1); break; // Exit the loop after handling collision } } for (var e = enemies.length - 1; e >= 0; e--) { if (bullets[b] && 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 var coinDropCount = Math.floor(Math.random() * 5) + 1; // Randomly choose between 1 and 5 coins to drop for (var coinIndex = 0; coinIndex < coinDropCount; coinIndex++) { if (coins.length < 10) { var newCoin = new Coin(); newCoin.x = enemies[e].x + (Math.random() - 0.5) * enemies[e].children[0].width; // Randomize coin x position slightly using the width of the enemy asset 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); 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 ? 120 : 480; // Increase the spawn rate by four times 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); } var fastEnemySpawnRate = frenzyButton.isFrenzyActive ? 60 : enemySpawnRate * 4; if (LK.ticks % fastEnemySpawnRate == 0) { var fastEnemy = new FastEnemy(); fastEnemy.x = Math.random() * 1024 + 1024; fastEnemy.y = -50; enemies.push(fastEnemy); game.addChild(fastEnemy); } // Check for explosion-enemy collisions // 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
@@ -234,10 +234,10 @@
score++;
scoreTxt.setText(score.toString());
// Spawn a coin or diamond when an enemy is destroyed
var dropChance = Math.random();
- if (dropChance < 0.5) {
- // 50% chance to drop a diamond
+ if (dropChance < 0.2) {
+ // 20% chance to drop a diamond
if (diamonds.length < 5) {
var newDiamond = new Diamond();
newDiamond.x = enemies[i].x + (Math.random() - 0.5) * enemies[i].children[0].width;
newDiamond.y = enemies[i].y;
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.