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enemyy boss can onlyhave bright colors
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add blinking effect to enemy boss
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enemy boss should always move inside the screen
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enemy boss should swing to the sides while moving down towards the hero
Code edit (11 edits merged)
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spawn clouds less ofter
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Fix Bug: 'TypeError: LK.effects.blurObject is not a function' in this line: 'LK.effects.blurObject(bg1, 5, 500);' Line Number: 153
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add blur effect on background connection between bg1 and bg
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fade in and out the ready message
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add se second line with differnt font size below ready message
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add get ready message on game start
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make hero bullet auto rotate on its axis
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make hero bullet spin on its axis fast. also when its growing its size and still.
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Fix Bug: 'TypeError: Cannot read properties of null (reading 'rotation')' in this line: 'currentBullet.rotation += 0.5;' Line Number: 203
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make hero bullet spin fast on its own axis all the time
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make hero bullet spin on its axis
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make bullet default colo a little more blue
var EnemyBoss = Container.expand(function (hero) {
var self = Container.call(this);
var bossGraphics = self.createAsset('enemyBoss', 'Enemy Boss Graphics', .5, .5);
bossGraphics.tint = Math.random() * 0xFFFFFF;
self.speedY = 3;
self.hero = hero;
self.lifebar = self.createAsset('lifebar', 'Boss Lifebar', .5, 0);
self.lifebar.y = -self.lifebar.height - 170;
self.lifebar.x -= 10;
self.life = 500;
self.move = function () {
var dx = this.hero.x - this.x + (Math.random() - 0.5) * 100;
var dy = this.hero.y - this.y + (Math.random() - 0.5) * 100;
var angle = Math.atan2(dy, dx);
self.x += Math.cos(angle) * self.speedY;
self.y += Math.sin(angle) * self.speedY;
self.lifebar.scale.x = self.life / 500;
if (self.life <= 0) {
self.destroy();
}
};
self.shoot = function () {};
self.on('tick', function () {
self.move();
self.shoot();
});
});
var Cloud = Container.expand(function () {
var self = Container.call(this);
var trail = LK.getAsset('trail', 'Trail Graphics', 0.5, 0.5);
var cloudGraphics = self.createAsset('cloud', 'Cloud Graphics', 0.5, 0.5);
self.speedY = 1;
self.move = function () {
var cloudSpeed = 3.5;
self.y += cloudSpeed;
if (self.y > 2732) {
self.y = -cloudGraphics.height;
}
};
});
var HeroBullet = Container.expand(function (hero) {
var self = Container.call(this);
self.bulletGraphics = self.createAsset('heroBullet', 'Hero Bullet Graphics', .5, .5);
self.bulletGraphics.tint = 0x6EC1E4;
self.speed = -1.5;
self.damage = 1;
self.isShot = false;
self.flickerSpeed = 0.1;
self.flickerMinAlpha = 0.5;
self.flickerMaxAlpha = 1.0;
self.move = function () {
self.x += self.speedX * self.scale.x * self.scale.x;
self.y += self.speedY * self.scale.y * self.scale.y;
self.rotation = hero.rotation + Math.PI / 2;
self.damage = self.scale.x * self.scale.y;
if (self.scale.x > 2 && self.scale.y > 2) {
this.bulletGraphics.tint = 0xFFA500;
}
if (self.flicker) {
self.alpha += self.flickerSpeed;
if (self.alpha <= self.flickerMinAlpha || self.alpha >= self.flickerMaxAlpha) {
self.flickerSpeed *= -1;
}
self.alpha = Math.max(self.flickerMinAlpha, Math.min(self.alpha, self.flickerMaxAlpha));
}
};
self.flicker = function () {
if (!self.isShot) {
self.alpha += self.flickerSpeed;
if (self.alpha <= self.flickerMinAlpha || self.alpha >= self.flickerMaxAlpha) {
self.flickerSpeed *= -1;
}
self.alpha = Math.max(self.flickerMinAlpha, Math.min(self.alpha, self.flickerMaxAlpha));
}
};
LK.on('tick', self.flicker);
LK.setTimeout(function () {
LK.off('tick', self.flicker);
self.destroy();
}, 2000);
});
var EnemyBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.createAsset('enemyBullet', 'Enemy Bullet Graphics', .5, .5);
self.speed = 3;
self.move = function () {
self.y += self.speed;
};
});
var Hero = Container.expand(function () {
var self = Container.call(this);
var heroGraphics = self.createAsset('hero', 'Hero character', .5, .5);
var trail = self.createAsset('trail', 'Trail Graphics', 1, 0.5);
trail.rotation = Math.PI / 4;
trail.y = heroGraphics.height / 2 - 80;
trail.x = -heroGraphics.width / 2 + 30;
trail.flicker = true;
trail.flickerSpeed = 0.1;
trail.flickerMinAlpha = 0.3;
trail.flickerMaxAlpha = 0.7;
LK.on('tick', function () {
if (trail.flicker) {
trail.alpha += trail.flickerSpeed;
if (trail.alpha < trail.flickerMinAlpha || trail.alpha > trail.flickerMaxAlpha) {
trail.flickerSpeed *= -1;
trail.alpha = Math.max(trail.flickerMinAlpha, Math.min(trail.alpha, trail.flickerMaxAlpha));
}
}
});
self.movementDirection = 1;
self.movementSpeed = 0.5;
self.movementRange = 100;
self.originalX = 2048 / 2;
self.x = self.originalX;
self.updateMovement = function () {
self.x += self.movementDirection * self.movementSpeed;
if (self.x < self.originalX - self.movementRange || self.x > self.originalX + self.movementRange) {
self.movementDirection *= -1;
}
};
});
var Enemy = Container.expand(function (hero) {
var self = Container.call(this);
var enemyGraphics = self.createAsset('enemy', 'Enemy character', .5, .5);
self.speedY = 2;
self.hero = hero;
self.lifebar = self.createAsset('lifebar', 'Enemy Lifebar', .5, 0);
self.lifebar.y = -self.lifebar.height - 100;
self.life = 100;
self.move = function () {
var dx = this.hero.x - this.x;
var dy = this.hero.y - this.y;
var angle = Math.atan2(dy, dx);
var speedMultiplier = 1 + Math.floor(LK.ticks / 7200);
self.x += (Math.cos(angle) * self.speedY + Math.sin(LK.ticks / 60) * 5) * speedMultiplier;
self.y += Math.sin(angle) * self.speedY * speedMultiplier;
self.lifebar.scale.x = self.life / 100;
};
});
var Background = Container.expand(function () {
var self = Container.call(this);
var bg1 = self.createAsset('background', 'Game Background 1', 0, 0);
var bg2 = self.createAsset('background', 'Game Background 2', 0, 0);
bg1.width = bg2.width = 2048;
bg1.height = bg2.height = 2732;
bg2.y = -2732;
self.addChild(bg1);
self.addChild(bg2);
self.move = function () {
bg1.y += 1;
bg2.y += 1;
if (bg1.y >= 2732) bg1.y = -2732;
if (bg2.y >= 2732) bg2.y = -2732;
};
});
var Game = Container.expand(function () {
var self = Container.call(this);
var enemies = [];
var enemiesSpawnedCount = 0;
var background = self.addChild(new Background());
background.alpha = 0.3;
self.spawnEnemy = function () {
var enemy;
if (enemiesSpawnedCount % 10 === 0 && enemiesSpawnedCount !== 0) {
enemy = new EnemyBoss(hero);
enemy.scale.x *= 1 * (1 + enemiesSpawnedCount / 100);
enemy.scale.y *= 1 * (1 + enemiesSpawnedCount / 100);
enemy.speedY *= 1 * (1 + enemiesSpawnedCount / 100);
enemy.life *= 1 * (0.5 + enemiesSpawnedCount / 100);
} else {
enemy = new Enemy(hero);
}
enemy.x = Math.random() * 2048;
enemy.y = -enemy.height;
enemies.push(enemy);
self.addChild(enemy);
enemiesSpawnedCount++;
};
var enemySpawnTicker = 0;
LK.on('tick', function () {
var spawnRate = Math.max(30, 120 - Math.floor(LK.ticks / 3600));
if (enemySpawnTicker++ % spawnRate === 0) {
self.spawnEnemy();
}
});
stage.on('up', function (obj) {
if (currentBullet) {
var pos = obj.event.getLocalPosition(self);
var dx = pos.x - hero.x;
var dy = pos.y - hero.y;
var angle = Math.atan2(dy, dx);
currentBullet.isShot = true;
currentBullet.speedX = Math.cos(angle) * 15;
currentBullet.speedY = Math.sin(angle) * 15;
hero.rotation = angle;
heroBullets.push(currentBullet);
currentBullet = null;
}
});
LK.on('tick', function () {
hero.updateMovement();
background.move();
if (currentBullet) {
var holdDuration = LK.ticks - holdTime;
var sizeMultiplier = Math.max(1, 1 + Math.abs(Math.sin(holdDuration / 60)) * 3);
if (currentBullet.scale.x < sizeMultiplier) {
currentBullet.scale.x = sizeMultiplier;
currentBullet.scale.y = sizeMultiplier;
if (currentBullet.bulletGraphics.width * currentBullet.scale.x > 150) {
currentBullet.bulletGraphics.tint = 0xFFA500;
}
}
currentBullet.flicker = true;
var flickerAmount = Math.abs(Math.sin(LK.ticks / 30)) * (currentBullet.flickerMaxAlpha - currentBullet.flickerMinAlpha);
currentBullet.alpha = currentBullet.flickerMinAlpha + flickerAmount;
if (currentBullet.flicker) {
currentBullet.alpha += currentBullet.flickerSpeed;
if (currentBullet.alpha <= currentBullet.flickerMinAlpha || currentBullet.alpha >= currentBullet.flickerMaxAlpha) {
currentBullet.flickerSpeed *= -1;
}
currentBullet.alpha = Math.max(currentBullet.flickerMinAlpha, Math.min(currentBullet.alpha, currentBullet.flickerMaxAlpha));
}
currentBullet.rotation = hero.rotation;
currentBullet.x = hero.x;
currentBullet.y = hero.y - hero.height / 2 - currentBullet.height / 2 - 10;
currentBullet.flickerSpeed = 0.2;
currentBullet.flickerMinAlpha = 0.3;
currentBullet.flickerMaxAlpha = 0.9;
}
});
var currentBullet = null;
var holdTime = 0;
var hero;
hero = self.addChild(new Hero());
hero.rotation = -Math.PI / 2;
stage.on('down', function (obj) {
var pos = obj.event.getLocalPosition(self);
var dx = pos.x - hero.x;
var dy = pos.y - hero.y;
var angle = Math.atan2(dy, dx);
hero.rotation = angle;
currentBullet = new HeroBullet(hero);
currentBullet.x = hero.x;
currentBullet.y = hero.y - hero.height / 2 - currentBullet.height / 2 - 10;
currentBullet.rotation = hero.rotation;
self.addChild(currentBullet);
if (self.scale.x > 2 && self.scale.y > 2) {
bulletGraphics.tint = 0xFFA500;
}
holdTime = LK.ticks;
});
stage.on('move', function (obj) {
var pos = obj.event.getLocalPosition(self);
var dx = pos.x - hero.x;
var dy = pos.y - hero.y;
var angle = Math.atan2(dy, dx);
hero.rotation = angle;
});
var enemies = [];
var heroBullets = [];
var enemyBullets = [];
var clouds = [];
var particles = [];
for (var i = 0; i < 3; i++) {
var cloud = new Cloud();
cloud.alpha = 0.49;
cloud.x = Math.random() * 2048;
cloud.y = Math.random() * -2732;
clouds.push(cloud);
self.addChildAt(cloud, 1);
}
var scoreTxt = new Text2('0', {
size: 150,
fill: "#ffffff",
dropShadow: true,
dropShadowColor: "#000000",
dropShadowBlur: 4,
dropShadowAngle: Math.PI / 6,
dropShadowDistance: 6
});
LK.gui.topCenter.addChild(scoreTxt);
var isGameOver = false;
hero.x = 2048 / 2;
hero.y = 2732 - 280;
LK.setTimeout(function () {
var startPosition = hero.y;
var endPosition = startPosition - 500;
var duration = 120;
var step = (startPosition - endPosition) / duration;
var currentStep = 0;
var moveHero = function () {
if (currentStep < duration) {
hero.y -= step;
currentStep++;
} else if (currentStep < duration * 2) {
hero.y += step;
currentStep++;
} else {
hero.y = startPosition;
LK.clearInterval(heroMoveInterval);
}
};
var heroMoveInterval = LK.setInterval(moveHero, 1000 / 60);
}, 0);
LK.on('tick', function () {
for (var i = 0; i < heroBullets.length; i++) {
if (heroBullets[i]) heroBullets[i].move();
for (var j = 0; j < enemies.length; j++) {
if (heroBullets[i] && heroBullets[i].intersects(enemies[j])) {
enemies[j].life -= heroBullets[i].damage * 10;
if (enemies[j].life <= 0) {
var scoreIncrement = enemies[j] instanceof EnemyBoss ? 50 : 10;
scoreIncrement += Math.floor(LK.ticks / 3600);
LK.setScore(LK.getScore() + scoreIncrement);
scoreTxt.setText(LK.getScore().toString());
enemies[j].destroy();
enemies.splice(j, 1);
}
heroBullets[i].destroy();
heroBullets.splice(i, 1);
break;
}
}
if (heroBullets[i] && heroBullets[i].y < -50) {
heroBullets[i].destroy();
heroBullets.splice(i, 1);
i--;
i--;
}
}
for (var i = 0; i < enemyBullets.length; i++) {
enemyBullets[i].move();
if (enemyBullets[i].y > 2732 + 50) {
enemyBullets[i].destroy();
enemyBullets.splice(i, 1);
}
}
for (var i = 0; i < enemies.length; i++) {
if (enemies[i].intersects(hero)) {
isGameOver = true;
break;
}
}
for (var i = 0; i < enemies.length; i++) {
enemies[i].move();
if (enemies[i].y > 2732) {
enemies[i].destroy();
enemies.splice(i, 1);
i--;
}
}
clouds.forEach(function (cloud) {
cloud.move();
});
if (isGameOver) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
});
});
Goku arms doing kamehameha. seen from above. 8-bit. Cartoon. In game asset. No shadow Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
8-bit. Cartoon. Orange energy ball. . In game asset. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
rotate image 45 degrees
8-bit. cartoon. white energy ball. gradieint. transparent. in game asset. flicker. shoot. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
8-bit. cartoon. front view. flying final boss. white. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.