User prompt
only double bullets hitpoint when increase damage is seleceted
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'var optionGraphics = self.attachAsset(assetId, {' Line Number: 175
User prompt
replace increase health for shield up
User prompt
when power up increase daamage is selected, the add 1 to bullet damage
User prompt
add a value to how many hitpoints bullet take from enemies. it should start in 1.
User prompt
do not trigger spanwnxwave twice
User prompt
after upgrade screen, multiply hitpoins of blocks by 2
User prompt
do not add hitpoints to next wave until an upgrade is selected
User prompt
set all powerups o cost 0 diamons initially will update this later
User prompt
move conitnue without powerup button to hhe bottom of the screen
User prompt
make sure waves keep spawning after poweup screen is gone
User prompt
when powerup menu is shown, also add a button to continue without buying any powerup
User prompt
Please fix the bug: 'ReferenceError: cost is not defined' in or related to this line: 'if (diamondCount >= cost) {' Line Number: 194
User prompt
increase fire rate shoudl cost 1 diamond
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'var optionGraphics = self.attachAsset(assetId, {' Line Number: 176
User prompt
powerups will cost diamonds to purchase
User prompt
if increase fire damage is selected double the damage bullets do to enemies
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'damage')' in or related to this line: 'enemies[j].hitpoints -= bullets[k].damage;' Line Number: 479
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'damage')' in or related to this line: 'enemies[j].hitpoints -= bullets[k].damage;' Line Number: 479
User prompt
when increase damage is selected, then bullets hit points multiply by 2
User prompt
make sure waves keep appearing after an upgrade is selected
User prompt
when the upgrade button is touched, remove menu and apply upgrade
User prompt
each updagre should have their own button
User prompt
remove menu from top of the screen
User prompt
on touch select uppgrade
/**** * Classes ****/ // Bullet class var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -5; // Default bullet speed, can be overridden self.update = function () { self.y += self.speed; }; }); // Diamond class var Diamond = Container.expand(function () { var self = Container.call(this); var diamondGraphics = self.attachAsset('diamond', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 4; self.update = function () { self.y += self.speed; self.rotation += 0.05; // Add rotation animation if (LK.ticks % 120 < 60) { self.scale.x += 0.002; self.scale.y += 0.002; } else { self.scale.x -= 0.002; self.scale.y -= 0.002; } if (self.y > 2732) { self.destroy(); } }; }); // Enemy class var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('block', { anchorX: 0.5, anchorY: 0.5, tint: 0xffffff // Default tint, will be overridden by wave configuration }); self.speed = 3; self.hitpoints = 3; // Add hitpoints to enemies self.update = function () { self.y += self.speed; // Logic to increase and decrease block sizes if (LK.ticks % 120 < 60) { self.scale.x += 0.002; self.scale.y += 0.002; } else { self.scale.x -= 0.002; self.scale.y -= 0.002; } // Create and update hitpoints display if (!self.hitpointsDisplay) { self.hitpointsDisplay = new Text2(self.hitpoints.toString(), { size: 100, fill: "#ffffff", stroke: "#000000", strokeThickness: 5 }); self.hitpointsDisplay.anchor.set(0.5, 0.5); self.hitpointsDisplay.y = 0; self.addChild(self.hitpointsDisplay); } else if (LK.ticks % 10 === 0) { self.hitpointsDisplay.setText(self.hitpoints.toString()); } }; }); //<Assets used in the game will automatically appear here> // Fairy class var Fairy = Container.expand(function () { var self = Container.call(this); var fairyGraphics = self.attachAsset('fairy', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.particles = []; self.update = function () { // Particle emitter logic if (LK.ticks % 5 === 0) { var particle = LK.getAsset('fairyemitter', { anchorX: 0.5, anchorY: 0.5, alpha: 1, scaleX: 12, scaleY: 12 }); particle.x = self.x; particle.y = self.y + self.height / 2; particle.speedX = (Math.random() - 0.5) * 2; particle.speedY = Math.random() * 2 + 1; // Push particles downwards particle.update = function () { this.x += this.speedX; this.y += this.speedY; this.alpha -= 0.01; if (this.alpha <= 0) { this.destroy(); } }; self.particles.push(particle); game.addChild(particle); } // Update existing particles for (var i = self.particles.length - 1; i >= 0; i--) { self.particles[i].update(); if (self.particles[i].alpha <= 0) { self.particles.splice(i, 1); } } // Fairy movement logic }; }); // Powerup class var Powerup = Container.expand(function () { var self = Container.call(this); var powerupGraphics = self.attachAsset('powerup', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 3; self.update = function () { self.y += self.speed; if (self.y > 2732) { self.destroy(); } }; }); // Star class var Star = Container.expand(function () { var self = Container.call(this); var starGraphics = self.attachAsset('star', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.update = function () { self.y += self.speed; if (self.y > 2732) { self.y = -5; self.x = Math.random() * 2048; } }; }); var UpgradeOption = Container.expand(function (text, onClick) { var self = Container.call(this); var assetId; if (text === "Increase Fire Rate") { assetId = 'fireRateButton'; } else if (text === "Increase Damage") { assetId = 'damageButton'; } else if (text === "Increase Health") { assetId = 'healthButton'; } var optionGraphics = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); var optionText = new Text2(text, { size: 100, fill: "#ffffff", stroke: "#000000", strokeThickness: 5 }); optionText.anchor.set(0.5, 0.5); self.addChild(optionText); self.interactive = true; self.on('down', function (x, y, obj) { // Remove upgrade options from the game for (var i = game.children.length - 1; i >= 0; i--) { if (game.children[i] instanceof UpgradeOption) { game.children[i].destroy(); } } // Apply the upgrade onClick(); // Multiply hitpoints of blocks by 2 for (var i = 0; i < waveConfig.length; i++) { for (var j = 0; j < waveConfig[i].hitpoints.length; j++) { waveConfig[i].hitpoints[j] *= 2; } } // Resume game and spawning waves bulletDamage += 1; game.paused = false; if (!game.paused) { spawnNextWave(); } }); }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x800080 //Init game with purple background }); /**** * Game Code ****/ function shieldUp() { // Logic to add shield to the fairy if (!fairy.shield) { fairy.shield = LK.getAsset('fairy', { anchorX: 0.5, anchorY: 0.5, alpha: 0.5, tint: 0x00ff00 // Green tint for shield }); fairy.shield.x = fairy.x; fairy.shield.y = fairy.y; game.addChild(fairy.shield); } game.paused = false; } var bulletDamage = 1; // Initialize bullet damage to 1 function spawnNextWave() { if (waveCount > waveConfig.length) { waveCount = 1; // Reset wave count to 1 if all waves are complete // Add 1 hit point to each enemy for (var i = 0; i < waveConfig.length; i++) { for (var j = 0; j < waveConfig[i].hitpoints.length; j++) { waveConfig[i].hitpoints[j]++; } } } var currentWave = waveConfig[waveCount - 1]; var maxEnemiesPerLine = 3; var enemySpacing = 2048 / (maxEnemiesPerLine + 1); // Adjust spacing to center enemies var totalRows = Math.ceil(currentWave.enemies / maxEnemiesPerLine); for (var i = 0; i < currentWave.enemies; i++) { var newBlock = new Enemy(); var row = Math.floor(i / maxEnemiesPerLine); newBlock.hitpoints = currentWave.hitpoints[row] || currentWave.hitpoints[currentWave.hitpoints.length - 1]; newBlock.x = i % maxEnemiesPerLine * enemySpacing + enemySpacing / 2 - newBlock.width / 2; newBlock.y = row * 220 - 50; // Increase row spacing by 20 pixels newBlock.children[0].tint = currentWave.tints[row] || currentWave.tints[currentWave.tints.length - 1]; enemies.push(newBlock); game.addChild(newBlock); } // Center the rows of enemies var totalWidth = (Math.min(currentWave.enemies, maxEnemiesPerLine) - 1) * enemySpacing; var offsetX = (2048 - totalWidth) / 2; for (var j = 0; j < enemies.length; j++) { enemies[j].x += offsetX - enemies[j].width / 2; } } function showUpgradeOptions() { var options = [{ text: "Increase Fire Rate", onClick: function onClick() { increaseFireRate(); } }, { text: "Increase Damage", onClick: function onClick() { increaseDamage(); } }, { text: "Shield Up", onClick: function onClick() { shieldUp(); } }]; var optionSpacing = 300; for (var i = 0; i < options.length; i++) { var option = new UpgradeOption(options[i].text, options[i].onClick); option.x = 2048 / 2; option.y = 2732 / 2 - optionSpacing + i * optionSpacing; game.addChild(option); } } function increaseFireRate() { // Logic to increase fire rate bulletSpawnRate = Math.max(10, bulletSpawnRate - 5); // Increase fire rate by decreasing spawn rate interval game.paused = false; } function increaseDamage() { // Logic to increase damage game.paused = false; } // Initialize variables var bulletSpawnRate = 30; // Default bullet spawn rate var fairy; var bullets = []; var enemies = []; var scoreTxt; var score = 0; var dragNode = null; var diamondCount = 0; // Initialize diamond counter var diamondCounterTxt; // Declare diamondCounterTxt variable var isFairyHeld = false; // Track if the fairy is being held var waveCount = 0; // Track the wave count var waveConfig = [{ enemies: 3, hitpoints: [1], tints: [0xffe066] } /**** , { enemies: 6, hitpoints: [2, 1], tints: [0xcc66ff, 0xffe066] }, { enemies: 9, hitpoints: [3, 2, 1], tints: [0xff6666, 0xcc66ff, 0xffe066] } ****/ // Add more wave configurations as needed ]; // Initialize game elements function initGame() { // Create and position the fairy fairy = game.addChild(new Fairy()); fairy.particles = []; fairy.x = 2048 / 2; fairy.y = 2732 - 200; // Create score text scoreTxt = new Text2('0', { size: 200, fill: "#ffffff", stroke: "#000000", strokeThickness: 5 }); scoreTxt.anchor.set(0.5, 0); // Anchor to the top center scoreTxt.x = 2048 / 2; // Position at the top center of the screen scoreTxt.y = 20; // Position with a margin from the top for (var i = 0; i < 30; i++) { var star = game.addChild(new Star()); star.x = Math.random() * 2048; star.y = Math.random() * 2732; } scoreTxt.anchor.set(0.5, 0); // Create coin counter text game.addChild(scoreTxt); // Create coin counter text // Removed the menu overlay from the top of the screen var diamondCounterContainer = new Container(); var diamondIcon = LK.getAsset('diamond', { anchorX: 1, anchorY: 0, alpha: 0.8, scaleX: 1.4, scaleY: 1.4 }); diamondIcon.x = 2048 - 100; diamondIcon.y = 20; diamondCounterContainer.addChild(diamondIcon); diamondCounterTxt = new Text2('0', { size: 120, fill: "#ffffff", stroke: "#000000", strokeThickness: 5 }); diamondCounterTxt.anchor.set(0.5, 0.5); diamondCounterTxt.x = diamondIcon.x + diamondIcon.width / 2 - 230; diamondCounterTxt.y = diamondIcon.y + diamondIcon.height / 2 + 15; diamondCounterContainer.addChild(diamondCounterTxt); game.addChild(diamondCounterContainer); // Set up game event listeners game.down = function (x, y, obj) { dragNode = fairy; isFairyHeld = true; // Set isFairyHeld to true when the fairy is held }; game.up = function (x, y, obj) { dragNode = null; isFairyHeld = false; // Set isFairyHeld to false when the fairy is released }; game.move = handleMove; // Update game every tick game.update = updateGame; } // Handle move events function handleMove(x, y, obj) { if (dragNode) { // Check if the fairy is moving to the right if (x > dragNode.x) { // Mirror the fairy image dragNode.scale.x = -1; } else { // Reset the fairy image dragNode.scale.x = 1; } // Create a ghost image of the fairy when it moves every other frame if (LK.ticks % 4 === 0) { var ghostFairy = LK.getAsset('fairy', { anchorX: 0.5, anchorY: 0.5, alpha: 0.3 }); ghostFairy.x = dragNode.x; ghostFairy.y = dragNode.y; if (dragNode.parent === game) { game.addChildAt(ghostFairy, game.getChildIndex(dragNode)); } else { game.addChild(ghostFairy); } // Remove the ghost image after 0.5 seconds LK.setTimeout(function () { ghostFairy.destroy(); }, 250); } dragNode.x += (x - dragNode.x) * 0.1; if (y > 2732 * 0.6) { dragNode.y += (y - dragNode.y) * 0.1; } else { dragNode.y += (2732 * 0.6 - dragNode.y) * 0.1; } } } // Update game logic function updateGame() { // Update starfield for (var i = game.children.length - 1; i >= 0; i--) { if (game.children[i] instanceof Star) { game.children[i].update(); } if (game.children[i] instanceof Diamond && game.children[i].intersects(fairy)) { game.children[i].destroy(); diamondCount++; diamondCounterTxt.setText(diamondCount); } } // Update bullets for (var i = bullets.length - 1; i >= 0; i--) { if (bullets[i] instanceof Bullet) { bullets[i].update(); } bullets[i].update(); if (bullets[i].y < -50) { bullets[i].destroy(); bullets.splice(i, 1); } } for (var j = enemies.length - 1; j >= 0; j--) { enemies[j].update(); if (enemies[j].y > 2732 + 50) { enemies[j].destroy(); enemies.splice(j, 1); } if (fairy.intersects(enemies[j])) { var fairyX = fairy.x; var fairyY = fairy.y; // Create particle effect for fairy for (var p = 0; p < 10; p++) { var particle = LK.getAsset('star', { anchorX: 0.5, anchorY: 0.5, alpha: 1 }); particle.x = fairyX; particle.y = fairyY; particle.speedX = (Math.random() - 0.5) * 10; particle.speedY = (Math.random() - 0.5) * 10; particle.update = function () { this.x += this.speedX; this.y += this.speedY; this.alpha -= 0.02; if (this.alpha <= 0) { this.destroy(); } }; game.addChild(particle); } LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } for (var k = bullets.length - 1; k >= 0; k--) { if (bullets[k].intersects(enemies[j])) { bullets[k].destroy(); bullets.splice(k, 1); enemies[j].hitpoints -= bulletDamage; if (enemies[j].hitpoints <= 0) { var enemyX = enemies[j].x; var enemyY = enemies[j].y; // Create particle effect for (var p = 0; p < 20; p++) { var particle = LK.getAsset('star', { anchorX: 0.5, anchorY: 0.5, alpha: 1, scaleX: 2, scaleY: 2, tint: enemies[j].children[0].tint }); particle.x = enemyX; particle.y = enemyY; particle.speedX = (Math.random() - 0.5) * 10; particle.speedY = (Math.random() - 0.5) * 10; particle.update = function () { this.x += this.speedX; this.y += this.speedY; this.alpha -= 0.02; if (this.alpha <= 0) { this.destroy(); } }; game.addChild(particle); } enemies[j].destroy(); enemies.splice(j, 1); if (enemies[j]) { score += enemies[j].hitpoints * 10; } scoreTxt.setText(score); var dropChance = Math.random(); if (dropChance < 0.2) { var newDiamond = new Diamond(); newDiamond.x = enemyX; newDiamond.y = enemyY; game.addChild(newDiamond); } else if (dropChance < 0.2) { var newPowerup = new Powerup(); newPowerup.x = enemyX; newPowerup.y = enemyY; game.addChild(newPowerup); } } break; } } } // Check for collisions // Check for coin collection for (var i = game.children.length - 1; i >= 0; i--) { if (game.children[i] instanceof Diamond && game.children[i].intersects(fairy)) { game.children[i].destroy(); diamondCount++; diamondCounterTxt.setText('Diamonds: ' + diamondCount); } } for (var k = bullets.length - 1; k >= 0; k--) { for (var l = enemies.length - 1; l >= 0; l--) { if (bullets[k].intersects(enemies[l]) && !(enemies[l] instanceof Boss)) { bullets[k].destroy(); bullets.splice(k, 1); enemies[l].hitpoints--; if (enemies[l].hitpoints <= 0) { var enemyX = enemies[l].x; var enemyY = enemies[l].y; enemies[l].destroy(); enemies.splice(l, 1); if (enemies[l]) { score += enemies[l].hitpoints * 10; } scoreTxt.setText(score); // Randomly drop coins or powerups var dropChance = Math.random(); if (dropChance < 0.2) { var newDiamond = new Diamond(); newDiamond.x = enemyX; newDiamond.y = enemyY; game.addChild(newDiamond); } else if (dropChance < 0.2) { var newPowerup = new Powerup(); newPowerup.x = enemyX; newPowerup.y = enemyY; game.addChild(newPowerup); } } break; } } } // Spawn new bullets if (LK.ticks % bulletSpawnRate == 0 && isFairyHeld) { // Only spawn new bullets if the fairy is being held var newBullet = new Bullet(); newBullet.x = fairy.x; newBullet.y = fairy.y - fairy.height / 2; bullets.push(newBullet); game.addChild(newBullet); } // Spawn new enemies in a line if (LK.ticks % 600 == 0) { if (enemies.length === 0) { waveCount++; } if (waveCount <= waveConfig.length || enemies.length === 0) { if (waveCount > waveConfig.length) { waveCount = 1; // Reset wave count to 1 if all waves are complete // Pause the game and show upgrade options game.paused = true; showUpgradeOptions(); return; // Prevent spawning new waves until an upgrade is chosen } var currentWave = waveConfig[waveCount - 1]; var maxEnemiesPerLine = 3; var enemySpacing = 2048 / (maxEnemiesPerLine + 1); // Adjust spacing to center enemies var totalRows = Math.ceil(currentWave.enemies / maxEnemiesPerLine); for (var i = 0; i < currentWave.enemies; i++) { var newBlock = new Enemy(); var row = Math.floor(i / maxEnemiesPerLine); newBlock.hitpoints = currentWave.hitpoints[row] || currentWave.hitpoints[currentWave.hitpoints.length - 1]; newBlock.x = i % maxEnemiesPerLine * enemySpacing + enemySpacing / 2 - newBlock.width / 2; newBlock.y = row * 220 - 50; // Increase row spacing by 20 pixels newBlock.children[0].tint = currentWave.tints[row] || currentWave.tints[currentWave.tints.length - 1]; enemies.push(newBlock); game.addChild(newBlock); } // Center the rows of enemies var totalWidth = (Math.min(currentWave.enemies, maxEnemiesPerLine) - 1) * enemySpacing; var offsetX = (2048 - totalWidth) / 2; for (var j = 0; j < enemies.length; j++) { enemies[j].x += offsetX - enemies[j].width / 2; } } } } // Initialize the game initGame();
===================================================================
--- original.js
+++ change.js
@@ -204,8 +204,23 @@
/****
* Game Code
****/
+function shieldUp() {
+ // Logic to add shield to the fairy
+ if (!fairy.shield) {
+ fairy.shield = LK.getAsset('fairy', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ alpha: 0.5,
+ tint: 0x00ff00 // Green tint for shield
+ });
+ fairy.shield.x = fairy.x;
+ fairy.shield.y = fairy.y;
+ game.addChild(fairy.shield);
+ }
+ game.paused = false;
+}
var bulletDamage = 1; // Initialize bullet damage to 1
function spawnNextWave() {
if (waveCount > waveConfig.length) {
waveCount = 1; // Reset wave count to 1 if all waves are complete
@@ -248,11 +263,11 @@
onClick: function onClick() {
increaseDamage();
}
}, {
- text: "Increase Health",
+ text: "Shield Up",
onClick: function onClick() {
- increaseHealth();
+ shieldUp();
}
}];
var optionSpacing = 300;
for (var i = 0; i < options.length; i++) {
@@ -270,12 +285,8 @@
function increaseDamage() {
// Logic to increase damage
game.paused = false;
}
-function increaseHealth() {
- // Logic to increase health
- game.paused = false;
-}
// Initialize variables
var bulletSpawnRate = 30; // Default bullet spawn rate
var fairy;
var bullets = [];
8-bit. cartoon. white star.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
cartoon 8 bit fairy dust. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Cartoon, 8bit, fireball. Black border. Cicular.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
cartoon, 8 bit, shield. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
8bit, cartoon, axe. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
dark electric ball, 8bit, cartoon.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
8bit, cartoon, treasure chest frame. very big empty center. only a fine border of chest. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.