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build a level structure in the game. each level will have a defined number of waves, enemy2 and a boss.
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improve game performance
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Please fix the bug: 'ReferenceError: enemies is not defined' in or related to this line: 'enemies.push(newBlock);' Line Number: 504
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rename enemies to blocks
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create levels to make the game more interesting
Code edit (1 edits merged)
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spawn fairy 200 pixels higher
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when fairy image is mirrored move fairy particles 30 pixels to the right
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move fairy particles 30 pixels to the left
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make sure ghost image is also mirrored when going right
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Please fix the bug: 'ReferenceError: Boss is not defined' in or related to this line: 'if (bullets[k].intersects(enemies[l]) && !(enemies[l] instanceof Boss)) {' Line Number: 571
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make sure boss enemy tupe uses the asset selected int he wave configuration
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When a wave has boss type, also allow to select the asset this boss will use
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if enemy type is boss, it should move in the top 1/3 of the screen and shoot bullets downards
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add an attribute to define what type of enemy it is in the waveconfig
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do not respawn enemies after powerup menu
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Please fix the bug: 'ReferenceError: enemies is not defined' in or related to this line: 'if (enemies.length === 0) {' Line Number: 612
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rename enemies to blocks
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use shield asset for shield up
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shield should be destroy and destroy an enemy on touch
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shield should move in the same places like the fairy
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when shield up is selected...ad a shield around the fairy that lasts until fairy hits with an enemy
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/**** * 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); } } // Update shield position to follow the fairy if (self.shield) { self.shield.x = self.x; self.shield.y = self.y; } // 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'; } if (assetId) { 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])) { if (fairy.shield) { fairy.shield.destroy(); fairy.shield = null; } else { 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
@@ -113,8 +113,13 @@
if (self.particles[i].alpha <= 0) {
self.particles.splice(i, 1);
}
}
+ // Update shield position to follow the fairy
+ if (self.shield) {
+ self.shield.x = self.x;
+ self.shield.y = self.y;
+ }
// Fairy movement logic
};
});
// Powerup class
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.