User prompt
enemy2 should increase and decrease its size lightly
User prompt
after boss is destroyed, show a powerup screen offering the player to buy powerups with diamons
User prompt
enemy2 shoudl spawn 5 seconds after each wave
Code edit (1 edits merged)
Please save this source code
User prompt
separate the bullets into herobullets and bossbullets
User prompt
remove collision detection between boss and bossbullet
User prompt
make sure bossbullest do not collide with boss
User prompt
bossbullets should not hit boss, only fairy
User prompt
use bossbullet asset
User prompt
boss shoudl shoot bullets downwards regularly
User prompt
boss should spawn after wave is offscreen or destroyed
User prompt
when boss is on screen, waves should not spawn
Code edit (2 edits merged)
Please save this source code
User prompt
remove tint from boss
User prompt
when last waves is spawned, spawn boss.boss will moveon the top 40% of the screen and shoot bullets
User prompt
add soft bouncy movement and sideways movementn to enemy2
Code edit (1 edits merged)
Please save this source code
User prompt
use enemy2 asseet for enemy2 instead of block
User prompt
after a wave is spawned spawn enemy2
User prompt
spawn enemy2 between waves
User prompt
create a levels structure to the game. add a configuration setting to define how many waves each level will have.
User prompt
make sure enemy ewaves still work even if enemy2 is coming
User prompt
between enemies waves, spawn enemy2 which will have a jumpy movement towards fairy
User prompt
do not respawn waves once complete
User prompt
build a level structure in the game. each level will have a defined number of waves, enemy2 and a boss.
/****
* Classes
****/
// Boss class
var Boss = Container.expand(function () {
var self = Container.call(this);
var bossGraphics = self.attachAsset('block', {
anchorX: 0.5,
anchorY: 0.5,
tint: 0xff0000 // Boss is red
});
self.speed = 2;
self.hitpoints = 20; // Boss has more hitpoints
self.update = function () {
self.y += self.speed;
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.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());
}
};
});
// 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 + (self.scale.x === -1 ? 30 : -30);
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;
}
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x800080 //Init game with purple background
});
/****
* Game Code
****/
// Initialize variables
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]
}, {
enemies: 12,
hitpoints: [4, 3, 2, 1],
tints: [0xff3333, 0xff6666, 0xcc66ff, 0xffe066]
}, {
enemies: 15,
hitpoints: [5, 4, 3, 2, 1],
tints: [0xff0000, 0xff3333, 0xff6666, 0xcc66ff, 0xffe066]
}, {
boss: true,
hitpoints: [20],
tints: [0xff0000]
}];
// Initialize game elements
function initGame() {
// Create and position the fairy
fairy = game.addChild(new Fairy());
fairy.particles = [];
fairy.x = 2048 / 2;
fairy.y = 2732 - 400;
// 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
var overlay = LK.getAsset('menu', {
width: 2048,
height: 250,
color: 0x000000,
alpha: 0.5,
anchorX: 0.5,
anchorY: 0
});
overlay.x = 2048 / 2;
overlay.y = 0;
game.addChild(overlay);
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);
}
if (dragNode.scale.x === -1) {
ghostFairy.scale.x = -1;
}
// 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--;
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 % 30 == 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
// 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];
if (currentWave.boss) {
var newBoss = new Boss();
newBoss.hitpoints = currentWave.hitpoints[0];
newBoss.x = 2048 / 2;
newBoss.y = -newBoss.height / 2;
enemies.push(newBoss);
game.addChild(newBoss);
} else {
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;
}
}
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();
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.
shoot
Sound effect
boom
Sound effect
Hit
Sound effect
backgroundmusic
Sound effect
bossbullet
Sound effect
bossappear
Sound effect
hit
Sound effect
diamondcollect
Sound effect
hooray
Sound effect
nono
Sound effect
letsgo
Sound effect
death
Sound effect
yes
Sound effect