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build a level structure in the game. each level will have a defined number of waves, enemy2 and a boss.
User prompt
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
User prompt
create levels to make the game more interesting
Code edit (1 edits merged)
Please save this source code
User prompt
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
Code edit (1 edits merged)
Please save this source code
User prompt
When a wave has boss type, also allow to select the asset this boss will use
User prompt
if enemy type is boss, it should move in the top 1/3 of the screen and shoot bullets downards
Code edit (1 edits merged)
Please save this source code
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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
User prompt
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
User prompt
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
Code edit (1 edits merged)
Please save this source code
===================================================================
--- original.js
+++ change.js
@@ -1,28 +1,26 @@
/****
* Classes
****/
-// Block class
-var Block = Container.expand(function () {
+// Boss class
+var Boss = Container.expand(function () {
var self = Container.call(this);
- var blockGraphics = self.attachAsset('block', {
+ var bossGraphics = self.attachAsset('block', {
anchorX: 0.5,
anchorY: 0.5,
- tint: 0xffffff // Default tint, will be overridden by wave configuration
+ tint: 0xff0000 // Boss is red
});
- self.speed = 3;
- self.hitpoints = 3; // Add hitpoints to blocks
+ self.speed = 2;
+ self.hitpoints = 20; // Boss has more hitpoints
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",
@@ -71,8 +69,44 @@
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);
@@ -108,11 +142,10 @@
game.addChild(particle);
}
// Update existing particles
for (var i = self.particles.length - 1; i >= 0; i--) {
- var particle = self.pparticles[i];
- particle.update();
- if (particle.alpha <= 0) {
+ self.particles[i].update();
+ if (self.particles[i].alpha <= 0) {
self.particles.splice(i, 1);
}
}
// Fairy movement logic
@@ -162,9 +195,9 @@
****/
// Initialize variables
var fairy;
var bullets = [];
-var blocks = [];
+var enemies = [];
var scoreTxt;
var score = 0;
var dragNode = null;
var diamondCount = 0; // Initialize diamond counter
@@ -178,17 +211,25 @@
}, {
enemies: 6,
hitpoints: [2, 1],
tints: [0xcc66ff, 0xffe066]
-}
-/**** , {
-enemies: 9,
-hitpoints: [3, 2, 1],
-tints: [0xff6666, 0xcc66ff, 0xffe066]
-}
-****/
-// Add more wave configurations as needed
-];
+}, {
+ 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());
@@ -315,23 +356,24 @@
}
}
// Update bullets
for (var i = bullets.length - 1; i >= 0; i--) {
- var bullet = bullets[i];
- bullet.update();
- if (bullet.y < -50) {
- bullet.destroy();
+ 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 = blocks.length - 1; j >= 0; j--) {
- var block = blocks[j];
- block.update();
- if (block.y > 2732 + 50) {
- block.destroy();
- blocks.splice(j, 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(block)) {
+ 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++) {
@@ -357,28 +399,27 @@
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
for (var k = bullets.length - 1; k >= 0; k--) {
- var bullet = bullets[k];
- if (bullet.intersects(block)) {
- bullet.destroy();
+ if (bullets[k].intersects(enemies[j])) {
+ bullets[k].destroy();
bullets.splice(k, 1);
- block.hitpoints--;
- if (block.hitpoints <= 0) {
- var blockX = block.x;
- var blockY = block.y;
+ 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: block.children[0].tint
+ tint: enemies[j].children[0].tint
});
- particle.x = blockX;
- particle.y = blockY;
+ 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;
@@ -389,24 +430,24 @@
}
};
game.addChild(particle);
}
- block.destroy();
- blocks.splice(j, 1);
- if (block) {
- score += block.hitpoints * 10;
+ 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 = blockX;
- newDiamond.y = blockY;
+ newDiamond.x = enemyX;
+ newDiamond.y = enemyY;
game.addChild(newDiamond);
} else if (dropChance < 0.2) {
var newPowerup = new Powerup();
- newPowerup.x = blockX;
- newPowerup.y = blockY;
+ newPowerup.x = enemyX;
+ newPowerup.y = enemyY;
game.addChild(newPowerup);
}
}
break;
@@ -465,12 +506,12 @@
game.addChild(newBullet);
}
// Spawn new enemies in a line
if (LK.ticks % 600 == 0) {
- if (blocks.length === 0) {
+ if (enemies.length === 0) {
waveCount++;
}
- if (waveCount <= waveConfig.length || blocks.length === 0) {
+ 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++) {
@@ -479,26 +520,55 @@
}
}
}
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 Block();
+ 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];
- blocks.push(newBlock);
+ 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 < blocks.length; j++) {
- blocks[j].x += offsetX - blocks[j].width / 2;
+ for (var j = 0; j < enemies.length; j++) {
+ enemies[j].x += offsetX - enemies[j].width / 2;
}
}
}
}
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.