Code edit (3 edits merged)
Please save this source code
Code edit (7 edits merged)
Please save this source code
User prompt
Add grey border to the screen
User prompt
add score to game over
User prompt
add score to game over
Code edit (1 edits merged)
Please save this source code
User prompt
pause game for 3 seconds before it starts
User prompt
add a 3 second countdown at game start. game shouldd not start until countdown is complete
User prompt
add 3 second countdown before the game starts at all
User prompt
move score 15 pixels to the left
User prompt
move score 100 pixels to the right
User prompt
remove scoreicon but keep score in the same position
Code edit (1 edits merged)
Please save this source code
User prompt
show timer at game start
User prompt
Fix Bug: 'ReferenceError: scoreTxt is not defined' in this line: 'scoreTxt.setText(score.toString());' Line Number: 542
User prompt
remove duplicate score
var BlockedFollower = Container.expand(function (enemy) { var self = Container.call(this); self.enemy = enemy; self.followDuration = 500; self.followStartTime = LK.ticks; self.move = function () { self.x = self.enemy.x; self.y = self.enemy.y; LK.setTimeout(function () { if (self.parent) { self.move(); } }, LK.tickDuration); }; }); var Star = Container.expand(function () { var self = Container.call(this); var starGraphics = self.createAsset('star', 'Star asset', .5, .5); self.move = function () { this.x += 4; }; }); var WaveMessage = Container.expand(function (waveIndex) { var self = Container.call(this); var messageImage = self.createAsset('wave' + waveIndex, 'Wave ' + (waveIndex + 1) + ' Image', .5, .5); self.addChild(messageImage); this.setMessage = function (customMessage) { var messageText = new Text2(customMessage, { size: 60, fill: "#ffffff", font: "'Press Start 2P', monospace", fontWeight: 'bold', stroke: '#000000', strokeThickness: 5, dropShadow: true, dropShadowColor: '#000000', dropShadowBlur: 8, dropShadowAngle: Math.PI / 6, dropShadowDistance: 12 }); messageText.anchor.set(0, .5); messageText.x = messageImage.width / 1.5; messageText.y = messageImage.height * 0.1; self.addChild(messageText); }; }); var SpatialGrid = Container.expand(function (cellSize) { var self = Container.call(this); self.cellSize = cellSize; self.grid = {}; self._cellKey = function (x, y) { var cellX = Math.floor(x / self.cellSize); var cellY = Math.floor(y / self.cellSize); return cellX + ':' + cellY; }; self.insert = function (object) { var key = self._cellKey(object.x, object.y); if (!self.grid[key]) { self.grid[key] = []; } self.grid[key].push(object); }; self.retrieve = function (x, y) { var key = self._cellKey(x, y); return self.grid[key] || []; }; self.clear = function () { self.grid = {}; }; }); var Hero = Container.expand(function () { var self = Container.call(this); var heroGraphics = self.createAsset('hero', 'Hero character', .5, .5); self.targetPosition = null; self.setTargetPosition = function (x, y) { self.targetPosition = { x: x, y: Math.max(y, 250) }; }; self.move = function () { if (self.targetPosition) { var dx = self.targetPosition.x - this.x; var dy = self.targetPosition.y - this.y; var magnitude = Math.sqrt(dx * dx + dy * dy); if (magnitude > 5) { this.x += dx / magnitude * 10; this.y += dy / magnitude * 10; } else { this.x = self.targetPosition.x; this.y = self.targetPosition.y; self.targetPosition = null; } } }; self.shoot = function () {}; }); var EnemyWave0 = Container.expand(function (enemyCount) { var self = Container.call(this); self.enemyCount = 1; var enemyGraphics = self.createAsset('enemyWave0', 'Enemy Wave 0 character', .5, .5); self.move = function (heroX, heroY) { var dx = heroX - this.x; var dy = heroY - this.y; var magnitude = Math.sqrt(dx * dx + dy * dy); var speed = 3 + enemySpeedIncrease; var newX = this.x + dx / magnitude * speed; var newY = this.y + dy / magnitude * speed; var minX = 600, maxX = 1500, minY = 100, maxY = 200; newX = Math.max(minX, Math.min(newX, maxX)); newY = Math.max(minY, Math.min(newY, maxY)); this.x = newX; this.y = newY; }; }); var EnemyWave1 = Container.expand(function (enemyCount) { var self = Container.call(this); self.enemyCount = 10; var enemyGraphics = self.createAsset('enemyWave1', 'Enemy Wave 1 character', .5, .5); self.move = function (heroX, heroY) { var dx = heroX - this.x; var dy = heroY - this.y; var magnitude = Math.sqrt(dx * dx + dy * dy); var speed = 3 + enemySpeedIncrease; this.x += dx / magnitude * speed; this.y += dy / magnitude * speed; }; }); var EnemyWave2 = Container.expand(function (enemyCount) { var self = Container.call(this); self.enemyCount = 5; var enemyGraphics = self.createAsset('enemyWave2', 'Enemy Wave 2 character', .5, .5); self.move = function (heroX, heroY) { var dx = heroX - this.x; var dy = heroY - this.y; var magnitude = Math.sqrt(dx * dx + dy * dy); var speed = 2 + enemySpeedIncrease; this.x += dx / magnitude * speed; this.y += dy / magnitude * speed; }; }); var EnemyWave3 = Container.expand(function (enemyCount) { var self = Container.call(this); self.enemyCount = 6; var enemyGraphics = self.createAsset('enemyWave3', 'Enemy Wave 3 character', .5, .5); self.move = function (heroX, heroY) { var dx = heroX - this.x; var dy = heroY - this.y; var magnitude = Math.sqrt(dx * dx + dy * dy); var speed = 2.5 + enemySpeedIncrease; this.x += dx / magnitude * speed; this.y += dy / magnitude * speed; }; }); var EnemyWave4 = Container.expand(function (enemyCount) { var self = Container.call(this); self.enemyCount = 15; var enemyGraphics = self.createAsset('enemyWave4', 'Enemy Wave 4 character', .5, .5); self.move = function (heroX, heroY) { var dx = heroX - this.x; var dy = heroY - this.y; var magnitude = Math.sqrt(dx * dx + dy * dy); var speed = 3.5 + enemySpeedIncrease; this.x += dx / magnitude * speed; this.y += dy / magnitude * speed; }; }); var EnemyWave5 = Container.expand(function (enemyCount) { var self = Container.call(this); self.enemyCount = 1; var enemyGraphics = self.createAsset('enemyWave5', 'Enemy Wave 5 character', .5, .5); self.move = function (heroX, heroY) { var dx = heroX - this.x; var dy = heroY - this.y; var magnitude = Math.sqrt(dx * dx + dy * dy); var speed = 7 + enemySpeedIncrease; this.x += dx / magnitude * speed; this.y += dy / magnitude * speed; }; }); var HeroBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.createAsset('heroBullet', 'Hero Bullet', .5, .5); self.move = function () { this.y -= 5; }; }); var EnemyBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.createAsset('enemyBullet', 'Enemy Bullet', .5, .5); self.move = function (heroX, heroY) { var dx = heroX - this.x; var dy = heroY - this.y; var magnitude = Math.sqrt(dx * dx + dy * dy); this.x += dx / magnitude * 2; this.y += dy / magnitude * 2; }; }); var enemySpeedIncrease = 0; var Game = Container.expand(function () { var self = Container.call(this); stage.on('down', function (obj) { var pos = obj.event.getLocalPosition(self); hero.setTargetPosition(pos.x, pos.y); }); var background = self.createAsset('background', 'Game Background', 0, 0); background.width = 2048; background.height = 2532; background.y = 200; self.addChild(background); var centerLine = self.createAsset('whiteLine', 'Center Line', 0, 0); centerLine.width = 2048; centerLine.height = 10; centerLine.y = 2732 / 2; self.addChild(centerLine); var centerCircle = self.createAsset('centerCircle', 'Center Circle', 0.5, 0.5); centerCircle.width = 100; centerCircle.height = 100; centerCircle.x = 2048 / 2; centerCircle.y = centerLine.y; self.addChild(centerCircle); var topArea = LK.getAsset('topArea', 'Top Area', 0, 0); topArea.width = 2048; topArea.height = 200; self.addChild(topArea); var horizontalLine = LK.getAsset('horizontalLine', 'Horizontal Line', 0, 0); horizontalLine.width = 2048; horizontalLine.height = 10; horizontalLine.y = 200; self.addChild(horizontalLine); self.getEnemyCountForWave = function (waveIndex) { switch (waveIndex % 6) { case 0: return 1; case 1: return 10; case 2: return 3; case 3: return 4; case 4: return 8; case 5: return 1; } }; var goal = self.createAsset('goal', 'Goal asset', 0.5, 0.5); goal.width = 1100; goal.height = 200; goal.x = 2048 / 2; goal.y = goal.height / 2; self.addChild(goal); var hero = self.addChild(new Hero()); var score = 0; var scoreTxt = new Text2('0', { size: 120, fill: "#ffffff", font: "'Press Start 2P', monospace", dropShadow: true, dropShadowColor: '#000000', dropShadowBlur: 4, dropShadowAngle: Math.PI / 6, dropShadowDistance: 6 }); scoreTxt.anchor.set(0, 0.5); scoreTxt.x = 135; scoreTxt.y = 20 + scoreTxt.height / 2; LK.gui.addChild(scoreTxt); scoreTxt.parent.setChildIndex(scoreTxt, scoreTxt.parent.children.length - 1); var timerTxt = new Text2(':00', { size: 120, fill: "#ffffff", font: "'Press Start 2P', monospace", dropShadow: true, dropShadowColor: '#000000', dropShadowBlur: 4, dropShadowAngle: Math.PI / 6, dropShadowDistance: 6 }); timerTxt.anchor.set(0.5, 0); timerTxt.x = 2048 / 2 + 210; timerTxt.y = 20; self.timerTxt = timerTxt; LK.gui.addChild(self.timerTxt); self.timerTxt.parent.setChildIndex(self.timerTxt, self.timerTxt.parent.children.length - 1); var enemies = []; var waveIndex = 0; var maxWaveCount = 6; var waveTimer = 600; var waveInterval = 600; var gameTime = 60; var gameTimer = LK.setInterval(function () { if (gameTime > 0) { gameTime--; var minutes = Math.floor(gameTime / 60); var seconds = gameTime % 60; var formattedTime = (minutes > 0 ? minutes.toString().padStart(2, '0') : '') + ':' + seconds.toString().padStart(2, '0'); timerTxt.setText(formattedTime); } else { LK.clearInterval(gameTimer); LK.showGameOver('Game Over! Your score: ' + score); } }, 1000); var heroBullets = []; self.messageTimeouts = []; var enemyBullets = []; hero.x = 2048 / 2; hero.y = 2732 - 700; var bulletTimer = 0; var bulletInterval = 100; LK.on('tick', function () { hero.move(); bulletTimer++; if (bulletTimer >= bulletInterval) { var newBullet = new HeroBullet(); newBullet.x = hero.x; newBullet.y = hero.y; heroBullets.push(newBullet); self.addChild(newBullet); bulletTimer = 0; } if (waveIndex < maxWaveCount) { waveTimer++; } if (waveTimer >= waveInterval && waveIndex < maxWaveCount) { var waveMessages = ['KICK OFf!', 'EMPTY', 'KIDS want a selfie!', 'Time for the PRESS!', 'HOOLIGANS incoming!!', 'SIIIUU!']; var waveMessage = new WaveMessage(waveIndex); waveMessage.setMessage(waveMessages[waveIndex % waveMessages.length]); switch (waveIndex % 6) { case 0: waveMessage.x = 150; waveMessage.y = 1700; break; case 1: waveMessage.x = 150; waveMessage.y = 1700; break; case 2: waveMessage.x = 150; waveMessage.y = 1700; break; case 3: waveMessage.x = 150; waveMessage.y = 1700; break; case 4: waveMessage.x = 150; waveMessage.y = 1700; break; case 5: waveMessage.x = 150; waveMessage.y = 1700; break; } LK.gui.addChild(waveMessage); LK.gui.setChildIndex(waveMessage, LK.gui.children.length - 1); var messageTimeout = LK.setTimeout((function (waveMessageRef) { return function () { LK.gui.removeChild(waveMessageRef); waveMessageRef.destroy(); }; })(waveMessage), 4000); self.messageTimeouts.push(messageTimeout); if (waveIndex == 0) { for (var i = 0; i < self.getEnemyCountForWave(waveIndex); i++) { var newEnemy = new EnemyWave0(self.getEnemyCountForWave(waveIndex)); newEnemy.x = 1000; newEnemy.y = 300; enemies.push(newEnemy); self.addChild(newEnemy); } for (var i = 0; i < self.getEnemyCountForWave(waveIndex + 1); i++) { var newEnemy = new EnemyWave1(self.getEnemyCountForWave(waveIndex + 1)); newEnemy.x = Math.random() * 2048; newEnemy.y = 300; enemies.push(newEnemy); self.addChild(newEnemy); } waveIndex += 2; } else { for (var i = 0; i < self.getEnemyCountForWave(waveIndex); i++) { var newEnemy; var enemyCount = self.getEnemyCountForWave(waveIndex); switch (waveIndex % 6) { case 0: newEnemy = new EnemyWave0(enemyCount); newEnemy.x = 1000; newEnemy.y = 0; break; case 1: newEnemy = new EnemyWave1(enemyCount); newEnemy.x = Math.random() * 2048; newEnemy.y = 0; break; case 2: newEnemy = new EnemyWave2(enemyCount); newEnemy.x = Math.random() * 2048; newEnemy.y = 2732; break; case 3: newEnemy = new EnemyWave3(enemyCount); var side = Math.random() < 0.5 ? 0 : 2048; newEnemy.x = side; newEnemy.y = Math.random() * 2732; break; case 4: newEnemy = new EnemyWave4(enemyCount); var side = Math.floor(Math.random() * 3); switch (side) { case 0: newEnemy.x = 0; newEnemy.y = Math.random() * 2732; break; case 1: newEnemy.x = 2048; newEnemy.y = Math.random() * 2732; break; case 2: newEnemy.x = Math.random() * 2048; newEnemy.y = 2732; break; } break; case 5: newEnemy = new EnemyWave5(enemyCount); newEnemy.x = 1000; newEnemy.y = 2732; break; } enemies.push(newEnemy); self.addChild(newEnemy); } waveIndex++; } waveTimer = 0; } var spatialGrid = new SpatialGrid(100); for (var i = 0; i < enemies.length; i++) { spatialGrid.insert(enemies[i]); } for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var nearbyEnemies = spatialGrid.retrieve(enemy.x, enemy.y); enemy.move(hero.x, hero.y); var collisionThreshold = 20; var heroRadius = hero.width / 2; var enemyRadius = enemy.width / 2; var dx = hero.x - enemy.x; var dy = hero.y - enemy.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < heroRadius + enemyRadius) { self.messageTimeouts.forEach(function (timeout) { LK.clearTimeout(timeout); }); LK.gui.removeChild(self.timerTxt); LK.showGameOver('Game Over! Your score: ' + score.toString()); LK.gui.children.forEach(function (child) { if (child instanceof Text2) { child.destroy(); } }); LK.gui.removeChildren(); return; } for (var j = 0; j < nearbyEnemies.length; j++) { var otherEnemy = nearbyEnemies[j]; if (otherEnemy !== enemy && enemy.intersects(otherEnemy)) { var overlapX = enemy.x - otherEnemy.x; var overlapY = enemy.y - otherEnemy.y; var overlapMagnitude = Math.sqrt(overlapX * overlapX + overlapY * overlapY); var separationDistance = 100; for (var j = 0; j < nearbyEnemies.length; j++) { var otherEnemy = nearbyEnemies[j]; if (otherEnemy !== enemy && enemy.intersects(otherEnemy)) { var overlapX = enemy.x - otherEnemy.x; var overlapY = enemy.y - otherEnemy.y; var overlapMagnitude = Math.sqrt(overlapX * overlapX + overlapY * overlapY); if (overlapMagnitude < separationDistance) { var separationFactor = (separationDistance - overlapMagnitude) / overlapMagnitude; enemy.x += overlapX / overlapMagnitude * separationFactor; enemy.y += overlapY / overlapMagnitude * separationFactor; otherEnemy.x -= overlapX / overlapMagnitude * separationFactor; otherEnemy.y -= overlapY / overlapMagnitude * separationFactor; } } } } } } spatialGrid.clear(); for (var i = heroBullets.length - 1; i >= 0; i--) { heroBullets[i].move(goal.x, goal.y); if (heroBullets[i].intersects(goal)) { var successAsset = self.createAsset('success', 'Success Asset', .5, .5); var dx = goal.x - heroBullets[i].x; var dy = goal.y - heroBullets[i].y; var magnitude = Math.sqrt(dx * dx + dy * dy); successAsset.x = heroBullets[i].x; successAsset.y = heroBullets[i].y - 70; self.addChild(successAsset); LK.setTimeout(function () { successAsset.destroy(); }, 1000); heroBullets[i].destroy(); heroBullets.splice(i, 1); score++; enemySpeedIncrease += 0.1; scoreTxt.setText(score.toString()); continue; } for (var j = 0; j < enemies.length; j++) { if (heroBullets[i] && heroBullets[i].intersects(enemies[j])) { heroBullets[i].destroy(); heroBullets.splice(i, 1); break; } } } for (var i = 0; i < enemyBullets.length; i++) { enemyBullets[i].move(); } }); });
===================================================================
--- original.js
+++ change.js
@@ -297,9 +297,9 @@
var formattedTime = (minutes > 0 ? minutes.toString().padStart(2, '0') : '') + ':' + seconds.toString().padStart(2, '0');
timerTxt.setText(formattedTime);
} else {
LK.clearInterval(gameTimer);
- LK.showGameOver('Game Over! Your score: ' + score.toString());
+ LK.showGameOver('Game Over! Your score: ' + score);
}
}, 1000);
var heroBullets = [];
self.messageTimeouts = [];
@@ -322,9 +322,9 @@
if (waveIndex < maxWaveCount) {
waveTimer++;
}
if (waveTimer >= waveInterval && waveIndex < maxWaveCount) {
- var waveMessages = ['Survive for a minute! /nScore as much as you can!', 'EMPTY', 'Kids want a selfie!', 'Time for the press!', 'HOOLIGANS incoming!!', 'SIIIUU!'];
+ var waveMessages = ['KICK OFf!', 'EMPTY', 'KIDS want a selfie!', 'Time for the PRESS!', 'HOOLIGANS incoming!!', 'SIIIUU!'];
var waveMessage = new WaveMessage(waveIndex);
waveMessage.setMessage(waveMessages[waveIndex % waveMessages.length]);
switch (waveIndex % 6) {
case 0: