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Make wings move a lot faster
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add wings to enemies. Wings will move up and down in the sides of the enemy
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Add snaky movement to enemies and power up
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Add snaky movement to enemies
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reduce in half time spawn between each enemy within a wave
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add diferent movement patters to each new wave
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add sigzag movement to enemies and powerup
Code edit (2 edits merged)
Please save this source code
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when flashing and displayin the enemies, make sure the enemies alpha is set to very low
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powerup should be displayed ever if outside the circle
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when screen is flashing display enemies not matter if they are in the circle or not
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enemies should not be visible when outside of the circle
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use lk.score to track score of game. should be increased when an enemy is destroyed
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add score. every time an enemy is destroyed add 1
Code edit (1 edits merged)
Please save this source code
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powerup speed shoudl increase like the enemies
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Add progression difficulty to the game. Every new wave has to be faster and have more enemies.
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use precise collisiono detection for enemies with player
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✅ Implement precise collision detection for enemies and power-ups with the player
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To accurately detect if an enemy or power-up is inside the circle, you would need to implement a more precise collision detection method that takes into account the actual shapes of the objects, such as checking the distance between the centers of the circle and the other objects and comparing it to their radii.
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make game progression more difficult by increasing the speed of enemies and powerup and reducing the time between the spawn of the new powerup and the time the next wave spawns
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make sure circle diameter is updated every time the touch it touched and enemies and powerups are only destroyed if they are on the latest size of the circle
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make sure circle is spawned before enemies
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'enemy.targetX = circle.x;' Line Number: 132
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Please make all enemis move over circle
/**** * Classes ****/ var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 4; self.update = function () { var dx = player.x - self.x; var dy = player.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; if (self.intersects(player)) { LK.showGameOver(); } }; }); // Create a player class var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); }); var PowerUp = Container.expand(function () { var self = Container.call(this); var powerUpGraphics = self.attachAsset('powerUp', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 4; self.update = function () { var dx = player.x - self.x; var dy = player.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; if (self.intersects(player)) { self.destroy(); circle.scale.x *= 1.2; circle.scale.y *= 1.2; } }; }); /**** * Initialize Game ****/ // Add player to the game //<Assets used in the game will automatically appear here> //<Write entity 'classes' with empty functions for important behavior here> var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ game.down = function (x, y, obj) { console.log("Screen was pressed at", x, y); for (var i = game.children.length - 1; i >= 0; i--) { if (game.children[i] instanceof Enemy && game.children[i].intersects(circle) && game.children[i].x <= circle.x + circle.width / 2 && game.children[i].x >= circle.x - circle.width / 2 && game.children[i].y <= circle.y + circle.height / 2 && game.children[i].y >= circle.y - circle.height / 2) { game.children[i].destroy(); } else if (game.children[i] instanceof PowerUp && game.children[i].intersects(circle) && game.children[i].x <= circle.x + circle.width / 2 && game.children[i].x >= circle.x - circle.width / 2 && game.children[i].y <= circle.y + circle.height / 2 && game.children[i].y >= circle.y - circle.height / 2) { game.children[i].destroy(); } } circle.scale.x *= 0.9; circle.scale.y *= 0.9; circle.width = circle.width * circle.scale.x; circle.height = circle.height * circle.scale.y; // Add flash effect as a replacement for shake LK.effects.flashScreen(0xffff00, 200); // Flash yellow for 500ms }; function spawnPowerUp() { var powerUp = new PowerUp(); if (player) { var side = Math.floor(Math.random() * 4); if (side == 0) { // Top powerUp.x = Math.random() * 2048; powerUp.y = -50; } else if (side == 1) { // Right powerUp.x = 2048 + 50; powerUp.y = Math.random() * 2732; } else if (side == 2) { // Bottom powerUp.x = Math.random() * 2048; powerUp.y = 2732 + 50; } else { // Left powerUp.x = -50; powerUp.y = Math.random() * 2732; } game.addChild(powerUp); } } // Power-ups will now spawn between waves // Spawn enemies from outside the screen function spawnEnemy() { var enemy = new Enemy(); var side = Math.floor(Math.random() * 4); if (side == 0) { // Top enemy.x = Math.random() * 2048; enemy.y = -50; } else if (side == 1) { // Right enemy.x = 2048 + 50; enemy.y = Math.random() * 2732; } else if (side == 2) { // Bottom enemy.x = Math.random() * 2048; enemy.y = 2732 + 50; } else { // Left enemy.x = -50; enemy.y = Math.random() * 2732; } game.addChild(enemy); } // Variables to manage waves and power-up spawning var waveNumber = 0; var enemiesPerWave = 5; var enemiesSpawned = 0; var waveInterval = 5000; // 5 seconds between waves function startNextWave() { waveNumber++; enemiesSpawned = 0; spawnEnemiesInWave(); } function spawnEnemiesInWave() { if (enemiesSpawned < enemiesPerWave) { spawnEnemy(); enemiesSpawned++; LK.setTimeout(spawnEnemiesInWave, 1000); // 1 second between enemy spawns } else { // Spawn power-up after the wave LK.setTimeout(spawnPowerUp, 1000); // Start the next wave after a delay LK.setTimeout(startNextWave, waveInterval); } } // Create a circle in the center of the screen var circle = new Container(); var circleGraphics = circle.attachAsset('circle', { anchorX: 0.5, anchorY: 0.5 }); game.addChild(circle); circle.x = 2048 / 2; circle.y = 2732 / 2; // Start the first wave startNextWave(); // Add player to the game var player = new Player(); game.addChild(player); player.x = 2048 / 2; // Center player horizontally player.y = 2732 / 2; // Center player vertically;
===================================================================
--- original.js
+++ change.js
@@ -63,16 +63,18 @@
****/
game.down = function (x, y, obj) {
console.log("Screen was pressed at", x, y);
for (var i = game.children.length - 1; i >= 0; i--) {
- if (game.children[i] instanceof Enemy && game.children[i].intersects(circle)) {
+ if (game.children[i] instanceof Enemy && game.children[i].intersects(circle) && game.children[i].x <= circle.x + circle.width / 2 && game.children[i].x >= circle.x - circle.width / 2 && game.children[i].y <= circle.y + circle.height / 2 && game.children[i].y >= circle.y - circle.height / 2) {
game.children[i].destroy();
- } else if (game.children[i] instanceof PowerUp && game.children[i].intersects(circle)) {
+ } else if (game.children[i] instanceof PowerUp && game.children[i].intersects(circle) && game.children[i].x <= circle.x + circle.width / 2 && game.children[i].x >= circle.x - circle.width / 2 && game.children[i].y <= circle.y + circle.height / 2 && game.children[i].y >= circle.y - circle.height / 2) {
game.children[i].destroy();
}
}
circle.scale.x *= 0.9;
circle.scale.y *= 0.9;
+ circle.width = circle.width * circle.scale.x;
+ circle.height = circle.height * circle.scale.y;
// Add flash effect as a replacement for shake
LK.effects.flashScreen(0xffff00, 200); // Flash yellow for 500ms
};
function spawnPowerUp() {