User prompt
only increase the size of the first enemy to hit player
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when enemy touches player, before game over, increase size of enemy to cover all the screen and play gameover sound, then game over.
User prompt
make circle move sideways in sync with player
User prompt
winghs should also dim like enemy when otside of circle
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make wings a just a little further from enemy
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separate left and right wing assets
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flip sideways wing asset for left wing
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move wing a little further from enemy
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move wing closer to enemy
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Please fix the bug: 'Uncaught ReferenceError: filters is not defined' in or related to this line: 'var gradient = new filters.AlphaFilter();' Line Number: 259
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Please fix the bug: 'Uncaught ReferenceError: filters is not defined' in or related to this line: 'var gradient = circleGraphics.filters = [new filters.AlphaFilter()];' Line Number: 258
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add gradient effect to the circle from the center out
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add smke sound when smoke appears
Code edit (1 edits merged)
Please save this source code
User prompt
do not show smoke when powerup intersects with player
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play smoke soudn when smoke appears
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remove smoke animation when powerup when destroyed by player
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have smoke effect for power up when destroyed also by tapping
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when powerup is destroyed by touching while in the circle, add an effect of smoke
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make sure smoke appears on top of the last place the powerup was
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'var smoke = game.addChild(LK.getAsset('smoke', {' Line Number: 162
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smoke effect has to appear when power up is destroyed by clicking when in the circle not when intersecting with player
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add smoke effect when powerup is destroyed by the circle
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make sure smoke appear on the spot of the powerup when destroyed
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when powerup is destroyed replace with smoke asset
/****
* Classes
****/
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
var leftWing = self.attachAsset('wing', {
anchorX: 0.5,
anchorY: 0.5
});
var rightWing = self.attachAsset('wing', {
anchorX: 0.5,
anchorY: 0.5
});
leftWing.x = -enemyGraphics.width / 2 - leftWing.width / 2;
rightWing.x = enemyGraphics.width / 2 + rightWing.width / 2;
self.speed = 4 + waveNumber * enemySpeedIncrement; // Initialize enemy speed with progression
self.update = function () {
var dx = player.x - self.x;
var dy = player.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
leftWing.y = Math.sin(LK.ticks / 5) * 10;
rightWing.y = Math.sin(LK.ticks / 5) * 10;
self.x += dx / distance * self.speed;
self.y += dy / distance * self.speed + Math.sin(LK.ticks / 5) * 5;
var dx = self.x - player.x;
var dy = self.y - player.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < enemyGraphics.width / 2 + player.width / 2) {
LK.showGameOver();
}
// Check if enemy is outside of the circle
if (!isInsideCircle(self, circle)) {
// Make enemy darker
enemyGraphics.alpha = 0.5;
} else {
// Restore enemy brightness
enemyGraphics.alpha = 1;
}
};
});
// 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 rope = self.attachAsset('rope', {
anchorX: 0.5,
anchorY: 1
});
rope.y = -playerGraphics.height / 2;
});
var PowerUp = Container.expand(function () {
var self = Container.call(this);
var powerUpGraphics = self.attachAsset('powerUp', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 4 + waveNumber * enemySpeedIncrement; // Initialize power-up speed with progression
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;
// Add a scale effect to the powerup to make it seem cartoony
self.scale.x = 1 + Math.sin(LK.ticks / 10) * 0.1;
self.scale.y = 1 + Math.sin(LK.ticks / 10) * 0.1;
var dx = self.x - player.x;
var dy = self.y - player.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < self.width / 2 + player.width / 2) {
self.destroy();
var smoke = LK.getAsset('smoke', {
anchorX: 0.5,
anchorY: 0.5,
x: self.x,
y: self.y
});
game.addChild(smoke);
circle.scale.x *= 1.25;
circle.scale.y *= 1.25;
LK.getSound('powerup').play();
}
// Check if power up is outside of the circle
if (!isInsideCircle(self, circle)) {
// Make power up darker
powerUpGraphics.alpha = 0.5;
} else {
// Restore power up brightness
powerUpGraphics.alpha = 1;
}
};
});
/****
* 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
****/
function isInsideCircle(object, circle) {
var dx = object.x - circle.x;
var dy = object.y - circle.y;
var distance = Math.sqrt(dx * dx + dy * dy);
return distance < circle.width / 2;
}
game.down = function (x, y, obj) {
console.log("Screen was pressed at", x, y);
LK.getSound('zap').play();
for (var i = game.children.length - 1; i >= 0; i--) {
if (game.children[i] instanceof Enemy && isInsideCircle(game.children[i], circle)) {
game.children[i].rotation = Math.PI;
game.children[i].speed = 25;
game.children[i].update = function () {
this.y += this.speed;
if (this.y > 2732 + 50) {
this.destroy();
LK.setScore(LK.getScore() + 1);
scoreTxt.setText(LK.getScore());
}
};
} else if (game.children[i] instanceof PowerUp && isInsideCircle(game.children[i], circle)) {
game.children[i].destroy();
}
}
circle.scale.x *= 0.9;
circle.scale.y *= 0.9;
// 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
var enemySpeedIncrement = 0.25; // Speed increment per wave
var enemiesPerWaveIncrement = 1; // Additional enemies per wave
function startNextWave() {
waveNumber++;
enemiesSpawned = 0;
enemiesPerWave += enemiesPerWaveIncrement; // Increase number of enemies per wave
Enemy.prototype.speed += enemySpeedIncrement; // Increase enemy speed
PowerUp.prototype.speed += enemySpeedIncrement; // Increase power-up speed
LK.getSound('mosquito').play(); // Play mosquito sound when a wave is spawned
spawnEnemiesInWave();
}
function spawnEnemiesInWave() {
if (enemiesSpawned < enemiesPerWave) {
spawnEnemy();
enemiesSpawned++;
LK.setTimeout(spawnEnemiesInWave, 500); // 0.5 seconds 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;
// Initialize score text
var scoreTxt = new Text2('0', {
size: 150,
fill: "#ffffff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Update score text whenever the score changes
LK.on('scoreChange', function () {
scoreTxt.setText(LK.getScore());
});
// 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;
player.update = function () {
if (this.rope) {
this.rope.height = this.y;
}
// Add pendulum effect
this.x = 2048 / 2 + Math.sin(LK.ticks / 60) * 30;
};