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add bright random color to each enemy
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particles shoudl inherit the tint of the destroyed enemy
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alien tint should be a bright color
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alien random tint should always be bright and flurescent
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make sure the alien color update on spawn is being impacted on the game
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aliens should have different random coloros
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when an alien is spawned add a random bright color as their tint
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each enemy should have a bright tint
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add a random bright color to each enemy when they are spawned
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asteriod should not increase their speed after spawned. their initial speed should be increased progressively
Code edit (2 edits merged)
Please save this source code
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explosion should should allow particles to move on tick until they are destroyed
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create a particle effect to simluate the explosion of an enemy when it is desgtroyed
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add particle effect for when a enemy is destroyed. it should be a circular explosion.
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increase aliens speed and decrease the spawn interval progressivley
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add 1 to score when alien is destroyed
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add particles effect like a thruster behind enemies
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particles shoudl be destroyed after 3 seconds
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make asteroid trail way smaller and also have different size, from bigger to smaller
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after asteroid is destroyed, it's particle trail should be destroyed by fading out in 2 seconds.
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particle trail should not use a lot of resource and be smaller
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alien trail should be 5 times smaller
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add particle effect for alien trail.
Code edit (1 edits merged)
Please save this source code
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Fix Bug: 'ReferenceError: aliens is not defined' in or related to this line: 'aliens.push(asteroid);' Line Number: 111
/**** 
* Classes
****/
// Missile class
// Alien class
// Explosion class
var Explosion = Container.expand(function () {
	var self = Container.call(this);
	self.particles = [];
	for (var i = 0; i < 20; i++) {
		var particle = self.attachAsset('alien', {
			anchorX: 0.5,
			anchorY: 0.5,
			scaleX: 0.2,
			scaleY: 0.2,
			alpha: 0.8
		});
		particle.vx = (Math.random() - 0.5) * 10;
		particle.vy = (Math.random() - 0.5) * 10;
		self.particles.push(particle);
	}
	self.update = function () {
		for (var i = self.particles.length - 1; i >= 0; i--) {
			var p = self.particles[i];
			p.x += p.vx;
			p.y += p.vy;
			p.alpha -= 0.02;
			if (p.alpha <= 0) {
				p.destroy();
				self.particles.splice(i, 1);
			}
		}
	};
});
var Alien = Container.expand(function () {
	var self = Container.call(this);
	var alienGraphics = self.attachAsset('alien', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.baseSpeed = 2;
	self.speedMultiplier = 1;
	self.move = function () {
		var dy = earth.y - self.y;
		var dx = earth.x - self.x;
		var angle = Math.atan2(dy, dx);
		var speed = self.baseSpeed * self.speedMultiplier;
		self.x += speed * Math.cos(angle);
		self.y += speed * Math.sin(angle);
	};
});
// Shield class
var Shield = Container.expand(function () {
	var self = Container.call(this);
	self.attachAsset('shield', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.orbitRadius = 200;
	self.orbitSpeed = 0.04;
	self.orbitAngle = 0;
	self.update = function () {
		self.orbitAngle += self.orbitSpeed;
		self.x = earth.x + self.orbitRadius * Math.cos(self.orbitAngle);
		self.y = earth.y + self.orbitRadius * Math.sin(self.orbitAngle);
		var angleToEarth = Math.atan2(earth.y - self.y, earth.x - self.x);
		self.rotation = angleToEarth + Math.PI / 2;
	};
});
/**** 
* Initialize Game
****/
var game = new LK.Game({
	backgroundColor: 0x000000 // Init game with black background
});
/**** 
* Game Code
****/
// Initialize assets used in the game.
// Game variables
var aliens = [];
var earth;
var scoreTxt;
var spawnAlienInterval = 120; // Frames until a new alien spawns
var spawnAlienIntervalDecrement = 0.98; // Multiplier to decrease spawn interval
var nextAlienSpawn = spawnAlienInterval;
// Initialize Earth
function initEarth() {
	earth = game.addChild(LK.getAsset('earth', {
		anchorX: 0.5,
		anchorY: 0.5,
		x: game.width / 2,
		y: game.height / 2
	}));
	window.shield = game.addChild(new Shield());
	window.shield.x = earth.x;
	window.shield.y = earth.y - window.shield.orbitRadius;
}
// Initialize score display
function initScore() {
	scoreTxt = new Text2('0', {
		size: 150,
		fill: "#ffffff"
	});
	scoreTxt.anchor.set(0.5, 0);
	LK.gui.top.addChild(scoreTxt);
}
// Spawn an alien
function spawnAlien() {
	var alien = new Alien();
	alien.baseSpeed += LK.getScore() * 0.1;
	alien.tint = Math.random() * 0xFFFFFF; // Apply a random color tint to the alien
	var side = Math.floor(Math.random() * 4);
	switch (side) {
		case 0:
			// top
			alien.x = Math.random() * game.width;
			alien.y = -alien.height;
			break;
		case 1:
			// right
			alien.x = game.width + alien.width;
			alien.y = Math.random() * game.height;
			break;
		case 2:
			// bottom
			alien.x = Math.random() * game.width;
			alien.y = game.height + alien.height;
			break;
		case 3:
			// left
			alien.x = -alien.width;
			alien.y = Math.random() * game.height;
			break;
	}
	aliens.push(alien);
	game.addChild(alien);
}
// Check for collisions
function checkCollisions() {
	for (var i = 0; i < aliens.length; i++) {
		if (window.shield.intersects(aliens[i])) {
			var explosion = new Explosion();
			explosion.x = aliens[i].x;
			explosion.y = aliens[i].y;
			game.addChild(explosion);
			aliens[i].destroy();
			LK.setScore(LK.getScore() + 1);
			scoreTxt.setText(LK.getScore().toString());
			aliens.splice(i, 1);
		}
	}
}
// Game over check
function checkGameOver() {
	for (var i = 0; i < aliens.length; i++) {
		if (aliens[i].intersects(earth)) {
			LK.effects.flashScreen(0xff0000, 1000);
			LK.showGameOver();
			break;
		}
	}
}
// Touch event to move shield
game.on('down', function (obj) {
	window.shield.orbitSpeed *= -1;
});
// Game tick event
LK.on('tick', function () {
	// Update explosions
	game.children.forEach(function (child) {
		if (child instanceof Explosion) {
			child.update();
		}
	});
	// Move aliens
	for (var j = aliens.length - 1; j >= 0; j--) {
		aliens[j].move();
		if (aliens[j].y > game.height + aliens[j].height) {
			aliens[j].destroy();
			aliens.splice(j, 1);
		}
	}
	// Spawn aliens and update spawn interval
	nextAlienSpawn--;
	if (nextAlienSpawn <= 0) {
		spawnAlien();
		nextAlienSpawn = spawnAlienInterval;
		spawnAlienInterval *= spawnAlienIntervalDecrement;
	}
	// Update shield position
	window.shield.update();
	// Check for collisions and game over
	checkCollisions();
	checkGameOver();
});
// Initialize game elements
initEarth();
initScore(); ===================================================================
--- original.js
+++ change.js
@@ -110,9 +110,9 @@
 // Spawn an alien
 function spawnAlien() {
 	var alien = new Alien();
 	alien.baseSpeed += LK.getScore() * 0.1;
-	alien.tint = Math.random() * 0xFFFFFF | 0x808080; // Apply a random bright tint to the alien
+	alien.tint = Math.random() * 0xFFFFFF; // Apply a random color tint to the alien
 	var side = Math.floor(Math.random() * 4);
 	switch (side) {
 		case 0:
 			// top