User prompt
ahora lo ultimo ponle musica efectos de sonido y que cuando un enmigo lo destruyan desaparezca y que cuando ganes el nivel pases al otro nivel mas dificil ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
ponlos mas cerca de la nave y mas grandes los enemigos
User prompt
bueno ahora pon todo por oleadas y que cada oleada sea mas dificil que la anterior y las naves enemigas un poco mas grandes y que se destuyan ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
me gusta pero cambia la nave que dispara por una que tenga un mejor diseño mas detallado
User prompt
Please fix the bug: 'ReferenceError: playerBody is not defined' in or related to this line: 'playerBody.alpha = 1;' Line Number: 334
User prompt
que sea un poco mas realista todo
User prompt
listo ahora necesito que generes toda la parte visual del juego la nave y los enemigos
Code edit (1 edits merged)
Please save this source code
User prompt
Galactic Strike Force
Initial prompt
quieres que me crees un juego como galaga con muchos efectos y explosiones
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Enemy = Container.expand(function () {
var self = Container.call(this);
// Create multi-part enemy ship
var enemyBody = self.attachAsset('enemyBody', {
anchorX: 0.5,
anchorY: 0.5
});
var leftWing = self.attachAsset('enemyWing', {
anchorX: 0.5,
anchorY: 0.5,
x: -25,
y: 5
});
var rightWing = self.attachAsset('enemyWing', {
anchorX: 0.5,
anchorY: 0.5,
x: 25,
y: 5
});
var enemyCore = self.attachAsset('enemyCore', {
anchorX: 0.5,
anchorY: 0.5,
y: -5
});
var leftEngine = self.attachAsset('enemyEngine', {
anchorX: 0.5,
anchorY: 0.5,
x: -15,
y: 20
});
var rightEngine = self.attachAsset('enemyEngine', {
anchorX: 0.5,
anchorY: 0.5,
x: 15,
y: 20
});
// Add pulsing glow effect to core
self.glowTimer = 0;
self.speed = 2;
self.direction = 1;
self.fireTimer = Math.random() * 120 + 60;
self.movePattern = 'formation';
self.startX = 0;
self.startY = 0;
self.update = function () {
if (self.movePattern === 'formation') {
self.x += self.speed * self.direction;
if (self.x > 2048 - 50 || self.x < 50) {
self.direction *= -1;
self.y += 30;
}
}
// Add pulsing glow effect to enemy core
self.glowTimer += 0.15;
var glowIntensity = 0.7 + Math.sin(self.glowTimer) * 0.3;
enemyCore.alpha = glowIntensity;
// Engine flicker effect
leftEngine.alpha = 0.8 + Math.random() * 0.2;
rightEngine.alpha = 0.8 + Math.random() * 0.2;
self.fireTimer--;
if (self.fireTimer <= 0 && Math.random() < 0.005) {
self.fireTimer = Math.random() * 120 + 60;
var bullet = new EnemyBullet();
bullet.x = self.x;
bullet.y = self.y + 30;
enemyBullets.push(bullet);
game.addChild(bullet);
}
};
self.destroy = function () {
LK.getSound('enemyDestroy').play();
LK.effects.flashObject(self, 0xffffff, 200);
// Create multi-layered explosion effect
var explosion = game.addChild(LK.getAsset('explosion', {
anchorX: 0.5,
anchorY: 0.5,
x: self.x,
y: self.y,
alpha: 0.9
}));
var explosionFlame = game.addChild(LK.getAsset('explosionFlame', {
anchorX: 0.5,
anchorY: 0.5,
x: self.x,
y: self.y,
alpha: 0.7
}));
// Create spark particles
for (var sparkCount = 0; sparkCount < 6; sparkCount++) {
var spark = game.addChild(LK.getAsset('explosionSpark', {
anchorX: 0.5,
anchorY: 0.5,
x: self.x + (Math.random() - 0.5) * 60,
y: self.y + (Math.random() - 0.5) * 60,
alpha: 1
}));
tween(spark, {
x: spark.x + (Math.random() - 0.5) * 200,
y: spark.y + (Math.random() - 0.5) * 200,
scaleX: 0.1,
scaleY: 0.1,
alpha: 0
}, {
duration: 400 + Math.random() * 200,
easing: tween.easeOut,
onFinish: function onFinish() {
spark.destroy();
}
});
}
tween(explosion, {
scaleX: 2.5,
scaleY: 2.5,
alpha: 0
}, {
duration: 400,
easing: tween.easeOut,
onFinish: function onFinish() {
explosion.destroy();
}
});
tween(explosionFlame, {
scaleX: 1.8,
scaleY: 1.8,
alpha: 0
}, {
duration: 300,
easing: tween.easeOut,
onFinish: function onFinish() {
explosionFlame.destroy();
}
});
// Random chance to drop power-up
if (Math.random() < 0.15) {
var powerUp = new PowerUp();
powerUp.x = self.x;
powerUp.y = self.y;
powerUps.push(powerUp);
game.addChild(powerUp);
}
score += 100;
scoreTxt.setText('Score: ' + score);
};
return self;
});
var EnemyBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('enemyBullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 4;
self.update = function () {
self.y += self.speed;
};
return self;
});
var Player = Container.expand(function () {
var self = Container.call(this);
// Create multi-part player ship
var playerBody = self.attachAsset('playerBody', {
anchorX: 0.5,
anchorY: 0.5
});
var leftWing = self.attachAsset('playerWing', {
anchorX: 0.5,
anchorY: 0.5,
x: -30,
y: 10
});
var rightWing = self.attachAsset('playerWing', {
anchorX: 0.5,
anchorY: 0.5,
x: 30,
y: 10
});
var cockpit = self.attachAsset('playerCockpit', {
anchorX: 0.5,
anchorY: 0.5,
y: -10
});
var leftEngine = self.attachAsset('playerEngine', {
anchorX: 0.5,
anchorY: 0.5,
x: -20,
y: 35
});
var rightEngine = self.attachAsset('playerEngine', {
anchorX: 0.5,
anchorY: 0.5,
x: 20,
y: 35
});
var leftThrust = self.attachAsset('playerThrust', {
anchorX: 0.5,
anchorY: 0.5,
x: -20,
y: 50,
alpha: 0.7
});
var rightThrust = self.attachAsset('playerThrust', {
anchorX: 0.5,
anchorY: 0.5,
x: 20,
y: 50,
alpha: 0.7
});
// Add thrust animation
self.thrustTimer = 0;
self.speed = 8;
self.fireRate = 0;
self.maxFireRate = 15;
self.lives = 3;
self.invulnerable = false;
self.powerUpType = 'normal';
self.powerUpTimer = 0;
self.update = function () {
if (self.fireRate > 0) {
self.fireRate--;
}
if (self.powerUpTimer > 0) {
self.powerUpTimer--;
if (self.powerUpTimer <= 0) {
self.powerUpType = 'normal';
}
}
// Handle invulnerability visual effect
if (self.invulnerable) {
var flickerAlpha = Math.sin(LK.ticks * 0.5) * 0.3 + 0.4;
playerBody.alpha = flickerAlpha;
leftWing.alpha = flickerAlpha;
rightWing.alpha = flickerAlpha;
cockpit.alpha = flickerAlpha;
} else {
playerBody.alpha = 1;
leftWing.alpha = 1;
rightWing.alpha = 1;
cockpit.alpha = 1;
}
// Animate engine thrust
self.thrustTimer += 0.3;
var thrustScale = 0.8 + Math.sin(self.thrustTimer) * 0.4;
leftThrust.scaleY = thrustScale;
rightThrust.scaleY = thrustScale;
leftThrust.alpha = 0.5 + Math.random() * 0.3;
rightThrust.alpha = 0.5 + Math.random() * 0.3;
// Power-up visual effects
if (self.powerUpType === 'spread') {
leftWing.tint = 0x00FF00;
rightWing.tint = 0x00FF00;
} else if (self.powerUpType === 'rapid') {
leftWing.tint = 0xFF0000;
rightWing.tint = 0xFF0000;
} else {
leftWing.tint = 0xFFFFFF;
rightWing.tint = 0xFFFFFF;
}
};
self.takeDamage = function () {
if (self.invulnerable) return false;
self.lives--;
self.invulnerable = true;
self.alpha = 0.3;
LK.setTimeout(function () {
self.invulnerable = false;
self.alpha = 1;
}, 2000);
if (self.lives <= 0) {
return true; // Game over
}
return false;
};
self.fire = function () {
if (self.fireRate > 0) return;
self.fireRate = self.maxFireRate;
LK.getSound('shoot').play();
if (self.powerUpType === 'spread') {
// Spread shot
for (var i = -1; i <= 1; i++) {
var bullet = new PlayerBullet();
bullet.x = self.x + i * 30;
bullet.y = self.y - 40;
bullet.speedX = i * 2;
playerBullets.push(bullet);
game.addChild(bullet);
}
} else if (self.powerUpType === 'rapid') {
// Rapid fire
self.maxFireRate = 5;
var bullet = new PlayerBullet();
bullet.x = self.x;
bullet.y = self.y - 40;
playerBullets.push(bullet);
game.addChild(bullet);
} else {
// Normal shot
var bullet = new PlayerBullet();
bullet.x = self.x;
bullet.y = self.y - 40;
playerBullets.push(bullet);
game.addChild(bullet);
}
};
return self;
});
var PlayerBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('playerBullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 12;
self.speedX = 0;
self.update = function () {
self.y -= self.speed;
self.x += self.speedX;
};
return self;
});
var PowerUp = Container.expand(function () {
var self = Container.call(this);
var powerUpGraphics = self.attachAsset('powerUp', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 2;
self.bobTimer = 0;
self.type = ['spread', 'rapid', 'shield'][Math.floor(Math.random() * 3)];
// Color based on type
if (self.type === 'spread') {
powerUpGraphics.tint = 0x00ff00;
} else if (self.type === 'rapid') {
powerUpGraphics.tint = 0xff0000;
} else {
powerUpGraphics.tint = 0x0000ff;
}
self.update = function () {
self.y += self.speed;
self.bobTimer += 0.2;
self.rotation = Math.sin(self.bobTimer) * 0.1;
var scale = 1 + Math.sin(self.bobTimer * 2) * 0.1;
self.scaleX = scale;
self.scaleY = scale;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000011
});
/****
* Game Code
****/
var player = null;
var playerBullets = [];
var enemies = [];
var enemyBullets = [];
var powerUps = [];
var score = 0;
var wave = 1;
var enemiesRemaining = 0;
var dragNode = null;
var lastX = 0;
// UI Elements
var scoreTxt = new Text2('Score: 0', {
size: 60,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0, 0);
LK.gui.topLeft.addChild(scoreTxt);
scoreTxt.x = 120; // Offset to avoid menu icon
var livesTxt = new Text2('Lives: 3', {
size: 60,
fill: 0xFFFFFF
});
livesTxt.anchor.set(1, 0);
LK.gui.topRight.addChild(livesTxt);
var waveTxt = new Text2('Wave: 1', {
size: 60,
fill: 0xFFFFFF
});
waveTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(waveTxt);
// Initialize player
player = game.addChild(new Player());
player.x = 1024;
player.y = 2500;
// Spawn first wave
function spawnWave() {
enemiesRemaining = 0;
var cols = 8;
var rows = 3;
var spacing = 120;
var startX = (2048 - cols * spacing) / 2;
var startY = 200;
for (var row = 0; row < rows; row++) {
for (var col = 0; col < cols; col++) {
var enemy = new Enemy();
enemy.x = startX + col * spacing;
enemy.y = startY + row * 80;
enemy.startX = enemy.x;
enemy.startY = enemy.y;
enemies.push(enemy);
game.addChild(enemy);
enemiesRemaining++;
}
}
waveTxt.setText('Wave: ' + wave);
}
// Input handling
game.down = function (x, y, obj) {
dragNode = player;
lastX = x;
player.fire();
};
game.move = function (x, y, obj) {
if (dragNode) {
var deltaX = x - lastX;
dragNode.x += deltaX;
// Keep player on screen
if (dragNode.x < 40) dragNode.x = 40;
if (dragNode.x > 2008) dragNode.x = 2008;
lastX = x;
}
};
game.up = function (x, y, obj) {
dragNode = null;
};
// Main game loop
game.update = function () {
// Auto-fire for mobile
if (LK.ticks % 20 === 0) {
player.fire();
}
// Update player bullets
for (var i = playerBullets.length - 1; i >= 0; i--) {
var bullet = playerBullets[i];
if (bullet.lastY === undefined) bullet.lastY = bullet.y;
// Remove bullets that go off screen
if (bullet.lastY > -20 && bullet.y <= -20) {
bullet.destroy();
playerBullets.splice(i, 1);
continue;
}
// Check collision with enemies
var hit = false;
for (var j = enemies.length - 1; j >= 0; j--) {
var enemy = enemies[j];
if (bullet.intersects(enemy)) {
enemy.destroy();
enemies.splice(j, 1);
enemiesRemaining--;
bullet.destroy();
playerBullets.splice(i, 1);
hit = true;
break;
}
}
if (!hit) {
bullet.lastY = bullet.y;
}
}
// Update enemy bullets
for (var i = enemyBullets.length - 1; i >= 0; i--) {
var bullet = enemyBullets[i];
if (bullet.lastY === undefined) bullet.lastY = bullet.y;
// Remove bullets that go off screen
if (bullet.lastY < 2800 && bullet.y >= 2800) {
bullet.destroy();
enemyBullets.splice(i, 1);
continue;
}
// Check collision with player
if (bullet.intersects(player)) {
var gameOver = player.takeDamage();
livesTxt.setText('Lives: ' + player.lives);
bullet.destroy();
enemyBullets.splice(i, 1);
if (gameOver) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
return;
}
} else {
bullet.lastY = bullet.y;
}
}
// Update power-ups
for (var i = powerUps.length - 1; i >= 0; i--) {
var powerUp = powerUps[i];
if (powerUp.lastY === undefined) powerUp.lastY = powerUp.y;
// Remove power-ups that go off screen
if (powerUp.lastY < 2800 && powerUp.y >= 2800) {
powerUp.destroy();
powerUps.splice(i, 1);
continue;
}
// Check collision with player
if (powerUp.intersects(player)) {
LK.getSound('powerUpPickup').play();
player.powerUpType = powerUp.type;
player.powerUpTimer = 600; // 10 seconds at 60fps
player.maxFireRate = player.powerUpType === 'rapid' ? 5 : 15;
LK.effects.flashObject(player, 0x00ffff, 500);
powerUp.destroy();
powerUps.splice(i, 1);
} else {
powerUp.lastY = powerUp.y;
}
}
// Check for wave completion
if (enemiesRemaining <= 0) {
wave++;
LK.setTimeout(function () {
spawnWave();
}, 2000);
}
// Check win condition (for demo purposes)
if (wave > 5) {
LK.effects.flashScreen(0x00ff00, 1000);
LK.showYouWin();
}
};
// Start the game
spawnWave();
LK.playMusic('bgMusic'); ===================================================================
--- original.js
+++ change.js
@@ -7,12 +7,44 @@
* Classes
****/
var Enemy = Container.expand(function () {
var self = Container.call(this);
- var enemyGraphics = self.attachAsset('enemy', {
+ // Create multi-part enemy ship
+ var enemyBody = self.attachAsset('enemyBody', {
anchorX: 0.5,
anchorY: 0.5
});
+ var leftWing = self.attachAsset('enemyWing', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: -25,
+ y: 5
+ });
+ var rightWing = self.attachAsset('enemyWing', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: 25,
+ y: 5
+ });
+ var enemyCore = self.attachAsset('enemyCore', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ y: -5
+ });
+ var leftEngine = self.attachAsset('enemyEngine', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: -15,
+ y: 20
+ });
+ var rightEngine = self.attachAsset('enemyEngine', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: 15,
+ y: 20
+ });
+ // Add pulsing glow effect to core
+ self.glowTimer = 0;
self.speed = 2;
self.direction = 1;
self.fireTimer = Math.random() * 120 + 60;
self.movePattern = 'formation';
@@ -25,8 +57,15 @@
self.direction *= -1;
self.y += 30;
}
}
+ // Add pulsing glow effect to enemy core
+ self.glowTimer += 0.15;
+ var glowIntensity = 0.7 + Math.sin(self.glowTimer) * 0.3;
+ enemyCore.alpha = glowIntensity;
+ // Engine flicker effect
+ leftEngine.alpha = 0.8 + Math.random() * 0.2;
+ rightEngine.alpha = 0.8 + Math.random() * 0.2;
self.fireTimer--;
if (self.fireTimer <= 0 && Math.random() < 0.005) {
self.fireTimer = Math.random() * 120 + 60;
var bullet = new EnemyBullet();
@@ -38,27 +77,68 @@
};
self.destroy = function () {
LK.getSound('enemyDestroy').play();
LK.effects.flashObject(self, 0xffffff, 200);
- // Create explosion effect
+ // Create multi-layered explosion effect
var explosion = game.addChild(LK.getAsset('explosion', {
anchorX: 0.5,
anchorY: 0.5,
x: self.x,
y: self.y,
- alpha: 0.8
+ alpha: 0.9
}));
+ var explosionFlame = game.addChild(LK.getAsset('explosionFlame', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: self.x,
+ y: self.y,
+ alpha: 0.7
+ }));
+ // Create spark particles
+ for (var sparkCount = 0; sparkCount < 6; sparkCount++) {
+ var spark = game.addChild(LK.getAsset('explosionSpark', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: self.x + (Math.random() - 0.5) * 60,
+ y: self.y + (Math.random() - 0.5) * 60,
+ alpha: 1
+ }));
+ tween(spark, {
+ x: spark.x + (Math.random() - 0.5) * 200,
+ y: spark.y + (Math.random() - 0.5) * 200,
+ scaleX: 0.1,
+ scaleY: 0.1,
+ alpha: 0
+ }, {
+ duration: 400 + Math.random() * 200,
+ easing: tween.easeOut,
+ onFinish: function onFinish() {
+ spark.destroy();
+ }
+ });
+ }
tween(explosion, {
- scaleX: 2,
- scaleY: 2,
+ scaleX: 2.5,
+ scaleY: 2.5,
alpha: 0
}, {
- duration: 300,
+ duration: 400,
easing: tween.easeOut,
onFinish: function onFinish() {
explosion.destroy();
}
});
+ tween(explosionFlame, {
+ scaleX: 1.8,
+ scaleY: 1.8,
+ alpha: 0
+ }, {
+ duration: 300,
+ easing: tween.easeOut,
+ onFinish: function onFinish() {
+ explosionFlame.destroy();
+ }
+ });
// Random chance to drop power-up
if (Math.random() < 0.15) {
var powerUp = new PowerUp();
powerUp.x = self.x;
@@ -84,12 +164,58 @@
return self;
});
var Player = Container.expand(function () {
var self = Container.call(this);
- var playerGraphics = self.attachAsset('player', {
+ // Create multi-part player ship
+ var playerBody = self.attachAsset('playerBody', {
anchorX: 0.5,
anchorY: 0.5
});
+ var leftWing = self.attachAsset('playerWing', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: -30,
+ y: 10
+ });
+ var rightWing = self.attachAsset('playerWing', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: 30,
+ y: 10
+ });
+ var cockpit = self.attachAsset('playerCockpit', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ y: -10
+ });
+ var leftEngine = self.attachAsset('playerEngine', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: -20,
+ y: 35
+ });
+ var rightEngine = self.attachAsset('playerEngine', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: 20,
+ y: 35
+ });
+ var leftThrust = self.attachAsset('playerThrust', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: -20,
+ y: 50,
+ alpha: 0.7
+ });
+ var rightThrust = self.attachAsset('playerThrust', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: 20,
+ y: 50,
+ alpha: 0.7
+ });
+ // Add thrust animation
+ self.thrustTimer = 0;
self.speed = 8;
self.fireRate = 0;
self.maxFireRate = 15;
self.lives = 3;
@@ -105,13 +231,39 @@
if (self.powerUpTimer <= 0) {
self.powerUpType = 'normal';
}
}
- if (self.invulnerable && self.alpha > 0.3) {
- self.alpha = 0.3;
- } else if (!self.invulnerable && self.alpha < 1) {
- self.alpha = 1;
+ // Handle invulnerability visual effect
+ if (self.invulnerable) {
+ var flickerAlpha = Math.sin(LK.ticks * 0.5) * 0.3 + 0.4;
+ playerBody.alpha = flickerAlpha;
+ leftWing.alpha = flickerAlpha;
+ rightWing.alpha = flickerAlpha;
+ cockpit.alpha = flickerAlpha;
+ } else {
+ playerBody.alpha = 1;
+ leftWing.alpha = 1;
+ rightWing.alpha = 1;
+ cockpit.alpha = 1;
}
+ // Animate engine thrust
+ self.thrustTimer += 0.3;
+ var thrustScale = 0.8 + Math.sin(self.thrustTimer) * 0.4;
+ leftThrust.scaleY = thrustScale;
+ rightThrust.scaleY = thrustScale;
+ leftThrust.alpha = 0.5 + Math.random() * 0.3;
+ rightThrust.alpha = 0.5 + Math.random() * 0.3;
+ // Power-up visual effects
+ if (self.powerUpType === 'spread') {
+ leftWing.tint = 0x00FF00;
+ rightWing.tint = 0x00FF00;
+ } else if (self.powerUpType === 'rapid') {
+ leftWing.tint = 0xFF0000;
+ rightWing.tint = 0xFF0000;
+ } else {
+ leftWing.tint = 0xFFFFFF;
+ rightWing.tint = 0xFFFFFF;
+ }
};
self.takeDamage = function () {
if (self.invulnerable) return false;
self.lives--;