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create an object called "helpguide" at the bottom of screen, 64 pixel from the edge
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make instructionText bold
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Add a text to the screen that says "Tap! Tap! Tap to shoot your hearts and destroy the evil smiley"
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add a help icon object at the bottom of the screen, 64 pixels from the bottom
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add an object at the bottom of the screen to show arrows
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update code so that randomSpawnEnemyShip only spawns if the game has started
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update the code so that the start button is rendered on top
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create an asset for a start button for the game.
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add a text elemt to also show the current level
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add code so that EnemyBossShip moves side to side
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Fix Bug: 'Timeout.tick error: bigEnemyPoints is not defined' in this line: 'if (currentScore >= (smallEnemyPoints * 10 + bigEnemyPoints) * currentLevel && !game.bossSpawned) {' Line Number: 193
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'enemyBossShipBullets')' in this line: 'var enemyBullet = enemyBossShips[i].enemyBossShipBullets[k];' Line Number: 243
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'enemyBossShipBullets')' in this line: 'var enemyBullet = enemy.enemyBossShipBullets[k];' Line Number: 214
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'enemyBossShipBullets')' in this line: 'var enemyBullet = enemy.enemyBossShipBullets[k];' Line Number: 214
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Fix Bug: 'ReferenceError: initialY is not defined' in this line: 'if (self.y <= initialY) {' Line Number: 108
/**** * Classes ****/ var Starfield = Container.expand(function () { var self = Container.call(this); self.stars = []; var numberOfStars = 300; for (var i = 0; i < numberOfStars; i++) { var star = LK.getAsset('star', 'Star'); star.anchor.set(0.5, 0.5); star.x = Math.random() * game.width; star.y = Math.random() * game.height; star.speed = Math.random() * 1 + 0.1; star.alpha = Math.random() * 0.2 + 0.1; star.tint = Math.random() * 0xFFFFFF; self.addChild(star); self.stars.push(star); } self.moveStars = function () { for (var i = 0; i < self.stars.length; i++) { var star = self.stars[i]; star.y += star.speed; if (star.y > game.height) { star.y = -30; } } }; }); // Hero ship class var HeroShip = Container.expand(function () { var self = Container.call(this); var shipGraphics = self.createAsset('heroShip', 'Cute smiley ship', 0.5, 0.5); self.speed = 5; self.isShooting = false; self.shootingInterval = 30; self._shootingCounter = 0; self.shoot = function () { var bullet = new HeroBullet(); bullet.x = self.x; bullet.y = self.y - self.height / 2; game.addChild(bullet); return bullet; }; }); // Hero bullet class var HeroBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.createAsset('heroBullet', 'Heart bullet', 0.5, 1); self.speed = -10; self.move = function () { self.y += self.speed; }; }); // Enemy ship class var EnemyShip = Container.expand(function () { var self = Container.call(this); var shipGraphics = self.createAsset('enemyShip', 'Evil smiley', 0.5, 0.5); self.speed = 2; self.hitCount = 0; self.maxHits = 3; self.move = function () { self.y += self.speed; }; self.isDestroyed = function () { return self.hitCount >= self.maxHits; }; }); // Enemy ship class var EnemyBossShip = Container.expand(function () { var self = Container.call(this); var shipGraphics = self.createAsset('enemyBossShip', 'Evil Boss smiley', 0.5, 0.5); self.speed = 6; self.horizontalSpeed = 3; self.hitCount = 0; self.maxHits = 10; self.targetY = game.height * (1 / 2); self.shootingInterval = 60; self._shootingCounter = 0; self.canShoot = false; self.enemyBossShipBullets = []; self.shoot = function (playerX, playerY) { if (self.canShoot) { var bullet = new EnemyBossBullet(); bullet.x = self.x + 100; bullet.y = self.y; bullet.initialX = playerX; bullet.initialY = playerY; self.enemyBossShipBullets.push(bullet); game.addChild(bullet); } }; self.move = function () { if (self.y < self.targetY) { self.y += self.speed; } else if (self.speed !== 0) { self.speed = 0; self.canShoot = true; } if (!self.horizontalMovementInitialized) { self.horizontalMovementInitialized = true; self.movingRight = true; } if (self.movingRight) { self.x += self.horizontalSpeed; if (self.x > game.width - self.width / 2) { self.movingRight = false; } } else { self.x -= self.horizontalSpeed; if (self.x < self.width / 2) { self.movingRight = true; } } }; self.isDestroyed = function () { return self.hitCount >= self.maxHits; }; }); // Enemy boss bullet class var EnemyBossBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.createAsset('enemyBossBullet', 'Evil Boss Bullet', 0.5, 1); self.speed = 5; self.initialX = 0; self.initialY = 0; self.move = function () { var angle = Math.atan2(self.initialY - self.y, self.initialX - self.x); self.x += Math.cos(angle) * self.speed; // continue moving downwards if (self.y <= self.initialY) { self.y += Math.sin(angle) * self.speed; } else { self.y += self.speed; } // Continue moving off the screen if (self.x < -self.width || self.x > game.width + self.width || self.y < -self.height || self.y > game.height + self.height) { self.destroy(); } }; }); var ScoreDisplay = Container.expand(function () { var self = Container.call(this); var scoreText = new Text2('Score: 0', { size: 100, fill: "#FF6900" }); scoreText.anchor.set(0.5, 0); self.addChild(scoreText); self.updateScore = function (newScore) { scoreText.setText('Score: ' + newScore.toString()); }; }); var LevelDisplay = Container.expand(function () { var self = Container.call(this); var levelText = new Text2('Level: 1', { size: 100, fill: "#FF6900" }); levelText.anchor.set(0.5, 0); self.addChild(levelText); self.updateLevel = function (newLevel) { levelText.setText('Level: ' + newLevel.toString()); }; }); var StartButton = Container.expand(function () { var self = Container.call(this); var buttonGraphics = self.createAsset('startButton', 'Start Game Button', 0.5, 0.5); self.interactive = true; self.buttonMode = true; self.on('down', function () { self.emit('startGame'); randomSpawnEnemyShip(); // Start the spawning process once game starts }); }); /**** * Initialize Game ****/ // Initialize starfield var game = new LK.Game({ backgroundColor: 0xe5b4b3, bossSpawned: false // Flag to track if boss has been spawned }); /**** * Game Code ****/ // Initialize starfield var starfield = game.addChild(new Starfield()); starfield.x = 0; starfield.y = 0; // Start off screen // Initialize important asset arrays and score tracking var heroBullets = []; var enemyShips = []; var enemyBossShips = []; var currentLevel = 1; var smallEnemyPoints = 100; var bossEnemyPoints = 400; var currentScore = 0; var highScore = 0; var scoreDisplay = game.addChild(new ScoreDisplay()); scoreDisplay.x = 300; scoreDisplay.y = 75; // Initialize and position level display var levelDisplay = game.addChild(new LevelDisplay()); levelDisplay.x = game.width - 300; levelDisplay.y = 75; // Create hero ship var heroShip = game.addChild(new HeroShip()); heroShip.x = game.width / 2; heroShip.y = game.height - 450; // Create enemies function spawnEnemyShip(speed) { var enemyShip = new EnemyShip(); enemyShip.speed = speed || Math.random() * 3 + 1; // Default speed if not provided enemyShip.x = Math.random() * (game.width - enemyShip.width) + enemyShip.width / 2; enemyShip.y = -enemyShip.height / 2; enemyShip.maxHits = enemyShip.maxHits + currentLevel; game.addChild(enemyShip); enemyShips.push(enemyShip); } // Function to randomly spawn enemy ships or the enemy boss function randomSpawnEnemyShip() { var minSpawnDelay = 1000; // 1 second var maxSpawnDelay = 3000; // 3 seconds var spawnDelay = Math.random() * (maxSpawnDelay - minSpawnDelay) + minSpawnDelay; LK.setTimeout(function () { if (currentScore >= (smallEnemyPoints * 1 + bossEnemyPoints) * currentLevel && !game.bossSpawned) { for (var n = 0; n < currentLevel; n++) { if (n > 3) { break; } game.bossSpawned = true; var enemyBossShip = new EnemyBossShip(); enemyBossShip.x = game.width / 2; enemyBossShip.y = -enemyBossShip.height / (2 * n + 1); enemyBossShip.targetY = enemyBossShip.targetY - enemyBossShip.height * n - 64; enemyBossShip.horizontalSpeed = enemyBossShip.horizontalSpeed * ((currentLevel - n) / 5 + 1); enemyBossShip.maxHits = enemyBossShip.maxHits + 2 * currentLevel; game.addChild(enemyBossShip); enemyBossShips.push(enemyBossShip); } } else if (!game.bossSpawned) { spawnEnemyShip(); } randomSpawnEnemyShip(); // Schedule next spawn }, spawnDelay); } // Game tick event LK.on('tick', function () { // Move the starfield starfield.moveStars(); // Move hero bullets for (var i = heroBullets.length - 1; i >= 0; i--) { var bullet = heroBullets[i]; bullet.move(); if (bullet.y < -bullet.height) { bullet.destroy(); heroBullets.splice(i, 1); } else { // Check collision with enemies for (var j = enemyShips.length - 1; j >= 0; j--) { if (bullet.intersects(enemyShips[j])) { bullet.destroy(); enemyShips[j].hitCount++; heroBullets.splice(i, 1); if (enemyShips[j].isDestroyed()) { currentScore += smallEnemyPoints; enemyShips[j].destroy(); enemyShips.splice(j, 1); scoreDisplay.updateScore(currentScore); } break; } } //Enemy Boss collision for (var j = enemyBossShips.length - 1; j >= 0; j--) { if (bullet.intersects(enemyBossShips[j])) { bullet.destroy(); heroBullets.splice(i, 1); enemyBossShips[j].hitCount++; if (enemyBossShips[j].isDestroyed()) { for (var k = enemyBossShips[j].enemyBossShipBullets.length - 1; k >= 0; k--) { var enemyBullet = enemyBossShips[j].enemyBossShipBullets[k]; enemyBullet.destroy(); } currentScore += bossEnemyPoints; scoreDisplay.updateScore(currentScore); enemyBossShips[j].destroy(); enemyBossShips.splice(j, 1); if (enemyBossShips.length <= 0) { currentLevel += 1; levelDisplay.updateLevel(currentLevel); game.bossSpawned = false; } } } } } } // Move enemy ships for (var i = enemyShips.length - 1; i >= 0; i--) { var enemy = enemyShips[i]; enemy.move(); if (enemy.y > game.height + enemy.height / 2) { enemy.destroy(); enemyShips.splice(i, 1); } } // Move enemy Boss ships for (var i = enemyBossShips.length - 1; i >= 0; i--) { var enemy = enemyBossShips[i]; enemy.move(); if (enemy._shootingCounter % enemy.shootingInterval == 0) { enemy.shoot(heroShip.x, heroShip.y); enemy._shootingCounter = 0; } enemy._shootingCounter += 1; if (enemy.y > game.height + enemy.height / 2) { enemy.destroy(); enemyBossShips.splice(i, 1); } for (var j = enemyBossShips[i].enemyBossShipBullets.length - 1; j >= 0; j--) { var enemyBullet = enemyBossShips[i].enemyBossShipBullets[j]; enemyBullet.move(); } } // Shoot bullets if (heroShip._shootingCounter % heroShip.shootingInterval == 0) { if (heroShip.isShooting) { heroBullets.push(heroShip.shoot()); heroShip._shootingCounter = 0; } } heroShip._shootingCounter += 1; }); // randomSpawnEnemyShip(); // Start the spawning process // Render the start button on top var startButton = game.addChild(new StartButton()); startButton.x = game.width / 2; startButton.y = game.height / 2; startButton.on('startGame', function () { startButton.destroy(); instructionText.destroy(); }); // Add instructional text to the screen var instructionText = new Text2('Tap! Tap! Tap to shoot and destroy the evil smiley', { size: 70, fill: "#eb144c", align: 'center', fontWeight: 'bold' }); instructionText.anchor.set(0.5, 0.5); instructionText.x = game.width / 2; instructionText.y = game.height / 2 - 400; game.addChild(instructionText); // Touch controls to make heroShip follow the pointer game.on('move', function (obj) { var touchPos = obj.event.getLocalPosition(game); heroShip.x = touchPos.x; }); game.on('down', function (obj) { heroShip._shootingCounter = 0; heroShip.isShooting = true; }); game.on('up', function (obj) { heroShip.isShooting = false; });
===================================================================
--- original.js
+++ change.js
@@ -353,12 +353,13 @@
startButton.x = game.width / 2;
startButton.y = game.height / 2;
startButton.on('startGame', function () {
startButton.destroy();
+ instructionText.destroy();
});
// Add instructional text to the screen
-var instructionText = new Text2('Tap! Tap! Tap to shoot your hearts and destroy the evil smiley', {
+var instructionText = new Text2('Tap! Tap! Tap to shoot and destroy the evil smiley', {
size: 70,
fill: "#eb144c",
align: 'center',
fontWeight: 'bold'
a cute cool looking emoji face. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a cute looking heart. bright red.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
an evil looking emoji. purple and blue colors.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a shiny blue cute star. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A start button. White on Red.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a grey touchpad. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a bright yellow shiny cute star. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.