User prompt
once the score reaches 100 points the speed of the meteorites falling is doubled
User prompt
Increase the speed of meteorites falling by 5% for every 50 score.
User prompt
remove Level 1
User prompt
Introduce a new element battleship which fires bullet and whose position is fixed on the top edge of the screen and can automatically move left and right
User prompt
Please fix the bug: 'Uncaught ReferenceError: battleship is not defined' in or related to this line: 'battleship.shoot();' Line Number: 172
User prompt
Introduce a new element battleship which fires bullet and whose position is fixed on the top edge of the screen and can automatically move left and right
User prompt
Boss Fight Begin text should be shown after the score reach 50
User prompt
Once the score reaches 50 and all the meteorites stop falling and the meteorites from the game view are destroyed then show a text in the game view as "Get ready for the Boss fight"
User prompt
Once the score reaches 50, meteorites stop falling
User prompt
Once the score reaches 50 the meteorites will stop falling and show a text in the middle of the screen "Defeat the boss" for 2 seconds.
User prompt
Once the score reaches 50 the meteorites will stop falling
User prompt
emove all the bugs
User prompt
remove redundant class
User prompt
Introduce a text on top right corner naming Level 1
User prompt
remove the border
User prompt
increase the thickness of the border
User prompt
increase the thickness of the border
User prompt
add a thick border to the game
User prompt
Add a colorful space background in the game
User prompt
reduce all the font size to 60
User prompt
shift shield to little left as it is not visible
User prompt
reduce all the font size to 60
User prompt
for every 20 meteorites destroyed only one shield will spawn
User prompt
When 20 meteorites are destroyed then only single shield will fall, and this continues till the game ends
User prompt
maximum shield that can be collected is 3 and not beyond that
/**** * Classes ****/ // Bullet class var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -15; self.update = function () { self.y += self.speed; }; }); // IronMeteorite class var IronMeteorite = Container.expand(function () { var self = Container.call(this); var ironMeteoriteGraphics = self.attachAsset('iron_meteorite', { anchorX: 0.5, anchorY: 0.5 }); self.speed = score >= 100 ? 3 : 1.5 + Math.floor(score / 50) * 0.075; self.health = 2; // Add health property self.update = function () { self.y += self.speed; }; }); // Meteorite class var Meteorite = Container.expand(function () { var self = Container.call(this); var meteoriteGraphics = self.attachAsset('meteorite', { anchorX: 0.5, anchorY: 0.5 }); self.speed = score >= 100 ? 3 : 1.5 + Math.floor(score / 50) * 0.075; self.health = 1; // Add health property self.update = function () { self.y += self.speed; }; }); //<Assets used in the game will automatically appear here> // Spaceship class var Spaceship = Container.expand(function () { var self = Container.call(this); var spaceshipGraphics = self.attachAsset('spaceship', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.update = function () { // Spaceship update logic self.y = 2732 - 200; // Fix y position to the bottom layer }; self.shoot = function () { var bullet = new Bullet(); bullet.x = self.x; bullet.y = self.y - spaceshipGraphics.height / 2; bullets.push(bullet); game.addChild(bullet); }; }); // StonyIronMeteorite class var StonyIronMeteorite = Container.expand(function () { var self = Container.call(this); var stonyIronMeteoriteGraphics = self.attachAsset('stony_iron_meteorite', { anchorX: 0.5, anchorY: 0.5 }); self.speed = score >= 100 ? 3 : 1.5 + Math.floor(score / 50) * 0.075; self.health = 3; // Add health property self.update = function () { self.y += self.speed; }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ var background = game.attachAsset('background', { anchorX: 0.0, anchorY: 0.0, x: 0, y: 0 }); game.addChild(background); var spaceship; var bullets = []; var bricks = []; var score = 0; var lives = 3; // Initialize lives to 3 var scoreTxt; var livesTxt; function initializeGame() { spaceship = game.addChild(new Spaceship()); spaceship.x = 2048 / 2; spaceship.y = 2732 - 200; // Initialize y position to the bottom layer bullets = []; bricks = []; score = 0; scoreTxt = new Text2('0', { size: 60, fill: "#ffffff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); livesTxt = new Text2('Lives: 3', { size: 60, fill: "#ffffff" }); livesTxt.anchor.set(0, 0); LK.gui.topLeft.addChild(livesTxt); } initializeGame(); game.down = function (x, y, obj) { spaceship.x = x; spaceship.y = 2732 - 200; // Fix y position to the bottom layer spaceship.shoot(); function handleMove(x, y, obj) { // Placeholder for move handling logic } handleMove(x, y, obj); // Ensure move handling is called }; game.update = function () { for (var i = bullets.length - 1; i >= 0; i--) { bullets[i].update(); if (bullets[i].destroyed || bullets[i].y < -bullets[i].height) { game.removeChild(bullets[i]); bullets.splice(i, 1); } } for (var j = bricks.length - 1; j >= 0; j--) { bricks[j].update(); if (bricks[j].destroyed || bricks[j].y > 2732 + bricks[j].height) { game.removeChild(bricks[j]); bricks.splice(j, 1); } } if (LK.ticks % 60 == 0) { var meteorite; var meteoriteType = Math.floor(Math.random() * 3); if (score >= 40 && meteoriteType == 2) { meteorite = new StonyIronMeteorite(); } else if (score >= 20 && meteoriteType >= 1) { meteorite = new IronMeteorite(); } else { meteorite = new Meteorite(); } meteorite.x = Math.random() * 2048; meteorite.y = -50; bricks.push(meteorite); game.addChild(meteorite); } for (var k = bullets.length - 1; k >= 0; k--) { for (var l = bricks.length - 1; l >= 0; l--) { if (bullets[k] && bricks[l] && bullets[k].intersects(bricks[l])) { bullets[k].destroy(); game.removeChild(bullets[k]); bullets.splice(k, 1); bricks[l].health -= 1; // Decrease health if (bricks[l].health <= 0) { bricks[l].destroy(); game.removeChild(bricks[l]); bricks.splice(l, 1); score++; scoreTxt.setText(score); } break; } } } for (var m = bricks.length - 1; m >= 0; m--) { if (bricks[m] && bricks[m].intersects(spaceship)) { bricks[m].destroy(); game.removeChild(bricks[m]); bricks.splice(m, 1); lives -= 1; // Decrease the number of lives livesTxt.setText('Lives: ' + lives); // Update the lives text if (lives <= 0) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } } } // handleMove call removed as it is redundant };
===================================================================
--- original.js
+++ change.js
@@ -19,9 +19,9 @@
var ironMeteoriteGraphics = self.attachAsset('iron_meteorite', {
anchorX: 0.5,
anchorY: 0.5
});
- self.speed = 1.5 + Math.floor(score / 50) * 0.075;
+ self.speed = score >= 100 ? 3 : 1.5 + Math.floor(score / 50) * 0.075;
self.health = 2; // Add health property
self.update = function () {
self.y += self.speed;
};
@@ -32,9 +32,9 @@
var meteoriteGraphics = self.attachAsset('meteorite', {
anchorX: 0.5,
anchorY: 0.5
});
- self.speed = 1.5 + Math.floor(score / 50) * 0.075;
+ self.speed = score >= 100 ? 3 : 1.5 + Math.floor(score / 50) * 0.075;
self.health = 1; // Add health property
self.update = function () {
self.y += self.speed;
};
@@ -66,9 +66,9 @@
var stonyIronMeteoriteGraphics = self.attachAsset('stony_iron_meteorite', {
anchorX: 0.5,
anchorY: 0.5
});
- self.speed = 1.5 + Math.floor(score / 50) * 0.075;
+ self.speed = score >= 100 ? 3 : 1.5 + Math.floor(score / 50) * 0.075;
self.health = 3; // Add health property
self.update = function () {
self.y += self.speed;
};
spaceship facing upwards. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
laser being fired upwards. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
meteorite. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Iron Meteorite which is slightly shining. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.