User prompt
Fix Bug: 'TypeError: undefined is not an object (evaluating 'LK.audio.play')' in or related to this line: 'LK.audio.play('shootSound'); // Play shoot sound effect' Line Number: 67
User prompt
Make a shoot sound effect after the hero shoots a bullet
User prompt
The boss enemy doesn’t move can you fix it?
User prompt
The boss enemy is spawning on wave one can you fix it..
User prompt
Make a boss enemy spawn every 5 waves
User prompt
Sometimes the color selector makes you click it multiple times before changing the color of the hero can you fix it
User prompt
Make text that says what color your hero is
User prompt
The color selector Dosnt work
User prompt
Fix Bug: 'Script error.' in or related to this line: 'var colorSelector = game.addChild(new ColorSelector());' Line Number: 233
User prompt
Make arrows for the player to chose the color of the hero
User prompt
Make a color selector for the player to choose the color of the hero
User prompt
Make stars in the background
User prompt
Spawn a Boss 2.0 at wave 20 and 30 and 25
User prompt
Make a boss 2.0
User prompt
Fix Bug: 'ReferenceError: Can't find variable: stars' in or related to this line: 'for (var i = 0; i < stars.length; i++) {' Line Number: 202
User prompt
Fix Bug: 'ReferenceError: Can't find variable: stars' in or related to this line: 'for (var i = 0; i < stars.length; i++) {' Line Number: 202
User prompt
Spawn a random number of weak enemys from 1-6
User prompt
Start the wave counter at 1
User prompt
Spawn a random amount of enemys and weak enemys from 1-3
User prompt
Start the wave counter at wave 0
User prompt
Start the wave counter at 0
User prompt
Spawn 4 weak enemys and 1 enemy
User prompt
On wave 1 spawn 4 weak enemy and one enemy
User prompt
Make a weak enemy asset
User prompt
Why do some of the enemys have 1 health?
/**** * Classes ****/ var Star = Container.expand(function () { var self = Container.call(this); var starGraphics = self.attachAsset('whiteStar', { anchorX: 0.5, anchorY: 0.5 }); // Set a random scale for the star to vary its size var scale = Math.random() * 0.5 + 0.5; self.scaleX = scale; self.scaleY = scale; // Set a random alpha for the star to vary its brightness self.alpha = Math.random() * 0.5 + 0.5; // Set a random speed for the star to move downwards self.speed = Math.random() * 1 + 0.5; self.move = function () { self.y += self.speed; // Reset star position if it moves off screen if (self.y > 2732) { self.y = -10; self.x = Math.random() * 2048; } }; }); // Define the Hero class var Hero = Container.expand(function () { var self = Container.call(this); var heroGraphics = self.attachAsset('hero', { anchorX: 0.5, anchorY: 0.5 }); self.health = 5; // Player must be hit 5 times before dying self.shootInterval = 27; // 0.45 seconds at 60FPS self.lastShotTick = 0; self.update = function () { if (LK.ticks - self.lastShotTick >= self.shootInterval) { this.shoot(); self.lastShotTick = LK.ticks; } self.setColor = function (color) { heroGraphics.tint = color; // Change the tint of the hero }; // Hero update logic }; self.shoot = function () { var bullet = new HeroBullet(); bullet.x = this.x; bullet.y = this.y - 50; // Adjust bullet start position heroBullets.push(bullet); game.addChild(bullet); }; }); // Define the Enemy class var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); // Initialize health for enemy to take 2 hits self.health = 2; // Initialize direction and speed for structured movement self.directionX = Math.random() < 0.5 ? -1 : 1; self.directionY = Math.random() < 0.5 ? -1 : 1; self.speed = 5; self.update = function () { self.x += self.directionX * self.speed; self.y += self.directionY * self.speed; // Reverse direction when hitting the screen boundaries if (self.x <= 100 || self.x >= 1948) { self.directionX *= -1; } if (self.y <= 100 || self.y >= 2732 / 2 - 100) { self.directionY *= -1; } }; }); // Define the HeroBullet class var HeroBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('heroBullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -10; self.move = function () { self.y += self.speed; }; }); // Define the EnemyBullet class var EnemyBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('enemyBullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.move = function () { self.y += self.speed; }; }); // Define the BossEnemy class var BossEnemy = Container.expand(function () { var self = Container.call(this); var bossGraphics = self.attachAsset('bossEnemy', { anchorX: 0.5, anchorY: 0.5 }); // Initialize boss-specific properties self.health = 50; // Boss has more health self.speed = 2; // Boss moves slower self.shootInterval = 21; // Boss shoots every 0.35 seconds at 60FPS self.lastShotTick = 0; // Track the last shot tick // Initialize direction for structured movement self.directionX = Math.random() < 0.5 ? -1 : 1; self.directionY = Math.random() < 0.5 ? -1 : 1; self.update = function () { // Boss update logic with structured movement self.x += self.directionX * self.speed; self.y += self.directionY * self.speed; // Reverse direction when hitting the screen boundaries if (self.x <= 100 || self.x >= 1948) { self.directionX *= -1; } if (self.y <= 100 || self.y >= 2732 / 2 - 100) { self.directionY *= -1; } // Boss specific logic for shooting self.shoot(); }; self.shoot = function () { if (LK.ticks - self.lastShotTick >= self.shootInterval) { var bullet = new EnemyBullet(); bullet.x = self.x; bullet.y = self.y + 50; // Adjust bullet start position enemyBullets.push(bullet); game.addChild(bullet); self.lastShotTick = LK.ticks; } }; }); var WaveManager = Container.expand(function () { var self = Container.call(this); self.waveCount = 0; self.enemiesPerWave = 5; self.enemies = []; self.createWave = function () { if ((self.waveCount + 1) % 5 === 0) { // Every 5 waves, spawn a BossEnemy instead of regular enemies var bossEnemy = game.addChild(new BossEnemy()); bossEnemy.x = 2048 / 2; // Start in the middle of the screen bossEnemy.y = 2732 / 4; // Start in the upper part of the screen self.enemies.push(bossEnemy); } else { // Other waves: Spawn regular enemies for (var i = 0; i < self.enemiesPerWave; i++) { var enemy = game.addChild(new Enemy()); enemy.x = Math.random() * (2048 - 100) + 50; enemy.y = Math.random() * (2732 / 2 - 200) + 100; self.enemies.push(enemy); } } self.waveCount++; waveCounterTxt.setText('Wave: ' + (self.waveCount + 1)); }; }); // Define the Block class var Block = Container.expand(function () { var self = Container.call(this); var blockGraphics = self.attachAsset('block', { anchorX: 0.5, anchorY: 0.5 }); }); // Define the ArrowSelector class var ArrowSelector = Container.expand(function () { var self = Container.call(this); var colors = [0x4fd54a, 0xff0000, 0x0000ff, 0xffff00]; // Array of colors to choose from var currentColorIndex = 0; // Start with the first color var leftArrow = self.attachAsset('block', { width: 50, height: 100, color: 0x777777, anchorX: 0.5, anchorY: 0.5 }); var rightArrow = self.attachAsset('block', { width: 50, height: 100, color: 0x777777, anchorX: 0.5, anchorY: 0.5 }); leftArrow.x = 100; // Position left arrow leftArrow.y = 2732 - 200; // Position at the bottom of the screen rightArrow.x = 2048 - 100; // Position right arrow rightArrow.y = 2732 - 200; // Position at the bottom of the screen leftArrow.on('down', function () { currentColorIndex--; if (currentColorIndex < 0) { currentColorIndex = colors.length - 1; } hero.setColor(colors[currentColorIndex]); // Update hero color to the left updateHeroColorText(colors[currentColorIndex]); // Update the text displaying the hero's color }); rightArrow.on('down', function () { currentColorIndex++; if (currentColorIndex >= colors.length) { currentColorIndex = 0; } hero.setColor(colors[currentColorIndex]); // Update hero color to the right updateHeroColorText(colors[currentColorIndex]); // Update the text displaying the hero's color }); self.addChild(leftArrow); self.addChild(rightArrow); }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Init game with black background }); /**** * Game Code ****/ var colorSelector = game.addChild(new ArrowSelector()); var stars = []; for (var i = 0; i < 100; i++) { var star = new Star(); star.x = Math.random() * 2048; star.y = Math.random() * 2732; stars.push(star); game.addChild(star); } // Update the stars in the game tick event LK.on('tick', function () { for (var i = 0; i < stars.length; i++) { stars[i].move(); } // Existing game tick code... }); var waveManager = game.addChild(new WaveManager()); var waveCounterTxt = new Text2('Wave: 0', { size: 100, fill: "#ffffff" }); LK.gui.top.addChild(waveCounterTxt); waveManager.createWave(); // Define assets for the game // Initialize game elements var hero = game.addChild(new Hero()); hero.x = 2048 / 2; hero.y = 2732 - 150; var enemies = []; var heroBullets = []; var enemyBullets = []; var blocks = []; // Game tick event LK.on('tick', function () { // Update hero hero.update(); // Update enemies for (var i = 0; i < waveManager.enemies.length; i++) { waveManager.enemies[i].update(); } // Move hero bullets and check for collisions with enemies for (var i = heroBullets.length - 1; i >= 0; i--) { var bullet = heroBullets[i]; bullet.move(); // Check for bullet collision with enemies or off-screen for (var j = waveManager.enemies.length - 1; j >= 0; j--) { if (bullet.intersects(waveManager.enemies[j])) { // Decrease enemy health and check if it should be destroyed waveManager.enemies[j].health--; LK.effects.flashObject(waveManager.enemies[j], 0xff0000, 500); if (waveManager.enemies[j].health <= 0) { waveManager.enemies[j].destroy(); waveManager.enemies.splice(j, 1); } bullet.destroy(); heroBullets.splice(i, 1); break; } } if (bullet.y < 0) { bullet.destroy(); heroBullets.splice(i, 1); } } // Check if all enemies are defeated to create a new wave if (waveManager.enemies.length === 0) { waveManager.createWave(); } // Enemy shooting logic if (LK.ticks % 120 == 0) { waveManager.enemies.forEach(function (enemy) { var bullet = new EnemyBullet(); bullet.x = enemy.x; bullet.y = enemy.y; enemyBullets.push(bullet); game.addChild(bullet); }); } // Move enemy bullets and check for collisions for (var i = enemyBullets.length - 1; i >= 0; i--) { var bullet = enemyBullets[i]; bullet.move(); // Check for bullet collision with hero or off-screen if (bullet.intersects(hero)) { hero.health -= 1; // Decrease hero's health by one LK.effects.flashObject(hero, 0xff0000, 500); bullet.destroy(); enemyBullets.splice(i, 1); if (hero.health <= 0) { // Game over logic LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } } if (bullet.y > 2732) { bullet.destroy(); enemyBullets.splice(i, 1); } } }); // Touch event handling for hero movement and shooting game.on('down', function (obj) { var pos = obj.event.getLocalPosition(game); hero.x = pos.x; }); var heroColorText = new Text2('', { size: 50, fill: "#ffffff", x: 2048 / 2, y: 2732 - 100 }); LK.gui.bottom.addChild(heroColorText); function updateHeroColorText(color) { var colorName = { 0x4fd54a: 'Green', 0xff0000: 'Red', 0x0000ff: 'Blue', 0xffff00: 'Yellow' }; heroColorText.setText('Hero Color: ' + colorName[color]); } // Create a hero bullet when the hero shoots Hero.prototype.shoot = function () { var bullet = new HeroBullet(); bullet.x = this.x; bullet.y = this.y - 50; // Adjust bullet start position heroBullets.push(bullet); game.addChild(bullet); }; // Update the hero's position based on touch movement game.on('move', function (obj) { var pos = obj.event.getLocalPosition(game); hero.x = pos.x; }); // Ensure the hero stays within the game boundaries Hero.prototype.update = function () { this.x = Math.max(50, Math.min(this.x, 2048 - 50)); };
===================================================================
--- original.js
+++ change.js
@@ -49,9 +49,8 @@
bullet.x = this.x;
bullet.y = this.y - 50; // Adjust bullet start position
heroBullets.push(bullet);
game.addChild(bullet);
- LK.audio.play('shootSound'); // Play shoot sound effect
};
});
// Define the Enemy class
var Enemy = Container.expand(function () {