User prompt
make a wave counter
User prompt
Fix Bug: 'Uncaught ReferenceError: Block is not defined' in or related to this line: 'var block = game.addChild(new Block());' Line Number: 140
User prompt
make wave 5 spawn a boss enemy and 2 enemys
User prompt
make 6 enemys spawn at wave 3
User prompt
make the player shoot bullets
User prompt
Fix Bug: 'ReferenceError: Bullet is not defined' in or related to this line: 'var bullet = new Bullet('enemy');' Line Number: 152
User prompt
make the player shoot bullets that kill the enemy when the bullet touch's the enemy
User prompt
the enemys are not on the screen
User prompt
Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'push')' in or related to this line: 'enemies.push(enemy);' Line Number: 70
User prompt
make a wave system
User prompt
they keep just wiggling
User prompt
make the enemy's move around
User prompt
make the enemy's spawn in different parts of the screen
Initial prompt
Sandbox Mania
===================================================================
--- original.js
+++ change.js
@@ -1,65 +1,65 @@
-/****
+/****
* Classes
****/
// 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.update = function () {
- // Hero update logic
- };
- self.shoot = function () {
- // Hero shooting logic
- };
+ var self = Container.call(this);
+ var heroGraphics = self.attachAsset('hero', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.update = function () {
+ // Hero update logic
+ };
+ self.shoot = function () {
+ // Hero shooting logic
+ };
});
// 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
- });
- self.update = function () {
- // Enemy update logic
- };
+ var self = Container.call(this);
+ var enemyGraphics = self.attachAsset('enemy', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.update = function () {
+ // Enemy update logic
+ };
});
// Define the Bullet class
var Bullet = Container.expand(function (type) {
- var self = Container.call(this);
- var bulletGraphics = self.attachAsset(type === 'hero' ? 'heroBullet' : 'enemyBullet', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.speed = type === 'hero' ? -10 : 10;
- self.move = function () {
- self.y += self.speed;
- };
+ var self = Container.call(this);
+ var bulletGraphics = self.attachAsset(type === 'hero' ? 'heroBullet' : 'enemyBullet', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = type === 'hero' ? -10 : 10;
+ self.move = function () {
+ self.y += self.speed;
+ };
});
// 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
- });
+ var self = Container.call(this);
+ var blockGraphics = self.attachAsset('block', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
});
-/****
+/****
* Initialize Game
****/
var game = new LK.Game({
- backgroundColor: 0x000000 // Init game with black background
+ backgroundColor: 0x000000 // Init game with black background
});
-/****
+/****
* Game Code
****/
-// Initialize game elements
// Define assets for the game
+// Initialize game elements
var hero = game.addChild(new Hero());
hero.x = 2048 / 2;
hero.y = 2732 - 150;
var enemies = [];
@@ -67,90 +67,90 @@
var enemyBullets = [];
var blocks = [];
// Create initial blocks and enemies
for (var i = 0; i < 5; i++) {
- var block = game.addChild(new Block());
- block.x = 2048 / 2;
- block.y = 2732 / 2 + i * 60;
- blocks.push(block);
- var enemy = game.addChild(new Enemy());
- enemy.x = 2048 / 2;
- enemy.y = 200 + i * 120;
- enemies.push(enemy);
+ var block = game.addChild(new Block());
+ block.x = 2048 / 2;
+ block.y = 2732 / 2 + i * 60;
+ blocks.push(block);
+ var enemy = game.addChild(new Enemy());
+ enemy.x = Math.random() * (2048 - 100) + 50; // Randomize x between 50 and 1998
+ enemy.y = Math.random() * (2732 / 2 - 100) + 50; // Randomize y between 50 and 1366 - 50
+ enemies.push(enemy);
}
// Game tick event
LK.on('tick', function () {
- // Update hero
- hero.update();
- // Update enemies
- for (var i = 0; i < enemies.length; i++) {
- enemies[i].update();
- }
- // Move bullets and check for collisions
- 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 = 0; j < enemies.length; j++) {
- if (bullet.intersects(enemies[j])) {
- // Destroy enemy and bullet
- enemies[j].destroy();
- enemies.splice(j, 1);
- bullet.destroy();
- heroBullets.splice(i, 1);
- break;
- }
- }
- if (bullet.y < 0) {
- bullet.destroy();
- heroBullets.splice(i, 1);
- }
- }
- // Enemy shooting logic
- if (LK.ticks % 120 == 0) {
- enemies.forEach(function (enemy) {
- var bullet = new Bullet('enemy');
- 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)) {
- // Game over logic
- LK.effects.flashScreen(0xff0000, 1000);
- LK.showGameOver();
- }
- if (bullet.y > 2732) {
- bullet.destroy();
- enemyBullets.splice(i, 1);
- }
- }
+ // Update hero
+ hero.update();
+ // Update enemies
+ for (var i = 0; i < enemies.length; i++) {
+ enemies[i].update();
+ }
+ // Move bullets and check for collisions
+ 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 = 0; j < enemies.length; j++) {
+ if (bullet.intersects(enemies[j])) {
+ // Destroy enemy and bullet
+ enemies[j].destroy();
+ enemies.splice(j, 1);
+ bullet.destroy();
+ heroBullets.splice(i, 1);
+ break;
+ }
+ }
+ if (bullet.y < 0) {
+ bullet.destroy();
+ heroBullets.splice(i, 1);
+ }
+ }
+ // Enemy shooting logic
+ if (LK.ticks % 120 == 0) {
+ enemies.forEach(function (enemy) {
+ var bullet = new Bullet('enemy');
+ 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)) {
+ // 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;
- hero.shoot();
+ var pos = obj.event.getLocalPosition(game);
+ hero.x = pos.x;
+ hero.shoot();
});
// Create a bullet when the hero shoots
Hero.prototype.shoot = function () {
- var bullet = new Bullet('hero');
- bullet.x = this.x;
- bullet.y = this.y;
- heroBullets.push(bullet);
- game.addChild(bullet);
+ var bullet = new Bullet('hero');
+ bullet.x = this.x;
+ bullet.y = this.y;
+ 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;
+ 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));
+ this.x = Math.max(50, Math.min(this.x, 2048 - 50));
};
\ No newline at end of file