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
/**** 
* 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
	};
});
// 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 () {
		self.x += (Math.random() - 0.5) * 10;
		self.y += (Math.random() - 0.5) * 10;
		// Keep enemy within the upper half of the screen and away from the edges
		self.x = Math.max(100, Math.min(self.x, 1948));
		self.y = Math.max(100, Math.min(self.y, 2732 / 2 - 100));
	};
});
// 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;
	};
});
// 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
	});
});
/**** 
* Initialize Game
****/
var game = new LK.Game({
	backgroundColor: 0x000000 // Init game with black background
});
/**** 
* Game Code
****/
// 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 = [];
// 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 = 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);
		}
	}
});
// 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();
});
// 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);
};
// 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
@@ -22,9 +22,13 @@
 		anchorX: 0.5,
 		anchorY: 0.5
 	});
 	self.update = function () {
-		// Enemy update logic
+		self.x += (Math.random() - 0.5) * 10;
+		self.y += (Math.random() - 0.5) * 10;
+		// Keep enemy within the upper half of the screen and away from the edges
+		self.x = Math.max(100, Math.min(self.x, 1948));
+		self.y = Math.max(100, Math.min(self.y, 2732 / 2 - 100));
 	};
 });
 // Define the Bullet class
 var Bullet = Container.expand(function (type) {