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 () { 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 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 Block class var Block = Container.expand(function () { var self = Container.call(this); var blockGraphics = self.attachAsset('block', { anchorX: 0.5, anchorY: 0.5 }); }); var WaveManager = Container.expand(function () { var self = Container.call(this); self.waveCount = 0; self.enemiesPerWave = self.waveCount === 2 ? 6 : 5; self.enemies = []; self.createWave = function () { 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; // Start on-screen within the upper half self.enemies.push(enemy); } self.waveCount++; }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Init game with black background }); /**** * Game Code ****/ var waveManager = game.addChild(new WaveManager()); 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 = []; // 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); } // 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])) { // Destroy enemy and bullet 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)) { // 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 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
@@ -76,9 +76,9 @@
});
var WaveManager = Container.expand(function () {
var self = Container.call(this);
self.waveCount = 0;
- self.enemiesPerWave = 5;
+ self.enemiesPerWave = self.waveCount === 2 ? 6 : 5;
self.enemies = [];
self.createWave = function () {
for (var i = 0; i < self.enemiesPerWave; i++) {
var enemy = game.addChild(new Enemy());