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Fix Bug: 'Script error.' in or related to this line: 'LK.gui.top.center.addChild(waveCounterTxt);' Line Number: 189
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Move the wave counter to the top middle of the screen
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Make the player have a health bar
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Make the player have to get hit by an enemy bullet 5 times before the player dies
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Make the boss enemy shoot at 0.35 seconds
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Make the enemy turn red for 0.5 seconds when it gets hit by a bullet
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Make the player shoot a bullet every 0.45 seconds
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Make the enemy die after 2 hits
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Fix Bug: 'TypeError: undefined is not an object (evaluating 'waveCounterTxt.setText')' in or related to this line: 'waveCounterTxt.setText('Wave: ' + (self.waveCount + 1));' Line Number: 134
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Fix Bug: 'ReferenceError: Can't find variable: waveCounterTxt' in or related to this line: 'waveCounterTxt.setText('Wave: ' + (self.waveCount + 1));' Line Number: 134
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Fix Bug: 'ReferenceError: Can't find variable: waveCounterTxt' in or related to this line: 'waveCounterTxt.setText('Wave: ' + (self.waveCount + 1));' Line Number: 134
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Fix Bug: 'TypeError: undefined is not an object (evaluating 'waveManager.enemies')' in or related to this line: 'for (var i = 0; i < waveManager.enemies.length; i++) {' Line Number: 224
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Fix Bug: 'ReferenceError: Can't find variable: waveManager' in or related to this line: 'for (var i = 0; i < waveManager.enemies.length; i++) {' Line Number: 223
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Fix Bug: 'ReferenceError: Can't find variable: waveManager' in or related to this line: 'for (var i = 0; i < waveManager.enemies.length; i++) {' Line Number: 223
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Make a main menu
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Make the boss enemy have its own asset
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Make the player shoot every 0.7 seconds instead of clicking to shoot
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Make the boss enemy move
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remove the green thing in the middle of the screen
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make a boss enemy spawn at wave 5
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make a boss enemy
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wave 6 only spawns 1 enemy make it spawn 6 enemys
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make wave 5 have a boss enemy
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make the wave counter and wave system start a wave 1
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put the wave counter at the top middle
/****
* 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 BossEnemy class
var BossEnemy = Container.expand(function () {
var self = Container.call(this);
var bossGraphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
// Initialize boss-specific properties
self.health = 10; // Boss has more health
self.speed = 3; // Boss moves slower
self.update = function () {
// Boss update logic
};
self.shoot = function () {
// Boss shooting logic
};
});
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 () {
if (self.waveCount === 4) {
// Wave 5: Spawn one boss enemy and two regular enemies
var bossEnemy = game.addChild(new BossEnemy());
bossEnemy.x = 2048 / 2;
bossEnemy.y = 100;
self.enemies.push(bossEnemy);
for (var i = 0; i < 2; 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);
}
} 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
});
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 // Init game with black background
});
/****
* Game Code
****/
var waveManager = game.addChild(new WaveManager());
var waveCounterTxt = new Text2('Wave: 1', {
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 = [];
// 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));
};