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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.shootInterval = 42; // 0.7 seconds at 60FPS self.lastShotTick = 0; self.update = function () { if (LK.ticks - self.lastShotTick >= self.shootInterval) { this.shoot(); self.lastShotTick = LK.ticks; } // 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, tint: 0xff0000 // Distinguish the boss with a unique color }); // Initialize boss-specific properties self.health = 50; // Boss has more health self.speed = 2; // Boss moves slower self.shootInterval = 60; // Boss shoots every second self.lastShotTick = 0; // Track the last shot tick 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 = -1; self.enemiesPerWave = self.waveCount === 0 ? 6 : 5; self.enemies = []; self.createWave = function () { if (self.waveCount === 4) { // Wave 5: 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 }); }); /**** * 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: 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])) { // 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; }); // 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
@@ -7,9 +7,15 @@
var heroGraphics = self.attachAsset('hero', {
anchorX: 0.5,
anchorY: 0.5
});
+ self.shootInterval = 42; // 0.7 seconds at 60FPS
+ self.lastShotTick = 0;
self.update = function () {
+ if (LK.ticks - self.lastShotTick >= self.shootInterval) {
+ this.shoot();
+ self.lastShotTick = LK.ticks;
+ }
// Hero update logic
};
self.shoot = function () {
var bullet = new HeroBullet();
@@ -225,9 +231,8 @@
// 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();