User prompt
Spawn 5 enemys from waves 1 to 2
User prompt
Make waves 1 to 4 spawn a random amount of fast enemys and regular enemys between 1-5
User prompt
Why are fast enemy’s spawning rather then the enemy
User prompt
Make the fast enemy speed 10
User prompt
Make a fast enemy asset
User prompt
The regular enemy’s are fast can you fix this?
User prompt
Fix Bug: 'Script error.' in or related to this line: 'var enemy = game.addChild(new Enemy());' Line Number: 138
User prompt
Fix Bug: 'Script error.' in or related to this line: 'var enemy = game.addChild(new Enemy());' Line Number: 138
User prompt
Make a fast enemy
User prompt
Fix Bug: 'ReferenceError: Can't find variable: stars' in or related to this line: 'for (var i = 0; i < stars.length; i++) {' Line Number: 202
User prompt
Fix Bug: 'ReferenceError: Can't find variable: stars' in or related to this line: 'for (var i = 0; i < stars.length; i++) {' Line Number: 202
User prompt
Make white stars that move in the background
User prompt
The background 1944 is not showing can you fix it?
User prompt
Make the background a background from the 1944
User prompt
Make 1 Boss Enemy and 2 enemys spawn on wave 9
User prompt
Don’t Let The Player Go Outside The Screen
User prompt
Make the boss enemy shoot every 0.45
User prompt
make the boss enemy die after 5 bullets hit it
User prompt
the boss enemy does not move can you fix it?
User prompt
get rid of the health bar
User prompt
Make the health bar not follow the player
User prompt
Fix Bug: 'Script error.' in or related to this line: 'var playerHealthBar = new PlayerHealthBar(hero.health);' Line Number: 189
User prompt
Make the player health bar follow the player
User prompt
Make a health bar for the player
User prompt
Get rid of the green block at the bottom of the screen
/**** * 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.health = 5; // Player must be hit 5 times before dying self.shootInterval = 27; // 0.45 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 health for enemy to take 2 hits self.health = 2; // 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('bossEnemy', { anchorX: 0.5, anchorY: 0.5 }); // Initialize boss-specific properties self.health = 50; // Boss has more health self.speed = 2; // Boss moves slower self.shootInterval = 21; // Boss shoots every 0.35 seconds at 60FPS 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 }); }); var PlayerHealthBar = Container.expand(function (maxHealth) { var self = Container.call(this); var backgroundBar = self.attachAsset('block', { width: 204, height: 24, color: 0x000000, anchorX: 0.5, anchorY: 0.5 }); var healthBar = self.attachAsset('block', { width: 200, height: 20, color: 0x00ff00, anchorX: 0.5, anchorY: 0.5 }); self.updateHealth = function (newHealth) { var healthRatio = newHealth / maxHealth; healthBar.width = 200 * healthRatio; healthBar.x = -(200 - healthBar.width) / 2; // Keep the health bar centered if (healthRatio < 0.3) { healthBar.color = 0xff0000; // Red color for critical health } else if (healthRatio < 0.6) { healthBar.color = 0xffff00; // Yellow color for medium health } else { healthBar.color = 0x00ff00; // Green color for high health } }; self.updateHealth(maxHealth); }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Init game with black background }); /**** * Game Code ****/ var playerHealthBar = new PlayerHealthBar(hero.health); playerHealthBar.x = 2048 / 2; // Center the health bar horizontally playerHealthBar.y = 50; // Position the health bar at the top LK.gui.top.addChild(playerHealthBar); 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])) { // Decrease enemy health and check if it should be destroyed waveManager.enemies[j].health--; LK.effects.flashObject(waveManager.enemies[j], 0xff0000, 500); if (waveManager.enemies[j].health <= 0) { 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)) { hero.health -= 1; // Decrease hero's health by one playerHealthBar.updateHealth(hero.health); // Update the player's health bar LK.effects.flashObject(hero, 0xff0000, 500); bullet.destroy(); enemyBullets.splice(i, 1); if (hero.health <= 0) { // 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
@@ -144,32 +144,37 @@
anchorX: 0.5,
anchorY: 0.5
});
});
-var HealthBar = Container.expand(function (maxHealth, currentHealth) {
+var PlayerHealthBar = Container.expand(function (maxHealth) {
var self = Container.call(this);
var backgroundBar = self.attachAsset('block', {
width: 204,
height: 24,
- color: 0x000000
+ color: 0x000000,
+ anchorX: 0.5,
+ anchorY: 0.5
});
var healthBar = self.attachAsset('block', {
width: 200,
height: 20,
- color: 0x00ff00
+ color: 0x00ff00,
+ anchorX: 0.5,
+ anchorY: 0.5
});
self.updateHealth = function (newHealth) {
var healthRatio = newHealth / maxHealth;
healthBar.width = 200 * healthRatio;
+ healthBar.x = -(200 - healthBar.width) / 2; // Keep the health bar centered
if (healthRatio < 0.3) {
healthBar.color = 0xff0000; // Red color for critical health
} else if (healthRatio < 0.6) {
healthBar.color = 0xffff00; // Yellow color for medium health
} else {
healthBar.color = 0x00ff00; // Green color for high health
}
};
- self.updateHealth(currentHealth);
+ self.updateHealth(maxHealth);
});
/****
* Initialize Game
@@ -180,8 +185,12 @@
/****
* Game Code
****/
+var playerHealthBar = new PlayerHealthBar(hero.health);
+playerHealthBar.x = 2048 / 2; // Center the health bar horizontally
+playerHealthBar.y = 50; // Position the health bar at the top
+LK.gui.top.addChild(playerHealthBar);
var waveManager = game.addChild(new WaveManager());
var waveCounterTxt = new Text2('Wave: 0', {
size: 100,
fill: "#ffffff"
@@ -249,9 +258,9 @@
bullet.move();
// Check for bullet collision with hero or off-screen
if (bullet.intersects(hero)) {
hero.health -= 1; // Decrease hero's health by one
- heroHealthBar.updateHealth(hero.health); // Update the health bar
+ playerHealthBar.updateHealth(hero.health); // Update the player's health bar
LK.effects.flashObject(hero, 0xff0000, 500);
bullet.destroy();
enemyBullets.splice(i, 1);
if (hero.health <= 0) {