User prompt
Fix Bug: 'TypeError: undefined is not an object (evaluating 'LK.audio.play')' in or related to this line: 'LK.audio.play('shootSound'); // Play shoot sound effect' Line Number: 67
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Make a shoot sound effect after the hero shoots a bullet
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The boss enemy doesn’t move can you fix it?
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The boss enemy is spawning on wave one can you fix it..
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Make a boss enemy spawn every 5 waves
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Sometimes the color selector makes you click it multiple times before changing the color of the hero can you fix it
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Make text that says what color your hero is
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The color selector Dosnt work
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Fix Bug: 'Script error.' in or related to this line: 'var colorSelector = game.addChild(new ColorSelector());' Line Number: 233
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Make arrows for the player to chose the color of the hero
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Make a color selector for the player to choose the color of the hero
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Make stars in the background
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Spawn a Boss 2.0 at wave 20 and 30 and 25
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Make a boss 2.0
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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
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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
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Spawn a random number of weak enemys from 1-6
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Start the wave counter at 1
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Spawn a random amount of enemys and weak enemys from 1-3
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Start the wave counter at wave 0
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Start the wave counter at 0
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Spawn 4 weak enemys and 1 enemy
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On wave 1 spawn 4 weak enemy and one enemy
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Make a weak enemy asset
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Why do some of the enemys have 1 health?
/****
* 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 2.0 class with enhanced features
var BossEnemy2 = Container.expand(function () {
var self = Container.call(this);
var bossGraphics = self.attachAsset('bossEnemy', {
anchorX: 0.5,
anchorY: 0.5
});
// Initialize boss 2.0-specific properties
self.health = 10; // Boss 2.0 has more health
self.speed = 3; // Boss 2.0 moves slightly faster
self.shootInterval = 20; // Boss 2.0 shoots more frequently
self.lastShotTick = 0;
self.directionX = Math.random() < 0.5 ? -1 : 1;
self.directionY = Math.random() < 0.5 ? -1 : 1;
self.specialAttackInterval = 180; // Boss 2.0 has a special attack every 3 seconds
self.lastSpecialAttackTick = 0;
self.update = function () {
self.x += self.directionX * self.speed;
self.y += self.directionY * self.speed;
if (self.x <= 100 || self.x >= 1948) {
self.directionX *= -1;
}
if (self.y <= 100 || self.y >= 2732 / 2 - 100) {
self.directionY *= -1;
}
self.shoot();
self.specialAttack();
};
self.shoot = function () {
if (LK.ticks - self.lastShotTick >= self.shootInterval) {
var bullet = new EnemyBullet();
bullet.x = self.x;
bullet.y = self.y + 50;
enemyBullets.push(bullet);
game.addChild(bullet);
self.lastShotTick = LK.ticks;
}
};
self.specialAttack = function () {
if (LK.ticks - self.lastSpecialAttackTick >= self.specialAttackInterval) {
// Special attack logic (e.g., shooting multiple bullets)
self.lastSpecialAttackTick = 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 === 19 || self.waveCount === 24 || self.waveCount === 29) {
// Wave 20, 25, 30: Spawn 1 BossEnemy2 and 2 regular Enemies
var bossEnemy2 = game.addChild(new BossEnemy2());
bossEnemy2.x = 2048 / 2; // Start in the middle of the screen
bossEnemy2.y = 2732 / 4; // Start in the upper part of the screen
self.enemies.push(bossEnemy2);
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
});
});
var Star = Container.expand(function () {
var self = Container.call(this);
var starGraphics = self.attachAsset('whiteStar', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = Math.random() * 2 + 1; // Random speed between 1 and 3
self.move = function () {
self.y += self.speed;
if (self.y > 2732) {
// Reset star position if it moves off the bottom of the screen
self.y = -5;
self.x = Math.random() * 2048;
}
};
});
/****
* 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 = [];
// Initialize the stars array to store Star instances
var stars = [];
// Game tick event
LK.on('tick', function () {
// Update stars
for (var i = 0; i < stars.length; i++) {
stars[i].move();
}
// Create new stars
if (stars.length < 50) {
// Limit the number of stars to 50
var newStar = new Star();
newStar.x = Math.random() * 2048;
newStar.y = Math.random() * 2732;
stars.push(newStar);
game.addChild(newStar);
}
// 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
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(0, Math.min(this.x, 2048 - this.width));
}; ===================================================================
--- original.js
+++ change.js
@@ -125,14 +125,14 @@
self.waveCount = -1;
self.enemiesPerWave = self.waveCount === 0 ? 6 : 5;
self.enemies = [];
self.createWave = function () {
- if (self.waveCount === 8) {
- // Wave 9: Spawn 1 BossEnemy and 2 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);
+ if (self.waveCount === 19 || self.waveCount === 24 || self.waveCount === 29) {
+ // Wave 20, 25, 30: Spawn 1 BossEnemy2 and 2 regular Enemies
+ var bossEnemy2 = game.addChild(new BossEnemy2());
+ bossEnemy2.x = 2048 / 2; // Start in the middle of the screen
+ bossEnemy2.y = 2732 / 4; // Start in the upper part of the screen
+ self.enemies.push(bossEnemy2);
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;