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
User prompt
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 ****/ var Star = Container.expand(function () { var self = Container.call(this); var starGraphics = self.attachAsset('whiteStar', { anchorX: 0.5, anchorY: 0.5 }); // Set a random scale for the star to vary its size var scale = Math.random() * 0.5 + 0.5; self.scaleX = scale; self.scaleY = scale; // Set a random alpha for the star to vary its brightness self.alpha = Math.random() * 0.5 + 0.5; // Set a random speed for the star to move downwards self.speed = Math.random() * 1 + 0.5; self.move = function () { self.y += self.speed; // Reset star position if it moves off screen if (self.y > 2732) { self.y = -10; self.x = Math.random() * 2048; } }; }); // 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 }); }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Init game with black background }); /**** * Game Code ****/ var stars = []; for (var i = 0; i < 100; i++) { var star = new Star(); star.x = Math.random() * 2048; star.y = Math.random() * 2732; stars.push(star); game.addChild(star); } // Update the stars in the game tick event LK.on('tick', function () { for (var i = 0; i < stars.length; i++) { stars[i].move(); } // Existing game tick 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])) { // 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(50, Math.min(this.x, 2048 - 50)); };
===================================================================
--- original.js
+++ change.js
@@ -1,7 +1,30 @@
/****
* Classes
****/
+var Star = Container.expand(function () {
+ var self = Container.call(this);
+ var starGraphics = self.attachAsset('whiteStar', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // Set a random scale for the star to vary its size
+ var scale = Math.random() * 0.5 + 0.5;
+ self.scaleX = scale;
+ self.scaleY = scale;
+ // Set a random alpha for the star to vary its brightness
+ self.alpha = Math.random() * 0.5 + 0.5;
+ // Set a random speed for the star to move downwards
+ self.speed = Math.random() * 1 + 0.5;
+ self.move = function () {
+ self.y += self.speed;
+ // Reset star position if it moves off screen
+ if (self.y > 2732) {
+ self.y = -10;
+ self.x = Math.random() * 2048;
+ }
+ };
+});
// Define the Hero class
var Hero = Container.expand(function () {
var self = Container.call(this);
var heroGraphics = self.attachAsset('hero', {
@@ -74,71 +97,57 @@
self.move = function () {
self.y += self.speed;
};
});
-// Define the BossEnemy 2.0 class with enhanced features
-var BossEnemy2 = Container.expand(function () {
+// 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 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;
+ // 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.specialAttack();
};
self.shoot = function () {
if (LK.ticks - self.lastShotTick >= self.shootInterval) {
var bullet = new EnemyBullet();
bullet.x = self.x;
- bullet.y = self.y + 50;
+ bullet.y = self.y + 50; // Adjust bullet start position
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);
- }
+ 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());
@@ -158,24 +167,8 @@
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
****/
@@ -185,8 +178,23 @@
/****
* Game Code
****/
+var stars = [];
+for (var i = 0; i < 100; i++) {
+ var star = new Star();
+ star.x = Math.random() * 2048;
+ star.y = Math.random() * 2732;
+ stars.push(star);
+ game.addChild(star);
+}
+// Update the stars in the game tick event
+LK.on('tick', function () {
+ for (var i = 0; i < stars.length; i++) {
+ stars[i].move();
+ }
+ // Existing game tick code...
+});
var waveManager = game.addChild(new WaveManager());
var waveCounterTxt = new Text2('Wave: 0', {
size: 100,
fill: "#ffffff"
@@ -201,25 +209,10 @@
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++) {
@@ -304,6 +297,6 @@
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));
+ this.x = Math.max(50, Math.min(this.x, 2048 - 50));
};
\ No newline at end of file