User prompt
Please fix the bug: 's.apply(...).then is not a function' in or related to this line: 'self.patternTick += 1;' Line Number: 59
User prompt
Please fix the bug: 's.apply(...).then is not a function' in or related to this line: 'self.patternTick += 1;' Line Number: 59
User prompt
Please fix the bug: 's.apply(...).then is not a function' in or related to this line: 'self.patternTick += 1;' Line Number: 59
User prompt
Please fix the bug: 's.apply(...).then is not a function' in or related to this line: 'self.patternTick += 1;' Line Number: 59
User prompt
Please fix the bug: 's.apply(...).then is not a function' in or related to this line: 'self.patternTick += 1;' Line Number: 59
User prompt
Please fix the bug: 's.apply(...).then is not a function' in or related to this line: 'self.patternTick += 1;' Line Number: 59
User prompt
Please fix the bug: 's.apply(...).then is not a function' in or related to this line: 'self.patternTick += 1;' Line Number: 63
User prompt
Please fix the bug: 's.apply(...).then is not a function' in or related to this line: 'self.patternTick += 1;' Line Number: 63
User prompt
Please fix the bug: 's.apply(...).then is not a function' in or related to this line: 'self.patternTick += 1;' Line Number: 63
User prompt
Please fix the bug: 's.apply(...).then is not a function' in or related to this line: 'self.patternTick += 1;' Line Number: 63
User prompt
Please fix the bug: 's.apply(...).then is not a function' in or related to this line: 'self.patternTick += 1;' Line Number: 63
User prompt
Please fix the bug: 's.apply(...).then is not a function' in or related to this line: 'self.patternTick += 1;' Line Number: 63
User prompt
Please fix the bug: 's.apply(...).then is not a function' in or related to this line: 'self.patternTick += 1;' Line Number: 60
User prompt
Please fix the bug: 's.apply(...).then is not a function' in or related to this line: 'self.y += self.vy;' Line Number: 105
User prompt
Please fix the bug: 's.apply(...).then is not a function' in or related to this line: 'self.y += self.vy;' Line Number: 105
User prompt
Please fix the bug: 's.apply(...).then is not a function' in or related to this line: 'self.patternTick = (typeof self.patternTick === "number" ? self.patternTick : 0) + 1;' Line Number: 56
User prompt
add different attack style. create a new bullet tipe.if player not moving when this bullet hit the player.player will not lose health
User prompt
bullets will not get more witht waves.bullets will fastnesn
User prompt
Spiral Pattern from Center. make it a little more from down
User prompt
Sine Wave Bullets from Both Sides make it smaller or with one less box because its so hard to dodge
User prompt
Please fix the bug: 's.apply(...).then is not a function' in or related to this line: 'self.y += self.vy;' Line Number: 58
User prompt
add differect attack styles
User prompt
enemy attack are white
User prompt
make enemy health bar yellow and thicker
User prompt
make back ground black
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Enemy (for future expansion, currently just a box at the top) var Enemy = Container.expand(function () { var self = Container.call(this); var enemyBox = self.attachAsset('enemyBox', { width: 400, height: 260, // Increased height for a longer (taller) enemy box, width unchanged color: 0x2222ff, shape: 'box', anchorX: 0.5, anchorY: 0.5 }); return self; }); // Enemy Bullet var EnemyBullet = Container.expand(function () { var self = Container.call(this); // Attach bullet asset (white circle) var bullet = self.attachAsset('enemyBullet', { width: 60, height: 60, color: 0xffffff, shape: 'ellipse', anchorX: 0.5, anchorY: 0.5 }); // Movement properties self.vx = 0; self.vy = 0; // For pattern logic self.pattern = null; // Always initialize patternTick to 0 for each bullet self.patternTick = 0; // Called every tick self.update = function () { if (self.pattern) { self.pattern(self, self.patternTick); // Increment patternTick only if pattern is present and called self.patternTick = (typeof self.patternTick === "number" ? self.patternTick : 0) + 1; } else { self.x += self.vx; self.y += self.vy; } }; return self; }); // Heart-shaped Soul (Player) var Soul = Container.expand(function () { var self = Container.call(this); // Attach heart asset (ellipse, red, scaled to look like a heart) // Since we can't draw a heart, use an ellipse and scale it to look heart-like var heart = self.attachAsset('soulHeart', { width: 60, height: 50, color: 0xff2d55, shape: 'ellipse', anchorX: 0.5, anchorY: 0.5 }); // Squash to make it more heart-like heart.scaleY = 1.1; heart.scaleX = 1.2; // For hit feedback self.flash = function () { tween(heart, { tint: 0xffffff }, { duration: 80, onFinish: function onFinish() { tween(heart, { tint: 0xff2d55 }, { duration: 120 }); } }); }; // For movement bounds self.radius = 30; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Game area (the "box" where the soul can move) // Tween plugin for movement and effects var boxWidth = 900; var boxHeight = 900; var boxX = (2048 - boxWidth) / 2; var boxY = 2732 - boxHeight - 200; // Draw the box (white border, transparent fill) var boxBorder = LK.getAsset('boxBorder', { width: boxWidth, height: boxHeight, color: 0xffffff, shape: 'box', anchorX: 0, anchorY: 0 }); boxBorder.alpha = 0.15; boxBorder.x = boxX; boxBorder.y = boxY; game.addChild(boxBorder); // Add a big enemy (bi) at the top of the game area var enemy = new Enemy(); enemy.x = 2048 / 2; enemy.y = 2732 / 2 - 120; // Move enemy a little up from center enemy.scaleX = 2.2; enemy.scaleY = 2.2; game.addChild(enemy); // Enemy health bar var enemyMaxHP = 20; var enemyHP = enemyMaxHP; var enemyHealthBarWidth = 700; var enemyHealthBarHeight = 60; var enemyHealthBarBg = LK.getAsset('boxBorder', { width: enemyHealthBarWidth, height: enemyHealthBarHeight, color: 0x333333, shape: 'box', anchorX: 0.5, anchorY: 0.5 }); // Place health bar background further below the enemy enemyHealthBarBg.x = enemy.x; enemyHealthBarBg.y = enemy.y + 260; // Move health bar further down to match new enemy position game.addChild(enemyHealthBarBg); var enemyHealthBar = LK.getAsset('boxBorder', { width: enemyHealthBarWidth - 8, height: enemyHealthBarHeight - 2, color: 0xFFFF00, // yellow shape: 'box', anchorX: 0.5, anchorY: 0.5 }); enemyHealthBar.x = enemy.x; enemyHealthBar.y = enemy.y + 260; game.addChild(enemyHealthBar); // Add soul (player) at center of box var soul = new Soul(); soul.x = boxX + boxWidth / 2; soul.y = boxY + boxHeight / 2; game.addChild(soul); // Health system var maxHP = 5; var hp = maxHP; // Score (number of waves survived) var score = 0; // Bullets array var enemyBullets = []; // GUI: HP display (top right, avoid top left) var hpText = new Text2('HP: ' + hp, { size: 90, fill: 0xFF2D55 }); hpText.anchor.set(1, 0); LK.gui.topRight.addChild(hpText); // GUI: Score display (top center) var scoreText = new Text2('WAVES: 0', { size: 90, fill: 0xFFFFFF }); scoreText.anchor.set(0.5, 0); LK.gui.top.addChild(scoreText); // Touch controls for soul movement var draggingSoul = false; var dragOffsetX = 0; var dragOffsetY = 0; // Helper: clamp soul inside box function clampSoulPosition(x, y) { var r = soul.radius; var minX = boxX + r; var maxX = boxX + boxWidth - r; var minY = boxY + r; var maxY = boxY + boxHeight - r; if (x < minX) x = minX; if (x > maxX) x = maxX; if (y < minY) y = minY; if (y > maxY) y = maxY; return { x: x, y: y }; } // Touch down: start dragging if inside soul game.down = function (x, y, obj) { // Only allow drag if inside soul var dx = x - soul.x; var dy = y - soul.y; if (dx * dx + dy * dy <= soul.radius * soul.radius) { draggingSoul = true; dragOffsetX = soul.x - x; dragOffsetY = soul.y - y; } }; // Touch up: stop dragging game.up = function (x, y, obj) { draggingSoul = false; }; // Touch move: move soul game.move = function (x, y, obj) { // Always follow the mouse/touch, clamped to the box var pos = clampSoulPosition(x, y); soul.x = pos.x; soul.y = pos.y; }; // Bullet patterns function spawnWave(waveNum) { // Clear bullets for (var i = 0; i < enemyBullets.length; i++) { enemyBullets[i].destroy(); } enemyBullets.length = 0; // Choose pattern based on waveNum for variety var patternType = waveNum % 5; if (patternType === 0) { // Radial burst (classic) var count = 8 + Math.floor(waveNum * 0.7); for (var i = 0; i < count; i++) { var angle = Math.PI * 2 * i / count; var b = new EnemyBullet(); b.x = 2048 / 2; b.y = boxY + 40; b.vx = Math.cos(angle) * (3 + waveNum * 0.3); b.vy = Math.sin(angle) * (3 + waveNum * 0.3); enemyBullets.push(b); game.addChild(b); } } else if (patternType === 1) { // Sine wave bullets from both sides for (var i = 0; i < 5 + Math.floor(waveNum * 0.7); i++) { var b = new EnemyBullet(); b.x = boxX + 40; b.y = boxY + 120 + i * 120; b.vx = 4 + waveNum * 0.3; b.vy = 0; b.pattern = function (self, t) { self.x += self.vx; self.y += Math.sin((self.x + t * 2) / 80) * 5; }; enemyBullets.push(b); game.addChild(b); } for (var i = 0; i < 5 + Math.floor(waveNum * 0.7); i++) { var b = new EnemyBullet(); b.x = boxX + boxWidth - 40; b.y = boxY + 120 + i * 120; b.vx = -4 - waveNum * 0.3; b.vy = 0; b.pattern = function (self, t) { self.x += self.vx; self.y += Math.sin((self.x + t * 2) / 80) * 5; }; enemyBullets.push(b); game.addChild(b); } } else if (patternType === 2) { // Falling zigzag bullets from above for (var i = 0; i < 8 + Math.floor(waveNum * 1.2); i++) { var b = new EnemyBullet(); b.x = boxX + 80 + (boxWidth - 160) * (i / (8 + Math.floor(waveNum * 1.2))); b.y = boxY + 20; b.vx = 0; b.vy = 4 + waveNum * 0.2; b.pattern = function (self, t) { self.y += self.vy; self.x += Math.sin(self.y / 60) * 3; }; enemyBullets.push(b); game.addChild(b); } } else if (patternType === 3) { // Spiral pattern from center var spiralCount = 18 + Math.floor(waveNum * 0.8); for (var i = 0; i < spiralCount; i++) { var b = new EnemyBullet(); b.x = 2048 / 2; b.y = boxY + 40; var baseAngle = Math.PI * 2 * i / spiralCount; b.pattern = function (angleOffset) { return function (self, t) { var speed = 3.5 + waveNum * 0.25; var angle = angleOffset + t * 0.07; self.x = 2048 / 2 + Math.cos(angle) * speed * t; self.y = boxY + 40 + Math.sin(angle) * speed * t; }; }(baseAngle); enemyBullets.push(b); game.addChild(b); } } else if (patternType === 4) { // Aimed shots at the player (soul), with some spread var shots = 7 + Math.floor(waveNum * 0.5); for (var i = 0; i < shots; i++) { var b = new EnemyBullet(); b.x = 2048 / 2; b.y = boxY + 40; // Aim at soul, add spread var dx = soul.x - b.x; var dy = soul.y - b.y; var angle = Math.atan2(dy, dx) + (i - (shots - 1) / 2) * 0.12; var speed = 5 + waveNum * 0.2; b.vx = Math.cos(angle) * speed; b.vy = Math.sin(angle) * speed; enemyBullets.push(b); game.addChild(b); } } } // Game state var waveNum = 0; var waveTimer = 0; var waveDuration = 240; // 4 seconds per wave // Invincibility after hit var invincibleTicks = 0; // Main update loop game.update = function () { // Update bullets for (var i = enemyBullets.length - 1; i >= 0; i--) { var b = enemyBullets[i]; b.update(); // Remove if out of box if (b.x < boxX - 80 || b.x > boxX + boxWidth + 80 || b.y < boxY - 80 || b.y > boxY + boxHeight + 80) { b.destroy(); enemyBullets.splice(i, 1); continue; } // Collision with soul if (invincibleTicks === 0 && b.intersects(soul)) { hp--; soul.flash(); invincibleTicks = 60; // 1 second invincibility hpText.setText('HP: ' + hp); LK.effects.flashObject(soul, 0xffffff, 300); if (hp <= 0) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); return; } } // Example: Decrease enemyHP for demonstration (remove this in real game, or connect to your attack logic) // if (someCondition) { enemyHP--; } enemyHealthBar.width = (enemyHealthBarWidth - 8) * Math.max(0, enemyHP) / enemyMaxHP; } // Invincibility timer if (invincibleTicks > 0) { invincibleTicks--; } // Wave logic waveTimer++; if (waveTimer >= waveDuration) { waveNum++; score++; scoreText.setText('WAVES: ' + score); waveTimer = 0; spawnWave(waveNum); } }; // Start first wave spawnWave(waveNum);
===================================================================
--- original.js
+++ change.js
@@ -227,31 +227,31 @@
for (var i = 0; i < enemyBullets.length; i++) {
enemyBullets[i].destroy();
}
enemyBullets.length = 0;
- // Pick pattern based on waveNum
- if (waveNum % 3 === 0) {
- // Radial burst - easier: fewer bullets, slower speed, bigger gaps
- var count = 8 + Math.floor(waveNum); // fewer bullets
+ // Choose pattern based on waveNum for variety
+ var patternType = waveNum % 5;
+ if (patternType === 0) {
+ // Radial burst (classic)
+ var count = 8 + Math.floor(waveNum * 0.7);
for (var i = 0; i < count; i++) {
var angle = Math.PI * 2 * i / count;
var b = new EnemyBullet();
b.x = 2048 / 2;
b.y = boxY + 40;
- b.vx = Math.cos(angle) * (3 + waveNum * 0.3); // slower
+ b.vx = Math.cos(angle) * (3 + waveNum * 0.3);
b.vy = Math.sin(angle) * (3 + waveNum * 0.3);
enemyBullets.push(b);
game.addChild(b);
}
- } else if (waveNum % 3 === 1) {
- // Sine wave bullets from left/right - easier: fewer bullets, slower, more vertical spacing
+ } else if (patternType === 1) {
+ // Sine wave bullets from both sides
for (var i = 0; i < 5 + Math.floor(waveNum * 0.7); i++) {
var b = new EnemyBullet();
b.x = boxX + 40;
b.y = boxY + 120 + i * 120;
b.vx = 4 + waveNum * 0.3;
b.vy = 0;
- // Sine pattern
b.pattern = function (self, t) {
self.x += self.vx;
self.y += Math.sin((self.x + t * 2) / 80) * 5;
};
@@ -270,24 +270,59 @@
};
enemyBullets.push(b);
game.addChild(b);
}
- } else {
- // Falling bullets from above - easier: fewer, slower, more horizontal spacing
+ } else if (patternType === 2) {
+ // Falling zigzag bullets from above
for (var i = 0; i < 8 + Math.floor(waveNum * 1.2); i++) {
var b = new EnemyBullet();
b.x = boxX + 80 + (boxWidth - 160) * (i / (8 + Math.floor(waveNum * 1.2)));
b.y = boxY + 20;
b.vx = 0;
- b.vy = 4 + waveNum * 0.2; // slower
- // Zigzag
+ b.vy = 4 + waveNum * 0.2;
b.pattern = function (self, t) {
self.y += self.vy;
self.x += Math.sin(self.y / 60) * 3;
};
enemyBullets.push(b);
game.addChild(b);
}
+ } else if (patternType === 3) {
+ // Spiral pattern from center
+ var spiralCount = 18 + Math.floor(waveNum * 0.8);
+ for (var i = 0; i < spiralCount; i++) {
+ var b = new EnemyBullet();
+ b.x = 2048 / 2;
+ b.y = boxY + 40;
+ var baseAngle = Math.PI * 2 * i / spiralCount;
+ b.pattern = function (angleOffset) {
+ return function (self, t) {
+ var speed = 3.5 + waveNum * 0.25;
+ var angle = angleOffset + t * 0.07;
+ self.x = 2048 / 2 + Math.cos(angle) * speed * t;
+ self.y = boxY + 40 + Math.sin(angle) * speed * t;
+ };
+ }(baseAngle);
+ enemyBullets.push(b);
+ game.addChild(b);
+ }
+ } else if (patternType === 4) {
+ // Aimed shots at the player (soul), with some spread
+ var shots = 7 + Math.floor(waveNum * 0.5);
+ for (var i = 0; i < shots; i++) {
+ var b = new EnemyBullet();
+ b.x = 2048 / 2;
+ b.y = boxY + 40;
+ // Aim at soul, add spread
+ var dx = soul.x - b.x;
+ var dy = soul.y - b.y;
+ var angle = Math.atan2(dy, dx) + (i - (shots - 1) / 2) * 0.12;
+ var speed = 5 + waveNum * 0.2;
+ b.vx = Math.cos(angle) * speed;
+ b.vy = Math.sin(angle) * speed;
+ enemyBullets.push(b);
+ game.addChild(b);
+ }
}
}
// Game state
var waveNum = 0;