User prompt
make an individual asset for healthbars and enemy
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Create HealthbarAsset and EnemyHealthbarAsset classes for styled healthbars Replace enemy healthbar GUI with EnemyHealthbarAsset instance Replace healthbar GUI with HealthbarAsset instance
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Please fix the bug: 'Cannot read properties of undefined (reading 'setText')' in or related to this line: 'self.valueTxt.setText(val + "/" + max);' Line Number: 214
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Please fix the bug: 'Cannot read properties of undefined (reading 'setText')' in or related to this line: 'self.labelTxt.setText(txt);' Line Number: 218
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Please fix the bug: 'self.init is not a function' in or related to this line: 'self.init({' Line Number: 76
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make the healthbar and enemy an asset
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put an enemy asset above the arena and give it a health too
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make the healthbar box styled and visible under the arena
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Please fix the bug: 'Cannot set properties of undefined (setting 'width')' in or related to this line: 'healthbarFg.children[0].width = Math.max(0, healthbarWidth * ratio);' Line Number: 172
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Please fix the bug: 'Cannot read properties of undefined (reading 'addChild')' in or related to this line: 'healthbarBg.addChild(healthbarBgRect);' Line Number: 119
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add a healthbar and hp for the sol
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make the game over screen 5 seconds after dying
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make the texture change 2 the seconds after dieing
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change the souls texture asset if the soul is died
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make the bullet moving pattern closer to the middel of the arena ,n wave 2
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make the line moving unpredictable
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make the bullet lines go rihgt and left in fisrt wave
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make tyhe bullets symetric again in first weave
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make the first wave harder
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make the bllets line go up and down in 2nd wave
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Move one of the bullet lines in the first wave a little to the right so that it looks diagonal and the player has to move
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more
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more
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lşower it more
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lower the frequency
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Arena border (visual only) var ArenaBorder = Container.expand(function () { var self = Container.call(this); var border = self.attachAsset('arenaBorder', { anchorX: 0.5, anchorY: 0.5 }); border.alpha = 0.7; return self; }); // Bullet class var Bullet = Container.expand(function () { var self = Container.call(this); var bulletSprite = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.vx = 0; self.vy = 0; self.update = function () { self.x += self.vx; self.y += self.vy; }; return self; }); // Soul (player) class var Soul = Container.expand(function () { var self = Container.call(this); var soulSprite = self.attachAsset('soul', { anchorX: 0.5, anchorY: 0.5 }); // For hit flash self.flash = function () { tween(self, { alpha: 0.3 }, { duration: 80, onFinish: function onFinish() { tween(self, { alpha: 1 }, { duration: 120 }); } }); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x181818 }); /**** * Game Code ****/ // Arena dimensions (centered) // Heart-shaped soul (red) // Arena border (white rectangle, thin) // Bullet (white circle) // Enemy warning (yellow, for telegraphing) var ARENA_W = 1200; var ARENA_H = 900; var ARENA_X = 2048 / 2 - ARENA_W / 2; var ARENA_Y = 2732 / 2 - ARENA_H / 2; // Add arena border var arenaBorder = new ArenaBorder(); arenaBorder.x = 2048 / 2; arenaBorder.y = 2732 / 2; game.addChild(arenaBorder); // Add soul (player) var soul = new Soul(); soul.x = 2048 / 2; soul.y = 2732 / 2; game.addChild(soul); // GUI: Timer (shows wave time left) var timerTxt = new Text2('', { size: 80, fill: "#fff" }); timerTxt.anchor.set(0.5, 0); LK.gui.top.addChild(timerTxt); // GUI: Wave counter var waveTxt = new Text2('', { size: 80, fill: "#fff" }); waveTxt.anchor.set(0.5, 0); LK.gui.top.addChild(waveTxt); waveTxt.y = 90; // Game state var bullets = []; var currentWave = 0; var waveTime = 0; var waveTimer = 0; var waveActive = false; var soulAlive = true; var dragSoul = false; var dragOffsetX = 0; var dragOffsetY = 0; // Arena bounds (for clamping soul) function clampSoul(x, y) { var hw = 50, hh = 50; // soul half size var minX = ARENA_X + hw; var maxX = ARENA_X + ARENA_W - hw; var minY = ARENA_Y + hh; var maxY = ARENA_Y + ARENA_H - hh; return { x: Math.max(minX, Math.min(maxX, x)), y: Math.max(minY, Math.min(maxY, y)) }; } // Touch/drag controls function handleSoulMove(x, y, obj) { if (!dragSoul || !soulAlive) return; var pos = clampSoul(x - dragOffsetX, y - dragOffsetY); soul.x = pos.x; soul.y = pos.y; } game.move = function (x, y, obj) { handleSoulMove(x, y, obj); }; game.down = function (x, y, obj) { // Only start drag if inside soul var dx = x - soul.x, dy = y - soul.y; if (dx * dx + dy * dy <= 60 * 60) { dragSoul = true; dragOffsetX = x - soul.x; dragOffsetY = y - soul.y; handleSoulMove(x, y, obj); } }; game.up = function (x, y, obj) { dragSoul = false; }; // Waves definition // Each wave: {duration, spawnFunc(tick, bulletsArr)} var waves = [ // Wave 1: Simple slow bullets from top { duration: 180, // 3s spawnFunc: function spawnFunc(tick, arr) { if (tick % 30 === 0) { // Wave 1: slow bullets var speed = 6; for (var i = 0; i < 4; ++i) { var b = new Bullet(); b.x = ARENA_X + 200 + i * 250; b.y = ARENA_Y + 30; b.vx = 0; b.vy = speed; arr.push(b); game.addChild(b); } } } }, // Wave 2: Bullets from left/right { duration: 210, // 3.5s spawnFunc: function spawnFunc(tick, arr) { if (tick % 24 === 0) { // S-shape: bullets from left and right, with vy oscillating as a sine wave var speed = 10; var amplitude = 60; // increased vertical amplitude of S var freq = 0.06; // lowered frequency of S // Left to right var b1 = new Bullet(); b1.x = ARENA_X + 30; b1.y = ARENA_Y + 150 + tick % 2 * 400; b1.vx = speed; b1.vy = amplitude * Math.sin((tick + 0) * freq); // Store phase for S motion b1._sPhase = (tick + 0) * freq; b1._sDir = 1; // Override update for S shape b1._baseY = b1.y; b1._baseX = b1.x; b1._t = 0; b1.update = function () { this.x += this.vx; this._t += 1; // S shape: y = baseY + amplitude * sin((x - baseX) * freq) this.y = this._baseY + amplitude * Math.sin((this.x - this._baseX) * freq); }; arr.push(b1); game.addChild(b1); // Right to left var b2 = new Bullet(); b2.x = ARENA_X + ARENA_W - 30; b2.y = ARENA_Y + 750 - tick % 2 * 400; b2.vx = -speed; b2.vy = amplitude * Math.sin((tick + 60) * freq); b2._sPhase = (tick + 60) * freq; b2._sDir = -1; b2._baseY = b2.y; b2._baseX = b2.x; b2._t = 0; b2.update = function () { this.x += this.vx; this._t += 1; this.y = this._baseY + amplitude * Math.sin((this.x - this._baseX) * freq); }; arr.push(b2); game.addChild(b2); } } }, // Wave 3: Diagonal bullets from corners { duration: 240, // 4s spawnFunc: function spawnFunc(tick, arr) { if (tick % 36 === 0) { // Wave 3: diagonal, medium speed var speed = 7.5; var diag = speed / Math.sqrt(2); // Top-left var b1 = new Bullet(); b1.x = ARENA_X + 40; b1.y = ARENA_Y + 40; b1.vx = diag; b1.vy = diag; arr.push(b1); game.addChild(b1); // Top-right var b2 = new Bullet(); b2.x = ARENA_X + ARENA_W - 40; b2.y = ARENA_Y + 40; b2.vx = -diag; b2.vy = diag; arr.push(b2); game.addChild(b2); // Bottom-left var b3 = new Bullet(); b3.x = ARENA_X + 40; b3.y = ARENA_Y + ARENA_H - 40; b3.vx = diag; b3.vy = -diag; arr.push(b3); game.addChild(b3); // Bottom-right var b4 = new Bullet(); b4.x = ARENA_X + ARENA_W - 40; b4.y = ARENA_Y + ARENA_H - 40; b4.vx = -diag; b4.vy = -diag; arr.push(b4); game.addChild(b4); } } }, // Wave 4: Random rain { duration: 210, // 3.5s spawnFunc: function spawnFunc(tick, arr) { if (tick % 10 === 0) { // Wave 4: fast random rain var minSpeed = 12, maxSpeed = 16; var b = new Bullet(); b.x = ARENA_X + 80 + Math.floor(Math.random() * (ARENA_W - 160)); b.y = ARENA_Y + 30; b.vx = 0; b.vy = minSpeed + Math.random() * (maxSpeed - minSpeed); arr.push(b); game.addChild(b); } } }, // Wave 5: Spiral (center out) { duration: 270, // 4.5s spawnFunc: function spawnFunc(tick, arr) { if (tick % 12 === 0) { // Wave 5: spiral, moderate speed var speed = 9; var angle = tick / 12 * 0.5; for (var i = 0; i < 4; ++i) { var a = angle + i * Math.PI / 2; var b = new Bullet(); b.x = 2048 / 2; b.y = 2732 / 2; b.vx = Math.cos(a) * speed; b.vy = Math.sin(a) * speed; arr.push(b); game.addChild(b); } } } }]; // Start first wave function startWave(idx) { currentWave = idx; waveTime = 0; waveActive = true; waveTimer = 0; // Remove all bullets for (var i = bullets.length - 1; i >= 0; --i) { bullets[i].destroy(); bullets.splice(i, 1); } // Update GUI waveTxt.setText("Wave " + (currentWave + 1) + "/" + waves.length); } startWave(0); // Main update loop game.update = function () { if (!soulAlive) return; // Wave logic if (waveActive) { var wave = waves[currentWave]; wave.spawnFunc(waveTime, bullets); waveTime++; // Update timer GUI var tleft = Math.max(0, Math.ceil((wave.duration - waveTime) / 60)); timerTxt.setText("Time: " + tleft + "s"); // End wave? if (waveTime >= wave.duration) { waveActive = false; // Remove all bullets after short delay LK.setTimeout(function () { for (var i = bullets.length - 1; i >= 0; --i) { bullets[i].destroy(); bullets.splice(i, 1); } // Next wave or win if (currentWave + 1 < waves.length) { startWave(currentWave + 1); } else { // Win! LK.showYouWin(); } }, 600); } } // Update bullets for (var i = bullets.length - 1; i >= 0; --i) { var b = bullets[i]; b.update(); // Remove if out of arena (immediately on leaving the border) if (b.x < ARENA_X || b.x > ARENA_X + ARENA_W || b.y < ARENA_Y || b.y > ARENA_Y + ARENA_H) { b.destroy(); bullets.splice(i, 1); continue; } // Collision with soul var dx = b.x - soul.x, dy = b.y - soul.y; if (dx * dx + dy * dy < 45 * 45) { // Hit! soul.flash(); soulAlive = false; LK.effects.flashScreen(0xff0000, 800); LK.setTimeout(function () { LK.showGameOver(); }, 600); break; } } }; // Initial GUI text timerTxt.setText("Time: "); waveTxt.setText("Wave 1/" + waves.length);
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Arena border (visual only)
var ArenaBorder = Container.expand(function () {
var self = Container.call(this);
var border = self.attachAsset('arenaBorder', {
anchorX: 0.5,
anchorY: 0.5
});
border.alpha = 0.7;
return self;
});
// Bullet class
var Bullet = Container.expand(function () {
var self = Container.call(this);
var bulletSprite = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.vx = 0;
self.vy = 0;
self.update = function () {
self.x += self.vx;
self.y += self.vy;
};
return self;
});
// Soul (player) class
var Soul = Container.expand(function () {
var self = Container.call(this);
var soulSprite = self.attachAsset('soul', {
anchorX: 0.5,
anchorY: 0.5
});
// For hit flash
self.flash = function () {
tween(self, {
alpha: 0.3
}, {
duration: 80,
onFinish: function onFinish() {
tween(self, {
alpha: 1
}, {
duration: 120
});
}
});
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x181818
});
/****
* Game Code
****/
// Arena dimensions (centered)
// Heart-shaped soul (red)
// Arena border (white rectangle, thin)
// Bullet (white circle)
// Enemy warning (yellow, for telegraphing)
var ARENA_W = 1200;
var ARENA_H = 900;
var ARENA_X = 2048 / 2 - ARENA_W / 2;
var ARENA_Y = 2732 / 2 - ARENA_H / 2;
// Add arena border
var arenaBorder = new ArenaBorder();
arenaBorder.x = 2048 / 2;
arenaBorder.y = 2732 / 2;
game.addChild(arenaBorder);
// Add soul (player)
var soul = new Soul();
soul.x = 2048 / 2;
soul.y = 2732 / 2;
game.addChild(soul);
// GUI: Timer (shows wave time left)
var timerTxt = new Text2('', {
size: 80,
fill: "#fff"
});
timerTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(timerTxt);
// GUI: Wave counter
var waveTxt = new Text2('', {
size: 80,
fill: "#fff"
});
waveTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(waveTxt);
waveTxt.y = 90;
// Game state
var bullets = [];
var currentWave = 0;
var waveTime = 0;
var waveTimer = 0;
var waveActive = false;
var soulAlive = true;
var dragSoul = false;
var dragOffsetX = 0;
var dragOffsetY = 0;
// Arena bounds (for clamping soul)
function clampSoul(x, y) {
var hw = 50,
hh = 50; // soul half size
var minX = ARENA_X + hw;
var maxX = ARENA_X + ARENA_W - hw;
var minY = ARENA_Y + hh;
var maxY = ARENA_Y + ARENA_H - hh;
return {
x: Math.max(minX, Math.min(maxX, x)),
y: Math.max(minY, Math.min(maxY, y))
};
}
// Touch/drag controls
function handleSoulMove(x, y, obj) {
if (!dragSoul || !soulAlive) return;
var pos = clampSoul(x - dragOffsetX, y - dragOffsetY);
soul.x = pos.x;
soul.y = pos.y;
}
game.move = function (x, y, obj) {
handleSoulMove(x, y, obj);
};
game.down = function (x, y, obj) {
// Only start drag if inside soul
var dx = x - soul.x,
dy = y - soul.y;
if (dx * dx + dy * dy <= 60 * 60) {
dragSoul = true;
dragOffsetX = x - soul.x;
dragOffsetY = y - soul.y;
handleSoulMove(x, y, obj);
}
};
game.up = function (x, y, obj) {
dragSoul = false;
};
// Waves definition
// Each wave: {duration, spawnFunc(tick, bulletsArr)}
var waves = [
// Wave 1: Simple slow bullets from top
{
duration: 180,
// 3s
spawnFunc: function spawnFunc(tick, arr) {
if (tick % 30 === 0) {
// Wave 1: slow bullets
var speed = 6;
for (var i = 0; i < 4; ++i) {
var b = new Bullet();
b.x = ARENA_X + 200 + i * 250;
b.y = ARENA_Y + 30;
b.vx = 0;
b.vy = speed;
arr.push(b);
game.addChild(b);
}
}
}
},
// Wave 2: Bullets from left/right
{
duration: 210,
// 3.5s
spawnFunc: function spawnFunc(tick, arr) {
if (tick % 24 === 0) {
// S-shape: bullets from left and right, with vy oscillating as a sine wave
var speed = 10;
var amplitude = 60; // increased vertical amplitude of S
var freq = 0.06; // lowered frequency of S
// Left to right
var b1 = new Bullet();
b1.x = ARENA_X + 30;
b1.y = ARENA_Y + 150 + tick % 2 * 400;
b1.vx = speed;
b1.vy = amplitude * Math.sin((tick + 0) * freq);
// Store phase for S motion
b1._sPhase = (tick + 0) * freq;
b1._sDir = 1;
// Override update for S shape
b1._baseY = b1.y;
b1._baseX = b1.x;
b1._t = 0;
b1.update = function () {
this.x += this.vx;
this._t += 1;
// S shape: y = baseY + amplitude * sin((x - baseX) * freq)
this.y = this._baseY + amplitude * Math.sin((this.x - this._baseX) * freq);
};
arr.push(b1);
game.addChild(b1);
// Right to left
var b2 = new Bullet();
b2.x = ARENA_X + ARENA_W - 30;
b2.y = ARENA_Y + 750 - tick % 2 * 400;
b2.vx = -speed;
b2.vy = amplitude * Math.sin((tick + 60) * freq);
b2._sPhase = (tick + 60) * freq;
b2._sDir = -1;
b2._baseY = b2.y;
b2._baseX = b2.x;
b2._t = 0;
b2.update = function () {
this.x += this.vx;
this._t += 1;
this.y = this._baseY + amplitude * Math.sin((this.x - this._baseX) * freq);
};
arr.push(b2);
game.addChild(b2);
}
}
},
// Wave 3: Diagonal bullets from corners
{
duration: 240,
// 4s
spawnFunc: function spawnFunc(tick, arr) {
if (tick % 36 === 0) {
// Wave 3: diagonal, medium speed
var speed = 7.5;
var diag = speed / Math.sqrt(2);
// Top-left
var b1 = new Bullet();
b1.x = ARENA_X + 40;
b1.y = ARENA_Y + 40;
b1.vx = diag;
b1.vy = diag;
arr.push(b1);
game.addChild(b1);
// Top-right
var b2 = new Bullet();
b2.x = ARENA_X + ARENA_W - 40;
b2.y = ARENA_Y + 40;
b2.vx = -diag;
b2.vy = diag;
arr.push(b2);
game.addChild(b2);
// Bottom-left
var b3 = new Bullet();
b3.x = ARENA_X + 40;
b3.y = ARENA_Y + ARENA_H - 40;
b3.vx = diag;
b3.vy = -diag;
arr.push(b3);
game.addChild(b3);
// Bottom-right
var b4 = new Bullet();
b4.x = ARENA_X + ARENA_W - 40;
b4.y = ARENA_Y + ARENA_H - 40;
b4.vx = -diag;
b4.vy = -diag;
arr.push(b4);
game.addChild(b4);
}
}
},
// Wave 4: Random rain
{
duration: 210,
// 3.5s
spawnFunc: function spawnFunc(tick, arr) {
if (tick % 10 === 0) {
// Wave 4: fast random rain
var minSpeed = 12,
maxSpeed = 16;
var b = new Bullet();
b.x = ARENA_X + 80 + Math.floor(Math.random() * (ARENA_W - 160));
b.y = ARENA_Y + 30;
b.vx = 0;
b.vy = minSpeed + Math.random() * (maxSpeed - minSpeed);
arr.push(b);
game.addChild(b);
}
}
},
// Wave 5: Spiral (center out)
{
duration: 270,
// 4.5s
spawnFunc: function spawnFunc(tick, arr) {
if (tick % 12 === 0) {
// Wave 5: spiral, moderate speed
var speed = 9;
var angle = tick / 12 * 0.5;
for (var i = 0; i < 4; ++i) {
var a = angle + i * Math.PI / 2;
var b = new Bullet();
b.x = 2048 / 2;
b.y = 2732 / 2;
b.vx = Math.cos(a) * speed;
b.vy = Math.sin(a) * speed;
arr.push(b);
game.addChild(b);
}
}
}
}];
// Start first wave
function startWave(idx) {
currentWave = idx;
waveTime = 0;
waveActive = true;
waveTimer = 0;
// Remove all bullets
for (var i = bullets.length - 1; i >= 0; --i) {
bullets[i].destroy();
bullets.splice(i, 1);
}
// Update GUI
waveTxt.setText("Wave " + (currentWave + 1) + "/" + waves.length);
}
startWave(0);
// Main update loop
game.update = function () {
if (!soulAlive) return;
// Wave logic
if (waveActive) {
var wave = waves[currentWave];
wave.spawnFunc(waveTime, bullets);
waveTime++;
// Update timer GUI
var tleft = Math.max(0, Math.ceil((wave.duration - waveTime) / 60));
timerTxt.setText("Time: " + tleft + "s");
// End wave?
if (waveTime >= wave.duration) {
waveActive = false;
// Remove all bullets after short delay
LK.setTimeout(function () {
for (var i = bullets.length - 1; i >= 0; --i) {
bullets[i].destroy();
bullets.splice(i, 1);
}
// Next wave or win
if (currentWave + 1 < waves.length) {
startWave(currentWave + 1);
} else {
// Win!
LK.showYouWin();
}
}, 600);
}
}
// Update bullets
for (var i = bullets.length - 1; i >= 0; --i) {
var b = bullets[i];
b.update();
// Remove if out of arena (immediately on leaving the border)
if (b.x < ARENA_X || b.x > ARENA_X + ARENA_W || b.y < ARENA_Y || b.y > ARENA_Y + ARENA_H) {
b.destroy();
bullets.splice(i, 1);
continue;
}
// Collision with soul
var dx = b.x - soul.x,
dy = b.y - soul.y;
if (dx * dx + dy * dy < 45 * 45) {
// Hit!
soul.flash();
soulAlive = false;
LK.effects.flashScreen(0xff0000, 800);
LK.setTimeout(function () {
LK.showGameOver();
}, 600);
break;
}
}
};
// Initial GUI text
timerTxt.setText("Time: ");
waveTxt.setText("Wave 1/" + waves.length);