User prompt
move it just above the arnea
User prompt
move the enemy downwards
User prompt
do not make the hover effect by its scale make it by going up and down
User prompt
give the enemy a visual hover effect
User prompt
move the enemy up
User prompt
make blast particles an asset
User prompt
make it 1.35
User prompt
make it 1.2
User prompt
make it 1.1 secs
User prompt
make the soul blast into particles 1 sec after texture change
User prompt
play a sound when soul texture changes
User prompt
make the font a little bigger
User prompt
write hp on the left side of the healthbar
User prompt
make a box heatlhbar for player and make it visible under the arena
User prompt
remove everything about visual healthbars and code it again
User prompt
make the enemy and oplayer healthbar same length in visual
User prompt
shorten the healthbar fill
User prompt
make the box healthbar working again
User prompt
fix the player healthbar and make it working
User prompt
make the yellow healthbar fill on top of everyting
User prompt
fill the healthbar inside the box healthbar assets
User prompt
shorten the healthbar fill
User prompt
remove the white part of the healthbars and make the yellow asset the function it does
User prompt
THE ARENA AND HEALTHBARS AND ENEMY SOHLDNT BE USING THE SAME ASSET. CREATE AD DIFFERENT ASSET FOR EACH THING
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'addChild')' in or related to this line: 'self.addChild(bgRect);' Line Number: 818
/****
* 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('arenaBorderBox', {
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;
});
// Enemy (boss) class
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemySprite = self.attachAsset('enemyBox', {
anchorX: 0.5,
anchorY: 0.5
});
// Health property
self.maxHP = 20;
self.hp = self.maxHP;
// For hit flash
self.flash = function () {
tween(self, {
alpha: 0.3
}, {
duration: 80,
onFinish: function onFinish() {
tween(self, {
alpha: 1
}, {
duration: 120
});
}
});
};
return self;
});
// EnemyAsset: individual asset for enemy visual
var EnemyAsset = Container.expand(function () {
var self = Container.call(this);
// Main body
var body = LK.getAsset('enemyBox', {
width: 220,
height: 120,
anchorX: 0.5,
anchorY: 0.5
});
self.addChild(body);
// Face/eyes (simple style)
var eyeL = LK.getAsset('bullet', {
width: 24,
height: 24,
color: 0xffffff,
anchorX: 0.5,
anchorY: 0.5
});
eyeL.x = -40;
eyeL.y = -20;
self.addChild(eyeL);
var eyeR = LK.getAsset('bullet', {
width: 24,
height: 24,
color: 0xffffff,
anchorX: 0.5,
anchorY: 0.5
});
eyeR.x = 40;
eyeR.y = -20;
self.addChild(eyeR);
// Angry brow (simple rectangle)
var browL = LK.getAsset('arenaBorderBox', {
width: 32,
height: 8,
color: 0x222222,
anchorX: 0.5,
anchorY: 0.5
});
browL.x = -40;
browL.y = -36;
browL.rotation = -0.3;
self.addChild(browL);
var browR = LK.getAsset('arenaBorderBox', {
width: 32,
height: 8,
color: 0x222222,
anchorX: 0.5,
anchorY: 0.5
});
browR.x = 40;
browR.y = -36;
browR.rotation = 0.3;
self.addChild(browR);
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)
// Unique assets for each visual element
// Arena border only
// Enemy only
// Player healthbar border
// Player healthbar bg
// Enemy healthbar border
// Enemy healthbar bg
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 enemy (boss) above the arena
var enemy = new Enemy();
enemy.x = 2048 / 2;
enemy.y = ARENA_Y - 90; // 90px above arena top
game.addChild(enemy);
// 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;
// Soul health
var soulMaxHP = 5;
var soulHP = soulMaxHP;
// Player healthbar (box style) under the arena
var playerHealthbarBg = LK.getAsset('playerHealthbarBg', {
anchorX: 0.5,
anchorY: 0.5
});
var playerHealthbarBox = LK.getAsset('playerHealthbarBox', {
anchorX: 0,
anchorY: 0.5
});
// Healthbar dimensions
var healthbarWidth = 900;
var healthbarHeight = 39.49;
var healthbarX = 2048 / 2 - healthbarWidth / 2;
var healthbarY = ARENA_Y + ARENA_H + 60; // 60px below arena
playerHealthbarBg.x = 2048 / 2;
playerHealthbarBg.y = healthbarY + healthbarHeight / 2;
playerHealthbarBox.x = healthbarX;
playerHealthbarBox.y = healthbarY + healthbarHeight / 2;
// Add HP label to the left of the healthbar
var hpLabelTxt = new Text2("HP", {
size: 64,
fill: "#fff"
});
hpLabelTxt.anchor.set(1, 0.5); // right align, vertically centered
// Place it 24px to the left of the healthbar
hpLabelTxt.x = healthbarX - 24;
hpLabelTxt.y = healthbarY + healthbarHeight / 2;
// Add to game
game.addChild(playerHealthbarBg);
game.addChild(playerHealthbarBox);
game.addChild(hpLabelTxt);
// Update function for healthbar
function updatePlayerHealthbar() {
// Clamp HP
var hp = Math.max(0, Math.min(soulHP, soulMaxHP));
// Set width proportional to HP
playerHealthbarBox.width = healthbarWidth * (hp / soulMaxHP);
}
updatePlayerHealthbar();
// 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) {
// Unpredictable horizontal movement for the whole line
if (typeof spawnFunc._targetX === "undefined") {
spawnFunc._targetX = 0;
spawnFunc._currentX = 0;
spawnFunc._tween = null;
spawnFunc._lastTick = 0;
}
if (tick - spawnFunc._lastTick > 40 || Math.abs(spawnFunc._targetX - spawnFunc._currentX) < 5) {
// Pick a new random target X offset within [-180, 180]
var newTarget = (Math.random() * 2 - 1) * 180;
spawnFunc._lastTick = tick;
spawnFunc._targetX = newTarget;
// Tween smoothly to new target over 30-60 frames
if (spawnFunc._tween) spawnFunc._tween.stop();
spawnFunc._tween = tween(spawnFunc, {
_currentX: newTarget
}, {
duration: 30 + Math.floor(Math.random() * 30)
});
}
var lineXOffset = spawnFunc._currentX;
if (tick % 24 === 0) {
// Wave 1: faster and more bullets, with unpredictable horizontal movement
var speed = 8;
for (var i = 0; i < 6; ++i) {
var b = new Bullet();
b.x = ARENA_X + 120 + i * 180 + lineXOffset;
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) {
// Make the whole line go up and down using a vertical offset
var lineOscAmp = 120; // amplitude of up/down movement
var lineOscFreq = 0.025; // frequency of up/down movement
var lineYOffset = Math.sin(tick * lineOscFreq) * lineOscAmp;
// Center the bullet lines vertically in the arena, closer to the middle
var centerY1 = ARENA_Y + ARENA_H / 2 - 120;
var centerY2 = ARENA_Y + ARENA_H / 2 + 120;
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 = 0.012; // lowered frequency of S even more (even slower oscillation)
// Left to right
var b1 = new Bullet();
b1.x = ARENA_X + 30;
b1.y = (tick % 2 === 0 ? centerY1 : centerY2) + lineYOffset;
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._lineOscAmp = lineOscAmp;
b1._lineOscFreq = lineOscFreq;
b1._spawnTick = tick;
b1.update = function () {
this.x += this.vx;
this._t += 1;
// S shape: y = baseY + amplitude * sin((x - baseX) * freq) + line oscillation
var lineYOffset = Math.sin((this._spawnTick + this._t) * this._lineOscFreq) * this._lineOscAmp;
this.y = this._baseY + amplitude * Math.sin((this.x - this._baseX) * freq) + (lineYOffset - Math.sin(this._spawnTick * this._lineOscFreq) * this._lineOscAmp);
};
arr.push(b1);
game.addChild(b1);
// Right to left
var b2 = new Bullet();
b2.x = ARENA_X + ARENA_W - 30;
b2.y = (tick % 2 === 0 ? centerY2 : centerY1) + lineYOffset;
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._lineOscAmp = lineOscAmp;
b2._lineOscFreq = lineOscFreq;
b2._spawnTick = tick;
b2.update = function () {
this.x += this.vx;
this._t += 1;
var lineYOffset = Math.sin((this._spawnTick + this._t) * this._lineOscFreq) * this._lineOscAmp;
this.y = this._baseY + amplitude * Math.sin((this.x - this._baseX) * freq) + (lineYOffset - Math.sin(this._spawnTick * this._lineOscFreq) * this._lineOscAmp);
};
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);
// Reset HP and healthbar if starting first wave (new game)
if (currentWave === 0) {
soulHP = soulMaxHP;
soulAlive = true;
updatePlayerHealthbar();
// Restore soul sprite if needed
if (soul.children && soul.children.length > 0) {
var firstChild = soul.children[0];
if (firstChild.assetId === 'warning') {
soul.removeChild(firstChild);
var newSoulSprite = LK.getAsset('soul', {
anchorX: 0.5,
anchorY: 0.5
});
soul.addChildAt(newSoulSprite, 0);
// Play sound on soul texture change (revive)
LK.getSound('shoot').play();
}
}
}
}
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();
soulHP -= 1;
updatePlayerHealthbar();
// Remove bullet on hit
b.destroy();
bullets.splice(i, 1);
if (soulHP <= 0 && soulAlive) {
soulAlive = false;
// Delay soul's texture asset change to 2 seconds after dying
LK.setTimeout(function () {
if (soul.children && soul.children.length > 0) {
var deadSprite = LK.getAsset('warning', {
anchorX: 0.5,
anchorY: 0.5
});
var oldSprite = soul.children[0];
deadSprite.x = oldSprite.x;
deadSprite.y = oldSprite.y;
soul.removeChild(oldSprite);
soul.addChildAt(deadSprite, 0);
// Play sound on soul texture change (death)
LK.getSound('shoot').play();
// Blast into particles 1 sec after texture change
LK.setTimeout(function () {
// Remove soul sprite (if still present)
if (soul.children && soul.children.length > 0) {
soul.removeChild(soul.children[0]);
}
// Create 18 particles in a circle
var numParticles = 18;
var radius = 60;
for (var i = 0; i < numParticles; ++i) {
var angle = 2 * Math.PI * i / numParticles;
var px = soul.x + Math.cos(angle) * 0;
var py = soul.y + Math.sin(angle) * 0;
var particle = new Bullet();
particle.x = px;
particle.y = py;
// Give each particle a random color (yellow/orange/red)
var colors = [0xffe066, 0xffb347, 0xff4444, 0xffe0a0, 0xffd700];
var color = colors[Math.floor(Math.random() * colors.length)];
if (particle.children && particle.children.length > 0) {
particle.children[0].tint = color;
}
// Set velocity outward
var speed = 13 + Math.random() * 4;
particle.vx = Math.cos(angle) * speed;
particle.vy = Math.sin(angle) * speed;
// Fade out and destroy after 0.7s
tween(particle, {
alpha: 0
}, {
duration: 700,
onFinish: function () {
this.destroy();
}.bind(particle)
});
game.addChild(particle);
}
}, 1000);
}
}, 2000);
LK.effects.flashScreen(0xff0000, 800);
LK.setTimeout(function () {
LK.showGameOver();
}, 5000);
break;
} else {
// Flash screen for hit, but not game over
LK.effects.flashScreen(0xff0000, 300);
}
}
}
};
// Initial GUI text
timerTxt.setText("Time: ");
waveTxt.setText("Wave 1/" + waves.length); ===================================================================
--- original.js
+++ change.js
@@ -582,8 +582,46 @@
soul.removeChild(oldSprite);
soul.addChildAt(deadSprite, 0);
// Play sound on soul texture change (death)
LK.getSound('shoot').play();
+ // Blast into particles 1 sec after texture change
+ LK.setTimeout(function () {
+ // Remove soul sprite (if still present)
+ if (soul.children && soul.children.length > 0) {
+ soul.removeChild(soul.children[0]);
+ }
+ // Create 18 particles in a circle
+ var numParticles = 18;
+ var radius = 60;
+ for (var i = 0; i < numParticles; ++i) {
+ var angle = 2 * Math.PI * i / numParticles;
+ var px = soul.x + Math.cos(angle) * 0;
+ var py = soul.y + Math.sin(angle) * 0;
+ var particle = new Bullet();
+ particle.x = px;
+ particle.y = py;
+ // Give each particle a random color (yellow/orange/red)
+ var colors = [0xffe066, 0xffb347, 0xff4444, 0xffe0a0, 0xffd700];
+ var color = colors[Math.floor(Math.random() * colors.length)];
+ if (particle.children && particle.children.length > 0) {
+ particle.children[0].tint = color;
+ }
+ // Set velocity outward
+ var speed = 13 + Math.random() * 4;
+ particle.vx = Math.cos(angle) * speed;
+ particle.vy = Math.sin(angle) * speed;
+ // Fade out and destroy after 0.7s
+ tween(particle, {
+ alpha: 0
+ }, {
+ duration: 700,
+ onFinish: function () {
+ this.destroy();
+ }.bind(particle)
+ });
+ game.addChild(particle);
+ }
+ }, 1000);
}
}, 2000);
LK.effects.flashScreen(0xff0000, 800);
LK.setTimeout(function () {