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 }); } }); }; // --- Hover effect: vertical up/down movement --- self._hoverTweenUp = null; self._hoverTweenDown = null; self._hoverBaseY = self.y; function startHoverTween() { // Move up self._hoverTweenUp = tween(self, { y: self._hoverBaseY - 32 }, { duration: 400, onFinish: function onFinish() { // Move down self._hoverTweenDown = tween(self, { y: self._hoverBaseY + 32 }, { duration: 400, onFinish: function onFinish() { // Return to base and repeat self._hoverTweenReset = tween(self, { y: self._hoverBaseY }, { duration: 400, onFinish: function onFinish() { startHoverTween(); } }); } }); } }); } // Set initial y and start effect self.y = self._hoverBaseY; startHoverTween(); 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) just above the arena var enemy = new Enemy(); enemy.x = 2048 / 2; enemy.y = ARENA_Y - 80; // Place enemy just above the arena 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 1.35 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); } }, 1350); } }, 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
@@ -204,12 +204,12 @@
var arenaBorder = new ArenaBorder();
arenaBorder.x = 2048 / 2;
arenaBorder.y = 2732 / 2;
game.addChild(arenaBorder);
-// Add enemy (boss) above the arena
+// Add enemy (boss) just above the arena
var enemy = new Enemy();
enemy.x = 2048 / 2;
-enemy.y = ARENA_Y + 60; // Move enemy further down into arena
+enemy.y = ARENA_Y - 80; // Place enemy just above the arena
game.addChild(enemy);
// Add soul (player)
var soul = new Soul();
soul.x = 2048 / 2;