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There are 2 errors. 1.store appears when the game starts. 2. When I exit the game and enter, I still have money and level
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Please fix the bug: 'Cannot read properties of undefined (reading 'meteor')' in or related to this line: 'var weaponCooldowns = {' Line Number: 318
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Add a store. When you enter this store, you can lower the cooldown of our weapons, but you need coins to do this ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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When you come to the main screen after destroying the planet, it still shows 0 level And 0 coin But when we click on a planet, the level increases directly (Whichever planet we destroyed) When we destroy the planet, our level and money appear in the main menu ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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Add coin. If we level +1 We get 100 coins ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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Add cooldown to weapons meteor:2 sec bomb:3 sec laser:2.5 sec Black hole:5 sec moon:7 sec ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Why is mars hp is 100% its normally 85%
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But when it regrows, Max hp will be reduced by -5 health ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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And jupiter regrow is 2->1 Second ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Jupiter gives 5 Level
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Where Jupiter health is visible, it says 100, make it 350
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Why does Jupiter still have 100% health? Health: 350
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Jupiter health is 350%. And he is regrow him self (5% regrow in 2 seconds) ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Add jupiter (health is 350%) and its locked its opens at 10 Level
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Add level system=İf you destroy Earth:3+ Level,Venus:2+ Level,Mars:1+ Level
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Delete score
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Make the first planet a Name Earth
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Set health to 0 when the game is over
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Remove level system
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The same thing happens to other planets.
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Bug
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This time, it stays at 25%
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Mars' health remains at 10% when we destroy it
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Please fix the bug: 'TypeError: setTimeout is not a function' in or related to this line: 'setTimeout(function () {' Line Number: 397
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Add level system. İf the game ends go back to select planet
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Bomb = Container.expand(function () { var self = Container.call(this); var bombGraphics = self.attachAsset('bomb', { anchorX: 0.5, anchorY: 0.5 }); self.timer = 120; // 2 seconds at 60fps self.active = false; self.activate = function () { self.active = true; }; self.update = function () { if (!self.active) return; self.timer--; if (self.timer <= 0) { self.active = false; onBombExplode(self.x, self.y); } }; return self; }); var Explosion = Container.expand(function () { var self = Container.call(this); var explosionGraphics = self.attachAsset('explosion', { anchorX: 0.5, anchorY: 0.5 }); self.lifetime = 60; // 1 second self.maxLifetime = 60; self.update = function () { self.lifetime--; var alpha = self.lifetime / self.maxLifetime; explosionGraphics.alpha = alpha; if (self.lifetime <= 0) { self.destroy(); var index = explosions.indexOf(self); if (index > -1) explosions.splice(index, 1); } }; return self; }); var Meteor = Container.expand(function () { var self = Container.call(this); var meteorGraphics = self.attachAsset('meteor', { anchorX: 0.5, anchorY: 0.5 }); self.targetX = 0; self.targetY = 0; self.speed = 8; self.active = false; self.launch = function (targetX, targetY) { self.targetX = targetX; self.targetY = targetY; self.active = true; var angle = Math.atan2(targetY - self.y, targetX - self.x); self.velocityX = Math.cos(angle) * self.speed; self.velocityY = Math.sin(angle) * self.speed; }; self.update = function () { if (!self.active) return; self.x += self.velocityX; self.y += self.velocityY; var distance = Math.sqrt(Math.pow(self.targetX - self.x, 2) + Math.pow(self.targetY - self.y, 2)); if (distance < 30) { self.active = false; onMeteorHit(self.x, self.y); } }; return self; }); var Moon = Container.expand(function () { var self = Container.call(this); var moonGraphics = self.attachAsset('moon', { anchorX: 0.5, anchorY: 0.5 }); self.targetX = 0; self.targetY = 0; self.speed = 6; self.active = false; self.launch = function (targetX, targetY) { self.targetX = targetX; self.targetY = targetY; self.active = true; var angle = Math.atan2(targetY - self.y, targetX - self.x); self.velocityX = Math.cos(angle) * self.speed; self.velocityY = Math.sin(angle) * self.speed; }; self.update = function () { if (!self.active) return; self.x += self.velocityX; self.y += self.velocityY; var distance = Math.sqrt(Math.pow(self.targetX - self.x, 2) + Math.pow(self.targetY - self.y, 2)); if (distance < 40) { self.active = false; onMoonHit(self.x, self.y); } }; return self; }); var Planet = Container.expand(function (planetType) { var self = Container.call(this); self.planetType = planetType || 'planet'; var planetGraphics = self.attachAsset(self.planetType, { anchorX: 0.5, anchorY: 0.5 }); // Different planets have different health values switch (self.planetType) { case 'venus': self.health = 95; self.maxHealth = 100; break; case 'mars': self.health = 100; self.maxHealth = 100; break; default: self.health = 100; self.maxHealth = 100; break; } self.destructionZones = []; self.takeDamage = function (amount, x, y) { self.health -= amount; var isDestroyed = self.health <= 0; if (isDestroyed) { self.health = 0; } // Add destruction zone var destructionZone = { x: x - self.x, y: y - self.y, size: amount * 2 }; self.destructionZones.push(destructionZone); // Update planet appearance based on health var healthPercent = self.health / self.maxHealth; if (healthPercent > 0.7) { planetGraphics.tint = 0x4CAF50; // Green } else if (healthPercent > 0.4) { planetGraphics.tint = 0xFFEB3B; // Yellow } else if (healthPercent > 0.1) { planetGraphics.tint = 0xFF5722; // Orange } else { planetGraphics.tint = 0x8D6E63; // Brown } return isDestroyed; }; return self; }); var PlanetButton = Container.expand(function (planetType) { var self = Container.call(this); var buttonGraphics = self.attachAsset('planetButton', { anchorX: 0.5, anchorY: 0.5 }); self.planetType = planetType; self.selected = false; // Add planet icon var planetIcon = self.attachAsset(planetType, { anchorX: 0.5, anchorY: 0.5, scaleX: 0.3, scaleY: 0.3 }); // Add planet name text var planetName = planetType.charAt(0).toUpperCase() + planetType.slice(1); var nameText = new Text2(planetName, { size: 30, fill: 0xFFFFFF }); nameText.anchor.set(0.5, 0); nameText.y = 80; self.addChild(nameText); self.setSelected = function (selected) { self.selected = selected; if (selected) { buttonGraphics.tint = 0xFFFFFF; } else { buttonGraphics.tint = 0x888888; } }; self.down = function (x, y, obj) { selectPlanet(self.planetType); }; return self; }); var WeaponButton = Container.expand(function (weaponType) { var self = Container.call(this); var buttonGraphics = self.attachAsset('weaponButton', { anchorX: 0.5, anchorY: 0.5 }); self.weaponType = weaponType; self.selected = false; // Add weapon icon var iconAsset; switch (weaponType) { case 'meteor': iconAsset = 'meteor'; break; case 'bomb': iconAsset = 'bomb'; break; case 'laser': iconAsset = 'laser'; break; case 'blackhole': iconAsset = 'blackhole'; break; case 'moon': iconAsset = 'moon'; break; } var icon = self.attachAsset(iconAsset, { anchorX: 0.5, anchorY: 0.5, scaleX: 0.7, scaleY: 0.7 }); self.setSelected = function (selected) { self.selected = selected; if (selected) { buttonGraphics.tint = 0xFFFFFF; } else { buttonGraphics.tint = 0x888888; } }; self.down = function (x, y, obj) { selectWeapon(self.weaponType); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000011 }); /**** * Game Code ****/ var planet; var meteors = []; var moons = []; var bombs = []; var explosions = []; var weaponButtons = []; var planetButtons = []; var selectedWeapon = 'meteor'; var selectedPlanetType = 'planet'; var score = 0; var planetDestroyed = false; var gameStarted = false; var currentLevel = 1; // UI Elements var scoreTxt = new Text2('Score: 0', { size: 60, fill: 0xFFFFFF }); scoreTxt.anchor.set(0, 0); scoreTxt.x = 150; scoreTxt.y = 50; LK.gui.topLeft.addChild(scoreTxt); var healthTxt = new Text2('Planet Health: 100%', { size: 60, fill: 0xFFFFFF }); healthTxt.anchor.set(0.5, 0); LK.gui.top.addChild(healthTxt); var levelTxt = new Text2('Level: 1', { size: 60, fill: 0xFFFFFF }); levelTxt.anchor.set(1, 0); levelTxt.x = 2048 - 150; levelTxt.y = 50; LK.gui.topRight.addChild(levelTxt); // Create planet selection title var planetSelectTitle = new Text2('Select Planet to Destroy', { size: 80, fill: 0xFFFFFF }); planetSelectTitle.anchor.set(0.5, 0.5); planetSelectTitle.x = 2048 / 2; planetSelectTitle.y = 400; game.addChild(planetSelectTitle); // Create planet selection buttons var planetTypes = ['planet', 'venus', 'mars']; for (var i = 0; i < planetTypes.length; i++) { var planetButton = new PlanetButton(planetTypes[i]); planetButton.x = 2048 / 2 + (i - 1) * 300; planetButton.y = 2732 / 2; planetButtons.push(planetButton); game.addChild(planetButton); } // Initial planet selection will be done by player // Create start game button var startButton = new Text2('START GAME', { size: 60, fill: 0x00FF00 }); startButton.anchor.set(0.5, 0.5); startButton.x = 2048 / 2; startButton.y = 2732 / 2 + 200; game.addChild(startButton); startButton.down = function (x, y, obj) { if (selectedPlanetType && !gameStarted) { startGame(); } }; // Create weapon selection buttons var weaponTypes = ['meteor', 'bomb', 'laser', 'blackhole', 'moon']; for (var i = 0; i < weaponTypes.length; i++) { var button = new WeaponButton(weaponTypes[i]); button.x = 150 + i * 140; button.y = 2732 - 150; weaponButtons.push(button); game.addChild(button); } // Select initial weapon selectWeapon('meteor'); function selectPlanet(planetType) { selectedPlanetType = planetType; for (var i = 0; i < planetButtons.length; i++) { planetButtons[i].setSelected(planetButtons[i].planetType === planetType); } } function startGame() { gameStarted = true; // Hide planet selection UI for (var i = 0; i < planetButtons.length; i++) { planetButtons[i].visible = false; } // Remove title and start button planetSelectTitle.visible = false; startButton.visible = false; // Create selected planet planet = game.addChild(new Planet(selectedPlanetType)); planet.x = 2048 / 2; planet.y = 2732 / 2; } function selectWeapon(weaponType) { selectedWeapon = weaponType; for (var i = 0; i < weaponButtons.length; i++) { weaponButtons[i].setSelected(weaponButtons[i].weaponType === weaponType); } } function onMeteorHit(x, y) { LK.getSound('meteorHit').play(); var destroyed = planet.takeDamage(15, x, y); score += 100; createExplosion(x, y); if (destroyed && !planetDestroyed) { planetDestroyed = true; currentLevel++; LK.setTimeout(function () { resetToLevelSelection(); }, 2000); } } function onMoonHit(x, y) { LK.getSound('moonHit').play(); var destroyed = planet.takeDamage(50, x, y); score += 500; createExplosion(x, y); if (destroyed && !planetDestroyed) { planetDestroyed = true; currentLevel++; LK.setTimeout(function () { resetToLevelSelection(); }, 2000); } } function onBombExplode(x, y) { LK.getSound('bombExplode').play(); var destroyed = planet.takeDamage(25, x, y); score += 200; createExplosion(x, y); // Create multiple smaller explosions for effect for (var i = 0; i < 3; i++) { var offsetX = (Math.random() - 0.5) * 100; var offsetY = (Math.random() - 0.5) * 100; createExplosion(x + offsetX, y + offsetY); } if (destroyed && !planetDestroyed) { planetDestroyed = true; currentLevel++; LK.setTimeout(function () { resetToLevelSelection(); }, 2000); } } function onLaserFire(startX, startY, endX, endY) { LK.getSound('laserFire').play(); var destroyed = planet.takeDamage(20, endX, endY); score += 150; createExplosion(endX, endY); if (destroyed && !planetDestroyed) { planetDestroyed = true; currentLevel++; LK.setTimeout(function () { resetToLevelSelection(); }, 2000); } } function onBlackholeActivate(x, y) { LK.getSound('blackholeActivate').play(); var destroyed = planet.takeDamage(30, x, y); score += 300; createExplosion(x, y); if (destroyed && !planetDestroyed) { planetDestroyed = true; currentLevel++; LK.setTimeout(function () { resetToLevelSelection(); }, 2000); } } function createExplosion(x, y) { var explosion = new Explosion(); explosion.x = x; explosion.y = y; explosions.push(explosion); game.addChild(explosion); } function resetToLevelSelection() { // Reset game state gameStarted = false; planetDestroyed = false; score = 0; // Clean up game objects if (planet) { planet.destroy(); planet = null; } // Clear arrays and destroy objects for (var i = meteors.length - 1; i >= 0; i--) { meteors[i].destroy(); } meteors = []; for (var i = moons.length - 1; i >= 0; i--) { moons[i].destroy(); } moons = []; for (var i = bombs.length - 1; i >= 0; i--) { bombs[i].destroy(); } bombs = []; for (var i = explosions.length - 1; i >= 0; i--) { explosions[i].destroy(); } explosions = []; // Show planet selection UI again for (var i = 0; i < planetButtons.length; i++) { planetButtons[i].visible = true; } planetSelectTitle.visible = true; startButton.visible = true; // Reset planet selection selectedPlanetType = 'planet'; for (var i = 0; i < planetButtons.length; i++) { planetButtons[i].setSelected(false); } } function isPlanetClick(x, y) { var distance = Math.sqrt(Math.pow(x - planet.x, 2) + Math.pow(y - planet.y, 2)); return distance < 200; } game.down = function (x, y, obj) { if (!gameStarted || planetDestroyed) return; if (isPlanetClick(x, y)) { switch (selectedWeapon) { case 'meteor': var meteor = new Meteor(); meteor.x = Math.random() * 2048; meteor.y = -100; meteor.launch(x, y); meteors.push(meteor); game.addChild(meteor); break; case 'bomb': var bomb = new Bomb(); bomb.x = x; bomb.y = y; bomb.activate(); bombs.push(bomb); game.addChild(bomb); break; case 'laser': onLaserFire(x, 0, x, y); break; case 'blackhole': onBlackholeActivate(x, y); break; case 'moon': var moon = new Moon(); moon.x = Math.random() * 2048; moon.y = -100; moon.launch(x, y); moons.push(moon); game.addChild(moon); break; } } }; game.update = function () { if (!gameStarted || planetDestroyed) return; // Update meteors for (var i = meteors.length - 1; i >= 0; i--) { var meteor = meteors[i]; if (!meteor.active) { meteor.destroy(); meteors.splice(i, 1); } } // Update moons for (var i = moons.length - 1; i >= 0; i--) { var moon = moons[i]; if (!moon.active) { moon.destroy(); moons.splice(i, 1); } } // Update bombs for (var i = bombs.length - 1; i >= 0; i--) { var bomb = bombs[i]; if (!bomb.active) { bomb.destroy(); bombs.splice(i, 1); } } // Update UI scoreTxt.setText('Score: ' + score); var healthPercent = Math.round(planet.health / planet.maxHealth * 100); var planetName = planet.planetType === 'planet' ? 'Earth' : planet.planetType.charAt(0).toUpperCase() + planet.planetType.slice(1); healthTxt.setText(planetName + ': ' + healthPercent + '% Health'); levelTxt.setText('Level: ' + currentLevel); LK.setScore(score); };
===================================================================
--- original.js
+++ change.js
@@ -131,9 +131,10 @@
}
self.destructionZones = [];
self.takeDamage = function (amount, x, y) {
self.health -= amount;
- if (self.health <= 0) {
+ var isDestroyed = self.health <= 0;
+ if (isDestroyed) {
self.health = 0;
}
// Add destruction zone
var destructionZone = {
@@ -152,9 +153,9 @@
planetGraphics.tint = 0xFF5722; // Orange
} else {
planetGraphics.tint = 0x8D6E63; // Brown
}
- return self.health <= 0;
+ return isDestroyed;
};
return self;
});
var PlanetButton = Container.expand(function (planetType) {
Earth. In-Game asset. 2d. High contrast. No shadows
Moon. In-Game asset. 2d. High contrast. No shadows
Meteor. In-Game asset. 2d. High contrast. No shadows
Explosion. In-Game asset. 2d. High contrast. No shadows
Black hole. In-Game asset. 2d. High contrast. No shadows
Laser only. In-Game asset. 2d. High contrast. No shadows
Bomb. In-Game asset. 2d. High contrast. No shadows
Mars. In-Game asset. 2d. High contrast. No shadows
Venus. In-Game asset. 2d. High contrast. No shadows
Jupiter. In-Game asset. 2d. High contrast. No shadows
Mercury. In-Game asset. 2d. High contrast. No shadows
Sun. In-Game asset. 2d. High contrast. No shadows
Saturn. In-Game asset. 2d. High contrast. No shadows
Just laser, but ice. In-Game asset. 2d. High contrast. No shadows
İce Explosion. In-Game asset. 2d. High contrast. No shadows
Uranus. In-Game asset. 2d. High contrast. No shadows
Fireball. In-Game asset. 2d. High contrast. No shadows
Planet of fire, volcano, magma, lava. In-Game asset. 2d. High contrast. No shadows