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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'play')' in or related to this line: 'LK.sound.play('explosion', {' Line Number: 129
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'play')' in or related to this line: 'LK.sound.play('shoot', {' Line Number: 304
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Please fix the bug: 'TypeError: Graphics is not a constructor' in or related to this line: 'var bulletGraphics = new Graphics();' Line Number: 27
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Please fix the bug: 'Timeout.tick error: LK.showPauseMenu is not a function' in or related to this line: 'LK.showPauseMenu();' Line Number: 1055
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Please fix the bug: 'Timeout.tick error: LK.showPauseMenu is not a function' in or related to this line: 'LK.showPauseMenu();' Line Number: 1055
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Please fix the bug: 'Timeout.tick error: LK.pauseGame is not a function' in or related to this line: 'LK.pauseGame();' Line Number: 1055
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Please fix the bug: 'Timeout.tick error: LK.pauseGame is not a function' in or related to this line: 'LK.pauseGame();' Line Number: 1055
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Please fix the bug: 'Timeout.tick error: LK.pauseGame is not a function' in or related to this line: 'LK.pauseGame();' Line Number: 1055
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Please fix the bug: 'Timeout.tick error: Graphics is not a constructor' in or related to this line: 'var star = new Graphics();' Line Number: 1029
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Please fix the bug: 'Timeout.tick error: Graphics is not a constructor' in or related to this line: 'var bg = new Graphics();' Line Number: 922
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Please fix the bug: 'Timeout.tick error: Graphics is not a constructor' in or related to this line: 'var overlay = new Graphics();' Line Number: 998
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Please fix the bug: 'Timeout.tick error: Graphics is not a constructor' in or related to this line: 'var overlay = new Graphics();' Line Number: 994
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Please fix the bug: 'Graphics is not a constructor' in or related to this line: 'var particle = new Graphics();' Line Number: 212
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Please fix the bug: 'Cannot set properties of undefined (setting 'fill')' in or related to this line: 'statusMessage.style.fill = color || 0xFFFFFF;' Line Number: 678
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Please fix the bug: 'Sprite is not a constructor' in or related to this line: 'var bg1 = game.addChild(new Sprite('background'));' Line Number: 579
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Please fix the bug: 'Graphics is not a constructor' in or related to this line: 'var shieldGraphics = new Graphics();' Line Number: 271
Code edit (1 edits merged)
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Please fix the bug: 'Error: Invalid end type for property scale: object' in or related to this line: 'tween(enemyGraphics, {' Line Number: 64
Code edit (1 edits merged)
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Please fix the bug: 'TypeError: setTimeout is not a function' in or related to this line: 'setTimeout(function () {' Line Number: 145
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'destroy')' in or related to this line: 'enemyShips[l].destroy();' Line Number: 171
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Please fix the bug: 'Uncaught TypeError: setTimeout is not a function' in or related to this line: 'setTimeout(function () {' Line Number: 91
Code edit (1 edits merged)
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game not working
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Updated Basic Enemy Animation Spawn Animation: The enemy smoothly fades in or scales up upon entering the screen. Downward Movement: Moves straight down at a fixed speed. Side-to-Side Drift: Slightly drifts left and right while descending, making it harder to hit. Destroy on Exit: Gets removed when it moves off-screen. Wave-Based Spawning: A finite number of basic enemy ships spawn per wave. Wave Transition: After all enemies in a wave are destroyed, the next wave starts with a short delay. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
===================================================================
--- original.js
+++ change.js
@@ -5,30 +5,37 @@
/****
* Classes
****/
-// Class for enemy ships
+// Class for enemy ships with wave-based spawning and better animation
var EnemyShip = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemyShip', {
anchorX: 0.5,
anchorY: 0.5
});
- // Spawn animation: scale up from 0 to 1
+ // Spawn animation: Fade in & Scale up
enemyGraphics.scale.set(0);
+ enemyGraphics.alpha = 0;
tween(enemyGraphics.scale, {
x: 1,
y: 1
}, {
duration: 500
});
- self.speed = 5;
+ tween(enemyGraphics, {
+ alpha: 1
+ }, {
+ duration: 500
+ });
+ self.speed = 3 + Math.random() * 2; // Slight variation in speed
+ self.driftAmount = 3; // Side drift range
+ self.driftSpeed = 50 + Math.random() * 20; // Slight variation in drift speed
self.update = function () {
self.y += self.speed;
- // Side-to-side drift: move left and right while moving down
- self.x += Math.sin(LK.ticks / 30) * 2;
+ self.x += Math.sin(LK.ticks / self.driftSpeed) * self.driftAmount;
+ // Destroy if off-screen with fade-out effect
if (self.y > 2732 + enemyGraphics.height / 2) {
- // Destroy animation: fade out before destroying
tween(enemyGraphics, {
alpha: 0
}, {
duration: 500,
@@ -39,9 +46,9 @@
});
}
};
});
-// Class for player bullets
+// Class for player bullets with proper destruction
var PlayerBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('playerBullet', {
anchorX: 0.5,
@@ -55,29 +62,34 @@
playerBullets.splice(playerBullets.indexOf(self), 1);
}
};
});
-//<Assets used in the game will automatically appear here>
-// Class for the player's ship
+// Class for the player's ship with shooting cooldown
var PlayerShip = Container.expand(function () {
var self = Container.call(this);
var shipGraphics = self.attachAsset('playerShip', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 10;
+ self.canShoot = true; // Prevents spam shooting
+ self.shootCooldown = 300; // 300ms cooldown
self.shoot = function () {
- var bullet = new PlayerBullet();
- bullet.x = self.x;
- bullet.y = self.y - shipGraphics.height / 2;
- game.addChild(bullet);
- playerBullets.push(bullet);
+ if (self.canShoot) {
+ var bullet = new PlayerBullet();
+ bullet.x = self.x;
+ bullet.y = self.y - shipGraphics.height / 2;
+ game.addChild(bullet);
+ playerBullets.push(bullet);
+ self.canShoot = false;
+ setTimeout(function () {
+ self.canShoot = true;
+ }, self.shootCooldown);
+ }
};
self.update = function () {
- // Check if the player's ship intersects with any enemy ship
for (var i = 0; i < enemyShips.length; i++) {
if (self.intersects(enemyShips[i])) {
- // If the player's ship intersects with an enemy ship, end the game
LK.showGameOver();
}
}
};
@@ -86,36 +98,50 @@
/****
* Initialize Game
****/
var game = new LK.Game({
- backgroundColor: 0x000000 //Init game with black background
+ backgroundColor: 0x000000
});
/****
* Game Code
****/
-//<Assets used in the game will automatically appear here>
-// Arrays to keep track of game objects
+/****
+* Game Logic
+****/
var playerBullets = [];
var enemyShips = [];
-// Create player ship
var player = game.addChild(new PlayerShip());
player.x = 2048 / 2;
player.y = 2732 - 200;
-// Create a score display
+// Score Display
var scoreText = new Text2('0', {
size: 150,
fill: 0xFFFFFF
});
scoreText.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreText);
-// Function to spawn enemies
+// Wave Variables
+var waveNumber = 1;
+var enemiesPerWave = 5;
+var enemiesSpawned = 0;
+// Function to spawn enemies in waves
function spawnEnemy() {
- var enemy = new EnemyShip();
- enemy.x = Math.random() * 2048;
- enemy.y = -100;
- game.addChild(enemy);
- enemyShips.push(enemy);
+ if (enemiesSpawned < enemiesPerWave) {
+ var enemy = new EnemyShip();
+ enemy.x = Math.random() * 2048;
+ enemy.y = -100;
+ game.addChild(enemy);
+ enemyShips.push(enemy);
+ enemiesSpawned++;
+ } else if (enemyShips.length === 0) {
+ // Start next wave when all enemies are destroyed
+ setTimeout(function () {
+ waveNumber++;
+ enemiesPerWave += 2; // Increase difficulty each wave
+ enemiesSpawned = 0;
+ }, 1000);
+ }
}
// Game update loop
game.update = function () {
// Update player bullets
@@ -128,14 +154,21 @@
}
// Check for collisions between player bullets and enemy ships
for (var k = playerBullets.length - 1; k >= 0; k--) {
for (var l = enemyShips.length - 1; l >= 0; l--) {
- if (playerBullets[k].intersects(enemyShips[l])) {
+ if (playerBullets[k] && enemyShips[l] && playerBullets[k].intersects(enemyShips[l])) {
+ tween(enemyShips[l], {
+ alpha: 0
+ }, {
+ duration: 300,
+ onFinish: function onFinish() {
+ enemyShips[l].destroy();
+ enemyShips.splice(l, 1);
+ }
+ });
playerBullets[k].destroy();
- enemyShips[l].destroy();
playerBullets.splice(k, 1);
- enemyShips.splice(l, 1);
- // Update the score
+ // Update score
LK.setScore(LK.getScore() + 1);
scoreText.setText(LK.getScore());
break;
}
@@ -145,9 +178,9 @@
if (LK.ticks % 60 === 0) {
spawnEnemy();
}
};
-// Handle player ship movement
+// Handle player movement
game.move = function (x, y, obj) {
player.x = x;
};
// Handle shooting
A 2D top-down view of a futuristic player spaceship with a streamlined silver and blue body, glowing thrusters, and dual laser cannons. The design is sleek and modern for a space shooter game. Single Game Texture. 2d. Blank background. High contrast. No shadows
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A 2D top-down view of a futuristic energy bullet for a space shooter game. The bullet is a glowing red plasma projectile elongated shape and a slight energy trail behind it. The design is simple, bright, and high-speed-looking, suitable for fast-paced shooting gameplay. Single Game Texture. In-Game asset. Blank background. High contrast. No shadows
A vibrant and dynamic 2D space background for a top-down space shooter game. The scene features a deep, dark space filled with glowing nebulae in shades of blue and purple, scattered distant stars, and swirling cosmic dust. A subtle parallax effect is suggested with faintly glowing planets and asteroids in the background. The atmosphere is slightly mysterious and futuristic, with soft light gradients to create depth. The overall tone is immersive but does not distract from gameplay, ensuring clear visibility of player and enemy ships.. Single Game Texture. Blank background. High contrast. No shadows
A vibrant and dynamic 2D space background for a top-down space shooter game. The scene features a deep, dark space filled with glowing nebulae in shades of blue and purple, scattered distant stars, and swirling cosmic dust. A subtle parallax effect is suggested with faintly glowing planets and asteroids in the background. The atmosphere is slightly mysterious and futuristic, with soft light gradients to create depth. The overall tone is immersive but does not distract from gameplay, ensuring clear visibility of player and enemy ships.. Single Game Texture. Blank background. High contrast. No shadows
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