Code edit (2 edits merged)
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Please fix the bug: 'Timeout.tick error: LK.restartGame is not a function' in or related to this line: 'LK.restartGame();' Line Number: 916
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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
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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
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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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/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // 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: Fade in & Scale up enemyGraphics.scale.set(0); enemyGraphics.alpha = 0; tween(enemyGraphics.scale, { x: 1, y: 1 }, { duration: 500 }); 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; 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) { tween(enemyGraphics, { alpha: 0 }, { duration: 500, onFinish: function onFinish() { self.destroy(); enemyShips.splice(enemyShips.indexOf(self), 1); } }); } }; }); // 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, anchorY: 0.5 }); self.speed = -15; self.update = function () { self.y += self.speed; if (self.y < -bulletGraphics.height) { self.destroy(); playerBullets.splice(playerBullets.indexOf(self), 1); } }; }); // 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 () { 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; LK.setTimeout(function () { self.canShoot = true; }, self.shootCooldown); } }; self.update = function () { for (var i = 0; i < enemyShips.length; i++) { if (self.intersects(enemyShips[i])) { LK.showGameOver(); } } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ /**** * Game Logic ****/ var playerBullets = []; var enemyShips = []; var player = game.addChild(new PlayerShip()); player.x = 2048 / 2; player.y = 2732 - 200; // Score Display var scoreText = new Text2('0', { size: 150, fill: 0xFFFFFF }); scoreText.anchor.set(0.5, 0); LK.gui.top.addChild(scoreText); // Wave Variables var waveNumber = 1; var enemiesPerWave = 5; var enemiesSpawned = 0; // Function to spawn enemies in waves function spawnEnemy() { 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 for (var i = playerBullets.length - 1; i >= 0; i--) { playerBullets[i].update(); } // Update enemy ships for (var j = enemyShips.length - 1; j >= 0; j--) { enemyShips[j].update(); } // 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] && 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(); playerBullets.splice(k, 1); // Update score LK.setScore(LK.getScore() + 1); scoreText.setText(LK.getScore()); break; } } } // Spawn enemies periodically if (LK.ticks % 60 === 0) { spawnEnemy(); } }; // Handle player movement game.move = function (x, y, obj) { player.x = x; }; // Handle shooting game.down = function (x, y, obj) { player.shoot(); };
===================================================================
--- original.js
+++ change.js
@@ -80,9 +80,9 @@
bullet.y = self.y - shipGraphics.height / 2;
game.addChild(bullet);
playerBullets.push(bullet);
self.canShoot = false;
- setTimeout(function () {
+ LK.setTimeout(function () {
self.canShoot = true;
}, self.shootCooldown);
}
};
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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