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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
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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
@@ -29,8 +29,47 @@
});
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.health = 1; // Basic enemies have 1 health
+ self.hit = function () {
+ self.health -= 1;
+ if (self.health <= 0) {
+ self.explode();
+ return true; // Enemy destroyed
+ }
+ // Flash effect when hit but not destroyed
+ tween(enemyGraphics, {
+ alpha: 0.2
+ }, {
+ duration: 100,
+ onFinish: function onFinish() {
+ tween(enemyGraphics, {
+ alpha: 1
+ }, {
+ duration: 100
+ });
+ }
+ });
+ return false; // Enemy still alive
+ };
+ self.explode = function () {
+ tween(enemyGraphics, {
+ alpha: 0,
+ scale: {
+ x: 1.5,
+ y: 1.5
+ }
+ }, {
+ duration: 300,
+ onFinish: function onFinish() {
+ self.destroy();
+ enemyShips.splice(enemyShips.indexOf(self), 1);
+ // Add score
+ increaseScore(self.scoreValue || 1);
+ }
+ });
+ };
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
@@ -40,14 +79,29 @@
}, {
duration: 500,
onFinish: function onFinish() {
self.destroy();
- enemyShips.splice(enemyShips.indexOf(self), 1);
+ var index = enemyShips.indexOf(self);
+ if (index !== -1) {
+ enemyShips.splice(index, 1);
+ }
}
});
}
};
+ return self;
});
+// Class for tougher enemy ships
+var BossEnemy = EnemyShip.expand(function () {
+ var self = EnemyShip.call(this);
+ // Make boss larger
+ self.getChildAt(0).scale.set(1.5);
+ // Make boss tougher
+ self.health = 5;
+ self.speed = 1.5;
+ self.scoreValue = 5;
+ return self;
+});
// Class for player bullets with proper destruction
var PlayerBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('playerBullet', {
@@ -58,11 +112,15 @@
self.update = function () {
self.y += self.speed;
if (self.y < -bulletGraphics.height) {
self.destroy();
- playerBullets.splice(playerBullets.indexOf(self), 1);
+ var index = playerBullets.indexOf(self);
+ if (index !== -1) {
+ playerBullets.splice(index, 1);
+ }
}
};
+ return self;
});
// Class for the player's ship with shooting cooldown
var PlayerShip = Container.expand(function () {
var self = Container.call(this);
@@ -72,8 +130,10 @@
});
self.speed = 10;
self.canShoot = true; // Prevents spam shooting
self.shootCooldown = 300; // 300ms cooldown
+ self.lives = 3; // Player starts with 3 lives
+ self.invulnerable = false; // Invulnerability after being hit
self.shoot = function () {
if (self.canShoot) {
var bullet = new PlayerBullet();
bullet.x = self.x;
@@ -85,15 +145,45 @@
self.canShoot = true;
}, self.shootCooldown);
}
};
+ self.hit = function () {
+ if (self.invulnerable) {
+ return;
+ }
+ self.lives--;
+ updateLivesDisplay();
+ if (self.lives <= 0) {
+ LK.showGameOver();
+ return;
+ }
+ // Make player invulnerable temporarily
+ self.invulnerable = true;
+ // Flash effect
+ var flashCount = 0;
+ var flashInterval = LK.setInterval(function () {
+ shipGraphics.alpha = shipGraphics.alpha === 1 ? 0.3 : 1;
+ flashCount++;
+ if (flashCount >= 10) {
+ LK.clearInterval(flashInterval);
+ shipGraphics.alpha = 1;
+ self.invulnerable = false;
+ }
+ }, 150);
+ };
self.update = function () {
+ if (self.invulnerable) {
+ return;
+ }
for (var i = 0; i < enemyShips.length; i++) {
if (self.intersects(enemyShips[i])) {
- LK.showGameOver();
+ self.hit();
+ enemyShips[i].explode();
+ break;
}
}
};
+ return self;
});
/****
* Initialize Game
@@ -104,10 +194,11 @@
/****
* Game Code
****/
+// Using bullet as placeholder - replace with proper explosion
/****
-* Game Logic
+* Game Variables
****/
var playerBullets = [];
var enemyShips = [];
var player = game.addChild(new PlayerShip());
@@ -118,73 +209,155 @@
size: 150,
fill: 0xFFFFFF
});
scoreText.anchor.set(0.5, 0);
+scoreText.x = 2048 / 2;
+scoreText.y = 50;
LK.gui.top.addChild(scoreText);
+// Lives Display
+var livesText = new Text2('Lives: 3', {
+ size: 100,
+ fill: 0xFFFFFF
+});
+livesText.anchor.set(0, 0);
+livesText.x = 50;
+livesText.y = 50;
+LK.gui.top.addChild(livesText);
+// Wave Display
+var waveText = new Text2('Wave: 1', {
+ size: 100,
+ fill: 0xFFFFFF
+});
+waveText.anchor.set(1, 0);
+waveText.x = 2048 - 50;
+waveText.y = 50;
+LK.gui.top.addChild(waveText);
// Wave Variables
var waveNumber = 1;
var enemiesPerWave = 5;
var enemiesSpawned = 0;
+var waveInProgress = true;
+var waveCooldown = false;
+// Helper Functions
+function updateLivesDisplay() {
+ livesText.setText('Lives: ' + player.lives);
+}
+function increaseScore(amount) {
+ LK.setScore(LK.getScore() + amount);
+ scoreText.setText(LK.getScore());
+}
+function updateWaveDisplay() {
+ waveText.setText('Wave: ' + waveNumber);
+}
// Function to spawn enemies in waves
function spawnEnemy() {
+ if (!waveInProgress || waveCooldown) {
+ return;
+ }
if (enemiesSpawned < enemiesPerWave) {
- var enemy = new EnemyShip();
+ var enemy;
+ // Every 3 waves, add a boss
+ if (waveNumber > 0 && waveNumber % 3 === 0 && enemiesSpawned === enemiesPerWave - 1) {
+ enemy = new BossEnemy();
+ } else {
+ 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
- LK.setTimeout(function () {
- waveNumber++;
- enemiesPerWave += 2; // Increase difficulty each wave
- enemiesSpawned = 0;
- }, 1000);
+ if (enemiesSpawned >= enemiesPerWave) {
+ waveInProgress = false;
+ }
}
}
+function startNextWave() {
+ waveNumber++;
+ updateWaveDisplay();
+ enemiesPerWave += 2; // Increase difficulty each wave
+ enemiesSpawned = 0;
+ waveInProgress = true;
+ // Display wave number
+ var newWaveText = new Text2('WAVE ' + waveNumber, {
+ size: 250,
+ fill: 0xFFFFFF
+ });
+ newWaveText.anchor.set(0.5, 0.5);
+ newWaveText.x = 2048 / 2;
+ newWaveText.y = 2732 / 2;
+ game.addChild(newWaveText);
+ // Animate and remove wave text
+ tween(newWaveText.scale, {
+ x: 1.5,
+ y: 1.5
+ }, {
+ duration: 800,
+ onFinish: function onFinish() {
+ tween(newWaveText, {
+ alpha: 0
+ }, {
+ duration: 500,
+ onFinish: function onFinish() {
+ newWaveText.destroy();
+ }
+ });
+ }
+ });
+}
// Game update loop
game.update = function () {
+ // Update player
+ player.update();
// Update player bullets
for (var i = playerBullets.length - 1; i >= 0; i--) {
- playerBullets[i].update();
+ if (playerBullets[i]) {
+ playerBullets[i].update();
+ }
}
// Update enemy ships
for (var j = enemyShips.length - 1; j >= 0; j--) {
- enemyShips[j].update();
+ if (enemyShips[j]) {
+ enemyShips[j].update();
+ }
}
// Check for collisions between player bullets and enemy ships
for (var k = playerBullets.length - 1; k >= 0; k--) {
+ if (!playerBullets[k]) {
+ continue;
+ }
for (var l = enemyShips.length - 1; l >= 0; l--) {
+ if (!enemyShips[l]) {
+ continue;
+ }
if (playerBullets[k] && enemyShips[l] && playerBullets[k].intersects(enemyShips[l])) {
- tween(enemyShips[l], {
- alpha: 0
- }, {
- duration: 300,
- onFinish: function onFinish() {
- if (enemyShips[l]) {
- enemyShips[l].destroy();
- enemyShips.splice(l, 1);
- }
- }
- });
+ // Enemy hit by bullet
+ var destroyed = enemyShips[l].hit();
+ // Remove bullet
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();
}
+ // Check if wave is complete and start next wave
+ if (!waveInProgress && enemyShips.length === 0 && !waveCooldown) {
+ waveCooldown = true;
+ LK.setTimeout(function () {
+ startNextWave();
+ waveCooldown = false;
+ }, 2000);
+ }
};
// Handle player movement
game.move = function (x, y, obj) {
- player.x = x;
+ // Constrain player to screen boundaries
+ var halfWidth = player.getChildAt(0).width / 2;
+ player.x = Math.min(Math.max(x, halfWidth), 2048 - halfWidth);
};
// Handle shooting
game.down = function (x, y, obj) {
player.shoot();
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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
powerup boll. Single Game Texture. Blank background. High contrast. No shadows