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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
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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/**** * 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.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 }, { duration: 300, onFinish: function onFinish() { self.destroy(); enemyShips.splice(enemyShips.indexOf(self), 1); // Add score increaseScore(self.scoreValue || 1); } }); tween(enemyGraphics.scale, { x: 1.5, y: 1.5 }, { duration: 300 }); }; 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(); 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', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -15; self.update = function () { self.y += self.speed; if (self.y < -bulletGraphics.height) { self.destroy(); 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); 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.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; 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.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])) { self.hit(); enemyShips[i].explode(); break; } } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Using bullet as placeholder - replace with proper explosion /**** * Game Variables ****/ 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); 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; // 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++; 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--) { if (playerBullets[i]) { playerBullets[i].update(); } } // Update enemy ships for (var j = enemyShips.length - 1; j >= 0; j--) { 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])) { // Enemy hit by bullet var destroyed = enemyShips[l].hit(); // Remove bullet playerBullets[k].destroy(); playerBullets.splice(k, 1); 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) { // 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 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 blue plasma projectile with a sleek, 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 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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