User prompt
the boss shooting bullet not seen and make different image for boss ship
User prompt
the boss is not shoot
User prompt
add boss boss and improve game
User prompt
improve game
User prompt
add
Code edit (1 edits merged)
Please save this source code
User prompt
the enemyies are vibrating some time pls solve
User prompt
Please fix the bug: 'TypeError: easing is not a function' in or related to this line: 'for (var i = 0; i < enemyShips.length; i++) {' Line Number: 446 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'TypeError: easing is not a function' in or related to this line: 'if (enemyGraphics.height && self.y > 2732 + enemyGraphics.height / 2) {' Line Number: 157 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'TypeError: easing is not a function' in or related to this line: 'if (self.y > 2732 + enemyGraphics.height / 2) {' Line Number: 157 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'TypeError: easing is not a function' in or related to this line: 'tween(enemyGraphics.scale, {' Line Number: 44 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'TypeError: easing is not a function' in or related to this line: 'if (self.y > 2732 + enemyGraphics.height / 2) {' Line Number: 157
User prompt
Please fix the bug: 'TypeError: easing is not a function' in or related to this line: 'for (var i = 0; i < enemyShips.length; i++) {' Line Number: 446
User prompt
Please fix the bug: 'TypeError: easing is not a function' in or related to this line: 'for (var i = 0; i < enemyShips.length; i++) {' Line Number: 446
User prompt
Please fix the bug: 'Unable to load plugin: @upit/tween.v1 - Cannot read properties of undefined (reading '@upit/tween.v1')' in or related to this line: 'var tween = LK.import("@upit/tween.v1").tween;' Line Number: 466 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'TypeError: easing is not a function' in or related to this line: 'for (var i = 0; i < enemyShips.length; i++) {' Line Number: 446
User prompt
Please fix the bug: 'TypeError: easing is not a function' in or related to this line: 'self.targetY = y;' Line Number: 424
User prompt
Please fix the bug: 'TypeError: easing is not a function' in or related to this line: 'self.targetY = y;' Line Number: 424
User prompt
Please fix the bug: 'Uncaught TypeError: flashGraphics.beginFill is not a function' in or related to this line: 'flashGraphics.beginFill(0x00FFFF, 0.8);' Line Number: 320
User prompt
Please fix the bug: 'Uncaught TypeError: Graphics is not a constructor' in or related to this line: 'var flash = new Graphics();' Line Number: 310
User prompt
Please fix the bug: 'tween.to is not a function' in or related to this line: 'tween.to(shipGraphics, {' Line Number: 295 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'TypeError: easing is not a function' in or related to this line: 'for (var i = 0; i < enemyShips.length; i++) {' Line Number: 441
Code edit (1 edits merged)
Please save this source code
User prompt
remove explosion
User prompt
Please fix the bug: 'Uncaught Error: getChildAt: Supplied index 0 does not exist in the child list, or the supplied DisplayObject must be a child of the caller' in or related to this line: 'var halfWidth = player.getChildAt(0).width / 2;' Line Number: 368
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Class for enemy ships with enhanced animation and movement patterns
var EnemyShip = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemyShip', {
anchorX: 0.5,
anchorY: 0.5
});
// Enhanced spawn animation: Spiral entry with rotation
enemyGraphics.scale.set(0);
enemyGraphics.alpha = 0;
enemyGraphics.rotation = Math.PI * 2; // Start with a full rotation
// Sequence of animations for more interesting entry
tween(enemyGraphics, {
alpha: 1,
rotation: 0
}, {
duration: 800,
easing: tween.easeOutQuad
});
tween(enemyGraphics.scale, {
x: 1.2,
y: 1.2
}, {
duration: 600,
easing: tween.easeOutBack,
onFinish: function onFinish() {
tween(enemyGraphics.scale, {
x: 1,
y: 1
}, {
duration: 300,
easing: tween.easeInOutQuad
});
}
});
self.speed = 3 + Math.random() * 2; // Slight variation in speed
self.driftAmount = 3 + Math.random() * 2; // Enhanced side drift range with randomness
self.driftSpeed = 50 + Math.random() * 30; // More variation in drift speed
self.health = 1; // Basic enemies have 1 health
self.movementPattern = Math.floor(Math.random() * 3); // Random movement pattern (0, 1, or 2)
self.startX = 0; // Will be set when enemy is added to stage
self.startTime = LK.ticks; // Remember when enemy was created for time-based patterns
self.hit = function () {
self.health -= 1;
if (self.health <= 0) {
self.explode();
return true; // Enemy destroyed
}
// Enhanced hit effect: Shake and flash
var originalX = self.x;
var shakeTimes = 0;
var shakeInterval = LK.setInterval(function () {
self.x = originalX + (Math.random() * 20 - 10);
shakeTimes++;
if (shakeTimes >= 5) {
LK.clearInterval(shakeInterval);
self.x = originalX;
}
}, 50);
// Flash red then back to normal
enemyGraphics.tint = 0xFF0000;
tween(enemyGraphics, {
alpha: 0.5
}, {
duration: 100,
onFinish: function onFinish() {
tween(enemyGraphics, {
alpha: 1
}, {
duration: 100,
onFinish: function onFinish() {
enemyGraphics.tint = 0xFFFFFF; // Reset tint
}
});
}
});
return false; // Enemy still alive
};
self.explode = function () {
// Create explosion effect before destroying
var explosion = new Container();
var explosionGraphics = explosion.attachAsset('explosion', {
anchorX: 0.5,
anchorY: 0.5
});
explosion.x = self.x;
explosion.y = self.y;
explosionGraphics.scale.set(0.1);
explosionGraphics.alpha = 0.8;
game.addChild(explosion);
// Animate explosion
tween(explosionGraphics.scale, {
x: 1.5,
y: 1.5
}, {
duration: 500,
easing: tween.easeOutQuad
});
tween(explosionGraphics, {
alpha: 0
}, {
duration: 800,
onFinish: function onFinish() {
explosion.destroy();
}
});
// Remove enemy
self.destroy();
enemyShips.splice(enemyShips.indexOf(self), 1);
// Add score
increaseScore(self.scoreValue || 1);
};
self.update = function () {
var timeSinceSpawn = LK.ticks - self.startTime;
// Apply different movement patterns based on enemy type
switch (self.movementPattern) {
case 0:
// Standard vertical movement with sine wave drift
self.y += self.speed;
self.x = self.startX + Math.sin(LK.ticks / self.driftSpeed) * self.driftAmount * 5;
break;
case 1:
// Zigzag pattern
self.y += self.speed;
self.x = self.startX + Math.sin(LK.ticks / (self.driftSpeed * 0.5)) * self.driftAmount * 10;
// Rotate ship to match movement direction
var angleOffset = Math.cos(LK.ticks / (self.driftSpeed * 0.5)) * 0.2;
enemyGraphics.rotation = angleOffset;
break;
case 2:
// Circular pattern
self.y += self.speed * 0.7; // Slower vertical movement
var circleRadius = 50 + Math.random() * 30;
self.x = self.startX + Math.sin(timeSinceSpawn / (self.driftSpeed * 0.8)) * circleRadius;
// Add slight rotation for visual effect
enemyGraphics.rotation = Math.sin(timeSinceSpawn / 500) * 0.1;
break;
}
// Destroy if off-screen with enhanced fade-out effect
if (self.y > 2732 + enemyGraphics.height / 2) {
tween(enemyGraphics, {
alpha: 0,
rotation: Math.PI // Rotate while fading out
}, {
duration: 500,
easing: "easeInQuad",
onFinish: function onFinish() {
self.destroy();
var index = enemyShips.indexOf(self);
if (index !== -1) {
enemyShips.splice(index, 1);
}
}
});
}
};
return self;
});
// Class for tougher enemy ships with enhanced boss behaviors
var BossEnemy = EnemyShip.expand(function () {
var self = EnemyShip.call(this);
// Make boss larger
self.getChildAt(0).scale.set(0);
// More impressive boss entrance
tween(self.getChildAt(0).scale, {
x: 1.8,
y: 1.8
}, {
duration: 1200,
easing: "easeOutElastic"
});
// Make boss tougher
self.health = 5;
self.speed = 1.5;
self.scoreValue = 5;
// Override boss movement pattern
self.movementPattern = 3; // Special boss pattern
self.attackCooldown = 0;
// Override update method for boss-specific behavior
var parentUpdate = self.update;
self.update = function () {
// Special boss movement: hover at the top area and move side to side
if (self.y < 400) {
self.y += self.speed;
} else {
// Wide side-to-side movement
self.x = 2048 / 2 + Math.sin(LK.ticks / 100) * 800;
// Periodically perform special attack (rotate)
self.attackCooldown--;
if (self.attackCooldown <= 0) {
// Start a spin attack
tween(self.getChildAt(0), {
rotation: self.getChildAt(0).rotation + Math.PI * 2
}, {
duration: 1000,
easing: "easeInOutQuad"
});
// Reset cooldown
self.attackCooldown = 300;
}
}
};
// Override hit method for boss-specific effect
var parentHit = self.hit;
self.hit = function () {
// Flash the boss with a different color on each hit
var hitColors = [0xFF0000, 0x00FF00, 0x0000FF, 0xFFFF00, 0xFF00FF];
var colorIndex = 5 - self.health;
self.getChildAt(0).tint = hitColors[colorIndex];
// Flash the screen slightly
var flashOverlay = new Container();
var flashGraphics = flashOverlay.attachAsset('flash', {
anchorX: 0.5,
anchorY: 0.5
});
flashOverlay.x = 2048 / 2;
flashOverlay.y = 2732 / 2;
game.addChild(flashOverlay);
// Remove the flash overlay
LK.setTimeout(function () {
game.removeChild(flashOverlay);
flashOverlay.destroy();
}, 100);
return parentHit.call(self);
};
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
});
// Enhanced bullet appearance
bulletGraphics.alpha = 0;
tween(bulletGraphics, {
alpha: 1
}, {
duration: 100
});
self.speed = -15;
self.update = function () {
self.y += self.speed;
// Add slight wobble to bullets
self.x += Math.sin(LK.ticks / 10) * 0.5;
if (self.y < -bulletGraphics.height) {
// Fade out bullets that miss
tween(bulletGraphics, {
alpha: 0
}, {
duration: 200,
onFinish: function onFinish() {
self.destroy();
var index = playerBullets.indexOf(self);
if (index !== -1) {
playerBullets.splice(index, 1);
}
}
});
}
};
return self;
});
// Class for the player's ship with enhanced movement and effects
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.targetX = null; // Target X position for smooth movement
self.targetY = null; // Target Y position for smooth movement
// Player ship entrance animation
shipGraphics.alpha = 0;
shipGraphics.y = 100;
tween(shipGraphics, {
alpha: 1,
y: 0
}, {
duration: 1000,
easing: tween.easeOutQuad
});
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);
// Add muzzle flash effect
var flash = new Container();
var flashGraphics = flash.attachAsset('flash', {
anchorX: 0.5,
anchorY: 0.5
});
flash.x = self.x;
flash.y = self.y - shipGraphics.height / 2;
game.addChild(flash);
// Animate and remove flash
tween(flash.scale, {
x: 0,
y: 0
}, {
duration: 200,
onFinish: function onFinish() {
flash.destroy();
}
});
// Add slight recoil effect
tween(shipGraphics, {
y: 5
}, {
duration: 50,
onFinish: function onFinish() {
tween(shipGraphics, {
y: 0
}, {
duration: 100
});
}
});
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) {
// Add dramatic death animation
var explosions = 5;
var explodeInterval = LK.setInterval(function () {
var explosion = new Container();
var explosionGraphics = explosion.attachAsset('explosion', {
anchorX: 0.5,
anchorY: 0.5
});
explosion.x = self.x + (Math.random() * 100 - 50);
explosion.y = self.y + (Math.random() * 100 - 50);
explosionGraphics.scale.set(0.1);
explosionGraphics.alpha = 0.8;
game.addChild(explosion);
tween(explosionGraphics.scale, {
x: 1,
y: 1
}, {
duration: 500
});
tween(explosionGraphics, {
alpha: 0
}, {
duration: 800,
onFinish: function onFinish() {
explosion.destroy();
}
});
explosions--;
if (explosions <= 0) {
LK.clearInterval(explodeInterval);
self.visible = false;
LK.showGameOver();
}
}, 150);
return;
}
// Make player invulnerable temporarily
self.invulnerable = true;
// Enhanced hit effect with shake
var originalX = self.x;
var shakeAmount = 15;
var shakeTimes = 0;
var shakeInterval = LK.setInterval(function () {
self.x = originalX + (Math.random() * shakeAmount - shakeAmount / 2);
shakeAmount *= 0.9;
shakeTimes++;
if (shakeTimes >= 10) {
LK.clearInterval(shakeInterval);
self.x = originalX;
}
}, 50);
// 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);
};
// Move player ship to target position with smooth animation
self.moveToPosition = function (x, y) {
self.targetX = x;
self.targetY = y;
};
self.update = function () {
// Smooth movement toward target position
if (self.targetX !== null && self.targetY !== null) {
var dx = self.targetX - self.x;
var dy = self.targetY - self.y;
// Only move if the distance is significant
if (Math.abs(dx) > 1 || Math.abs(dy) > 1) {
self.x += dx * 0.1;
self.y += dy * 0.1;
// Slight tilt effect based on horizontal movement
var tiltAmount = -dx * 0.0005;
tiltAmount = Math.max(-0.2, Math.min(0.2, tiltAmount));
shipGraphics.rotation = tiltAmount;
} else {
// Reached target, reset rotation
shipGraphics.rotation = 0;
}
}
// Check for collisions with enemies if not invulnerable
if (!self.invulnerable) {
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
****/
/****
* 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 with enhanced patterns
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();
enemy.x = 2048 / 2; // Boss appears in center
} else {
enemy = new EnemyShip();
enemy.x = 200 + Math.random() * (2048 - 400); // Random position, avoiding edges
}
enemy.startX = enemy.x; // Store starting X for movement patterns
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;
// Enhanced wave announcement with scaling and color
var newWaveText = new Text2('WAVE ' + waveNumber, {
size: 250,
fill: 0x00FFFF
});
newWaveText.anchor.set(0.5, 0.5);
newWaveText.x = 2048 / 2;
newWaveText.y = 2732 / 2;
newWaveText.scale.set(0.5);
game.addChild(newWaveText);
// Animate and remove wave text
tween(newWaveText.scale, {
x: 1.8,
y: 1.8
}, {
duration: 800,
easing: "easeOutElastic",
onFinish: function onFinish() {
tween(newWaveText, {
alpha: 0,
y: newWaveText.y - 100
}, {
duration: 500,
easing: "easeInQuad",
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 - Update to allow free movement
game.move = function (x, y, obj) {
// Set target position for smooth movement anywhere on screen
player.moveToPosition(x, y);
};
// Handle shooting
game.down = function (x, y, obj) {
player.shoot();
}; ===================================================================
--- original.js
+++ change.js
@@ -220,11 +220,10 @@
var flashGraphics = flashOverlay.attachAsset('flash', {
anchorX: 0.5,
anchorY: 0.5
});
- flashGraphics.beginFill(0xFFFFFF, 0.2);
- flashGraphics.drawRect(0, 0, 2048, 2732);
- flashGraphics.endFill();
+ flashOverlay.x = 2048 / 2;
+ flashOverlay.y = 2732 / 2;
game.addChild(flashOverlay);
// Remove the flash overlay
LK.setTimeout(function () {
game.removeChild(flashOverlay);
@@ -307,11 +306,8 @@
var flashGraphics = flash.attachAsset('flash', {
anchorX: 0.5,
anchorY: 0.5
});
- flashGraphics.beginFill(0x00FFFF, 0.8);
- flashGraphics.drawCircle(0, 0, 20);
- flashGraphics.endFill();
flash.x = self.x;
flash.y = self.y - shipGraphics.height / 2;
game.addChild(flash);
// Animate and remove flash
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
A 2D top-down view of an alien spaceship with a dark metallic body, glowing red energy cores, and sharp angular wings. The design is sleek and futuristic, suitable for a space shooter game.. Single Game Texture. 2d. 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 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
powerup boll. Single Game Texture. Blank background. High contrast. No shadows