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add that in any every 2 multiple of wave like wave 2,4,... add that enemy ship not run only they present in rows and coloums
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suggest improvement
Code edit (2 edits merged)
Please save this source code
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Please fix the bug: 'ReferenceError: bulletPool is not defined' in or related to this line: 'bulletPool.push(bullet); // Return it to the pool' Line Number: 845
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Please fix the bug: 'ReferenceError: returnBullet is not defined' in or related to this line: 'returnBullet(self); // Return bullet to the pool if it goes off-screen' Line Number: 596
Code edit (1 edits merged)
Please save this source code
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Please fix the bug: 'ReferenceError: powerUps is not defined' in or related to this line: 'for (var i = 0; i < powerUps.length; i++) {' Line Number: 788
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now add power up that increse fire rate appearn in boss fight and also increase boss health
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add sound for fire
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after each wave background change
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add background
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Please save this source code
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pls remove that if user clcik the rate increse
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increse boss health more
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now rate is increse so increse health of enimy ship
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more increse rate
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the bullets are comming very lately increse rate
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if user click the screen the game start and increse speed of fire
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add that player ship continuously fire
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why is boss automatically disappera and bullet of boss not seen when they shoot pls solve
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Please fix the bug: 'ReferenceError: bossGraphics is not defined' in or related to this line: 'if (bossGraphics.height && self.y > 2732 + bossGraphics.height / 2) {' Line Number: 192
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so solve
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Please fix the bug: 'TypeError: playerBullets[i].update is not a function' in or related to this line: 'playerBullets[i].update();' Line Number: 616
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the boss shooting bullet not seen and make different image for boss ship
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the boss is not shoot
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Class for boss bullets with proper destruction var BossBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('bossBullet', { anchorX: 0.5, anchorY: 0.5 }); bulletGraphics.alpha = 0; tween(bulletGraphics, { alpha: 1 }, { duration: 100 }); self.speed = 10; self.update = function () { self.y += self.speed; if (self.y > 2732 + bulletGraphics.height) { 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 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.startTime) / self.driftSpeed) * self.driftAmount; 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.getChildAt(0).height && self.y > 2732 + self.getChildAt(0).height / 2) { tween(enemyGraphics, { alpha: 0, rotation: Math.PI // Rotate while fading out }, { duration: 500, easing: tween.quadraticIn, 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); self.getChildAt(0).destroy(); // Remove the default enemy ship graphic var bossGraphics = self.attachAsset('bossShip', { // Attach new boss ship graphic anchorX: 0.5, anchorY: 0.5 }); // 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: tween.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; self.shoot = function () { var bullet = new BossBullet(); var bulletGraphics = bullet.attachAsset('bossBullet', { anchorX: 0.5, anchorY: 0.5 }); bulletGraphics.alpha = 1; bullet.x = self.x; bullet.y = self.y + self.getChildAt(0).height / 2; bullet.speed = 10; // Boss bullets move downwards game.addChild(bullet); playerBullets.push(bullet); }; // 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: tween.easeInOutQuad }); // Reset cooldown self.attackCooldown = 300; self.shoot(); // Boss shoots when attack cooldown is reset } } }; // 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: tween.easeOutElastic, onFinish: function onFinish() { tween(newWaveText, { alpha: 0, y: newWaveText.y - 100 }, { duration: 500, easing: tween.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
@@ -177,9 +177,9 @@
enemyGraphics.rotation = Math.sin(timeSinceSpawn / 500) * 0.1;
break;
}
// Destroy if off-screen with enhanced fade-out effect
- if (bossGraphics.height && self.y > 2732 + bossGraphics.height / 2) {
+ if (self.getChildAt(0).height && self.y > 2732 + self.getChildAt(0).height / 2) {
tween(enemyGraphics, {
alpha: 0,
rotation: Math.PI // Rotate while fading out
}, {
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 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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