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Please fix the bug: 'ReferenceError: enemyBullets is not defined' in or related to this line: 'enemyBullets.push(bullet);' Line Number: 99
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Please fix the bug: 'TypeError: bossBullets[i].update is not a function' in or related to this line: 'bossBullets[i].update();' Line Number: 848
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Please fix the bug: 'TypeError: bossBullets[i].update is not a function' in or related to this line: 'bossBullets[i].update();' Line Number: 848
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Please fix the bug: 'TypeError: bossBullets[i].update is not a function' in or related to this line: 'bossBullets[i].update();' Line Number: 848
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Please fix the bug: 'TypeError: self.explode is not a function' in or related to this line: 'self.explode();' Line Number: 104
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Please fix the bug: 'TypeError: enemyShips[l].hit is not a function' in or related to this line: 'var destroyed = enemyShips[l].hit();' Line Number: 938
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Please fix the bug: 'TypeError: enemyShips[j].update is not a function' in or related to this line: 'enemyShips[j].update();' Line Number: 921
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Please fix the bug: 'TypeError: enemyShips[l].hit is not a function' in or related to this line: 'var destroyed = enemyShips[l].hit();' Line Number: 918
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Please fix the bug: 'TypeError: enemyShips[j].update is not a function' in or related to this line: 'enemyShips[j].update();' Line Number: 901
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Vadd 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 (like a war present in 4x6 and in which some of them fire enemy bullets)
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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
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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
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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
/**** * 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 = bossBullets.indexOf(self); if (index !== -1) { bossBullets.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 = 3; // Increase health to 3 for basic enemies 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 with pulsing effect 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 }); // Pulsing effect for the boss LK.setInterval(function () { tween(bossGraphics, { alpha: 0.7 }, { duration: 400, onFinish: function onFinish() { tween(bossGraphics, { alpha: 1 }, { duration: 400 }); } }); }, 1000); // Make boss tougher self.health = 20; // Further increased boss health for more challenge self.maxHealth = 20; // Store max health for phase transitions self.speed = 1.5; self.scoreValue = 10; // Increased score value self.phase = 1; // Boss has multiple phases self.movementPattern = 3; // Special boss pattern self.attackCooldown = 0; self.attackType = 0; // Different attack types // Boss attack patterns self.shoot = function () { // Different attack patterns based on boss phase switch (self.attackType) { case 0: // Single shot var bullet = new BossBullet(); bullet.x = self.x; bullet.y = self.y + self.getChildAt(0).height / 2; bullet.speed = 10; game.addChild(bullet); bossBullets.push(bullet); break; case 1: // Triple shot spread for (var i = -1; i <= 1; i++) { var bullet = new BossBullet(); bullet.x = self.x + i * 50; bullet.y = self.y + self.getChildAt(0).height / 2; bullet.speed = 8; game.addChild(bullet); bossBullets.push(bullet); } break; case 2: // Circle shot var bulletCount = 8; for (var i = 0; i < bulletCount; i++) { var angle = Math.PI * 2 / bulletCount * i; var bullet = new BossBullet(); bullet.x = self.x; bullet.y = self.y; // Initial position adjustment for circle pattern bullet.x += Math.cos(angle) * 70; bullet.y += Math.sin(angle) * 70; // Custom update for circular bullets var originalUpdate = bullet.update; bullet.angle = angle; bullet.update = function () { this.x += Math.cos(this.angle) * 5; this.y += Math.sin(this.angle) * 5; // Call original update for off-screen checks originalUpdate.call(this); }; game.addChild(bullet); bossBullets.push(bullet); } break; } // Visual effect for shooting var flash = new Container(); var flashGraphics = flash.attachAsset('flash', { anchorX: 0.5, anchorY: 0.5 }); flash.x = self.x; flash.y = self.y + self.getChildAt(0).height / 3; flash.scale.set(2); game.addChild(flash); tween(flash, { alpha: 0, scale: 3 }, { duration: 300, onFinish: function onFinish() { flash.destroy(); } }); }; // Override update method for boss-specific behavior var parentUpdate = self.update; self.update = function () { // Update phase based on health percentage var healthPercent = self.health / self.maxHealth; if (healthPercent < 0.65 && self.phase === 1) { self.transitionToPhase(2); } else if (healthPercent < 0.3 && self.phase === 2) { self.transitionToPhase(3); } // Phase-specific movement patterns switch (self.phase) { case 1: // Phase 1: Hover at top, 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; // Attack cooldown self.attackCooldown--; if (self.attackCooldown <= 0) { self.attackType = 0; // Single shot in phase 1 self.shoot(); self.attackCooldown = 120; // Faster attacks in phase 1 } } break; case 2: // Phase 2: Aggressive movement, triple shots // Figure-8 movement pattern var t = LK.ticks / 150; self.x = 2048 / 2 + Math.sin(t) * 600; self.y = 500 + Math.sin(t * 2) * 200; // Boss slightly tilts in direction of movement var dx = Math.cos(t) * 600; var tilt = dx * 0.0001; bossGraphics.rotation = tilt; // Attack cooldown self.attackCooldown--; if (self.attackCooldown <= 0) { self.attackType = 1; // Triple shot in phase 2 self.shoot(); self.attackCooldown = 100; } break; case 3: // Phase 3: Erratic movement, circle shots // Erratic movement var t = LK.ticks / 100; self.x = 2048 / 2 + Math.sin(t) * 500 + Math.cos(t * 2.5) * 300; self.y = 500 + Math.sin(t * 1.5) * 300; // Dramatic rotation bossGraphics.rotation = Math.sin(t) * 0.2; // Attack cooldown - mix of attack types self.attackCooldown--; if (self.attackCooldown <= 0) { // Alternate between triple and circle shots self.attackType = LK.ticks % 300 < 150 ? 1 : 2; self.shoot(); self.attackCooldown = 80; // Even faster attacks in final phase } break; } }; // Phase transition effects self.transitionToPhase = function (newPhase) { self.phase = newPhase; // Visual effect for phase transition bossGraphics.tint = 0xFF0000; // Dramatic shake effect var originalX = self.x; var originalY = self.y; var shakeAmount = 30; var shakeTimes = 0; var shakeInterval = LK.setInterval(function () { self.x = originalX + (Math.random() * shakeAmount - shakeAmount / 2); self.y = originalY + (Math.random() * shakeAmount - shakeAmount / 2); shakeAmount *= 0.8; shakeTimes++; if (shakeTimes >= 12) { LK.clearInterval(shakeInterval); self.x = originalX; self.y = originalY; // Reset tint after shake tween(bossGraphics, { tint: 0xFFFFFF }, { duration: 500 }); } }, 50); // Phase transition announcement var phaseText = new Text2('PHASE ' + newPhase, { size: 200, fill: 0xFF0000 }); phaseText.anchor.set(0.5, 0.5); phaseText.x = 2048 / 2; phaseText.y = 2732 / 2; phaseText.alpha = 0; game.addChild(phaseText); // Animate phase text tween(phaseText, { alpha: 1 }, { duration: 300, onFinish: function onFinish() { tween(phaseText, { alpha: 0, y: phaseText.y - 100 }, { duration: 700, delay: 500, onFinish: function onFinish() { phaseText.destroy(); } }); } }); // Create surrounding explosions for dramatic effect for (var i = 0; i < 8; i++) { var delay = i * 100; LK.setTimeout(function () { var explosion = new Container(); var explosionGraphics = explosion.attachAsset('explosion', { anchorX: 0.5, anchorY: 0.5 }); var angle = Math.random() * Math.PI * 2; var distance = 150 + Math.random() * 150; explosion.x = self.x + Math.cos(angle) * distance; explosion.y = self.y + Math.sin(angle) * distance; explosionGraphics.scale.set(0.5); game.addChild(explosion); tween(explosionGraphics.scale, { x: 1.5, y: 1.5 }, { duration: 500 }); tween(explosionGraphics, { alpha: 0 }, { duration: 800, onFinish: function onFinish() { explosion.destroy(); } }); }, delay); } }; // 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 = Math.floor(Math.random() * hitColors.length); bossGraphics.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; flashOverlay.scale.set(3); flashOverlay.alpha = 0.3; game.addChild(flashOverlay); // Remove the flash overlay LK.setTimeout(function () { game.removeChild(flashOverlay); flashOverlay.destroy(); }, 100); // Reset tint after a short delay LK.setTimeout(function () { bossGraphics.tint = 0xFFFFFF; }, 200); return parentHit.call(self); }; // Enhanced explode method for epic boss death var parentExplode = self.explode; self.explode = function () { // Create multiple explosions in sequence var explosionCount = 20; var interval = LK.setInterval(function () { var explosion = new Container(); var explosionGraphics = explosion.attachAsset('explosion', { anchorX: 0.5, anchorY: 0.5 }); explosion.x = self.x + (Math.random() * 200 - 100); explosion.y = self.y + (Math.random() * 200 - 100); var randomScale = 0.5 + Math.random() * 1.5; explosionGraphics.scale.set(randomScale); game.addChild(explosion); tween(explosionGraphics, { alpha: 0 }, { duration: 1000, onFinish: function onFinish() { explosion.destroy(); } }); explosionCount--; if (explosionCount <= 0) { LK.clearInterval(interval); // Add special reward text var victoryText = new Text2('BOSS DEFEATED!', { size: 250, fill: 0xFFD700 // Gold color }); victoryText.anchor.set(0.5, 0.5); victoryText.x = 2048 / 2; victoryText.y = 2732 / 2; victoryText.alpha = 0; game.addChild(victoryText); tween(victoryText, { alpha: 1, y: victoryText.y - 50 }, { duration: 800, easing: tween.easeOutElastic, onFinish: function onFinish() { LK.setTimeout(function () { tween(victoryText, { alpha: 0, y: victoryText.y - 100 }, { duration: 1000, onFinish: function onFinish() { victoryText.destroy(); } }); }, 1500); } }); // Finally call parent explode to remove boss and add score parentExplode.call(self); // Add bonus score for defeating boss increaseScore(20); } }, 150); }; 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 = 150; // Reduced cooldown for faster shooting 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); // Play shooting sound effect LK.getSound('shoot').play(); // 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) { // Check for collisions with enemy ships for (var i = 0; i < enemyShips.length; i++) { if (self.intersects(enemyShips[i])) { self.hit(); enemyShips[i].explode(); break; } } // Check for collisions with power-ups for (var i = 0; i < powerUps.length; i++) { if (self.intersects(powerUps[i])) { if (powerUps[i].type === 'fireRate') { self.shootCooldown = 75; // Increase fire rate LK.setTimeout(function () { self.shootCooldown = 150; // Reset fire rate after 10 seconds }, 10000); } powerUps[i].destroy(); powerUps.splice(i, 1); } } // Check collisions with boss bullets for (var j = 0; j < bossBullets.length; j++) { if (bossBullets[j] && self.intersects(bossBullets[j])) { self.hit(); // Remove the bullet bossBullets[j].destroy(); bossBullets.splice(j, 1); break; } } } }; return self; }); // Class for power-up items var PowerUp = Container.expand(function () { var self = Container.call(this); var powerUpGraphics = self.attachAsset('powerUp', { anchorX: 0.5, anchorY: 0.5 }); self.type = 'fireRate'; // Type of power-up self.update = function () { self.y += 5; // Move power-up downwards if (self.y > 2732 + powerUpGraphics.height) { self.destroy(); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ var background = LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); game.addChild(background); /**** * Game Variables ****/ var playerBullets = []; var powerUps = []; var bossBullets = []; 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 // Spawn power-up during boss fight var powerUp = new PowerUp(); powerUp.x = 2048 / 2; powerUp.y = -100; game.addChild(powerUp); powerUps.push(powerUp); } 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; // Change background after each wave var backgroundId = 'background'; if (waveNumber % 3 === 1) { backgroundId = 'background2'; } else if (waveNumber % 3 === 2) { backgroundId = 'background3'; } else if (waveNumber % 3 === 0) { backgroundId = 'background4'; } background.destroy(); background = LK.getAsset(backgroundId, { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); game.addChildAt(background, 0); // 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 boss bullets for (var i = bossBullets.length - 1; i >= 0; i--) { if (bossBullets[i]) { bossBullets[i].update(); } } 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(); }; // Continuous shooting for the player ship var shootingInterval = LK.setInterval(function () { player.shoot(); }, 150); // Match the reduced cooldown
===================================================================
--- original.js
+++ change.js
@@ -575,9 +575,21 @@
self.y += self.speed;
// Add slight wobble to bullets
self.x += Math.sin(LK.ticks / 10) * 0.5;
if (self.y < -bulletGraphics.height) {
- returnBullet(self); // Return bullet to the pool if it goes off-screen
+ // 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;
});
@@ -604,24 +616,11 @@
}, {
duration: 1000,
easing: tween.easeOutQuad
});
- // Bullet Pooling Implementation
- var bulletPool = []; // Array to hold bullet objects
- function getBullet() {
- if (bulletPool.length > 0) {
- return bulletPool.pop(); // Reuse a bullet from the pool
- }
- return new PlayerBullet(); // Create a new bullet if pool is empty
- }
- function returnBullet(bullet) {
- bullet.destroy(); // Clean up the bullet
- bulletPool.push(bullet); // Return it to the pool
- }
- // Modify the PlayerShip shoot method to use the bullet pool
self.shoot = function () {
if (self.canShoot) {
- var bullet = getBullet(); // Get a bullet from the pool
+ var bullet = new PlayerBullet();
bullet.x = self.x;
bullet.y = self.y - shipGraphics.height / 2;
game.addChild(bullet);
playerBullets.push(bullet);
@@ -821,13 +820,8 @@
/****
* Game Code
****/
-// Function to return a bullet to the pool
-function returnBullet(bullet) {
- bullet.destroy(); // Clean up the bullet
- bulletPool.push(bullet); // Return it to the pool
-}
var background = LK.getAsset('background', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
@@ -836,9 +830,8 @@
game.addChild(background);
/****
* Game Variables
****/
-var bulletPool = []; // Array to hold bullet objects
var playerBullets = [];
var powerUps = [];
var bossBullets = [];
var enemyShips = [];
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