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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
Code edit (5 edits merged)
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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
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add background
Code edit (1 edits merged)
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===================================================================
--- original.js
+++ change.js
@@ -47,154 +47,24 @@
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 = 0; // Stationary initially
+ self._move_migrated = function () {
+ self.y += 2; // Move downwards
+ if (self.y > 2732) {
+ self.destroy(); // Destroy if off-screen
}
- });
- 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.x += Math.sin(self.y / 50) * 5; // Horizontal oscillation
};
- 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);
- };
+ // Randomly decide if this enemy will shoot
+ if (Math.random() < 0.5) {
+ // 50% chance to shoot
+ self.canShoot = true;
+ }
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 with randomness
- self.y += self.speed;
- self.x += (Math.random() - 0.5) * 20; // Random horizontal movement
- break;
- case 2:
- // Circular movement
- self.y += self.speed * 0.7; // Slower vertical movement
- var angle = LK.ticks / 100 + self.startX;
- self.x = self.startX + Math.cos(angle) * 100; // Circular path
- break;
- }
- // Destroy if off-screen with enhanced fade-out effect
- if (self.getChildAt(0).height && self.y > 2732 + self.getChildAt(0).height / 2 && !self.removed) {
- self.removed = true;
- 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);
- }
- }
- });
- }
+ self._move_migrated();
};
- self.removed = false;
return self;
});
// Class for tougher enemy ships with enhanced boss behaviors
var BossEnemy = EnemyShip.expand(function () {
@@ -892,17 +762,17 @@
}
if (enemiesSpawned < enemiesPerWave) {
if (waveNumber % 2 === 0) {
// Create a grid of stationary enemy ships
- var rows = 4;
- var cols = 6;
+ var rows = 3; // Set to 3 rows
+ var cols = 5; // Set to 5 columns
var spacingX = 2048 / (cols + 1);
var spacingY = 500 / (rows + 1);
for (var row = 0; row < rows; row++) {
for (var col = 0; col < cols; col++) {
var enemy = new EnemyShip();
enemy.x = spacingX * (col + 1);
- enemy.y = spacingY * (row + 1);
+ enemy.y = spacingY * (row + 1) + 100; // Adjust Y position to center vertically
enemy.speed = 0; // Stationary
// Randomly decide if this enemy will shoot
if (Math.random() < 0.5) {
// 50% chance to 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
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