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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
@@ -55,32 +55,33 @@
}
};
return self;
});
-// Class for enemy ships with enhanced animation and movement patterns
+// Class for enemy ships with static positioning
var EnemyShip = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemyShip', {
anchorX: 0.5,
anchorY: 0.5
});
- self.speed = 4; // Increased downward speed
self.health = 5; // Increased health
- self._move_migrated = function () {
- self.y += self.speed; // Move downwards faster
- if (self.y > 2732) {
- self.destroy(); // Destroy if off-screen
+ self.canShoot = Math.random() < 0.7; // Randomly decide if this enemy will shoot
+ // Update method to handle shooting
+ self.update = function () {
+ // Allow shooting at intervals
+ if (self.canShoot && LK.ticks % 120 === 0) {
+ // Adjust shooting frequency as needed
+ shoot();
}
- self.x += Math.sin(self.y / 50) * 5; // Horizontal oscillation
};
- // Randomly decide if this enemy will shoot
- if (Math.random() < 0.7) {
- // Increased chance to shoot
- self.canShoot = true;
+ // Shooting logic for enemy ships
+ function shoot() {
+ var bullet = new EnemyBullet();
+ bullet.x = self.x;
+ bullet.y = self.y + enemyGraphics.height / 2; // Position bullet at the bottom of the enemy ship
+ game.addChild(bullet);
+ bossBullets.push(bullet);
}
- self.update = function () {
- self._move_migrated();
- };
self.hit = function () {
self.health--;
if (self.health <= 0) {
self.explode();
@@ -803,122 +804,17 @@
}
function updateWaveDisplay() {
waveText.setText('Wave: ' + waveNumber);
}
-// Function to spawn enemies in waves with enhanced patterns
-function spawnEnemy() {
- if (!waveInProgress || waveCooldown) {
- return;
- }
- if (enemiesSpawned < enemiesPerWave) {
- if (waveNumber % 2 === 0) {
- // Create a grid of stationary enemy ships
- var rows = 3; // Set to 3 rows
- var cols = 5; // Set to 5 columns
- var spacingX = 2048 / (cols + 1);
- var spacingY = (2732 - 100) / (rows + 1); // Adjust Y spacing to fit within screen height
- 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); // 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
- enemy.canShoot = true;
- }
- game.addChild(enemy);
- enemyShips.push(enemy);
- }
- }
- enemiesSpawned = enemiesPerWave; // Skip further spawning
- waveInProgress = false;
- return;
+// Function to handle remaining enemies at the end of a wave
+function handleRemainingEnemies() {
+ for (var i = enemyShips.length - 1; i >= 0; i--) {
+ if (enemyShips[i]) {
+ // Keep remaining enemies on screen for a limited time
+ enemyShips[i].y = Math.max(enemyShips[i].y, 100); // Prevent them from going off-screen
}
- 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 to start the next wave with enhanced announcement
-function startNextWave() {
- waveNumber++;
- updateWaveDisplay();
- enemiesPerWave += 2; // Increase difficulty each wave
- enemiesSpawned = 0;
- waveInProgress = true;
- // Increase enemy speed and health based on wave number
- EnemyShip.prototype.speed += 0.5; // Increase speed by 0.5 each wave
- EnemyShip.prototype.health += 1; // Increase health by 1 each wave
- // 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();
@@ -933,8 +829,9 @@
if (bossBullets[i]) {
bossBullets[i].update();
}
}
+ // Update enemy ships
for (var j = enemyShips.length - 1; j >= 0; j--) {
if (enemyShips[j]) {
enemyShips[j].update();
}
@@ -963,13 +860,17 @@
spawnEnemy();
}
// Check if wave is complete and start next wave
if (!waveInProgress && enemyShips.length === 0 && !waveCooldown) {
+ console.log("Wave complete, starting next wave...");
waveCooldown = true;
LK.setTimeout(function () {
startNextWave();
waveCooldown = false;
}, 2000);
+ } else {
+ // Handle remaining enemies
+ handleRemainingEnemies();
}
};
// Handle player movement - Update to allow free movement
game.move = function (x, y, obj) {
@@ -982,5 +883,102 @@
};
// Continuous shooting for the player ship
var shootingInterval = LK.setInterval(function () {
player.shoot();
-}, 150); // Match the reduced cooldown
\ No newline at end of file
+}, 150); // Match the reduced cooldown
+// Function to start the next wave with enhanced announcement
+function startNextWave() {
+ waveNumber++;
+ updateWaveDisplay();
+ // Increase difficulty parameters
+ enemiesPerWave += 2; // Increase number of enemies per wave
+ EnemyShip.prototype.speed += 0.5; // Increase speed by 0.5 each wave
+ EnemyShip.prototype.health += 1; // Increase health by 1 each wave
+ enemiesSpawned = 0;
+ waveInProgress = true;
+ console.log("Starting Wave: ".concat(waveNumber, ", Enemies per Wave: ").concat(enemiesPerWave));
+ // 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();
+ }
+ });
+ }
+ });
+}
+// Function to spawn enemies in waves with static positioning
+function spawnEnemy() {
+ if (!waveInProgress || waveCooldown) {
+ return;
+ }
+ console.log("Enemies Spawned: ".concat(enemiesSpawned, ", Enemies Per Wave: ").concat(enemiesPerWave));
+ if (enemiesSpawned < enemiesPerWave) {
+ if (waveNumber % 2 === 0) {
+ // Create a grid of static enemy ships
+ var rows = 3; // Set to 3 rows
+ var cols = 5; // Set to 5 columns
+ var spacingX = (2048 - 190 * cols) / (cols + 1); // Adjust spacing to fit within screen
+ 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) + 190 / 2; // Center enemy ship
+ enemy.y = spacingY * (row + 1) + 100; // Adjust Y position to center vertically
+ game.addChild(enemy);
+ enemyShips.push(enemy);
+ }
+ }
+ enemiesSpawned = enemiesPerWave; // Skip further spawning
+ waveInProgress = false;
+ return;
+ }
+ // Spawn regular enemies for odd waves
+ var enemy = new EnemyShip();
+ enemy.x = 200 + Math.random() * (2048 - 400); // Random position, avoiding edges
+ enemy.y = 100; // Start at a fixed position
+ game.addChild(enemy);
+ enemyShips.push(enemy);
+ enemiesSpawned++;
+ if (enemiesSpawned >= enemiesPerWave) {
+ waveInProgress = false;
+ }
+ }
+}
\ No newline at end of file
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