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add that bg sound always play in loop and increase volume
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add a bg sound
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add sound after any ship distroy
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this is very near even power up not seen
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the power is sqawn from top add that it sqwan very near to player ship
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power up added in right wave but pls sqwan power up after all enemy of odd wave killed or go off screen in the last sqwan power up
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'powerUp.x = enemyShips[l].x;' Line Number: 1045
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no add that if player kill last enemy ship of each wave then power up sqawn
Code edit (1 edits merged)
Please save this source code
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increase time of power up
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no pls add in odd wave
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add that in every even wave power up will sqawn
Code edit (4 edits merged)
Please save this source code
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deacrese health of enemy ship
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in crease boss health so it difficult to defeat
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boss is appear but it not shoot and disappear automatically pls solve
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add that in every 5th wave boss is appaer after in that wave all enemy ship off the screen and then a warning message is seen and then boss appears
User prompt
I want to enhance the boss fight with the following improvements: 🔥 Boss Behavior Enhancements: More Dynamic Movement: Add unpredictable, erratic movement patterns (zig-zag, sudden dashes). Introduce teleportation or temporary invisibility. New Attack Patterns: A laser beam attack that charges up before firing in a straight line. Bullet hell-style attacks where the boss shoots in circular or spiral patterns. A summoning ability where the boss calls in minions. Phase-Based Strategy: At 50% HP, the boss changes attack patterns (e.g., becomes faster or shoots more frequently). At 25% HP, the boss enters a rage mode, increasing attack speed and firing unpredictably. Interactive Weak Points: Instead of just depleting health, the player must destroy specific weak points (e.g., boss core, energy shields). Weak points appear for a limited time and require precise timing to hit.
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the enemy ship go out of screen if new wave start then all previous enemy ship were killed or reemoved automatically
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now add that no matter plaayer kill all the enemy then new wave sqawn add instead of this add that when all the enemy ship run and go outside the screen the new wave sqawn
Code edit (1 edits merged)
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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
===================================================================
--- original.js
+++ change.js
@@ -55,32 +55,32 @@
}
};
return self;
});
-// Class for enemy ships with static positioning
+// 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
});
+ self.speed = 4; // Increased downward speed
self.health = 5; // Increased health
- 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) {
- shoot();
+ self._move_migrated = function () {
+ self.y += self.speed; // Move downwards faster
+ if (self.y > 2732) {
+ self.destroy(); // Destroy if off-screen
}
+ self.x += Math.sin(self.y / 50) * 5; // Horizontal oscillation
};
- // 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);
- enemyBullets.push(bullet); // Ensure bullets are added to the correct array
+ // Randomly decide if this enemy will shoot
+ if (Math.random() < 0.7) {
+ // Increased chance to shoot
+ self.canShoot = true;
}
+ self.update = function () {
+ self._move_migrated();
+ };
self.hit = function () {
self.health--;
if (self.health <= 0) {
self.explode();
@@ -753,9 +753,8 @@
/****
* Game Variables
****/
var playerBullets = [];
-var enemyBullets = [];
var powerUps = [];
var bossBullets = [];
var enemyShips = [];
var player = game.addChild(new PlayerShip());
@@ -804,17 +803,103 @@
}
function updateWaveDisplay() {
waveText.setText('Wave: ' + waveNumber);
}
-// 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
+// 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 - 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 off-screen
+ 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();
+ // 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;
+ // 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();
@@ -829,9 +914,8 @@
if (bossBullets[i]) {
bossBullets[i].update();
}
}
- // Update enemy ships
for (var j = enemyShips.length - 1; j >= 0; j--) {
if (enemyShips[j]) {
enemyShips[j].update();
}
@@ -859,18 +943,17 @@
if (LK.ticks % 60 === 0) {
spawnEnemy();
}
// Check if wave is complete and start next wave
- if (!waveInProgress && enemyShips.length === 0 && !waveCooldown) {
- console.log("Wave complete, starting next wave...");
+ var allEnemiesOffScreen = enemyShips.every(function (enemy) {
+ return enemy.y > 2732;
+ });
+ if (!waveInProgress && allEnemiesOffScreen && !waveCooldown) {
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) {
@@ -883,101 +966,5 @@
};
// Continuous shooting for the player ship
var shootingInterval = LK.setInterval(function () {
player.shoot();
-}, 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.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
+}, 150); // Match the reduced cooldown
\ No newline at end of file
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