User prompt
que la informacion de los poderes cuando estan en funcionamiento salgan mas a la derecha
User prompt
que el contador de escape no salga
User prompt
que no pierda si pasa un barco que pierda si pasan 10
User prompt
Please fix the bug: 'TypeError: Cannot use 'in' operator to search for 'tint' in undefined' in or related to this line: 'tween(cannon.graphics, {' Line Number: 814
User prompt
que se pueda perder si se escapan 10 barcos o si me pegan 5 veces que salga un barra de vida al lado de mi cañon ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
y que salga mi barra de vida y que la de los barcos sea mas grande y que los barcos pequeños igual tengan barra, por grande me refiero a mas ancha en lo visible
User prompt
Please give the cannon a health system. Enemy ships should also shoot at the cannon, and if it takes too much damage, the player loses. Some enemy ships should drop health kits or shields when destroyed. Health kits restore some of the cannon’s health, and shields temporarily reduce or block incoming damage. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please make the cannon keep shooting continuously while I hold down the mouse click, and stop shooting when I release it.
User prompt
Please add a timer showing how much time is left for the current power-up. Power-ups should not stack — if one is already active and the player collects a new one, the current effect is replaced, and the timer resets to the new power-up duration.
User prompt
Por favor, haz que los barcos suelten power-ups de forma aleatoria al ser destruidos. Estos power-ups se pueden recoger y dan efectos como disparos triples o una velocidad de disparo más rápida.
User prompt
Please make the cannon without wheels, fixed at the center bottom of the screen.
User prompt
Please remove the fire button. The cannon should shoot only toward the position where I click on the screen.
User prompt
Please make the small ships pass behind the large ships. The smaller ships should appear behind the bigger ones to create a natural layering effect.
User prompt
Please add a sound effect when a ship is destroyed, and a different sound when it takes damage. Also, move the cannon further to the right on the screen.
User prompt
Please make the cannonball move twice as fast. The shot should travel at double the current speed.
User prompt
button color yellow
User prompt
Please place the fire button inside a circle. The button should be clearly visible and easy to tap, positioned within the circular shape.
User prompt
Now I need you to add a health bar to the ships. Also, make sure that the large ships have their collision masks in front of the smaller ones, so smaller ships pass behind them, not in front. Do the same with medium ships.
User prompt
Please position the cannon lower on the screen. It should be placed closer to the bottom to give a better view of the warships passing by.
User prompt
Also, make the warships have more health so they don't die from a single shot.
User prompt
Please create a start menu for the game.
User prompt
Please create simple and calm music inspired by the sea. Use soft and flowing melodies with gentle instruments like piano or harp to evoke the peaceful feeling of the ocean.
User prompt
Please create simple and calm music inspired by the sea. Use soft and flowing melodies with gentle instruments like piano or harp to evoke the peaceful feeling of the ocean.
User prompt
Please create a waltz-style music piece with a marine or oceanic theme. The music should have a gentle 3/4 time rhythm, with flowing melodies that evoke the feeling of waves and the sea. Instruments like piano, violin, and soft percussion can be used to create a calming yet elegant atmosphere.
User prompt
Please create a cannon object that shoots projectiles. The cannon should be fixed in one position and fire bullets when the player presses a button.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Cannon = Container.expand(function () { var self = Container.call(this); self.graphics = self.attachAsset('cannon', { anchorX: 0.5, anchorY: 0.5 }); self.targetX = 0; self.targetY = 0; self.lastFireTime = 0; self.fireDelay = 300; self.health = 10; self.maxHealth = 10; self.isShielded = false; self.shieldTimer = 0; self.aimAt = function (x, y) { self.targetX = x; self.targetY = y; var dx = x - self.x; var dy = y - self.y; var angle = Math.atan2(dy, dx); self.graphics.rotation = angle; }; self.canFire = function () { var currentFireDelay = rapidFire ? self.fireDelay / 3 : self.fireDelay; return LK.ticks * 16.67 - self.lastFireTime >= currentFireDelay; }; self.fire = function () { if (!self.canFire()) return null; self.lastFireTime = LK.ticks * 16.67; var cannonballs = []; var dx = self.targetX - self.x; var dy = self.targetY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); var baseAngle = Math.atan2(dy, dx); if (tripleShot) { // Fire three cannonballs with slight angle differences for (var i = 0; i < 3; i++) { var cannonball = new Cannonball(); cannonball.x = self.x; cannonball.y = self.y; var angleOffset = (i - 1) * 0.2; // -0.2, 0, 0.2 radians var adjustedAngle = baseAngle + angleOffset; cannonball.velocityX = Math.cos(adjustedAngle) * cannonball.speed; cannonball.velocityY = Math.sin(adjustedAngle) * cannonball.speed; cannonballs.push(cannonball); } } else { // Fire single cannonball var cannonball = new Cannonball(); cannonball.x = self.x; cannonball.y = self.y; cannonball.velocityX = dx / distance * cannonball.speed; cannonball.velocityY = dy / distance * cannonball.speed; cannonballs.push(cannonball); } LK.getSound('shoot').play(); return cannonballs; }; self.takeDamage = function (damage) { if (self.isShielded) { damage = Math.floor(damage / 2); // Shield reduces damage by half } self.health -= damage; if (self.health < 0) self.health = 0; // Flash red when taking damage tween(self.graphics, { tint: 0xff0000 }, { duration: 100, onFinish: function onFinish() { tween(self.graphics, { tint: 0xffffff }, { duration: 100 }); } }); }; self.heal = function (amount) { self.health += amount; if (self.health > self.maxHealth) self.health = self.maxHealth; // Flash green when healing tween(self.graphics, { tint: 0x00ff00 }, { duration: 200, onFinish: function onFinish() { tween(self.graphics, { tint: 0xffffff }, { duration: 200 }); } }); }; self.activateShield = function () { self.isShielded = true; self.shieldTimer = 900; // 15 seconds at 60fps self.graphics.tint = 0x88ccff; // Blue tint for shield }; return self; }); var Cannonball = Container.expand(function () { var self = Container.call(this); var graphics = self.attachAsset('cannonball', { anchorX: 0.5, anchorY: 0.5 }); self.velocityX = 0; self.velocityY = 0; self.speed = 16; self.update = function () { self.x += self.velocityX; self.y += self.velocityY; }; return self; }); var EnemyBullet = Container.expand(function () { var self = Container.call(this); var graphics = self.attachAsset('enemyBullet', { anchorX: 0.5, anchorY: 0.5 }); self.velocityX = 0; self.velocityY = 0; self.speed = 8; self.damage = 1; self.update = function () { self.x += self.velocityX; self.y += self.velocityY; }; return self; }); var HealthKit = Container.expand(function () { var self = Container.call(this); self.speed = 2; self.healAmount = 2; var graphics = self.attachAsset('healthKit', { anchorX: 0.5, anchorY: 0.5 }); // Add a cross symbol var crossV = LK.getAsset('healthKit', { width: 20, height: 60, color: 0xffffff, shape: 'box', anchorX: 0.5, anchorY: 0.5 }); var crossH = LK.getAsset('healthKit', { width: 60, height: 20, color: 0xffffff, shape: 'box', anchorX: 0.5, anchorY: 0.5 }); self.addChild(crossV); self.addChild(crossH); self.update = function () { self.x += self.speed; }; return self; }); var PowerUp = Container.expand(function () { var self = Container.call(this); self.powerType = 'tripleShot'; self.speed = 2; self.graphics = null; self.init = function (type) { self.powerType = type; if (type === 'tripleShot') { self.graphics = self.attachAsset('tripleShotPowerUp', { anchorX: 0.5, anchorY: 0.5 }); } else if (type === 'rapidFire') { self.graphics = self.attachAsset('rapidFirePowerUp', { anchorX: 0.5, anchorY: 0.5 }); } }; self.update = function () { self.x += self.speed; }; return self; }); var ShieldPowerUp = Container.expand(function () { var self = Container.call(this); self.speed = 2; var graphics = self.attachAsset('shieldPowerUp', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { self.x += self.speed; }; return self; }); var Ship = Container.expand(function () { var self = Container.call(this); self.shipType = 'small'; self.speed = 2; self.points = 10; self.graphics = null; self.healthBar = null; self.healthBarBg = null; self.init = function (type) { self.shipType = type; if (type === 'small') { self.graphics = self.attachAsset('smallShip', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 3; self.points = 10; self.health = 1; self.maxHealth = 1; } else if (type === 'medium') { self.graphics = self.attachAsset('mediumShip', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 2; self.points = 25; self.health = 3; self.maxHealth = 3; } else if (type === 'large') { self.graphics = self.attachAsset('largeShip', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 1.5; self.points = 50; self.health = 5; self.maxHealth = 5; } // Create health bar background - wider for better visibility var healthBarWidth = Math.max(120, self.graphics.width * 1.2); self.healthBarBg = LK.getAsset('healthBarBg', { width: healthBarWidth, height: 12, color: 0x444444, shape: 'box', anchorX: 0.5, anchorY: 0.5 }); self.healthBarBg.y = -self.graphics.height / 2 - 20; self.addChild(self.healthBarBg); // Create health bar foreground - wider for better visibility self.healthBar = LK.getAsset('healthBar', { width: healthBarWidth - 4, height: 8, color: 0x00FF00, shape: 'box', anchorX: 0.5, anchorY: 0.5 }); self.healthBar.y = -self.graphics.height / 2 - 20; self.addChild(self.healthBar); // Show health bar for all ships now - no hiding for small ships // Set shooting properties based on ship type self.lastShotTime = 0; if (type === 'small') { self.shotDelay = 180; // 3 seconds } else if (type === 'medium') { self.shotDelay = 150; // 2.5 seconds } else if (type === 'large') { self.shotDelay = 120; // 2 seconds } }; self.updateHealthBar = function () { if (self.healthBar && self.maxHealth > 1) { var healthPercent = self.health / self.maxHealth; self.healthBar.scaleX = healthPercent; if (healthPercent > 0.6) { self.healthBar.tint = 0x00FF00; // Green } else if (healthPercent > 0.3) { self.healthBar.tint = 0xFFFF00; // Yellow } else { self.healthBar.tint = 0xFF0000; // Red } } }; self.update = function () { self.x += self.speed; }; self.canShoot = function () { return LK.ticks - self.lastShotTime >= self.shotDelay; }; self.shootAtCannon = function (cannonX, cannonY) { if (!self.canShoot()) return null; self.lastShotTime = LK.ticks; var bullet = new EnemyBullet(); bullet.x = self.x; bullet.y = self.y; var dx = cannonX - self.x; var dy = cannonY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); bullet.velocityX = dx / distance * bullet.speed; bullet.velocityY = dy / distance * bullet.speed; return bullet; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x001122 }); /**** * Game Code ****/ var oceanBackground = LK.getAsset('oceanBackground', { anchorX: 0, anchorY: 0, x: 0, y: 0 }); game.addChild(oceanBackground); // Start menu variables var gameStarted = false; var startMenu = new Container(); game.addChild(startMenu); // Game title var titleText = new Text2('OCEAN DEFENDER', { size: 120, fill: 0xFFFFFF }); titleText.anchor.set(0.5, 0.5); titleText.x = 1024; titleText.y = 800; startMenu.addChild(titleText); // Subtitle var subtitleText = new Text2('Defend the coast from enemy ships!', { size: 60, fill: 0xCCCCCC }); subtitleText.anchor.set(0.5, 0.5); subtitleText.x = 1024; subtitleText.y = 950; startMenu.addChild(subtitleText); // Play button var playButton = new Text2('PLAY', { size: 100, fill: 0x00FF00 }); playButton.anchor.set(0.5, 0.5); playButton.x = 1024; playButton.y = 1400; startMenu.addChild(playButton); // Instructions var instructionsText = new Text2('Tap anywhere to aim and shoot', { size: 50, fill: 0xAAAAA }); instructionsText.anchor.set(0.5, 0.5); instructionsText.x = 1024; instructionsText.y = 1600; startMenu.addChild(instructionsText); // Start playing the peaceful sea music LK.playMusic('calmSeaMelody'); var cannon = game.addChild(new Cannon()); cannon.x = 1024; cannon.y = 2600; var ships = []; var cannonballs = []; var shipSpawnTimer = 0; var shipSpawnDelay = 120; var difficultyTimer = 0; var shipsEscaped = 0; var maxEscapedShips = 10; var scoreTxt = new Text2('Score: 0', { size: 60, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); var escapedTxt = new Text2('Escaped: 0/10', { size: 50, fill: 0xFFFF00 }); escapedTxt.anchor.set(1, 0); escapedTxt.x = -20; escapedTxt.y = 20; LK.gui.topRight.addChild(escapedTxt); var powerUps = []; var tripleShot = false; var tripleShotTimer = 0; var rapidFire = false; var rapidFireTimer = 0; var powerUpDuration = 600; // 10 seconds at 60fps // Power-up timer UI var powerUpTimerTxt = new Text2('', { size: 45, fill: 0x00FFFF }); powerUpTimerTxt.anchor.set(0, 0); powerUpTimerTxt.x = 20; powerUpTimerTxt.y = 80; LK.gui.topLeft.addChild(powerUpTimerTxt); var activePowerUpType = ''; var activePowerUpTimer = 0; var isShooting = false; var shootingTimer = 0; // Cannon health system var enemyBullets = []; var healthKits = []; var shieldPowerUps = []; // Cannon health UI - positioned next to cannon var cannonHealthBarBg = LK.getAsset('cannonHealthBarBg', { width: 400, height: 20, color: 0x444444, shape: 'box', anchorX: 0.5, anchorY: 0.5 }); cannonHealthBarBg.x = cannon.x; cannonHealthBarBg.y = cannon.y - 150; game.addChild(cannonHealthBarBg); var cannonHealthBar = LK.getAsset('cannonHealthBar', { width: 396, height: 16, color: 0x00ff00, shape: 'box', anchorX: 0.5, anchorY: 0.5 }); cannonHealthBar.x = cannon.x; cannonHealthBar.y = cannon.y - 150; game.addChild(cannonHealthBar); var healthText = new Text2('Health: 10/10', { size: 40, fill: 0xFFFFFF }); healthText.anchor.set(0.5, 0.5); healthText.x = cannon.x; healthText.y = cannon.y - 100; game.addChild(healthText); function spawnShip() { var ship = new Ship(); var types = ['small', 'small', 'medium', 'large']; var randomType = types[Math.floor(Math.random() * types.length)]; ship.init(randomType); ship.x = -150; ship.y = 1000 + Math.random() * 1200; // Set zIndex based on ship type for proper layering if (ship.shipType === 'large') { ship.zIndex = 3; } else if (ship.shipType === 'medium') { ship.zIndex = 2; } else { ship.zIndex = 1; } game.children.sort(function (a, b) { return (a.zIndex || 0) - (b.zIndex || 0); }); ships.push(ship); game.addChild(ship); } function updateDifficulty() { difficultyTimer++; if (difficultyTimer % 1800 === 0) { shipSpawnDelay = Math.max(60, shipSpawnDelay - 10); } } // Touch/click handlers game.down = function (x, y, obj) { if (!gameStarted) return; cannon.aimAt(x, y); isShooting = true; shootingTimer = 0; // Fire immediately on first click var newCannonballs = cannon.fire(); if (newCannonballs) { for (var c = 0; c < newCannonballs.length; c++) { cannonballs.push(newCannonballs[c]); game.addChild(newCannonballs[c]); } } }; game.up = function (x, y, obj) { if (!gameStarted) return; isShooting = false; }; // Play button event handler playButton.down = function (x, y, obj) { if (!gameStarted) { gameStarted = true; startMenu.visible = false; } }; game.update = function () { if (!gameStarted) return; // Handle continuous shooting if (isShooting) { shootingTimer++; var currentFireDelay = rapidFire ? cannon.fireDelay / 3 : cannon.fireDelay; var fireDelayInTicks = currentFireDelay / 16.67; // Convert ms to ticks if (shootingTimer >= fireDelayInTicks) { var newCannonballs = cannon.fire(); if (newCannonballs) { for (var c = 0; c < newCannonballs.length; c++) { cannonballs.push(newCannonballs[c]); game.addChild(newCannonballs[c]); } } shootingTimer = 0; } } updateDifficulty(); shipSpawnTimer++; if (shipSpawnTimer >= shipSpawnDelay) { spawnShip(); shipSpawnTimer = 0; } for (var i = ships.length - 1; i >= 0; i--) { var ship = ships[i]; if (ship.lastX === undefined) ship.lastX = ship.x; if (ship.lastX <= 2048 && ship.x > 2048) { shipsEscaped++; escapedTxt.setText('Escaped: ' + shipsEscaped + '/' + maxEscapedShips); LK.getSound('shipEscape').play(); ship.destroy(); ships.splice(i, 1); continue; } // Ships shoot at cannon if (ship.x > 200 && ship.x < 1800) { // Only shoot when in range var newBullet = ship.shootAtCannon(cannon.x, cannon.y); if (newBullet) { enemyBullets.push(newBullet); game.addChild(newBullet); } } ship.lastX = ship.x; } for (var j = cannonballs.length - 1; j >= 0; j--) { var cannonball = cannonballs[j]; if (cannonball.lastX === undefined) cannonball.lastX = cannonball.x; if (cannonball.lastY === undefined) cannonball.lastY = cannonball.y; if (cannonball.lastX >= 0 && cannonball.x < 0 || cannonball.lastX <= 2048 && cannonball.x > 2048 || cannonball.lastY >= 0 && cannonball.y < 0 || cannonball.lastY <= 2732 && cannonball.y > 2732) { cannonball.destroy(); cannonballs.splice(j, 1); continue; } for (var k = ships.length - 1; k >= 0; k--) { var ship = ships[k]; if (cannonball.intersects(ship)) { ship.health--; ship.updateHealthBar(); LK.effects.flashObject(ship, 0xff0000, 200); LK.getSound('hit').play(); cannonball.destroy(); cannonballs.splice(j, 1); if (ship.health <= 0) { LK.setScore(LK.getScore() + ship.points); scoreTxt.setText('Score: ' + LK.getScore()); LK.getSound('shipDestroyed').play(); // Random chance to spawn different power-ups (40% total chance) var spawnChance = Math.random(); if (spawnChance < 0.15) { // 15% chance for weapon power-ups var powerUp = new PowerUp(); var powerTypes = ['tripleShot', 'rapidFire']; var randomPowerType = powerTypes[Math.floor(Math.random() * powerTypes.length)]; powerUp.init(randomPowerType); powerUp.x = ship.x; powerUp.y = ship.y; powerUps.push(powerUp); game.addChild(powerUp); } else if (spawnChance < 0.25) { // 10% chance for health kit var healthKit = new HealthKit(); healthKit.x = ship.x; healthKit.y = ship.y; healthKits.push(healthKit); game.addChild(healthKit); } else if (spawnChance < 0.35) { // 10% chance for shield var shieldPowerUp = new ShieldPowerUp(); shieldPowerUp.x = ship.x; shieldPowerUp.y = ship.y; shieldPowerUps.push(shieldPowerUp); game.addChild(shieldPowerUp); } ship.destroy(); ships.splice(k, 1); } break; } } if (cannonballs[j]) { cannonball.lastX = cannonball.x; cannonball.lastY = cannonball.y; } } // Update power-ups for (var p = powerUps.length - 1; p >= 0; p--) { var powerUp = powerUps[p]; if (powerUp.lastX === undefined) powerUp.lastX = powerUp.x; // Remove power-up if it goes off screen if (powerUp.lastX <= 2048 && powerUp.x > 2048) { powerUp.destroy(); powerUps.splice(p, 1); continue; } // Check collision with cannonballs for collection for (var cb = cannonballs.length - 1; cb >= 0; cb--) { var cannonball = cannonballs[cb]; if (cannonball.intersects(powerUp)) { // Collect power-up LK.getSound('powerUpCollect').play(); LK.effects.flashScreen(0x00ff00, 300); // Clear any existing power-up tripleShot = false; rapidFire = false; // Activate new power-up if (powerUp.powerType === 'tripleShot') { tripleShot = true; activePowerUpType = 'Triple Shot'; activePowerUpTimer = powerUpDuration; } else if (powerUp.powerType === 'rapidFire') { rapidFire = true; activePowerUpType = 'Rapid Fire'; activePowerUpTimer = powerUpDuration; } powerUp.destroy(); powerUps.splice(p, 1); break; } } if (powerUps[p]) { powerUp.lastX = powerUp.x; } } // Update enemy bullets for (var eb = enemyBullets.length - 1; eb >= 0; eb--) { var enemyBullet = enemyBullets[eb]; if (enemyBullet.lastY === undefined) enemyBullet.lastY = enemyBullet.y; // Remove if off screen if (enemyBullet.lastY <= 2732 && enemyBullet.y > 2732) { enemyBullet.destroy(); enemyBullets.splice(eb, 1); continue; } // Check collision with cannon if (enemyBullet.intersects(cannon)) { cannon.takeDamage(enemyBullet.damage); enemyBullet.destroy(); enemyBullets.splice(eb, 1); // Update health UI var healthPercent = cannon.health / cannon.maxHealth; cannonHealthBar.scaleX = healthPercent; if (healthPercent > 0.6) { cannonHealthBar.tint = 0x00FF00; } else if (healthPercent > 0.3) { cannonHealthBar.tint = 0xFFFF00; } else { cannonHealthBar.tint = 0xFF0000; } healthText.setText('Health: ' + cannon.health + '/' + cannon.maxHealth); // Check game over if (cannon.health <= 0) { LK.showGameOver(); return; } continue; } if (enemyBullets[eb]) { enemyBullet.lastY = enemyBullet.y; } } // Update health kits for (var hk = healthKits.length - 1; hk >= 0; hk--) { var healthKit = healthKits[hk]; if (healthKit.lastX === undefined) healthKit.lastX = healthKit.x; // Remove if off screen if (healthKit.lastX <= 2048 && healthKit.x > 2048) { healthKit.destroy(); healthKits.splice(hk, 1); continue; } // Check collection by cannonball for (var cb = cannonballs.length - 1; cb >= 0; cb--) { var cannonball = cannonballs[cb]; if (cannonball.intersects(healthKit)) { cannon.heal(healthKit.healAmount); LK.getSound('powerUpCollect').play(); LK.effects.flashScreen(0x00ff00, 200); // Update health UI var healthPercent = cannon.health / cannon.maxHealth; cannonHealthBar.scaleX = healthPercent; if (healthPercent > 0.6) { cannonHealthBar.tint = 0x00FF00; } else if (healthPercent > 0.3) { cannonHealthBar.tint = 0xFFFF00; } else { cannonHealthBar.tint = 0xFF0000; } healthText.setText('Health: ' + cannon.health + '/' + cannon.maxHealth); healthKit.destroy(); healthKits.splice(hk, 1); break; } } if (healthKits[hk]) { healthKit.lastX = healthKit.x; } } // Update shield power-ups for (var sp = shieldPowerUps.length - 1; sp >= 0; sp--) { var shieldPowerUp = shieldPowerUps[sp]; if (shieldPowerUp.lastX === undefined) shieldPowerUp.lastX = shieldPowerUp.x; // Remove if off screen if (shieldPowerUp.lastX <= 2048 && shieldPowerUp.x > 2048) { shieldPowerUp.destroy(); shieldPowerUps.splice(sp, 1); continue; } // Check collection by cannonball for (var cb = cannonballs.length - 1; cb >= 0; cb--) { var cannonball = cannonballs[cb]; if (cannonball.intersects(shieldPowerUp)) { cannon.activateShield(); LK.getSound('powerUpCollect').play(); LK.effects.flashScreen(0x0099ff, 300); shieldPowerUp.destroy(); shieldPowerUps.splice(sp, 1); break; } } if (shieldPowerUps[sp]) { shieldPowerUp.lastX = shieldPowerUp.x; } } // Update cannon shield if (cannon.isShielded && cannon.shieldTimer > 0) { cannon.shieldTimer--; if (cannon.shieldTimer <= 0) { cannon.isShielded = false; tween(cannon.graphics, { tint: 0xffffff }, { duration: 500 }); } } // Update power-up timer if (activePowerUpTimer > 0) { activePowerUpTimer--; // Update timer display var timeLeft = Math.ceil(activePowerUpTimer / 60); var timerText = activePowerUpType + ': ' + timeLeft + 's'; if (cannon.isShielded) { var shieldTimeLeft = Math.ceil(cannon.shieldTimer / 60); timerText += ' | Shield: ' + shieldTimeLeft + 's'; } powerUpTimerTxt.setText(timerText); // Check if power-up expired if (activePowerUpTimer <= 0) { tripleShot = false; rapidFire = false; activePowerUpType = ''; if (cannon.isShielded) { var shieldTimeLeft = Math.ceil(cannon.shieldTimer / 60); powerUpTimerTxt.setText('Shield: ' + shieldTimeLeft + 's'); } else { powerUpTimerTxt.setText(''); } } } else { // No active weapon power-up, but maybe shield if (cannon.isShielded) { var shieldTimeLeft = Math.ceil(cannon.shieldTimer / 60); powerUpTimerTxt.setText('Shield: ' + shieldTimeLeft + 's'); } else { powerUpTimerTxt.setText(''); } } };
===================================================================
--- original.js
+++ change.js
@@ -534,12 +534,8 @@
if (ship.lastX <= 2048 && ship.x > 2048) {
shipsEscaped++;
escapedTxt.setText('Escaped: ' + shipsEscaped + '/' + maxEscapedShips);
LK.getSound('shipEscape').play();
- if (shipsEscaped >= maxEscapedShips) {
- LK.showGameOver();
- return;
- }
ship.destroy();
ships.splice(i, 1);
continue;
}
The small warship is fast and agile, designed for quick attacks and evading enemy fire. It has light armor and carries a few small cannons. Its compact size makes it harder to hit but less durable.. In-Game asset. 2d. High contrast. No shadows
The medium warship balances speed and firepower. It is equipped with multiple cannons and moderate armor. It moves steadily and can withstand more hits than smaller ships, making it a tougher target.. In-Game asset. 2d. High contrast. No shadows
boton de play pero que sea con tematica oceanica y que tenga una cocha al lado. In-Game asset. 2d. High contrast. No shadows
un barco gigante de guerra. In-Game asset. 2d. High contrast. No shadows
escudo celestial. In-Game asset. 2d. High contrast. No shadows
mas velocidad pero escrito en ingles. In-Game asset. 2d. High contrast. No shadows
mas vida pero escrito en ingles. In-Game asset. 2d. High contrast. No shadows
mas daño pero escrito en ingles. In-Game asset. 2d. High contrast. No shadows
un mar con un fondo a lo lejos. In-Game asset. 2d. High contrast. No shadows
unas letras que digan : creado por ZURI HARDAWAY. In-Game asset. 2d. High contrast. No shadows
que un pulpo este sentado en un cañon. In-Game asset. 2d. High contrast. No shadows
crea un titulo que diga oceanic defence con un pulplo detras de las letras que esta sentado en un cañon negro. In-Game asset. 2d. High contrast. No shadows
crea una imagen de un barco estallando. In-Game asset. 2d. High contrast. No shadows
un pulpo naranja viendo que barcos de guerra vienen a atacar su hogar marino. In-Game asset. 2d. High contrast. No shadows
una sola viñeta en blanco de comic de manera rectangular horizontal en el centro de la pantalla, que el back ground este adornado con un fondo marino y brazos de pulpos. In-Game asset. 2d. High contrast. No shadows, que los tentaculos no toquen la viñeta q
un pulpo naranja abriendo un cofre del tesoro donde encuentra en el fondo marino dentro de ese cofre un cañon nergro donde. In-Game asset. 2d. High contrast. No shadows
un pulpo naranja frenetico disparandole a buques de guerras encima de un cañon negro. que se vea el fondo del cielo y el mar pero que no este enojado sino calmado
bala de cañon. In-Game asset. 2d. High contrast. No shadows
bala de cañon. In-Game asset. 2d. High contrast. No shadows
ojo de pulpo. In-Game asset. 2d. High contrast. No shadows
botiquin con un pulpo rodeandolo. In-Game asset. 2d. High contrast. No shadows
una esfera con una letra r dentro y un pulpo rodeando la esfera. In-Game asset. 2d. High contrast. No shadows
una letra t dentro de una esfera y un pulpo que la rodea. In-Game asset. 2d. High contrast. No shadows
una p dentro de una esfera con un brazo de un pulpo rojo rodeandola. In-Game asset. 2d. High contrast. No shadows
guerra de pulpos con cañones, que sean de diferentes colores los pulpos de diferentes, tipo dibujo contra buques de guerra