Code edit (1 edits merged)
Please save this source code
User prompt
position the boss healthbar nicely
Code edit (1 edits merged)
Please save this source code
User prompt
when the boss receives damage it should rather be a red version that blinks, the boss itself should not blink
Code edit (5 edits merged)
Please save this source code
User prompt
the boss should have a health bar
User prompt
the boss should blink red when receiving damage
Code edit (6 edits merged)
Please save this source code
User prompt
when the progress bar is complete, a boss enemy should appear and float around until it dies (a new class)
Code edit (1 edits merged)
Please save this source code
User prompt
during the level up effect shooting should be disabled
User prompt
make the shootingeffect fadeout before being destroyed
Code edit (1 edits merged)
Please save this source code
User prompt
at a shooting effect asset at the nozzle that blinks when shootinh
User prompt
at the bounceback when shooting, ensure the player always goes back to the main y position
User prompt
give them player a short bounceback when shooting
Code edit (8 edits merged)
Please save this source code
User prompt
the floating enemy should never go out of the screen not even partly
User prompt
the floating enemies appear to high on the screen, improve their position
User prompt
Please fix the bug: 'ReferenceError: origSpeedX is not defined' in or related to this line: 'self.speedX = origSpeedX;' Line Number: 137
Code edit (2 edits merged)
Please save this source code
User prompt
make the enemy not go so high it will be out of the screen
User prompt
improve the movement pattern of the floating enemy
Code edit (1 edits merged)
Please save this source code
User prompt
make sure the floating enemy is fully displayed on the screen, not to high out of the screen
/****
* Classes
****/
// Blink effect class
var BlinkEffect = Container.expand(function () {
var self = Container.call(this);
self.blink = function (target, times, duration) {
var blinkInterval = duration / (times * 2);
var blinkCount = 0;
var blinkTimer = LK.setInterval(function () {
target.alpha = target.alpha === 1 ? 0 : 1;
blinkCount++;
if (blinkCount >= times * 2) {
LK.clearInterval(blinkTimer);
target.alpha = 1; // Ensure the target is visible at the end
}
}, blinkInterval);
};
});
var BossEnemy = Container.expand(function () {
var self = Container.call(this);
var bossGraphics = self.attachAsset('boss1', {
anchorX: 0.5,
anchorY: 0.5
});
self.origSpeedX = 2 + Math.random() * 3; // Random horizontal speed between 2 and 5
self.origSpeedY = 1 + Math.random() * 2; // Random vertical speed between 1 and 3
self.speedX = self.origSpeedX;
self.speedY = self.origSpeedY;
self.health = 100; // Boss health
self.healthBar = self.attachAsset('bossHealthBar', {
anchorX: 0,
anchorY: 1.0,
y: -bossGraphics.height / 2 - 10 // Position the health bar above the boss
});
self.update = function () {
self.healthBar.width = self.health / 100 * 600; // Update health bar width based on health
self.x += self.speedX * Math.sin(LK.ticks / 50);
self.y += self.speedY + self.speedY * Math.cos(LK.ticks / 50);
// Bounce off the edges of the screen
if (self.x < 0 || self.x > 2048) {
self.speedX *= -1;
}
if (self.y < 600 && self.speedY < 0) {
self.speedY = self.origSpeedY;
} else if (self.y > 1200 && self.speedY > 0) {
self.speedY = -self.origSpeedY;
}
};
self.takeDamage = function (damage) {
self.health -= damage;
var blinkEffect = new BlinkEffect();
blinkEffect.blink(self, 3, 500); // Blink 3 times over 0.5 seconds
if (self.health <= 0) {
enemies.splice(enemies.indexOf(self), 1);
self.destroy();
}
};
});
//<Assets used in the game will automatically appear here>
// Bullet class
var Bullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -10 - Math.random() * 5; // Random speed between -10 and -15
self.update = function () {
self.y += self.speed;
};
});
// Enemy class
var Enemy1 = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemy1', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 3 + Math.random() * 3; // Random speed between 5 and 10
self.update = function () {
self.y += self.speed + LK.ticks / 10000; // Increase speed over time
};
});
var Enemy2 = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemy2', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5 + Math.random() * 5; // Random speed between 5 and 10
self.update = function () {
self.y += self.speed + LK.ticks / 10000; // Increase speed over time
self.x += Math.sin(LK.ticks / 100) * 5; // Add a sine wave movement pattern
};
});
var Enemy3 = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemy3', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5 + Math.random() * 5; // Random speed between 5 and 10
self.update = function () {
self.y += self.speed + LK.ticks / 10000; // Increase speed over time
self.x += Math.cos(LK.ticks / 100) * 5; // Add a cosine wave movement pattern
};
});
// Explosion class
var Explosion = Container.expand(function () {
var self = Container.call(this);
var explosionGraphics = self.attachAsset('explosion', {
anchorX: 0.5,
anchorY: 0.5
});
// Initialize particles array
self.particles = [];
// Create particles
for (var i = 0; i < 50; i++) {
var particle = self.attachAsset('explosionParticle', {
anchorX: 0.5,
anchorY: 0.5,
x: Math.random() * explosionGraphics.width - explosionGraphics.width / 2,
y: Math.random() * explosionGraphics.height - explosionGraphics.height / 2
});
particle.speedX = Math.random() * 2 - 1;
particle.speedY = Math.random() * 2 - 1;
self.particles.push(particle);
}
self.update = function () {
self.alpha -= 0.02; // Fade out
explosionGraphics.scale.x += 0.05; // Scale up faster
explosionGraphics.scale.y += 0.05; // Scale up faster
// Update particles
for (var i = self.particles.length - 1; i >= 0; i--) {
self.particles[i].x += self.particles[i].speedX * 5; // Increase speed
self.particles[i].y += self.particles[i].speedY * 5; // Increase speed
self.particles[i].rotation += 0.2; // Add rotation
self.particles[i].alpha -= 0.04;
if (self.particles[i].alpha <= 0) {
self.particles[i].destroy();
self.particles.splice(i, 1);
}
}
if (self.alpha <= 0) {
self.destroy();
}
};
});
// FloatingEnemy class
var FloatingEnemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('floatingEnemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.origSpeedX = 2 + Math.random() * 3; // Random horizontal speed between 2 and 5
self.origSpeedY = 1 + Math.random() * 2; // Random vertical speed between 1 and 3
self.speedX = self.origSpeedX;
self.speedY = self.origSpeedY;
self.update = function () {
self.x += self.speedX * Math.sin(LK.ticks / 50);
self.y += self.speedY + self.speedY * Math.cos(LK.ticks / 50);
// Bounce off the edges of the screen
if (self.x < 0 || self.x > 2048) {
self.speedX *= -1;
}
if (self.y < 600 && self.speedY < 0) {
console.log("enemy out of top");
self.speedY = self.origSpeedY;
} else if (self.y > 1200 && self.speedY > 0) {
self.speedY = -self.origSpeedY;
}
};
});
// Player class
var Player = Container.expand(function () {
var self = Container.call(this);
self.baseSpeed = 10;
self.speed = self.baseSpeed;
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
self.shoot = function () {
if (game.isLevelingUp) {
return;
}
var bullet1 = new Bullet();
bullet1.x = self.x - 20; // Adjust position for dual cannon
bullet1.y = self.y - playerGraphics.height / 2;
bullets.push(bullet1);
game.addChild(bullet1);
if (powerUpActive) {
var bullet2 = new Bullet();
bullet2.x = self.x + 20; // Adjust position for dual cannon
bullet2.y = self.y - playerGraphics.height / 2;
bullets.push(bullet2);
game.addChild(bullet2);
}
// Add shooting effect
var shootingEffect = self.attachAsset('shootingEffect', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: -playerGraphics.height / 2
});
var fadeOutInterval = LK.setInterval(function () {
shootingEffect.alpha -= 0.1;
if (shootingEffect.alpha <= 0) {
LK.clearInterval(fadeOutInterval);
shootingEffect.destroy();
}
}, 20);
// Add bounceback effect
self.y += 20; // Move player down by 20 pixels
LK.setTimeout(function () {
self.y = 2732 - 200; // Reset player y position to main position
}, 100);
};
});
// PowerUpCannons class
var PowerUpCannons = Container.expand(function () {
var self = Container.call(this);
var powerUpGraphics = self.attachAsset('powerUp_cannons', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
self.y += 5;
};
});
// PowerUpSpeed class
var PowerUpSpeed = Container.expand(function () {
var self = Container.call(this);
var powerUpGraphics = self.attachAsset('powerUp_speed', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
self.y += 5;
};
});
// Progress Bar class
var ProgressBar = Container.expand(function () {
var self = Container.call(this);
var progressBarGraphics = self.attachAsset('progressBar', {
anchorX: 0.0,
anchorY: 0.0
});
self.lastLevelUp = 0;
self.reset = function () {
progressBarGraphics.width = 0;
self.lastLevelUp = LK.ticks;
};
self.update = function () {
progressBarGraphics.width = (LK.ticks - self.lastLevelUp) / 1000 * 2048; // Fill the progress bar over time
};
});
// Star class
var Star = Container.expand(function () {
var self = Container.call(this);
var starGraphics = self.attachAsset('star', {
anchorX: 0.5,
anchorY: 0.5
});
starGraphics.scale.set(1 + .2 * Math.random());
self.speed = 1 + Math.random() * 3; // Random speed between 1 and 4
self.update = function () {
self.y += self.speed;
if (self.y > 2732 + 50) {
self.y = -50;
}
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
// Initialize stars array
var stars = [];
// Add stars to the game
for (var i = 0; i < 100; i++) {
var star = new Star();
star.x = Math.random() * 2048;
star.y = Math.random() * 2732;
stars.push(star);
game.addChild(star);
}
// Initialize arrays and variables
var bullets = [];
var enemies = [];
var powerUpActive = 0; // Initialize powerUpActive variable
var speedPowerUpActive = 0;
var enemySpawnCounter = 0; // Initialize enemy spawn counter
var powerUps = []; // Initialize powerUps array
var player = game.addChild(new Player());
player.x = 2048 / 2;
player.y = 2732 - 200;
var playerDirection = 1;
// Score display
var score = 0;
var scoreTxt = new Text2('0', {
size: 150,
fill: "#ffffff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
var level = 1;
// Initialize progress bar
var progressBar = game.addChild(new ProgressBar());
progressBar.y = 0;
var isMouseDown = false;
// Event listener for mouse down
game.down = function (x, y, obj) {
player.shoot();
playerDirection *= -1;
isMouseDown = true;
};
// Event listener for mouse up
game.up = function (x, y, obj) {
isMouseDown = false;
};
// Update game state
game.update = function () {
progressBar.update();
// Update player's position with speed boost if power-up is active
//if (isMouseDown) {
if (!game.isLevelingUp) {
player.x += (player.speed + speedPowerUpActive * player.speed) * playerDirection;
}
// }
// Wrap player's position around the screen
if (player.x > 2048 + player.width / 2) {
player.x = -player.width / 2;
} else if (player.x < -player.width / 2) {
player.x = 2048 + player.width / 2;
// Change direction if player hits the edge
}
var trailStar = new Star();
trailStar.x = player.x;
trailStar.y = player.y + 50;
trailStar.alpha = 0.5;
trailStar.scale.set(5 + 8 * Math.random());
trailStar.update = function () {
this.alpha -= 0.01; // Fade out
if (this.alpha <= 0) {
this.destroy();
}
};
game.addChildAt(trailStar, game.getChildIndex(player));
if (speedPowerUpActive) {
var trailStar = new Star();
trailStar.x = player.x;
trailStar.y = player.y;
trailStar.alpha = 0.5;
trailStar.scale.set(5 + 8 * Math.random());
trailStar.update = function () {
this.alpha -= 0.01; // Fade out
if (this.alpha <= 0) {
this.destroy();
}
};
game.addChildAt(trailStar, game.getChildIndex(player));
}
// Update bullets
for (var i = bullets.length - 1; i >= 0; i--) {
bullets[i].update();
if (bullets[i].y < -50) {
bullets[i].destroy();
bullets.splice(i, 1);
}
}
// Update enemies
for (var j = enemies.length - 1; j >= 0; j--) {
enemies[j].update();
if (enemies[j].y > 2732 + 50) {
enemies[j].destroy();
enemies.splice(j, 1);
}
}
// Check for collisions
for (var k = bullets.length - 1; k >= 0; k--) {
for (var l = enemies.length - 1; l >= 0; l--) {
if (bullets[k].intersects(enemies[l])) {
if (enemies[l] instanceof BossEnemy) {
enemies[l].takeDamage(10); // Boss takes 10 damage per bullet
bullets[k].destroy();
bullets.splice(k, 1);
break;
}
var explosion = new Explosion();
explosion.x = enemies[l].x;
explosion.y = enemies[l].y;
game.addChild(explosion);
bullets[k].destroy();
if (enemies[l] instanceof Enemy1) {
enemies[l].destroy();
score += 1;
} else if (enemies[l] instanceof Enemy2) {
enemies[l].destroy();
score += 2;
} else if (enemies[l] instanceof Enemy3) {
enemies[l].destroy();
score += 3;
} else if (enemies[l] instanceof FloatingEnemy) {
enemies[l].destroy();
score += 4;
}
bullets.splice(k, 1);
enemies.splice(l, 1);
scoreTxt.setText(score);
break;
}
}
}
// Update powerUps
for (var i = powerUps.length - 1; i >= 0; i--) {
powerUps[i].update();
if (powerUps[i].y > 2732 + 50) {
powerUps[i].destroy();
powerUps.splice(i, 1);
}
}
// Spawn enemies and occasionally power-ups
if (LK.ticks % 60 == 0 && progressBar.width < 2040) {
var enemyType = Math.floor(Math.random() * 4) + 1; // Randomly select an enemy type
var enemy;
switch (enemyType) {
case 1:
enemy = new Enemy1();
break;
case 2:
enemy = new Enemy2();
break;
case 3:
enemy = new Enemy3();
break;
case 4:
enemy = new FloatingEnemy();
break;
}
enemy.x = Math.random() * 2048;
enemy.y = -50;
enemies.push(enemy);
game.addChild(enemy);
enemySpawnCounter++;
}
// Spawn a power-up every 10th enemy with cooldown mechanism
if (enemySpawnCounter % 10 == 0 && progressBar.width < 2048 && !game.powerUpCooldown) {
var powerUpType = Math.random() < 0.5 ? PowerUpSpeed : PowerUpCannons; // Randomly select power-up type
var powerUp = new powerUpType();
powerUp.x = Math.random() * 2048;
powerUp.y = -50;
powerUps.push(powerUp);
game.addChild(powerUp);
game.powerUpCooldown = true;
LK.setTimeout(function () {
game.powerUpCooldown = false;
}, 10000); // 10 seconds cooldown
}
// Check for powerUp collision with player
for (var n = powerUps.length - 1; n >= 0; n--) {
if (powerUps[n].intersects(player)) {
if (powerUps[n] instanceof PowerUpSpeed) {
player.speed = player.baseSpeed * 1.25; // Double the player's speed
speedPowerUpActive = 1;
LK.setTimeout(function () {
player.speed = player.baseSpeed; // Reset speed after 10 seconds
speedPowerUpActive = 0;
}, 10000);
} else if (powerUps[n] instanceof PowerUpCannons) {
powerUpActive = 1; // Activate dual cannons
LK.setTimeout(function () {
powerUpActive = 0; // Deactivate dual cannons after 10 seconds
}, 10000);
}
powerUps[n].destroy();
powerUps.splice(n, 1);
}
}
// Update stars
for (var i = stars.length - 1; i >= 0; i--) {
stars[i].update();
}
// Check if the progress bar is full
if (game.isLevelingUp) {
// Speed boost effect for stars
game.starSpeedIncrease++;
for (var i = stars.length - 1; i >= 0; i--) {
stars[i].speed++; // Increase speed by 5 times
}
}
if (progressBar.width >= 2048 && enemies.length == 0 && !game.isLevelingUp) {
if (!game.hasBossThisLevel) {
var bossEnemy = new BossEnemy();
bossEnemy.x = 2048 / 2;
bossEnemy.y = -50;
enemies.push(bossEnemy);
game.addChild(bossEnemy);
game.hasBossThisLevel = true;
return;
}
game.isLevelingUp = true;
game.starSpeedIncrease = 0;
var initialPlayerY = player.y;
var targetPlayerY = initialPlayerY - 500; // Move player up by 500 pixels
var levelUpDuration = 3000; // 3 seconds
// Move player upwards
var moveUpInterval = LK.setInterval(function () {
player.y -= 300 / (levelUpDuration / 60); // Move up in 60 frames per second
player.x += (2048 / 2 - player.x) / (levelUpDuration / 60); // Move X position to center
}, 1000 / 60);
// Reset player position after moving up
LK.setTimeout(function () {
LK.clearInterval(moveUpInterval);
player.y = initialPlayerY;
player.x = 2048 / 2; // Reset X position to center
// Blink player 3 times when a new level starts
var blinkEffect = new BlinkEffect();
blinkEffect.blink(player, 3, 1000); // Blink 3 times over 1 second
}, levelUpDuration);
game.isLevelingUp = true;
game.starSpeedIncrease = 0;
// Reset star speed after 3 seconds
LK.setTimeout(function () {
for (var i = stars.length - 1; i >= 0; i--) {
stars[i].speed -= game.starSpeedIncrease; // Reset speed to original
}
// Increase the player's speed
player.speed += 1;
// List of nice colors
var colors = [0x000080, 0x008000, 0x800000, 0x808000, 0x800080, 0x008080];
// Select a random color from the list
var randomColor = colors[Math.floor(Math.random() * colors.length)];
// Change the background color
game.setBackgroundColor(randomColor);
// Show a popup with fade-in and fade-out effects
var levelTextBackground = new Container();
var levelText = new Text2('Level ' + (level + 1), {
size: 300,
fill: "#ffffff"
});
levelText.anchor.set(0.5, 0.5);
levelTextBackground.addChild(levelText);
levelTextBackground.x = 2048 / 2;
levelTextBackground.y = 2732 / 2;
levelTextBackground.alpha = 0; // Start with invisible
game.addChild(levelTextBackground);
// Fade-in effect
var fadeInInterval = LK.setInterval(function () {
levelTextBackground.alpha += 0.05;
if (levelTextBackground.alpha >= 1) {
LK.clearInterval(fadeInInterval);
}
}, 50);
// Remove the text after 2 seconds with fade-out effect
LK.setTimeout(function () {
var fadeOutInterval = LK.setInterval(function () {
levelTextBackground.alpha -= 0.05;
if (levelTextBackground.alpha <= 0) {
LK.clearInterval(fadeOutInterval);
levelTextBackground.destroy();
}
}, 50);
}, 2000);
level++;
// Reset the progress bar
progressBar.reset();
game.hasBossThisLevel = false;
game.isLevelingUp = false;
player.y = initialPlayerY;
}, 3000);
// Play a level up sound
LK.getSound('levelUp').play();
}
// Check for game over
for (var m = enemies.length - 1; m >= 0; m--) {
if (enemies[m].intersects(player)) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
}
}; ===================================================================
--- original.js
+++ change.js
@@ -28,9 +28,9 @@
self.speedX = self.origSpeedX;
self.speedY = self.origSpeedY;
self.health = 100; // Boss health
self.healthBar = self.attachAsset('bossHealthBar', {
- anchorX: 0.5,
+ anchorX: 0,
anchorY: 1.0,
y: -bossGraphics.height / 2 - 10 // Position the health bar above the boss
});
self.update = function () {
explosion toony. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
SKULL BALL. A ball with a skull on, billard ball with skull. Studio Ghibli. Ghibli style. Mobile game. Colorful. hand drawn. cute. fun. In-Game asset. 2d. Blank background. High contrast. No shadows.