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position the boss healthbar nicely
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when the boss receives damage it should rather be a red version that blinks, the boss itself should not blink
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the boss should have a health bar
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the boss should blink red when receiving damage
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when the progress bar is complete, a boss enemy should appear and float around until it dies (a new class)
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during the level up effect shooting should be disabled
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make the shootingeffect fadeout before being destroyed
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at a shooting effect asset at the nozzle that blinks when shootinh
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at the bounceback when shooting, ensure the player always goes back to the main y position
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give them player a short bounceback when shooting
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the floating enemy should never go out of the screen not even partly
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the floating enemies appear to high on the screen, improve their position
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Please fix the bug: 'ReferenceError: origSpeedX is not defined' in or related to this line: 'self.speedX = origSpeedX;' Line Number: 137
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make the enemy not go so high it will be out of the screen
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improve the movement pattern of the floating enemy
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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.