User prompt
Please fix the bug: 'Script error.' in or related to this line: 'player.moveTween = tween.to(player, {' Line Number: 470
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'player.moveTween = tween.to(player, {' Line Number: 470
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'player.moveTween = tween.to(player, {' Line Number: 470
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'player.moveTween = tween.to(player, {' Line Number: 470
User prompt
Now it is way too slow. Make it speed up when far away from the mouse, and slow down when near the mouse. It should be fast enough for the player to make quick escapes. The fatrther the mouse, the more the ship speed.
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'player.moveTween = tween.to(player, {' Line Number: 458 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'player.moveTween = tween.to(player, {' Line Number: 458
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No make it still move slowly while dragging but slower than before, but keep the delay instantaneous for the ship.
User prompt
The takes time to start moving, make that instantaneous.
User prompt
Make it even slower, and also if the ship is not where the mouse is at any time and the mouse is down, the ship immediately tries to stay on top of the mouse always.
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It still moves very fast, make it move much slower.
User prompt
Make it so that when the mouse is clicked/screen is touched in a specific spot, the Player's Ship moves towards the mouse instead of teleporting to it. This movement should have realistic physics. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Code edit (1 edits merged)
Please save this source code
User prompt
Cosmic Defender: Space Assault
Initial prompt
Lets make a 2d Top down shooter game
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
// Enemy properties
self.health = 1;
self.speed = 2;
self.scoreValue = 100;
self.fireRate = 120; // Ticks between shots
self.lastShot = Math.floor(Math.random() * 60); // Randomize initial shot timer
self.movementPattern = Math.floor(Math.random() * 3); // 0: straight, 1: zigzag, 2: circular
self.movementCounter = 0;
self.update = function () {
// Basic downward movement
self.y += self.speed;
// Apply movement pattern
if (self.movementPattern === 1) {
// Zigzag
self.x += Math.sin(self.movementCounter * 0.05) * 3;
self.movementCounter++;
} else if (self.movementPattern === 2) {
// Circular
self.x += Math.sin(self.movementCounter * 0.03) * 4;
self.movementCounter++;
}
};
// Take damage and check if destroyed
self.takeDamage = function (amount) {
self.health -= amount;
if (self.health <= 0) {
return true; // Enemy is destroyed
}
return false;
};
return self;
});
var EnemyBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('enemyBullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 7; // Moving downward
self.update = function () {
self.y += self.speed;
};
return self;
});
var PlayerBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('playerBullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -15; // Moving upward
self.power = 1;
self.update = function () {
self.y += self.speed;
};
return self;
});
var PlayerShip = Container.expand(function () {
var self = Container.call(this);
// Visual representation
var shipGraphics = self.attachAsset('playerShip', {
anchorX: 0.5,
anchorY: 0.5
});
// Shield visual (initially invisible)
var shieldGraphics = self.attachAsset('shield', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0
});
// Player properties
self.speed = 10;
self.fireRate = 20; // Ticks between shots
self.lastShot = 0;
self.shieldActive = false;
self.powerUpActive = false;
// Physics properties for smooth movement
self.targetX = null;
self.targetY = null;
self.isMoving = false;
// Shield activation
self.activateShield = function () {
self.shieldActive = true;
shieldGraphics.alpha = 0.5;
// Shield times out after 5 seconds
LK.setTimeout(function () {
self.shieldActive = false;
shieldGraphics.alpha = 0;
}, 5000);
};
// Power-up activation
self.activatePowerUp = function () {
self.powerUpActive = true;
shipGraphics.tint = 0xf1c40f; // Yellow tint for power-up
self.fireRate = 10; // Faster firing
// Power-up times out after 7 seconds
LK.setTimeout(function () {
self.powerUpActive = false;
shipGraphics.tint = 0xFFFFFF;
self.fireRate = 20;
}, 7000);
};
return self;
});
var PowerUp = Container.expand(function () {
var self = Container.call(this);
var powerUpGraphics = self.attachAsset('powerUp', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 3;
self.type = Math.random() > 0.5 ? 'shield' : 'weapon'; // Randomly choose power-up type
// Set color based on type
if (self.type === 'shield') {
powerUpGraphics.tint = 0x3498db; // Blue for shield
} else {
powerUpGraphics.tint = 0xf1c40f; // Yellow for weapon
}
self.update = function () {
self.y += self.speed;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
// Game constants
var GAME_WIDTH = 2048;
var GAME_HEIGHT = 2732;
var SPAWN_ENEMY_INTERVAL = 60; // Spawn enemy every 60 ticks initially
var SPAWN_POWERUP_INTERVAL = 600; // Spawn power-up every 600 ticks
var MIN_SPAWN_INTERVAL = 20; // Minimum spawn rate as difficulty increases
// Game state variables
var player;
var playerBullets = [];
var enemies = [];
var enemyBullets = [];
var powerUps = [];
var gameLevel = 1;
var spawnCounter = 0;
var powerUpCounter = 0;
var isGameActive = true;
var score = 0;
// Initialize score display
var scoreTxt = new Text2('SCORE: 0', {
size: 60,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
scoreTxt.y = 30;
// Initialize level display
var levelTxt = new Text2('LEVEL: 1', {
size: 60,
fill: 0xFFFFFF
});
levelTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(levelTxt);
levelTxt.y = 100;
// Create player ship
function initializeGame() {
player = new PlayerShip();
player.x = GAME_WIDTH / 2;
player.y = GAME_HEIGHT - 200;
game.addChild(player);
// Reset arrays
playerBullets = [];
enemies = [];
enemyBullets = [];
powerUps = [];
// Reset game state
gameLevel = 1;
spawnCounter = 0;
powerUpCounter = 0;
isGameActive = true;
// Reset score and update display
LK.setScore(0);
score = 0;
updateScoreDisplay();
updateLevelDisplay();
// Play background music
LK.playMusic('gameMusic');
}
// Initialize the game
initializeGame();
// Update score display
function updateScoreDisplay() {
scoreTxt.setText('SCORE: ' + score);
}
// Update level display
function updateLevelDisplay() {
levelTxt.setText('LEVEL: ' + gameLevel);
}
// Player shooting
function playerShoot() {
// Check fire rate cooldown
if (LK.ticks - player.lastShot < player.fireRate) {
return;
}
// Create new bullet
var bullet = new PlayerBullet();
bullet.x = player.x;
bullet.y = player.y - 40;
game.addChild(bullet);
playerBullets.push(bullet);
// Double bullets if power-up is active
if (player.powerUpActive) {
var bullet2 = new PlayerBullet();
bullet2.x = player.x - 20;
bullet2.y = player.y - 30;
game.addChild(bullet2);
playerBullets.push(bullet2);
var bullet3 = new PlayerBullet();
bullet3.x = player.x + 20;
bullet3.y = player.y - 30;
game.addChild(bullet3);
playerBullets.push(bullet3);
}
// Play sound and reset shot timer
LK.getSound('playerShoot').play();
player.lastShot = LK.ticks;
}
// Enemy shooting
function enemyShoot(enemy) {
if (LK.ticks - enemy.lastShot < enemy.fireRate) {
return;
}
var bullet = new EnemyBullet();
bullet.x = enemy.x;
bullet.y = enemy.y + 40;
game.addChild(bullet);
enemyBullets.push(bullet);
LK.getSound('enemyShoot').play();
enemy.lastShot = LK.ticks;
}
// Spawn new enemy
function spawnEnemy() {
var enemy = new Enemy();
enemy.x = Math.random() * (GAME_WIDTH - 100) + 50;
enemy.y = -50;
// Increase difficulty with levels
if (gameLevel > 1) {
enemy.speed = Math.min(2 + gameLevel * 0.5, 6);
enemy.health = Math.min(1 + Math.floor(gameLevel / 3), 3);
}
if (gameLevel > 5) {
enemy.fireRate = Math.max(120 - gameLevel * 5, 60);
}
game.addChild(enemy);
enemies.push(enemy);
}
// Spawn power-up
function spawnPowerUp() {
var powerUp = new PowerUp();
powerUp.x = Math.random() * (GAME_WIDTH - 100) + 50;
powerUp.y = -50;
game.addChild(powerUp);
powerUps.push(powerUp);
}
// Check level progress
function checkLevelProgress() {
// Advance level based on score
var shouldAdvanceLevel = Math.floor(score / 1000) + 1;
if (shouldAdvanceLevel > gameLevel) {
gameLevel = shouldAdvanceLevel;
updateLevelDisplay();
// Flash screen to indicate level up
LK.effects.flashScreen(0x3498db, 500);
}
}
// Handle collisions
function handleCollisions() {
// Check player bullets hitting enemies
for (var i = playerBullets.length - 1; i >= 0; i--) {
var bullet = playerBullets[i];
for (var j = enemies.length - 1; j >= 0; j--) {
var enemy = enemies[j];
if (bullet.intersects(enemy)) {
// Enemy takes damage
if (enemy.takeDamage(bullet.power)) {
// Enemy destroyed
score += enemy.scoreValue;
LK.setScore(score);
updateScoreDisplay();
LK.getSound('explosion').play();
LK.effects.flashObject(enemy, 0xff0000, 300);
// Remove enemy
enemy.destroy();
enemies.splice(j, 1);
}
// Remove bullet
bullet.destroy();
playerBullets.splice(i, 1);
break;
}
}
}
// Check enemy bullets hitting player
for (var i = enemyBullets.length - 1; i >= 0; i--) {
var bullet = enemyBullets[i];
if (bullet.intersects(player) && !player.shieldActive) {
// Player hit
bullet.destroy();
enemyBullets.splice(i, 1);
// Game over
LK.effects.flashScreen(0xff0000, 1000);
isGameActive = false;
LK.showGameOver();
break;
}
}
// Check enemies colliding with player
for (var i = enemies.length - 1; i >= 0; i--) {
var enemy = enemies[i];
if (enemy.intersects(player)) {
if (!player.shieldActive) {
// Player dies on collision
LK.effects.flashScreen(0xff0000, 1000);
isGameActive = false;
LK.showGameOver();
break;
} else {
// Shield absorbs the hit
enemy.destroy();
enemies.splice(i, 1);
// Shield gets depleted
player.shieldActive = false;
var shield = player.getChildAt(1);
shield.alpha = 0;
score += enemy.scoreValue;
LK.setScore(score);
updateScoreDisplay();
}
}
}
// Check player collecting power-ups
for (var i = powerUps.length - 1; i >= 0; i--) {
var powerUp = powerUps[i];
if (powerUp.intersects(player)) {
LK.getSound('powerUp').play();
// Apply power-up effect
if (powerUp.type === 'shield') {
player.activateShield();
} else {
player.activatePowerUp();
}
// Remove power-up
powerUp.destroy();
powerUps.splice(i, 1);
}
}
}
// Clean up off-screen objects
function cleanupOffscreenObjects() {
// Clean up bullets that went off screen
for (var i = playerBullets.length - 1; i >= 0; i--) {
if (playerBullets[i].y < -50) {
playerBullets[i].destroy();
playerBullets.splice(i, 1);
}
}
for (var i = enemyBullets.length - 1; i >= 0; i--) {
if (enemyBullets[i].y > GAME_HEIGHT + 50) {
enemyBullets[i].destroy();
enemyBullets.splice(i, 1);
}
}
// Clean up enemies that went off screen
for (var i = enemies.length - 1; i >= 0; i--) {
if (enemies[i].y > GAME_HEIGHT + 100) {
enemies[i].destroy();
enemies.splice(i, 1);
}
}
// Clean up power-ups that went off screen
for (var i = powerUps.length - 1; i >= 0; i--) {
if (powerUps[i].y > GAME_HEIGHT + 50) {
powerUps[i].destroy();
powerUps.splice(i, 1);
}
}
}
// Player movement
var isDragging = false;
game.down = function (x, y) {
isDragging = true;
// Set position directly instead of using tween
player.targetX = x;
player.targetY = y;
// Move player instantly to touch position
player.x = player.targetX;
player.y = player.targetY;
player.isMoving = false;
// Also shoot when player taps
playerShoot();
};
game.move = function (x, y) {
if (isDragging && isGameActive) {
// Clamp target position to game bounds
var targetX = x;
var targetY = y;
if (targetX < 50) {
targetX = 50;
}
if (targetX > GAME_WIDTH - 50) {
targetX = GAME_WIDTH - 50;
}
if (targetY < 50) {
targetY = 50;
}
if (targetY > GAME_HEIGHT - 50) {
targetY = GAME_HEIGHT - 50;
}
// Update target position
player.targetX = targetX;
player.targetY = targetY;
// Calculate distance from player to target
var dx = player.targetX - player.x;
var dy = player.targetY - player.y;
var distance = Math.sqrt(dx * dx + dy * dy);
// Dynamic speed based on distance
// Faster when far, slower when close
var duration = 300; // Base duration (very fast)
if (distance > 0) {
// Min duration 300ms, max 1500ms
// The closer to target, the slower it moves (higher duration)
duration = Math.min(1500, Math.max(300, 300 + 1200 * (1 - Math.min(1, distance / 500))));
}
// Create a tween for smooth movement
if (player.moveTween) {
player.moveTween.stop();
}
player.moveTween = tween.to(player, {
x: player.targetX,
y: player.targetY
}, duration);
player.isMoving = true; //{2K}{2L}{2M}{2N}
}
};
game.up = function () {
isDragging = false;
};
// Main game update loop
game.update = function () {
if (!isGameActive) {
return;
}
// Spawn enemies
spawnCounter++;
var currentSpawnRate = Math.max(SPAWN_ENEMY_INTERVAL - gameLevel * 5, MIN_SPAWN_INTERVAL);
if (spawnCounter >= currentSpawnRate) {
spawnEnemy();
spawnCounter = 0;
}
// Spawn power-ups
powerUpCounter++;
if (powerUpCounter >= SPAWN_POWERUP_INTERVAL) {
spawnPowerUp();
powerUpCounter = 0;
}
// Make player shoot if dragging
if (isDragging) {
playerShoot();
// Player position is now set directly in the move handler
}
// Update enemy shooting
for (var i = 0; i < enemies.length; i++) {
enemyShoot(enemies[i]);
}
// Check collisions
handleCollisions();
// Clean up off-screen objects
cleanupOffscreenObjects();
// Check level progression
checkLevelProgress();
// Win condition check
if (score >= 10000) {
LK.showYouWin();
isGameActive = false;
}
}; ===================================================================
--- original.js
+++ change.js
@@ -435,18 +435,28 @@
}
// Update target position
player.targetX = targetX;
player.targetY = targetY;
+ // Calculate distance from player to target
+ var dx = player.targetX - player.x;
+ var dy = player.targetY - player.y;
+ var distance = Math.sqrt(dx * dx + dy * dy);
+ // Dynamic speed based on distance
+ // Faster when far, slower when close
+ var duration = 300; // Base duration (very fast)
+ if (distance > 0) {
+ // Min duration 300ms, max 1500ms
+ // The closer to target, the slower it moves (higher duration)
+ duration = Math.min(1500, Math.max(300, 300 + 1200 * (1 - Math.min(1, distance / 500))));
+ }
// Create a tween for smooth movement
if (player.moveTween) {
player.moveTween.stop();
}
- player.moveTween = tween(player, {
+ player.moveTween = tween.to(player, {
x: player.targetX,
y: player.targetY
- }, {
- duration: 2000
- });
+ }, duration);
player.isMoving = true; //{2K}{2L}{2M}{2N}
}
};
game.up = function () {
An enemy spaceship in a topdown shooter. In-Game asset. 2d. High contrast. No shadows
A player's spaceship in a topdown shooter (mainly blue in colour). In-Game asset. 2d. High contrast. No shadows
A powerup in a top-down shooter (icon of powerup no text). In-Game asset. 2d. High contrast. No shadows
Health Powerup in 2d space shooter (top down). In-Game asset. 2d. High contrast. No shadows
An explosion which contains debris of a spaceship. In-Game asset. 2d. High contrast. No shadows
pool of fire with top down view. In-Game asset. 2d. High contrast. No shadows
Make a small circle that looks like a laser (red colour). In-Game asset. 2d. High contrast. No shadows
Make a very small circle that looks like a laser (blue colour). In-Game asset. 2d. High contrast. No shadows. In-Game asset. 2d. High contrast. No shadows
A missile. In-Game asset. 2d. High contrast. No shadows