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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
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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.
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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
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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.
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The takes time to start moving, make that instantaneous.
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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.
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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
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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; } };
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--- original.js
+++ change.js
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