User prompt
UFO level up when she dies
User prompt
No bullets when the spaceship dies
User prompt
spaceship emerges from ufon
User prompt
Adjust the game difficulty according to the level
User prompt
make the game harder
User prompt
UFOs, slow down bullet speeds
User prompt
Spaceship level up after 3 hits
User prompt
Spaceship level up after 10 hits
User prompt
have a background in the game
User prompt
UFOs come out of the spaceship ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
uav ufo delete from game
User prompt
Small UFOs should be separated from the big UFO.
User prompt
Let there be one big UFO, it can only move left and right, and it can level up in 30 hits.
User prompt
Let there be 1 large UFO
User prompt
UAV UFO moves left and right above the screen ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
UAV UFO appears on the screen
User prompt
UFO bullets should decrease
User prompt
Let me have control of the shooting
User prompt
My dears, I can change your picture.
User prompt
There should be 3 lives in the game and they should be pictured at the bottom left of the screen.
User prompt
Let the game be level 1 10
User prompt
Let the game be level 10
User prompt
have a background in the game
User prompt
Let me control the plane
User prompt
let there be music in the game
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var EnemyBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('enemyBullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 6;
self.velocityX = 0;
self.velocityY = 0;
self.setVelocity = function (vx, vy) {
self.velocityX = vx;
self.velocityY = vy;
};
self.update = function () {
self.x += self.velocityX;
self.y += self.velocityY;
};
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 = 12;
self.update = function () {
self.y -= self.speed;
};
return self;
});
var PlayerTank = Container.expand(function () {
var self = Container.call(this);
var tankGraphics = self.attachAsset('playerTank', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 8;
self.fireRate = 15;
self.fireTimer = 0;
self.update = function () {
if (self.fireTimer > 0) {
self.fireTimer--;
}
};
self.canFire = function () {
return self.fireTimer <= 0;
};
self.fire = function () {
if (self.canFire()) {
self.fireTimer = self.fireRate;
return true;
}
return false;
};
return self;
});
var Spaceship = Container.expand(function () {
var self = Container.call(this);
var spaceshipGraphics = self.attachAsset('spaceship', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 2;
self.direction = 1;
self.deployTimer = 0;
self.deployRate = 180;
self.movePattern = Math.random() < 0.5 ? 'horizontal' : 'diagonal';
self.update = function () {
if (self.movePattern === 'horizontal') {
self.x += self.speed * self.direction;
if (self.x > 1900 || self.x < 148) {
self.direction *= -1;
}
} else {
self.x += self.speed * self.direction;
self.y += self.speed * 0.5;
if (self.x > 1900 || self.x < 148) {
self.direction *= -1;
}
}
self.deployTimer++;
if (self.deployTimer >= self.deployRate) {
self.deployTimer = 0;
return true;
}
return false;
};
return self;
});
var UAV = Container.expand(function () {
var self = Container.call(this);
var uavGraphics = self.attachAsset('uav', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 4;
self.targetX = 0;
self.targetY = 0;
self.setTarget = function (x, y) {
self.targetX = x;
self.targetY = y;
};
self.update = function () {
var dx = self.targetX - self.x;
var dy = self.targetY - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 0) {
self.x += dx / distance * self.speed;
self.y += dy / distance * self.speed;
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000033
});
/****
* Game Code
****/
var background = LK.getAsset('background', {
anchorX: 0,
anchorY: 0,
x: 0,
y: 0
});
game.addChild(background);
var player = new PlayerTank();
player.x = 1024;
player.y = 2600;
game.addChild(player);
var playerBullets = [];
var spaceships = [];
var uavs = [];
var enemyBullets = [];
var spawnTimer = 0;
var spawnRate = 120;
var enemyFireTimer = 0;
var enemyFireRate = 90;
var currentLevel = 1;
var maxLevel = 10;
var enemiesKilledThisLevel = 0;
var enemiesToKillForNextLevel = 5;
var playerLives = 3;
var maxLives = 3;
var scoreTxt = new Text2('Score: 0', {
size: 60,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
var levelTxt = new Text2('Level: 1', {
size: 60,
fill: 0xFFFF00
});
levelTxt.anchor.set(0.5, 0);
levelTxt.x = 0;
levelTxt.y = 80;
LK.gui.top.addChild(levelTxt);
var lifeHearts = [];
for (var lifeIndex = 0; lifeIndex < maxLives; lifeIndex++) {
var heart = new Text2('♥', {
size: 80,
fill: 0xFF0000
});
heart.anchor.set(0, 1);
heart.x = 120 + lifeIndex * 90;
heart.y = -20;
lifeHearts.push(heart);
LK.gui.bottomLeft.addChild(heart);
}
function updateScore() {
scoreTxt.setText('Score: ' + LK.getScore());
}
function updateLevel() {
levelTxt.setText('Level: ' + currentLevel);
}
function updateLives() {
for (var i = 0; i < maxLives; i++) {
if (i < playerLives) {
lifeHearts[i].alpha = 1.0;
} else {
lifeHearts[i].alpha = 0.3;
}
}
}
function checkLevelProgression() {
if (enemiesKilledThisLevel >= enemiesToKillForNextLevel) {
if (currentLevel < maxLevel) {
currentLevel++;
enemiesKilledThisLevel = 0;
enemiesToKillForNextLevel = 5 + (currentLevel - 1) * 3; // More enemies needed each level
updateLevel();
// Increase difficulty based on level
spawnRate = Math.max(30, 120 - (currentLevel - 1) * 10);
enemyFireRate = Math.max(20, 90 - (currentLevel - 1) * 8);
} else {
// Player completed all levels
LK.showYouWin();
}
}
}
function spawnSpaceship() {
var spaceship = new Spaceship();
spaceship.x = Math.random() * 1800 + 124;
spaceship.y = -50;
spaceships.push(spaceship);
game.addChild(spaceship);
}
function deployUAV(fromX, fromY) {
var uav = new UAV();
uav.x = fromX;
uav.y = fromY;
uav.setTarget(player.x, player.y);
uavs.push(uav);
game.addChild(uav);
LK.getSound('uavDeploy').play();
}
function fireEnemyBullet(fromX, fromY) {
var bullet = new EnemyBullet();
bullet.x = fromX;
bullet.y = fromY;
bullet.setVelocity(0, 6);
enemyBullets.push(bullet);
game.addChild(bullet);
}
game.down = function (x, y, obj) {
// Move player to touch position
player.x = x;
// Keep player within screen boundaries
if (player.x > 1988) {
player.x = 1988;
}
if (player.x < 60) {
player.x = 60;
}
// Shooting now handled by up event for better control
};
game.move = function (x, y, obj) {
// Move player horizontally based on touch/mouse position
player.x = x;
// Keep player within screen boundaries
if (player.x > 1988) {
player.x = 1988;
}
if (player.x < 60) {
player.x = 60;
}
};
game.up = function (x, y, obj) {
// Fire bullet when releasing touch/click
if (player.fire()) {
var bullet = new PlayerBullet();
bullet.x = player.x;
bullet.y = player.y - 40;
playerBullets.push(bullet);
game.addChild(bullet);
LK.getSound('playerShoot').play();
}
};
game.update = function () {
// Player movement is now handled by touch/mouse controls
// Spawn spaceships
spawnTimer++;
if (spawnTimer >= spawnRate) {
spawnTimer = 0;
spawnSpaceship();
}
// Difficulty is now controlled by level progression
// Player auto-fire removed - now controlled by touch
// Enemy firing
enemyFireTimer++;
if (enemyFireTimer >= enemyFireRate) {
enemyFireTimer = 0;
if (spaceships.length > 0) {
var randomSpaceship = spaceships[Math.floor(Math.random() * spaceships.length)];
fireEnemyBullet(randomSpaceship.x, randomSpaceship.y);
}
}
// Update player bullets
for (var i = playerBullets.length - 1; i >= 0; i--) {
var bullet = playerBullets[i];
if (bullet.lastY === undefined) bullet.lastY = bullet.y;
if (bullet.lastY >= -20 && bullet.y < -20) {
bullet.destroy();
playerBullets.splice(i, 1);
continue;
}
bullet.lastY = bullet.y;
}
// Update spaceships
for (var j = spaceships.length - 1; j >= 0; j--) {
var spaceship = spaceships[j];
if (spaceship.lastY === undefined) spaceship.lastY = spaceship.y;
var shouldDeploy = spaceship.update();
if (shouldDeploy) {
deployUAV(spaceship.x, spaceship.y);
}
if (spaceship.lastY < 2732 && spaceship.y >= 2732) {
playerLives--;
updateLives();
spaceship.destroy();
spaceships.splice(j, 1);
LK.effects.flashScreen(0xff0000, 1000);
if (playerLives <= 0) {
LK.showGameOver();
return;
}
continue;
}
spaceship.lastY = spaceship.y;
}
// Update UAVs
for (var k = uavs.length - 1; k >= 0; k--) {
var uav = uavs[k];
if (uav.lastY === undefined) uav.lastY = uav.y;
if (uav.lastY < 2732 && uav.y >= 2732) {
playerLives--;
updateLives();
uav.destroy();
uavs.splice(k, 1);
LK.effects.flashScreen(0xff0000, 1000);
if (playerLives <= 0) {
LK.showGameOver();
return;
}
continue;
}
uav.lastY = uav.y;
}
// Update enemy bullets
for (var l = enemyBullets.length - 1; l >= 0; l--) {
var enemyBullet = enemyBullets[l];
if (enemyBullet.lastY === undefined) enemyBullet.lastY = enemyBullet.y;
if (enemyBullet.lastX === undefined) enemyBullet.lastX = enemyBullet.x;
// Destroy bullet if it goes off-screen (top)
if (enemyBullet.lastY >= -20 && enemyBullet.y < -20) {
enemyBullet.destroy();
enemyBullets.splice(l, 1);
continue;
}
// Destroy bullet if it goes off-screen (bottom)
if (enemyBullet.lastY < 2732 && enemyBullet.y >= 2732) {
enemyBullet.destroy();
enemyBullets.splice(l, 1);
continue;
}
// Destroy bullet if it goes off-screen (left side)
if (enemyBullet.lastX >= 0 && enemyBullet.x < 0) {
enemyBullet.destroy();
enemyBullets.splice(l, 1);
continue;
}
// Destroy bullet if it goes off-screen (right side)
if (enemyBullet.lastX <= 2048 && enemyBullet.x > 2048) {
enemyBullet.destroy();
enemyBullets.splice(l, 1);
continue;
}
enemyBullet.lastY = enemyBullet.y;
enemyBullet.lastX = enemyBullet.x;
}
// Collision detection - Player bullets vs Spaceships
for (var m = playerBullets.length - 1; m >= 0; m--) {
var pBullet = playerBullets[m];
for (var n = spaceships.length - 1; n >= 0; n--) {
var ship = spaceships[n];
if (pBullet.intersects(ship)) {
// Fire multiple bullets when spaceship is destroyed
for (var fireCount = 0; fireCount < 3; fireCount++) {
var bullet = new EnemyBullet();
bullet.x = ship.x + (fireCount - 1) * 20;
bullet.y = ship.y;
bullet.setVelocity((fireCount - 1) * 2, 6);
enemyBullets.push(bullet);
game.addChild(bullet);
}
LK.setScore(LK.getScore() + 100);
updateScore();
enemiesKilledThisLevel++;
checkLevelProgression();
LK.getSound('enemyDestroy').play();
// Create explosion effect
tween(ship, {
scaleX: 2,
scaleY: 2,
alpha: 0,
tint: 0xff4400
}, {
duration: 500,
easing: tween.easeOut,
onFinish: function onFinish() {
ship.destroy();
}
});
pBullet.destroy();
playerBullets.splice(m, 1);
spaceships.splice(n, 1);
break;
}
}
}
// Collision detection - Player bullets vs UAVs
for (var o = playerBullets.length - 1; o >= 0; o--) {
var pBullet2 = playerBullets[o];
for (var p = uavs.length - 1; p >= 0; p--) {
var uav2 = uavs[p];
if (pBullet2.intersects(uav2)) {
// Fire a bullet when UAV is destroyed
var bullet = new EnemyBullet();
bullet.x = uav2.x;
bullet.y = uav2.y;
bullet.setVelocity(0, 6);
enemyBullets.push(bullet);
game.addChild(bullet);
LK.setScore(LK.getScore() + 50);
updateScore();
enemiesKilledThisLevel++;
checkLevelProgression();
LK.getSound('enemyDestroy').play();
// Create explosion effect
tween(uav2, {
scaleX: 1.5,
scaleY: 1.5,
alpha: 0,
tint: 0xff4400
}, {
duration: 400,
easing: tween.easeOut,
onFinish: function onFinish() {
uav2.destroy();
}
});
pBullet2.destroy();
playerBullets.splice(o, 1);
uavs.splice(p, 1);
break;
}
}
}
// Collision detection - Enemy bullets vs Player
for (var q = enemyBullets.length - 1; q >= 0; q--) {
var eBullet = enemyBullets[q];
if (eBullet.intersects(player)) {
playerLives--;
updateLives();
eBullet.destroy();
enemyBullets.splice(q, 1);
LK.effects.flashScreen(0xff0000, 1000);
if (playerLives <= 0) {
LK.showGameOver();
return;
}
break;
}
}
// Collision detection - UAVs vs Player
for (var r = uavs.length - 1; r >= 0; r--) {
var uav3 = uavs[r];
if (uav3.intersects(player)) {
playerLives--;
updateLives();
uav3.destroy();
uavs.splice(r, 1);
LK.effects.flashScreen(0xff0000, 1000);
if (playerLives <= 0) {
LK.showGameOver();
return;
}
break;
}
}
// Collision detection - Spaceships vs Player
for (var s = spaceships.length - 1; s >= 0; s--) {
var ship2 = spaceships[s];
if (ship2.intersects(player)) {
playerLives--;
updateLives();
ship2.destroy();
spaceships.splice(s, 1);
LK.effects.flashScreen(0xff0000, 1000);
if (playerLives <= 0) {
LK.showGameOver();
return;
}
break;
}
}
};
LK.playMusic('battleMusic'); ===================================================================
--- original.js
+++ change.js
@@ -38,9 +38,9 @@
return self;
});
var PlayerTank = Container.expand(function () {
var self = Container.call(this);
- var tankGraphics = self.attachAsset('spaceship', {
+ var tankGraphics = self.attachAsset('playerTank', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 8;
@@ -140,11 +140,8 @@
game.addChild(background);
var player = new PlayerTank();
player.x = 1024;
player.y = 2600;
-player.tint = 0x00FF00; // Green tint to distinguish from enemies
-player.scaleX = 0.8; // Slightly smaller scale
-player.scaleY = 0.8;
game.addChild(player);
var playerBullets = [];
var spaceships = [];
var uavs = [];
@@ -249,17 +246,9 @@
}
if (player.x < 60) {
player.x = 60;
}
- // Fire bullet when touching screen
- if (player.fire()) {
- var bullet = new PlayerBullet();
- bullet.x = player.x;
- bullet.y = player.y - 40;
- playerBullets.push(bullet);
- game.addChild(bullet);
- LK.getSound('playerShoot').play();
- }
+ // Shooting now handled by up event for better control
};
game.move = function (x, y, obj) {
// Move player horizontally based on touch/mouse position
player.x = x;
@@ -270,9 +259,19 @@
if (player.x < 60) {
player.x = 60;
}
};
-game.up = function (x, y, obj) {};
+game.up = function (x, y, obj) {
+ // Fire bullet when releasing touch/click
+ if (player.fire()) {
+ var bullet = new PlayerBullet();
+ bullet.x = player.x;
+ bullet.y = player.y - 40;
+ playerBullets.push(bullet);
+ game.addChild(bullet);
+ LK.getSound('playerShoot').play();
+ }
+};
game.update = function () {
// Player movement is now handled by touch/mouse controls
// Spawn spaceships
spawnTimer++;
@@ -280,17 +279,9 @@
spawnTimer = 0;
spawnSpaceship();
}
// Difficulty is now controlled by level progression
- // Player auto-fire
- if (player.fire()) {
- var bullet = new PlayerBullet();
- bullet.x = player.x;
- bullet.y = player.y - 40;
- playerBullets.push(bullet);
- game.addChild(bullet);
- LK.getSound('playerShoot').play();
- }
+ // Player auto-fire removed - now controlled by touch
// Enemy firing
enemyFireTimer++;
if (enemyFireTimer >= enemyFireRate) {
enemyFireTimer = 0;