User prompt
daha daha sola kaydır
User prompt
daha da sola kaydır
User prompt
daha sola kaydır
User prompt
move the level bar to the left on the screen
User prompt
move the level bar and score to the left on the x-axis
User prompt
the level bar should be next to the stop button and not move
User prompt
Please fix the bug: 'LK.showMenu is not a function' in or related to this line: 'LK.showMenu({' Line Number: 494
User prompt
Let the game have a menu
User prompt
Level bar and numbers should not extend beyond the screen
User prompt
Let the dipstick be on top of the rocket
User prompt
The level bar should be a little more to the left
User prompt
The dipstick should be fixed in the middle and not move at all.
User prompt
Please fix the bug: 'Cannot read properties of null (reading 'x')' in or related to this line: 'levelBarContainer.x = rocket.x;' Line Number: 218
User prompt
hatayı düzelt
User prompt
Please fix the bug: 'Cannot read properties of null (reading 'x')' in or related to this line: 'levelBarContainer.x = rocket.x;' Line Number: 218
User prompt
Please fix the bug: 'Cannot read properties of null (reading 'x')' in or related to this line: 'levelBarContainer.x = rocket.x;' Line Number: 218
User prompt
Please fix the bug: 'Cannot read properties of null (reading 'x')' in or related to this line: 'levelBarContainer.x = rocket.x;' Line Number: 218
User prompt
Please fix the bug: 'Cannot read properties of null (reading 'x')' in or related to this line: 'levelBarContainer.x = rocket.x;' Line Number: 218
User prompt
Please fix the bug: 'Cannot read properties of null (reading 'x')' in or related to this line: 'levelBarContainer.x = rocket.x;' Line Number: 218
User prompt
Please fix the bug: 'Cannot read properties of null (reading 'x')' in or related to this line: 'levelBarContainer.x = rocket.x;' Line Number: 218
User prompt
Please fix the bug: 'Cannot read properties of null (reading 'x')' in or related to this line: 'levelBarContainer.x = rocket.x;' Line Number: 218
User prompt
roketin hizasına getir
User prompt
level barı ekrana ortala
User prompt
level bar fit screen
User prompt
Let there be one level bar
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Alien class var Alien = Container.expand(function () { var self = Container.call(this); var alienAsset = self.attachAsset('alien', { anchorX: 0.5, anchorY: 0.5 }); self.width = alienAsset.width; self.height = alienAsset.height; self.hp = 2; // Each alien takes 2 hits self.isHit = false; self.hitTween = null; // For hit flash self.flash = function () { if (self.hitTween) { tween.stop(alienAsset, { tint: true }); } alienAsset.tint = 0xff5252; self.hitTween = tween(alienAsset, { tint: 0x8d3abf }, { duration: 200, easing: tween.linear, onFinish: function onFinish() { self.hitTween = null; } }); }; // For movement self.speed = 8 + Math.random() * 4; // Slightly random speed self.update = function () { self.y += self.speed; }; return self; }); // Boss Alien class (for level 7) var BossAlien = Container.expand(function () { var self = Container.call(this); var bossAsset = self.attachAsset('alien', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.7, scaleY: 1.7 }); self.width = bossAsset.width * 1.7; self.height = bossAsset.height * 1.7; self.hp = 6; // Boss takes 6 hits self.isHit = false; self.hitTween = null; self.flash = function () { if (self.hitTween) { tween.stop(bossAsset, { tint: true }); } bossAsset.tint = 0xff5252; self.hitTween = tween(bossAsset, { tint: 0x8d3abf }, { duration: 200, easing: tween.linear, onFinish: function onFinish() { self.hitTween = null; } }); }; self.speed = 10; // Boss is faster self.update = function () { self.y += self.speed; }; return self; }); // Bullet class var Bullet = Container.expand(function () { var self = Container.call(this); var bulletAsset = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -32; // Upwards self.update = function () { self.y += self.speed; }; return self; }); // Rocket (player) class var Rocket = Container.expand(function () { var self = Container.call(this); var rocketAsset = self.attachAsset('rocket', { anchorX: 0.5, anchorY: 0.5 }); self.width = rocketAsset.width; self.height = rocketAsset.height; // For hit flash self.flashTween = null; // Show hit flash self.flash = function () { if (self.flashTween) { tween.stop(rocketAsset, { tint: true }); } rocketAsset.tint = 0xff5252; self.flashTween = tween(rocketAsset, { tint: 0x4fc3f7 }, { duration: 400, easing: tween.linear, onFinish: function onFinish() { self.flashTween = null; } }); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Game constants // Rocket (player) // Alien (enemy) // Bullet // Alien hit flash // Life bar // Life bar background var GAME_WIDTH = 2048; var GAME_HEIGHT = 2732; var ROCKET_START_LIFE = 3; var LEVEL_TO_BOSS = 7; // Game state var rocket = null; var bullets = []; var aliens = []; var level = 1; var rocketLife = ROCKET_START_LIFE; var canShoot = true; var shootCooldown = 0; var dragNode = null; var lastMoveX = 0; var lastMoveY = 0; var score = 0; var bossSpawned = false; // GUI elements var scoreTxt = new Text2('0', { size: 90, fill: "#fff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); scoreTxt.x = 220; // Move score text to the left, leaving space for stop button scoreTxt.y = 0; var lifeBarBg = LK.getAsset('lifeBarBg', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 0 }); var lifeBar = LK.getAsset('lifeBar', { anchorX: 0, anchorY: 0.5, x: -200, y: 0 }); var lifeBarContainer = new Container(); lifeBarContainer.addChild(lifeBarBg); lifeBarContainer.addChild(lifeBar); lifeBarContainer.x = GAME_WIDTH / 2; lifeBarContainer.y = 180; LK.gui.top.addChild(lifeBarContainer); // Level bar background and bar // Centered level bar (not full width) var LEVEL_BAR_WIDTH = 900; var levelBarBg = LK.getAsset('lifeBarBg', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 0, width: LEVEL_BAR_WIDTH }); var levelBar = LK.getAsset('lifeBar', { anchorX: 0, anchorY: 0.5, x: -LEVEL_BAR_WIDTH / 2, y: 0, width: 0 // Start empty, will be set by updateLevelBar }); levelBar.tint = 0x1976d2; // blue for level bar var levelBarContainer = new Container(); levelBarContainer.addChild(levelBarBg); levelBarContainer.addChild(levelBar); // Place the level bar container next to the stop button (top left, but not in the 0-100px reserved area) levelBarContainer.x = 220 + LEVEL_BAR_WIDTH / 2; // Move level bar container further left, aligned with score levelBarContainer.y = 240; // below the life bar LK.gui.top.addChild(levelBarContainer); // Helper to update life bar function updateLifeBar() { var percent = rocketLife / ROCKET_START_LIFE; if (percent < 0) percent = 0; lifeBar.width = 400 * percent; if (percent > 0.5) { lifeBar.tint = 0x43a047; } else if (percent > 0.2) { lifeBar.tint = 0xffc107; } else { lifeBar.tint = 0xd32f2f; } } // Helper to update level bar function updateLevelBar() { // Level progress: 0 to 1, based on kills in this level var killsThisLevel = score % 10; var percent = killsThisLevel / 10; if (percent < 0) percent = 0; if (percent > 1) percent = 1; levelBar.width = LEVEL_BAR_WIDTH * percent; // Color: blue if not full, green if full if (percent >= 1) { levelBar.tint = 0x43a047; } else { levelBar.tint = 0x1976d2; } } // Helper to update level text (removed levelTxt, now only bar) function updateLevelText() { // No text, only bar } // Helper to update score text function updateScoreText() { scoreTxt.setText(score); updateLevelBar(); } // Spawn a new alien function spawnAlien() { var alien; if (level === LEVEL_TO_BOSS && !bossSpawned) { alien = new BossAlien(); bossSpawned = true; } else { alien = new Alien(); } // Random x, but keep inside screen var margin = 120; alien.x = margin + Math.random() * (GAME_WIDTH - margin * 2); alien.y = -alien.height / 2; aliens.push(alien); game.addChild(alien); } // Reset game state function resetGame() { // Remove all bullets and aliens for (var i = 0; i < bullets.length; ++i) { bullets[i].destroy(); } for (var j = 0; j < aliens.length; ++j) { aliens[j].destroy(); } bullets = []; aliens = []; level = 1; rocketLife = ROCKET_START_LIFE; canShoot = true; shootCooldown = 0; dragNode = null; lastMoveX = 0; lastMoveY = 0; score = 0; bossSpawned = false; updateLevelText(); updateScoreText(); updateLifeBar(); updateLevelBar(); } // Initialize rocket rocket = new Rocket(); rocket.x = GAME_WIDTH / 2; rocket.y = GAME_HEIGHT - 400; game.addChild(rocket); // Initial GUI updateLevelText(); updateScoreText(); updateLifeBar(); updateLevelBar(); // Touch/move controls game.down = function (x, y, obj) { // Only start drag if touch is on rocket var local = rocket.toLocal(game.toGlobal({ x: x, y: y })); if (local.x > -rocket.width / 2 && local.x < rocket.width / 2 && local.y > -rocket.height / 2 && local.y < rocket.height / 2) { dragNode = rocket; lastMoveX = x; lastMoveY = y; } }; game.move = function (x, y, obj) { // Always move the rocket to the mouse/touch position, clamped to screen var newX = x; var halfW = rocket.width / 2; if (newX < halfW) newX = halfW; if (newX > GAME_WIDTH - halfW) newX = GAME_WIDTH - halfW; rocket.x = newX; // Y position stays fixed at the starting Y rocket.y = GAME_HEIGHT - 400; lastMoveX = x; lastMoveY = y; }; game.up = function (x, y, obj) { dragNode = null; }; // Tap to shoot (left mouse button or tap) game.down = function (x, y, obj) { // Only start drag if touch is on rocket var local = rocket.toLocal(game.toGlobal({ x: x, y: y })); if (local.x > -rocket.width / 2 && local.x < rocket.width / 2 && local.y > -rocket.height / 2 && local.y < rocket.height / 2) { dragNode = rocket; lastMoveX = x; lastMoveY = y; } // Always allow shooting with left mouse button/tap, regardless of drag state if (canShoot) { shootBullet(); } }; // Shoot bullet function shootBullet() { if (!canShoot) return; var bullet = new Bullet(); bullet.x = rocket.x; bullet.y = rocket.y - rocket.height / 2 - 20; bullets.push(bullet); game.addChild(bullet); canShoot = false; shootCooldown = 10; // 10 ticks cooldown } // Main update loop game.update = function () { // Shooting cooldown if (!canShoot) { shootCooldown--; if (shootCooldown <= 0) { canShoot = true; } } // Level bar container stays fixed next to the stop button, do not move it // Update bullets for (var i = bullets.length - 1; i >= 0; --i) { var b = bullets[i]; b.update(); // Remove if off screen if (b.y < -100) { b.destroy(); bullets.splice(i, 1); continue; } } // Update aliens for (var j = aliens.length - 1; j >= 0; --j) { var a = aliens[j]; a.update(); // Remove if off screen if (a.y > GAME_HEIGHT + 200) { a.destroy(); aliens.splice(j, 1); continue; } // Check collision with rocket if (a.intersects(rocket)) { // Rocket hit! rocketLife--; updateLifeBar(); rocket.flash(); a.flash(); if (a.hp > 1) { a.hp--; // Alien stays, but flashes } else { a.destroy(); aliens.splice(j, 1); score++; updateScoreText(); // Increase level every 10 kills if (level < LEVEL_TO_BOSS && score % 10 === 0) { level++; updateLevelText(); } } // Check for game over if (rocketLife <= 0) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); return; } } } // Bullet-alien collisions for (var i2 = bullets.length - 1; i2 >= 0; --i2) { var b2 = bullets[i2]; for (var j2 = aliens.length - 1; j2 >= 0; --j2) { var a2 = aliens[j2]; if (b2.intersects(a2)) { a2.hp--; a2.flash(); b2.destroy(); bullets.splice(i2, 1); if (a2.hp <= 0) { a2.destroy(); aliens.splice(j2, 1); score++; updateScoreText(); // Increase level every 10 kills if (level < LEVEL_TO_BOSS && score % 10 === 0) { level++; updateLevelText(); } // If boss defeated, win if (level === LEVEL_TO_BOSS && bossSpawned && aliens.length === 0) { LK.effects.flashScreen(0x00e676, 1000); LK.showYouWin(); return; } } break; } } } // Alien spawn logic if (level < LEVEL_TO_BOSS) { // Spawn aliens at interval, max 2 on screen if (aliens.length < 2 && LK.ticks % (60 - level * 4) === 0) { spawnAlien(); } } else if (level === LEVEL_TO_BOSS && !bossSpawned) { // Spawn boss spawnAlien(); } }; // Initial spawn spawnAlien();
===================================================================
--- original.js
+++ change.js
@@ -164,9 +164,11 @@
size: 90,
fill: "#fff"
});
scoreTxt.anchor.set(0.5, 0);
-LK.gui.topRight.addChild(scoreTxt);
+LK.gui.top.addChild(scoreTxt);
+scoreTxt.x = 220; // Move score text to the left, leaving space for stop button
+scoreTxt.y = 0;
var lifeBarBg = LK.getAsset('lifeBarBg', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
@@ -205,9 +207,9 @@
var levelBarContainer = new Container();
levelBarContainer.addChild(levelBarBg);
levelBarContainer.addChild(levelBar);
// Place the level bar container next to the stop button (top left, but not in the 0-100px reserved area)
-levelBarContainer.x = 160 + LEVEL_BAR_WIDTH / 2; // 160px from left, enough for stop button and margin
+levelBarContainer.x = 220 + LEVEL_BAR_WIDTH / 2; // Move level bar container further left, aligned with score
levelBarContainer.y = 240; // below the life bar
LK.gui.top.addChild(levelBarContainer);
// Helper to update life bar
function updateLifeBar() {