User prompt
Make alien warships work as AI
User prompt
Make alien warships work as AI
User prompt
Decrease the bullet speed of the alien warships. Every 10 seconds, a bomb will come from where the alien warships are coming from. When the bomb is detonated, the alien warships in the 0.5 cm area will be destroyed. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Slow down the tracking system of incoming fighter jets against alien ships a little more. Increase the bullet speed of alien warships more.
User prompt
Increase the movement of enemy warships according to the movement of the fighter plane, increase the speed of the projectiles of the war alien warships by 5 times
User prompt
Increase the precision of spaceships and our fighter jets and increase the speed of their projectiles
Code edit (1 edits merged)
Please save this source code
User prompt
Space Fighter Squadron
Initial prompt
There should be a war with alien warships in space with fighter jets that we can control up to half of the screen. Each alien warship we destroy should have a size scale between 1 and 5, and we should get 5 points per size. There should be a reward system that gives faster fire and more weapons when we blow up some ships that are on the 5 size scale.
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Alien = Container.expand(function (size) {
var self = Container.call(this);
self.size = size || 1;
self.health = size;
self.maxHealth = size;
var assetName = 'alien' + size;
var alienGraphics = self.attachAsset(assetName, {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = Math.random() * 2 + 1;
self.lastShot = 0;
self.shootDelay = 60 + Math.random() * 120;
self.update = function () {
self.y += self.speed;
// Alien shooting
self.lastShot++;
if (self.lastShot >= self.shootDelay && self.y > 100 && self.y < 2000) {
self.lastShot = 0;
self.shootDelay = 60 + Math.random() * 120;
var bullet = new AlienBullet();
bullet.x = self.x;
bullet.y = self.y + 30;
alienBullets.push(bullet);
game.addChild(bullet);
}
};
self.takeDamage = function () {
self.health--;
if (self.health <= 0) {
return true; // Destroyed
}
return false;
};
return self;
});
var AlienBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('alienBullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 6;
self.update = function () {
self.y += self.speed;
};
return self;
});
var Player = Container.expand(function () {
var self = Container.call(this);
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
self.fireRate = 15;
self.weaponLevel = 1;
self.lastShot = 0;
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 PowerUp = Container.expand(function () {
var self = Container.call(this);
var powerupGraphics = self.attachAsset('powerup', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 3;
self.bobOffset = Math.random() * Math.PI * 2;
self.update = function () {
self.y += self.speed;
self.x += Math.sin((LK.ticks + self.bobOffset) * 0.1) * 2;
powerupGraphics.rotation += 0.05;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000033
});
/****
* Game Code
****/
var player = game.addChild(new Player());
player.x = 2048 / 2;
player.y = 2400;
var playerBullets = [];
var aliens = [];
var alienBullets = [];
var powerups = [];
var waveTimer = 0;
var difficultyLevel = 1;
var alienSpawnRate = 180;
// UI Elements
var scoreTxt = new Text2('0', {
size: 80,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
scoreTxt.y = 100;
var weaponTxt = new Text2('Weapon Level: 1', {
size: 50,
fill: 0x00FF00
});
weaponTxt.anchor.set(0, 0);
LK.gui.topRight.addChild(weaponTxt);
weaponTxt.x = -350;
weaponTxt.y = 50;
// Player dragging
var dragNode = null;
function handleMove(x, y, obj) {
if (dragNode) {
dragNode.x = Math.max(40, Math.min(2008, x));
dragNode.y = Math.max(1366, Math.min(2600, y));
}
}
game.move = handleMove;
game.down = function (x, y, obj) {
dragNode = player;
handleMove(x, y, obj);
};
game.up = function (x, y, obj) {
dragNode = null;
};
// Spawn alien function
function spawnAlien() {
var size = 1;
var rand = Math.random();
if (difficultyLevel >= 3 && rand < 0.1) size = 5;else if (difficultyLevel >= 2 && rand < 0.2) size = 4;else if (difficultyLevel >= 2 && rand < 0.35) size = 3;else if (rand < 0.5) size = 2;
var alien = new Alien(size);
alien.x = Math.random() * 1800 + 124;
alien.y = -100;
aliens.push(alien);
game.addChild(alien);
}
// Player shooting
function playerShoot() {
if (LK.ticks - player.lastShot >= player.fireRate) {
player.lastShot = LK.ticks;
if (player.weaponLevel === 1) {
var bullet = new PlayerBullet();
bullet.x = player.x;
bullet.y = player.y - 60;
playerBullets.push(bullet);
game.addChild(bullet);
} else if (player.weaponLevel === 2) {
// Double shot
var bullet1 = new PlayerBullet();
bullet1.x = player.x - 20;
bullet1.y = player.y - 60;
playerBullets.push(bullet1);
game.addChild(bullet1);
var bullet2 = new PlayerBullet();
bullet2.x = player.x + 20;
bullet2.y = player.y - 60;
playerBullets.push(bullet2);
game.addChild(bullet2);
} else if (player.weaponLevel >= 3) {
// Triple shot
var bullet1 = new PlayerBullet();
bullet1.x = player.x - 30;
bullet1.y = player.y - 60;
playerBullets.push(bullet1);
game.addChild(bullet1);
var bullet2 = new PlayerBullet();
bullet2.x = player.x;
bullet2.y = player.y - 60;
playerBullets.push(bullet2);
game.addChild(bullet2);
var bullet3 = new PlayerBullet();
bullet3.x = player.x + 30;
bullet3.y = player.y - 60;
playerBullets.push(bullet3);
game.addChild(bullet3);
}
LK.getSound('shoot').play();
}
}
game.update = function () {
scoreTxt.setText(LK.getScore());
weaponTxt.setText('Weapon Level: ' + player.weaponLevel);
// Player auto-shooting
playerShoot();
// Wave management
waveTimer++;
if (waveTimer >= alienSpawnRate) {
waveTimer = 0;
spawnAlien();
// Increase difficulty over time
if (LK.getScore() > difficultyLevel * 100) {
difficultyLevel++;
alienSpawnRate = Math.max(60, alienSpawnRate - 10);
}
}
// Update and cleanup player bullets
for (var i = playerBullets.length - 1; i >= 0; i--) {
var bullet = playerBullets[i];
if (bullet.y < -50) {
bullet.destroy();
playerBullets.splice(i, 1);
continue;
}
// Check collision with aliens
for (var j = aliens.length - 1; j >= 0; j--) {
var alien = aliens[j];
if (bullet.intersects(alien)) {
if (alien.takeDamage()) {
// Alien destroyed
LK.setScore(LK.getScore() + alien.size * 5);
// Drop powerup from size 5 aliens
if (alien.size === 5 && Math.random() < 0.7) {
var powerup = new PowerUp();
powerup.x = alien.x;
powerup.y = alien.y;
powerups.push(powerup);
game.addChild(powerup);
}
LK.getSound('enemyHit').play();
alien.destroy();
aliens.splice(j, 1);
}
bullet.destroy();
playerBullets.splice(i, 1);
break;
}
}
}
// Update and cleanup aliens
for (var i = aliens.length - 1; i >= 0; i--) {
var alien = aliens[i];
if (alien.y > 2800) {
alien.destroy();
aliens.splice(i, 1);
continue;
}
// Check collision with player
if (alien.intersects(player)) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
return;
}
}
// Update and cleanup alien bullets
for (var i = alienBullets.length - 1; i >= 0; i--) {
var bullet = alienBullets[i];
if (bullet.y > 2800) {
bullet.destroy();
alienBullets.splice(i, 1);
continue;
}
// Check collision with player
if (bullet.intersects(player)) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
return;
}
}
// Update and cleanup powerups
for (var i = powerups.length - 1; i >= 0; i--) {
var powerup = powerups[i];
if (powerup.y > 2800) {
powerup.destroy();
powerups.splice(i, 1);
continue;
}
// Check collision with player
if (powerup.intersects(player)) {
player.weaponLevel = Math.min(3, player.weaponLevel + 1);
player.fireRate = Math.max(8, player.fireRate - 3);
LK.getSound('powerupCollect').play();
LK.effects.flashObject(player, 0x00ffff, 500);
powerup.destroy();
powerups.splice(i, 1);
}
}
}; ===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,299 @@
-/****
+/****
+* Plugins
+****/
+var tween = LK.import("@upit/tween.v1");
+
+/****
+* Classes
+****/
+var Alien = Container.expand(function (size) {
+ var self = Container.call(this);
+ self.size = size || 1;
+ self.health = size;
+ self.maxHealth = size;
+ var assetName = 'alien' + size;
+ var alienGraphics = self.attachAsset(assetName, {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = Math.random() * 2 + 1;
+ self.lastShot = 0;
+ self.shootDelay = 60 + Math.random() * 120;
+ self.update = function () {
+ self.y += self.speed;
+ // Alien shooting
+ self.lastShot++;
+ if (self.lastShot >= self.shootDelay && self.y > 100 && self.y < 2000) {
+ self.lastShot = 0;
+ self.shootDelay = 60 + Math.random() * 120;
+ var bullet = new AlienBullet();
+ bullet.x = self.x;
+ bullet.y = self.y + 30;
+ alienBullets.push(bullet);
+ game.addChild(bullet);
+ }
+ };
+ self.takeDamage = function () {
+ self.health--;
+ if (self.health <= 0) {
+ return true; // Destroyed
+ }
+ return false;
+ };
+ return self;
+});
+var AlienBullet = Container.expand(function () {
+ var self = Container.call(this);
+ var bulletGraphics = self.attachAsset('alienBullet', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 6;
+ self.update = function () {
+ self.y += self.speed;
+ };
+ return self;
+});
+var Player = Container.expand(function () {
+ var self = Container.call(this);
+ var playerGraphics = self.attachAsset('player', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.fireRate = 15;
+ self.weaponLevel = 1;
+ self.lastShot = 0;
+ 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 PowerUp = Container.expand(function () {
+ var self = Container.call(this);
+ var powerupGraphics = self.attachAsset('powerup', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 3;
+ self.bobOffset = Math.random() * Math.PI * 2;
+ self.update = function () {
+ self.y += self.speed;
+ self.x += Math.sin((LK.ticks + self.bobOffset) * 0.1) * 2;
+ powerupGraphics.rotation += 0.05;
+ };
+ return self;
+});
+
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000
-});
\ No newline at end of file
+ backgroundColor: 0x000033
+});
+
+/****
+* Game Code
+****/
+var player = game.addChild(new Player());
+player.x = 2048 / 2;
+player.y = 2400;
+var playerBullets = [];
+var aliens = [];
+var alienBullets = [];
+var powerups = [];
+var waveTimer = 0;
+var difficultyLevel = 1;
+var alienSpawnRate = 180;
+// UI Elements
+var scoreTxt = new Text2('0', {
+ size: 80,
+ fill: 0xFFFFFF
+});
+scoreTxt.anchor.set(0.5, 0);
+LK.gui.top.addChild(scoreTxt);
+scoreTxt.y = 100;
+var weaponTxt = new Text2('Weapon Level: 1', {
+ size: 50,
+ fill: 0x00FF00
+});
+weaponTxt.anchor.set(0, 0);
+LK.gui.topRight.addChild(weaponTxt);
+weaponTxt.x = -350;
+weaponTxt.y = 50;
+// Player dragging
+var dragNode = null;
+function handleMove(x, y, obj) {
+ if (dragNode) {
+ dragNode.x = Math.max(40, Math.min(2008, x));
+ dragNode.y = Math.max(1366, Math.min(2600, y));
+ }
+}
+game.move = handleMove;
+game.down = function (x, y, obj) {
+ dragNode = player;
+ handleMove(x, y, obj);
+};
+game.up = function (x, y, obj) {
+ dragNode = null;
+};
+// Spawn alien function
+function spawnAlien() {
+ var size = 1;
+ var rand = Math.random();
+ if (difficultyLevel >= 3 && rand < 0.1) size = 5;else if (difficultyLevel >= 2 && rand < 0.2) size = 4;else if (difficultyLevel >= 2 && rand < 0.35) size = 3;else if (rand < 0.5) size = 2;
+ var alien = new Alien(size);
+ alien.x = Math.random() * 1800 + 124;
+ alien.y = -100;
+ aliens.push(alien);
+ game.addChild(alien);
+}
+// Player shooting
+function playerShoot() {
+ if (LK.ticks - player.lastShot >= player.fireRate) {
+ player.lastShot = LK.ticks;
+ if (player.weaponLevel === 1) {
+ var bullet = new PlayerBullet();
+ bullet.x = player.x;
+ bullet.y = player.y - 60;
+ playerBullets.push(bullet);
+ game.addChild(bullet);
+ } else if (player.weaponLevel === 2) {
+ // Double shot
+ var bullet1 = new PlayerBullet();
+ bullet1.x = player.x - 20;
+ bullet1.y = player.y - 60;
+ playerBullets.push(bullet1);
+ game.addChild(bullet1);
+ var bullet2 = new PlayerBullet();
+ bullet2.x = player.x + 20;
+ bullet2.y = player.y - 60;
+ playerBullets.push(bullet2);
+ game.addChild(bullet2);
+ } else if (player.weaponLevel >= 3) {
+ // Triple shot
+ var bullet1 = new PlayerBullet();
+ bullet1.x = player.x - 30;
+ bullet1.y = player.y - 60;
+ playerBullets.push(bullet1);
+ game.addChild(bullet1);
+ var bullet2 = new PlayerBullet();
+ bullet2.x = player.x;
+ bullet2.y = player.y - 60;
+ playerBullets.push(bullet2);
+ game.addChild(bullet2);
+ var bullet3 = new PlayerBullet();
+ bullet3.x = player.x + 30;
+ bullet3.y = player.y - 60;
+ playerBullets.push(bullet3);
+ game.addChild(bullet3);
+ }
+ LK.getSound('shoot').play();
+ }
+}
+game.update = function () {
+ scoreTxt.setText(LK.getScore());
+ weaponTxt.setText('Weapon Level: ' + player.weaponLevel);
+ // Player auto-shooting
+ playerShoot();
+ // Wave management
+ waveTimer++;
+ if (waveTimer >= alienSpawnRate) {
+ waveTimer = 0;
+ spawnAlien();
+ // Increase difficulty over time
+ if (LK.getScore() > difficultyLevel * 100) {
+ difficultyLevel++;
+ alienSpawnRate = Math.max(60, alienSpawnRate - 10);
+ }
+ }
+ // Update and cleanup player bullets
+ for (var i = playerBullets.length - 1; i >= 0; i--) {
+ var bullet = playerBullets[i];
+ if (bullet.y < -50) {
+ bullet.destroy();
+ playerBullets.splice(i, 1);
+ continue;
+ }
+ // Check collision with aliens
+ for (var j = aliens.length - 1; j >= 0; j--) {
+ var alien = aliens[j];
+ if (bullet.intersects(alien)) {
+ if (alien.takeDamage()) {
+ // Alien destroyed
+ LK.setScore(LK.getScore() + alien.size * 5);
+ // Drop powerup from size 5 aliens
+ if (alien.size === 5 && Math.random() < 0.7) {
+ var powerup = new PowerUp();
+ powerup.x = alien.x;
+ powerup.y = alien.y;
+ powerups.push(powerup);
+ game.addChild(powerup);
+ }
+ LK.getSound('enemyHit').play();
+ alien.destroy();
+ aliens.splice(j, 1);
+ }
+ bullet.destroy();
+ playerBullets.splice(i, 1);
+ break;
+ }
+ }
+ }
+ // Update and cleanup aliens
+ for (var i = aliens.length - 1; i >= 0; i--) {
+ var alien = aliens[i];
+ if (alien.y > 2800) {
+ alien.destroy();
+ aliens.splice(i, 1);
+ continue;
+ }
+ // Check collision with player
+ if (alien.intersects(player)) {
+ LK.effects.flashScreen(0xff0000, 1000);
+ LK.showGameOver();
+ return;
+ }
+ }
+ // Update and cleanup alien bullets
+ for (var i = alienBullets.length - 1; i >= 0; i--) {
+ var bullet = alienBullets[i];
+ if (bullet.y > 2800) {
+ bullet.destroy();
+ alienBullets.splice(i, 1);
+ continue;
+ }
+ // Check collision with player
+ if (bullet.intersects(player)) {
+ LK.effects.flashScreen(0xff0000, 1000);
+ LK.showGameOver();
+ return;
+ }
+ }
+ // Update and cleanup powerups
+ for (var i = powerups.length - 1; i >= 0; i--) {
+ var powerup = powerups[i];
+ if (powerup.y > 2800) {
+ powerup.destroy();
+ powerups.splice(i, 1);
+ continue;
+ }
+ // Check collision with player
+ if (powerup.intersects(player)) {
+ player.weaponLevel = Math.min(3, player.weaponLevel + 1);
+ player.fireRate = Math.max(8, player.fireRate - 3);
+ LK.getSound('powerupCollect').play();
+ LK.effects.flashObject(player, 0x00ffff, 500);
+ powerup.destroy();
+ powerups.splice(i, 1);
+ }
+ }
+};
\ No newline at end of file