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() * 3 + 2; self.lastShot = 0; self.shootDelay = 60 + Math.random() * 120; // AI behavior variables self.aiPattern = Math.floor(Math.random() * 4); // 0: direct, 1: zigzag, 2: circle, 3: aggressive self.aiTimer = 0; self.targetX = self.x; self.baseSpeed = self.speed; self.aggressionLevel = self.size / 5; // Larger ships are more aggressive self.formationOffset = Math.random() * Math.PI * 2; self.evasionCooldown = 0; self.update = function () { self.aiTimer++; self.evasionCooldown = Math.max(0, self.evasionCooldown - 1); // Execute AI movement pattern self.executeAIPattern(); // 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; }; self.executeAIPattern = function () { var playerDistance = player.x - self.x; var distanceToPlayer = Math.sqrt(Math.pow(player.x - self.x, 2) + Math.pow(player.y - self.y, 2)); // Check for incoming player bullets for evasion if (self.evasionCooldown === 0) { self.checkForEvasion(); } switch (self.aiPattern) { case 0: // Direct assault self.y += self.speed; if (Math.abs(playerDistance) > 50) { var trackingSpeed = Math.min(Math.abs(playerDistance) * 0.02, 2); self.x += playerDistance > 0 ? trackingSpeed : -trackingSpeed; } break; case 1: // Zigzag pattern self.y += self.speed * 0.8; self.x += Math.sin(self.aiTimer * 0.1) * 3; if (distanceToPlayer < 400) { var trackingSpeed = Math.min(Math.abs(playerDistance) * 0.015, 1.5); self.x += playerDistance > 0 ? trackingSpeed : -trackingSpeed; } break; case 2: // Circular/orbital pattern self.y += self.speed * 0.6; var circleRadius = 100 + self.size * 20; var centerX = player.x; self.x += Math.cos(self.aiTimer * 0.05 + self.formationOffset) * 2; if (Math.abs(self.x - centerX) > circleRadius) { self.x += (centerX - self.x) * 0.02; } break; case 3: // Aggressive hunter self.speed = self.baseSpeed * (1 + self.aggressionLevel * 0.5); self.y += self.speed; if (distanceToPlayer < 600) { var aggressiveSpeed = Math.min(Math.abs(playerDistance) * 0.03, 3); self.x += playerDistance > 0 ? aggressiveSpeed : -aggressiveSpeed; // Increase fire rate when close self.shootDelay = Math.max(30, self.shootDelay * 0.99); } break; } // Keep aliens within screen bounds if (self.x < 50) self.x = 50; if (self.x > 1998) self.x = 1998; }; self.checkForEvasion = function () { // Check for nearby player bullets and attempt evasion for (var i = 0; i < playerBullets.length; i++) { var bullet = playerBullets[i]; var bulletDistance = Math.sqrt(Math.pow(bullet.x - self.x, 2) + Math.pow(bullet.y - self.y, 2)); if (bulletDistance < 150 && bullet.y < self.y) { // Bullet approaching, attempt evasion var evasionDirection = bullet.x > self.x ? -1 : 1; self.x += evasionDirection * (4 + self.aggressionLevel); self.evasionCooldown = 30; // Cooldown to prevent constant evasion break; } } }; 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 = 20; self.update = function () { self.y += self.speed; }; return self; }); var Bomb = Container.expand(function () { var self = Container.call(this); var bombGraphics = self.attachAsset('bomb', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 8; self.explosionRadius = 250; // 0.5cm area converted to pixels self.fuseTime = 180; // 3 seconds at 60fps self.currentFuse = 0; self.hasExploded = false; self.update = function () { self.y += self.speed; self.currentFuse++; // Pulsing animation as fuse burns down var pulseScale = 1 + Math.sin(self.currentFuse * 0.3) * 0.2; bombGraphics.scaleX = pulseScale; bombGraphics.scaleY = pulseScale; // Explode after fuse time if (self.currentFuse >= self.fuseTime && !self.hasExploded) { self.explode(); } }; self.explode = function () { self.hasExploded = true; // Flash explosion effect LK.effects.flashScreen(0xffa500, 300); // Destroy all aliens within explosion radius for (var i = aliens.length - 1; i >= 0; i--) { var alien = aliens[i]; var distance = Math.sqrt(Math.pow(alien.x - self.x, 2) + Math.pow(alien.y - self.y, 2)); if (distance <= self.explosionRadius) { LK.setScore(LK.getScore() + alien.size * 5); alien.destroy(); aliens.splice(i, 1); } } // Create explosion visual effect using tween tween(bombGraphics, { scaleX: 5, scaleY: 5, alpha: 0 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { // Remove bomb after explosion animation for (var i = bombs.length - 1; i >= 0; i--) { if (bombs[i] === self) { self.destroy(); bombs.splice(i, 1); break; } } } }); }; 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 = -18; 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 bombs = []; var waveTimer = 0; var difficultyLevel = 1; var alienSpawnRate = 180; var bombTimer = 0; var bombSpawnRate = 600; // 10 seconds at 60fps var formationSpawning = false; var formationTimer = 0; var lastFormationSpawn = 0; // 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); } // Spawn formation of aliens with coordinated AI function spawnFormation() { var formationType = Math.floor(Math.random() * 3); // 0: line, 1: V-formation, 2: circle var formationSize = 3 + Math.floor(difficultyLevel / 2); var centerX = 1024; var startY = -150; for (var i = 0; i < formationSize; i++) { var alien = new Alien(Math.min(3, 1 + Math.floor(i / 2))); switch (formationType) { case 0: // Line formation alien.x = centerX + (i - formationSize / 2) * 120; alien.y = startY; alien.aiPattern = 0; // Direct assault for line formation break; case 1: // V-formation var offset = Math.abs(i - formationSize / 2) * 80; alien.x = centerX + (i - formationSize / 2) * 100; alien.y = startY - offset; alien.aiPattern = 1; // Zigzag for V-formation break; case 2: // Circle formation var angle = i / formationSize * Math.PI * 2; alien.x = centerX + Math.cos(angle) * 150; alien.y = startY + Math.sin(angle) * 50; alien.aiPattern = 2; // Circular pattern alien.formationOffset = angle; break; } 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++; formationTimer++; if (waveTimer >= alienSpawnRate) { waveTimer = 0; // Chance to spawn formation instead of single alien if (formationTimer - lastFormationSpawn > 300 && Math.random() < 0.3 && difficultyLevel >= 2) { spawnFormation(); lastFormationSpawn = formationTimer; } else { spawnAlien(); } // Increase difficulty over time if (LK.getScore() > difficultyLevel * 100) { difficultyLevel++; alienSpawnRate = Math.max(60, alienSpawnRate - 10); } } // Bomb spawning every 10 seconds bombTimer++; if (bombTimer >= bombSpawnRate) { bombTimer = 0; var bomb = new Bomb(); bomb.x = Math.random() * 1800 + 124; bomb.y = -100; bombs.push(bomb); game.addChild(bomb); } // Update and cleanup bombs for (var i = bombs.length - 1; i >= 0; i--) { var bomb = bombs[i]; if (bomb.y > 2800 && !bomb.hasExploded) { bomb.destroy(); bombs.splice(i, 1); continue; } } // 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
@@ -18,18 +18,21 @@
});
self.speed = Math.random() * 3 + 2;
self.lastShot = 0;
self.shootDelay = 60 + Math.random() * 120;
+ // AI behavior variables
+ self.aiPattern = Math.floor(Math.random() * 4); // 0: direct, 1: zigzag, 2: circle, 3: aggressive
+ self.aiTimer = 0;
+ self.targetX = self.x;
+ self.baseSpeed = self.speed;
+ self.aggressionLevel = self.size / 5; // Larger ships are more aggressive
+ self.formationOffset = Math.random() * Math.PI * 2;
+ self.evasionCooldown = 0;
self.update = function () {
- self.y += self.speed;
- // Track player movement - aliens move horizontally toward player
- var playerDistance = player.x - self.x;
- var horizontalSpeed = Math.min(Math.abs(playerDistance) * 0.01, 1);
- if (playerDistance > 0) {
- self.x += horizontalSpeed;
- } else if (playerDistance < 0) {
- self.x -= horizontalSpeed;
- }
+ self.aiTimer++;
+ self.evasionCooldown = Math.max(0, self.evasionCooldown - 1);
+ // Execute AI movement pattern
+ self.executeAIPattern();
// Alien shooting
self.lastShot++;
if (self.lastShot >= self.shootDelay && self.y > 100 && self.y < 2000) {
self.lastShot = 0;
@@ -47,8 +50,73 @@
return true; // Destroyed
}
return false;
};
+ self.executeAIPattern = function () {
+ var playerDistance = player.x - self.x;
+ var distanceToPlayer = Math.sqrt(Math.pow(player.x - self.x, 2) + Math.pow(player.y - self.y, 2));
+ // Check for incoming player bullets for evasion
+ if (self.evasionCooldown === 0) {
+ self.checkForEvasion();
+ }
+ switch (self.aiPattern) {
+ case 0:
+ // Direct assault
+ self.y += self.speed;
+ if (Math.abs(playerDistance) > 50) {
+ var trackingSpeed = Math.min(Math.abs(playerDistance) * 0.02, 2);
+ self.x += playerDistance > 0 ? trackingSpeed : -trackingSpeed;
+ }
+ break;
+ case 1:
+ // Zigzag pattern
+ self.y += self.speed * 0.8;
+ self.x += Math.sin(self.aiTimer * 0.1) * 3;
+ if (distanceToPlayer < 400) {
+ var trackingSpeed = Math.min(Math.abs(playerDistance) * 0.015, 1.5);
+ self.x += playerDistance > 0 ? trackingSpeed : -trackingSpeed;
+ }
+ break;
+ case 2:
+ // Circular/orbital pattern
+ self.y += self.speed * 0.6;
+ var circleRadius = 100 + self.size * 20;
+ var centerX = player.x;
+ self.x += Math.cos(self.aiTimer * 0.05 + self.formationOffset) * 2;
+ if (Math.abs(self.x - centerX) > circleRadius) {
+ self.x += (centerX - self.x) * 0.02;
+ }
+ break;
+ case 3:
+ // Aggressive hunter
+ self.speed = self.baseSpeed * (1 + self.aggressionLevel * 0.5);
+ self.y += self.speed;
+ if (distanceToPlayer < 600) {
+ var aggressiveSpeed = Math.min(Math.abs(playerDistance) * 0.03, 3);
+ self.x += playerDistance > 0 ? aggressiveSpeed : -aggressiveSpeed;
+ // Increase fire rate when close
+ self.shootDelay = Math.max(30, self.shootDelay * 0.99);
+ }
+ break;
+ }
+ // Keep aliens within screen bounds
+ if (self.x < 50) self.x = 50;
+ if (self.x > 1998) self.x = 1998;
+ };
+ self.checkForEvasion = function () {
+ // Check for nearby player bullets and attempt evasion
+ for (var i = 0; i < playerBullets.length; i++) {
+ var bullet = playerBullets[i];
+ var bulletDistance = Math.sqrt(Math.pow(bullet.x - self.x, 2) + Math.pow(bullet.y - self.y, 2));
+ if (bulletDistance < 150 && bullet.y < self.y) {
+ // Bullet approaching, attempt evasion
+ var evasionDirection = bullet.x > self.x ? -1 : 1;
+ self.x += evasionDirection * (4 + self.aggressionLevel);
+ self.evasionCooldown = 30; // Cooldown to prevent constant evasion
+ break;
+ }
+ }
+ };
return self;
});
var AlienBullet = Container.expand(function () {
var self = Container.call(this);
@@ -182,8 +250,11 @@
var difficultyLevel = 1;
var alienSpawnRate = 180;
var bombTimer = 0;
var bombSpawnRate = 600; // 10 seconds at 60fps
+var formationSpawning = false;
+var formationTimer = 0;
+var lastFormationSpawn = 0;
// UI Elements
var scoreTxt = new Text2('0', {
size: 80,
fill: 0xFFFFFF
@@ -225,8 +296,43 @@
alien.y = -100;
aliens.push(alien);
game.addChild(alien);
}
+// Spawn formation of aliens with coordinated AI
+function spawnFormation() {
+ var formationType = Math.floor(Math.random() * 3); // 0: line, 1: V-formation, 2: circle
+ var formationSize = 3 + Math.floor(difficultyLevel / 2);
+ var centerX = 1024;
+ var startY = -150;
+ for (var i = 0; i < formationSize; i++) {
+ var alien = new Alien(Math.min(3, 1 + Math.floor(i / 2)));
+ switch (formationType) {
+ case 0:
+ // Line formation
+ alien.x = centerX + (i - formationSize / 2) * 120;
+ alien.y = startY;
+ alien.aiPattern = 0; // Direct assault for line formation
+ break;
+ case 1:
+ // V-formation
+ var offset = Math.abs(i - formationSize / 2) * 80;
+ alien.x = centerX + (i - formationSize / 2) * 100;
+ alien.y = startY - offset;
+ alien.aiPattern = 1; // Zigzag for V-formation
+ break;
+ case 2:
+ // Circle formation
+ var angle = i / formationSize * Math.PI * 2;
+ alien.x = centerX + Math.cos(angle) * 150;
+ alien.y = startY + Math.sin(angle) * 50;
+ alien.aiPattern = 2; // Circular pattern
+ alien.formationOffset = angle;
+ break;
+ }
+ aliens.push(alien);
+ game.addChild(alien);
+ }
+}
// Player shooting
function playerShoot() {
if (LK.ticks - player.lastShot >= player.fireRate) {
player.lastShot = LK.ticks;
@@ -275,11 +381,18 @@
// Player auto-shooting
playerShoot();
// Wave management
waveTimer++;
+ formationTimer++;
if (waveTimer >= alienSpawnRate) {
waveTimer = 0;
- spawnAlien();
+ // Chance to spawn formation instead of single alien
+ if (formationTimer - lastFormationSpawn > 300 && Math.random() < 0.3 && difficultyLevel >= 2) {
+ spawnFormation();
+ lastFormationSpawn = formationTimer;
+ } else {
+ spawnAlien();
+ }
// Increase difficulty over time
if (LK.getScore() > difficultyLevel * 100) {
difficultyLevel++;
alienSpawnRate = Math.max(60, alienSpawnRate - 10);