User prompt
Add a heart instead of text to the life section of the game
User prompt
Add a main menu to the game and have a start game button and a settings menu in the main menu and a settings menu where we can increase or decrease the game's volume ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Add a health system to your fighter jet, reduce by one every time you die
User prompt
Add 2 guns to the left and right sides of the fighter plane
User prompt
Add a system where we can control the fighter jet halfway across the screen
Initial prompt
Provide the ability to control fighter jets
/**** * 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 properties self.aiType = Math.floor(Math.random() * 4); // 0: aggressive, 1: evasive, 2: patrol, 3: formation self.baseX = self.x; self.patrolDirection = Math.random() < 0.5 ? -1 : 1; self.evasionTimer = 0; self.formationOffset = Math.random() * Math.PI * 2; self.aggressionLevel = Math.random() * 0.5 + 0.5; // 0.5 to 1.0 self.update = function () { self.y += self.speed; // AI Movement Behaviors if (self.aiType === 0) { // Aggressive: Move directly toward player with increasing speed var playerDistance = player.x - self.x; var horizontalSpeed = Math.min(Math.abs(playerDistance) * 0.02 * self.aggressionLevel, 2.5); if (playerDistance > 0) { self.x += horizontalSpeed; } else if (playerDistance < 0) { self.x -= horizontalSpeed; } // Increase speed when close to player if (Math.abs(playerDistance) < 200) { self.speed += 0.1; } } else if (self.aiType === 1) { // Evasive: Move away from player bullets and use unpredictable movement self.evasionTimer++; var nearbyBullet = false; for (var b = 0; b < playerBullets.length; b++) { var bullet = playerBullets[b]; var bulletDistance = Math.sqrt(Math.pow(bullet.x - self.x, 2) + Math.pow(bullet.y - self.y, 2)); if (bulletDistance < 150) { nearbyBullet = true; // Evade away from bullet if (bullet.x < self.x) { self.x += 3; } else { self.x -= 3; } break; } } // Random evasive movement when no immediate threat if (!nearbyBullet && self.evasionTimer % 60 === 0) { self.x += (Math.random() - 0.5) * 100; } } else if (self.aiType === 2) { // Patrol: Move in horizontal patterns while slowly tracking player var patrolSpeed = 1.5; self.x += self.patrolDirection * patrolSpeed; if (self.x < 200 || self.x > 1848) { self.patrolDirection *= -1; } // Slight player tracking var playerDistance = player.x - self.x; var trackingSpeed = Math.min(Math.abs(playerDistance) * 0.005, 0.5); if (playerDistance > 0) { self.x += trackingSpeed; } else if (playerDistance < 0) { self.x -= trackingSpeed; } } else if (self.aiType === 3) { // Formation: Move in coordinated patterns with other aliens var formationSpeed = Math.sin((LK.ticks + self.formationOffset) * 0.05) * 2; self.x += formationSpeed; // Maintain formation spacing for (var a = 0; a < aliens.length; a++) { var otherAlien = aliens[a]; if (otherAlien !== self && otherAlien.aiType === 3) { var distance = Math.abs(otherAlien.x - self.x); if (distance < 120 && distance > 0) { if (otherAlien.x > self.x) { self.x -= 1; } else { self.x += 1; } } } } } // Keep aliens within screen bounds self.x = Math.max(50, Math.min(1998, self.x)); // AI Shooting Behavior self.lastShot++; var shootChance = 1.0; var playerDistance = Math.sqrt(Math.pow(player.x - self.x, 2) + Math.pow(player.y - self.y, 2)); // Adjust shooting based on AI type and player proximity if (self.aiType === 0) { // Aggressive aliens shoot more frequently when close to player if (playerDistance < 300) { shootChance = 1.5; self.shootDelay = 40 + Math.random() * 60; } } else if (self.aiType === 1) { // Evasive aliens shoot less frequently but more accurately shootChance = 0.7; self.shootDelay = 80 + Math.random() * 100; } else if (self.aiType === 2) { // Patrol aliens have steady firing rate shootChance = 0.9; } else if (self.aiType === 3) { // Formation aliens coordinate volleys if (LK.ticks % 120 < 20) { shootChance = 2.0; // Synchronized bursts } else { shootChance = 0.3; } } if (self.lastShot >= self.shootDelay * (1 / shootChance) && self.y > 100 && self.y < 2000) { self.lastShot = 0; self.shootDelay = 60 + Math.random() * 120; // Smart targeting for larger aliens if (self.size >= 3) { // Predictive shooting - aim where player will be var bulletSpeed = 20; var timeToReach = Math.abs(self.y - player.y) / bulletSpeed; var predictedPlayerX = player.x; if (dragNode) { // If player is moving, predict movement var playerVelocity = player.x - (player.lastX || player.x) || 0; predictedPlayerX = player.x + playerVelocity * timeToReach; } var bullet = new AlienBullet(); bullet.x = self.x; bullet.y = self.y + 30; // Add slight targeting adjustment var targetOffset = (predictedPlayerX - self.x) * 0.1; bullet.targetOffsetX = Math.max(-2, Math.min(2, targetOffset)); alienBullets.push(bullet); game.addChild(bullet); } else { // Regular shooting for smaller aliens var bullet = new AlienBullet(); bullet.x = self.x; bullet.y = self.y + 30; alienBullets.push(bullet); game.addChild(bullet); } } // Store last position for movement prediction self.lastX = self.x; }; 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 = 20; self.targetOffsetX = 0; // For smart targeting self.homingStrength = 0; // For advanced bullets self.update = function () { self.y += self.speed; // Apply horizontal targeting offset for smart bullets if (self.targetOffsetX !== 0) { self.x += self.targetOffsetX; self.targetOffsetX *= 0.95; // Gradually reduce offset } // Light homing behavior for bullets from larger aliens if (self.homingStrength > 0) { var playerDistance = player.x - self.x; var homingForce = Math.sign(playerDistance) * Math.min(Math.abs(playerDistance) * 0.01, 1) * self.homingStrength; self.x += homingForce; self.homingStrength *= 0.98; // Gradually reduce homing } }; 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; player.lastX = player.x; 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 // 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 controls var playerControls = { moveLeft: false, moveRight: false, moveUp: false, moveDown: false, speed: 8 }; var controlZones = { left: { x: 0, y: 0, width: 512, height: 2732 }, right: { x: 1536, y: 0, width: 512, height: 2732 }, up: { x: 512, y: 0, width: 1024, height: 1366 }, down: { x: 512, y: 1366, width: 1024, height: 1366 } }; function isInZone(x, y, zone) { return x >= zone.x && x <= zone.x + zone.width && y >= zone.y && y <= zone.y + zone.height; } function handleMove(x, y, obj) { // Reset all controls playerControls.moveLeft = false; playerControls.moveRight = false; playerControls.moveUp = false; playerControls.moveDown = false; // Check which control zone is being touched if (isInZone(x, y, controlZones.left)) { playerControls.moveLeft = true; } if (isInZone(x, y, controlZones.right)) { playerControls.moveRight = true; } if (isInZone(x, y, controlZones.up)) { playerControls.moveUp = true; } if (isInZone(x, y, controlZones.down)) { playerControls.moveDown = true; } } game.move = handleMove; game.down = function (x, y, obj) { handleMove(x, y, obj); }; game.up = function (x, y, obj) { // Reset all controls when touch is released playerControls.moveLeft = false; playerControls.moveRight = false; playerControls.moveUp = false; playerControls.moveDown = false; }; // 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; alien.baseX = alien.x; // Set initial base position for AI // Set AI type based on difficulty and alien size if (difficultyLevel >= 4) { // Higher difficulty: more aggressive and formation AI if (size >= 4) { alien.aiType = Math.random() < 0.4 ? 0 : 3; // Aggressive or Formation } else { alien.aiType = Math.floor(Math.random() * 4); // All types available } } else if (difficultyLevel >= 2) { // Medium difficulty: introduce evasive and patrol alien.aiType = Math.floor(Math.random() * 3); // No formation yet } else { // Low difficulty: mostly aggressive and patrol alien.aiType = Math.random() < 0.7 ? 0 : 2; // Aggressive or Patrol } // Larger aliens get enhanced capabilities if (size >= 3) { alien.aggressionLevel = Math.min(1.0, alien.aggressionLevel + 0.3); } aliens.push(alien); game.addChild(alien); } // Player shooting function playerShoot() { if (LK.ticks - player.lastShot >= player.fireRate) { player.lastShot = LK.ticks; // Gun positions on left and right sides of fighter plane var leftGunX = player.x - 80; var rightGunX = player.x + 80; var gunY = player.y - 60; if (player.weaponLevel === 1) { // Basic dual gun setup - left and right guns fire simultaneously var bullet1 = new PlayerBullet(); bullet1.x = leftGunX; bullet1.y = gunY; playerBullets.push(bullet1); game.addChild(bullet1); var bullet2 = new PlayerBullet(); bullet2.x = rightGunX; bullet2.y = gunY; playerBullets.push(bullet2); game.addChild(bullet2); } else if (player.weaponLevel === 2) { // Enhanced dual shot - two bullets from each gun var bullet1 = new PlayerBullet(); bullet1.x = leftGunX - 10; bullet1.y = gunY; playerBullets.push(bullet1); game.addChild(bullet1); var bullet2 = new PlayerBullet(); bullet2.x = leftGunX + 10; bullet2.y = gunY; playerBullets.push(bullet2); game.addChild(bullet2); var bullet3 = new PlayerBullet(); bullet3.x = rightGunX - 10; bullet3.y = gunY; playerBullets.push(bullet3); game.addChild(bullet3); var bullet4 = new PlayerBullet(); bullet4.x = rightGunX + 10; bullet4.y = gunY; playerBullets.push(bullet4); game.addChild(bullet4); } else if (player.weaponLevel >= 3) { // Triple shot from each gun plus center var bullet1 = new PlayerBullet(); bullet1.x = leftGunX - 15; bullet1.y = gunY; playerBullets.push(bullet1); game.addChild(bullet1); var bullet2 = new PlayerBullet(); bullet2.x = leftGunX; bullet2.y = gunY; playerBullets.push(bullet2); game.addChild(bullet2); var bullet3 = new PlayerBullet(); bullet3.x = leftGunX + 15; bullet3.y = gunY; playerBullets.push(bullet3); game.addChild(bullet3); var bullet4 = new PlayerBullet(); bullet4.x = rightGunX - 15; bullet4.y = gunY; playerBullets.push(bullet4); game.addChild(bullet4); var bullet5 = new PlayerBullet(); bullet5.x = rightGunX; bullet5.y = gunY; playerBullets.push(bullet5); game.addChild(bullet5); var bullet6 = new PlayerBullet(); bullet6.x = rightGunX + 15; bullet6.y = gunY; playerBullets.push(bullet6); game.addChild(bullet6); } LK.getSound('shoot').play(); } } game.update = function () { scoreTxt.setText(LK.getScore()); weaponTxt.setText('Weapon Level: ' + player.weaponLevel); // Handle player movement based on controls player.lastX = player.x; if (playerControls.moveLeft) { player.x -= playerControls.speed; } if (playerControls.moveRight) { player.x += playerControls.speed; } if (playerControls.moveUp) { player.y -= playerControls.speed; } if (playerControls.moveDown) { player.y += playerControls.speed; } // Keep player within bounds player.x = Math.max(50, Math.min(1998, player.x)); player.y = Math.max(100, Math.min(2600, player.y)); // 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); } } // 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
@@ -435,43 +435,78 @@
// Player shooting
function playerShoot() {
if (LK.ticks - player.lastShot >= player.fireRate) {
player.lastShot = LK.ticks;
+ // Gun positions on left and right sides of fighter plane
+ var leftGunX = player.x - 80;
+ var rightGunX = player.x + 80;
+ var gunY = player.y - 60;
if (player.weaponLevel === 1) {
- var bullet = new PlayerBullet();
- bullet.x = player.x;
- bullet.y = player.y - 60;
- playerBullets.push(bullet);
- game.addChild(bullet);
+ // Basic dual gun setup - left and right guns fire simultaneously
+ var bullet1 = new PlayerBullet();
+ bullet1.x = leftGunX;
+ bullet1.y = gunY;
+ playerBullets.push(bullet1);
+ game.addChild(bullet1);
+ var bullet2 = new PlayerBullet();
+ bullet2.x = rightGunX;
+ bullet2.y = gunY;
+ playerBullets.push(bullet2);
+ game.addChild(bullet2);
} else if (player.weaponLevel === 2) {
- // Double shot
+ // Enhanced dual shot - two bullets from each gun
var bullet1 = new PlayerBullet();
- bullet1.x = player.x - 20;
- bullet1.y = player.y - 60;
+ bullet1.x = leftGunX - 10;
+ bullet1.y = gunY;
playerBullets.push(bullet1);
game.addChild(bullet1);
var bullet2 = new PlayerBullet();
- bullet2.x = player.x + 20;
- bullet2.y = player.y - 60;
+ bullet2.x = leftGunX + 10;
+ bullet2.y = gunY;
playerBullets.push(bullet2);
game.addChild(bullet2);
+ var bullet3 = new PlayerBullet();
+ bullet3.x = rightGunX - 10;
+ bullet3.y = gunY;
+ playerBullets.push(bullet3);
+ game.addChild(bullet3);
+ var bullet4 = new PlayerBullet();
+ bullet4.x = rightGunX + 10;
+ bullet4.y = gunY;
+ playerBullets.push(bullet4);
+ game.addChild(bullet4);
} else if (player.weaponLevel >= 3) {
- // Triple shot
+ // Triple shot from each gun plus center
var bullet1 = new PlayerBullet();
- bullet1.x = player.x - 30;
- bullet1.y = player.y - 60;
+ bullet1.x = leftGunX - 15;
+ bullet1.y = gunY;
playerBullets.push(bullet1);
game.addChild(bullet1);
var bullet2 = new PlayerBullet();
- bullet2.x = player.x;
- bullet2.y = player.y - 60;
+ bullet2.x = leftGunX;
+ bullet2.y = gunY;
playerBullets.push(bullet2);
game.addChild(bullet2);
var bullet3 = new PlayerBullet();
- bullet3.x = player.x + 30;
- bullet3.y = player.y - 60;
+ bullet3.x = leftGunX + 15;
+ bullet3.y = gunY;
playerBullets.push(bullet3);
game.addChild(bullet3);
+ var bullet4 = new PlayerBullet();
+ bullet4.x = rightGunX - 15;
+ bullet4.y = gunY;
+ playerBullets.push(bullet4);
+ game.addChild(bullet4);
+ var bullet5 = new PlayerBullet();
+ bullet5.x = rightGunX;
+ bullet5.y = gunY;
+ playerBullets.push(bullet5);
+ game.addChild(bullet5);
+ var bullet6 = new PlayerBullet();
+ bullet6.x = rightGunX + 15;
+ bullet6.y = gunY;
+ playerBullets.push(bullet6);
+ game.addChild(bullet6);
}
LK.getSound('shoot').play();
}
}