/**** 
* Plugins
****/ 
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1", {
	highScore: 0
});
/**** 
* Classes
****/ 
var Asteroid = Container.expand(function (isSmall) {
	var self = Container.call(this);
	var assetType = isSmall ? 'smallAsteroid' : 'asteroid';
	var asteroidGraphics = self.attachAsset(assetType, {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.width = asteroidGraphics.width;
	self.height = asteroidGraphics.height;
	self.rotation = Math.random() * Math.PI * 2;
	self.rotationSpeed = (Math.random() - 0.5) * 0.1;
	self.speedY = 3 + Math.random() * 5;
	self.speedX = (Math.random() - 0.5) * 3;
	self.update = function () {
		self.y += self.speedY;
		self.x += self.speedX;
		self.rotation += self.rotationSpeed;
		// Wrap horizontally if asteroid moves off screen
		if (self.x < -self.width) {
			self.x = 2048 + self.width;
		} else if (self.x > 2048 + self.width) {
			self.x = -self.width;
		}
	};
	return self;
});
var PowerUp = Container.expand(function () {
	var self = Container.call(this);
	var powerupGraphics = self.attachAsset('powerup', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.width = powerupGraphics.width;
	self.height = powerupGraphics.height;
	self.speedY = 2 + Math.random() * 2;
	self.type = Math.random() < 0.5 ? 'shield' : 'slowTime';
	// Color based on type
	if (self.type === 'shield') {
		powerupGraphics.tint = 0x00ffff; // Cyan for shield
	} else {
		powerupGraphics.tint = 0xff9900; // Orange for slow time
	}
	// Rotation effect
	tween(powerupGraphics, {
		rotation: Math.PI * 2
	}, {
		duration: 2000,
		onFinish: function onFinish() {
			if (self.parent) {
				powerupGraphics.rotation = 0;
				tween(powerupGraphics, {
					rotation: Math.PI * 2
				}, {
					duration: 2000
				});
			}
		}
	});
	self.update = function () {
		self.y += self.speedY;
	};
	return self;
});
var Ship = Container.expand(function () {
	var self = Container.call(this);
	var shipGraphics = self.attachAsset('ship', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.width = shipGraphics.width;
	self.height = shipGraphics.height;
	self.speed = 8;
	self.isInvulnerable = false;
	self.setInvulnerable = function (duration) {
		self.isInvulnerable = true;
		// Flash effect for invulnerability
		var flashInterval = LK.setInterval(function () {
			shipGraphics.alpha = shipGraphics.alpha === 1 ? 0.4 : 1;
		}, 100);
		LK.setTimeout(function () {
			self.isInvulnerable = false;
			shipGraphics.alpha = 1;
			LK.clearInterval(flashInterval);
		}, duration);
	};
	self.update = function () {
		// Ship movement logic will be handled in game's update
	};
	self.reset = function () {
		self.x = 2048 / 2;
		self.y = 2732 - 300;
	};
	return self;
});
var Star = Container.expand(function () {
	var self = Container.call(this);
	var starGraphics = self.attachAsset('star', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.width = starGraphics.width;
	self.height = starGraphics.height;
	self.speedY = 3 + Math.random() * 3;
	// Pulsing effect
	tween(starGraphics, {
		scaleX: 0.8,
		scaleY: 0.8
	}, {
		duration: 800,
		easing: tween.sinOut,
		onFinish: function onFinish() {
			tween(starGraphics, {
				scaleX: 1,
				scaleY: 1
			}, {
				duration: 800,
				easing: tween.sinIn,
				onFinish: function onFinish() {
					// Recursive call to create continuous pulse
					if (self.parent) {
						tween(starGraphics, {
							scaleX: 0.8,
							scaleY: 0.8
						}, {
							duration: 800,
							easing: tween.sinOut
						});
					}
				}
			});
		}
	});
	self.update = function () {
		self.y += self.speedY;
	};
	return self;
});
/**** 
* Initialize Game
****/ 
var game = new LK.Game({
	backgroundColor: 0x000022
});
/**** 
* Game Code
****/ 
// Game variables
var ship;
var asteroids = [];
var stars = [];
var powerups = [];
var score = 0;
var highScore = storage.highScore || 0;
var gameActive = true;
var difficultyLevel = 1;
var lastAsteroidTime = 0;
var lastStarTime = 0;
var lastPowerupTime = 0;
var asteroidSpawnRate = 1500; // ms
var starSpawnRate = 2000; // ms
var powerupSpawnRate = 15000; // ms
var gameTime = 0;
var isSlowTimeActive = false;
var slowTimeFactor = 0.5;
var slowTimeRemaining = 0;
// Create background
var background = LK.getAsset('background', {
	anchorX: 0,
	anchorY: 0,
	width: 2048,
	height: 2732
});
game.addChild(background);
// Create ship
ship = new Ship();
ship.reset();
game.addChild(ship);
// Create UI elements
var scoreTxt = new Text2('Score: 0', {
	size: 80,
	fill: 0xFFFFFF
});
scoreTxt.anchor.set(0, 0);
LK.gui.top.addChild(scoreTxt);
scoreTxt.x = 120; // Avoid top-left corner
scoreTxt.y = 20;
var highScoreTxt = new Text2('High Score: ' + highScore, {
	size: 60,
	fill: 0xFFCC00
});
highScoreTxt.anchor.set(1, 0);
LK.gui.topRight.addChild(highScoreTxt);
highScoreTxt.x = -20;
highScoreTxt.y = 20;
// UI for powerups
var powerupIndicator = new Text2('', {
	size: 60,
	fill: 0x00FFFF
});
powerupIndicator.anchor.set(0.5, 0);
LK.gui.top.addChild(powerupIndicator);
powerupIndicator.x = 2048 / 2;
powerupIndicator.y = 20;
// Game controls
var dragMode = false;
var targetX = ship.x;
function updateScoreDisplay() {
	scoreTxt.setText('Score: ' + score);
	if (score > highScore) {
		highScore = score;
		storage.highScore = highScore;
		highScoreTxt.setText('High Score: ' + highScore);
	}
}
function spawnAsteroid() {
	var isSmall = Math.random() < 0.3;
	var asteroid = new Asteroid(isSmall);
	asteroid.x = Math.random() * 2048;
	asteroid.y = -asteroid.height;
	// Increase speed based on difficulty
	asteroid.speedY *= 1 + (difficultyLevel - 1) * 0.1;
	asteroids.push(asteroid);
	game.addChild(asteroid);
}
function spawnStar() {
	var star = new Star();
	star.x = Math.random() * 2048;
	star.y = -star.height;
	stars.push(star);
	game.addChild(star);
}
function spawnPowerup() {
	var powerup = new PowerUp();
	powerup.x = Math.random() * 2048;
	powerup.y = -powerup.height;
	powerups.push(powerup);
	game.addChild(powerup);
}
function activatePowerup(type) {
	LK.getSound('powerup').play();
	if (type === 'shield') {
		ship.setInvulnerable(8000);
		powerupIndicator.setText('SHIELD ACTIVE');
		powerupIndicator.setStyle({
			fill: 0x00ffff
		});
		LK.setTimeout(function () {
			powerupIndicator.setText('');
		}, 8000);
	} else if (type === 'slowTime') {
		isSlowTimeActive = true;
		slowTimeRemaining = 5000;
		powerupIndicator.setText('SLOW TIME ACTIVE');
		powerupIndicator.setStyle({
			fill: 0xFF9900
		});
		LK.setTimeout(function () {
			isSlowTimeActive = false;
			powerupIndicator.setText('');
		}, 5000);
	}
}
function checkCollisions() {
	// Check asteroid collisions
	for (var i = asteroids.length - 1; i >= 0; i--) {
		var asteroid = asteroids[i];
		if (ship.intersects(asteroid) && !ship.isInvulnerable) {
			// Game over on collision
			LK.effects.flashScreen(0xff0000, 1000);
			LK.getSound('explosion').play();
			LK.showGameOver();
			gameActive = false;
			return;
		}
		// Remove asteroids that have moved off screen
		if (asteroid.y > 2732 + asteroid.height) {
			asteroid.destroy();
			asteroids.splice(i, 1);
		}
	}
	// Check star collections
	for (var j = stars.length - 1; j >= 0; j--) {
		var star = stars[j];
		if (ship.intersects(star)) {
			score += 10;
			updateScoreDisplay();
			LK.setScore(score);
			star.destroy();
			stars.splice(j, 1);
			LK.getSound('collect').play();
			continue;
		}
		// Remove stars that have moved off screen
		if (star.y > 2732 + star.height) {
			star.destroy();
			stars.splice(j, 1);
		}
	}
	// Check powerup collections
	for (var k = powerups.length - 1; k >= 0; k--) {
		var powerup = powerups[k];
		if (ship.intersects(powerup)) {
			activatePowerup(powerup.type);
			powerup.destroy();
			powerups.splice(k, 1);
			continue;
		}
		// Remove powerups that have moved off screen
		if (powerup.y > 2732 + powerup.height) {
			powerup.destroy();
			powerups.splice(k, 1);
		}
	}
}
// Event handlers
game.down = function (x, y, obj) {
	dragMode = true;
	targetX = x;
};
game.up = function (x, y, obj) {
	dragMode = false;
};
game.move = function (x, y, obj) {
	if (dragMode) {
		targetX = x;
		// Ensure the ship only moves horizontally
		ship.x = targetX;
	}
};
// Main game update
game.update = function () {
	if (!gameActive) {
		return;
	}
	gameTime += 16.67; // Approximate ms per frame at 60fps
	// Increase difficulty over time
	difficultyLevel = 1 + Math.floor(gameTime / 30000); // Increase every 30 seconds
	// Update ship position (smooth movement)
	var speedFactor = isSlowTimeActive ? ship.speed * 0.7 : ship.speed;
	if (Math.abs(ship.x - targetX) > speedFactor) {
		if (ship.x < targetX) {
			ship.x += speedFactor;
		} else {
			ship.x -= speedFactor;
		}
	}
	// Keep ship on screen
	if (ship.x < ship.width / 2) {
		ship.x = ship.width / 2;
	} else if (ship.x > 2048 - ship.width / 2) {
		ship.x = 2048 - ship.width / 2;
	}
	// Update slow time effect
	if (isSlowTimeActive) {
		slowTimeRemaining -= 16.67;
		if (slowTimeRemaining <= 0) {
			isSlowTimeActive = false;
		}
	}
	// Spawn game objects
	var spawnSpeedFactor = isSlowTimeActive ? slowTimeFactor : 1;
	var currentTime = gameTime;
	if (currentTime - lastAsteroidTime > asteroidSpawnRate * spawnSpeedFactor) {
		spawnAsteroid();
		lastAsteroidTime = currentTime;
		// Gradually decrease spawn rate with difficulty
		asteroidSpawnRate = Math.max(500, 1500 - (difficultyLevel - 1) * 200);
	}
	if (currentTime - lastStarTime > starSpawnRate) {
		spawnStar();
		lastStarTime = currentTime;
	}
	if (currentTime - lastPowerupTime > powerupSpawnRate) {
		spawnPowerup();
		lastPowerupTime = currentTime;
	}
	// Update all game objects
	for (var i = 0; i < asteroids.length; i++) {
		asteroids[i].update();
	}
	for (var j = 0; j < stars.length; j++) {
		stars[j].update();
	}
	for (var k = 0; k < powerups.length; k++) {
		powerups[k].update();
	}
	// Check for collisions
	checkCollisions();
};
// Play background music
LK.playMusic('gameMusic'); /**** 
* Plugins
****/ 
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1", {
	highScore: 0
});
/**** 
* Classes
****/ 
var Asteroid = Container.expand(function (isSmall) {
	var self = Container.call(this);
	var assetType = isSmall ? 'smallAsteroid' : 'asteroid';
	var asteroidGraphics = self.attachAsset(assetType, {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.width = asteroidGraphics.width;
	self.height = asteroidGraphics.height;
	self.rotation = Math.random() * Math.PI * 2;
	self.rotationSpeed = (Math.random() - 0.5) * 0.1;
	self.speedY = 3 + Math.random() * 5;
	self.speedX = (Math.random() - 0.5) * 3;
	self.update = function () {
		self.y += self.speedY;
		self.x += self.speedX;
		self.rotation += self.rotationSpeed;
		// Wrap horizontally if asteroid moves off screen
		if (self.x < -self.width) {
			self.x = 2048 + self.width;
		} else if (self.x > 2048 + self.width) {
			self.x = -self.width;
		}
	};
	return self;
});
var PowerUp = Container.expand(function () {
	var self = Container.call(this);
	var powerupGraphics = self.attachAsset('powerup', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.width = powerupGraphics.width;
	self.height = powerupGraphics.height;
	self.speedY = 2 + Math.random() * 2;
	self.type = Math.random() < 0.5 ? 'shield' : 'slowTime';
	// Color based on type
	if (self.type === 'shield') {
		powerupGraphics.tint = 0x00ffff; // Cyan for shield
	} else {
		powerupGraphics.tint = 0xff9900; // Orange for slow time
	}
	// Rotation effect
	tween(powerupGraphics, {
		rotation: Math.PI * 2
	}, {
		duration: 2000,
		onFinish: function onFinish() {
			if (self.parent) {
				powerupGraphics.rotation = 0;
				tween(powerupGraphics, {
					rotation: Math.PI * 2
				}, {
					duration: 2000
				});
			}
		}
	});
	self.update = function () {
		self.y += self.speedY;
	};
	return self;
});
var Ship = Container.expand(function () {
	var self = Container.call(this);
	var shipGraphics = self.attachAsset('ship', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.width = shipGraphics.width;
	self.height = shipGraphics.height;
	self.speed = 8;
	self.isInvulnerable = false;
	self.setInvulnerable = function (duration) {
		self.isInvulnerable = true;
		// Flash effect for invulnerability
		var flashInterval = LK.setInterval(function () {
			shipGraphics.alpha = shipGraphics.alpha === 1 ? 0.4 : 1;
		}, 100);
		LK.setTimeout(function () {
			self.isInvulnerable = false;
			shipGraphics.alpha = 1;
			LK.clearInterval(flashInterval);
		}, duration);
	};
	self.update = function () {
		// Ship movement logic will be handled in game's update
	};
	self.reset = function () {
		self.x = 2048 / 2;
		self.y = 2732 - 300;
	};
	return self;
});
var Star = Container.expand(function () {
	var self = Container.call(this);
	var starGraphics = self.attachAsset('star', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.width = starGraphics.width;
	self.height = starGraphics.height;
	self.speedY = 3 + Math.random() * 3;
	// Pulsing effect
	tween(starGraphics, {
		scaleX: 0.8,
		scaleY: 0.8
	}, {
		duration: 800,
		easing: tween.sinOut,
		onFinish: function onFinish() {
			tween(starGraphics, {
				scaleX: 1,
				scaleY: 1
			}, {
				duration: 800,
				easing: tween.sinIn,
				onFinish: function onFinish() {
					// Recursive call to create continuous pulse
					if (self.parent) {
						tween(starGraphics, {
							scaleX: 0.8,
							scaleY: 0.8
						}, {
							duration: 800,
							easing: tween.sinOut
						});
					}
				}
			});
		}
	});
	self.update = function () {
		self.y += self.speedY;
	};
	return self;
});
/**** 
* Initialize Game
****/ 
var game = new LK.Game({
	backgroundColor: 0x000022
});
/**** 
* Game Code
****/ 
// Game variables
var ship;
var asteroids = [];
var stars = [];
var powerups = [];
var score = 0;
var highScore = storage.highScore || 0;
var gameActive = true;
var difficultyLevel = 1;
var lastAsteroidTime = 0;
var lastStarTime = 0;
var lastPowerupTime = 0;
var asteroidSpawnRate = 1500; // ms
var starSpawnRate = 2000; // ms
var powerupSpawnRate = 15000; // ms
var gameTime = 0;
var isSlowTimeActive = false;
var slowTimeFactor = 0.5;
var slowTimeRemaining = 0;
// Create background
var background = LK.getAsset('background', {
	anchorX: 0,
	anchorY: 0,
	width: 2048,
	height: 2732
});
game.addChild(background);
// Create ship
ship = new Ship();
ship.reset();
game.addChild(ship);
// Create UI elements
var scoreTxt = new Text2('Score: 0', {
	size: 80,
	fill: 0xFFFFFF
});
scoreTxt.anchor.set(0, 0);
LK.gui.top.addChild(scoreTxt);
scoreTxt.x = 120; // Avoid top-left corner
scoreTxt.y = 20;
var highScoreTxt = new Text2('High Score: ' + highScore, {
	size: 60,
	fill: 0xFFCC00
});
highScoreTxt.anchor.set(1, 0);
LK.gui.topRight.addChild(highScoreTxt);
highScoreTxt.x = -20;
highScoreTxt.y = 20;
// UI for powerups
var powerupIndicator = new Text2('', {
	size: 60,
	fill: 0x00FFFF
});
powerupIndicator.anchor.set(0.5, 0);
LK.gui.top.addChild(powerupIndicator);
powerupIndicator.x = 2048 / 2;
powerupIndicator.y = 20;
// Game controls
var dragMode = false;
var targetX = ship.x;
function updateScoreDisplay() {
	scoreTxt.setText('Score: ' + score);
	if (score > highScore) {
		highScore = score;
		storage.highScore = highScore;
		highScoreTxt.setText('High Score: ' + highScore);
	}
}
function spawnAsteroid() {
	var isSmall = Math.random() < 0.3;
	var asteroid = new Asteroid(isSmall);
	asteroid.x = Math.random() * 2048;
	asteroid.y = -asteroid.height;
	// Increase speed based on difficulty
	asteroid.speedY *= 1 + (difficultyLevel - 1) * 0.1;
	asteroids.push(asteroid);
	game.addChild(asteroid);
}
function spawnStar() {
	var star = new Star();
	star.x = Math.random() * 2048;
	star.y = -star.height;
	stars.push(star);
	game.addChild(star);
}
function spawnPowerup() {
	var powerup = new PowerUp();
	powerup.x = Math.random() * 2048;
	powerup.y = -powerup.height;
	powerups.push(powerup);
	game.addChild(powerup);
}
function activatePowerup(type) {
	LK.getSound('powerup').play();
	if (type === 'shield') {
		ship.setInvulnerable(8000);
		powerupIndicator.setText('SHIELD ACTIVE');
		powerupIndicator.setStyle({
			fill: 0x00ffff
		});
		LK.setTimeout(function () {
			powerupIndicator.setText('');
		}, 8000);
	} else if (type === 'slowTime') {
		isSlowTimeActive = true;
		slowTimeRemaining = 5000;
		powerupIndicator.setText('SLOW TIME ACTIVE');
		powerupIndicator.setStyle({
			fill: 0xFF9900
		});
		LK.setTimeout(function () {
			isSlowTimeActive = false;
			powerupIndicator.setText('');
		}, 5000);
	}
}
function checkCollisions() {
	// Check asteroid collisions
	for (var i = asteroids.length - 1; i >= 0; i--) {
		var asteroid = asteroids[i];
		if (ship.intersects(asteroid) && !ship.isInvulnerable) {
			// Game over on collision
			LK.effects.flashScreen(0xff0000, 1000);
			LK.getSound('explosion').play();
			LK.showGameOver();
			gameActive = false;
			return;
		}
		// Remove asteroids that have moved off screen
		if (asteroid.y > 2732 + asteroid.height) {
			asteroid.destroy();
			asteroids.splice(i, 1);
		}
	}
	// Check star collections
	for (var j = stars.length - 1; j >= 0; j--) {
		var star = stars[j];
		if (ship.intersects(star)) {
			score += 10;
			updateScoreDisplay();
			LK.setScore(score);
			star.destroy();
			stars.splice(j, 1);
			LK.getSound('collect').play();
			continue;
		}
		// Remove stars that have moved off screen
		if (star.y > 2732 + star.height) {
			star.destroy();
			stars.splice(j, 1);
		}
	}
	// Check powerup collections
	for (var k = powerups.length - 1; k >= 0; k--) {
		var powerup = powerups[k];
		if (ship.intersects(powerup)) {
			activatePowerup(powerup.type);
			powerup.destroy();
			powerups.splice(k, 1);
			continue;
		}
		// Remove powerups that have moved off screen
		if (powerup.y > 2732 + powerup.height) {
			powerup.destroy();
			powerups.splice(k, 1);
		}
	}
}
// Event handlers
game.down = function (x, y, obj) {
	dragMode = true;
	targetX = x;
};
game.up = function (x, y, obj) {
	dragMode = false;
};
game.move = function (x, y, obj) {
	if (dragMode) {
		targetX = x;
		// Ensure the ship only moves horizontally
		ship.x = targetX;
	}
};
// Main game update
game.update = function () {
	if (!gameActive) {
		return;
	}
	gameTime += 16.67; // Approximate ms per frame at 60fps
	// Increase difficulty over time
	difficultyLevel = 1 + Math.floor(gameTime / 30000); // Increase every 30 seconds
	// Update ship position (smooth movement)
	var speedFactor = isSlowTimeActive ? ship.speed * 0.7 : ship.speed;
	if (Math.abs(ship.x - targetX) > speedFactor) {
		if (ship.x < targetX) {
			ship.x += speedFactor;
		} else {
			ship.x -= speedFactor;
		}
	}
	// Keep ship on screen
	if (ship.x < ship.width / 2) {
		ship.x = ship.width / 2;
	} else if (ship.x > 2048 - ship.width / 2) {
		ship.x = 2048 - ship.width / 2;
	}
	// Update slow time effect
	if (isSlowTimeActive) {
		slowTimeRemaining -= 16.67;
		if (slowTimeRemaining <= 0) {
			isSlowTimeActive = false;
		}
	}
	// Spawn game objects
	var spawnSpeedFactor = isSlowTimeActive ? slowTimeFactor : 1;
	var currentTime = gameTime;
	if (currentTime - lastAsteroidTime > asteroidSpawnRate * spawnSpeedFactor) {
		spawnAsteroid();
		lastAsteroidTime = currentTime;
		// Gradually decrease spawn rate with difficulty
		asteroidSpawnRate = Math.max(500, 1500 - (difficultyLevel - 1) * 200);
	}
	if (currentTime - lastStarTime > starSpawnRate) {
		spawnStar();
		lastStarTime = currentTime;
	}
	if (currentTime - lastPowerupTime > powerupSpawnRate) {
		spawnPowerup();
		lastPowerupTime = currentTime;
	}
	// Update all game objects
	for (var i = 0; i < asteroids.length; i++) {
		asteroids[i].update();
	}
	for (var j = 0; j < stars.length; j++) {
		stars[j].update();
	}
	for (var k = 0; k < powerups.length; k++) {
		powerups[k].update();
	}
	// Check for collisions
	checkCollisions();
};
// Play background music
LK.playMusic('gameMusic');
:quality(85)/https://cdn.frvr.ai/67e116c205294da8e7487f63.png%3F3) 
 background image like ultra hd space or galaxy. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/67e1189e05294da8e7487f7f.png%3F3) 
 2d interactive and dynamic asteroid images. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/67e1199c05294da8e7487f88.png%3F3) 
 give me a good and high quality 2d spaceship. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/67e124d705294da8e7487fa5.png%3F3) 
 a single 2d star image. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/67e1258905294da8e7487faf.png%3F3) 
 a shield power up. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/67e1263005294da8e7487fc5.png%3F3) 
 a single asteriod texture. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows