/**** * 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');
background image like ultra hd space or galaxy. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
2d interactive and dynamic asteroid images. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
give me a good and high quality 2d spaceship. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
a single 2d star image. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
a shield power up. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
a single asteriod texture. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows