User prompt
rubah kontrol player bisa bebas ke arah mana saja.
User prompt
hapus wave ganti endless game
User prompt
player auto menembak setiap 1 detik
User prompt
musuh bisa menembak kearah player
User prompt
enemy menembak secara bergantian
User prompt
kurangi jumlah musuh
User prompt
kurangi kecepatan gerakan player ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
buat kontrol player lebih halus dan tidak terlalu cepat ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
reduce bullet appear
Code edit (1 edits merged)
Please save this source code
User prompt
Space Defender
Initial prompt
buat game mirip galaga atau space invander
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Boss = Container.expand(function () {
var self = Container.call(this);
var bossGraphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 3,
scaleY: 3
});
bossGraphics.tint = 0x800080; // Purple tint for boss
self.maxHealth = 20;
self.health = self.maxHealth;
self.speed = 1;
self.direction = 1;
self.shootTimer = 0;
self.shootInterval = 30; // Shoot every 0.5 seconds
self.specialAttackTimer = 0;
self.specialAttackInterval = 180; // Special attack every 3 seconds
self.points = 100;
self.phase = 1;
self.movementTimer = 0;
self.lastShoot = 0;
self.shotCount = 0; // Track number of shots fired
self.update = function () {
self.movementTimer++;
// Movement pattern
if (self.movementTimer < 120) {
// Move horizontally
self.x += self.direction * self.speed;
if (self.x <= 150 || self.x >= 1900) {
self.direction *= -1;
}
} else if (self.movementTimer < 180) {
// Move down slightly
self.y += 0.5;
} else {
// Reset movement cycle
self.movementTimer = 0;
}
// Regular shooting
self.shootTimer++;
if (self.shootTimer >= self.shootInterval) {
self.shootTimer = 0;
self.shootAtPlayer();
}
// Special attack
self.specialAttackTimer++;
if (self.specialAttackTimer >= self.specialAttackInterval) {
self.specialAttackTimer = 0;
self.specialAttack();
}
};
self.shootAtPlayer = function () {
// Create single bullet aimed at player
var bullet = new EnemyBullet();
bullet.x = self.x;
bullet.y = self.y + 100;
// Calculate direction towards player
var deltaX = player.x - bullet.x;
var deltaY = player.y - bullet.y;
var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY);
bullet.directionX = deltaX / distance * bullet.speed;
bullet.directionY = deltaY / distance * bullet.speed;
enemyBullets.push(bullet);
game.addChild(bullet);
// Increment shot count and check for death after 55 shots
self.shotCount++;
if (self.shotCount >= 55) {
// Boss dies after 55 shots
LK.setScore(LK.getScore() + 500);
scoreText.setText('Score: ' + LK.getScore());
LK.getSound('bossDefeat').play();
self.destroy();
currentBoss = null;
isBossFight = false;
}
};
self.specialAttack = function () {
// Circular pattern of bullets
for (var i = 0; i < 4; i++) {
var bullet = new EnemyBullet();
bullet.x = self.x;
bullet.y = self.y + 50;
var angle = i / 4 * Math.PI * 2;
bullet.directionX = Math.cos(angle) * bullet.speed;
bullet.directionY = Math.sin(angle) * bullet.speed;
enemyBullets.push(bullet);
game.addChild(bullet);
// Increment shot count for each bullet
self.shotCount++;
}
// Check for death after 55 total shots
if (self.shotCount >= 55) {
// Boss dies after 55 shots
LK.setScore(LK.getScore() + 500);
scoreText.setText('Score: ' + LK.getScore());
LK.getSound('bossDefeat').play();
self.destroy();
currentBoss = null;
isBossFight = false;
}
};
self.takeDamage = function () {
self.health--;
if (self.health <= 0) {
// Boss defeated - give big score bonus
LK.setScore(LK.getScore() + 500);
scoreText.setText('Score: ' + LK.getScore());
LK.getSound('enemyHit').play();
self.destroy();
currentBoss = null;
return true; // Boss destroyed
}
return false; // Boss still alive
};
return self;
});
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 2;
self.direction = 1;
self.moveDownDistance = 60;
self.shootChance = 0.001;
self.points = 10;
self.health = 1;
self.maxHealth = 1;
self.lastShoot = 0;
self.update = function () {
self.y += self.speed;
};
self.moveDown = function () {
self.y += self.moveDownDistance;
self.direction *= -1;
};
self.takeDamage = function () {
self.health--;
if (self.health <= 0) {
// Mark enemy as dying to prevent further damage
self.isDying = true;
// Flash screen red when enemy explodes
LK.effects.flashScreen(0xFF0000, 150);
// Enemy explodes - dramatic visual effect
tween(self, {
tint: 0xFF0000,
scaleX: 2.5,
scaleY: 2.5,
alpha: 0
}, {
duration: 400,
easing: tween.easeOut,
onFinish: function onFinish() {
// Mark for removal after animation
self.readyForDestroy = true;
}
});
return true; // Enemy destroyed
} else {
// Add red flash effect for damage
tween(self, {
tint: 0xFF0000
}, {
duration: 200,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(self, {
tint: 0xFFFFFF
}, {
duration: 200,
easing: tween.easeIn
});
}
});
}
return false; // Enemy still alive
};
return self;
});
var EnemyBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('enemyBullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 8;
self.directionX = 0;
self.directionY = self.speed;
self.update = function () {
self.x += self.directionX;
self.y += self.directionY;
};
return self;
});
var LifePowerUp = Container.expand(function () {
var self = Container.call(this);
var powerupGraphics = self.attachAsset('lifePowerup', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 3;
self.type = 'life';
self.update = function () {
self.y += self.speed;
self.rotation += 0.1;
};
return self;
});
var Player = Container.expand(function () {
var self = Container.call(this);
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 8;
self.lastShoot = 0;
self.shootDelay = 15;
self.lives = 3;
self.invulnerable = false;
self.invulnerableTime = 0;
self.shoot = function () {
if (LK.ticks - self.lastShoot > self.shootDelay) {
// Create three bullets in a spread pattern
for (var i = 0; i < 3; i++) {
var bullet = new PlayerBullet();
bullet.x = self.x + (i - 1) * 30; // Spread bullets horizontally: -30, 0, +30
bullet.y = self.y - 40;
playerBullets.push(bullet);
game.addChild(bullet);
}
self.lastShoot = LK.ticks;
LK.getSound('shoot').play();
}
};
self.takeDamage = function () {
if (!self.invulnerable) {
self.lives--;
self.invulnerable = true;
self.invulnerableTime = LK.ticks + 120; // 2 seconds of invulnerability
LK.getSound('playerHit').play();
livesText.setText('Lives: ' + self.lives);
if (self.lives <= 0) {
LK.showGameOver();
}
}
};
self.update = function () {
if (self.invulnerable && LK.ticks > self.invulnerableTime) {
self.invulnerable = false;
}
};
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.type = 'rapidfire'; // Default type
self.update = function () {
self.y += self.speed;
self.rotation += 0.1;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000033
});
/****
* Game Code
****/
// Create static background
var background = LK.getAsset('background', {
anchorX: 0,
anchorY: 0,
x: 0,
y: 0
});
game.addChild(background);
var player = new Player();
player.x = 1024;
player.y = 2500;
game.addChild(player);
var playerBullets = [];
var enemyBullets = [];
var enemies = [];
var powerups = [];
var lifePowerups = [];
var enemySpawnTimer = 0;
var enemySpawnInterval = 120; // Spawn enemy every 2 seconds (120 ticks at 60fps)
var maxEnemies = 12; // Maximum enemies on screen at once
var dragNode = null;
var rapidFireEndTime = 0;
var currentShootingEnemyIndex = 0;
var enemyShootTimer = 0;
var enemyShootInterval = 90; // Shoot every 1.5 seconds (90 ticks at 60fps)
var playerAutoShootTimer = 0;
var playerAutoShootInterval = 60; // Auto shoot every 1 second (60 ticks at 60fps)
var currentLevel = 1;
var enemiesKilledThisLevel = 0;
var enemiesNeededForNextLevel = 10;
// UI Elements
var scoreText = new Text2('Score: 0', {
size: 80,
fill: 0xFFFFFF
});
scoreText.anchor.set(0, 0);
scoreText.x = 50;
scoreText.y = 50;
LK.gui.topLeft.addChild(scoreText);
var livesText = new Text2('Lives: 3', {
size: 80,
fill: 0xFFFFFF
});
livesText.anchor.set(1, 0);
LK.gui.topRight.addChild(livesText);
var levelText = new Text2('Level: 1', {
size: 60,
fill: 0x00FF00
});
levelText.anchor.set(0.5, 0);
levelText.x = 1024;
levelText.y = 100;
LK.gui.top.addChild(levelText);
var levelChangeNotice = new Text2('', {
size: 100,
fill: 0xFFD700
});
levelChangeNotice.anchor.set(0.5, 0.5);
levelChangeNotice.x = 1024;
levelChangeNotice.y = 1366;
levelChangeNotice.alpha = 0;
LK.gui.center.addChild(levelChangeNotice);
function spawnEnemy() {
if (enemies.length < maxEnemies) {
var enemy = new Enemy();
enemy.x = Math.random() * (2048 - 120) + 60; // Random X position
enemy.y = -60; // Start above screen
// Increase difficulty based on level
enemy.speed = 2 + Math.random() * 3 + (currentLevel - 1) * 0.5; // Speed increases with level
enemy.shootChance = 0.001 + (currentLevel - 1) * 0.0005; // Shooting frequency increases
enemy.health = 1 + Math.floor((currentLevel - 1) / 3); // Health increases every 3 levels
enemy.maxHealth = enemy.health;
enemy.points = 10 + (currentLevel - 1) * 2; // More points per level
enemies.push(enemy);
game.addChild(enemy);
}
}
// Play background music when game starts
LK.playMusic('1battlefieldepic');
function handleTouch(x, y, obj) {
// Allow free movement in all directions within screen bounds
var targetX = Math.max(40, Math.min(2008, x));
var targetY = Math.max(40, Math.min(2692, y));
// Stop any existing movement tween
tween.stop(player, {
x: true,
y: true
});
// Slower and more controlled movement to target position
tween(player, {
x: targetX,
y: targetY
}, {
duration: 300,
easing: tween.easeOut
});
}
game.move = handleTouch;
game.down = function (x, y, obj) {
// Move player to touch position immediately
handleTouch(x, y, obj);
player.shoot();
};
game.up = function (x, y, obj) {
// Continue moving to last touch position on release
handleTouch(x, y, obj);
};
game.update = function () {
// Static background - no scrolling logic needed
// Check if rapid fire is active
var isRapidFire = LK.ticks < rapidFireEndTime;
if (isRapidFire) {
player.shootDelay = 5;
} else {
player.shootDelay = 15;
}
// Auto shoot every 1 second
playerAutoShootTimer++;
if (playerAutoShootTimer >= playerAutoShootInterval) {
playerAutoShootTimer = 0;
player.shoot();
}
// Update player bullets
for (var i = playerBullets.length - 1; i >= 0; i--) {
var bullet = playerBullets[i];
if (bullet.lastY === undefined) bullet.lastY = bullet.y;
// Remove bullets that go off screen
if (bullet.lastY >= -10 && bullet.y < -10) {
bullet.destroy();
playerBullets.splice(i, 1);
continue;
}
// Check collision with enemies
var hitEnemy = false;
for (var j = enemies.length - 1; j >= 0; j--) {
if (bullet.intersects(enemies[j]) && !enemies[j].isDying) {
var enemyDestroyed = enemies[j].takeDamage();
if (enemyDestroyed) {
LK.setScore(LK.getScore() + enemies[j].points);
scoreText.setText('Score: ' + LK.getScore());
LK.getSound('enemyHit').play();
enemiesKilledThisLevel++;
// Check for level up
if (enemiesKilledThisLevel >= enemiesNeededForNextLevel) {
currentLevel++;
enemiesKilledThisLevel = 0;
enemiesNeededForNextLevel += 5; // Need 5 more enemies each level
levelText.setText('Level: ' + currentLevel);
// Show level change notice with animation
levelChangeNotice.setText('LEVEL ' + currentLevel);
levelChangeNotice.alpha = 0;
tween(levelChangeNotice, {
alpha: 1
}, {
duration: 500,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(levelChangeNotice, {
alpha: 0
}, {
duration: 1000,
easing: tween.easeIn
});
}
});
}
// Chance to drop power-up
if (Math.random() < 0.1) {
var powerup = new PowerUp();
powerup.x = enemies[j].x;
powerup.y = enemies[j].y;
powerups.push(powerup);
game.addChild(powerup);
}
// Chance to drop life power-up (lower chance)
if (Math.random() < 0.05) {
var lifePowerup = new LifePowerUp();
lifePowerup.x = enemies[j].x;
lifePowerup.y = enemies[j].y;
lifePowerups.push(lifePowerup);
game.addChild(lifePowerup);
}
// Don't destroy immediately - wait for animation
}
hitEnemy = true;
break;
}
}
if (hitEnemy) {
bullet.destroy();
playerBullets.splice(i, 1);
continue;
}
bullet.lastY = bullet.y;
}
// Update enemy bullets
for (var i = enemyBullets.length - 1; i >= 0; i--) {
var bullet = enemyBullets[i];
if (bullet.lastY === undefined) bullet.lastY = bullet.y;
// Remove bullets that go off screen
if (bullet.lastY <= 2742 && bullet.y > 2742) {
bullet.destroy();
enemyBullets.splice(i, 1);
continue;
}
// Check collision with player
if (bullet.intersects(player)) {
player.takeDamage();
bullet.destroy();
enemyBullets.splice(i, 1);
continue;
}
bullet.lastY = bullet.y;
}
// Handle alternating enemy shooting
enemyShootTimer++;
if (enemyShootTimer >= enemyShootInterval && enemies.length > 0) {
// Reset timer
enemyShootTimer = 0;
// Find next valid enemy to shoot
var attempts = 0;
var maxAttempts = enemies.length;
while (attempts < maxAttempts) {
// Make sure index is within bounds
if (currentShootingEnemyIndex >= enemies.length) {
currentShootingEnemyIndex = 0;
}
var shootingEnemy = enemies[currentShootingEnemyIndex];
if (shootingEnemy && shootingEnemy.y < 2000) {
// Only shoot if enemy is not too low
// Create bullet from this enemy
var bullet = new EnemyBullet();
bullet.x = shootingEnemy.x;
bullet.y = shootingEnemy.y + 30;
// Calculate direction towards player
var deltaX = player.x - shootingEnemy.x;
var deltaY = player.y - shootingEnemy.y;
var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY);
// Normalize direction and apply speed
bullet.directionX = deltaX / distance * bullet.speed;
bullet.directionY = deltaY / distance * bullet.speed;
enemyBullets.push(bullet);
game.addChild(bullet);
break;
}
// Move to next enemy
currentShootingEnemyIndex = (currentShootingEnemyIndex + 1) % enemies.length;
attempts++;
}
// Move to next enemy for next turn
currentShootingEnemyIndex = (currentShootingEnemyIndex + 1) % enemies.length;
}
// Spawn new enemies continuously with level-based spawn rate
enemySpawnTimer++;
var adjustedSpawnInterval = Math.max(60, enemySpawnInterval - (currentLevel - 1) * 5); // Faster spawning at higher levels
if (enemySpawnTimer >= adjustedSpawnInterval) {
enemySpawnTimer = 0;
spawnEnemy();
}
// Update enemies and remove off-screen ones
for (var i = enemies.length - 1; i >= 0; i--) {
var enemy = enemies[i];
if (enemy.lastY === undefined) enemy.lastY = enemy.y;
// Remove enemies that finished exploding
if (enemy.readyForDestroy) {
enemy.destroy();
enemies.splice(i, 1);
continue;
}
// Remove enemies that go off bottom of screen
if (enemy.lastY <= 2800 && enemy.y > 2800) {
enemy.destroy();
enemies.splice(i, 1);
continue;
}
// Check if enemies reached player (only if not dying)
if (enemy.y > 2300 && enemy.intersects(player) && !enemy.isDying) {
player.takeDamage();
}
enemy.lastY = enemy.y;
}
// Update power-ups
for (var i = powerups.length - 1; i >= 0; i--) {
var powerup = powerups[i];
if (powerup.lastY === undefined) powerup.lastY = powerup.y;
// Remove power-ups that go off screen
if (powerup.lastY <= 2742 && powerup.y > 2742) {
powerup.destroy();
powerups.splice(i, 1);
continue;
}
// Check collision with player
if (powerup.intersects(player)) {
if (powerup.type === 'rapidfire') {
rapidFireEndTime = LK.ticks + 300; // 5 seconds of rapid fire
}
LK.getSound('powerupCollect').play();
powerup.destroy();
powerups.splice(i, 1);
continue;
}
powerup.lastY = powerup.y;
}
// Update life power-ups
for (var i = lifePowerups.length - 1; i >= 0; i--) {
var lifePowerup = lifePowerups[i];
if (lifePowerup.lastY === undefined) lifePowerup.lastY = lifePowerup.y;
// Remove life power-ups that go off screen
if (lifePowerup.lastY <= 2742 && lifePowerup.y > 2742) {
lifePowerup.destroy();
lifePowerups.splice(i, 1);
continue;
}
// Check collision with player
if (lifePowerup.intersects(player)) {
if (lifePowerup.type === 'life') {
player.lives++;
livesText.setText('Lives: ' + player.lives);
}
LK.getSound('powerupCollect').play();
lifePowerup.destroy();
lifePowerups.splice(i, 1);
continue;
}
lifePowerup.lastY = lifePowerup.y;
}
}; /****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Boss = Container.expand(function () {
var self = Container.call(this);
var bossGraphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 3,
scaleY: 3
});
bossGraphics.tint = 0x800080; // Purple tint for boss
self.maxHealth = 20;
self.health = self.maxHealth;
self.speed = 1;
self.direction = 1;
self.shootTimer = 0;
self.shootInterval = 30; // Shoot every 0.5 seconds
self.specialAttackTimer = 0;
self.specialAttackInterval = 180; // Special attack every 3 seconds
self.points = 100;
self.phase = 1;
self.movementTimer = 0;
self.lastShoot = 0;
self.shotCount = 0; // Track number of shots fired
self.update = function () {
self.movementTimer++;
// Movement pattern
if (self.movementTimer < 120) {
// Move horizontally
self.x += self.direction * self.speed;
if (self.x <= 150 || self.x >= 1900) {
self.direction *= -1;
}
} else if (self.movementTimer < 180) {
// Move down slightly
self.y += 0.5;
} else {
// Reset movement cycle
self.movementTimer = 0;
}
// Regular shooting
self.shootTimer++;
if (self.shootTimer >= self.shootInterval) {
self.shootTimer = 0;
self.shootAtPlayer();
}
// Special attack
self.specialAttackTimer++;
if (self.specialAttackTimer >= self.specialAttackInterval) {
self.specialAttackTimer = 0;
self.specialAttack();
}
};
self.shootAtPlayer = function () {
// Create single bullet aimed at player
var bullet = new EnemyBullet();
bullet.x = self.x;
bullet.y = self.y + 100;
// Calculate direction towards player
var deltaX = player.x - bullet.x;
var deltaY = player.y - bullet.y;
var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY);
bullet.directionX = deltaX / distance * bullet.speed;
bullet.directionY = deltaY / distance * bullet.speed;
enemyBullets.push(bullet);
game.addChild(bullet);
// Increment shot count and check for death after 55 shots
self.shotCount++;
if (self.shotCount >= 55) {
// Boss dies after 55 shots
LK.setScore(LK.getScore() + 500);
scoreText.setText('Score: ' + LK.getScore());
LK.getSound('bossDefeat').play();
self.destroy();
currentBoss = null;
isBossFight = false;
}
};
self.specialAttack = function () {
// Circular pattern of bullets
for (var i = 0; i < 4; i++) {
var bullet = new EnemyBullet();
bullet.x = self.x;
bullet.y = self.y + 50;
var angle = i / 4 * Math.PI * 2;
bullet.directionX = Math.cos(angle) * bullet.speed;
bullet.directionY = Math.sin(angle) * bullet.speed;
enemyBullets.push(bullet);
game.addChild(bullet);
// Increment shot count for each bullet
self.shotCount++;
}
// Check for death after 55 total shots
if (self.shotCount >= 55) {
// Boss dies after 55 shots
LK.setScore(LK.getScore() + 500);
scoreText.setText('Score: ' + LK.getScore());
LK.getSound('bossDefeat').play();
self.destroy();
currentBoss = null;
isBossFight = false;
}
};
self.takeDamage = function () {
self.health--;
if (self.health <= 0) {
// Boss defeated - give big score bonus
LK.setScore(LK.getScore() + 500);
scoreText.setText('Score: ' + LK.getScore());
LK.getSound('enemyHit').play();
self.destroy();
currentBoss = null;
return true; // Boss destroyed
}
return false; // Boss still alive
};
return self;
});
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 2;
self.direction = 1;
self.moveDownDistance = 60;
self.shootChance = 0.001;
self.points = 10;
self.health = 1;
self.maxHealth = 1;
self.lastShoot = 0;
self.update = function () {
self.y += self.speed;
};
self.moveDown = function () {
self.y += self.moveDownDistance;
self.direction *= -1;
};
self.takeDamage = function () {
self.health--;
if (self.health <= 0) {
// Mark enemy as dying to prevent further damage
self.isDying = true;
// Flash screen red when enemy explodes
LK.effects.flashScreen(0xFF0000, 150);
// Enemy explodes - dramatic visual effect
tween(self, {
tint: 0xFF0000,
scaleX: 2.5,
scaleY: 2.5,
alpha: 0
}, {
duration: 400,
easing: tween.easeOut,
onFinish: function onFinish() {
// Mark for removal after animation
self.readyForDestroy = true;
}
});
return true; // Enemy destroyed
} else {
// Add red flash effect for damage
tween(self, {
tint: 0xFF0000
}, {
duration: 200,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(self, {
tint: 0xFFFFFF
}, {
duration: 200,
easing: tween.easeIn
});
}
});
}
return false; // Enemy still alive
};
return self;
});
var EnemyBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('enemyBullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 8;
self.directionX = 0;
self.directionY = self.speed;
self.update = function () {
self.x += self.directionX;
self.y += self.directionY;
};
return self;
});
var LifePowerUp = Container.expand(function () {
var self = Container.call(this);
var powerupGraphics = self.attachAsset('lifePowerup', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 3;
self.type = 'life';
self.update = function () {
self.y += self.speed;
self.rotation += 0.1;
};
return self;
});
var Player = Container.expand(function () {
var self = Container.call(this);
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 8;
self.lastShoot = 0;
self.shootDelay = 15;
self.lives = 3;
self.invulnerable = false;
self.invulnerableTime = 0;
self.shoot = function () {
if (LK.ticks - self.lastShoot > self.shootDelay) {
// Create three bullets in a spread pattern
for (var i = 0; i < 3; i++) {
var bullet = new PlayerBullet();
bullet.x = self.x + (i - 1) * 30; // Spread bullets horizontally: -30, 0, +30
bullet.y = self.y - 40;
playerBullets.push(bullet);
game.addChild(bullet);
}
self.lastShoot = LK.ticks;
LK.getSound('shoot').play();
}
};
self.takeDamage = function () {
if (!self.invulnerable) {
self.lives--;
self.invulnerable = true;
self.invulnerableTime = LK.ticks + 120; // 2 seconds of invulnerability
LK.getSound('playerHit').play();
livesText.setText('Lives: ' + self.lives);
if (self.lives <= 0) {
LK.showGameOver();
}
}
};
self.update = function () {
if (self.invulnerable && LK.ticks > self.invulnerableTime) {
self.invulnerable = false;
}
};
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.type = 'rapidfire'; // Default type
self.update = function () {
self.y += self.speed;
self.rotation += 0.1;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000033
});
/****
* Game Code
****/
// Create static background
var background = LK.getAsset('background', {
anchorX: 0,
anchorY: 0,
x: 0,
y: 0
});
game.addChild(background);
var player = new Player();
player.x = 1024;
player.y = 2500;
game.addChild(player);
var playerBullets = [];
var enemyBullets = [];
var enemies = [];
var powerups = [];
var lifePowerups = [];
var enemySpawnTimer = 0;
var enemySpawnInterval = 120; // Spawn enemy every 2 seconds (120 ticks at 60fps)
var maxEnemies = 12; // Maximum enemies on screen at once
var dragNode = null;
var rapidFireEndTime = 0;
var currentShootingEnemyIndex = 0;
var enemyShootTimer = 0;
var enemyShootInterval = 90; // Shoot every 1.5 seconds (90 ticks at 60fps)
var playerAutoShootTimer = 0;
var playerAutoShootInterval = 60; // Auto shoot every 1 second (60 ticks at 60fps)
var currentLevel = 1;
var enemiesKilledThisLevel = 0;
var enemiesNeededForNextLevel = 10;
// UI Elements
var scoreText = new Text2('Score: 0', {
size: 80,
fill: 0xFFFFFF
});
scoreText.anchor.set(0, 0);
scoreText.x = 50;
scoreText.y = 50;
LK.gui.topLeft.addChild(scoreText);
var livesText = new Text2('Lives: 3', {
size: 80,
fill: 0xFFFFFF
});
livesText.anchor.set(1, 0);
LK.gui.topRight.addChild(livesText);
var levelText = new Text2('Level: 1', {
size: 60,
fill: 0x00FF00
});
levelText.anchor.set(0.5, 0);
levelText.x = 1024;
levelText.y = 100;
LK.gui.top.addChild(levelText);
var levelChangeNotice = new Text2('', {
size: 100,
fill: 0xFFD700
});
levelChangeNotice.anchor.set(0.5, 0.5);
levelChangeNotice.x = 1024;
levelChangeNotice.y = 1366;
levelChangeNotice.alpha = 0;
LK.gui.center.addChild(levelChangeNotice);
function spawnEnemy() {
if (enemies.length < maxEnemies) {
var enemy = new Enemy();
enemy.x = Math.random() * (2048 - 120) + 60; // Random X position
enemy.y = -60; // Start above screen
// Increase difficulty based on level
enemy.speed = 2 + Math.random() * 3 + (currentLevel - 1) * 0.5; // Speed increases with level
enemy.shootChance = 0.001 + (currentLevel - 1) * 0.0005; // Shooting frequency increases
enemy.health = 1 + Math.floor((currentLevel - 1) / 3); // Health increases every 3 levels
enemy.maxHealth = enemy.health;
enemy.points = 10 + (currentLevel - 1) * 2; // More points per level
enemies.push(enemy);
game.addChild(enemy);
}
}
// Play background music when game starts
LK.playMusic('1battlefieldepic');
function handleTouch(x, y, obj) {
// Allow free movement in all directions within screen bounds
var targetX = Math.max(40, Math.min(2008, x));
var targetY = Math.max(40, Math.min(2692, y));
// Stop any existing movement tween
tween.stop(player, {
x: true,
y: true
});
// Slower and more controlled movement to target position
tween(player, {
x: targetX,
y: targetY
}, {
duration: 300,
easing: tween.easeOut
});
}
game.move = handleTouch;
game.down = function (x, y, obj) {
// Move player to touch position immediately
handleTouch(x, y, obj);
player.shoot();
};
game.up = function (x, y, obj) {
// Continue moving to last touch position on release
handleTouch(x, y, obj);
};
game.update = function () {
// Static background - no scrolling logic needed
// Check if rapid fire is active
var isRapidFire = LK.ticks < rapidFireEndTime;
if (isRapidFire) {
player.shootDelay = 5;
} else {
player.shootDelay = 15;
}
// Auto shoot every 1 second
playerAutoShootTimer++;
if (playerAutoShootTimer >= playerAutoShootInterval) {
playerAutoShootTimer = 0;
player.shoot();
}
// Update player bullets
for (var i = playerBullets.length - 1; i >= 0; i--) {
var bullet = playerBullets[i];
if (bullet.lastY === undefined) bullet.lastY = bullet.y;
// Remove bullets that go off screen
if (bullet.lastY >= -10 && bullet.y < -10) {
bullet.destroy();
playerBullets.splice(i, 1);
continue;
}
// Check collision with enemies
var hitEnemy = false;
for (var j = enemies.length - 1; j >= 0; j--) {
if (bullet.intersects(enemies[j]) && !enemies[j].isDying) {
var enemyDestroyed = enemies[j].takeDamage();
if (enemyDestroyed) {
LK.setScore(LK.getScore() + enemies[j].points);
scoreText.setText('Score: ' + LK.getScore());
LK.getSound('enemyHit').play();
enemiesKilledThisLevel++;
// Check for level up
if (enemiesKilledThisLevel >= enemiesNeededForNextLevel) {
currentLevel++;
enemiesKilledThisLevel = 0;
enemiesNeededForNextLevel += 5; // Need 5 more enemies each level
levelText.setText('Level: ' + currentLevel);
// Show level change notice with animation
levelChangeNotice.setText('LEVEL ' + currentLevel);
levelChangeNotice.alpha = 0;
tween(levelChangeNotice, {
alpha: 1
}, {
duration: 500,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(levelChangeNotice, {
alpha: 0
}, {
duration: 1000,
easing: tween.easeIn
});
}
});
}
// Chance to drop power-up
if (Math.random() < 0.1) {
var powerup = new PowerUp();
powerup.x = enemies[j].x;
powerup.y = enemies[j].y;
powerups.push(powerup);
game.addChild(powerup);
}
// Chance to drop life power-up (lower chance)
if (Math.random() < 0.05) {
var lifePowerup = new LifePowerUp();
lifePowerup.x = enemies[j].x;
lifePowerup.y = enemies[j].y;
lifePowerups.push(lifePowerup);
game.addChild(lifePowerup);
}
// Don't destroy immediately - wait for animation
}
hitEnemy = true;
break;
}
}
if (hitEnemy) {
bullet.destroy();
playerBullets.splice(i, 1);
continue;
}
bullet.lastY = bullet.y;
}
// Update enemy bullets
for (var i = enemyBullets.length - 1; i >= 0; i--) {
var bullet = enemyBullets[i];
if (bullet.lastY === undefined) bullet.lastY = bullet.y;
// Remove bullets that go off screen
if (bullet.lastY <= 2742 && bullet.y > 2742) {
bullet.destroy();
enemyBullets.splice(i, 1);
continue;
}
// Check collision with player
if (bullet.intersects(player)) {
player.takeDamage();
bullet.destroy();
enemyBullets.splice(i, 1);
continue;
}
bullet.lastY = bullet.y;
}
// Handle alternating enemy shooting
enemyShootTimer++;
if (enemyShootTimer >= enemyShootInterval && enemies.length > 0) {
// Reset timer
enemyShootTimer = 0;
// Find next valid enemy to shoot
var attempts = 0;
var maxAttempts = enemies.length;
while (attempts < maxAttempts) {
// Make sure index is within bounds
if (currentShootingEnemyIndex >= enemies.length) {
currentShootingEnemyIndex = 0;
}
var shootingEnemy = enemies[currentShootingEnemyIndex];
if (shootingEnemy && shootingEnemy.y < 2000) {
// Only shoot if enemy is not too low
// Create bullet from this enemy
var bullet = new EnemyBullet();
bullet.x = shootingEnemy.x;
bullet.y = shootingEnemy.y + 30;
// Calculate direction towards player
var deltaX = player.x - shootingEnemy.x;
var deltaY = player.y - shootingEnemy.y;
var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY);
// Normalize direction and apply speed
bullet.directionX = deltaX / distance * bullet.speed;
bullet.directionY = deltaY / distance * bullet.speed;
enemyBullets.push(bullet);
game.addChild(bullet);
break;
}
// Move to next enemy
currentShootingEnemyIndex = (currentShootingEnemyIndex + 1) % enemies.length;
attempts++;
}
// Move to next enemy for next turn
currentShootingEnemyIndex = (currentShootingEnemyIndex + 1) % enemies.length;
}
// Spawn new enemies continuously with level-based spawn rate
enemySpawnTimer++;
var adjustedSpawnInterval = Math.max(60, enemySpawnInterval - (currentLevel - 1) * 5); // Faster spawning at higher levels
if (enemySpawnTimer >= adjustedSpawnInterval) {
enemySpawnTimer = 0;
spawnEnemy();
}
// Update enemies and remove off-screen ones
for (var i = enemies.length - 1; i >= 0; i--) {
var enemy = enemies[i];
if (enemy.lastY === undefined) enemy.lastY = enemy.y;
// Remove enemies that finished exploding
if (enemy.readyForDestroy) {
enemy.destroy();
enemies.splice(i, 1);
continue;
}
// Remove enemies that go off bottom of screen
if (enemy.lastY <= 2800 && enemy.y > 2800) {
enemy.destroy();
enemies.splice(i, 1);
continue;
}
// Check if enemies reached player (only if not dying)
if (enemy.y > 2300 && enemy.intersects(player) && !enemy.isDying) {
player.takeDamage();
}
enemy.lastY = enemy.y;
}
// Update power-ups
for (var i = powerups.length - 1; i >= 0; i--) {
var powerup = powerups[i];
if (powerup.lastY === undefined) powerup.lastY = powerup.y;
// Remove power-ups that go off screen
if (powerup.lastY <= 2742 && powerup.y > 2742) {
powerup.destroy();
powerups.splice(i, 1);
continue;
}
// Check collision with player
if (powerup.intersects(player)) {
if (powerup.type === 'rapidfire') {
rapidFireEndTime = LK.ticks + 300; // 5 seconds of rapid fire
}
LK.getSound('powerupCollect').play();
powerup.destroy();
powerups.splice(i, 1);
continue;
}
powerup.lastY = powerup.y;
}
// Update life power-ups
for (var i = lifePowerups.length - 1; i >= 0; i--) {
var lifePowerup = lifePowerups[i];
if (lifePowerup.lastY === undefined) lifePowerup.lastY = lifePowerup.y;
// Remove life power-ups that go off screen
if (lifePowerup.lastY <= 2742 && lifePowerup.y > 2742) {
lifePowerup.destroy();
lifePowerups.splice(i, 1);
continue;
}
// Check collision with player
if (lifePowerup.intersects(player)) {
if (lifePowerup.type === 'life') {
player.lives++;
livesText.setText('Lives: ' + player.lives);
}
LK.getSound('powerupCollect').play();
lifePowerup.destroy();
lifePowerups.splice(i, 1);
continue;
}
lifePowerup.lastY = lifePowerup.y;
}
};