/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { highScore: 0 }); /**** * Classes ****/ var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 140; // Double the speed again for faster gameplay self.damage = 1; self.update = function () { // Auto-move player left and right self.y -= self.speed; // Auto-destroy bullets that go off screen if (self.y < -50) { self.destroy(); } }; return self; }); var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.health = 1; // Ensure enemy dies in one hit self.speed = 2 + Math.random() * 0.5; // Decrease enemy movement speed for slower gameplay self.value = 100; // score value self.canShoot = Math.random() < 0.3; // 30% of enemies can shoot self.lastShot = 0; self.fireRate = 2000 + Math.random() * 2000; // Random fire rate between 2-4 seconds // Create health bar self.healthBarBg = self.attachAsset('healthBarBg', { anchorX: 0.5, anchorY: 0.5, y: -70 }); self.healthBar = self.attachAsset('healthBar', { anchorX: 0.5, anchorY: 0.5, y: -70 }); self.updateHealthBar = function () { var healthPercentage = self.health / 2; // 2 is max health self.healthBar.scaleX = healthPercentage; }; self.damage = function (amount) { self.health -= amount; self.updateHealthBar(); // Flash enemy when hit LK.effects.flashObject(self, 0xffffff, 200); if (self.health <= 0) { // Create explosion var explosion = new Explosion(); explosion.x = self.x; explosion.y = self.y; game.addChild(explosion); // Add score LK.setScore(LK.getScore() + self.value); // Remove from array and destroy self.destroy(); } }; self.shoot = function () { // Create a single bullet var enemyBullet = new EnemyBullet(); enemyBullet.x = self.x; enemyBullet.y = self.y + 50; // Start below the enemy enemyBullet.speed = 4; // Set speed for the bullet game.addChild(enemyBullet); enemyBullets.push(enemyBullet); LK.getSound('enemyShoot').play(); }; self.update = function () { self.y += self.speed; // Remove evade behavior from enemies // Shooting logic if (self.canShoot) { var now = Date.now(); if (now - self.lastShot > self.fireRate) { self.lastShot = now; self.shoot(); } } // Destroy if off screen if (self.y > 2732 + 100) { self.destroy(); gameActive = false; updateHighScore(); LK.showGameOver(); } }; 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 = 4; // Lower enemy bullet speed for less challenging gameplay self.damage = 5; // Increase enemy bullet damage self.update = function () { self.y += self.speed; // Auto-destroy bullets that go off screen if (self.y > 2732 + 50) { self.destroy(); } }; return self; }); var Explosion = Container.expand(function () { var self = Container.call(this); var explosionGraphics = self.attachAsset('explosion', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.5, scaleY: 0.5 }); // Play explosion sound LK.getSound('explosion').play(); // Animate explosion tween(explosionGraphics, { scaleX: 2, scaleY: 2, alpha: 0 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { self.destroy(); } }); return self; }); var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.maxHealth = 3; self.health = self.maxHealth; self.fireRate = 500; // Fire rate set to 0.5 seconds per shot self.lastShot = 0; self.speed = 20; self.invulnerable = false; // Create health bar self.healthBarBg = self.attachAsset('healthBarBg', { anchorX: 0.5, anchorY: 0.5, y: -80 }); self.healthBar = self.attachAsset('healthBar', { anchorX: 0.5, anchorY: 0.5, y: -80 }); self.updateHealthBar = function () { var healthPercentage = self.health / self.maxHealth; self.healthBar.scaleX = healthPercentage; }; self.damage = function (amount) { if (self.invulnerable) { return; } self.health -= amount; self.updateHealthBar(); LK.getSound('playerHit').play(); // Flash player when hit self.invulnerable = true; LK.effects.flashObject(self, 0xff0000, 1000); LK.setTimeout(function () { self.invulnerable = false; }, 1000); if (self.health <= 0) { // Create explosion var explosion = new Explosion(); explosion.x = self.x; explosion.y = self.y; game.addChild(explosion); // Game over LK.setTimeout(function () { LK.showGameOver(); }, 1000); self.visible = false; } }; self.shoot = function () { var now = Date.now(); if (now - self.lastShot < self.fireRate) { return; } self.lastShot = now; // Create twin bullets var bulletLeft = new Bullet(); var bulletRight = new Bullet(); // Position bullets slightly apart bulletLeft.x = self.x - 20; bulletRight.x = self.x + 20; bulletLeft.y = self.y - 50; bulletRight.y = self.y - 50; // Add bullets to the game game.addChild(bulletLeft); game.addChild(bulletRight); // Add to game's bullets array bullets.push(bulletLeft); bullets.push(bulletRight); LK.getSound('playerShoot').play(); }; self.down = function (x, y, obj) { self.shoot(); // Trigger shooting when player is touched }; self.update = function () { // Manual player movement control if (gameActive) { // Movement logic will be handled in game.move // Automatically fire bullets every 60 ticks (1 second at 60 FPS) if (LK.ticks % 60 === 0) { self.shoot(); } } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ var background = LK.getAsset('nightSky', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); game.addChild(background); // Game variables var player; var bullets = []; var enemyBullets = []; var enemies = []; var powerUps = []; var waveNumber = 1; var enemiesInWave = 5 + waveNumber * 2; var lastEnemySpawn = 0; var enemySpawnRate = 2000; // Increase to 2 seconds between spawns for stability var waveDelay = 5000; // 5 seconds between waves var gameActive = true; var dragActive = false; // Setup GUI var waveTxt = new Text2('WAVE 1', { size: 80, fill: 0xFFFFFF }); waveTxt.anchor.set(0.5, 0); LK.gui.top.addChild(waveTxt); waveTxt.y = 50; // Initialize player player = new Player(); player.x = 2048 / 2; player.y = 2732 - 300; player.updateHealthBar(); game.addChild(player); // Start background music LK.playMusic('bgMusic', { fade: { start: 0, end: 0.6, duration: 1000 } }); // Touch/mouse handling var lastTapTime = 0; game.down = function (x, y, obj) { if (!gameActive) { return; } var currentTime = Date.now(); if (currentTime - lastTapTime < 300) { // Double-tap detected within 300ms player.speed = 20; // Resume player movement } lastTapTime = currentTime; if (gameActive) { player.shoot(); // Shoot when tapping } }; game.move = function (x, y, obj) { if (!gameActive || !player.visible) { return; } // Constrain player to game area if (x > 100 && x < 2048 - 100) { player.x = x; } if (y > 100 && y < 2732 - 100) { player.y = y; } }; game.up = function (x, y, obj) { dragActive = false; }; // Spawn enemies for current wave function spawnWave() { if (waveNumber > 100) { gameActive = false; updateHighScore(); LK.showYouWin(); return; } enemiesInWave = 3 + waveNumber; // Further reduce the number of enemies per wave for less frequent enemy appearances waveTxt.setText('WAVE ' + waveNumber); // Show wave notification waveTxt.alpha = 1; tween(waveTxt, { alpha: 0 }, { duration: 2000, easing: tween.easeOut }); // Slightly increase enemy spawn rate with each wave enemySpawnRate = Math.max(1000, 1500 - waveNumber * 50); } // Spawn a single enemy function spawnEnemy() { var enemy = new Enemy(); enemy.x = Math.random() * (2048 - 200) + 100; // Random position between 100 and (2048-100) enemy.y = -100; // Start above the screen enemy.updateHealthBar(); // Increase enemy health every few waves if (waveNumber > 3) { enemy.health += Math.floor(waveNumber / 3); enemy.updateHealthBar(); } // Increase enemy speed slightly with each wave enemy.speed += waveNumber * 0.1; game.addChild(enemy); enemies.push(enemy); enemiesInWave--; // Decrease the count of enemies to spawn in the current wave // Trigger automatic bullet release when an enemy appears player.shoot(); } // Save the high score if needed function updateHighScore() { var currentScore = LK.getScore(); if (currentScore > storage.highScore) { storage.highScore = currentScore; } } // Main game update loop game.update = function () { if (!gameActive) { return; } // Enemy spawning logic var now = Date.now(); if (enemies.length < enemiesInWave && now - lastEnemySpawn > enemySpawnRate) { lastEnemySpawn = now; spawnEnemy(); } // Wave transition logic if (enemies.length === 0 && enemiesInWave <= 0) { waveNumber++; if (waveNumber <= 100) { // Start next wave after delay LK.setTimeout(function () { spawnWave(); }, waveDelay); enemiesInWave = 5 + waveNumber * 2; // Reset for next wave } else { gameActive = false; updateHighScore(); LK.showYouWin(); } } // Bullet collision detection for (var i = bullets.length - 1; i >= 0; i--) { var bullet = bullets[i]; // Check collision with each enemy for (var j = enemies.length - 1; j >= 0; j--) { var enemy = enemies[j]; if (bullet.intersects(enemy)) { // Damage enemy enemy.damage(bullet.damage); // Remove bullet bullet.destroy(); bullets.splice(i, 1); // If enemy is destroyed, remove from array if (enemy.health <= 0) { enemies.splice(j, 1); enemiesInWave--; } break; // This bullet hit something, stop checking } } } // Enemy bullet collision with player if (player.visible) { for (var i = enemyBullets.length - 1; i >= 0; i--) { var bullet = enemyBullets[i]; if (bullet.intersects(player)) { // Damage player player.damage(bullet.damage); // Remove bullet bullet.destroy(); enemyBullets.splice(i, 1); // Check if game over if (player.health <= 0) { gameActive = false; updateHighScore(); } } // Check collision with player bullets for (var j = bullets.length - 1; j >= 0; j--) { var playerBullet = bullets[j]; if (bullet.intersects(playerBullet)) { // Create explosion at the collision point var explosion = new Explosion(); explosion.x = bullet.x; explosion.y = bullet.y; game.addChild(explosion); // Destroy both bullets bullet.destroy(); enemyBullets.splice(i, 1); playerBullet.destroy(); bullets.splice(j, 1); // Display score bar var scoreBar = new Text2('Score: ' + LK.getScore(), { size: 50, fill: 0xFFFFFF }); scoreBar.anchor.set(0.5, 0); scoreBar.x = 2048 / 2; scoreBar.y = 100; game.addChild(scoreBar); LK.setTimeout(function () { scoreBar.destroy(); }, 2000); // Display for 2 seconds break; // Stop checking this bullet } } } // Enemy collision with player for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; if (enemy.intersects(player)) { // Damage player player.damage(1); // Damage enemy enemy.damage(1); // If enemy is destroyed, remove from array if (enemy.health <= 0) { enemies.splice(i, 1); enemiesInWave--; } // Check if game over if (player.health <= 0) { gameActive = false; updateHighScore(); } } } } // Clean up arrays (remove destroyed objects) bullets = bullets.filter(function (bullet) { return bullet.parent !== null; }); enemyBullets = enemyBullets.filter(function (bullet) { return bullet.parent !== null; }); enemies = enemies.filter(function (enemy) { return enemy.parent !== null; }); powerUps = powerUps.filter(function (powerUp) { return powerUp.parent !== null; }); }; // Start the first wave spawnWave();
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1", {
highScore: 0
});
/****
* Classes
****/
var Bullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 140; // Double the speed again for faster gameplay
self.damage = 1;
self.update = function () {
// Auto-move player left and right
self.y -= self.speed;
// Auto-destroy bullets that go off screen
if (self.y < -50) {
self.destroy();
}
};
return self;
});
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.health = 1; // Ensure enemy dies in one hit
self.speed = 2 + Math.random() * 0.5; // Decrease enemy movement speed for slower gameplay
self.value = 100; // score value
self.canShoot = Math.random() < 0.3; // 30% of enemies can shoot
self.lastShot = 0;
self.fireRate = 2000 + Math.random() * 2000; // Random fire rate between 2-4 seconds
// Create health bar
self.healthBarBg = self.attachAsset('healthBarBg', {
anchorX: 0.5,
anchorY: 0.5,
y: -70
});
self.healthBar = self.attachAsset('healthBar', {
anchorX: 0.5,
anchorY: 0.5,
y: -70
});
self.updateHealthBar = function () {
var healthPercentage = self.health / 2; // 2 is max health
self.healthBar.scaleX = healthPercentage;
};
self.damage = function (amount) {
self.health -= amount;
self.updateHealthBar();
// Flash enemy when hit
LK.effects.flashObject(self, 0xffffff, 200);
if (self.health <= 0) {
// Create explosion
var explosion = new Explosion();
explosion.x = self.x;
explosion.y = self.y;
game.addChild(explosion);
// Add score
LK.setScore(LK.getScore() + self.value);
// Remove from array and destroy
self.destroy();
}
};
self.shoot = function () {
// Create a single bullet
var enemyBullet = new EnemyBullet();
enemyBullet.x = self.x;
enemyBullet.y = self.y + 50; // Start below the enemy
enemyBullet.speed = 4; // Set speed for the bullet
game.addChild(enemyBullet);
enemyBullets.push(enemyBullet);
LK.getSound('enemyShoot').play();
};
self.update = function () {
self.y += self.speed;
// Remove evade behavior from enemies
// Shooting logic
if (self.canShoot) {
var now = Date.now();
if (now - self.lastShot > self.fireRate) {
self.lastShot = now;
self.shoot();
}
}
// Destroy if off screen
if (self.y > 2732 + 100) {
self.destroy();
gameActive = false;
updateHighScore();
LK.showGameOver();
}
};
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 = 4; // Lower enemy bullet speed for less challenging gameplay
self.damage = 5; // Increase enemy bullet damage
self.update = function () {
self.y += self.speed;
// Auto-destroy bullets that go off screen
if (self.y > 2732 + 50) {
self.destroy();
}
};
return self;
});
var Explosion = Container.expand(function () {
var self = Container.call(this);
var explosionGraphics = self.attachAsset('explosion', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.5,
scaleY: 0.5
});
// Play explosion sound
LK.getSound('explosion').play();
// Animate explosion
tween(explosionGraphics, {
scaleX: 2,
scaleY: 2,
alpha: 0
}, {
duration: 500,
easing: tween.easeOut,
onFinish: function onFinish() {
self.destroy();
}
});
return self;
});
var Player = Container.expand(function () {
var self = Container.call(this);
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
self.maxHealth = 3;
self.health = self.maxHealth;
self.fireRate = 500; // Fire rate set to 0.5 seconds per shot
self.lastShot = 0;
self.speed = 20;
self.invulnerable = false;
// Create health bar
self.healthBarBg = self.attachAsset('healthBarBg', {
anchorX: 0.5,
anchorY: 0.5,
y: -80
});
self.healthBar = self.attachAsset('healthBar', {
anchorX: 0.5,
anchorY: 0.5,
y: -80
});
self.updateHealthBar = function () {
var healthPercentage = self.health / self.maxHealth;
self.healthBar.scaleX = healthPercentage;
};
self.damage = function (amount) {
if (self.invulnerable) {
return;
}
self.health -= amount;
self.updateHealthBar();
LK.getSound('playerHit').play();
// Flash player when hit
self.invulnerable = true;
LK.effects.flashObject(self, 0xff0000, 1000);
LK.setTimeout(function () {
self.invulnerable = false;
}, 1000);
if (self.health <= 0) {
// Create explosion
var explosion = new Explosion();
explosion.x = self.x;
explosion.y = self.y;
game.addChild(explosion);
// Game over
LK.setTimeout(function () {
LK.showGameOver();
}, 1000);
self.visible = false;
}
};
self.shoot = function () {
var now = Date.now();
if (now - self.lastShot < self.fireRate) {
return;
}
self.lastShot = now;
// Create twin bullets
var bulletLeft = new Bullet();
var bulletRight = new Bullet();
// Position bullets slightly apart
bulletLeft.x = self.x - 20;
bulletRight.x = self.x + 20;
bulletLeft.y = self.y - 50;
bulletRight.y = self.y - 50;
// Add bullets to the game
game.addChild(bulletLeft);
game.addChild(bulletRight);
// Add to game's bullets array
bullets.push(bulletLeft);
bullets.push(bulletRight);
LK.getSound('playerShoot').play();
};
self.down = function (x, y, obj) {
self.shoot(); // Trigger shooting when player is touched
};
self.update = function () {
// Manual player movement control
if (gameActive) {
// Movement logic will be handled in game.move
// Automatically fire bullets every 60 ticks (1 second at 60 FPS)
if (LK.ticks % 60 === 0) {
self.shoot();
}
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
var background = LK.getAsset('nightSky', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
});
game.addChild(background);
// Game variables
var player;
var bullets = [];
var enemyBullets = [];
var enemies = [];
var powerUps = [];
var waveNumber = 1;
var enemiesInWave = 5 + waveNumber * 2;
var lastEnemySpawn = 0;
var enemySpawnRate = 2000; // Increase to 2 seconds between spawns for stability
var waveDelay = 5000; // 5 seconds between waves
var gameActive = true;
var dragActive = false;
// Setup GUI
var waveTxt = new Text2('WAVE 1', {
size: 80,
fill: 0xFFFFFF
});
waveTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(waveTxt);
waveTxt.y = 50;
// Initialize player
player = new Player();
player.x = 2048 / 2;
player.y = 2732 - 300;
player.updateHealthBar();
game.addChild(player);
// Start background music
LK.playMusic('bgMusic', {
fade: {
start: 0,
end: 0.6,
duration: 1000
}
});
// Touch/mouse handling
var lastTapTime = 0;
game.down = function (x, y, obj) {
if (!gameActive) {
return;
}
var currentTime = Date.now();
if (currentTime - lastTapTime < 300) {
// Double-tap detected within 300ms
player.speed = 20; // Resume player movement
}
lastTapTime = currentTime;
if (gameActive) {
player.shoot(); // Shoot when tapping
}
};
game.move = function (x, y, obj) {
if (!gameActive || !player.visible) {
return;
}
// Constrain player to game area
if (x > 100 && x < 2048 - 100) {
player.x = x;
}
if (y > 100 && y < 2732 - 100) {
player.y = y;
}
};
game.up = function (x, y, obj) {
dragActive = false;
};
// Spawn enemies for current wave
function spawnWave() {
if (waveNumber > 100) {
gameActive = false;
updateHighScore();
LK.showYouWin();
return;
}
enemiesInWave = 3 + waveNumber; // Further reduce the number of enemies per wave for less frequent enemy appearances
waveTxt.setText('WAVE ' + waveNumber);
// Show wave notification
waveTxt.alpha = 1;
tween(waveTxt, {
alpha: 0
}, {
duration: 2000,
easing: tween.easeOut
});
// Slightly increase enemy spawn rate with each wave
enemySpawnRate = Math.max(1000, 1500 - waveNumber * 50);
}
// Spawn a single enemy
function spawnEnemy() {
var enemy = new Enemy();
enemy.x = Math.random() * (2048 - 200) + 100; // Random position between 100 and (2048-100)
enemy.y = -100; // Start above the screen
enemy.updateHealthBar();
// Increase enemy health every few waves
if (waveNumber > 3) {
enemy.health += Math.floor(waveNumber / 3);
enemy.updateHealthBar();
}
// Increase enemy speed slightly with each wave
enemy.speed += waveNumber * 0.1;
game.addChild(enemy);
enemies.push(enemy);
enemiesInWave--; // Decrease the count of enemies to spawn in the current wave
// Trigger automatic bullet release when an enemy appears
player.shoot();
}
// Save the high score if needed
function updateHighScore() {
var currentScore = LK.getScore();
if (currentScore > storage.highScore) {
storage.highScore = currentScore;
}
}
// Main game update loop
game.update = function () {
if (!gameActive) {
return;
}
// Enemy spawning logic
var now = Date.now();
if (enemies.length < enemiesInWave && now - lastEnemySpawn > enemySpawnRate) {
lastEnemySpawn = now;
spawnEnemy();
}
// Wave transition logic
if (enemies.length === 0 && enemiesInWave <= 0) {
waveNumber++;
if (waveNumber <= 100) {
// Start next wave after delay
LK.setTimeout(function () {
spawnWave();
}, waveDelay);
enemiesInWave = 5 + waveNumber * 2; // Reset for next wave
} else {
gameActive = false;
updateHighScore();
LK.showYouWin();
}
}
// Bullet collision detection
for (var i = bullets.length - 1; i >= 0; i--) {
var bullet = bullets[i];
// Check collision with each enemy
for (var j = enemies.length - 1; j >= 0; j--) {
var enemy = enemies[j];
if (bullet.intersects(enemy)) {
// Damage enemy
enemy.damage(bullet.damage);
// Remove bullet
bullet.destroy();
bullets.splice(i, 1);
// If enemy is destroyed, remove from array
if (enemy.health <= 0) {
enemies.splice(j, 1);
enemiesInWave--;
}
break; // This bullet hit something, stop checking
}
}
}
// Enemy bullet collision with player
if (player.visible) {
for (var i = enemyBullets.length - 1; i >= 0; i--) {
var bullet = enemyBullets[i];
if (bullet.intersects(player)) {
// Damage player
player.damage(bullet.damage);
// Remove bullet
bullet.destroy();
enemyBullets.splice(i, 1);
// Check if game over
if (player.health <= 0) {
gameActive = false;
updateHighScore();
}
}
// Check collision with player bullets
for (var j = bullets.length - 1; j >= 0; j--) {
var playerBullet = bullets[j];
if (bullet.intersects(playerBullet)) {
// Create explosion at the collision point
var explosion = new Explosion();
explosion.x = bullet.x;
explosion.y = bullet.y;
game.addChild(explosion);
// Destroy both bullets
bullet.destroy();
enemyBullets.splice(i, 1);
playerBullet.destroy();
bullets.splice(j, 1);
// Display score bar
var scoreBar = new Text2('Score: ' + LK.getScore(), {
size: 50,
fill: 0xFFFFFF
});
scoreBar.anchor.set(0.5, 0);
scoreBar.x = 2048 / 2;
scoreBar.y = 100;
game.addChild(scoreBar);
LK.setTimeout(function () {
scoreBar.destroy();
}, 2000); // Display for 2 seconds
break; // Stop checking this bullet
}
}
}
// Enemy collision with player
for (var i = enemies.length - 1; i >= 0; i--) {
var enemy = enemies[i];
if (enemy.intersects(player)) {
// Damage player
player.damage(1);
// Damage enemy
enemy.damage(1);
// If enemy is destroyed, remove from array
if (enemy.health <= 0) {
enemies.splice(i, 1);
enemiesInWave--;
}
// Check if game over
if (player.health <= 0) {
gameActive = false;
updateHighScore();
}
}
}
}
// Clean up arrays (remove destroyed objects)
bullets = bullets.filter(function (bullet) {
return bullet.parent !== null;
});
enemyBullets = enemyBullets.filter(function (bullet) {
return bullet.parent !== null;
});
enemies = enemies.filter(function (enemy) {
return enemy.parent !== null;
});
powerUps = powerUps.filter(function (powerUp) {
return powerUp.parent !== null;
});
};
// Start the first wave
spawnWave();
8 bit image city of newyork with black sky night. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
8 bit image black rocket with fire tail. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
8 bit front image blue red scifi police drone. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
fire explode with piece of black steel. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
fire ball. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows