User prompt
make animation enemy fall after hit
User prompt
add background asset
User prompt
player death after one hit
User prompt
erase level text
User prompt
endless game and delete boss
User prompt
player and enemy also boss get explode when hit ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
fix control player response
User prompt
take player possition first on the middle when game play
User prompt
fix smooth control
User prompt
get smooth control ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
fix level
User prompt
reduce lag
User prompt
reduce bullet speed player and enemy
User prompt
reduce speed of gameplay
User prompt
player multi direction shoot bullet
Code edit (1 edits merged)
Please save this source code
User prompt
Galactic Gunner: Auto-Blaster
Initial prompt
side scroller auto shooting game
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Boss
var Boss = Container.expand(function () {
var self = Container.call(this);
var bossGfx = self.attachAsset('boss', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = bossGfx.width;
self.height = bossGfx.height;
self.speed = 6;
self.hp = 30;
self.shootCooldown = 0;
self.type = 'boss';
self.direction = 1;
self.update = function () {
self.x -= self.speed;
// Move up and down
self.y += self.direction * 7;
if (self.y < 200) {
self.direction = 1;
}
if (self.y > 2532) {
self.direction = -1;
}
if (self.shootCooldown > 0) {
self.shootCooldown--;
}
};
return self;
});
// Enemy
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemyGfx = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = enemyGfx.width;
self.height = enemyGfx.height;
self.speed = 5 + Math.random() * 4;
self.hp = 1;
self.shootCooldown = 0;
self.type = 'normal'; // or 'boss'
self.update = function () {
self.x -= self.speed;
if (self.shootCooldown > 0) {
self.shootCooldown--;
}
};
return self;
});
// Enemy bullet
var EnemyBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGfx = self.attachAsset('enemyBullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 8;
self.update = function () {
self.x -= self.speed;
};
return self;
});
// Explosion effect
var Explosion = Container.expand(function () {
var self = Container.call(this);
var explosionGfx = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5,
tint: 0xff5500
});
self.lifespan = 20;
self.scale = 0.2;
// Animation effect
self.start = function (size) {
self.scale = size || 1;
explosionGfx.scale.x = 0.2;
explosionGfx.scale.y = 0.2;
explosionGfx.alpha = 1;
explosionGfx.tint = 0xff5500;
// Growth animation
tween(explosionGfx, {
scaleX: self.scale,
scaleY: self.scale
}, {
duration: 200,
easing: tween.easeOut
});
// Color change animation
tween(explosionGfx, {
tint: 0xffcc00
}, {
duration: 100,
easing: tween.linear,
onFinish: function onFinish() {
tween(explosionGfx, {
tint: 0xffffaa,
alpha: 0
}, {
duration: 300,
easing: tween.easeOut
});
}
});
};
self.update = function () {
self.lifespan--;
if (self.lifespan <= 0) {
self.destroy();
}
};
return self;
});
// Player bullet
var PlayerBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGfx = self.attachAsset('playerBullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 12;
self.update = function () {
// Default angle is 0 (right)
if (typeof self.angle === "undefined") {
self.angle = 0;
}
self.x += self.speed * Math.cos(self.angle);
self.y += self.speed * Math.sin(self.angle);
};
return self;
});
// Power-up
var Powerup = Container.expand(function () {
var self = Container.call(this);
var powerGfx = self.attachAsset('powerup', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 6;
self.type = 'power'; // could be 'power', 'heal', etc.
self.update = function () {
self.x -= self.speed;
};
return self;
});
// Player spaceship
var Ship = Container.expand(function () {
var self = Container.call(this);
var shipGfx = self.attachAsset('ship', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = shipGfx.width;
self.height = shipGfx.height;
self.fireCooldown = 0;
self.powerLevel = 1; // 1=single, 2=double, 3=triple shot
self.invincible = false;
self.invincibleTimer = 0;
// Invincibility flash effect
self.setInvincible = function (duration) {
self.invincible = true;
self.invincibleTimer = duration;
tween(shipGfx, {
alpha: 0.4
}, {
duration: 100,
easing: tween.linear,
onFinish: function onFinish() {
tween(shipGfx, {
alpha: 1
}, {
duration: 100,
easing: tween.linear
});
}
});
};
// Called every tick
self.update = function () {
if (self.invincible) {
self.invincibleTimer -= 1;
if (self.invincibleTimer <= 0) {
self.invincible = false;
shipGfx.alpha = 1;
}
}
// Track last drag direction for multi-directional shooting
if (typeof self.lastShootAngle === "undefined") {
self.lastShootAngle = 0;
}
if (typeof self.lastX === "undefined") {
self.lastX = self.x;
}
if (typeof self.lastY === "undefined") {
self.lastY = self.y;
}
if (self.x !== self.lastX || self.y !== self.lastY) {
// Calculate angle of movement
var dx = self.x - self.lastX;
var dy = self.y - self.lastY;
if (dx !== 0 || dy !== 0) {
self.lastShootAngle = Math.atan2(dy, dx);
}
}
self.lastX = self.x;
self.lastY = self.y;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000010
});
/****
* Game Code
****/
// Play background music
// Spaceship (player)
// Player bullet
// Enemy
// Enemy bullet
// Power-up
// Boss
// Sound effects
// Music
LK.playMusic('bgmusic');
// Game variables
var ship;
var playerBullets = [];
var enemies = [];
var enemyBullets = [];
var powerups = [];
var boss = null;
var scoreTxt;
var levelTxt;
var dragNode = null;
var lastShipX = 0,
lastShipY = 0;
var spawnTimer = 0;
var powerupTimer = 0;
var level = 1;
var bossActive = false;
var bossDefeated = false;
var gameOver = false;
// Bullet pools for reusing objects (reduces garbage collection)
var playerBulletPool = [];
var enemyBulletPool = [];
// Helper function to get bullet from pool or create new one
function getPlayerBulletFromPool() {
if (playerBulletPool.length > 0) {
var bullet = playerBulletPool.pop();
bullet.visible = true;
return bullet;
}
return new PlayerBullet();
}
function getEnemyBulletFromPool() {
if (enemyBulletPool.length > 0) {
var bullet = enemyBulletPool.pop();
bullet.visible = true;
return bullet;
}
return new EnemyBullet();
}
// Helper function to return bullet to pool
function returnPlayerBulletToPool(bullet, index) {
bullet.visible = false;
playerBulletPool.push(bullet);
playerBullets.splice(index, 1);
}
function returnEnemyBulletToPool(bullet, index) {
bullet.visible = false;
enemyBulletPool.push(bullet);
enemyBullets.splice(index, 1);
}
// Score display
scoreTxt = new Text2('0', {
size: 120,
fill: "#fff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Level display
levelTxt = new Text2('Level 1', {
size: 70,
fill: "#aaf"
});
levelTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(levelTxt);
levelTxt.y = 120;
// Create player ship
ship = new Ship();
game.addChild(ship);
ship.x = 2048 / 2;
ship.y = 2732 / 2;
// Make ship visible and interactive
ship.interactive = true;
ship.buttonMode = true;
// Helper: clamp ship inside screen
function clampShipPosition() {
var halfW = ship.width / 2;
var halfH = ship.height / 2;
if (ship.x < 100 + halfW) {
ship.x = 100 + halfW;
}
if (ship.x > 2048 - halfW) {
ship.x = 2048 - halfW;
}
if (ship.y < halfH) {
ship.y = halfH;
}
if (ship.y > 2732 - halfH) {
ship.y = 2732 - halfH;
}
}
// Handle dragging ship
function handleMove(x, y, obj) {
if (dragNode) {
// Direct positioning for immediate response
dragNode.x = x;
dragNode.y = y;
clampShipPosition();
}
}
game.move = handleMove;
game.down = function (x, y, obj) {
// Improved touch detection with slightly larger hitbox for better responsiveness
var local = ship.toLocal(game.toGlobal({
x: x,
y: y
}));
var touchPadding = 20; // Extra padding for easier touch
if (local.x > -ship.width / 2 - touchPadding && local.x < ship.width / 2 + touchPadding && local.y > -ship.height / 2 - touchPadding && local.y < ship.height / 2 + touchPadding) {
dragNode = ship;
// Immediate position update
handleMove(x, y, obj);
}
};
game.up = function (x, y, obj) {
// Make sure position is updated one last time before releasing
if (dragNode) {
handleMove(x, y, obj);
}
dragNode = null;
};
// Spawn enemy
function spawnEnemy() {
var e = new Enemy();
e.x = 2048 + e.width / 2;
e.y = 200 + Math.random() * (2732 - 400);
e.hp = 1 + Math.floor(level / 2);
e.speed = 5 + Math.random() * 4 + level * 0.6;
e.shootCooldown = 90 + Math.floor(Math.random() * 80);
enemies.push(e);
game.addChild(e);
}
// Spawn powerup
function spawnPowerup() {
var p = new Powerup();
p.x = 2048 + 60;
p.y = 200 + Math.random() * (2732 - 400);
p.type = 'power';
powerups.push(p);
game.addChild(p);
}
// Spawn boss
function spawnBoss() {
boss = new Boss();
boss.x = 2048 + boss.width / 2;
boss.y = 2732 / 2;
boss.hp = 30 + 10 * level;
boss.shootCooldown = 40;
bossActive = true;
bossDefeated = false;
game.addChild(boss);
}
// Main update loop
game.update = function () {
if (gameOver) {
return;
}
// Ship update
ship.update();
// Auto-fire
if (ship.fireCooldown > 0) {
ship.fireCooldown--;
}
if (ship.fireCooldown <= 0) {
// Fire based on power level, but allow multi-directional shooting
var bulletAngles = [ship.lastShootAngle || 0];
if (ship.powerLevel === 2) {
bulletAngles = [(ship.lastShootAngle || 0) - Math.PI / 16, (ship.lastShootAngle || 0) + Math.PI / 16];
}
if (ship.powerLevel >= 3) {
bulletAngles = [(ship.lastShootAngle || 0) - Math.PI / 8, ship.lastShootAngle || 0, (ship.lastShootAngle || 0) + Math.PI / 8];
}
for (var i = 0; i < bulletAngles.length; ++i) {
var b = getPlayerBulletFromPool();
// Start at ship's nose
b.x = ship.x + Math.cos(bulletAngles[i]) * (ship.width / 2 + 10);
b.y = ship.y + Math.sin(bulletAngles[i]) * (ship.width / 2 + 10);
b.angle = bulletAngles[i];
playerBullets.push(b);
if (!b.parent) {
game.addChild(b);
}
}
LK.getSound('shoot').play();
ship.fireCooldown = 18;
}
// Update player bullets - optimized to reduce collision checking
var bulletsToRemove = [];
for (var i = playerBullets.length - 1; i >= 0; --i) {
var b = playerBullets[i];
b.update();
// Remove if off screen
if (b.x > 2048 + 50 || b.x < -50 || b.y > 2732 + 50 || b.y < -50) {
returnPlayerBulletToPool(b, i);
continue;
}
// Check if bullet already marked for removal
if (bulletsToRemove.indexOf(i) !== -1) {
continue;
}
// Hit enemy - only check enemies in proximity
var bulletHitSomething = false;
for (var j = enemies.length - 1; j >= 0; --j) {
var e = enemies[j];
// Only check collision if enemy is close to bullet (rough proximity check)
if (Math.abs(e.x - b.x) < 150 && Math.abs(e.y - b.y) < 150) {
if (b.intersects(e)) {
e.hp--;
LK.getSound('explosion').play();
// Small hit explosion
var hitExplosion = new Explosion();
hitExplosion.x = b.x;
hitExplosion.y = b.y;
hitExplosion.start(0.5);
game.addChild(hitExplosion);
bulletHitSomething = true;
if (e.hp <= 0) {
// Create explosion at enemy position
var explosion = new Explosion();
explosion.x = e.x;
explosion.y = e.y;
explosion.start(1.2);
game.addChild(explosion);
LK.setScore(LK.getScore() + 10);
scoreTxt.setText(LK.getScore());
e.destroy();
enemies.splice(j, 1);
}
break;
}
}
}
// If bullet hit an enemy, return the bullet to the pool and continue to next bullet
if (bulletHitSomething) {
returnPlayerBulletToPool(b, i);
continue;
}
// Hit boss - only check if boss is active and bullet is close to boss
if (bossActive && boss && Math.abs(boss.x - b.x) < 350 && Math.abs(boss.y - b.y) < 250) {
if (b.intersects(boss)) {
boss.hp--;
LK.getSound('explosion').play();
// Create hit explosion at bullet position
var hitExplosion = new Explosion();
hitExplosion.x = b.x;
hitExplosion.y = b.y;
hitExplosion.start(0.7);
game.addChild(hitExplosion);
returnPlayerBulletToPool(b, i);
if (boss.hp <= 0 && !bossDefeated) {
// Create multiple explosions for boss death
for (var e = 0; e < 5; e++) {
var explosion = new Explosion();
explosion.x = boss.x + (Math.random() * 200 - 100);
explosion.y = boss.y + (Math.random() * 200 - 100);
explosion.start(1.5 + Math.random());
explosion.lifespan = 20 + e * 5; // Staggered explosions
game.addChild(explosion);
}
LK.setScore(LK.getScore() + 100);
scoreTxt.setText(LK.getScore());
boss.destroy();
boss = null;
bossActive = false;
bossDefeated = true;
// Next level
level++;
levelTxt.setText('Level ' + level);
// Power up as reward
ship.powerLevel = Math.min(ship.powerLevel + 1, 3);
// Flash effect
LK.effects.flashScreen(0x00ff00, 800);
}
}
}
}
// Update enemies - optimized
var enemiesNearPlayer = 0;
for (var i = enemies.length - 1; i >= 0; --i) {
var e = enemies[i];
e.update();
// Remove if off screen
if (e.x < -e.width / 2) {
e.destroy();
enemies.splice(i, 1);
continue;
}
// Check if enemy is near player
var isNearPlayer = Math.abs(e.x - ship.x) < 400;
if (isNearPlayer) {
enemiesNearPlayer++;
}
// Enemy shoots
if (e.shootCooldown <= 0 && e.x < 2048 && e.x > 0) {
// Limit shooting frequency based on how many enemies are near player
if (enemiesNearPlayer < 3 || Math.random() < 0.3) {
var eb = getEnemyBulletFromPool();
eb.x = e.x - e.width / 2 - 10;
eb.y = e.y;
enemyBullets.push(eb);
if (!eb.parent) {
game.addChild(eb);
}
LK.getSound('enemyShoot').play();
}
// Increase cooldown when many enemies are present
var cooldownBase = 80 + Math.floor(Math.random() * 60);
e.shootCooldown = cooldownBase * (1 + (enemies.length > 10 ? 0.5 : 0));
}
// Collide with ship - only check when close
if (!ship.invincible && isNearPlayer && Math.abs(e.y - ship.y) < 150) {
if (e.intersects(ship)) {
// Ship hit
// Create explosion at collision point
var explosion = new Explosion();
explosion.x = (ship.x + e.x) / 2;
explosion.y = (ship.y + e.y) / 2;
explosion.start(1);
game.addChild(explosion);
ship.setInvincible(90);
LK.effects.flashObject(ship, 0xff0000, 600);
LK.effects.flashScreen(0xff0000, 400);
LK.setScore(Math.max(0, LK.getScore() - 20));
scoreTxt.setText(LK.getScore());
}
}
}
// Update enemy bullets - batch process with reduced collision checks
var bulletsToCheck = [];
// First update all bullets and mark ones to remove (off-screen)
for (var i = enemyBullets.length - 1; i >= 0; --i) {
var eb = enemyBullets[i];
eb.update();
if (eb.x < -50) {
returnEnemyBulletToPool(eb, i);
continue;
}
// Only check collision if ship is not invincible and bullet is near ship
if (!ship.invincible && Math.abs(eb.x - ship.x) < 150 && Math.abs(eb.y - ship.y) < 150) {
bulletsToCheck.push({
index: i,
bullet: eb
});
}
}
// Now only check collisions for bullets near the ship
if (!ship.invincible) {
for (var i = 0; i < bulletsToCheck.length; i++) {
var bulletInfo = bulletsToCheck[i];
var eb = bulletInfo.bullet;
if (eb.intersects(ship)) {
// Create explosion at bullet position
var explosion = new Explosion();
explosion.x = eb.x;
explosion.y = eb.y;
explosion.start(1);
game.addChild(explosion);
ship.setInvincible(90);
LK.effects.flashObject(ship, 0xff0000, 600);
LK.effects.flashScreen(0xff0000, 400);
LK.setScore(Math.max(0, LK.getScore() - 20));
scoreTxt.setText(LK.getScore());
eb.destroy();
enemyBullets.splice(bulletInfo.index, 1);
// Game over if hit while invincible
if (!ship.invincible) {
gameOver = true;
LK.showGameOver();
return;
}
break; // Exit loop after first hit
}
}
}
// Update powerups - only check collection when close
for (var i = powerups.length - 1; i >= 0; --i) {
var p = powerups[i];
p.update();
if (p.x < -50) {
p.destroy();
powerups.splice(i, 1);
continue;
}
// Collect - only check intersection when close to ship
if (Math.abs(p.x - ship.x) < 120 && Math.abs(p.y - ship.y) < 120) {
if (p.intersects(ship)) {
LK.getSound('powerup').play();
ship.powerLevel = Math.min(ship.powerLevel + 1, 3);
LK.setScore(LK.getScore() + 30);
scoreTxt.setText(LK.getScore());
p.destroy();
powerups.splice(i, 1);
}
}
}
// Boss update - optimized
if (bossActive && boss) {
boss.update();
// Boss shoots - throttle shooting by distance to reduce bullet count
if (boss.shootCooldown <= 0) {
// Only shoot if boss is on screen
if (boss.x < 2048) {
// Limit bullet creation when far from player
var distToPlayer = Math.abs(boss.x - ship.x);
var bulletCount = distToPlayer < 800 ? 3 : 1;
for (var i = 0; i < bulletCount; ++i) {
var eb = getEnemyBulletFromPool();
eb.x = boss.x - boss.width / 2 - 10;
eb.y = boss.y + (i - 1) * 60;
enemyBullets.push(eb);
if (!eb.parent) {
game.addChild(eb);
}
}
LK.getSound('enemyShoot').play();
}
// Longer cooldown when far from player
var cooldownMod = boss.x > 1500 ? 1.5 : 1;
boss.shootCooldown = (60 + Math.floor(Math.random() * 45)) * cooldownMod;
}
// Collide with ship - only check when close
if (!ship.invincible && Math.abs(boss.x - ship.x) < 300 && Math.abs(boss.y - ship.y) < 250) {
if (boss.intersects(ship)) {
// Create multiple explosions for boss collision
for (var e = 0; e < 3; e++) {
var explosion = new Explosion();
explosion.x = ship.x + (Math.random() * 120 - 60);
explosion.y = ship.y + (Math.random() * 120 - 60);
explosion.start(1 + Math.random() * 0.5);
explosion.lifespan = 20 + e * 3;
game.addChild(explosion);
}
ship.setInvincible(90);
LK.effects.flashObject(ship, 0xff0000, 600);
LK.effects.flashScreen(0xff0000, 400);
LK.setScore(Math.max(0, LK.getScore() - 50));
scoreTxt.setText(LK.getScore());
// Game over if hit while invincible
if (!ship.invincible) {
gameOver = true;
LK.showGameOver();
return;
}
}
}
}
// Spawning logic
if (!bossActive) {
spawnTimer--;
if (spawnTimer <= 0) {
spawnEnemy();
spawnTimer = Math.max(45, 120 - level * 4);
}
// Powerup spawn
powerupTimer--;
if (powerupTimer <= 0) {
spawnPowerup();
powerupTimer = 600 + Math.floor(Math.random() * 400);
}
// Boss appears every 10 enemies destroyed
if (LK.getScore() > 0 && LK.getScore() % (100 * level) === 0 && !bossDefeated) {
spawnBoss();
}
}
// Win condition: reach score 1000
if (LK.getScore() >= 1000) {
LK.showYouWin();
gameOver = true;
return;
}
};
// Reset game state on restart
game.on('reset', function () {
// Return bullets to pools instead of destroying
for (var i = 0; i < playerBullets.length; ++i) {
playerBullets[i].visible = false;
playerBulletPool.push(playerBullets[i]);
}
for (var i = 0; i < enemyBullets.length; ++i) {
enemyBullets[i].visible = false;
enemyBulletPool.push(enemyBullets[i]);
}
// Destroy other objects
for (var i = 0; i < enemies.length; ++i) {
enemies[i].destroy();
}
for (var i = 0; i < powerups.length; ++i) {
powerups[i].destroy();
}
if (boss) {
boss.destroy();
}
playerBullets = [];
enemies = [];
enemyBullets = [];
powerups = [];
boss = null;
bossActive = false;
bossDefeated = false;
level = 1;
ship.x = 2048 / 2; // Center horizontally
ship.y = 2732 / 2;
ship.powerLevel = 1;
ship.invincible = false;
ship.invincibleTimer = 0;
LK.setScore(0);
scoreTxt.setText('0');
levelTxt.setText('Level 1');
spawnTimer = 30;
powerupTimer = 400;
gameOver = false;
}); ===================================================================
--- original.js
+++ change.js
@@ -69,8 +69,58 @@
self.x -= self.speed;
};
return self;
});
+// Explosion effect
+var Explosion = Container.expand(function () {
+ var self = Container.call(this);
+ var explosionGfx = self.attachAsset('enemy', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ tint: 0xff5500
+ });
+ self.lifespan = 20;
+ self.scale = 0.2;
+ // Animation effect
+ self.start = function (size) {
+ self.scale = size || 1;
+ explosionGfx.scale.x = 0.2;
+ explosionGfx.scale.y = 0.2;
+ explosionGfx.alpha = 1;
+ explosionGfx.tint = 0xff5500;
+ // Growth animation
+ tween(explosionGfx, {
+ scaleX: self.scale,
+ scaleY: self.scale
+ }, {
+ duration: 200,
+ easing: tween.easeOut
+ });
+ // Color change animation
+ tween(explosionGfx, {
+ tint: 0xffcc00
+ }, {
+ duration: 100,
+ easing: tween.linear,
+ onFinish: function onFinish() {
+ tween(explosionGfx, {
+ tint: 0xffffaa,
+ alpha: 0
+ }, {
+ duration: 300,
+ easing: tween.easeOut
+ });
+ }
+ });
+ };
+ self.update = function () {
+ self.lifespan--;
+ if (self.lifespan <= 0) {
+ self.destroy();
+ }
+ };
+ return self;
+});
// Player bullet
var PlayerBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGfx = self.attachAsset('playerBullet', {
@@ -176,17 +226,17 @@
/****
* Game Code
****/
-// Music
-// Sound effects
-// Boss
-// Power-up
-// Enemy bullet
-// Enemy
-// Player bullet
-// Spaceship (player)
// Play background music
+// Spaceship (player)
+// Player bullet
+// Enemy
+// Enemy bullet
+// Power-up
+// Boss
+// Sound effects
+// Music
LK.playMusic('bgmusic');
// Game variables
var ship;
var playerBullets = [];
@@ -393,10 +443,22 @@
if (Math.abs(e.x - b.x) < 150 && Math.abs(e.y - b.y) < 150) {
if (b.intersects(e)) {
e.hp--;
LK.getSound('explosion').play();
+ // Small hit explosion
+ var hitExplosion = new Explosion();
+ hitExplosion.x = b.x;
+ hitExplosion.y = b.y;
+ hitExplosion.start(0.5);
+ game.addChild(hitExplosion);
bulletHitSomething = true;
if (e.hp <= 0) {
+ // Create explosion at enemy position
+ var explosion = new Explosion();
+ explosion.x = e.x;
+ explosion.y = e.y;
+ explosion.start(1.2);
+ game.addChild(explosion);
LK.setScore(LK.getScore() + 10);
scoreTxt.setText(LK.getScore());
e.destroy();
enemies.splice(j, 1);
@@ -414,10 +476,25 @@
if (bossActive && boss && Math.abs(boss.x - b.x) < 350 && Math.abs(boss.y - b.y) < 250) {
if (b.intersects(boss)) {
boss.hp--;
LK.getSound('explosion').play();
+ // Create hit explosion at bullet position
+ var hitExplosion = new Explosion();
+ hitExplosion.x = b.x;
+ hitExplosion.y = b.y;
+ hitExplosion.start(0.7);
+ game.addChild(hitExplosion);
returnPlayerBulletToPool(b, i);
if (boss.hp <= 0 && !bossDefeated) {
+ // Create multiple explosions for boss death
+ for (var e = 0; e < 5; e++) {
+ var explosion = new Explosion();
+ explosion.x = boss.x + (Math.random() * 200 - 100);
+ explosion.y = boss.y + (Math.random() * 200 - 100);
+ explosion.start(1.5 + Math.random());
+ explosion.lifespan = 20 + e * 5; // Staggered explosions
+ game.addChild(explosion);
+ }
LK.setScore(LK.getScore() + 100);
scoreTxt.setText(LK.getScore());
boss.destroy();
boss = null;
@@ -470,8 +547,14 @@
// Collide with ship - only check when close
if (!ship.invincible && isNearPlayer && Math.abs(e.y - ship.y) < 150) {
if (e.intersects(ship)) {
// Ship hit
+ // Create explosion at collision point
+ var explosion = new Explosion();
+ explosion.x = (ship.x + e.x) / 2;
+ explosion.y = (ship.y + e.y) / 2;
+ explosion.start(1);
+ game.addChild(explosion);
ship.setInvincible(90);
LK.effects.flashObject(ship, 0xff0000, 600);
LK.effects.flashScreen(0xff0000, 400);
LK.setScore(Math.max(0, LK.getScore() - 20));
@@ -502,8 +585,14 @@
for (var i = 0; i < bulletsToCheck.length; i++) {
var bulletInfo = bulletsToCheck[i];
var eb = bulletInfo.bullet;
if (eb.intersects(ship)) {
+ // Create explosion at bullet position
+ var explosion = new Explosion();
+ explosion.x = eb.x;
+ explosion.y = eb.y;
+ explosion.start(1);
+ game.addChild(explosion);
ship.setInvincible(90);
LK.effects.flashObject(ship, 0xff0000, 600);
LK.effects.flashScreen(0xff0000, 400);
LK.setScore(Math.max(0, LK.getScore() - 20));
@@ -568,8 +657,17 @@
}
// Collide with ship - only check when close
if (!ship.invincible && Math.abs(boss.x - ship.x) < 300 && Math.abs(boss.y - ship.y) < 250) {
if (boss.intersects(ship)) {
+ // Create multiple explosions for boss collision
+ for (var e = 0; e < 3; e++) {
+ var explosion = new Explosion();
+ explosion.x = ship.x + (Math.random() * 120 - 60);
+ explosion.y = ship.y + (Math.random() * 120 - 60);
+ explosion.start(1 + Math.random() * 0.5);
+ explosion.lifespan = 20 + e * 3;
+ game.addChild(explosion);
+ }
ship.setInvincible(90);
LK.effects.flashObject(ship, 0xff0000, 600);
LK.effects.flashScreen(0xff0000, 400);
LK.setScore(Math.max(0, LK.getScore() - 50));
pufferfish disney 2d image style. In-Game asset. 2d. High contrast. No shadows
clown fish disney 2d image style. In-Game asset. 2d. High contrast. No shadows
oval blue sea buble comic 2d image style. In-Game asset. 2d. High contrast. No shadows
green seaweet comic 2d image style. In-Game asset. 2d. High contrast. No shadows
veryy quite coral reef under sea disney 2d image style. In-Game asset. 2d. High contrast. No shadows