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
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fix smooth control
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get smooth control ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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fix level
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reduce lag
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reduce bullet speed player and enemy
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reduce speed of gameplay
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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 ****/ // 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 scoreTxt; var levelTxt; var dragNode = null; var lastShipX = 0, lastShipY = 0; var spawnTimer = 0; var powerupTimer = 0; var level = 1; 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); } // 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()); // Level progression for endless game if (LK.getScore() > 0 && LK.getScore() % 100 === 0) { level++; levelTxt.setText('Level ' + level); // Flash effect LK.effects.flashScreen(0x00ff00, 800); // Power up as reward every few levels if (level % 3 === 0) { ship.powerLevel = Math.min(ship.powerLevel + 1, 3); } } 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; } } // 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); } } } // Spawning logic - always active in endless mode spawnTimer--; if (spawnTimer <= 0) { // Spawn more enemies at higher levels var enemiesToSpawn = 1 + Math.floor(level / 5); for (var i = 0; i < enemiesToSpawn; i++) { if (enemies.length < 25) { // Cap max enemies to prevent lag spawnEnemy(); } } spawnTimer = Math.max(30, 100 - level * 3); } // Powerup spawn powerupTimer--; if (powerupTimer <= 0) { spawnPowerup(); powerupTimer = 600 + Math.floor(Math.random() * 400); } // Increase enemy difficulty with level if (LK.ticks % 600 === 0) { for (var i = 0; i < enemies.length; i++) { // Slightly increase enemy speed based on level if (Math.random() < 0.3) { enemies[i].speed += 0.2; } } } // No win condition - endless game }; // 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(); } playerBullets = []; enemies = []; enemyBullets = []; powerups = []; 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
@@ -5,38 +5,8 @@
/****
* 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', {
@@ -242,19 +212,16 @@
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 = [];
@@ -375,19 +342,8 @@
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;
@@ -459,8 +415,19 @@
explosion.start(1.2);
game.addChild(explosion);
LK.setScore(LK.getScore() + 10);
scoreTxt.setText(LK.getScore());
+ // Level progression for endless game
+ if (LK.getScore() > 0 && LK.getScore() % 100 === 0) {
+ level++;
+ levelTxt.setText('Level ' + level);
+ // Flash effect
+ LK.effects.flashScreen(0x00ff00, 800);
+ // Power up as reward every few levels
+ if (level % 3 === 0) {
+ ship.powerLevel = Math.min(ship.powerLevel + 1, 3);
+ }
+ }
e.destroy();
enemies.splice(j, 1);
}
break;
@@ -471,46 +438,8 @@
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) {
@@ -629,83 +558,37 @@
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();
+ // Spawning logic - always active in endless mode
+ spawnTimer--;
+ if (spawnTimer <= 0) {
+ // Spawn more enemies at higher levels
+ var enemiesToSpawn = 1 + Math.floor(level / 5);
+ for (var i = 0; i < enemiesToSpawn; i++) {
+ if (enemies.length < 25) {
+ // Cap max enemies to prevent lag
+ spawnEnemy();
}
- // 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;
- }
+ spawnTimer = Math.max(30, 100 - level * 3);
+ }
+ // Powerup spawn
+ powerupTimer--;
+ if (powerupTimer <= 0) {
+ spawnPowerup();
+ powerupTimer = 600 + Math.floor(Math.random() * 400);
+ }
+ // Increase enemy difficulty with level
+ if (LK.ticks % 600 === 0) {
+ for (var i = 0; i < enemies.length; i++) {
+ // Slightly increase enemy speed based on level
+ if (Math.random() < 0.3) {
+ enemies[i].speed += 0.2;
}
}
}
- // 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;
- }
+ // No win condition - endless game
};
// Reset game state on restart
game.on('reset', function () {
// Return bullets to pools instead of destroying
@@ -723,18 +606,12 @@
}
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;
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