User prompt
add cluster rocket assets to explode and spread fire fragments ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
kurangi kecepatan player ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
kurangi kecepatan pegerakkan player ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
buat karakter musuh terpecah saat tertembak ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
buat ledakkan saat peluru mengenai musuh ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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kurangi lebih pergerakkan peluru ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
buat pergerakkan player agak lambat ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
buat pergerakkan player lebih halus ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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fix a background
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fix a music
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make background not blur
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make background not blur
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add background function
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add background asset
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add background
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disable horizontal shoot change to vertical shoot
Code edit (1 edits merged)
Please save this source code
User prompt
LCD Blaster: Monochrome Horizontal Shooter
Initial prompt
lcd monocrom style. horizontal shooter game
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Bullet
var Bullet = Container.expand(function () {
var self = Container.call(this);
var bulletGfx = self.attachAsset('lcd_bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = bulletGfx.width;
self.height = bulletGfx.height;
self.speed = 20; // px per frame
self.update = function () {
self.y -= self.speed;
};
return self;
});
// Cluster Rocket
var ClusterRocket = Container.expand(function () {
var self = Container.call(this);
var rocketGfx = self.attachAsset('cluster_rocket', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = rocketGfx.width;
self.height = rocketGfx.height;
self.speed = 12;
self.hasExploded = false;
self.update = function () {
self.x -= self.speed;
// Explode when reaching center of screen
if (self.x <= GAME_W / 2 && !self.hasExploded) {
self.explode();
}
};
self.explode = function () {
self.hasExploded = true;
// Create fire fragments
var fragmentCount = 8 + Math.floor(Math.random() * 4);
for (var i = 0; i < fragmentCount; i++) {
var fragment = new FireFragment();
fragment.x = self.x;
fragment.y = self.y;
var angle = Math.PI * 2 * i / fragmentCount + (Math.random() - 0.5) * 0.5;
var speed = 8 + Math.random() * 6;
fragment.velocityX = Math.cos(angle) * speed;
fragment.velocityY = Math.sin(angle) * speed;
fragment.rotationSpeed = (Math.random() - 0.5) * 0.4;
fireFragments.push(fragment);
game.addChild(fragment);
}
// Flash screen for explosion effect
LK.effects.flashScreen(0xFFFF00, 200);
};
return self;
});
// Enemy
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemyGfx = self.attachAsset('lcd_enemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = enemyGfx.width;
self.height = enemyGfx.height;
self.speed = 7 + Math.random() * 3; // px per frame
self.direction = 0; // 0: straight, -1: up, 1: down
self.amplitude = 0; // for sine movement
self.phase = Math.random() * Math.PI * 2;
self.update = function () {
self.x -= self.speed;
if (self.amplitude) {
self.y += Math.sin(LK.ticks / 12 + self.phase) * self.amplitude;
}
};
return self;
});
// Enemy Fragment
var EnemyFragment = Container.expand(function () {
var self = Container.call(this);
var fragmentGfx = self.attachAsset('lcd_enemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = fragmentGfx.width;
self.height = fragmentGfx.height;
self.velocityX = 0;
self.velocityY = 0;
self.rotationSpeed = 0;
self.gravity = 0.5;
self.update = function () {
self.x += self.velocityX;
self.y += self.velocityY;
self.velocityY += self.gravity;
self.rotation += self.rotationSpeed;
self.alpha -= 0.02;
};
return self;
});
// Fire Fragment
var FireFragment = Container.expand(function () {
var self = Container.call(this);
var fragmentGfx = self.attachAsset('fire_fragment', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = fragmentGfx.width;
self.height = fragmentGfx.height;
self.velocityX = 0;
self.velocityY = 0;
self.rotationSpeed = 0;
self.lifetime = 180; // frames
self.maxLifetime = 180;
self.update = function () {
self.x += self.velocityX;
self.y += self.velocityY;
self.rotation += self.rotationSpeed;
self.lifetime--;
// Fade out over time
self.alpha = self.lifetime / self.maxLifetime;
// Change color from yellow to red over time
var t = 1 - self.lifetime / self.maxLifetime;
var red = Math.floor(255);
var green = Math.floor(255 * (1 - t));
var blue = 0;
self.tint = red << 16 | green << 8 | blue;
};
return self;
});
// Player Ship
var Ship = Container.expand(function () {
var self = Container.call(this);
var shipGfx = self.attachAsset('lcd_ship', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = shipGfx.width;
self.height = shipGfx.height;
self.canShoot = true;
self.shootCooldown = 18; // frames between shots
// Ship flash effect on hit
self.flash = function () {
tween(self, {
alpha: 0.2
}, {
duration: 80,
easing: tween.linear,
onFinish: function onFinish() {
tween(self, {
alpha: 1
}, {
duration: 120,
easing: tween.linear
});
}
});
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
// Ship: white box, Enemy: white ellipse, Bullet: white box, Background: black, Accent: #A3FFB2 (LCD green).
// LCD-style monochrome: use only black, white, and one accent color (e.g. greenish for LCD).
// --- LCD color accent for UI ---
var LCD_ACCENT = 0xA3FFB2;
// --- Game constants ---
var GAME_W = 2048,
GAME_H = 2732;
var SHIP_Y = GAME_H - 220;
var ENEMY_SPAWN_Y_MIN = 220,
ENEMY_SPAWN_Y_MAX = GAME_H - 600;
var ENEMY_SPAWN_X = GAME_W + 120;
var ENEMY_SPAWN_INTERVAL = 48; // frames
var MAX_LIVES = 3;
// --- Game state ---
var ship;
var bullets = [];
var enemies = [];
var fragments = [];
var clusterRockets = [];
var fireFragments = [];
var lives = MAX_LIVES;
var score = 0;
var canMove = true;
var lastTouchX = null;
// --- UI ---
var scoreTxt = new Text2('0', {
size: 120,
fill: 0xA3FFB2
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
var livesContainer = new Container();
LK.gui.topRight.addChild(livesContainer);
// --- Helper: update lives UI ---
function updateLivesUI() {
livesContainer.removeChildren();
for (var i = 0; i < lives; i++) {
var life = LK.getAsset('lcd_life', {
anchorX: 0.5,
anchorY: 0.5
});
life.x = -i * 60 - 60;
life.y = 60;
livesContainer.addChild(life);
}
}
updateLivesUI();
// --- Helper: reset game state ---
function resetGame() {
// Remove all bullets/enemies/fragments
for (var i = 0; i < bullets.length; i++) bullets[i].destroy();
for (var i = 0; i < enemies.length; i++) enemies[i].destroy();
for (var i = 0; i < fragments.length; i++) fragments[i].destroy();
for (var i = 0; i < clusterRockets.length; i++) clusterRockets[i].destroy();
for (var i = 0; i < fireFragments.length; i++) fireFragments[i].destroy();
bullets = [];
enemies = [];
fragments = [];
clusterRockets = [];
fireFragments = [];
lives = MAX_LIVES;
score = 0;
scoreTxt.setText(score);
updateLivesUI();
canMove = true;
// Place ship
if (ship) ship.destroy();
ship = new Ship();
ship.x = 320;
ship.y = SHIP_Y;
game.addChild(ship);
}
resetGame();
// --- Touch controls: drag ship horizontally ---
game.down = function (x, y, obj) {
if (!canMove) return;
// Only allow drag if touch is in lower 1/3 of screen
if (y > GAME_H * 0.6) {
lastTouchX = x;
}
};
game.move = function (x, y, obj) {
if (!canMove) return;
if (lastTouchX !== null) {
// Clamp ship to screen
var newX = Math.max(ship.width / 2, Math.min(GAME_W - ship.width / 2, x));
// Stop any existing tween on ship position
tween.stop(ship, {
x: true
});
// Smoothly tween ship to new position
tween(ship, {
x: newX
}, {
duration: 800,
easing: tween.easeOut
});
}
};
game.up = function (x, y, obj) {
lastTouchX = null;
};
// --- Ship auto-fire ---
var shootTimer = 0;
function tryShoot() {
if (!canMove) return;
if (shootTimer > 0) {
shootTimer--;
return;
}
// Fire bullet
var bullet = new Bullet();
bullet.x = ship.x;
bullet.y = ship.y - ship.height / 2 - bullet.height / 2 - 10;
bullets.push(bullet);
game.addChild(bullet);
shootTimer = ship.shootCooldown;
}
// --- Enemy spawn ---
var enemySpawnTimer = 0;
function spawnEnemy() {
var enemy = new Enemy();
enemy.x = ENEMY_SPAWN_X;
// Random Y within play area
enemy.y = ENEMY_SPAWN_Y_MIN + Math.random() * (ENEMY_SPAWN_Y_MAX - ENEMY_SPAWN_Y_MIN);
// Some enemies move in sine wave
if (Math.random() < 0.4) {
enemy.amplitude = 6 + Math.random() * 18;
}
enemies.push(enemy);
game.addChild(enemy);
}
// --- Cluster rocket spawn ---
var rocketSpawnTimer = 0;
function spawnClusterRocket() {
var rocket = new ClusterRocket();
rocket.x = ENEMY_SPAWN_X;
rocket.y = ENEMY_SPAWN_Y_MIN + Math.random() * (ENEMY_SPAWN_Y_MAX - ENEMY_SPAWN_Y_MIN);
clusterRockets.push(rocket);
game.addChild(rocket);
}
// --- Main update loop ---
game.update = function () {
// --- Ship auto-fire ---
tryShoot();
// --- Bullets update ---
for (var i = bullets.length - 1; i >= 0; i--) {
var b = bullets[i];
b.update();
// Remove if off screen
if (b.y < -b.height) {
b.destroy();
bullets.splice(i, 1);
continue;
}
// Check collision with enemies
for (var j = enemies.length - 1; j >= 0; j--) {
var e = enemies[j];
if (b.intersects(e)) {
// Create enemy fragments
var fragmentCount = 4 + Math.floor(Math.random() * 3);
for (var f = 0; f < fragmentCount; f++) {
var fragment = new EnemyFragment();
fragment.x = e.x + (Math.random() - 0.5) * e.width;
fragment.y = e.y + (Math.random() - 0.5) * e.height;
fragment.scaleX = 0.3 + Math.random() * 0.4;
fragment.scaleY = 0.3 + Math.random() * 0.4;
fragment.velocityX = (Math.random() - 0.5) * 15;
fragment.velocityY = (Math.random() - 0.5) * 10 - 5;
fragment.rotationSpeed = (Math.random() - 0.5) * 0.3;
fragment.alpha = 0.8;
fragments.push(fragment);
game.addChild(fragment);
}
// Flash screen briefly for explosion effect
LK.effects.flashScreen(0xFFFFFF, 100);
// Play hit sound
LK.getSound('123bullethitenemy').play();
// Destroy enemy and bullet
e.destroy();
b.destroy();
bullets.splice(i, 1);
enemies.splice(j, 1);
// Score
score += 1;
scoreTxt.setText(score);
// Small flash effect on ship
LK.effects.flashObject(ship, LCD_ACCENT, 120);
break;
}
}
}
// --- Fragments update ---
for (var i = fragments.length - 1; i >= 0; i--) {
var f = fragments[i];
f.update();
// Remove if off screen or fully transparent
if (f.y > GAME_H + 100 || f.x < -100 || f.x > GAME_W + 100 || f.alpha <= 0) {
f.destroy();
fragments.splice(i, 1);
}
}
// --- Enemies update ---
for (var i = enemies.length - 1; i >= 0; i--) {
var e = enemies[i];
e.update();
// Remove if off screen
if (e.x < -e.width) {
e.destroy();
enemies.splice(i, 1);
continue;
}
// Check collision with ship
if (e.intersects(ship)) {
// Ship hit!
e.destroy();
enemies.splice(i, 1);
lives--;
updateLivesUI();
ship.flash();
canMove = false;
// Flash screen
LK.effects.flashScreen(0xffffff, 200);
// After short delay, allow movement again or game over
LK.setTimeout(function () {
if (lives <= 0) {
// Game over
LK.showGameOver();
} else {
canMove = true;
}
}, 600);
break;
}
}
// --- Cluster rockets update ---
for (var i = clusterRockets.length - 1; i >= 0; i--) {
var r = clusterRockets[i];
r.update();
// Remove if off screen or exploded
if (r.x < -r.width || r.hasExploded) {
r.destroy();
clusterRockets.splice(i, 1);
continue;
}
// Check collision with ship
if (r.intersects(ship)) {
r.explode();
lives--;
updateLivesUI();
ship.flash();
canMove = false;
// Flash screen
LK.effects.flashScreen(0xFFFF00, 300);
// After short delay, allow movement again or game over
LK.setTimeout(function () {
if (lives <= 0) {
// Game over
LK.showGameOver();
} else {
canMove = true;
}
}, 600);
break;
}
}
// --- Fire fragments update ---
for (var i = fireFragments.length - 1; i >= 0; i--) {
var f = fireFragments[i];
f.update();
// Remove if lifetime expired or off screen
if (f.lifetime <= 0 || f.y > GAME_H + 100 || f.x < -100 || f.x > GAME_W + 100) {
f.destroy();
fireFragments.splice(i, 1);
continue;
}
// Check collision with ship
if (f.intersects(ship)) {
f.destroy();
fireFragments.splice(i, 1);
lives--;
updateLivesUI();
ship.flash();
canMove = false;
// Flash screen
LK.effects.flashScreen(0xFF4500, 200);
// After short delay, allow movement again or game over
LK.setTimeout(function () {
if (lives <= 0) {
// Game over
LK.showGameOver();
} else {
canMove = true;
}
}, 600);
break;
}
}
// --- Enemy spawn ---
enemySpawnTimer--;
if (enemySpawnTimer <= 0) {
spawnEnemy();
// Faster spawn as score increases
var minInterval = 18;
var interval = Math.max(minInterval, ENEMY_SPAWN_INTERVAL - Math.floor(score / 8) * 4);
enemySpawnTimer = interval + Math.floor(Math.random() * 12);
}
// --- Cluster rocket spawn ---
rocketSpawnTimer--;
if (rocketSpawnTimer <= 0) {
spawnClusterRocket();
// Spawn rockets less frequently than enemies
rocketSpawnTimer = 300 + Math.floor(Math.random() * 200);
}
};
// --- Center score text ---
scoreTxt.setText(score);
scoreTxt.anchor.set(0.5, 0);
scoreTxt.x = 0; // LK.gui.top is centered horizontally
// --- LCD-style background (monochrome rectangle) ---
function addBackground() {
// Use the background asset at its native resolution, then scale up to fit the game area to avoid blur
var bg = LK.getAsset('background', {
anchorX: 0.5,
anchorY: 0.5,
x: GAME_W / 2,
y: GAME_H / 2
});
// Calculate scale factors to fit the game area
var scaleX = GAME_W / bg.width;
var scaleY = GAME_H / bg.height;
bg.scaleX = scaleX;
bg.scaleY = scaleY;
game.addChildAt(bg, 0); // Ensure background is at the bottom layer
// LCD accent border (use a shape asset for a crisp border)
var border = LK.getAsset('lcd_life', {
width: GAME_W - 120,
height: GAME_H - 120,
color: LCD_ACCENT,
shape: 'box',
anchorX: 0.5,
anchorY: 0.5
});
border.alpha = 0.08;
border.x = GAME_W / 2;
border.y = GAME_H / 2;
game.addChildAt(border, 1);
}
addBackground();
// --- Play background music ---
LK.playMusic('1alarmofwar');
// --- On game over, reset state ---
LK.on('gameover', function () {
LK.stopMusic();
resetGame();
});
// --- On you win (not used, but for completeness) ---
LK.on('youwin', function () {
LK.stopMusic();
resetGame();
}); ===================================================================
--- original.js
+++ change.js
@@ -20,8 +20,47 @@
self.y -= self.speed;
};
return self;
});
+// Cluster Rocket
+var ClusterRocket = Container.expand(function () {
+ var self = Container.call(this);
+ var rocketGfx = self.attachAsset('cluster_rocket', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.width = rocketGfx.width;
+ self.height = rocketGfx.height;
+ self.speed = 12;
+ self.hasExploded = false;
+ self.update = function () {
+ self.x -= self.speed;
+ // Explode when reaching center of screen
+ if (self.x <= GAME_W / 2 && !self.hasExploded) {
+ self.explode();
+ }
+ };
+ self.explode = function () {
+ self.hasExploded = true;
+ // Create fire fragments
+ var fragmentCount = 8 + Math.floor(Math.random() * 4);
+ for (var i = 0; i < fragmentCount; i++) {
+ var fragment = new FireFragment();
+ fragment.x = self.x;
+ fragment.y = self.y;
+ var angle = Math.PI * 2 * i / fragmentCount + (Math.random() - 0.5) * 0.5;
+ var speed = 8 + Math.random() * 6;
+ fragment.velocityX = Math.cos(angle) * speed;
+ fragment.velocityY = Math.sin(angle) * speed;
+ fragment.rotationSpeed = (Math.random() - 0.5) * 0.4;
+ fireFragments.push(fragment);
+ game.addChild(fragment);
+ }
+ // Flash screen for explosion effect
+ LK.effects.flashScreen(0xFFFF00, 200);
+ };
+ return self;
+});
// Enemy
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemyGfx = self.attachAsset('lcd_enemy', {
@@ -63,8 +102,38 @@
self.alpha -= 0.02;
};
return self;
});
+// Fire Fragment
+var FireFragment = Container.expand(function () {
+ var self = Container.call(this);
+ var fragmentGfx = self.attachAsset('fire_fragment', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.width = fragmentGfx.width;
+ self.height = fragmentGfx.height;
+ self.velocityX = 0;
+ self.velocityY = 0;
+ self.rotationSpeed = 0;
+ self.lifetime = 180; // frames
+ self.maxLifetime = 180;
+ self.update = function () {
+ self.x += self.velocityX;
+ self.y += self.velocityY;
+ self.rotation += self.rotationSpeed;
+ self.lifetime--;
+ // Fade out over time
+ self.alpha = self.lifetime / self.maxLifetime;
+ // Change color from yellow to red over time
+ var t = 1 - self.lifetime / self.maxLifetime;
+ var red = Math.floor(255);
+ var green = Math.floor(255 * (1 - t));
+ var blue = 0;
+ self.tint = red << 16 | green << 8 | blue;
+ };
+ return self;
+});
// Player Ship
var Ship = Container.expand(function () {
var self = Container.call(this);
var shipGfx = self.attachAsset('lcd_ship', {
@@ -104,11 +173,11 @@
/****
* Game Code
****/
-// --- LCD color accent for UI ---
-// LCD-style monochrome: use only black, white, and one accent color (e.g. greenish for LCD).
// Ship: white box, Enemy: white ellipse, Bullet: white box, Background: black, Accent: #A3FFB2 (LCD green).
+// LCD-style monochrome: use only black, white, and one accent color (e.g. greenish for LCD).
+// --- LCD color accent for UI ---
var LCD_ACCENT = 0xA3FFB2;
// --- Game constants ---
var GAME_W = 2048,
GAME_H = 2732;
@@ -122,8 +191,10 @@
var ship;
var bullets = [];
var enemies = [];
var fragments = [];
+var clusterRockets = [];
+var fireFragments = [];
var lives = MAX_LIVES;
var score = 0;
var canMove = true;
var lastTouchX = null;
@@ -155,11 +226,15 @@
// Remove all bullets/enemies/fragments
for (var i = 0; i < bullets.length; i++) bullets[i].destroy();
for (var i = 0; i < enemies.length; i++) enemies[i].destroy();
for (var i = 0; i < fragments.length; i++) fragments[i].destroy();
+ for (var i = 0; i < clusterRockets.length; i++) clusterRockets[i].destroy();
+ for (var i = 0; i < fireFragments.length; i++) fireFragments[i].destroy();
bullets = [];
enemies = [];
fragments = [];
+ clusterRockets = [];
+ fireFragments = [];
lives = MAX_LIVES;
score = 0;
scoreTxt.setText(score);
updateLivesUI();
@@ -230,8 +305,17 @@
}
enemies.push(enemy);
game.addChild(enemy);
}
+// --- Cluster rocket spawn ---
+var rocketSpawnTimer = 0;
+function spawnClusterRocket() {
+ var rocket = new ClusterRocket();
+ rocket.x = ENEMY_SPAWN_X;
+ rocket.y = ENEMY_SPAWN_Y_MIN + Math.random() * (ENEMY_SPAWN_Y_MAX - ENEMY_SPAWN_Y_MIN);
+ clusterRockets.push(rocket);
+ game.addChild(rocket);
+}
// --- Main update loop ---
game.update = function () {
// --- Ship auto-fire ---
tryShoot();
@@ -324,8 +408,71 @@
}, 600);
break;
}
}
+ // --- Cluster rockets update ---
+ for (var i = clusterRockets.length - 1; i >= 0; i--) {
+ var r = clusterRockets[i];
+ r.update();
+ // Remove if off screen or exploded
+ if (r.x < -r.width || r.hasExploded) {
+ r.destroy();
+ clusterRockets.splice(i, 1);
+ continue;
+ }
+ // Check collision with ship
+ if (r.intersects(ship)) {
+ r.explode();
+ lives--;
+ updateLivesUI();
+ ship.flash();
+ canMove = false;
+ // Flash screen
+ LK.effects.flashScreen(0xFFFF00, 300);
+ // After short delay, allow movement again or game over
+ LK.setTimeout(function () {
+ if (lives <= 0) {
+ // Game over
+ LK.showGameOver();
+ } else {
+ canMove = true;
+ }
+ }, 600);
+ break;
+ }
+ }
+ // --- Fire fragments update ---
+ for (var i = fireFragments.length - 1; i >= 0; i--) {
+ var f = fireFragments[i];
+ f.update();
+ // Remove if lifetime expired or off screen
+ if (f.lifetime <= 0 || f.y > GAME_H + 100 || f.x < -100 || f.x > GAME_W + 100) {
+ f.destroy();
+ fireFragments.splice(i, 1);
+ continue;
+ }
+ // Check collision with ship
+ if (f.intersects(ship)) {
+ f.destroy();
+ fireFragments.splice(i, 1);
+ lives--;
+ updateLivesUI();
+ ship.flash();
+ canMove = false;
+ // Flash screen
+ LK.effects.flashScreen(0xFF4500, 200);
+ // After short delay, allow movement again or game over
+ LK.setTimeout(function () {
+ if (lives <= 0) {
+ // Game over
+ LK.showGameOver();
+ } else {
+ canMove = true;
+ }
+ }, 600);
+ break;
+ }
+ }
// --- Enemy spawn ---
enemySpawnTimer--;
if (enemySpawnTimer <= 0) {
spawnEnemy();
@@ -333,8 +480,15 @@
var minInterval = 18;
var interval = Math.max(minInterval, ENEMY_SPAWN_INTERVAL - Math.floor(score / 8) * 4);
enemySpawnTimer = interval + Math.floor(Math.random() * 12);
}
+ // --- Cluster rocket spawn ---
+ rocketSpawnTimer--;
+ if (rocketSpawnTimer <= 0) {
+ spawnClusterRocket();
+ // Spawn rockets less frequently than enemies
+ rocketSpawnTimer = 300 + Math.floor(Math.random() * 200);
+ }
};
// --- Center score text ---
scoreTxt.setText(score);
scoreTxt.anchor.set(0.5, 0);
tank with vertical cannon. In-Game asset. 2d. High contrast. No shadows
horizontal sharp ufo battle plane. In-Game asset. 2d. High contrast. No shadows
elips vertical fire light. In-Game asset. 2d. High contrast. No shadows
anime image style battlefield plains. on this distance as lost angeles burning city at night In-Game asset. 2d. High contrast. No shadows
cluster rocket. In-Game asset. 2d. High contrast. No shadows