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fix bugs in the game and optimize the game
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Have a spaceship pass through the stars in an animated way in the background every 3 waves ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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A spaceship passes through the background every 3 waves ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Spaceship not passing through the background fix
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'for (var i = spaceships.length - 1; i >= 0; i--) {' Line Number: 508
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'for (var i = spaceships.length - 1; i >= 0; i--) {' Line Number: 508
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'for (var i = spaceships.length - 1; i >= 0; i--) {' Line Number: 508
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'for (var i = spaceships.length - 1; i >= 0; i--) {' Line Number: 508
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'for (var i = spaceships.length - 1; i >= 0; i--) {' Line Number: 508
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'for (var i = spaceships.length - 1; i >= 0; i--) {' Line Number: 508
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'for (var i = spaceships.length - 1; i >= 0; i--) {' Line Number: 508
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'for (var i = spaceships.length - 1; i >= 0; i--) {' Line Number: 508
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3 spaceships pass in the background every 3 waves
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Apply an effect to the spaceship passing by the background to match the beautiful theme ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Let the spaceship passing through the background slowly pass through the stars and have a disappearing effect ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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The spaceship passing through the background comes from behind the stars and goes back to the stars ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Please fix the bug: 'TypeError: spaceship.update is not a function' in or related to this line: 'spaceship.update();' Line Number: 526
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The spaceship passing in the background should be a triple and pass a little slower, come among the stars and disappear
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spaceship passing in the background only pass once no loop ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Let it pass from left to right once, no loop, and let the color of the spaceship be red ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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The size of the spaceship should be small, there should only be one transition from left to right and the aliens should be behind it. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Let the spaceship pass from left to right, just be visible and have a slow disappearing effect ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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You can animate the spaceship slowly coming from left to right through the stars and disappear
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Let the spaceship slowly disappear from left to right among the stars. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Spaceship doesn't pass from behind, fix that
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Alien class var Alien = Container.expand(function () { var self = Container.call(this); // Attach a default sprite, but allow it to be replaced after construction var alienSprite = self.attachAsset('alien', { anchorX: 0.5, anchorY: 0.5 }); self.width = alienSprite.width; self.height = alienSprite.height; self.speed = 2.5; self.hp = 1; self.wave = 1; self.lastX = self.x; self.lastY = self.y; self.lastIntersecting = false; self.isDead = false; self.update = function () { self.lastY = self.y; self.y += self.speed; }; return self; }); // Bonus box class var BonusBox = Container.expand(function () { var self = Container.call(this); var bonusSprite = self.attachAsset('bonus', { anchorX: 0.5, anchorY: 0.5 }); self.width = bonusSprite.width; self.height = bonusSprite.height; self.lastY = self.y; self.lastIntersecting = false; self.type = null; // Set on spawn self.fallSpeed = 10; // Speed at which the bonus moves toward the player self.update = function () { // Move toward the player's current position if (typeof player !== "undefined" && player !== null) { var dx = player.x - self.x; var dy = player.y - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 2) { // Normalize and move toward player self.x += dx / dist * self.fallSpeed; self.y += dy / dist * self.fallSpeed; } } }; return self; }); // Boss class var Boss = Container.expand(function () { var self = Container.call(this); var bossSprite = self.attachAsset('alien4', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 2 }); self.width = bossSprite.width * 2; self.height = bossSprite.height * 2; self.speed = 4; // Use global bossBaseHp for initial boss health self.hp = typeof bossBaseHp !== "undefined" ? bossBaseHp : 10; self.lastY = self.y; self.lastIntersecting = false; self.isDead = false; self.update = function () { self.lastY = self.y; self.y += self.speed; }; return self; }); // Crystal class var Crystal = Container.expand(function () { var self = Container.call(this); var crystalSprite = self.attachAsset('crystal', { anchorX: 0.5, anchorY: 0.5 }); self.width = crystalSprite.width; self.height = crystalSprite.height; self.lastY = self.y; self.lastIntersecting = false; self.fallSpeed = 12; // Speed at which the crystal falls toward the player self.update = function () { // Move toward the player's current position if (typeof player !== "undefined" && player !== null) { var dx = player.x - self.x; var dy = player.y - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 2) { // Normalize and move toward player self.x += dx / dist * self.fallSpeed; self.y += dy / dist * self.fallSpeed; } } }; return self; }); // Laser class var Laser = Container.expand(function () { var self = Container.call(this); var laserSprite = self.attachAsset('laser', { anchorX: 0.5, anchorY: 1 }); self.width = laserSprite.width; self.height = laserSprite.height; self.speed = 32; self.pierce = false; self.lastY = self.y; self.lastIntersecting = false; self.update = function () { self.y -= self.speed; }; return self; }); // Player class var Player = Container.expand(function () { var self = Container.call(this); var playerSprite = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.width = playerSprite.width; self.height = playerSprite.height; self.shootCooldown = 0; self.moveSpeed = 32; // px per tick when dragged self.leftLimit = 0 + self.width / 2 + 40; self.rightLimit = 2048 - self.width / 2 - 40; self.powered = false; self.powerTimer = 0; self.powerType = null; // For powerup visuals self.setPower = function (type, duration) { self.powered = true; self.powerType = type; self.powerTimer = duration; if (type === 'rapid') { playerSprite.tint = 0xffe100; } else if (type === 'pierce') { playerSprite.tint = 0x00ffb0; } else if (type === 'shield') { playerSprite.tint = 0x00eaff; } }; self.clearPower = function () { self.powered = false; self.powerType = null; self.powerTimer = 0; playerSprite.tint = 0xffffff; }; self.update = function () { if (self.powered) { self.powerTimer--; if (self.powerTimer <= 0) { self.clearPower(); } } }; return self; }); // Star class for background stars var Star = Container.expand(function () { var self = Container.call(this); // Use a white ellipse as a star, randomize size (smaller, more variety) // Reduced min/max size for smaller stars var size = randInt(1, 2); var starSprite = self.attachAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5, scaleX: size / 120, scaleY: size / 120, tint: 0xffffff }); self.starSprite = starSprite; // Store for tinting self.width = size; self.height = size; // More parallax: slower stars are smaller, faster are bigger // Speed: 0.2 to 2.2, with more slow stars var speedBase = Math.pow(Math.random(), 2.2); // bias toward 0 self.speed = 0.2 + speedBase * 2.0; self.alpha = 0.4 + Math.random() * 0.6; self.setColor = function (color) { if (self.starSprite) self.starSprite.tint = color; }; self.update = function () { // Only update if star is visible or about to be visible if (self.y > -self.height && self.y < GAME_HEIGHT + self.height * 2) { self.y += self.speed; } else { self.y = -self.height; self.x = randInt(0, GAME_WIDTH); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Music // Sound effects // Bonus box // Crystal (collectible) // Player bullet (laser) // Alien (enemy) // Player // Game constants var GAME_WIDTH = 2048; var GAME_HEIGHT = 2732; // --- Starfield background --- // Star color palette (cycle every 2 waves) var STAR_COLORS = [0xffffff, // white 0xffe100, // yellow 0x00eaff, // cyan 0xff00cc, // magenta 0x00ffb0, // green 0xffa500, // orange 0xAAFFFF, // light blue 0xff0000 // red ]; function getStarColorForWave(wave) { var idx = Math.floor((wave - 1) / 2) % STAR_COLORS.length; return STAR_COLORS[idx]; } var NUM_STARS = 320; var stars = []; for (var i = 0; i < NUM_STARS; i++) { var star = new Star(); star.x = randInt(0, GAME_WIDTH); star.y = randInt(0, GAME_HEIGHT); stars.push(star); game.addChild(star); } var GROUND_Y = GAME_HEIGHT - 220; var PLAYER_START_X = GAME_WIDTH / 2; var PLAYER_START_Y = GROUND_Y; var PLAYER_MIN_X = 160 + 40; var PLAYER_MAX_X = GAME_WIDTH - 160 - 40; var ENEMY_START_X_MIN = 160; var ENEMY_START_X_MAX = GAME_WIDTH - 160; // Define Y spawn range for enemies (top margin to bottom margin for bonus box spawn) var ENEMY_START_Y_MIN = 0; var ENEMY_START_Y_MAX = GAME_HEIGHT - 400; // Define 3 fixed road X positions for aliens to spawn and move along (top to bottom) var ROAD_X_POSITIONS = [ENEMY_START_X_MIN + Math.floor((ENEMY_START_X_MAX - ENEMY_START_X_MIN) * 0.2), ENEMY_START_X_MIN + Math.floor((ENEMY_START_X_MAX - ENEMY_START_X_MIN) * 0.5), ENEMY_START_X_MIN + Math.floor((ENEMY_START_X_MAX - ENEMY_START_X_MIN) * 0.8)]; var LASER_COOLDOWN = 18; // ticks var LASER_COOLDOWN_RAPID = 6; // Track current firing cooldown, increases as waves progress var currentLaserCooldown = LASER_COOLDOWN; var currentLaserCooldownRapid = LASER_COOLDOWN_RAPID; var CRYSTAL_COLLECT_DIST = 120; var BONUS_COLLECT_DIST = 120; var CRYSTAL_MOVE_STEP = 180; // How much movement area expands per crystal var MAX_CRYSTALS = 8; var WAVE_ENEMY_BASE = 10; var WAVE_ENEMY_INC = 5; // Increase by 5 each wave var WAVE_SPEED_INC = 0.10; var WAVE_HP_INC = 1; var BONUS_WAVE_INTERVAL = 3; var POWERUP_DURATION = 360; // 6 seconds at 60fps // Game state var player = null; var aliens = []; var lasers = []; var crystals = []; var bonuses = []; var boss = null; var bossActive = false; var bossDefeated = false; // Boss health scaling var bossBaseHp = 10; var bossHpInc = 5; var dragNode = null; var dragOffsetX = 0; var dragOffsetY = 0; var lastMoveX = 0; var lastMoveY = 0; var lastAlienSpawnTick = 0; var wave = 1; var enemiesLeft = 0; var enemiesToSpawn = 0; var enemiesKilled = 0; var aliensKilledThisWave = 0; // Track aliens killed in current wave var crystalsCollected = 0; var leftLimit = PLAYER_MIN_X; var rightLimit = PLAYER_MAX_X; var bonusActive = false; var bonusType = null; // Double shot state for player bonus var doubleShotActive = false; var doubleShotTimer = 0; // Triple shot state for player bonus (after 5th wave) var tripleShotActive = false; var tripleShotTimer = 0; // Removed score and scoreTxt, replaced by crystalTxt var waveTxt = null; var powerupTxt = null; var gameOver = false; var youWin = false; // GUI // Crystal icon in upper left (avoid top left 100x100 for menu) // Crystal icon and count, aligned and sized together var crystalIcon = LK.getAsset('crystal', { anchorX: 0, anchorY: 0.5 }); crystalIcon.x = 20; crystalIcon.y = 160 + 40; // center of 80px icon at 160+40=200 crystalIcon.width = 100; crystalIcon.height = 100; LK.gui.topLeft.addChild(crystalIcon); // Crystal count text, vertically centered with icon, same height var crystalTxt = new Text2('0', { size: 100, fill: 0x00eaff }); crystalTxt.anchor.set(0, 0.5); crystalTxt.x = crystalIcon.x + crystalIcon.width + 24; crystalTxt.y = crystalIcon.y; LK.gui.topLeft.addChild(crystalTxt); waveTxt = new Text2('Wave 1', { size: 80, fill: 0xAAFFFF }); waveTxt.anchor.set(0.5, 0); LK.gui.top.addChild(waveTxt); waveTxt.y = 120; powerupTxt = new Text2('', { size: 70, fill: 0xFFE100 }); powerupTxt.anchor.set(0.5, 0); LK.gui.top.addChild(powerupTxt); powerupTxt.y = 220; // Start music LK.playMusic('bgmusic'); // Spawn player player = new Player(); player.x = PLAYER_START_X; player.y = PLAYER_START_Y; game.addChild(player); // Set initial movement limits leftLimit = player.leftLimit; rightLimit = player.rightLimit; // Start first wave function startWave(waveNum) { wave = waveNum; waveTxt.setText('Wave ' + wave); // Set enemiesToSpawn to 30 for each wave, so wave increases every 30 aliens // After 5th wave, increase number of aliens per wave by 5 for each wave after 5 if (wave > 5) { enemiesToSpawn = 30 + (wave - 5) * 5; } else { enemiesToSpawn = 30; } enemiesLeft = enemiesToSpawn; lastAlienSpawnTick = LK.ticks; aliensKilledThisWave = 0; // Reset for new wave // Change star color every 2 waves // Use the new wave number (after increment) for correct color var starColor = getStarColorForWave(wave); for (var i = 0; i < stars.length; i++) { stars[i].setColor(starColor); } // Reset firing speed to base values every wave, then increase firing speed by 0.15x per wave currentLaserCooldown = Math.max(2, Math.round(LASER_COOLDOWN * Math.pow(0.85, wave - 1))); currentLaserCooldownRapid = Math.max(1, Math.round(LASER_COOLDOWN_RAPID * Math.pow(0.85, wave - 1))); // Increase boss health after each wave if (wave > 1) { bossBaseHp += bossHpInc; } // Enable double shot after 5th wave if (wave > 5) { doubleShotActive = true; doubleShotTimer = 0; // 0 means infinite duration powerupTxt.setText('Double Shot!'); if (player && player.children && player.children.length > 0) { player.children[0].tint = 0xff0000; } } else if (wave === 5) { // If returning to wave 5, disable double shot doubleShotActive = false; doubleShotTimer = 0; if (player && player.children && player.children.length > 0) { player.children[0].tint = 0xffffff; } powerupTxt.setText(''); } } // Set initial star color var initialStarColor = getStarColorForWave(1); for (var i = 0; i < stars.length; i++) { stars[i].setColor(initialStarColor); } startWave(1); // Utility: clamp function clamp(val, min, max) { if (val < min) return min; if (val > max) return max; return val; } // Utility: random int function randInt(min, max) { return min + Math.floor(Math.random() * (max - min + 1)); } // Utility: random powerup function randomPowerup() { var arr = ['rapid', 'pierce', 'shield']; return arr[randInt(0, arr.length - 1)]; } // Handle movement (dragging) function handleMove(x, y, obj) { if (dragNode === player) { // Clamp to current movement limits var newX = clamp(x, leftLimit, rightLimit); // Prevent player from entering top left 100x100 area (menu) if (newX - player.width / 2 < 100) { newX = 100 + player.width / 2; } player.x = newX; lastMoveX = newX; lastMoveY = player.y; } } game.move = handleMove; game.down = function (x, y, obj) { // Only allow drag if touch/click is on player or below if (y > GROUND_Y - 200) { dragNode = player; handleMove(x, y, obj); } }; game.up = function (x, y, obj) { dragNode = null; }; // Main game update game.update = function () { // Update background stars for (var i = 0; i < stars.length; i++) { stars[i].update(); } if (gameOver || youWin) return; // Player update (powerup timer) player.update(); // Aliens update for (var i = aliens.length - 1; i >= 0; i--) { var alien = aliens[i]; alien.update(); // Check if alien reached bottom edge (player dies) if (alien.y > GAME_HEIGHT + alien.height / 2) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); gameOver = true; return; } // Check collision with player (if shielded, destroy alien) if (player.powered && player.powerType === 'shield' && alien.intersects(player)) { LK.getSound('alien_die').play(); LK.effects.flashObject(alien, 0x00eaff, 400); alien.isDead = true; aliens.splice(i, 1); alien.destroy(); continue; } // If not shielded and alien collides with player, game over if ((!player.powered || player.powerType !== 'shield') && alien.intersects(player)) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); gameOver = true; return; } } // Boss update if (bossActive && boss) { boss.update(); // Check if boss reached bottom edge (player dies) if (boss.y > GAME_HEIGHT + boss.height / 2) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); gameOver = true; return; } // Check collision with player (if shielded, destroy boss) if (player.powered && player.powerType === 'shield' && boss.intersects(player)) { LK.getSound('alien_die').play(); LK.effects.flashObject(boss, 0x00eaff, 400); boss.isDead = true; bossActive = false; bossDefeated = true; boss.destroy(); boss = null; } } // Lasers update for (var i = lasers.length - 1; i >= 0; i--) { var laser = lasers[i]; laser.update(); // Remove if off screen if (laser.y < -100) { lasers.splice(i, 1); laser.destroy(); continue; } // Check collision with aliens var hit = false; for (var j = aliens.length - 1; j >= 0; j--) { var alien = aliens[j]; if (!alien.isDead && laser.intersects(alien)) { alien.hp -= player.powered && player.powerType === 'pierce' ? 2 : 1; if (alien.hp <= 0) { // Alien dies LK.getSound('alien_die').play(); LK.effects.flashObject(alien, 0xff0000, 400); alien.isDead = true; // Drop crystal var crystal = new Crystal(); crystal.x = alien.x; crystal.y = alien.y; crystals.push(crystal); game.addChild(crystal); // Remove alien aliens.splice(j, 1); alien.destroy(); enemiesLeft--; enemiesKilled++; aliensKilledThisWave++; // Every 30 aliens, increase wave by 1 (only if all 30 were killed in this wave) if (aliensKilledThisWave > 0 && aliensKilledThisWave % 30 === 0 && enemiesLeft === 0) { // After each wave, spawn boss bossActive = true; bossDefeated = false; boss = new Boss(); boss.x = GAME_WIDTH / 2; boss.y = -boss.height / 2; game.addChild(boss); // Only start next wave after boss is defeated // Bonus box every BONUS_WAVE_INTERVAL after wave increment (handled after boss defeat) return; // Prevent double wave start if also enemiesLeft==0 } // New wave? if (enemiesLeft <= 0) { // No wave increase here, handled by 30 aliens killed logic } } hit = true; if (!(player.powered && player.powerType === 'pierce')) { break; } } } // Boss hit by laser if (bossActive && boss && laser.intersects(boss)) { boss.hp -= player.powered && player.powerType === 'pierce' ? 2 : 1; if (boss.hp <= 0) { LK.getSound('alien_die').play(); LK.effects.flashObject(boss, 0xff0000, 600); // Drop multiple crystals for (var c = 0; c < 3; c++) { var crystal = new Crystal(); crystal.x = boss.x + randInt(-60, 60); crystal.y = boss.y + randInt(-60, 60); crystals.push(crystal); game.addChild(crystal); } boss.isDead = true; bossActive = false; bossDefeated = true; boss.destroy(); boss = null; // Start next wave startWave(wave + 1); // Bonus box every BONUS_WAVE_INTERVAL after wave increment if ((wave + 1) % BONUS_WAVE_INTERVAL === 0) { var bonus = new BonusBox(); bonus.x = randInt(leftLimit + 100, rightLimit - 100); bonus.y = randInt(ENEMY_START_Y_MIN + 100, ENEMY_START_Y_MAX - 100); bonus.type = randomPowerup(); bonuses.push(bonus); game.addChild(bonus); } } hit = true; } if (hit && !(player.powered && player.powerType === 'pierce')) { lasers.splice(i, 1); laser.destroy(); } } // Crystals update for (var i = crystals.length - 1; i >= 0; i--) { var crystal = crystals[i]; // If player close enough, collect var dx = player.x - crystal.x; var dy = player.y - crystal.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < CRYSTAL_COLLECT_DIST) { LK.getSound('crystal_get').play(); LK.effects.flashObject(crystal, 0x00eaff, 400); crystals.splice(i, 1); crystal.destroy(); // Expand movement area and always update score crystalsCollected++; crystalTxt.setText(crystalsCollected); if (crystalsCollected <= MAX_CRYSTALS) { leftLimit = Math.max(PLAYER_MIN_X - crystalsCollected * CRYSTAL_MOVE_STEP, 80 + player.width / 2); rightLimit = Math.min(PLAYER_MAX_X + crystalsCollected * CRYSTAL_MOVE_STEP, GAME_WIDTH - 80 - player.width / 2); } } } // Bonus boxes update for (var i = bonuses.length - 1; i >= 0; i--) { var bonus = bonuses[i]; var dx = player.x - bonus.x; var dy = player.y - bonus.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < BONUS_COLLECT_DIST) { LK.getSound('bonus_get').play(); LK.effects.flashObject(bonus, 0xffe100, 400); bonuses.splice(i, 1); bonus.destroy(); // After 5th wave, randomly grant either alien slowdown for 5 seconds or triple shot for 5 seconds if (wave > 5) { if (Math.random() < 0.5) { // Alien slowdown: halve alien and boss speed for 5 seconds (300 ticks) powerupTxt.setText('Alien Slowdown!'); for (var j = 0; j < aliens.length; j++) { if (typeof aliens[j].originalSpeed === "undefined") aliens[j].originalSpeed = aliens[j].speed; aliens[j].speed = aliens[j].originalSpeed * 0.5; } if (bossActive && boss) { if (typeof boss.originalSpeed === "undefined") boss.originalSpeed = boss.speed; boss.speed = boss.originalSpeed * 0.5; } // Set timer to restore speed if (typeof alienSlowdownTimer === "undefined") alienSlowdownTimer = 0; alienSlowdownTimer = 300; player.setPower(null, 0); // No player power, just visual } else { // Triple shot: grant for 5 seconds (300 ticks) powerupTxt.setText('Triple Shot!'); tripleShotActive = true; tripleShotTimer = 300; player.setPower(null, 0); // No player power, just visual } } else { // Before or at 5th wave, randomly grant either alien slowdown for 5 seconds or double shot for 5 seconds if (Math.random() < 0.5) { // Alien slowdown: halve alien and boss speed for 5 seconds (300 ticks) powerupTxt.setText('Alien Slowdown!'); for (var j = 0; j < aliens.length; j++) { if (typeof aliens[j].originalSpeed === "undefined") aliens[j].originalSpeed = aliens[j].speed; aliens[j].speed = aliens[j].originalSpeed * 0.5; } if (bossActive && boss) { if (typeof boss.originalSpeed === "undefined") boss.originalSpeed = boss.speed; boss.speed = boss.originalSpeed * 0.5; } // Set timer to restore speed if (typeof alienSlowdownTimer === "undefined") alienSlowdownTimer = 0; alienSlowdownTimer = 300; player.setPower(null, 0); // No player power, just visual } else { // Double shot: always grant for 5 seconds (300 ticks) when bonus is collected powerupTxt.setText('Double Shot!'); doubleShotActive = true; doubleShotTimer = 300; player.setPower(null, 0); // No player power, just visual } } } } // Powerup text timer if (player.powered) { powerupTxt.alpha = 1; } else { if (powerupTxt.alpha > 0) { powerupTxt.alpha -= 0.04; if (powerupTxt.alpha < 0) powerupTxt.alpha = 0; } powerupTxt.setText(''); } // Alien slowdown timer if (typeof alienSlowdownTimer !== "undefined" && alienSlowdownTimer > 0) { alienSlowdownTimer--; if (alienSlowdownTimer <= 0) { // Restore all aliens' and boss's speed, and clear originalSpeed to prevent stacking for (var j = 0; j < aliens.length; j++) { if (typeof aliens[j].originalSpeed !== "undefined") { aliens[j].speed = aliens[j].originalSpeed; delete aliens[j].originalSpeed; } } if (bossActive && boss && typeof boss.originalSpeed !== "undefined") { boss.speed = boss.originalSpeed; delete boss.originalSpeed; } powerupTxt.setText(''); } } // Double shot timer if (doubleShotActive) { // Set player and all lasers to red tint if (player && player.children && player.children.length > 0) { // Player sprite is always first child if (player.children[0].tint !== 0xff0000) player.children[0].tint = 0xff0000; } for (var i = 0; i < lasers.length; i++) { if (lasers[i].children && lasers[i].children.length > 0) { if (lasers[i].children[0].tint !== 0xff0000) lasers[i].children[0].tint = 0xff0000; } } // Only decrement timer if timer is not 0 (0 means infinite double shot) if (doubleShotTimer !== 0) { doubleShotTimer--; if (doubleShotTimer <= 0) { doubleShotActive = false; // Restore player tint (respect powerup color if active) if (player && player.children && player.children.length > 0) { if (player.powered) { if (player.powerType === 'rapid') { player.children[0].tint = 0xffe100; } else if (player.powerType === 'pierce') { player.children[0].tint = 0x00ffb0; } else if (player.powerType === 'shield') { player.children[0].tint = 0x00eaff; } } else { player.children[0].tint = 0xffffff; } } // Restore all lasers to normal tint for (var i = 0; i < lasers.length; i++) { if (lasers[i].children && lasers[i].children.length > 0) { lasers[i].children[0].tint = 0xffffff; } } } } } // Triple shot timer if (tripleShotActive) { // Set player and all lasers to magenta tint if (player && player.children && player.children.length > 0) { if (player.children[0].tint !== 0xff00cc) player.children[0].tint = 0xff00cc; } for (var i = 0; i < lasers.length; i++) { if (lasers[i].children && lasers[i].children.length > 0) { if (lasers[i].children[0].tint !== 0xff00cc) lasers[i].children[0].tint = 0xff00cc; } } if (tripleShotTimer !== 0) { tripleShotTimer--; if (tripleShotTimer <= 0) { tripleShotActive = false; // Restore player tint (respect powerup color if active) if (player && player.children && player.children.length > 0) { if (player.powered) { if (player.powerType === 'rapid') { player.children[0].tint = 0xffe100; } else if (player.powerType === 'pierce') { player.children[0].tint = 0x00ffb0; } else if (player.powerType === 'shield') { player.children[0].tint = 0x00eaff; } } else { player.children[0].tint = 0xffffff; } } // Restore all lasers to normal tint for (var i = 0; i < lasers.length; i++) { if (lasers[i].children && lasers[i].children.length > 0) { lasers[i].children[0].tint = 0xffffff; } } } } } // Player auto-fire var cooldown = player.powered && player.powerType === 'rapid' ? currentLaserCooldownRapid : currentLaserCooldown; if (player.shootCooldown > 0) player.shootCooldown--; // Prevent shooting if game is over or won if (gameOver || youWin) return; // Always fire if cooldown is ready, regardless of nearest alien if (player.shootCooldown <= 0) { // Fire laser(s) if (tripleShotActive) { // Triple shot: fire three lasers, center and two offset var laser1 = new Laser(); laser1.x = player.x - 48; laser1.y = player.y - player.height / 2 + 10; if (player.powered && player.powerType === 'pierce') { laser1.pierce = true; } // Set laser magenta if triple shot if (laser1.children && laser1.children.length > 0) { laser1.children[0].tint = 0xff00cc; } lasers.push(laser1); game.addChild(laser1); var laser2 = new Laser(); laser2.x = player.x; laser2.y = player.y - player.height / 2 + 10; if (player.powered && player.powerType === 'pierce') { laser2.pierce = true; } if (laser2.children && laser2.children.length > 0) { laser2.children[0].tint = 0xff00cc; } lasers.push(laser2); game.addChild(laser2); var laser3 = new Laser(); laser3.x = player.x + 48; laser3.y = player.y - player.height / 2 + 10; if (player.powered && player.powerType === 'pierce') { laser3.pierce = true; } if (laser3.children && laser3.children.length > 0) { laser3.children[0].tint = 0xff00cc; } lasers.push(laser3); game.addChild(laser3); player.shootCooldown = cooldown; LK.getSound('laser_shoot').play(); } else if (doubleShotActive) { // Double shot: fire two lasers, slightly offset var laser1 = new Laser(); laser1.x = player.x - 32; laser1.y = player.y - player.height / 2 + 10; if (player.powered && player.powerType === 'pierce') { laser1.pierce = true; } // Set laser red if double shot if (laser1.children && laser1.children.length > 0) { laser1.children[0].tint = 0xff0000; } lasers.push(laser1); game.addChild(laser1); var laser2 = new Laser(); laser2.x = player.x + 32; laser2.y = player.y - player.height / 2 + 10; if (player.powered && player.powerType === 'pierce') { laser2.pierce = true; } // Set laser red if double shot if (laser2.children && laser2.children.length > 0) { laser2.children[0].tint = 0xff0000; } lasers.push(laser2); game.addChild(laser2); player.shootCooldown = cooldown; LK.getSound('laser_shoot').play(); } else { // Normal single shot var laser = new Laser(); laser.x = player.x; laser.y = player.y - player.height / 2 + 10; if (player.powered && player.powerType === 'pierce') { laser.pierce = true; } // Set laser red if double shot is active if (doubleShotActive && laser.children && laser.children.length > 0) { laser.children[0].tint = 0xff0000; } lasers.push(laser); game.addChild(laser); player.shootCooldown = cooldown; LK.getSound('laser_shoot').play(); } } // Alien image pool for 4 types var ALIEN_IMAGES = ['alien', 'alien2', 'alien3', 'alien4']; // Helper: get alien image(s) for this wave function getAlienImagesForWave(wave) { // Every 3 waves, cycle to next image var idx = Math.floor((wave - 1) / 3) % ALIEN_IMAGES.length; // 30% chance to mix all images in this wave if (Math.random() < 0.3) { // Return all images for mixing return ALIEN_IMAGES.slice(); } // Otherwise, use only the current image for this 3-wave block return [ALIEN_IMAGES[idx]]; } // Track which images to use for this wave if (typeof currentWaveAlienImages === "undefined") { var currentWaveAlienImages = getAlienImagesForWave(wave); } // If wave changed, update currentWaveAlienImages if (typeof lastAlienWave === "undefined" || lastAlienWave !== wave) { currentWaveAlienImages = getAlienImagesForWave(wave); lastAlienWave = wave; } // Spawn aliens for current wave if (!bossActive && enemiesToSpawn > 0 && LK.ticks - lastAlienSpawnTick > 24) { // Pick a random image from currentWaveAlienImages var imgIdx = randInt(0, currentWaveAlienImages.length - 1); var alienImage = currentWaveAlienImages[imgIdx]; // Create a new Alien and set its image var alien = new Alien(); // Remove the default sprite and attach the correct one if (alien.children && alien.children.length > 0) { alien.removeChild(alien.children[0]); } var alienSprite = alien.attachAsset(alienImage, { anchorX: 0.5, anchorY: 0.5 }); alien.width = alienSprite.width; alien.height = alienSprite.height; // Pick a random road for the alien to spawn on (X position) var roadIdx = randInt(0, ROAD_X_POSITIONS.length - 1); alien.x = ROAD_X_POSITIONS[roadIdx]; alien.y = -alien.height / 2; alien.wave = wave; // After 5th wave, increase speed more rapidly if (wave > 5) { alien.speed = 2.5 + (wave - 1) * WAVE_SPEED_INC + (wave - 5) * 0.5; } else { alien.speed = 2.5 + (wave - 1) * WAVE_SPEED_INC; } alien.hp = 1 + Math.floor((wave - 1) * WAVE_HP_INC / 2); aliens.push(alien); game.addChild(alien); enemiesToSpawn--; lastAlienSpawnTick = LK.ticks; } };
===================================================================
--- original.js
+++ change.js
@@ -169,27 +169,8 @@
}
};
return self;
});
-// Spaceship class for background animation
-var Spaceship = Container.expand(function () {
- var self = Container.call(this);
- var spaceshipSprite = self.attachAsset('spaceship', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.width = spaceshipSprite.width;
- self.height = spaceshipSprite.height;
- self.speed = 20 + Math.random() * 10; // Random speed between 20-30
- self.angle = Math.random() * Math.PI * 0.3 - Math.PI * 0.15; // Random angle between -15 and 15 degrees
- self.vx = Math.sin(self.angle) * self.speed;
- self.vy = -Math.cos(self.angle) * self.speed; // Moving upward with slight angle
- self.update = function () {
- self.x += self.vx;
- self.y += self.vy;
- };
- return self;
-});
// Star class for background stars
var Star = Container.expand(function () {
var self = Container.call(this);
// Use a white ellipse as a star, randomize size (smaller, more variety)
@@ -213,10 +194,12 @@
self.setColor = function (color) {
if (self.starSprite) self.starSprite.tint = color;
};
self.update = function () {
- self.y += self.speed;
- if (self.y > GAME_HEIGHT + self.height) {
+ // Only update if star is visible or about to be visible
+ if (self.y > -self.height && self.y < GAME_HEIGHT + self.height * 2) {
+ self.y += self.speed;
+ } else {
self.y = -self.height;
self.x = randInt(0, GAME_WIDTH);
}
};
@@ -309,11 +292,8 @@
var bonuses = [];
var boss = null;
var bossActive = false;
var bossDefeated = false;
-var spaceships = []; // Array to hold background spaceships
-var lastSpaceshipWave = 0; // Track when we last spawned spaceships
-var spaceshipSpawnTimer = 0; // Timer for spaceship animation
// Boss health scaling
var bossBaseHp = 10;
var bossHpInc = 5;
var dragNode = null;
@@ -407,13 +387,8 @@
var starColor = getStarColorForWave(wave);
for (var i = 0; i < stars.length; i++) {
stars[i].setColor(starColor);
}
- // Check if it's time to spawn spaceships (every 3 waves)
- if (wave > 1 && wave % 3 === 0 && lastSpaceshipWave !== wave) {
- lastSpaceshipWave = wave;
- spaceshipSpawnTimer = 60; // Delay before spawning spaceships (1 second)
- }
// Reset firing speed to base values every wave, then increase firing speed by 0.15x per wave
currentLaserCooldown = Math.max(2, Math.round(LASER_COOLDOWN * Math.pow(0.85, wave - 1)));
currentLaserCooldownRapid = Math.max(1, Math.round(LASER_COOLDOWN_RAPID * Math.pow(0.85, wave - 1)));
// Increase boss health after each wave
@@ -463,8 +438,12 @@
function handleMove(x, y, obj) {
if (dragNode === player) {
// Clamp to current movement limits
var newX = clamp(x, leftLimit, rightLimit);
+ // Prevent player from entering top left 100x100 area (menu)
+ if (newX - player.width / 2 < 100) {
+ newX = 100 + player.width / 2;
+ }
player.x = newX;
lastMoveX = newX;
lastMoveY = player.y;
}
@@ -485,50 +464,8 @@
// Update background stars
for (var i = 0; i < stars.length; i++) {
stars[i].update();
}
- // Update spaceship spawn timer and spaceships
- if (spaceshipSpawnTimer > 0) {
- spaceshipSpawnTimer--;
- if (spaceshipSpawnTimer === 0) {
- // Spawn 3-5 spaceships in formation
- var shipCount = randInt(3, 5);
- var startX = randInt(GAME_WIDTH * 0.2, GAME_WIDTH * 0.8);
- var startY = GAME_HEIGHT + 100;
- for (var i = 0; i < shipCount; i++) {
- var spaceship = new Spaceship();
- spaceship.x = startX + (i - Math.floor(shipCount / 2)) * 120; // Spread horizontally
- spaceship.y = startY + i % 2 * 80; // Slight vertical staggering
- // Tint the spaceships based on current wave color
- if (spaceship.children && spaceship.children.length > 0) {
- var waveColor = getStarColorForWave(wave);
- spaceship.children[0].tint = waveColor;
- }
- // Add a slight scale animation
- var scale = 0.8 + Math.random() * 0.4;
- spaceship.scale.x = spaceship.scale.y = 0.1;
- tween(spaceship.scale, {
- x: scale,
- y: scale
- }, {
- duration: 1000,
- easing: tween.easeOutBack
- });
- spaceships.push(spaceship);
- game.addChild(spaceship);
- }
- }
- }
- // Update existing spaceships
- for (var i = spaceships.length - 1; i >= 0; i--) {
- var spaceship = spaceships[i];
- spaceship.update();
- // Remove spaceships that have gone off screen
- if (spaceship.y < -200 || spaceship.x < -200 || spaceship.x > GAME_WIDTH + 200) {
- spaceships.splice(i, 1);
- spaceship.destroy();
- }
- }
if (gameOver || youWin) return;
// Player update (powerup timer)
player.update();
// Aliens update
@@ -631,9 +568,11 @@
// No wave increase here, handled by 30 aliens killed logic
}
}
hit = true;
- if (!(player.powered && player.powerType === 'pierce')) break;
+ if (!(player.powered && player.powerType === 'pierce')) {
+ break;
+ }
}
}
// Boss hit by laser
if (bossActive && boss && laser.intersects(boss)) {
@@ -769,13 +708,19 @@
// Alien slowdown timer
if (typeof alienSlowdownTimer !== "undefined" && alienSlowdownTimer > 0) {
alienSlowdownTimer--;
if (alienSlowdownTimer <= 0) {
- // Restore all aliens' and boss's speed
+ // Restore all aliens' and boss's speed, and clear originalSpeed to prevent stacking
for (var j = 0; j < aliens.length; j++) {
- if (typeof aliens[j].originalSpeed !== "undefined") aliens[j].speed = aliens[j].originalSpeed;
+ if (typeof aliens[j].originalSpeed !== "undefined") {
+ aliens[j].speed = aliens[j].originalSpeed;
+ delete aliens[j].originalSpeed;
+ }
}
- if (bossActive && boss && typeof boss.originalSpeed !== "undefined") boss.speed = boss.originalSpeed;
+ if (bossActive && boss && typeof boss.originalSpeed !== "undefined") {
+ boss.speed = boss.originalSpeed;
+ delete boss.originalSpeed;
+ }
powerupTxt.setText('');
}
}
// Double shot timer
@@ -858,8 +803,10 @@
}
// Player auto-fire
var cooldown = player.powered && player.powerType === 'rapid' ? currentLaserCooldownRapid : currentLaserCooldown;
if (player.shootCooldown > 0) player.shootCooldown--;
+ // Prevent shooting if game is over or won
+ if (gameOver || youWin) return;
// Always fire if cooldown is ready, regardless of nearest alien
if (player.shootCooldown <= 0) {
// Fire laser(s)
if (tripleShotActive) {
A triangular spaceship. In-Game asset. 2d. High contrast. No shadows
alien creature drawing. In-Game asset. 2d. High contrast. No shadows
alien creature drawing. In-Game asset. 2d. High contrast. No shadows
alien creature drawing. In-Game asset. 2d. High contrast. No shadows
alien creature drawing. In-Game asset. 2d. High contrast. No shadows
blue crystal. In-Game asset. 2d. High contrast. No shadows
draw thick long laser bullet. In-Game asset. 2d. High contrast. No shadows
remove bonus text
spaceship. In-Game asset. 2d. High contrast. No shadows