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Add falling Star image to assets
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Shooting stars I can edit
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Let me add image assets to the shooting stars myself
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Let me add my own picture to the shooting stars ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
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Shooting star stays clear for 2 seconds
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Shooting star stays clear for 3 seconds
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Shooting star stays clear for 10 seconds
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Shooting stars disappeared at the end of the screen
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Shooting stars disappear after 45 seconds
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Shooting stars disappear after 20 seconds
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Shooting stars disappear after 5 seconds
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The stars disappeared after 5 seconds
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Let the stars be a little clear
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3 stars pass
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Let the color of the shooting star be white
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Shooting star pass slowly
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Let a large shooting star pass through the background on each wave
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Let a shooting star pass behind you in every wave
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2x the size of the background stars
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triple the background stars
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double the background stars
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Please fix the bug: '[object Object]addChildAt: The index 1 supplied is out of bounds 0' in or related to this line: 'game.addChildAt(star, 1);' Line Number: 269
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fix background stars
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Can you fix the background bugs?
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After wave 5 you start seeing planets in the background
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Alien class var Alien = Container.expand(function () { var self = Container.call(this); 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; }); // Alien2 class (different look, stats) var Alien2 = Container.expand(function () { var self = Container.call(this); var alienSprite = self.attachAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.2, scaleY: 1.2, tint: 0x00eaff }); self.width = alienSprite.width; self.height = alienSprite.height; self.speed = 2.8; self.hp = 2; 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; }); // Alien3 class (different look, stats) var Alien3 = Container.expand(function () { var self = Container.call(this); var alienSprite = self.attachAsset('bonus', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.1, scaleY: 1.1, tint: 0xff6f00 }); self.width = alienSprite.width; self.height = alienSprite.height; self.speed = 3.2; self.hp = 3; 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 = 8; // 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; }); // 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; }); // ShootingStar class for large shooting star background effect var ShootingStar = Container.expand(function () { var self = Container.call(this); // Use a white ellipse, much larger than normal stars var size = randInt(120, 180); var starSprite = self.attachAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5, scaleX: size / 100, scaleY: size / 100 * 0.5, // stretched for comet look tint: 0xffffff, // always white alpha: 0.85 }); self.width = size; self.height = size * 0.5; self.speedX = randInt(5, 9); // slow horizontal speed self.speedY = randInt(2, 4); // slow downward speed self.active = false; self.visible = false; self.alpha = 0.85; self.timer = 0; // Track how long the star has been active self.update = function () { if (!self.active) return; self.x += self.speedX; self.y += self.speedY; self.timer++; // Fade out as it moves if (self.alpha > 0.1) { self.alpha -= 0.012; } // If out of screen, or timer exceeds 45 seconds (2700 ticks), hide and deactivate if (self.x > GAME_WIDTH + self.width || self.y > GAME_HEIGHT + self.height || self.timer > 2700) { self.active = false; self.visible = false; } }; // Start the shooting star from a random left/top position self.launch = function () { self.x = randInt(-200, 200); self.y = randInt(-120, 120); self.speedX = randInt(5, 9); self.speedY = randInt(2, 4); self.alpha = 0.85; self.active = true; self.visible = true; self.timer = 0; }; 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 (doubled) var size = randInt(4, 12); var starSprite = self.attachAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5, scaleX: size / 100, scaleY: size / 100, tint: 0xffffff }); self.width = size; self.height = size; self.speed = randInt(1, 4) * 0.2; // slow speed for parallax self.alpha = Math.random() * 0.25 + 0.75; self.update = function () { self.y += self.speed; if (self.y > GAME_HEIGHT + self.height) { self.y = -self.height; self.x = randInt(0, GAME_WIDTH); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Game constants // Player // Alien (enemy) // Player bullet (laser) // Crystal (collectible) // Bonus box // Sound effects // Music var GAME_WIDTH = 2048; var GAME_HEIGHT = 2732; // --- Starfield background --- var NUM_STARS = 480; 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); // Always add stars at the end so they are above planets (index 0) and below gameplay game.addChild(star); } // --- Large shooting stars (background effect, three per wave) --- var shootingStars = []; for (var i = 0; i < 3; i++) { var s = new ShootingStar(); s.visible = false; shootingStars.push(s); game.addChild(s); // Add after planets, before gameplay (stars are already above planets) } var lastShootingStarWave = 0; // --- Planets background (appear after wave 5) --- var planets = []; var PLANET_ASSETS = [{ id: 'centerCircle', scale: 3.5, tint: 0x3a7cff }, // blue { id: 'centerCircle', scale: 2.8, tint: 0xffe100 }, // yellow { id: 'centerCircle', scale: 2.2, tint: 0xff6f00 }, // orange { id: 'centerCircle', scale: 2.5, tint: 0x00eaff }, // cyan { id: 'centerCircle', scale: 3.0, tint: 0x00ffb0 } // green ]; var PLANET_MIN_Y = 400; var PLANET_MAX_Y = GAME_HEIGHT - 800; var PLANET_MIN_X = 200; var PLANET_MAX_X = GAME_WIDTH - 200; var PLANET_SPEED = 0.5; // slow drift function spawnPlanets() { // Only spawn if not already present if (planets.length > 0) return; for (var i = 0; i < PLANET_ASSETS.length; i++) { var p = new Container(); var asset = PLANET_ASSETS[i]; var planetSprite = p.attachAsset(asset.id, { anchorX: 0.5, anchorY: 0.5, scaleX: asset.scale, scaleY: asset.scale, tint: asset.tint, alpha: 0.7 }); p.width = planetSprite.width * asset.scale; p.height = planetSprite.height * asset.scale; p.x = randInt(PLANET_MIN_X, PLANET_MAX_X); p.y = randInt(PLANET_MIN_Y, PLANET_MAX_Y); p.speed = PLANET_SPEED * (0.7 + Math.random() * 0.6); // vary speed a bit p.driftX = (Math.random() - 0.5) * 0.2; // slight horizontal drift p.update = function () { this.y += this.speed; this.x += this.driftX; if (this.y > GAME_HEIGHT + this.height) { this.y = -this.height; this.x = randInt(PLANET_MIN_X, PLANET_MAX_X); // Ensure planet is always at the back after looping if (this.parent) { this.parent.removeChild(this); this.parent.addChildAt(this, 0); } } }; planets.push(p); // Add behind stars (planets are background) game.addChildAt(p, 0); // Always add at index 0 so planets are behind all stars and gameplay } } function removePlanets() { for (var i = 0; i < planets.length; i++) { if (planets[i].parent) { planets[i].parent.removeChild(planets[i]); } planets[i].destroy(); } planets = []; } 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 = 0.5; 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 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 powerup state var doubleShotActive = false; var doubleShotTimer = 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 enemiesToSpawn = 30; enemiesLeft = enemiesToSpawn; lastAlienSpawnTick = LK.ticks; aliensKilledThisWave = 0; // Reset for new wave // Increase firing speed by 0.2x (reduce cooldown by 20%) each wave if (wave > 1) { currentLaserCooldown = Math.max(2, Math.floor(LASER_COOLDOWN * Math.pow(0.8, wave - 1))); currentLaserCooldownRapid = Math.max(2, Math.floor(LASER_COOLDOWN_RAPID * Math.pow(0.8, wave - 1))); } } 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); 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(); } // Update shooting stars (background effect) for (var i = 0; i < shootingStars.length; i++) { shootingStars[i].update(); } // Launch all shooting stars at the start of each wave, with slight offset for variety if (lastShootingStarWave !== wave) { for (var i = 0; i < shootingStars.length; i++) { shootingStars[i].launch(); // Offset their starting x/y for visual spread shootingStars[i].x += i * 180; shootingStars[i].y += i * 60; } lastShootingStarWave = wave; } // Planets appear after wave 5 if (wave > 5) { if (planets.length === 0) spawnPlanets(); for (var i = 0; i < planets.length; i++) { planets[i].update(); } } else { if (planets.length > 0) removePlanets(); } 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; } } // 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) { startWave(wave + 1); // Bonus box every BONUS_WAVE_INTERVAL after wave increment if ((wave + 1) % BONUS_WAVE_INTERVAL === 0) { var bonus = new BonusBox(); // Spawn bonus above the player, so it comes down toward the player bonus.x = player.x; bonus.y = -bonus.height / 2; bonus.type = randomPowerup(); bonuses.push(bonus); game.addChild(bonus); } 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; } } 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(); // Grant powerup player.setPower(bonus.type, POWERUP_DURATION); // Double shot for 5 seconds if bonus is collected doubleShotActive = true; doubleShotTimer = 300; // 5 seconds at 60fps // Player and lasers turn red for duration of double shot if (typeof playerRedTimer === "undefined") { playerRedTimer = 0; } playerRedTimer = 300; // 5 seconds at 60fps (match double shot) if (player && player.attachAsset) { // Set player sprite red var pSprite = player.children && player.children.length > 0 ? player.children[0] : null; if (pSprite && pSprite.tint !== undefined) { pSprite.tint = 0xff0000; } } // Set all current lasers to red for (var li = 0; li < lasers.length; li++) { var l = lasers[li]; var lSprite = l.children && l.children.length > 0 ? l.children[0] : null; if (lSprite && lSprite.tint !== undefined) { lSprite.tint = 0xff0000; } } if (bonus.type === 'rapid') { powerupTxt.setText('Rapid Fire!'); } else if (bonus.type === 'pierce') { powerupTxt.setText('Piercing Shots!'); } else if (bonus.type === 'shield') { powerupTxt.setText('Shield!'); } } } // 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(''); } // Keep player and lasers red while double shot is active, revert when double shot ends if (doubleShotActive) { // Keep player and lasers red if (player && player.attachAsset) { var pSprite = player.children && player.children.length > 0 ? player.children[0] : null; if (pSprite && pSprite.tint !== undefined) { pSprite.tint = 0xff0000; } } for (var li = 0; li < lasers.length; li++) { var l = lasers[li]; var lSprite = l.children && l.children.length > 0 ? l.children[0] : null; if (lSprite && lSprite.tint !== undefined) { lSprite.tint = 0xff0000; } } } else { // Revert player and lasers to normal color if (player && player.attachAsset) { var pSprite = player.children && player.children.length > 0 ? player.children[0] : null; if (pSprite && pSprite.tint !== undefined) { pSprite.tint = 0xffffff; } } for (var li = 0; li < lasers.length; li++) { var l = lasers[li]; var lSprite = l.children && l.children.length > 0 ? l.children[0] : null; if (lSprite && lSprite.tint !== undefined) { lSprite.tint = 0xffffff; } } } // Double shot timer logic if (doubleShotActive) { doubleShotTimer--; if (doubleShotTimer <= 0) { doubleShotActive = false; } } // Player auto-fire var cooldown = player.powered && player.powerType === 'rapid' ? currentLaserCooldownRapid : currentLaserCooldown; if (player.shootCooldown > 0) player.shootCooldown--; // Find nearest alien in range var nearestAlien = null; var minDist = 99999; for (var i = 0; i < aliens.length; i++) { var alien = aliens[i]; var dx = alien.x - player.x; var dy = alien.y - player.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dy > 0) continue; // Only shoot aliens above the player if (dist < minDist) { minDist = dist; nearestAlien = alien; } } if (nearestAlien && player.shootCooldown <= 0) { // Fire laser(s) 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; } // Make laser red if double shot is active var l1Sprite = laser1.children && laser1.children.length > 0 ? laser1.children[0] : null; if (l1Sprite && l1Sprite.tint !== undefined) { l1Sprite.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; } // Make laser red if double shot is active var l2Sprite = laser2.children && laser2.children.length > 0 ? laser2.children[0] : null; if (l2Sprite && l2Sprite.tint !== undefined) { l2Sprite.tint = 0xff0000; } lasers.push(laser2); game.addChild(laser2); player.shootCooldown = cooldown; LK.getSound('laser_shoot').play(); } else { // 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; } lasers.push(laser); game.addChild(laser); player.shootCooldown = cooldown; LK.getSound('laser_shoot').play(); } } else if (player.shootCooldown > 0) { // Prevent firing if still in cooldown player.shootCooldown--; } // Spawn aliens for current wave if (enemiesToSpawn > 0 && LK.ticks - lastAlienSpawnTick > 24) { var alien; // Every 3 waves, use the same alien type for 3 full waves in a row var waveType = Math.floor((wave - 1) / 3) % 3; if (waveType === 0) { alien = new Alien(); alien.speed = 2.5 + (wave - 1) * WAVE_SPEED_INC; alien.hp = 1 + Math.floor((wave - 1) * WAVE_HP_INC / 2); } else if (waveType === 1) { alien = new Alien2(); alien.speed = 2.8 + (wave - 1) * WAVE_SPEED_INC; alien.hp = 2 + Math.floor((wave - 1) * WAVE_HP_INC / 2); } else { alien = new Alien3(); alien.speed = 3.2 + (wave - 1) * WAVE_SPEED_INC; alien.hp = 3 + Math.floor((wave - 1) * WAVE_HP_INC / 2); } // 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; aliens.push(alien); game.addChild(alien); enemiesToSpawn--; lastAlienSpawnTick = LK.ticks; } };
===================================================================
--- original.js
+++ change.js
@@ -217,29 +217,23 @@
self.speedY = randInt(2, 4); // slow downward speed
self.active = false;
self.visible = false;
self.alpha = 0.85;
+ self.timer = 0; // Track how long the star has been active
self.update = function () {
if (!self.active) return;
self.x += self.speedX;
self.y += self.speedY;
+ self.timer++;
// Fade out as it moves
if (self.alpha > 0.1) {
self.alpha -= 0.012;
}
- // If out of screen, hide and deactivate
- if (self.x > GAME_WIDTH + self.width || self.y > GAME_HEIGHT + self.height) {
+ // If out of screen, or timer exceeds 45 seconds (2700 ticks), hide and deactivate
+ if (self.x > GAME_WIDTH + self.width || self.y > GAME_HEIGHT + self.height || self.timer > 2700) {
self.active = false;
self.visible = false;
}
- // If timer exceeds 20 seconds (1200 ticks), hide and deactivate
- if (self.active && typeof self.timer !== "undefined" && self.timer >= 1200) {
- self.active = false;
- self.visible = false;
- }
- if (self.active && typeof self.timer !== "undefined") {
- self.timer++;
- }
};
// Start the shooting star from a random left/top position
self.launch = function () {
self.x = randInt(-200, 200);
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