User prompt
Increase firing speed by 0.3 times every 2 waves change code to normal
User prompt
When the bonus box comes to the player, the player and the laser will be red until the double shot is finished
User prompt
When the bonus reaches the player the laser will fire double shots for 5 seconds.
User prompt
Bonus come to the player
User prompt
Increase firing speed by 0.3 times every 2 waves
User prompt
Increase firing speed by 0.25 times every 2 waves
User prompt
Increase firing speed by 0.15 times every 2 waves
User prompt
Increase firing speed by 0.15 times every 2 waves
User prompt
Adjust your fire speed according to the health of the aliens.
User prompt
Yes, that's exactly what I want.
User prompt
I will add 2 more aliens to Assets
User prompt
Increase background star size by 1.5 times
User prompt
Double the background star size
User prompt
Every 3 waves, the firing speed should be 0.20 times
User prompt
double the background stars
User prompt
Background stars change color every 2 waves
User prompt
The firing speed increases by 0.25 times with each wave.
User prompt
The firing speed increases by 0.3 times with each wave.
User prompt
The firing speed increases by 0.5 times with each wave.
User prompt
Increases the wave speed in each wave by 2 times
User prompt
Increases the wave speed in each wave by 0.5 times
User prompt
Double the size and speed of stars
User prompt
Add assets of alien 2
User prompt
Show icons where I can add assets
User prompt
Update assets
/**** * 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.update = function () { if (!self.active) return; self.x += self.speedX; self.y += self.speedY; // Hold alpha at 0.85 for 2 seconds (120 frames), then fade out if (self.holdAlphaFrames > 0) { self.alpha = 0.85; self.holdAlphaFrames--; } else { 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) { 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.holdAlphaFrames = 120; // Hold clear for 2 seconds (120 frames at 60fps) self.active = true; self.visible = true; }; 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 ****/ // 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 --- 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; // --- Asset Add Icons (bottom right) --- var assetIconSize = 120; var assetIconMargin = 32; var assetIconYStart = GAME_HEIGHT - (assetIconSize + assetIconMargin) * 3 - 40; var assetIconX = GAME_WIDTH - assetIconSize - assetIconMargin; // List of asset icons to show for adding assets var assetAddIcons = [{ id: 'alien', label: 'Alien' }, { id: 'bonus', label: 'Bonus' }, { id: 'crystal', label: 'Crystal' }]; var assetIconNodes = []; for (var i = 0; i < assetAddIcons.length; i++) { var iconInfo = assetAddIcons[i]; var iconNode = LK.getAsset(iconInfo.id, { anchorX: 0.5, anchorY: 0.5 }); iconNode.width = assetIconSize; iconNode.height = assetIconSize; iconNode.x = assetIconX + assetIconSize / 2; iconNode.y = assetIconYStart + i * (assetIconSize + assetIconMargin) + assetIconSize / 2; iconNode.alpha = 0.92; // Add a border effect by flashing on touch iconNode.down = function (node, info) { return function (x, y, obj) { LK.effects.flashObject(node, 0xFFE100, 300); // Here you could trigger an asset add action, e.g. open asset picker or add to game // For now, just flash and show a label var label = new Text2('Add ' + info.label, { size: 60, fill: 0xFFE100 }); label.anchor.set(0.5, 0.5); label.x = node.x; label.y = node.y - assetIconSize / 2 - 40; LK.gui.bottomRight.addChild(label); // Remove label after 1s LK.setTimeout(function () { if (label.parent) label.parent.removeChild(label); }, 1000); }; }(iconNode, iconInfo); assetIconNodes.push(iconNode); LK.gui.bottomRight.addChild(iconNode); } // 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
@@ -491,8 +491,59 @@
});
powerupTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(powerupTxt);
powerupTxt.y = 220;
+// --- Asset Add Icons (bottom right) ---
+var assetIconSize = 120;
+var assetIconMargin = 32;
+var assetIconYStart = GAME_HEIGHT - (assetIconSize + assetIconMargin) * 3 - 40;
+var assetIconX = GAME_WIDTH - assetIconSize - assetIconMargin;
+// List of asset icons to show for adding assets
+var assetAddIcons = [{
+ id: 'alien',
+ label: 'Alien'
+}, {
+ id: 'bonus',
+ label: 'Bonus'
+}, {
+ id: 'crystal',
+ label: 'Crystal'
+}];
+var assetIconNodes = [];
+for (var i = 0; i < assetAddIcons.length; i++) {
+ var iconInfo = assetAddIcons[i];
+ var iconNode = LK.getAsset(iconInfo.id, {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ iconNode.width = assetIconSize;
+ iconNode.height = assetIconSize;
+ iconNode.x = assetIconX + assetIconSize / 2;
+ iconNode.y = assetIconYStart + i * (assetIconSize + assetIconMargin) + assetIconSize / 2;
+ iconNode.alpha = 0.92;
+ // Add a border effect by flashing on touch
+ iconNode.down = function (node, info) {
+ return function (x, y, obj) {
+ LK.effects.flashObject(node, 0xFFE100, 300);
+ // Here you could trigger an asset add action, e.g. open asset picker or add to game
+ // For now, just flash and show a label
+ var label = new Text2('Add ' + info.label, {
+ size: 60,
+ fill: 0xFFE100
+ });
+ label.anchor.set(0.5, 0.5);
+ label.x = node.x;
+ label.y = node.y - assetIconSize / 2 - 40;
+ LK.gui.bottomRight.addChild(label);
+ // Remove label after 1s
+ LK.setTimeout(function () {
+ if (label.parent) label.parent.removeChild(label);
+ }, 1000);
+ };
+ }(iconNode, iconInfo);
+ assetIconNodes.push(iconNode);
+ LK.gui.bottomRight.addChild(iconNode);
+}
// Start music
LK.playMusic('bgmusic');
// Spawn player
player = new Player();
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