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);
// 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
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 (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.starSprite = starSprite; // Store for tinting
self.width = size;
self.height = size;
// Double the speed range
self.speed = randInt(1, 4) * 0.4; // doubled speed for parallax
self.alpha = Math.random() * 0.5 + 0.5;
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) {
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 = 160;
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 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;
// 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
// Change star color every 2 waves
var starColor = getStarColorForWave(wave);
for (var i = 0; i < stars.length; i++) {
stars[i].setColor(starColor);
}
// Every 2 waves, increase firing speed by multiplying cooldown by 0.75 (min 2)
if (wave > 1 && wave % 2 === 1) {
currentLaserCooldown = Math.max(2, Math.floor(currentLaserCooldown * 0.75));
currentLaserCooldownRapid = Math.max(2, Math.floor(currentLaserCooldownRapid * 0.75));
}
}
// 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);
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;
}
}
// 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();
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);
}
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);
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('');
}
// 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
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();
}
// 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 (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;
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
@@ -327,12 +327,12 @@
var starColor = getStarColorForWave(wave);
for (var i = 0; i < stars.length; i++) {
stars[i].setColor(starColor);
}
- // Every 2 waves, increase firing speed by multiplying cooldown by 0.85 (min 2)
+ // Every 2 waves, increase firing speed by multiplying cooldown by 0.75 (min 2)
if (wave > 1 && wave % 2 === 1) {
- currentLaserCooldown = Math.max(2, Math.floor(currentLaserCooldown * 0.85));
- currentLaserCooldownRapid = Math.max(2, Math.floor(currentLaserCooldownRapid * 0.85));
+ currentLaserCooldown = Math.max(2, Math.floor(currentLaserCooldown * 0.75));
+ currentLaserCooldownRapid = Math.max(2, Math.floor(currentLaserCooldownRapid * 0.75));
}
}
// Set initial star color
var initialStarColor = getStarColorForWave(1);
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