User prompt
Add solar system in background BIG
User prompt
add a explosion effect when destroyed and make asteroid can be destroyed
User prompt
Please fix the bug: 'ReferenceError: bullets is not defined' in or related to this line: 'for (var i = bullets.length - 1; i >= 0; i--) {' Line Number: 535
User prompt
Please fix the bug: 'TypeError: Graphics is not a constructor' in or related to this line: 'var healthBarBackground = new Graphics();' Line Number: 59
User prompt
Add hp bar to asteroid, and add a explosion effect when destroyed
User prompt
Make asset rotate like the bullet rotation
User prompt
So many bullets, make click manual
User prompt
Please fix the bug: 'ReferenceError: Bullet is not defined' in or related to this line: 'var bullet = new Bullet();' Line Number: 201
User prompt
Add a shoot button And make the game HARDER!!!!!
Code edit (1 edits merged)
Please save this source code
User prompt
AsteVoid: Space Survival
Initial prompt
Astevoid a game of a ship dodging asteroids, press left to turn left, and right to turn right. hold boost to move the ship in rotation. scenario: solar system.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var Asteroid = Container.expand(function () { var self = Container.call(this); var size = Math.random() * 0.7 + 0.3; // Random size between 0.3 and 1.0 var asteroidGraphics = self.attachAsset('asteroid', { anchorX: 0.5, anchorY: 0.5, scaleX: size, scaleY: size }); // Random asteroid color variations (brownish) var colorVariation = Math.floor(Math.random() * 3); if (colorVariation === 0) { asteroidGraphics.tint = 0x8B4513; // Standard brown } else if (colorVariation === 1) { asteroidGraphics.tint = 0xA0522D; // Lighter brown } else { asteroidGraphics.tint = 0x704214; // Darker brown } // Set properties self.radius = 60 * size; // Collision radius self.speed = Math.random() * 3 + 1; // Random speed self.rotationSpeed = (Math.random() - 0.5) * 0.05; // Random rotation self.vx = Math.random() * 2 - 1; // Random x velocity self.vy = Math.random() * 2 - 1; // Random y velocity // Normalize velocity vector var length = Math.sqrt(self.vx * self.vx + self.vy * self.vy); self.vx /= length; self.vy /= length; // Scale velocity by speed self.vx *= self.speed; self.vy *= self.speed; self.update = function () { // Move asteroid self.x += self.vx; self.y += self.vy; // Rotate asteroid self.rotation += self.rotationSpeed; // Wrap around screen if (self.x < -self.radius) { self.x = 2048 + self.radius; } if (self.x > 2048 + self.radius) { self.x = -self.radius; } if (self.y < -self.radius) { self.y = 2732 + self.radius; } if (self.y > 2732 + self.radius) { self.y = -self.radius; } }; return self; }); var ControlButton = Container.expand(function (type) { var self = Container.call(this); // Button properties self.type = type; // 'left', 'right', or 'boost' var color = type === 'boost' ? 0xff3300 : 0x3366ff; var width = type === 'boost' ? 200 : 150; var height = 150; // Create button shape var buttonShape = LK.getAsset('ship', { anchorX: 0.5, anchorY: 0.5, width: width, height: height }); buttonShape.tint = color; buttonShape.alpha = 0.5; // Add button to container self.addChild(buttonShape); // Add text label var label = new Text2(type.toUpperCase(), { size: 40, fill: 0xFFFFFF }); label.anchor.set(0.5, 0.5); self.addChild(label); // Button state self.isPressed = false; // Handle button press self.down = function (x, y, obj) { self.isPressed = true; buttonShape.alpha = 0.8; }; // Handle button release self.up = function (x, y, obj) { self.isPressed = false; buttonShape.alpha = 0.5; }; return self; }); var Ship = Container.expand(function () { var self = Container.call(this); // Ship graphics var shipGraphics = self.attachAsset('ship', { anchorX: 0.5, anchorY: 0.5 }); // Make ship triangular shipGraphics.width = 60; shipGraphics.height = 80; // Boost flame var boostFlame = self.attachAsset('boostFlame', { anchorX: 0.5, anchorY: 0, x: 0, y: 40, // Position at bottom of ship alpha: 0 // Hidden initially }); // Ship properties self.vx = 0; self.vy = 0; self.speed = 0; self.maxSpeed = 7; self.rotationSpeed = 0.08; // Radians per tick self.acceleration = 0.1; self.friction = 0.98; self.boosting = false; self.radius = 30; // Collision radius self.startBoosting = function () { self.boosting = true; boostFlame.alpha = 1; LK.getSound('boost').play(); }; self.stopBoosting = function () { self.boosting = false; boostFlame.alpha = 0; }; self.rotateLeft = function () { self.rotation -= self.rotationSpeed; LK.getSound('rotate').play(); }; self.rotateRight = function () { self.rotation += self.rotationSpeed; LK.getSound('rotate').play(); }; self.update = function () { // Apply boost if active if (self.boosting) { // Calculate direction from rotation self.vx += Math.sin(self.rotation) * self.acceleration; self.vy -= Math.cos(self.rotation) * self.acceleration; // Animate flame boostFlame.alpha = 0.6 + Math.random() * 0.4; boostFlame.scaleX = 0.8 + Math.random() * 0.4; boostFlame.scaleY = 0.8 + Math.random() * 0.4; } // Apply friction self.vx *= self.friction; self.vy *= self.friction; // Calculate speed self.speed = Math.sqrt(self.vx * self.vx + self.vy * self.vy); // Cap speed if (self.speed > self.maxSpeed) { self.vx = self.vx / self.speed * self.maxSpeed; self.vy = self.vy / self.speed * self.maxSpeed; self.speed = self.maxSpeed; } // Move ship self.x += self.vx; self.y += self.vy; // Wrap around screen if (self.x < 0) { self.x = 2048; } if (self.x > 2048) { self.x = 0; } if (self.y < 0) { self.y = 2732; } if (self.y > 2732) { self.y = 0; } }; return self; }); var Star = Container.expand(function () { var self = Container.call(this); var size = Math.random() * 0.5 + 0.5; var brightness = Math.floor(Math.random() * 230) + 25; // Random brightness var color = brightness << 16 | brightness << 8 | brightness; // Grayscale color var starGraphics = self.attachAsset('star', { anchorX: 0.5, anchorY: 0.5, scaleX: size, scaleY: size, alpha: Math.random() * 0.7 + 0.3 }); starGraphics.tint = color; // Twinkle effect self.twinkleSpeed = Math.random() * 0.02 + 0.01; self.twinkleAmount = Math.random() * 0.3 + 0.1; self.twinkleOffset = Math.random() * Math.PI * 2; self.update = function () { // Make stars twinkle starGraphics.alpha = 0.4 + Math.sin(LK.ticks * self.twinkleSpeed + self.twinkleOffset) * self.twinkleAmount; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000022 }); /**** * Game Code ****/ // Game variables var ship; var asteroids = []; var stars = []; var gameActive = true; var difficultyTimer; var spawnTimer; var maxAsteroids = 10; var score = 0; var highScore = storage.highScore || 0; var lastSpawnTime = 0; var spawnInterval = 1500; // Milliseconds between asteroid spawns var difficultyInterval = 10000; // Milliseconds between difficulty increases var controlButtons = {}; // Score text var scoreTxt = new Text2("SCORE: 0", { size: 60, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // High score text var highScoreTxt = new Text2("BEST: " + highScore, { size: 40, fill: 0xAAAAAA }); highScoreTxt.anchor.set(0.5, 0); highScoreTxt.y = 70; // Position below score text LK.gui.top.addChild(highScoreTxt); // Create stars in background function createStars() { for (var i = 0; i < 100; i++) { var star = new Star(); star.x = Math.random() * 2048; star.y = Math.random() * 2732; stars.push(star); game.addChild(star); } } // Create player ship function createShip() { ship = new Ship(); ship.x = 2048 / 2; ship.y = 2732 / 2; game.addChild(ship); } // Create control buttons function createControls() { // Left rotation button controlButtons.left = new ControlButton('left'); controlButtons.left.x = 150; controlButtons.left.y = 2732 - 150; game.addChild(controlButtons.left); // Right rotation button controlButtons.right = new ControlButton('right'); controlButtons.right.x = 350; controlButtons.right.y = 2732 - 150; game.addChild(controlButtons.right); // Boost button controlButtons.boost = new ControlButton('boost'); controlButtons.boost.x = 2048 - 150; controlButtons.boost.y = 2732 - 150; game.addChild(controlButtons.boost); } // Spawn a new asteroid function spawnAsteroid() { if (asteroids.length >= maxAsteroids) { return; } var asteroid = new Asteroid(); // Spawn asteroid off-screen var side = Math.floor(Math.random() * 4); switch (side) { case 0: // Top asteroid.x = Math.random() * 2048; asteroid.y = -asteroid.radius; asteroid.vy = Math.abs(asteroid.vy); break; case 1: // Right asteroid.x = 2048 + asteroid.radius; asteroid.y = Math.random() * 2732; asteroid.vx = -Math.abs(asteroid.vx); break; case 2: // Bottom asteroid.x = Math.random() * 2048; asteroid.y = 2732 + asteroid.radius; asteroid.vy = -Math.abs(asteroid.vy); break; case 3: // Left asteroid.x = -asteroid.radius; asteroid.y = Math.random() * 2732; asteroid.vx = Math.abs(asteroid.vx); break; } asteroids.push(asteroid); game.addChild(asteroid); } // Check for collisions between ship and asteroids function checkCollisions() { if (!ship) { return; } for (var i = 0; i < asteroids.length; i++) { var asteroid = asteroids[i]; // Calculate distance between ship and asteroid var dx = ship.x - asteroid.x; var dy = ship.y - asteroid.y; var distance = Math.sqrt(dx * dx + dy * dy); // Check for collision if (distance < ship.radius + asteroid.radius) { gameOver(); return; } } } // Increase game difficulty function increaseDifficulty() { maxAsteroids += 2; spawnInterval = Math.max(300, spawnInterval - 100); // Increase max speed of ship slightly if (ship) { ship.maxSpeed = Math.min(12, ship.maxSpeed + 0.2); } } // Game over function gameOver() { gameActive = false; // Update high score if (score > highScore) { highScore = score; storage.highScore = highScore; highScoreTxt.setText("BEST: " + highScore); } // Play explosion sound LK.getSound('explosion').play(); // Flash screen LK.effects.flashScreen(0xff0000, 800); // Show game over LK.showGameOver(); } // Initialize game function initGame() { // Reset game state gameActive = true; score = 0; maxAsteroids = 10; spawnInterval = 1500; lastSpawnTime = 0; // Update score display scoreTxt.setText("SCORE: 0"); highScoreTxt.setText("BEST: " + highScore); // Clear existing objects for (var i = 0; i < asteroids.length; i++) { asteroids[i].destroy(); } asteroids = []; // Create game elements createStars(); createShip(); createControls(); // Start difficulty timer difficultyTimer = LK.setInterval(function () { increaseDifficulty(); }, difficultyInterval); // Play background music LK.playMusic('spaceAmbience', { fade: { start: 0, end: 0.5, duration: 1000 } }); } // Handle input game.down = function (x, y, obj) { // Check if we're touching a control button directly // No action needed here as the buttons handle their own press states }; game.up = function (x, y, obj) { // No action needed here as the buttons handle their own release states }; // Main game update loop game.update = function () { if (!gameActive) { return; } // Update score (based on survival time) if (LK.ticks % 60 === 0) { // Once per second score++; scoreTxt.setText("SCORE: " + score); } // Check control buttons if (controlButtons.left && controlButtons.left.isPressed) { ship.rotateLeft(); } if (controlButtons.right && controlButtons.right.isPressed) { ship.rotateRight(); } if (controlButtons.boost && controlButtons.boost.isPressed) { ship.startBoosting(); } else if (ship) { ship.stopBoosting(); } // Spawn new asteroids on a timer var currentTime = Date.now(); if (currentTime - lastSpawnTime > spawnInterval) { spawnAsteroid(); lastSpawnTime = currentTime; } // Check for collisions checkCollisions(); }; // Initialize game initGame();
===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,441 @@
-/****
+/****
+* Plugins
+****/
+var tween = LK.import("@upit/tween.v1");
+var storage = LK.import("@upit/storage.v1");
+
+/****
+* Classes
+****/
+var Asteroid = Container.expand(function () {
+ var self = Container.call(this);
+ var size = Math.random() * 0.7 + 0.3; // Random size between 0.3 and 1.0
+ var asteroidGraphics = self.attachAsset('asteroid', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: size,
+ scaleY: size
+ });
+ // Random asteroid color variations (brownish)
+ var colorVariation = Math.floor(Math.random() * 3);
+ if (colorVariation === 0) {
+ asteroidGraphics.tint = 0x8B4513; // Standard brown
+ } else if (colorVariation === 1) {
+ asteroidGraphics.tint = 0xA0522D; // Lighter brown
+ } else {
+ asteroidGraphics.tint = 0x704214; // Darker brown
+ }
+ // Set properties
+ self.radius = 60 * size; // Collision radius
+ self.speed = Math.random() * 3 + 1; // Random speed
+ self.rotationSpeed = (Math.random() - 0.5) * 0.05; // Random rotation
+ self.vx = Math.random() * 2 - 1; // Random x velocity
+ self.vy = Math.random() * 2 - 1; // Random y velocity
+ // Normalize velocity vector
+ var length = Math.sqrt(self.vx * self.vx + self.vy * self.vy);
+ self.vx /= length;
+ self.vy /= length;
+ // Scale velocity by speed
+ self.vx *= self.speed;
+ self.vy *= self.speed;
+ self.update = function () {
+ // Move asteroid
+ self.x += self.vx;
+ self.y += self.vy;
+ // Rotate asteroid
+ self.rotation += self.rotationSpeed;
+ // Wrap around screen
+ if (self.x < -self.radius) {
+ self.x = 2048 + self.radius;
+ }
+ if (self.x > 2048 + self.radius) {
+ self.x = -self.radius;
+ }
+ if (self.y < -self.radius) {
+ self.y = 2732 + self.radius;
+ }
+ if (self.y > 2732 + self.radius) {
+ self.y = -self.radius;
+ }
+ };
+ return self;
+});
+var ControlButton = Container.expand(function (type) {
+ var self = Container.call(this);
+ // Button properties
+ self.type = type; // 'left', 'right', or 'boost'
+ var color = type === 'boost' ? 0xff3300 : 0x3366ff;
+ var width = type === 'boost' ? 200 : 150;
+ var height = 150;
+ // Create button shape
+ var buttonShape = LK.getAsset('ship', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ width: width,
+ height: height
+ });
+ buttonShape.tint = color;
+ buttonShape.alpha = 0.5;
+ // Add button to container
+ self.addChild(buttonShape);
+ // Add text label
+ var label = new Text2(type.toUpperCase(), {
+ size: 40,
+ fill: 0xFFFFFF
+ });
+ label.anchor.set(0.5, 0.5);
+ self.addChild(label);
+ // Button state
+ self.isPressed = false;
+ // Handle button press
+ self.down = function (x, y, obj) {
+ self.isPressed = true;
+ buttonShape.alpha = 0.8;
+ };
+ // Handle button release
+ self.up = function (x, y, obj) {
+ self.isPressed = false;
+ buttonShape.alpha = 0.5;
+ };
+ return self;
+});
+var Ship = Container.expand(function () {
+ var self = Container.call(this);
+ // Ship graphics
+ var shipGraphics = self.attachAsset('ship', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // Make ship triangular
+ shipGraphics.width = 60;
+ shipGraphics.height = 80;
+ // Boost flame
+ var boostFlame = self.attachAsset('boostFlame', {
+ anchorX: 0.5,
+ anchorY: 0,
+ x: 0,
+ y: 40,
+ // Position at bottom of ship
+ alpha: 0 // Hidden initially
+ });
+ // Ship properties
+ self.vx = 0;
+ self.vy = 0;
+ self.speed = 0;
+ self.maxSpeed = 7;
+ self.rotationSpeed = 0.08; // Radians per tick
+ self.acceleration = 0.1;
+ self.friction = 0.98;
+ self.boosting = false;
+ self.radius = 30; // Collision radius
+ self.startBoosting = function () {
+ self.boosting = true;
+ boostFlame.alpha = 1;
+ LK.getSound('boost').play();
+ };
+ self.stopBoosting = function () {
+ self.boosting = false;
+ boostFlame.alpha = 0;
+ };
+ self.rotateLeft = function () {
+ self.rotation -= self.rotationSpeed;
+ LK.getSound('rotate').play();
+ };
+ self.rotateRight = function () {
+ self.rotation += self.rotationSpeed;
+ LK.getSound('rotate').play();
+ };
+ self.update = function () {
+ // Apply boost if active
+ if (self.boosting) {
+ // Calculate direction from rotation
+ self.vx += Math.sin(self.rotation) * self.acceleration;
+ self.vy -= Math.cos(self.rotation) * self.acceleration;
+ // Animate flame
+ boostFlame.alpha = 0.6 + Math.random() * 0.4;
+ boostFlame.scaleX = 0.8 + Math.random() * 0.4;
+ boostFlame.scaleY = 0.8 + Math.random() * 0.4;
+ }
+ // Apply friction
+ self.vx *= self.friction;
+ self.vy *= self.friction;
+ // Calculate speed
+ self.speed = Math.sqrt(self.vx * self.vx + self.vy * self.vy);
+ // Cap speed
+ if (self.speed > self.maxSpeed) {
+ self.vx = self.vx / self.speed * self.maxSpeed;
+ self.vy = self.vy / self.speed * self.maxSpeed;
+ self.speed = self.maxSpeed;
+ }
+ // Move ship
+ self.x += self.vx;
+ self.y += self.vy;
+ // Wrap around screen
+ if (self.x < 0) {
+ self.x = 2048;
+ }
+ if (self.x > 2048) {
+ self.x = 0;
+ }
+ if (self.y < 0) {
+ self.y = 2732;
+ }
+ if (self.y > 2732) {
+ self.y = 0;
+ }
+ };
+ return self;
+});
+var Star = Container.expand(function () {
+ var self = Container.call(this);
+ var size = Math.random() * 0.5 + 0.5;
+ var brightness = Math.floor(Math.random() * 230) + 25; // Random brightness
+ var color = brightness << 16 | brightness << 8 | brightness; // Grayscale color
+ var starGraphics = self.attachAsset('star', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: size,
+ scaleY: size,
+ alpha: Math.random() * 0.7 + 0.3
+ });
+ starGraphics.tint = color;
+ // Twinkle effect
+ self.twinkleSpeed = Math.random() * 0.02 + 0.01;
+ self.twinkleAmount = Math.random() * 0.3 + 0.1;
+ self.twinkleOffset = Math.random() * Math.PI * 2;
+ self.update = function () {
+ // Make stars twinkle
+ starGraphics.alpha = 0.4 + Math.sin(LK.ticks * self.twinkleSpeed + self.twinkleOffset) * self.twinkleAmount;
+ };
+ return self;
+});
+
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000
-});
\ No newline at end of file
+ backgroundColor: 0x000022
+});
+
+/****
+* Game Code
+****/
+// Game variables
+var ship;
+var asteroids = [];
+var stars = [];
+var gameActive = true;
+var difficultyTimer;
+var spawnTimer;
+var maxAsteroids = 10;
+var score = 0;
+var highScore = storage.highScore || 0;
+var lastSpawnTime = 0;
+var spawnInterval = 1500; // Milliseconds between asteroid spawns
+var difficultyInterval = 10000; // Milliseconds between difficulty increases
+var controlButtons = {};
+// Score text
+var scoreTxt = new Text2("SCORE: 0", {
+ size: 60,
+ fill: 0xFFFFFF
+});
+scoreTxt.anchor.set(0.5, 0);
+LK.gui.top.addChild(scoreTxt);
+// High score text
+var highScoreTxt = new Text2("BEST: " + highScore, {
+ size: 40,
+ fill: 0xAAAAAA
+});
+highScoreTxt.anchor.set(0.5, 0);
+highScoreTxt.y = 70; // Position below score text
+LK.gui.top.addChild(highScoreTxt);
+// Create stars in background
+function createStars() {
+ for (var i = 0; i < 100; i++) {
+ var star = new Star();
+ star.x = Math.random() * 2048;
+ star.y = Math.random() * 2732;
+ stars.push(star);
+ game.addChild(star);
+ }
+}
+// Create player ship
+function createShip() {
+ ship = new Ship();
+ ship.x = 2048 / 2;
+ ship.y = 2732 / 2;
+ game.addChild(ship);
+}
+// Create control buttons
+function createControls() {
+ // Left rotation button
+ controlButtons.left = new ControlButton('left');
+ controlButtons.left.x = 150;
+ controlButtons.left.y = 2732 - 150;
+ game.addChild(controlButtons.left);
+ // Right rotation button
+ controlButtons.right = new ControlButton('right');
+ controlButtons.right.x = 350;
+ controlButtons.right.y = 2732 - 150;
+ game.addChild(controlButtons.right);
+ // Boost button
+ controlButtons.boost = new ControlButton('boost');
+ controlButtons.boost.x = 2048 - 150;
+ controlButtons.boost.y = 2732 - 150;
+ game.addChild(controlButtons.boost);
+}
+// Spawn a new asteroid
+function spawnAsteroid() {
+ if (asteroids.length >= maxAsteroids) {
+ return;
+ }
+ var asteroid = new Asteroid();
+ // Spawn asteroid off-screen
+ var side = Math.floor(Math.random() * 4);
+ switch (side) {
+ case 0:
+ // Top
+ asteroid.x = Math.random() * 2048;
+ asteroid.y = -asteroid.radius;
+ asteroid.vy = Math.abs(asteroid.vy);
+ break;
+ case 1:
+ // Right
+ asteroid.x = 2048 + asteroid.radius;
+ asteroid.y = Math.random() * 2732;
+ asteroid.vx = -Math.abs(asteroid.vx);
+ break;
+ case 2:
+ // Bottom
+ asteroid.x = Math.random() * 2048;
+ asteroid.y = 2732 + asteroid.radius;
+ asteroid.vy = -Math.abs(asteroid.vy);
+ break;
+ case 3:
+ // Left
+ asteroid.x = -asteroid.radius;
+ asteroid.y = Math.random() * 2732;
+ asteroid.vx = Math.abs(asteroid.vx);
+ break;
+ }
+ asteroids.push(asteroid);
+ game.addChild(asteroid);
+}
+// Check for collisions between ship and asteroids
+function checkCollisions() {
+ if (!ship) {
+ return;
+ }
+ for (var i = 0; i < asteroids.length; i++) {
+ var asteroid = asteroids[i];
+ // Calculate distance between ship and asteroid
+ var dx = ship.x - asteroid.x;
+ var dy = ship.y - asteroid.y;
+ var distance = Math.sqrt(dx * dx + dy * dy);
+ // Check for collision
+ if (distance < ship.radius + asteroid.radius) {
+ gameOver();
+ return;
+ }
+ }
+}
+// Increase game difficulty
+function increaseDifficulty() {
+ maxAsteroids += 2;
+ spawnInterval = Math.max(300, spawnInterval - 100);
+ // Increase max speed of ship slightly
+ if (ship) {
+ ship.maxSpeed = Math.min(12, ship.maxSpeed + 0.2);
+ }
+}
+// Game over
+function gameOver() {
+ gameActive = false;
+ // Update high score
+ if (score > highScore) {
+ highScore = score;
+ storage.highScore = highScore;
+ highScoreTxt.setText("BEST: " + highScore);
+ }
+ // Play explosion sound
+ LK.getSound('explosion').play();
+ // Flash screen
+ LK.effects.flashScreen(0xff0000, 800);
+ // Show game over
+ LK.showGameOver();
+}
+// Initialize game
+function initGame() {
+ // Reset game state
+ gameActive = true;
+ score = 0;
+ maxAsteroids = 10;
+ spawnInterval = 1500;
+ lastSpawnTime = 0;
+ // Update score display
+ scoreTxt.setText("SCORE: 0");
+ highScoreTxt.setText("BEST: " + highScore);
+ // Clear existing objects
+ for (var i = 0; i < asteroids.length; i++) {
+ asteroids[i].destroy();
+ }
+ asteroids = [];
+ // Create game elements
+ createStars();
+ createShip();
+ createControls();
+ // Start difficulty timer
+ difficultyTimer = LK.setInterval(function () {
+ increaseDifficulty();
+ }, difficultyInterval);
+ // Play background music
+ LK.playMusic('spaceAmbience', {
+ fade: {
+ start: 0,
+ end: 0.5,
+ duration: 1000
+ }
+ });
+}
+// Handle input
+game.down = function (x, y, obj) {
+ // Check if we're touching a control button directly
+ // No action needed here as the buttons handle their own press states
+};
+game.up = function (x, y, obj) {
+ // No action needed here as the buttons handle their own release states
+};
+// Main game update loop
+game.update = function () {
+ if (!gameActive) {
+ return;
+ }
+ // Update score (based on survival time)
+ if (LK.ticks % 60 === 0) {
+ // Once per second
+ score++;
+ scoreTxt.setText("SCORE: " + score);
+ }
+ // Check control buttons
+ if (controlButtons.left && controlButtons.left.isPressed) {
+ ship.rotateLeft();
+ }
+ if (controlButtons.right && controlButtons.right.isPressed) {
+ ship.rotateRight();
+ }
+ if (controlButtons.boost && controlButtons.boost.isPressed) {
+ ship.startBoosting();
+ } else if (ship) {
+ ship.stopBoosting();
+ }
+ // Spawn new asteroids on a timer
+ var currentTime = Date.now();
+ if (currentTime - lastSpawnTime > spawnInterval) {
+ spawnAsteroid();
+ lastSpawnTime = currentTime;
+ }
+ // Check for collisions
+ checkCollisions();
+};
+// Initialize game
+initGame();
\ No newline at end of file
Spaceship. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Asteroid. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Spaceship bullet. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Solar system. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows