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