User prompt
let’s create a title screen. the title can be Invader Blits 2 But with a delay. the delay can be 3 seconds. so it will be Invader Blits (wait 3 seconds) 2 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
not like start fresh to a ball game. I’m talking about just a black screen with all codes and all sprites removed.
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let’s start fresh.
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please fix it :)
User prompt
Please fix the bug: 'TypeError: undefined is not an object (evaluating 'self.children[0].tint = c[0] << 16 | c[1] << 8 | c[2]')' in or related to this line: 'self.children[0].tint = c[0] << 16 | c[1] << 8 | c[2];' Line Number: 214
User prompt
Please fix the bug: 'undefined is not an object (evaluating 'self.children[0].tint = 0xff2222')' in or related to this line: 'self.children[0].tint = 0xff2222;' Line Number: 225
User prompt
make big invaders. they split when ever hit. and make red invaders. red invaders are 2x faster than the green invaders. make some of the invaders rainbow too.
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when I’m not by the screen edge. even when it’s not by the screen edge. it still acts like it. FIX THIS!!
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make the bomb appear every 10 seconds and moves by itself and bounces off the screen.
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make the lines blink when shooting every 0.7 seconds.
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make the lines blink every 0.3 seconds when shooting
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make the lines blink every 0.1 second when shooting.
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you made the stuff correct. it’s just the invaders isn’t dieing when target is on them and shooting.
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Please fix the bug: 'ReferenceError: Can't find variable: player' in or related to this line: 'if (!player.invincible && b.intersects(player)) {' Line Number: 446
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that third one is still in the middle. REMOVE THAT THIRD ONE. and the target isn’t shooting anything. you also forgot the blue lines.
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Please fix the bug: 'undefined is not an object (evaluating 'player.x = GAME_WIDTH / 2')' in or related to this line: 'player.x = GAME_WIDTH / 2;' Line Number: 330
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there’s 3 cannons. remove that third cannon. and the target only moves when moving hand.
User prompt
can you make the target? the target always moves but the blue block (the cannon) is always in the corner. make another one and that other one goes in a different corner (it only has to be on the bottom.) and when shooting. Blue lines go to the target and blink when ever shooting.
User prompt
I can’t shoot. how do I fix this?
Code edit (1 edits merged)
Please save this source code
User prompt
Invader Blitz
Initial prompt
we are making a game similar to space invaders frenzy.
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Alien Invader
var Alien = Container.expand(function () {
var self = Container.call(this);
var alien = self.attachAsset('alien', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = alien.width;
self.height = alien.height;
self.row = 0;
self.col = 0;
self.type = 0; // for future: different types
self.alive = true;
self.shootCooldown = 0;
return self;
});
// Alien Bullet
var AlienBullet = Container.expand(function () {
var self = Container.call(this);
var bullet = self.attachAsset('alienBullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = bullet.width;
self.height = bullet.height;
self.speed = 22; // Downwards
self.update = function () {
self.y += self.speed;
};
return self;
});
// Player Bullet
var PlayerBullet = Container.expand(function () {
var self = Container.call(this);
var bullet = self.attachAsset('playerBullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = bullet.width;
self.height = bullet.height;
self.speed = -32; // Upwards
self.update = function () {
self.y += self.speed;
};
return self;
});
// Player Cannon
var PlayerCannon = Container.expand(function () {
var self = Container.call(this);
var cannon = self.attachAsset('playerCannon', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = cannon.width;
self.height = cannon.height;
self.shootCooldown = 0; // frames until next shot allowed
self.lives = 3;
self.invincible = false;
self.invincibleTimer = 0;
// Flash when hit
self.flash = function () {
tween(self, {
alpha: 0.3
}, {
duration: 80,
onFinish: function onFinish() {
tween(self, {
alpha: 1
}, {
duration: 80
});
}
});
};
return self;
});
// Powerup
var Powerup = Container.expand(function () {
var self = Container.call(this);
var p = self.attachAsset('powerup', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = p.width;
self.height = p.height;
self.type = 'life'; // only one type for MVP
self.speed = 12;
self.update = function () {
self.y += self.speed;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
// Music
// Sound effects
// Power-up
// Alien bullet
// Alien invader
// Player bullet
// Player cannon
// Game constants
var GAME_WIDTH = 2048;
var GAME_HEIGHT = 2732;
var PLAYER_Y = GAME_HEIGHT - 180;
var PLAYER_SPEED = 36;
var PLAYER_SHOOT_COOLDOWN = 18; // frames
var ALIEN_ROWS = 4;
var ALIEN_COLS = 8;
var ALIEN_X_MARGIN = 120;
var ALIEN_Y_MARGIN = 120;
var ALIEN_X_SPACING = 180;
var ALIEN_Y_SPACING = 140;
var ALIEN_MOVE_INTERVAL = 32; // frames between moves
var ALIEN_MOVE_STEP = 48;
var ALIEN_DESCEND_STEP = 80;
var ALIEN_SHOOT_CHANCE = 0.012; // per alien per move
var ALIEN_SPEEDUP_EVERY = 6; // speed up every N moves
var ALIEN_MIN_MOVE_INTERVAL = 10;
var POWERUP_CHANCE = 0.08; // chance per alien death
var POWERUP_DURATION = 600; // frames to stay on screen
// Game state
var player;
var playerBullets = [];
var alienBullets = [];
var aliens = [];
var powerups = [];
var score = 0;
var lives = 3;
var level = 1;
var alienMoveDir = 1; // 1: right, -1: left
var alienMoveTimer = 0;
var alienMoveCount = 0;
var alienMoveInterval = ALIEN_MOVE_INTERVAL;
var alienLeftBound = 0;
var alienRightBound = 0;
var gameOver = false;
var youWin = false;
var dragNode = null;
var lastTouchX = 0;
var scoreTxt, livesTxt, levelTxt;
// Music
LK.playMusic('arcadeLoop');
// GUI
scoreTxt = new Text2('Score: 0', {
size: 90,
fill: "#fff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
livesTxt = new Text2('Lives: 3', {
size: 70,
fill: "#fff"
});
livesTxt.anchor.set(0, 0);
LK.gui.top.addChild(livesTxt);
livesTxt.x = 120; // avoid top left menu
levelTxt = new Text2('Level: 1', {
size: 70,
fill: "#fff"
});
levelTxt.anchor.set(1, 0);
LK.gui.top.addChild(levelTxt);
levelTxt.x = LK.gui.top.width - 120;
// Initialize player
player = new PlayerCannon();
game.addChild(player);
player.x = GAME_WIDTH / 2;
player.y = PLAYER_Y;
// Initialize aliens
function spawnAliens() {
aliens = [];
var startX = (GAME_WIDTH - (ALIEN_COLS - 1) * ALIEN_X_SPACING) / 2;
var startY = 260;
for (var row = 0; row < ALIEN_ROWS; row++) {
for (var col = 0; col < ALIEN_COLS; col++) {
var alien = new Alien();
alien.x = startX + col * ALIEN_X_SPACING;
alien.y = startY + row * ALIEN_Y_SPACING;
alien.row = row;
alien.col = col;
game.addChild(alien);
aliens.push(alien);
}
}
updateAlienBounds();
alienMoveDir = 1;
alienMoveTimer = 0;
alienMoveCount = 0;
alienMoveInterval = Math.max(ALIEN_MOVE_INTERVAL - (level - 1) * 2, ALIEN_MIN_MOVE_INTERVAL);
}
function updateAlienBounds() {
if (aliens.length === 0) {
alienLeftBound = 0;
alienRightBound = 0;
return;
}
var minX = GAME_WIDTH,
maxX = 0;
for (var i = 0; i < aliens.length; i++) {
if (!aliens[i].alive) continue;
if (aliens[i].x < minX) minX = aliens[i].x;
if (aliens[i].x > maxX) maxX = aliens[i].x;
}
alienLeftBound = minX;
alienRightBound = maxX;
}
// Reset game state for new game or level
function resetGameState() {
// Remove all bullets, aliens, powerups
for (var i = 0; i < playerBullets.length; i++) playerBullets[i].destroy();
for (var i = 0; i < alienBullets.length; i++) alienBullets[i].destroy();
for (var i = 0; i < powerups.length; i++) powerups[i].destroy();
for (var i = 0; i < aliens.length; i++) aliens[i].destroy();
playerBullets = [];
alienBullets = [];
powerups = [];
aliens = [];
// Reset player
player.x = GAME_WIDTH / 2;
player.y = PLAYER_Y;
player.lives = lives;
player.invincible = false;
player.alpha = 1;
// Spawn aliens
spawnAliens();
}
// Start first level
resetGameState();
// Handle player movement and shooting
game.down = function (x, y, obj) {
// Only allow drag on player area
if (y > GAME_HEIGHT - 500) {
dragNode = player;
lastTouchX = x;
}
};
game.move = function (x, y, obj) {
if (dragNode === player) {
// Move player horizontally, clamp to screen
var dx = x - lastTouchX;
player.x += dx;
if (player.x < player.width / 2) player.x = player.width / 2;
if (player.x > GAME_WIDTH - player.width / 2) player.x = GAME_WIDTH - player.width / 2;
lastTouchX = x;
}
};
game.up = function (x, y, obj) {
dragNode = null;
};
// Tap anywhere in lower half to shoot
game.downAnywhere = function (x, y, obj) {
if (y > GAME_HEIGHT / 2) {
tryShoot();
}
};
// Register downAnywhere
LK.on('down', function (obj) {
if (obj && obj.x !== undefined && obj.y !== undefined) {
game.downAnywhere(obj.x, obj.y, obj);
}
});
// Player shooting
function tryShoot() {
if (player.shootCooldown <= 0 && !gameOver && !youWin) {
var bullet = new PlayerBullet();
bullet.x = player.x;
bullet.y = player.y - player.height / 2 - bullet.height / 2;
playerBullets.push(bullet);
game.addChild(bullet);
player.shootCooldown = PLAYER_SHOOT_COOLDOWN;
LK.getSound('shoot').play();
}
}
// Main game update loop
game.update = function () {
if (gameOver || youWin) return;
// Player shoot cooldown
if (player.shootCooldown > 0) player.shootCooldown--;
// Player invincibility
if (player.invincible) {
player.invincibleTimer--;
if (player.invincibleTimer <= 0) {
player.invincible = false;
player.alpha = 1;
}
}
// Move player bullets
for (var i = playerBullets.length - 1; i >= 0; i--) {
var b = playerBullets[i];
b.update();
if (b.y < -b.height) {
b.destroy();
playerBullets.splice(i, 1);
continue;
}
// Check collision with aliens
for (var j = 0; j < aliens.length; j++) {
var a = aliens[j];
if (a.alive && b.intersects(a)) {
a.alive = false;
a.visible = false;
b.destroy();
playerBullets.splice(i, 1);
LK.getSound('alienDown').play();
// Score
score += 10;
LK.setScore(score);
scoreTxt.setText('Score: ' + score);
// Powerup chance
if (Math.random() < POWERUP_CHANCE) {
var p = new Powerup();
p.x = a.x;
p.y = a.y;
p.type = 'life';
p.timer = POWERUP_DURATION;
powerups.push(p);
game.addChild(p);
}
break;
}
}
}
// Move alien bullets
for (var i = alienBullets.length - 1; i >= 0; i--) {
var b = alienBullets[i];
b.update();
if (b.y > GAME_HEIGHT + b.height) {
b.destroy();
alienBullets.splice(i, 1);
continue;
}
// Check collision with player
if (!player.invincible && b.intersects(player)) {
b.destroy();
alienBullets.splice(i, 1);
loseLife();
break;
}
}
// Move powerups
for (var i = powerups.length - 1; i >= 0; i--) {
var p = powerups[i];
p.update();
p.timer--;
if (p.y > GAME_HEIGHT + p.height || p.timer <= 0) {
p.destroy();
powerups.splice(i, 1);
continue;
}
// Collect powerup
if (p.intersects(player)) {
LK.getSound('powerup').play();
p.destroy();
powerups.splice(i, 1);
gainLife();
}
}
// Move aliens
alienMoveTimer++;
if (alienMoveTimer >= alienMoveInterval) {
alienMoveTimer = 0;
var shouldDescend = false;
// Check if any alien at edge
updateAlienBounds();
if (alienMoveDir === 1 && alienRightBound + ALIEN_MOVE_STEP > GAME_WIDTH - ALIEN_X_MARGIN) {
shouldDescend = true;
alienMoveDir = -1;
} else if (alienMoveDir === -1 && alienLeftBound - ALIEN_MOVE_STEP < ALIEN_X_MARGIN) {
shouldDescend = true;
alienMoveDir = 1;
}
for (var i = 0; i < aliens.length; i++) {
var a = aliens[i];
if (!a.alive) continue;
if (shouldDescend) {
a.y += ALIEN_DESCEND_STEP;
} else {
a.x += ALIEN_MOVE_STEP * alienMoveDir;
}
}
if (shouldDescend) {
// Check for game over (aliens reach player line)
for (var i = 0; i < aliens.length; i++) {
var a = aliens[i];
if (!a.alive) continue;
if (a.y + a.height / 2 >= PLAYER_Y - player.height / 2) {
triggerGameOver();
return;
}
}
}
// Aliens shoot
for (var i = 0; i < aliens.length; i++) {
var a = aliens[i];
if (!a.alive) continue;
if (Math.random() < ALIEN_SHOOT_CHANCE) {
var b = new AlienBullet();
b.x = a.x;
b.y = a.y + a.height / 2 + b.height / 2;
alienBullets.push(b);
game.addChild(b);
LK.getSound('alienShoot').play();
}
}
alienMoveCount++;
// Speed up
if (alienMoveCount % ALIEN_SPEEDUP_EVERY === 0 && alienMoveInterval > ALIEN_MIN_MOVE_INTERVAL) {
alienMoveInterval--;
}
}
// Remove dead aliens
var aliveAliens = 0;
for (var i = 0; i < aliens.length; i++) {
if (aliens[i].alive) aliveAliens++;
}
if (aliveAliens === 0) {
// Next level
level++;
levelTxt.setText('Level: ' + level);
resetGameState();
}
// Update lives
livesTxt.setText('Lives: ' + player.lives);
};
// Lose a life
function loseLife() {
if (player.invincible) return;
player.lives--;
lives = player.lives;
player.flash();
LK.getSound('loseLife').play();
if (player.lives <= 0) {
triggerGameOver();
} else {
// Invincible for a short time
player.invincible = true;
player.invincibleTimer = 90;
player.alpha = 0.5;
}
}
// Gain a life (powerup)
function gainLife() {
player.lives++;
lives = player.lives;
livesTxt.setText('Lives: ' + player.lives);
}
// Game over
function triggerGameOver() {
if (gameOver) return;
gameOver = true;
LK.effects.flashScreen(0xff0000, 900);
LK.showGameOver();
}
// Win (not used in MVP, but for future)
function triggerYouWin() {
if (youWin) return;
youWin = true;
LK.effects.flashScreen(0x00ff00, 900);
LK.showYouWin();
}
// Set initial score
LK.setScore(score);
scoreTxt.setText('Score: ' + score); ===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,481 @@
-/****
+/****
+* Plugins
+****/
+var tween = LK.import("@upit/tween.v1");
+
+/****
+* Classes
+****/
+// Alien Invader
+var Alien = Container.expand(function () {
+ var self = Container.call(this);
+ var alien = self.attachAsset('alien', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.width = alien.width;
+ self.height = alien.height;
+ self.row = 0;
+ self.col = 0;
+ self.type = 0; // for future: different types
+ self.alive = true;
+ self.shootCooldown = 0;
+ return self;
+});
+// Alien Bullet
+var AlienBullet = Container.expand(function () {
+ var self = Container.call(this);
+ var bullet = self.attachAsset('alienBullet', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.width = bullet.width;
+ self.height = bullet.height;
+ self.speed = 22; // Downwards
+ self.update = function () {
+ self.y += self.speed;
+ };
+ return self;
+});
+// Player Bullet
+var PlayerBullet = Container.expand(function () {
+ var self = Container.call(this);
+ var bullet = self.attachAsset('playerBullet', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.width = bullet.width;
+ self.height = bullet.height;
+ self.speed = -32; // Upwards
+ self.update = function () {
+ self.y += self.speed;
+ };
+ return self;
+});
+// Player Cannon
+var PlayerCannon = Container.expand(function () {
+ var self = Container.call(this);
+ var cannon = self.attachAsset('playerCannon', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.width = cannon.width;
+ self.height = cannon.height;
+ self.shootCooldown = 0; // frames until next shot allowed
+ self.lives = 3;
+ self.invincible = false;
+ self.invincibleTimer = 0;
+ // Flash when hit
+ self.flash = function () {
+ tween(self, {
+ alpha: 0.3
+ }, {
+ duration: 80,
+ onFinish: function onFinish() {
+ tween(self, {
+ alpha: 1
+ }, {
+ duration: 80
+ });
+ }
+ });
+ };
+ return self;
+});
+// Powerup
+var Powerup = Container.expand(function () {
+ var self = Container.call(this);
+ var p = self.attachAsset('powerup', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.width = p.width;
+ self.height = p.height;
+ self.type = 'life'; // only one type for MVP
+ self.speed = 12;
+ self.update = function () {
+ self.y += self.speed;
+ };
+ return self;
+});
+
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
backgroundColor: 0x000000
-});
\ No newline at end of file
+});
+
+/****
+* Game Code
+****/
+// Music
+// Sound effects
+// Power-up
+// Alien bullet
+// Alien invader
+// Player bullet
+// Player cannon
+// Game constants
+var GAME_WIDTH = 2048;
+var GAME_HEIGHT = 2732;
+var PLAYER_Y = GAME_HEIGHT - 180;
+var PLAYER_SPEED = 36;
+var PLAYER_SHOOT_COOLDOWN = 18; // frames
+var ALIEN_ROWS = 4;
+var ALIEN_COLS = 8;
+var ALIEN_X_MARGIN = 120;
+var ALIEN_Y_MARGIN = 120;
+var ALIEN_X_SPACING = 180;
+var ALIEN_Y_SPACING = 140;
+var ALIEN_MOVE_INTERVAL = 32; // frames between moves
+var ALIEN_MOVE_STEP = 48;
+var ALIEN_DESCEND_STEP = 80;
+var ALIEN_SHOOT_CHANCE = 0.012; // per alien per move
+var ALIEN_SPEEDUP_EVERY = 6; // speed up every N moves
+var ALIEN_MIN_MOVE_INTERVAL = 10;
+var POWERUP_CHANCE = 0.08; // chance per alien death
+var POWERUP_DURATION = 600; // frames to stay on screen
+// Game state
+var player;
+var playerBullets = [];
+var alienBullets = [];
+var aliens = [];
+var powerups = [];
+var score = 0;
+var lives = 3;
+var level = 1;
+var alienMoveDir = 1; // 1: right, -1: left
+var alienMoveTimer = 0;
+var alienMoveCount = 0;
+var alienMoveInterval = ALIEN_MOVE_INTERVAL;
+var alienLeftBound = 0;
+var alienRightBound = 0;
+var gameOver = false;
+var youWin = false;
+var dragNode = null;
+var lastTouchX = 0;
+var scoreTxt, livesTxt, levelTxt;
+// Music
+LK.playMusic('arcadeLoop');
+// GUI
+scoreTxt = new Text2('Score: 0', {
+ size: 90,
+ fill: "#fff"
+});
+scoreTxt.anchor.set(0.5, 0);
+LK.gui.top.addChild(scoreTxt);
+livesTxt = new Text2('Lives: 3', {
+ size: 70,
+ fill: "#fff"
+});
+livesTxt.anchor.set(0, 0);
+LK.gui.top.addChild(livesTxt);
+livesTxt.x = 120; // avoid top left menu
+levelTxt = new Text2('Level: 1', {
+ size: 70,
+ fill: "#fff"
+});
+levelTxt.anchor.set(1, 0);
+LK.gui.top.addChild(levelTxt);
+levelTxt.x = LK.gui.top.width - 120;
+// Initialize player
+player = new PlayerCannon();
+game.addChild(player);
+player.x = GAME_WIDTH / 2;
+player.y = PLAYER_Y;
+// Initialize aliens
+function spawnAliens() {
+ aliens = [];
+ var startX = (GAME_WIDTH - (ALIEN_COLS - 1) * ALIEN_X_SPACING) / 2;
+ var startY = 260;
+ for (var row = 0; row < ALIEN_ROWS; row++) {
+ for (var col = 0; col < ALIEN_COLS; col++) {
+ var alien = new Alien();
+ alien.x = startX + col * ALIEN_X_SPACING;
+ alien.y = startY + row * ALIEN_Y_SPACING;
+ alien.row = row;
+ alien.col = col;
+ game.addChild(alien);
+ aliens.push(alien);
+ }
+ }
+ updateAlienBounds();
+ alienMoveDir = 1;
+ alienMoveTimer = 0;
+ alienMoveCount = 0;
+ alienMoveInterval = Math.max(ALIEN_MOVE_INTERVAL - (level - 1) * 2, ALIEN_MIN_MOVE_INTERVAL);
+}
+function updateAlienBounds() {
+ if (aliens.length === 0) {
+ alienLeftBound = 0;
+ alienRightBound = 0;
+ return;
+ }
+ var minX = GAME_WIDTH,
+ maxX = 0;
+ for (var i = 0; i < aliens.length; i++) {
+ if (!aliens[i].alive) continue;
+ if (aliens[i].x < minX) minX = aliens[i].x;
+ if (aliens[i].x > maxX) maxX = aliens[i].x;
+ }
+ alienLeftBound = minX;
+ alienRightBound = maxX;
+}
+// Reset game state for new game or level
+function resetGameState() {
+ // Remove all bullets, aliens, powerups
+ for (var i = 0; i < playerBullets.length; i++) playerBullets[i].destroy();
+ for (var i = 0; i < alienBullets.length; i++) alienBullets[i].destroy();
+ for (var i = 0; i < powerups.length; i++) powerups[i].destroy();
+ for (var i = 0; i < aliens.length; i++) aliens[i].destroy();
+ playerBullets = [];
+ alienBullets = [];
+ powerups = [];
+ aliens = [];
+ // Reset player
+ player.x = GAME_WIDTH / 2;
+ player.y = PLAYER_Y;
+ player.lives = lives;
+ player.invincible = false;
+ player.alpha = 1;
+ // Spawn aliens
+ spawnAliens();
+}
+// Start first level
+resetGameState();
+// Handle player movement and shooting
+game.down = function (x, y, obj) {
+ // Only allow drag on player area
+ if (y > GAME_HEIGHT - 500) {
+ dragNode = player;
+ lastTouchX = x;
+ }
+};
+game.move = function (x, y, obj) {
+ if (dragNode === player) {
+ // Move player horizontally, clamp to screen
+ var dx = x - lastTouchX;
+ player.x += dx;
+ if (player.x < player.width / 2) player.x = player.width / 2;
+ if (player.x > GAME_WIDTH - player.width / 2) player.x = GAME_WIDTH - player.width / 2;
+ lastTouchX = x;
+ }
+};
+game.up = function (x, y, obj) {
+ dragNode = null;
+};
+// Tap anywhere in lower half to shoot
+game.downAnywhere = function (x, y, obj) {
+ if (y > GAME_HEIGHT / 2) {
+ tryShoot();
+ }
+};
+// Register downAnywhere
+LK.on('down', function (obj) {
+ if (obj && obj.x !== undefined && obj.y !== undefined) {
+ game.downAnywhere(obj.x, obj.y, obj);
+ }
+});
+// Player shooting
+function tryShoot() {
+ if (player.shootCooldown <= 0 && !gameOver && !youWin) {
+ var bullet = new PlayerBullet();
+ bullet.x = player.x;
+ bullet.y = player.y - player.height / 2 - bullet.height / 2;
+ playerBullets.push(bullet);
+ game.addChild(bullet);
+ player.shootCooldown = PLAYER_SHOOT_COOLDOWN;
+ LK.getSound('shoot').play();
+ }
+}
+// Main game update loop
+game.update = function () {
+ if (gameOver || youWin) return;
+ // Player shoot cooldown
+ if (player.shootCooldown > 0) player.shootCooldown--;
+ // Player invincibility
+ if (player.invincible) {
+ player.invincibleTimer--;
+ if (player.invincibleTimer <= 0) {
+ player.invincible = false;
+ player.alpha = 1;
+ }
+ }
+ // Move player bullets
+ for (var i = playerBullets.length - 1; i >= 0; i--) {
+ var b = playerBullets[i];
+ b.update();
+ if (b.y < -b.height) {
+ b.destroy();
+ playerBullets.splice(i, 1);
+ continue;
+ }
+ // Check collision with aliens
+ for (var j = 0; j < aliens.length; j++) {
+ var a = aliens[j];
+ if (a.alive && b.intersects(a)) {
+ a.alive = false;
+ a.visible = false;
+ b.destroy();
+ playerBullets.splice(i, 1);
+ LK.getSound('alienDown').play();
+ // Score
+ score += 10;
+ LK.setScore(score);
+ scoreTxt.setText('Score: ' + score);
+ // Powerup chance
+ if (Math.random() < POWERUP_CHANCE) {
+ var p = new Powerup();
+ p.x = a.x;
+ p.y = a.y;
+ p.type = 'life';
+ p.timer = POWERUP_DURATION;
+ powerups.push(p);
+ game.addChild(p);
+ }
+ break;
+ }
+ }
+ }
+ // Move alien bullets
+ for (var i = alienBullets.length - 1; i >= 0; i--) {
+ var b = alienBullets[i];
+ b.update();
+ if (b.y > GAME_HEIGHT + b.height) {
+ b.destroy();
+ alienBullets.splice(i, 1);
+ continue;
+ }
+ // Check collision with player
+ if (!player.invincible && b.intersects(player)) {
+ b.destroy();
+ alienBullets.splice(i, 1);
+ loseLife();
+ break;
+ }
+ }
+ // Move powerups
+ for (var i = powerups.length - 1; i >= 0; i--) {
+ var p = powerups[i];
+ p.update();
+ p.timer--;
+ if (p.y > GAME_HEIGHT + p.height || p.timer <= 0) {
+ p.destroy();
+ powerups.splice(i, 1);
+ continue;
+ }
+ // Collect powerup
+ if (p.intersects(player)) {
+ LK.getSound('powerup').play();
+ p.destroy();
+ powerups.splice(i, 1);
+ gainLife();
+ }
+ }
+ // Move aliens
+ alienMoveTimer++;
+ if (alienMoveTimer >= alienMoveInterval) {
+ alienMoveTimer = 0;
+ var shouldDescend = false;
+ // Check if any alien at edge
+ updateAlienBounds();
+ if (alienMoveDir === 1 && alienRightBound + ALIEN_MOVE_STEP > GAME_WIDTH - ALIEN_X_MARGIN) {
+ shouldDescend = true;
+ alienMoveDir = -1;
+ } else if (alienMoveDir === -1 && alienLeftBound - ALIEN_MOVE_STEP < ALIEN_X_MARGIN) {
+ shouldDescend = true;
+ alienMoveDir = 1;
+ }
+ for (var i = 0; i < aliens.length; i++) {
+ var a = aliens[i];
+ if (!a.alive) continue;
+ if (shouldDescend) {
+ a.y += ALIEN_DESCEND_STEP;
+ } else {
+ a.x += ALIEN_MOVE_STEP * alienMoveDir;
+ }
+ }
+ if (shouldDescend) {
+ // Check for game over (aliens reach player line)
+ for (var i = 0; i < aliens.length; i++) {
+ var a = aliens[i];
+ if (!a.alive) continue;
+ if (a.y + a.height / 2 >= PLAYER_Y - player.height / 2) {
+ triggerGameOver();
+ return;
+ }
+ }
+ }
+ // Aliens shoot
+ for (var i = 0; i < aliens.length; i++) {
+ var a = aliens[i];
+ if (!a.alive) continue;
+ if (Math.random() < ALIEN_SHOOT_CHANCE) {
+ var b = new AlienBullet();
+ b.x = a.x;
+ b.y = a.y + a.height / 2 + b.height / 2;
+ alienBullets.push(b);
+ game.addChild(b);
+ LK.getSound('alienShoot').play();
+ }
+ }
+ alienMoveCount++;
+ // Speed up
+ if (alienMoveCount % ALIEN_SPEEDUP_EVERY === 0 && alienMoveInterval > ALIEN_MIN_MOVE_INTERVAL) {
+ alienMoveInterval--;
+ }
+ }
+ // Remove dead aliens
+ var aliveAliens = 0;
+ for (var i = 0; i < aliens.length; i++) {
+ if (aliens[i].alive) aliveAliens++;
+ }
+ if (aliveAliens === 0) {
+ // Next level
+ level++;
+ levelTxt.setText('Level: ' + level);
+ resetGameState();
+ }
+ // Update lives
+ livesTxt.setText('Lives: ' + player.lives);
+};
+// Lose a life
+function loseLife() {
+ if (player.invincible) return;
+ player.lives--;
+ lives = player.lives;
+ player.flash();
+ LK.getSound('loseLife').play();
+ if (player.lives <= 0) {
+ triggerGameOver();
+ } else {
+ // Invincible for a short time
+ player.invincible = true;
+ player.invincibleTimer = 90;
+ player.alpha = 0.5;
+ }
+}
+// Gain a life (powerup)
+function gainLife() {
+ player.lives++;
+ lives = player.lives;
+ livesTxt.setText('Lives: ' + player.lives);
+}
+// Game over
+function triggerGameOver() {
+ if (gameOver) return;
+ gameOver = true;
+ LK.effects.flashScreen(0xff0000, 900);
+ LK.showGameOver();
+}
+// Win (not used in MVP, but for future)
+function triggerYouWin() {
+ if (youWin) return;
+ youWin = true;
+ LK.effects.flashScreen(0x00ff00, 900);
+ LK.showYouWin();
+}
+// Set initial score
+LK.setScore(score);
+scoreTxt.setText('Score: ' + score);
\ No newline at end of file