/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var Boss = Container.expand(function () { var self = Container.call(this); var bossGraphics = self.attachAsset('boss', { anchorX: 0.5, anchorY: 0.5 }); self.maxHealth = 50; self.health = self.maxHealth; self.phase = 1; self.speed = 2; self.fireRate = 30; self.fireTimer = 60; self.movementTimer = 0; self.targetX = 2048 / 2; self.targetY = 300; self.scoreValue = 2000; self.active = false; self.attackPattern = 0; self.movingRight = true; self.takeDamage = function (damage) { self.health -= damage; // Phase changes at 66% and 33% health if (self.health <= self.maxHealth * 0.66 && self.phase === 1) { self.phase = 2; self.fireRate = 20; LK.effects.flashObject(self, 0xff0000, 500); } else if (self.health <= self.maxHealth * 0.33 && self.phase === 2) { self.phase = 3; self.fireRate = 15; LK.effects.flashObject(self, 0xff0000, 500); } if (self.health <= 0) { return true; } LK.effects.flashObject(self, 0xff0000, 200); return false; }; self.fire = function () { if (self.fireTimer <= 0) { if (self.phase === 1) { // Single bullet var bullet = new EnemyBullet(); bullet.x = self.x; bullet.y = self.y + 100; game.addChild(bullet); enemyBullets.push(bullet); } else if (self.phase === 2) { // 3-way shot for (var i = -1; i <= 1; i++) { var bullet = new EnemyBullet(); bullet.x = self.x + i * 50; bullet.y = self.y + 100; game.addChild(bullet); enemyBullets.push(bullet); } } else if (self.phase === 3) { // 5-way shot for (var i = -2; i <= 2; i++) { var bullet = new EnemyBullet(); bullet.x = self.x + i * 40; bullet.y = self.y + 100; game.addChild(bullet); enemyBullets.push(bullet); } } LK.getSound('enemyShoot').play(); self.fireTimer = self.fireRate; } }; self.update = function () { if (!self.active) { return; } // Move towards target position if (Math.abs(self.x - self.targetX) > 5) { self.x += (self.targetX - self.x) * 0.05; } if (Math.abs(self.y - self.targetY) > 5) { self.y += (self.targetY - self.y) * 0.05; } // Update movement pattern self.movementTimer++; if (self.movementTimer >= 120) { self.movementTimer = 0; self.attackPattern = Math.floor(Math.random() * 3); if (self.attackPattern === 0) { // Move side to side self.targetX = self.movingRight ? 1600 : 400; self.movingRight = !self.movingRight; } else if (self.attackPattern === 1) { // Move to center self.targetX = 2048 / 2; } else if (self.attackPattern === 2) { // Move to random position self.targetX = 400 + Math.random() * 1200; } } // Fire if ready self.fireTimer--; if (self.fireTimer <= 0) { self.fire(); } }; self.activate = function () { self.active = true; tween(self, { alpha: 1 }, { duration: 1000 }); }; return self; }); var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.health = 2; self.speed = 3; self.fireRate = 120; self.fireTimer = Math.floor(Math.random() * 60); self.scoreValue = 100; self.movementPattern = "straight"; self.initialX = 0; self.movementAmplitude = 150; self.movementPhase = Math.random() * Math.PI * 2; self.takeDamage = function (damage) { self.health -= damage; if (self.health <= 0) { return true; } LK.effects.flashObject(self, 0xff0000, 200); return false; }; self.fire = function () { if (self.fireTimer <= 0) { var bullet = new EnemyBullet(); bullet.x = self.x; bullet.y = self.y + 40; game.addChild(bullet); enemyBullets.push(bullet); LK.getSound('enemyShoot').play(); self.fireTimer = self.fireRate; } }; self.update = function () { // Move the enemy based on its pattern if (self.movementPattern === "straight") { self.y += self.speed; } else if (self.movementPattern === "sine") { self.y += self.speed; self.x = self.initialX + Math.sin(self.movementPhase + self.y * 0.01) * self.movementAmplitude; } // Fire if ready self.fireTimer--; if (self.fireTimer <= 0 && self.y > 0 && self.y < 2732) { self.fire(); } }; return self; }); var EnemyBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('enemyBullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.damage = 1; self.update = function () { self.y += self.speed; }; return self; }); var Explosion = Container.expand(function () { var self = Container.call(this); var explosionGraphics = self.attachAsset('explosion', { anchorX: 0.5, anchorY: 0.5 }); // Set initial scale and alpha self.scale.set(0.2); self.alpha = 1; // Start the explosion animation self.animate = function () { tween(self.scale, { x: 1.5, y: 1.5 }, { duration: 500, easing: tween.easeOut }); tween(self, { alpha: 0 }, { duration: 500, easing: tween.easeIn, onFinish: function onFinish() { self.destroy(); } }); }; self.animate(); return self; }); var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.health = 3; self.shield = 0; self.fireRate = 20; self.fireTimer = 0; self.speed = 15; self.shieldGraphics = null; self.updateShield = function () { if (self.shield > 0 && !self.shieldGraphics) { self.shieldGraphics = self.attachAsset('shield', { anchorX: 0.5, anchorY: 0.5, alpha: 0.5 }); } else if (self.shield <= 0 && self.shieldGraphics) { self.shieldGraphics.destroy(); self.shieldGraphics = null; } }; self.takeDamage = function (damage) { if (self.shield > 0) { self.shield--; self.updateShield(); return false; } else { self.health -= damage; if (self.health <= 0) { return true; } LK.effects.flashObject(self, 0xff0000, 300); return false; } }; self.addShield = function () { self.shield = Math.min(self.shield + 1, 3); self.updateShield(); }; self.fire = function () { if (self.fireTimer <= 0) { var bullet = new PlayerBullet(); bullet.x = self.x; bullet.y = self.y - 50; game.addChild(bullet); playerBullets.push(bullet); LK.getSound('playerShoot').play(); self.fireTimer = self.fireRate; } }; self.update = function () { if (self.fireTimer > 0) { self.fireTimer--; } }; return self; }); var PlayerBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('playerBullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -15; self.damage = 1; self.update = function () { self.y += self.speed; }; return self; }); var PowerUp = Container.expand(function () { var self = Container.call(this); var powerUpGraphics = self.attachAsset('powerUp', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.type = "shield"; // Default type self.update = function () { self.y += self.speed; // Rotate the power-up self.rotation += 0.02; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000022 }); /**** * Game Code ****/ // Game variables var player; var boss; var playerBullets = []; var enemyBullets = []; var enemies = []; var powerUps = []; var explosions = []; var gameState = "playing"; var waveNumber = 1; var enemiesDefeated = 0; var bossDefeated = false; var nextEnemySpawn = 60; var nextPowerUpSpawn = 300; var dragNode = null; // Define GUI elements var scoreTxt = new Text2('0', { size: 80, fill: 0xFFFFFF }); var waveTxt = new Text2('WAVE: 1', { size: 80, fill: 0xFFFFFF }); var healthTxt = new Text2('HEALTH: 3', { size: 80, fill: 0xFFFFFF }); // Position GUI elements scoreTxt.anchor.set(0.5, 0); waveTxt.anchor.set(0, 0); healthTxt.anchor.set(1, 0); LK.gui.top.addChild(scoreTxt); LK.gui.topRight.addChild(healthTxt); LK.gui.topRight.y += 20; LK.gui.topRight.x -= 20; waveTxt.x = 160; waveTxt.y = 20; LK.gui.addChild(waveTxt); // Initialize player player = new Player(); player.x = 2048 / 2; player.y = 2300; game.addChild(player); // Initialize boss (off-screen) boss = new Boss(); boss.x = 2048 / 2; boss.y = -500; boss.alpha = 0; game.addChild(boss); // Start background music LK.playMusic('bgMusic'); // Helper functions function createExplosion(x, y) { var explosion = new Explosion(); explosion.x = x; explosion.y = y; game.addChild(explosion); explosions.push(explosion); LK.getSound('explosion').play(); } function spawnEnemy() { var enemy = new Enemy(); // Position enemy at top of screen at random position enemy.x = 200 + Math.random() * (2048 - 400); enemy.y = -100; // Set enemy properties based on wave enemy.health = 1 + Math.floor(waveNumber / 2); enemy.speed = 3 + Math.min(waveNumber * 0.5, 5); // Random movement pattern if (Math.random() < 0.3) { enemy.movementPattern = "sine"; enemy.initialX = enemy.x; } game.addChild(enemy); enemies.push(enemy); } function spawnPowerUp() { var powerUp = new PowerUp(); // Position power-up at top of screen at random position powerUp.x = 200 + Math.random() * (2048 - 400); powerUp.y = -100; game.addChild(powerUp); powerUps.push(powerUp); // Set next power-up spawn time nextPowerUpSpawn = 500 + Math.random() * 500; } function startBossFight() { // Clear all enemies and bullets for (var i = enemies.length - 1; i >= 0; i--) { enemies[i].destroy(); enemies.splice(i, 1); } for (var i = enemyBullets.length - 1; i >= 0; i--) { enemyBullets[i].destroy(); enemyBullets.splice(i, 1); } // Prepare the boss boss.health = boss.maxHealth + waveNumber * 10; boss.y = -300; boss.targetY = 300; boss.phase = 1; boss.active = false; // Boss entry animation tween(boss, { y: -300 }, { duration: 0, onFinish: function onFinish() { boss.alpha = 1; tween(boss, { y: 300 }, { duration: 2000, easing: tween.elasticOut, onFinish: function onFinish() { boss.activate(); LK.getSound('bossAppear').play(); } }); } }); waveTxt.setText("WAVE " + waveNumber + ": BOSS"); } function advanceToNextWave() { waveNumber++; enemiesDefeated = 0; bossDefeated = false; if (waveNumber % 3 === 0) { // Every 3rd wave is a boss wave startBossFight(); } else { waveTxt.setText("WAVE: " + waveNumber); } } // Event handlers function handleMove(x, y, obj) { if (dragNode && gameState === "playing") { // Move player, but keep it within screen bounds player.x = Math.max(100, Math.min(x, 2048 - 100)); player.y = Math.max(100, Math.min(y, 2732 - 100)); } } game.move = handleMove; game.down = function (x, y, obj) { if (gameState === "playing") { dragNode = player; handleMove(x, y, obj); } }; game.up = function (x, y, obj) { dragNode = null; }; // Main game loop game.update = function () { if (gameState !== "playing") { return; } // Update player player.update(); // Auto-fire player.fire(); // Update boss boss.update(); // Check if we need to spawn enemies if (waveNumber % 3 !== 0) { // Only spawn regular enemies on non-boss waves nextEnemySpawn--; if (nextEnemySpawn <= 0) { spawnEnemy(); nextEnemySpawn = 60 - Math.min(waveNumber * 5, 40); } } // Check if we need to spawn power-ups nextPowerUpSpawn--; if (nextPowerUpSpawn <= 0) { spawnPowerUp(); } // Update player bullets for (var i = playerBullets.length - 1; i >= 0; i--) { var bullet = playerBullets[i]; bullet.update(); // Check if bullet is off-screen if (bullet.y < -50) { bullet.destroy(); playerBullets.splice(i, 1); continue; } // Check collision with enemies for (var j = enemies.length - 1; j >= 0; j--) { var enemy = enemies[j]; if (bullet.intersects(enemy)) { // Damage enemy if (enemy.takeDamage(bullet.damage)) { // Enemy destroyed createExplosion(enemy.x, enemy.y); enemy.destroy(); enemies.splice(j, 1); enemiesDefeated++; LK.setScore(LK.getScore() + enemy.scoreValue); scoreTxt.setText(LK.getScore()); // Check if we need to advance to next wave if (enemiesDefeated >= 10 + waveNumber * 5) { advanceToNextWave(); } } // Remove bullet bullet.destroy(); playerBullets.splice(i, 1); break; } } // Check collision with boss if (bullet && boss.active && bullet.intersects(boss)) { // Damage boss if (boss.takeDamage(bullet.damage)) { // Boss destroyed createExplosion(boss.x, boss.y); bossDefeated = true; boss.active = false; boss.alpha = 0; LK.setScore(LK.getScore() + boss.scoreValue); scoreTxt.setText(LK.getScore()); // Advance to next wave after a delay LK.setTimeout(function () { advanceToNextWave(); }, 2000); } // Remove bullet bullet.destroy(); playerBullets.splice(i, 1); } } // Update enemy bullets for (var i = enemyBullets.length - 1; i >= 0; i--) { var bullet = enemyBullets[i]; bullet.update(); // Check if bullet is off-screen if (bullet.y > 2732 + 50) { bullet.destroy(); enemyBullets.splice(i, 1); continue; } // Check collision with player if (bullet.intersects(player)) { // Damage player if (player.takeDamage(bullet.damage)) { // Player destroyed - game over createExplosion(player.x, player.y); player.alpha = 0; gameState = "gameover"; LK.getSound('gameOver').play(); LK.setTimeout(function () { LK.showGameOver(); }, 1500); } // Update health display healthTxt.setText("HEALTH: " + player.health); // Remove bullet bullet.destroy(); enemyBullets.splice(i, 1); } } // Update enemies for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; enemy.update(); // Check if enemy is off-screen if (enemy.y > 2732 + 100) { enemy.destroy(); enemies.splice(i, 1); continue; } // Check collision with player if (enemy.intersects(player)) { // Damage player if (player.takeDamage(1)) { // Player destroyed - game over createExplosion(player.x, player.y); player.alpha = 0; gameState = "gameover"; LK.getSound('gameOver').play(); LK.setTimeout(function () { LK.showGameOver(); }, 1500); } // Update health display healthTxt.setText("HEALTH: " + player.health); // Destroy enemy createExplosion(enemy.x, enemy.y); enemy.destroy(); enemies.splice(i, 1); } } // Update power-ups for (var i = powerUps.length - 1; i >= 0; i--) { var powerUp = powerUps[i]; powerUp.update(); // Check if power-up is off-screen if (powerUp.y > 2732 + 50) { powerUp.destroy(); powerUps.splice(i, 1); continue; } // Check collision with player if (powerUp.intersects(player)) { // Apply power-up effect player.addShield(); LK.getSound('powerUp').play(); // Remove power-up powerUp.destroy(); powerUps.splice(i, 1); } } // Update health display healthTxt.setText("HEALTH: " + player.health); };
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
var Boss = Container.expand(function () {
var self = Container.call(this);
var bossGraphics = self.attachAsset('boss', {
anchorX: 0.5,
anchorY: 0.5
});
self.maxHealth = 50;
self.health = self.maxHealth;
self.phase = 1;
self.speed = 2;
self.fireRate = 30;
self.fireTimer = 60;
self.movementTimer = 0;
self.targetX = 2048 / 2;
self.targetY = 300;
self.scoreValue = 2000;
self.active = false;
self.attackPattern = 0;
self.movingRight = true;
self.takeDamage = function (damage) {
self.health -= damage;
// Phase changes at 66% and 33% health
if (self.health <= self.maxHealth * 0.66 && self.phase === 1) {
self.phase = 2;
self.fireRate = 20;
LK.effects.flashObject(self, 0xff0000, 500);
} else if (self.health <= self.maxHealth * 0.33 && self.phase === 2) {
self.phase = 3;
self.fireRate = 15;
LK.effects.flashObject(self, 0xff0000, 500);
}
if (self.health <= 0) {
return true;
}
LK.effects.flashObject(self, 0xff0000, 200);
return false;
};
self.fire = function () {
if (self.fireTimer <= 0) {
if (self.phase === 1) {
// Single bullet
var bullet = new EnemyBullet();
bullet.x = self.x;
bullet.y = self.y + 100;
game.addChild(bullet);
enemyBullets.push(bullet);
} else if (self.phase === 2) {
// 3-way shot
for (var i = -1; i <= 1; i++) {
var bullet = new EnemyBullet();
bullet.x = self.x + i * 50;
bullet.y = self.y + 100;
game.addChild(bullet);
enemyBullets.push(bullet);
}
} else if (self.phase === 3) {
// 5-way shot
for (var i = -2; i <= 2; i++) {
var bullet = new EnemyBullet();
bullet.x = self.x + i * 40;
bullet.y = self.y + 100;
game.addChild(bullet);
enemyBullets.push(bullet);
}
}
LK.getSound('enemyShoot').play();
self.fireTimer = self.fireRate;
}
};
self.update = function () {
if (!self.active) {
return;
}
// Move towards target position
if (Math.abs(self.x - self.targetX) > 5) {
self.x += (self.targetX - self.x) * 0.05;
}
if (Math.abs(self.y - self.targetY) > 5) {
self.y += (self.targetY - self.y) * 0.05;
}
// Update movement pattern
self.movementTimer++;
if (self.movementTimer >= 120) {
self.movementTimer = 0;
self.attackPattern = Math.floor(Math.random() * 3);
if (self.attackPattern === 0) {
// Move side to side
self.targetX = self.movingRight ? 1600 : 400;
self.movingRight = !self.movingRight;
} else if (self.attackPattern === 1) {
// Move to center
self.targetX = 2048 / 2;
} else if (self.attackPattern === 2) {
// Move to random position
self.targetX = 400 + Math.random() * 1200;
}
}
// Fire if ready
self.fireTimer--;
if (self.fireTimer <= 0) {
self.fire();
}
};
self.activate = function () {
self.active = true;
tween(self, {
alpha: 1
}, {
duration: 1000
});
};
return self;
});
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.health = 2;
self.speed = 3;
self.fireRate = 120;
self.fireTimer = Math.floor(Math.random() * 60);
self.scoreValue = 100;
self.movementPattern = "straight";
self.initialX = 0;
self.movementAmplitude = 150;
self.movementPhase = Math.random() * Math.PI * 2;
self.takeDamage = function (damage) {
self.health -= damage;
if (self.health <= 0) {
return true;
}
LK.effects.flashObject(self, 0xff0000, 200);
return false;
};
self.fire = function () {
if (self.fireTimer <= 0) {
var bullet = new EnemyBullet();
bullet.x = self.x;
bullet.y = self.y + 40;
game.addChild(bullet);
enemyBullets.push(bullet);
LK.getSound('enemyShoot').play();
self.fireTimer = self.fireRate;
}
};
self.update = function () {
// Move the enemy based on its pattern
if (self.movementPattern === "straight") {
self.y += self.speed;
} else if (self.movementPattern === "sine") {
self.y += self.speed;
self.x = self.initialX + Math.sin(self.movementPhase + self.y * 0.01) * self.movementAmplitude;
}
// Fire if ready
self.fireTimer--;
if (self.fireTimer <= 0 && self.y > 0 && self.y < 2732) {
self.fire();
}
};
return self;
});
var EnemyBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('enemyBullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 10;
self.damage = 1;
self.update = function () {
self.y += self.speed;
};
return self;
});
var Explosion = Container.expand(function () {
var self = Container.call(this);
var explosionGraphics = self.attachAsset('explosion', {
anchorX: 0.5,
anchorY: 0.5
});
// Set initial scale and alpha
self.scale.set(0.2);
self.alpha = 1;
// Start the explosion animation
self.animate = function () {
tween(self.scale, {
x: 1.5,
y: 1.5
}, {
duration: 500,
easing: tween.easeOut
});
tween(self, {
alpha: 0
}, {
duration: 500,
easing: tween.easeIn,
onFinish: function onFinish() {
self.destroy();
}
});
};
self.animate();
return self;
});
var Player = Container.expand(function () {
var self = Container.call(this);
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
self.health = 3;
self.shield = 0;
self.fireRate = 20;
self.fireTimer = 0;
self.speed = 15;
self.shieldGraphics = null;
self.updateShield = function () {
if (self.shield > 0 && !self.shieldGraphics) {
self.shieldGraphics = self.attachAsset('shield', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.5
});
} else if (self.shield <= 0 && self.shieldGraphics) {
self.shieldGraphics.destroy();
self.shieldGraphics = null;
}
};
self.takeDamage = function (damage) {
if (self.shield > 0) {
self.shield--;
self.updateShield();
return false;
} else {
self.health -= damage;
if (self.health <= 0) {
return true;
}
LK.effects.flashObject(self, 0xff0000, 300);
return false;
}
};
self.addShield = function () {
self.shield = Math.min(self.shield + 1, 3);
self.updateShield();
};
self.fire = function () {
if (self.fireTimer <= 0) {
var bullet = new PlayerBullet();
bullet.x = self.x;
bullet.y = self.y - 50;
game.addChild(bullet);
playerBullets.push(bullet);
LK.getSound('playerShoot').play();
self.fireTimer = self.fireRate;
}
};
self.update = function () {
if (self.fireTimer > 0) {
self.fireTimer--;
}
};
return self;
});
var PlayerBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('playerBullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -15;
self.damage = 1;
self.update = function () {
self.y += self.speed;
};
return self;
});
var PowerUp = Container.expand(function () {
var self = Container.call(this);
var powerUpGraphics = self.attachAsset('powerUp', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5;
self.type = "shield"; // Default type
self.update = function () {
self.y += self.speed;
// Rotate the power-up
self.rotation += 0.02;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000022
});
/****
* Game Code
****/
// Game variables
var player;
var boss;
var playerBullets = [];
var enemyBullets = [];
var enemies = [];
var powerUps = [];
var explosions = [];
var gameState = "playing";
var waveNumber = 1;
var enemiesDefeated = 0;
var bossDefeated = false;
var nextEnemySpawn = 60;
var nextPowerUpSpawn = 300;
var dragNode = null;
// Define GUI elements
var scoreTxt = new Text2('0', {
size: 80,
fill: 0xFFFFFF
});
var waveTxt = new Text2('WAVE: 1', {
size: 80,
fill: 0xFFFFFF
});
var healthTxt = new Text2('HEALTH: 3', {
size: 80,
fill: 0xFFFFFF
});
// Position GUI elements
scoreTxt.anchor.set(0.5, 0);
waveTxt.anchor.set(0, 0);
healthTxt.anchor.set(1, 0);
LK.gui.top.addChild(scoreTxt);
LK.gui.topRight.addChild(healthTxt);
LK.gui.topRight.y += 20;
LK.gui.topRight.x -= 20;
waveTxt.x = 160;
waveTxt.y = 20;
LK.gui.addChild(waveTxt);
// Initialize player
player = new Player();
player.x = 2048 / 2;
player.y = 2300;
game.addChild(player);
// Initialize boss (off-screen)
boss = new Boss();
boss.x = 2048 / 2;
boss.y = -500;
boss.alpha = 0;
game.addChild(boss);
// Start background music
LK.playMusic('bgMusic');
// Helper functions
function createExplosion(x, y) {
var explosion = new Explosion();
explosion.x = x;
explosion.y = y;
game.addChild(explosion);
explosions.push(explosion);
LK.getSound('explosion').play();
}
function spawnEnemy() {
var enemy = new Enemy();
// Position enemy at top of screen at random position
enemy.x = 200 + Math.random() * (2048 - 400);
enemy.y = -100;
// Set enemy properties based on wave
enemy.health = 1 + Math.floor(waveNumber / 2);
enemy.speed = 3 + Math.min(waveNumber * 0.5, 5);
// Random movement pattern
if (Math.random() < 0.3) {
enemy.movementPattern = "sine";
enemy.initialX = enemy.x;
}
game.addChild(enemy);
enemies.push(enemy);
}
function spawnPowerUp() {
var powerUp = new PowerUp();
// Position power-up at top of screen at random position
powerUp.x = 200 + Math.random() * (2048 - 400);
powerUp.y = -100;
game.addChild(powerUp);
powerUps.push(powerUp);
// Set next power-up spawn time
nextPowerUpSpawn = 500 + Math.random() * 500;
}
function startBossFight() {
// Clear all enemies and bullets
for (var i = enemies.length - 1; i >= 0; i--) {
enemies[i].destroy();
enemies.splice(i, 1);
}
for (var i = enemyBullets.length - 1; i >= 0; i--) {
enemyBullets[i].destroy();
enemyBullets.splice(i, 1);
}
// Prepare the boss
boss.health = boss.maxHealth + waveNumber * 10;
boss.y = -300;
boss.targetY = 300;
boss.phase = 1;
boss.active = false;
// Boss entry animation
tween(boss, {
y: -300
}, {
duration: 0,
onFinish: function onFinish() {
boss.alpha = 1;
tween(boss, {
y: 300
}, {
duration: 2000,
easing: tween.elasticOut,
onFinish: function onFinish() {
boss.activate();
LK.getSound('bossAppear').play();
}
});
}
});
waveTxt.setText("WAVE " + waveNumber + ": BOSS");
}
function advanceToNextWave() {
waveNumber++;
enemiesDefeated = 0;
bossDefeated = false;
if (waveNumber % 3 === 0) {
// Every 3rd wave is a boss wave
startBossFight();
} else {
waveTxt.setText("WAVE: " + waveNumber);
}
}
// Event handlers
function handleMove(x, y, obj) {
if (dragNode && gameState === "playing") {
// Move player, but keep it within screen bounds
player.x = Math.max(100, Math.min(x, 2048 - 100));
player.y = Math.max(100, Math.min(y, 2732 - 100));
}
}
game.move = handleMove;
game.down = function (x, y, obj) {
if (gameState === "playing") {
dragNode = player;
handleMove(x, y, obj);
}
};
game.up = function (x, y, obj) {
dragNode = null;
};
// Main game loop
game.update = function () {
if (gameState !== "playing") {
return;
}
// Update player
player.update();
// Auto-fire
player.fire();
// Update boss
boss.update();
// Check if we need to spawn enemies
if (waveNumber % 3 !== 0) {
// Only spawn regular enemies on non-boss waves
nextEnemySpawn--;
if (nextEnemySpawn <= 0) {
spawnEnemy();
nextEnemySpawn = 60 - Math.min(waveNumber * 5, 40);
}
}
// Check if we need to spawn power-ups
nextPowerUpSpawn--;
if (nextPowerUpSpawn <= 0) {
spawnPowerUp();
}
// Update player bullets
for (var i = playerBullets.length - 1; i >= 0; i--) {
var bullet = playerBullets[i];
bullet.update();
// Check if bullet is off-screen
if (bullet.y < -50) {
bullet.destroy();
playerBullets.splice(i, 1);
continue;
}
// Check collision with enemies
for (var j = enemies.length - 1; j >= 0; j--) {
var enemy = enemies[j];
if (bullet.intersects(enemy)) {
// Damage enemy
if (enemy.takeDamage(bullet.damage)) {
// Enemy destroyed
createExplosion(enemy.x, enemy.y);
enemy.destroy();
enemies.splice(j, 1);
enemiesDefeated++;
LK.setScore(LK.getScore() + enemy.scoreValue);
scoreTxt.setText(LK.getScore());
// Check if we need to advance to next wave
if (enemiesDefeated >= 10 + waveNumber * 5) {
advanceToNextWave();
}
}
// Remove bullet
bullet.destroy();
playerBullets.splice(i, 1);
break;
}
}
// Check collision with boss
if (bullet && boss.active && bullet.intersects(boss)) {
// Damage boss
if (boss.takeDamage(bullet.damage)) {
// Boss destroyed
createExplosion(boss.x, boss.y);
bossDefeated = true;
boss.active = false;
boss.alpha = 0;
LK.setScore(LK.getScore() + boss.scoreValue);
scoreTxt.setText(LK.getScore());
// Advance to next wave after a delay
LK.setTimeout(function () {
advanceToNextWave();
}, 2000);
}
// Remove bullet
bullet.destroy();
playerBullets.splice(i, 1);
}
}
// Update enemy bullets
for (var i = enemyBullets.length - 1; i >= 0; i--) {
var bullet = enemyBullets[i];
bullet.update();
// Check if bullet is off-screen
if (bullet.y > 2732 + 50) {
bullet.destroy();
enemyBullets.splice(i, 1);
continue;
}
// Check collision with player
if (bullet.intersects(player)) {
// Damage player
if (player.takeDamage(bullet.damage)) {
// Player destroyed - game over
createExplosion(player.x, player.y);
player.alpha = 0;
gameState = "gameover";
LK.getSound('gameOver').play();
LK.setTimeout(function () {
LK.showGameOver();
}, 1500);
}
// Update health display
healthTxt.setText("HEALTH: " + player.health);
// Remove bullet
bullet.destroy();
enemyBullets.splice(i, 1);
}
}
// Update enemies
for (var i = enemies.length - 1; i >= 0; i--) {
var enemy = enemies[i];
enemy.update();
// Check if enemy is off-screen
if (enemy.y > 2732 + 100) {
enemy.destroy();
enemies.splice(i, 1);
continue;
}
// Check collision with player
if (enemy.intersects(player)) {
// Damage player
if (player.takeDamage(1)) {
// Player destroyed - game over
createExplosion(player.x, player.y);
player.alpha = 0;
gameState = "gameover";
LK.getSound('gameOver').play();
LK.setTimeout(function () {
LK.showGameOver();
}, 1500);
}
// Update health display
healthTxt.setText("HEALTH: " + player.health);
// Destroy enemy
createExplosion(enemy.x, enemy.y);
enemy.destroy();
enemies.splice(i, 1);
}
}
// Update power-ups
for (var i = powerUps.length - 1; i >= 0; i--) {
var powerUp = powerUps[i];
powerUp.update();
// Check if power-up is off-screen
if (powerUp.y > 2732 + 50) {
powerUp.destroy();
powerUps.splice(i, 1);
continue;
}
// Check collision with player
if (powerUp.intersects(player)) {
// Apply power-up effect
player.addShield();
LK.getSound('powerUp').play();
// Remove power-up
powerUp.destroy();
powerUps.splice(i, 1);
}
}
// Update health display
healthTxt.setText("HEALTH: " + player.health);
};