User prompt
Please add a map in the HUD
User prompt
Please add stars to the background
User prompt
Please make the Asteroids pixel art style
User prompt
Please make the character a pixel art style space ship
User prompt
Please add aliens
Code edit (1 edits merged)
Please save this source code
User prompt
Asteroid Miner: Space Resource Rush
User prompt
Please continue polishing my design document.
Initial prompt
Please make a car racer game with multiple tracks and characters
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1", {
credits: 0,
laserLevel: 1,
shieldLevel: 1,
engineLevel: 1,
highScore: 0
});
/****
* Classes
****/
var Alien = Container.expand(function () {
var self = Container.call(this);
self.health = 75;
self.size = 'alien';
self.value = 15;
// Green circular alien ship
var alienGraphics = self.attachAsset('asteroid', {
anchorX: 0.5,
anchorY: 0.5,
tint: 0x2ecc71
});
// Random movement pattern
self.vx = Math.random() * 4 - 2;
self.vy = Math.random() * 2 + 1;
self.fireTimer = Math.floor(Math.random() * 60);
self.targetX = 0;
self.targetY = 0;
self.update = function () {
// Move in a slight sine wave pattern
self.x += self.vx + Math.sin(LK.ticks / 20) * 1.5;
self.y += self.vy;
// Occasionally change horizontal direction
if (LK.ticks % 120 === 0) {
self.vx = Math.random() * 4 - 2;
}
// Wrap around screen edges horizontally
if (self.x < -60) {
self.x = 2108;
}
if (self.x > 2108) {
self.x = -60;
}
// Target the ship if it exists
if (ship) {
self.targetX = ship.x;
self.targetY = ship.y;
}
// Fire timer for shooting at player
self.fireTimer++;
};
self.takeDamage = function (amount) {
self.health -= amount;
// Visual feedback
tween(alienGraphics, {
tint: 0xff8800
}, {
duration: 100,
onFinish: function onFinish() {
tween(alienGraphics, {
tint: 0x2ecc71
}, {
duration: 200
});
}
});
return self.health <= 0;
};
self.split = function () {
var fragments = [];
// Create resources
for (var i = 0; i < self.value; i++) {
var resource = new Resource();
resource.x = self.x + (Math.random() * 60 - 30);
resource.y = self.y + (Math.random() * 60 - 30);
resource.vx = Math.random() * 4 - 2;
resource.vy = Math.random() * 4 - 2 + self.vy;
fragments.push(resource);
}
return fragments;
};
return self;
});
var AlienLaser = Container.expand(function () {
var self = Container.call(this);
var laserGraphics = self.attachAsset('laser', {
anchorX: 0.5,
anchorY: 0.5,
tint: 0xff0000
});
self.speed = 10;
self.power = 15;
self.targetX = 0;
self.targetY = 0;
self.vx = 0;
self.vy = 0;
self.setup = function (startX, startY, targetX, targetY) {
self.x = startX;
self.y = startY;
// Calculate direction toward target
var dx = targetX - startX;
var dy = targetY - startY;
var dist = Math.sqrt(dx * dx + dy * dy);
// Normalize and apply speed
if (dist > 0) {
self.vx = dx / dist * self.speed;
self.vy = dy / dist * self.speed;
} else {
self.vy = self.speed;
}
// Rotate laser to point in direction of movement
self.rotation = Math.atan2(dy, dx) + Math.PI / 2;
};
self.update = function () {
self.x += self.vx;
self.y += self.vy;
};
return self;
});
var Asteroid = Container.expand(function () {
var self = Container.call(this);
self.size = 'large';
self.value = Math.floor(Math.random() * 5) + 5;
self.health = 100;
var asteroidGraphics = self.attachAsset('asteroid', {
anchorX: 0.5,
anchorY: 0.5
});
// Random rotation speed
self.rotationSpeed = Math.random() * 0.02 - 0.01;
// Random velocity
self.vx = Math.random() * 2 - 1;
self.vy = Math.random() * 3 + 1;
self.update = function () {
self.rotation += self.rotationSpeed;
self.x += self.vx;
self.y += self.vy;
// Wrap around screen edges horizontally
if (self.x < -100) {
self.x = 2148;
}
if (self.x > 2148) {
self.x = -100;
}
};
self.takeDamage = function (amount) {
self.health -= amount;
// Visual feedback
tween(asteroidGraphics, {
tint: 0xff8800
}, {
duration: 100,
onFinish: function onFinish() {
tween(asteroidGraphics, {
tint: 0xffffff
}, {
duration: 200
});
}
});
return self.health <= 0;
};
self.split = function () {
var fragments = [];
if (self.size === 'large') {
// Create 2 smaller asteroids
for (var i = 0; i < 2; i++) {
var smallAsteroid = new SmallAsteroid();
smallAsteroid.x = self.x + (Math.random() * 40 - 20);
smallAsteroid.y = self.y + (Math.random() * 40 - 20);
smallAsteroid.vx = self.vx + (Math.random() * 2 - 1);
smallAsteroid.vy = self.vy + (Math.random() * 2 - 1);
fragments.push(smallAsteroid);
}
// Create resources
for (var j = 0; j < self.value; j++) {
var resource = new Resource();
resource.x = self.x + (Math.random() * 60 - 30);
resource.y = self.y + (Math.random() * 60 - 30);
resource.vx = Math.random() * 4 - 2;
resource.vy = Math.random() * 4 - 2 + self.vy;
fragments.push(resource);
}
}
return fragments;
};
return self;
});
var Laser = Container.expand(function () {
var self = Container.call(this);
var laserGraphics = self.attachAsset('laser', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -15;
self.power = 25;
self.update = function () {
self.y += self.speed;
};
return self;
});
var MiningShip = Container.expand(function () {
var self = Container.call(this);
var shipGraphics = self.attachAsset('miningShip', {
anchorX: 0.5,
anchorY: 0.5
});
var shieldGraphics = self.attachAsset('shield', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.3
});
self.health = 100;
self.maxHealth = 100;
self.speed = 5;
self.laserPower = storage.laserLevel;
self.shieldStrength = storage.shieldLevel;
// Increase speed based on engine level
self.speed += storage.engineLevel;
// Make shield size based on shield level
shieldGraphics.scale.set(1 + storage.shieldLevel * 0.1);
self.activateShield = function () {
if (self.shield > 0) {
tween(shieldGraphics, {
alpha: 0.5
}, {
duration: 200,
onFinish: function onFinish() {
tween(shieldGraphics, {
alpha: 0.3
}, {
duration: 800
});
}
});
}
};
self.takeDamage = function (amount) {
var actualDamage = amount / self.shieldStrength;
self.health -= actualDamage;
if (self.health <= 0) {
self.health = 0;
}
// Flash red to indicate damage
LK.getSound('shipDamage').play();
tween(shipGraphics, {
tint: 0xff0000
}, {
duration: 100,
onFinish: function onFinish() {
tween(shipGraphics, {
tint: 0xffffff
}, {
duration: 200
});
}
});
// Activate shield effect
self.activateShield();
return self.health <= 0;
};
return self;
});
var Radar = Container.expand(function () {
var self = Container.call(this);
var background = self.attachAsset('radarBackground', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.5
});
self.blips = [];
self.updateRadar = function (asteroids) {
// Clear existing blips
for (var i = 0; i < self.blips.length; i++) {
self.removeChild(self.blips[i]);
}
self.blips = [];
// Add new blips for asteroids
for (var j = 0; j < asteroids.length; j++) {
var asteroid = asteroids[j];
// Only show blips for asteroids that are off-screen or about to enter
if (asteroid.y < -100) {
var blip = LK.getAsset('radarBlip', {
anchorX: 0.5,
anchorY: 0.5
});
// Scale radar coordinates to fit in radar display
var radarX = asteroid.x / 2048 * background.width - background.width / 2;
var radarY = (asteroid.y + 300) / 800 * background.height - background.height / 2;
// Clamp to radar boundaries
radarY = Math.max(-background.height / 2, Math.min(radarY, background.height / 2));
radarX = Math.max(-background.width / 2, Math.min(radarX, background.width / 2));
blip.x = radarX;
blip.y = radarY;
// Size and color based on object type
if (asteroid.size === 'large') {
blip.scale.set(1.5);
}
// If it's an alien, make the blip red
if (asteroid.size === 'alien') {
blip.tint = 0xff0000;
blip.scale.set(1.2);
}
self.addChild(blip);
self.blips.push(blip);
}
}
};
return self;
});
var Resource = Container.expand(function () {
var self = Container.call(this);
var resourceGraphics = self.attachAsset('resource', {
anchorX: 0.5,
anchorY: 0.5
});
self.value = Math.floor(Math.random() * 5) + 1;
self.collected = false;
// Set random value-based tint - higher value = more golden
var colorValue = Math.min(0xFFFFFF, 0xC0C0C0 + self.value * 0x101000);
resourceGraphics.tint = colorValue;
// Random velocity
self.vx = 0;
self.vy = 0;
self.update = function () {
self.x += self.vx;
self.y += self.vy;
// Gradually slow down
self.vx *= 0.98;
self.vy *= 0.98;
// Resource magnetized to ship when close enough
if (ship && !self.collected) {
var dx = ship.x - self.x;
var dy = ship.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 200) {
// Apply force proportional to distance
var strength = (1 - distance / 200) * 0.5;
self.vx += dx * strength;
self.vy += dy * strength;
}
}
};
self.collect = function () {
if (!self.collected) {
self.collected = true;
// Animation for collection
tween(self, {
alpha: 0,
scaleX: 2,
scaleY: 2
}, {
duration: 500,
easing: tween.easeOut
});
return self.value;
}
return 0;
};
return self;
});
var SmallAsteroid = Container.expand(function () {
var self = Container.call(this);
self.size = 'small';
self.value = Math.floor(Math.random() * 3) + 1;
self.health = 50;
var asteroidGraphics = self.attachAsset('smallAsteroid', {
anchorX: 0.5,
anchorY: 0.5
});
// Random rotation speed
self.rotationSpeed = Math.random() * 0.04 - 0.02;
// Random velocity
self.vx = Math.random() * 3 - 1.5;
self.vy = Math.random() * 3 + 2;
self.update = function () {
self.rotation += self.rotationSpeed;
self.x += self.vx;
self.y += self.vy;
// Wrap around screen edges horizontally
if (self.x < -50) {
self.x = 2098;
}
if (self.x > 2098) {
self.x = -50;
}
};
self.takeDamage = function (amount) {
self.health -= amount;
// Visual feedback
tween(asteroidGraphics, {
tint: 0xff8800
}, {
duration: 100,
onFinish: function onFinish() {
tween(asteroidGraphics, {
tint: 0xffffff
}, {
duration: 200
});
}
});
return self.health <= 0;
};
self.split = function () {
var fragments = [];
// Create resources
for (var i = 0; i < self.value; i++) {
var resource = new Resource();
resource.x = self.x + (Math.random() * 30 - 15);
resource.y = self.y + (Math.random() * 30 - 15);
resource.vx = Math.random() * 3 - 1.5;
resource.vy = Math.random() * 3 - 1.5 + self.vy;
fragments.push(resource);
}
return fragments;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
function _toConsumableArray(r) {
return _arrayWithoutHoles(r) || _iterableToArray(r) || _unsupportedIterableToArray(r) || _nonIterableSpread();
}
function _nonIterableSpread() {
throw new TypeError("Invalid attempt to spread non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
}
function _unsupportedIterableToArray(r, a) {
if (r) {
if ("string" == typeof r) {
return _arrayLikeToArray(r, a);
}
var t = {}.toString.call(r).slice(8, -1);
return "Object" === t && r.constructor && (t = r.constructor.name), "Map" === t || "Set" === t ? Array.from(r) : "Arguments" === t || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(t) ? _arrayLikeToArray(r, a) : void 0;
}
}
function _iterableToArray(r) {
if ("undefined" != typeof Symbol && null != r[Symbol.iterator] || null != r["@@iterator"]) {
return Array.from(r);
}
}
function _arrayWithoutHoles(r) {
if (Array.isArray(r)) {
return _arrayLikeToArray(r);
}
}
function _arrayLikeToArray(r, a) {
(null == a || a > r.length) && (a = r.length);
for (var e = 0, n = Array(a); e < a; e++) {
n[e] = r[e];
}
return n;
}
game.setBackgroundColor(0x0A0A2A); // Deep space blue
// Game state variables
var ship;
var lasers = [];
var asteroids = [];
var resources = [];
var aliens = [];
var alienLasers = [];
var gameLevel = 1;
var spawnTimer = 0;
var spawnInterval = 120; // Frames between asteroid spawns
var alienSpawnTimer = 0;
var alienSpawnInterval = 600; // Frames between alien spawns
var levelTimer = 0;
var levelDuration = 1800; // 30 seconds at 60fps
var score = 0;
var credits = storage.credits || 0;
var levelUpPopupVisible = false;
// UI elements
var scoreTxt = new Text2('Score: 0', {
size: 30,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0, 0);
LK.gui.topRight.addChild(scoreTxt);
scoreTxt.x = -200;
scoreTxt.y = 20;
var creditsTxt = new Text2('Credits: ' + credits, {
size: 30,
fill: 0xFFDD00
});
creditsTxt.anchor.set(0, 0);
LK.gui.topRight.addChild(creditsTxt);
creditsTxt.x = -200;
creditsTxt.y = 60;
var levelTxt = new Text2('Level: ' + gameLevel, {
size: 30,
fill: 0xFFFFFF
});
levelTxt.anchor.set(0, 0);
LK.gui.topRight.addChild(levelTxt);
levelTxt.x = -200;
levelTxt.y = 100;
var healthBar = new Container();
var healthBarBg = LK.getAsset('miningShip', {
anchorX: 0,
anchorY: 0.5,
scaleX: 2,
scaleY: 0.3,
tint: 0x444444
});
var healthBarFill = LK.getAsset('miningShip', {
anchorX: 0,
anchorY: 0.5,
scaleX: 2,
scaleY: 0.25,
tint: 0x00FF00
});
healthBar.addChild(healthBarBg);
healthBar.addChild(healthBarFill);
healthBar.x = 120;
healthBar.y = 30;
LK.gui.topLeft.addChild(healthBar);
// Upgrade UI section (initially hidden)
var upgradeContainer = new Container();
upgradeContainer.visible = false;
LK.gui.center.addChild(upgradeContainer);
var upgradePanel = LK.getAsset('radarBackground', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2,
scaleY: 2.5,
tint: 0x223344
});
upgradeContainer.addChild(upgradePanel);
var upgradeTitle = new Text2('UPGRADE SHIP', {
size: 50,
fill: 0xFFFFFF
});
upgradeTitle.anchor.set(0.5, 0);
upgradeTitle.y = -200;
upgradeContainer.addChild(upgradeTitle);
var laserUpgradeBtn = new Container();
laserUpgradeBtn.y = -100;
upgradeContainer.addChild(laserUpgradeBtn);
var laserBtnBg = LK.getAsset('miningShip', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 3,
scaleY: 0.6,
tint: 0x2ecc71
});
laserUpgradeBtn.addChild(laserBtnBg);
var laserBtnTxt = new Text2('Laser Lvl ' + storage.laserLevel + ' → ' + (storage.laserLevel + 1) + ' (Cost: 100)', {
size: 25,
fill: 0xFFFFFF
});
laserBtnTxt.anchor.set(0.5, 0.5);
laserUpgradeBtn.addChild(laserBtnTxt);
var shieldUpgradeBtn = new Container();
shieldUpgradeBtn.y = 0;
upgradeContainer.addChild(shieldUpgradeBtn);
var shieldBtnBg = LK.getAsset('miningShip', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 3,
scaleY: 0.6,
tint: 0x3498db
});
shieldUpgradeBtn.addChild(shieldBtnBg);
var shieldBtnTxt = new Text2('Shield Lvl ' + storage.shieldLevel + ' → ' + (storage.shieldLevel + 1) + ' (Cost: 150)', {
size: 25,
fill: 0xFFFFFF
});
shieldBtnTxt.anchor.set(0.5, 0.5);
shieldUpgradeBtn.addChild(shieldBtnTxt);
var engineUpgradeBtn = new Container();
engineUpgradeBtn.y = 100;
upgradeContainer.addChild(engineUpgradeBtn);
var engineBtnBg = LK.getAsset('miningShip', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 3,
scaleY: 0.6,
tint: 0xf39c12
});
engineUpgradeBtn.addChild(engineBtnBg);
var engineBtnTxt = new Text2('Engine Lvl ' + storage.engineLevel + ' → ' + (storage.engineLevel + 1) + ' (Cost: 125)', {
size: 25,
fill: 0xFFFFFF
});
engineBtnTxt.anchor.set(0.5, 0.5);
engineUpgradeBtn.addChild(engineBtnTxt);
var continueBtn = new Container();
continueBtn.y = 200;
upgradeContainer.addChild(continueBtn);
var continueBtnBg = LK.getAsset('miningShip', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 3,
scaleY: 0.6,
tint: 0xe74c3c
});
continueBtn.addChild(continueBtnBg);
var continueBtnTxt = new Text2('CONTINUE MINING', {
size: 30,
fill: 0xFFFFFF
});
continueBtnTxt.anchor.set(0.5, 0.5);
continueBtn.addChild(continueBtnTxt);
// Radar system at bottom
var radar = new Radar();
radar.x = 2048 / 2;
radar.y = 2732 - 120;
game.addChild(radar);
// Initialize the ship
function initShip() {
ship = new MiningShip();
ship.x = 2048 / 2;
ship.y = 2732 - 400;
game.addChild(ship);
}
// Initialize game
function initGame() {
// Start with a clean slate
clearGameElements();
// Load credits from storage
credits = storage.credits || 0;
// Initialize ship
initShip();
// Reset game state
gameLevel = 1;
score = 0;
spawnTimer = 0;
alienSpawnTimer = 0;
levelTimer = 0;
levelUpPopupVisible = false;
// Update UI
updateUI();
// Start background music
LK.playMusic('spaceAmbience');
}
// Clear all game elements
function clearGameElements() {
// Remove all asteroids
for (var i = 0; i < asteroids.length; i++) {
if (asteroids[i].parent) {
asteroids[i].parent.removeChild(asteroids[i]);
}
}
asteroids = [];
// Remove all lasers
for (var j = 0; j < lasers.length; j++) {
if (lasers[j].parent) {
lasers[j].parent.removeChild(lasers[j]);
}
}
lasers = [];
// Remove all resources
for (var k = 0; k < resources.length; k++) {
if (resources[k].parent) {
resources[k].parent.removeChild(resources[k]);
}
}
resources = [];
// Remove all aliens
for (var a = 0; a < aliens.length; a++) {
if (aliens[a].parent) {
aliens[a].parent.removeChild(aliens[a]);
}
}
aliens = [];
// Remove all alien lasers
for (var al = 0; al < alienLasers.length; al++) {
if (alienLasers[al].parent) {
alienLasers[al].parent.removeChild(alienLasers[al]);
}
}
alienLasers = [];
// Remove ship if it exists
if (ship && ship.parent) {
ship.parent.removeChild(ship);
}
// Hide upgrade panel
upgradeContainer.visible = false;
}
// Update UI elements
function updateUI() {
scoreTxt.setText('Score: ' + score);
creditsTxt.setText('Credits: ' + credits);
levelTxt.setText('Level: ' + gameLevel);
// Update health bar
if (ship) {
healthBarFill.scale.x = 2 * (ship.health / ship.maxHealth);
// Change color based on health
if (ship.health > 70) {
healthBarFill.tint = 0x00FF00;
} else if (ship.health > 30) {
healthBarFill.tint = 0xFFAA00;
} else {
healthBarFill.tint = 0xFF0000;
}
}
// Update upgrade buttons
laserBtnTxt.setText('Laser Lvl ' + storage.laserLevel + ' → ' + (storage.laserLevel + 1) + ' (Cost: 100)');
shieldBtnTxt.setText('Shield Lvl ' + storage.shieldLevel + ' → ' + (storage.shieldLevel + 1) + ' (Cost: 150)');
engineBtnTxt.setText('Engine Lvl ' + storage.engineLevel + ' → ' + (storage.engineLevel + 1) + ' (Cost: 125)');
}
// Spawn an asteroid
function spawnAsteroid() {
var asteroid = new Asteroid();
asteroid.x = Math.random() * 2048;
asteroid.y = -200;
// Adjust velocity based on level
asteroid.vy = 1 + gameLevel * 0.5;
if (gameLevel > 5) {
// More horizontal movement in higher levels
asteroid.vx = (Math.random() * 3 - 1.5) * (gameLevel * 0.2);
}
asteroids.push(asteroid);
game.addChild(asteroid);
}
// Spawn an alien ship
function spawnAlien() {
var alien = new Alien();
alien.x = Math.random() * 2048;
alien.y = -200;
// Adjust velocity based on level
alien.vy = 0.8 + gameLevel * 0.3;
aliens.push(alien);
game.addChild(alien);
}
// Alien fires a laser at the player
function fireAlienLaser(alien) {
var laser = new AlienLaser();
laser.setup(alien.x, alien.y, alien.targetX, alien.targetY);
alienLasers.push(laser);
game.addChild(laser);
}
// Fire a laser from the ship
function fireLaser() {
var laser = new Laser();
laser.x = ship.x;
laser.y = ship.y - 40;
laser.power = 25 * ship.laserPower;
lasers.push(laser);
game.addChild(laser);
LK.getSound('laserSound').play();
}
// Show upgrade UI between levels
function showUpgradeUI() {
upgradeContainer.visible = true;
levelUpPopupVisible = true;
// Update button texts
laserBtnTxt.setText('Laser Lvl ' + storage.laserLevel + ' → ' + (storage.laserLevel + 1) + ' (Cost: 100)');
shieldBtnTxt.setText('Shield Lvl ' + storage.shieldLevel + ' → ' + (storage.shieldLevel + 1) + ' (Cost: 150)');
engineBtnTxt.setText('Engine Lvl ' + storage.engineLevel + ' → ' + (storage.engineLevel + 1) + ' (Cost: 125)');
// Update button colors based on affordability
laserBtnBg.tint = credits >= 100 ? 0x2ecc71 : 0x95a5a6;
shieldBtnBg.tint = credits >= 150 ? 0x3498db : 0x95a5a6;
engineBtnBg.tint = credits >= 125 ? 0xf39c12 : 0x95a5a6;
}
// Hide upgrade UI
function hideUpgradeUI() {
upgradeContainer.visible = false;
levelUpPopupVisible = false;
// Reinitialize ship with new upgrades
if (ship && ship.parent) {
ship.parent.removeChild(ship);
}
initShip();
}
// Handle upgrade button clicks
function handleUpgradeClick(x, y) {
if (!levelUpPopupVisible) {
return;
}
// Convert global coordinates to local coordinates for the upgrade container
var local = upgradeContainer.toLocal({
x: x,
y: y
});
// Check if laser upgrade button was clicked
if (local.y > -130 && local.y < -70 && local.x > -150 && local.x < 150 && credits >= 100) {
// Upgrade laser
credits -= 100;
storage.laserLevel += 1;
storage.credits = credits;
updateUI();
// Visual feedback
tween(laserUpgradeBtn, {
scaleX: 1.1,
scaleY: 1.1
}, {
duration: 100,
onFinish: function onFinish() {
tween(laserUpgradeBtn, {
scaleX: 1,
scaleY: 1
}, {
duration: 100
});
}
});
}
// Check if shield upgrade button was clicked
else if (local.y > -30 && local.y < 30 && local.x > -150 && local.x < 150 && credits >= 150) {
// Upgrade shield
credits -= 150;
storage.shieldLevel += 1;
storage.credits = credits;
updateUI();
// Visual feedback
tween(shieldUpgradeBtn, {
scaleX: 1.1,
scaleY: 1.1
}, {
duration: 100,
onFinish: function onFinish() {
tween(shieldUpgradeBtn, {
scaleX: 1,
scaleY: 1
}, {
duration: 100
});
}
});
}
// Check if engine upgrade button was clicked
else if (local.y > 70 && local.y < 130 && local.x > -150 && local.x < 150 && credits >= 125) {
// Upgrade engine
credits -= 125;
storage.engineLevel += 1;
storage.credits = credits;
updateUI();
// Visual feedback
tween(engineUpgradeBtn, {
scaleX: 1.1,
scaleY: 1.1
}, {
duration: 100,
onFinish: function onFinish() {
tween(engineUpgradeBtn, {
scaleX: 1,
scaleY: 1
}, {
duration: 100
});
}
});
}
// Check if continue button was clicked
else if (local.y > 170 && local.y < 230 && local.x > -150 && local.x < 150) {
// Continue to next level
hideUpgradeUI();
// Visual feedback
tween(continueBtn, {
scaleX: 1.1,
scaleY: 1.1
}, {
duration: 100,
onFinish: function onFinish() {
tween(continueBtn, {
scaleX: 1,
scaleY: 1
}, {
duration: 100
});
}
});
}
}
// Mouse/touch events
var dragMode = false;
var lastX = 0;
game.down = function (x, y, obj) {
// Handle upgrade UI clicks if visible
if (levelUpPopupVisible) {
handleUpgradeClick(x, y);
return;
}
// Start tracking for ship movement
dragMode = true;
lastX = x;
// Fire laser when tapping/clicking
if (ship && !levelUpPopupVisible) {
fireLaser();
}
};
game.up = function (x, y, obj) {
dragMode = false;
};
game.move = function (x, y, obj) {
if (dragMode && ship && !levelUpPopupVisible) {
// Move ship based on drag distance
var dx = x - lastX;
ship.x += dx * 1.5;
// Constrain to screen
ship.x = Math.max(50, Math.min(ship.x, 2048 - 50));
lastX = x;
}
};
// Game logic update
game.update = function () {
if (levelUpPopupVisible) {
// Only handle UI events when upgrade screen is visible
return;
}
// Spawning logic
spawnTimer++;
if (spawnTimer >= spawnInterval) {
spawnTimer = 0;
spawnAsteroid();
// Adjust spawn rate based on level
spawnInterval = Math.max(30, 120 - gameLevel * 10);
}
// Alien spawning logic
alienSpawnTimer++;
if (alienSpawnTimer >= alienSpawnInterval && gameLevel >= 2) {
alienSpawnTimer = 0;
spawnAlien();
// Adjust spawn rate based on level
alienSpawnInterval = Math.max(300, 600 - gameLevel * 50);
}
// Level progression
levelTimer++;
if (levelTimer >= levelDuration) {
levelTimer = 0;
gameLevel++;
levelTxt.setText('Level: ' + gameLevel);
// Show upgrade UI between levels
showUpgradeUI();
// Save progress
storage.credits = credits;
}
// Update ship if it exists
if (ship) {
// Constrain to screen
ship.x = Math.max(50, Math.min(ship.x, 2048 - 50));
}
// Update lasers
for (var i = lasers.length - 1; i >= 0; i--) {
var laser = lasers[i];
laser.update();
// Remove lasers that go off screen
if (laser.y < -50) {
game.removeChild(laser);
lasers.splice(i, 1);
continue;
}
// Check for collision with asteroids
for (var j = asteroids.length - 1; j >= 0; j--) {
var asteroid = asteroids[j];
if (laser.intersects(asteroid)) {
// Apply damage to asteroid
var destroyed = asteroid.takeDamage(laser.power);
if (destroyed) {
// Break asteroid
LK.getSound('asteroidBreak').play();
// Get fragments (smaller asteroids and resources)
var fragments = asteroid.split();
// Add fragments to the game
for (var k = 0; k < fragments.length; k++) {
var fragment = fragments[k];
if (fragment instanceof SmallAsteroid) {
asteroids.push(fragment);
game.addChild(fragment);
} else if (fragment instanceof Resource) {
resources.push(fragment);
game.addChild(fragment);
}
}
// Remove the destroyed asteroid
game.removeChild(asteroid);
asteroids.splice(j, 1);
// Add to score
score += 10;
scoreTxt.setText('Score: ' + score);
}
// Remove the laser that hit
game.removeChild(laser);
lasers.splice(i, 1);
break;
}
}
// Check for collision with aliens
for (var a = aliens.length - 1; a >= 0; a--) {
var alien = aliens[a];
if (laser.intersects(alien)) {
// Apply damage to alien
var alienDestroyed = alien.takeDamage(laser.power);
if (alienDestroyed) {
// Get resources from destroyed alien
var alienFragments = alien.split();
// Add fragments to the game
for (var af = 0; af < alienFragments.length; af++) {
var alienFragment = alienFragments[af];
if (alienFragment instanceof Resource) {
resources.push(alienFragment);
game.addChild(alienFragment);
}
}
// Remove the destroyed alien
game.removeChild(alien);
aliens.splice(a, 1);
// Add to score
score += 25;
scoreTxt.setText('Score: ' + score);
}
// Remove the laser that hit
game.removeChild(laser);
lasers.splice(i, 1);
break;
}
}
}
// Update aliens
for (var al = aliens.length - 1; al >= 0; al--) {
var alien = aliens[al];
alien.update();
// Remove aliens that go off screen
if (alien.y > 2832) {
game.removeChild(alien);
aliens.splice(al, 1);
continue;
}
// Occasionally fire at player if in range
if (alien.fireTimer >= 120 && ship) {
// Reset fire timer
alien.fireTimer = 0;
// Only fire if within reasonable range
var dx = Math.abs(ship.x - alien.x);
if (dx < 500) {
fireAlienLaser(alien);
}
}
// Check collision with ship
if (ship && alien.intersects(ship)) {
// Ship takes damage from alien collision
var alienDamage = 30;
var gameOver = ship.takeDamage(alienDamage);
if (gameOver) {
// Check if a new high score was achieved
if (score > storage.highScore) {
storage.highScore = score;
}
// Save credits earned
storage.credits = credits;
// Show game over screen
LK.showGameOver();
return;
}
// Remove alien that hit the ship
game.removeChild(alien);
aliens.splice(al, 1);
// Flash screen to indicate damage
LK.effects.flashScreen(0xFF0000, 300);
continue;
}
}
// Update alien lasers
for (var al = alienLasers.length - 1; al >= 0; al--) {
var alienLaser = alienLasers[al];
alienLaser.update();
// Remove alien lasers that go off screen
if (alienLaser.y > 2832 || alienLaser.y < -50 || alienLaser.x < -50 || alienLaser.x > 2098) {
game.removeChild(alienLaser);
alienLasers.splice(al, 1);
continue;
}
// Check collision with ship
if (ship && alienLaser.intersects(ship)) {
// Ship takes damage from alien laser
var laserDamage = 20;
var gameOver = ship.takeDamage(laserDamage);
if (gameOver) {
// Check if a new high score was achieved
if (score > storage.highScore) {
storage.highScore = score;
}
// Save credits earned
storage.credits = credits;
// Show game over screen
LK.showGameOver();
return;
}
// Remove alien laser that hit the ship
game.removeChild(alienLaser);
alienLasers.splice(al, 1);
continue;
}
}
// Update asteroids
for (var m = asteroids.length - 1; m >= 0; m--) {
var asteroid = asteroids[m];
asteroid.update();
// Remove asteroids that go off screen
if (asteroid.y > 2832) {
game.removeChild(asteroid);
asteroids.splice(m, 1);
continue;
}
// Check collision with ship
if (ship && asteroid.intersects(ship)) {
// Ship takes damage based on asteroid size
var damage = asteroid.size === 'large' ? 25 : 10;
var gameOver = ship.takeDamage(damage);
if (gameOver) {
// Check if a new high score was achieved
if (score > storage.highScore) {
storage.highScore = score;
}
// Save credits earned
storage.credits = credits;
// Show game over screen
LK.showGameOver();
return;
}
// Remove asteroid that hit the ship
game.removeChild(asteroid);
asteroids.splice(m, 1);
// Flash screen to indicate damage
LK.effects.flashScreen(0xFF0000, 300);
continue;
}
}
// Update resources
for (var n = resources.length - 1; n >= 0; n--) {
var resource = resources[n];
resource.update();
// Check if collected by ship
if (ship && resource.intersects(ship)) {
var value = resource.collect();
if (value > 0) {
// Add to credits
credits += value;
creditsTxt.setText('Credits: ' + credits);
// Store credits
storage.credits = credits;
// Play collection sound
LK.getSound('collectResource').play();
// Add to score
score += value;
scoreTxt.setText('Score: ' + score);
// Remove after animation completes
LK.setTimeout(function () {
if (resources.indexOf(resource) !== -1) {
game.removeChild(resource);
resources.splice(resources.indexOf(resource), 1);
}
}, 500);
}
}
// Remove resources that go off screen
if (resource.y > 2832) {
game.removeChild(resource);
resources.splice(n, 1);
continue;
}
}
// Update radar to include aliens
radar.updateRadar([].concat(_toConsumableArray(asteroids), _toConsumableArray(aliens)));
// Update UI
updateUI();
};
// Start the game
initGame(); ===================================================================
--- original.js
+++ change.js
@@ -12,8 +12,116 @@
/****
* Classes
****/
+var Alien = Container.expand(function () {
+ var self = Container.call(this);
+ self.health = 75;
+ self.size = 'alien';
+ self.value = 15;
+ // Green circular alien ship
+ var alienGraphics = self.attachAsset('asteroid', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ tint: 0x2ecc71
+ });
+ // Random movement pattern
+ self.vx = Math.random() * 4 - 2;
+ self.vy = Math.random() * 2 + 1;
+ self.fireTimer = Math.floor(Math.random() * 60);
+ self.targetX = 0;
+ self.targetY = 0;
+ self.update = function () {
+ // Move in a slight sine wave pattern
+ self.x += self.vx + Math.sin(LK.ticks / 20) * 1.5;
+ self.y += self.vy;
+ // Occasionally change horizontal direction
+ if (LK.ticks % 120 === 0) {
+ self.vx = Math.random() * 4 - 2;
+ }
+ // Wrap around screen edges horizontally
+ if (self.x < -60) {
+ self.x = 2108;
+ }
+ if (self.x > 2108) {
+ self.x = -60;
+ }
+ // Target the ship if it exists
+ if (ship) {
+ self.targetX = ship.x;
+ self.targetY = ship.y;
+ }
+ // Fire timer for shooting at player
+ self.fireTimer++;
+ };
+ self.takeDamage = function (amount) {
+ self.health -= amount;
+ // Visual feedback
+ tween(alienGraphics, {
+ tint: 0xff8800
+ }, {
+ duration: 100,
+ onFinish: function onFinish() {
+ tween(alienGraphics, {
+ tint: 0x2ecc71
+ }, {
+ duration: 200
+ });
+ }
+ });
+ return self.health <= 0;
+ };
+ self.split = function () {
+ var fragments = [];
+ // Create resources
+ for (var i = 0; i < self.value; i++) {
+ var resource = new Resource();
+ resource.x = self.x + (Math.random() * 60 - 30);
+ resource.y = self.y + (Math.random() * 60 - 30);
+ resource.vx = Math.random() * 4 - 2;
+ resource.vy = Math.random() * 4 - 2 + self.vy;
+ fragments.push(resource);
+ }
+ return fragments;
+ };
+ return self;
+});
+var AlienLaser = Container.expand(function () {
+ var self = Container.call(this);
+ var laserGraphics = self.attachAsset('laser', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ tint: 0xff0000
+ });
+ self.speed = 10;
+ self.power = 15;
+ self.targetX = 0;
+ self.targetY = 0;
+ self.vx = 0;
+ self.vy = 0;
+ self.setup = function (startX, startY, targetX, targetY) {
+ self.x = startX;
+ self.y = startY;
+ // Calculate direction toward target
+ var dx = targetX - startX;
+ var dy = targetY - startY;
+ var dist = Math.sqrt(dx * dx + dy * dy);
+ // Normalize and apply speed
+ if (dist > 0) {
+ self.vx = dx / dist * self.speed;
+ self.vy = dy / dist * self.speed;
+ } else {
+ self.vy = self.speed;
+ }
+ // Rotate laser to point in direction of movement
+ self.rotation = Math.atan2(dy, dx) + Math.PI / 2;
+ };
+ self.update = function () {
+ self.x += self.vx;
+ self.y += self.vy;
+ };
+ return self;
+});
var Asteroid = Container.expand(function () {
var self = Container.call(this);
self.size = 'large';
self.value = Math.floor(Math.random() * 5) + 5;
@@ -187,12 +295,17 @@
radarY = Math.max(-background.height / 2, Math.min(radarY, background.height / 2));
radarX = Math.max(-background.width / 2, Math.min(radarX, background.width / 2));
blip.x = radarX;
blip.y = radarY;
- // Size based on asteroid size
+ // Size and color based on object type
if (asteroid.size === 'large') {
blip.scale.set(1.5);
}
+ // If it's an alien, make the blip red
+ if (asteroid.size === 'alien') {
+ blip.tint = 0xff0000;
+ blip.scale.set(1.2);
+ }
self.addChild(blip);
self.blips.push(blip);
}
}
@@ -318,17 +431,53 @@
/****
* Game Code
****/
+function _toConsumableArray(r) {
+ return _arrayWithoutHoles(r) || _iterableToArray(r) || _unsupportedIterableToArray(r) || _nonIterableSpread();
+}
+function _nonIterableSpread() {
+ throw new TypeError("Invalid attempt to spread non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
+}
+function _unsupportedIterableToArray(r, a) {
+ if (r) {
+ if ("string" == typeof r) {
+ return _arrayLikeToArray(r, a);
+ }
+ var t = {}.toString.call(r).slice(8, -1);
+ return "Object" === t && r.constructor && (t = r.constructor.name), "Map" === t || "Set" === t ? Array.from(r) : "Arguments" === t || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(t) ? _arrayLikeToArray(r, a) : void 0;
+ }
+}
+function _iterableToArray(r) {
+ if ("undefined" != typeof Symbol && null != r[Symbol.iterator] || null != r["@@iterator"]) {
+ return Array.from(r);
+ }
+}
+function _arrayWithoutHoles(r) {
+ if (Array.isArray(r)) {
+ return _arrayLikeToArray(r);
+ }
+}
+function _arrayLikeToArray(r, a) {
+ (null == a || a > r.length) && (a = r.length);
+ for (var e = 0, n = Array(a); e < a; e++) {
+ n[e] = r[e];
+ }
+ return n;
+}
game.setBackgroundColor(0x0A0A2A); // Deep space blue
// Game state variables
var ship;
var lasers = [];
var asteroids = [];
var resources = [];
+var aliens = [];
+var alienLasers = [];
var gameLevel = 1;
var spawnTimer = 0;
var spawnInterval = 120; // Frames between asteroid spawns
+var alienSpawnTimer = 0;
+var alienSpawnInterval = 600; // Frames between alien spawns
var levelTimer = 0;
var levelDuration = 1800; // 30 seconds at 60fps
var score = 0;
var credits = storage.credits || 0;
@@ -488,8 +637,9 @@
// Reset game state
gameLevel = 1;
score = 0;
spawnTimer = 0;
+ alienSpawnTimer = 0;
levelTimer = 0;
levelUpPopupVisible = false;
// Update UI
updateUI();
@@ -518,8 +668,22 @@
resources[k].parent.removeChild(resources[k]);
}
}
resources = [];
+ // Remove all aliens
+ for (var a = 0; a < aliens.length; a++) {
+ if (aliens[a].parent) {
+ aliens[a].parent.removeChild(aliens[a]);
+ }
+ }
+ aliens = [];
+ // Remove all alien lasers
+ for (var al = 0; al < alienLasers.length; al++) {
+ if (alienLasers[al].parent) {
+ alienLasers[al].parent.removeChild(alienLasers[al]);
+ }
+ }
+ alienLasers = [];
// Remove ship if it exists
if (ship && ship.parent) {
ship.parent.removeChild(ship);
}
@@ -561,8 +725,25 @@
}
asteroids.push(asteroid);
game.addChild(asteroid);
}
+// Spawn an alien ship
+function spawnAlien() {
+ var alien = new Alien();
+ alien.x = Math.random() * 2048;
+ alien.y = -200;
+ // Adjust velocity based on level
+ alien.vy = 0.8 + gameLevel * 0.3;
+ aliens.push(alien);
+ game.addChild(alien);
+}
+// Alien fires a laser at the player
+function fireAlienLaser(alien) {
+ var laser = new AlienLaser();
+ laser.setup(alien.x, alien.y, alien.targetX, alien.targetY);
+ alienLasers.push(laser);
+ game.addChild(laser);
+}
// Fire a laser from the ship
function fireLaser() {
var laser = new Laser();
laser.x = ship.x;
@@ -738,8 +919,16 @@
spawnAsteroid();
// Adjust spawn rate based on level
spawnInterval = Math.max(30, 120 - gameLevel * 10);
}
+ // Alien spawning logic
+ alienSpawnTimer++;
+ if (alienSpawnTimer >= alienSpawnInterval && gameLevel >= 2) {
+ alienSpawnTimer = 0;
+ spawnAlien();
+ // Adjust spawn rate based on level
+ alienSpawnInterval = Math.max(300, 600 - gameLevel * 50);
+ }
// Level progression
levelTimer++;
if (levelTimer >= levelDuration) {
levelTimer = 0;
@@ -799,9 +988,115 @@
lasers.splice(i, 1);
break;
}
}
+ // Check for collision with aliens
+ for (var a = aliens.length - 1; a >= 0; a--) {
+ var alien = aliens[a];
+ if (laser.intersects(alien)) {
+ // Apply damage to alien
+ var alienDestroyed = alien.takeDamage(laser.power);
+ if (alienDestroyed) {
+ // Get resources from destroyed alien
+ var alienFragments = alien.split();
+ // Add fragments to the game
+ for (var af = 0; af < alienFragments.length; af++) {
+ var alienFragment = alienFragments[af];
+ if (alienFragment instanceof Resource) {
+ resources.push(alienFragment);
+ game.addChild(alienFragment);
+ }
+ }
+ // Remove the destroyed alien
+ game.removeChild(alien);
+ aliens.splice(a, 1);
+ // Add to score
+ score += 25;
+ scoreTxt.setText('Score: ' + score);
+ }
+ // Remove the laser that hit
+ game.removeChild(laser);
+ lasers.splice(i, 1);
+ break;
+ }
+ }
}
+ // Update aliens
+ for (var al = aliens.length - 1; al >= 0; al--) {
+ var alien = aliens[al];
+ alien.update();
+ // Remove aliens that go off screen
+ if (alien.y > 2832) {
+ game.removeChild(alien);
+ aliens.splice(al, 1);
+ continue;
+ }
+ // Occasionally fire at player if in range
+ if (alien.fireTimer >= 120 && ship) {
+ // Reset fire timer
+ alien.fireTimer = 0;
+ // Only fire if within reasonable range
+ var dx = Math.abs(ship.x - alien.x);
+ if (dx < 500) {
+ fireAlienLaser(alien);
+ }
+ }
+ // Check collision with ship
+ if (ship && alien.intersects(ship)) {
+ // Ship takes damage from alien collision
+ var alienDamage = 30;
+ var gameOver = ship.takeDamage(alienDamage);
+ if (gameOver) {
+ // Check if a new high score was achieved
+ if (score > storage.highScore) {
+ storage.highScore = score;
+ }
+ // Save credits earned
+ storage.credits = credits;
+ // Show game over screen
+ LK.showGameOver();
+ return;
+ }
+ // Remove alien that hit the ship
+ game.removeChild(alien);
+ aliens.splice(al, 1);
+ // Flash screen to indicate damage
+ LK.effects.flashScreen(0xFF0000, 300);
+ continue;
+ }
+ }
+ // Update alien lasers
+ for (var al = alienLasers.length - 1; al >= 0; al--) {
+ var alienLaser = alienLasers[al];
+ alienLaser.update();
+ // Remove alien lasers that go off screen
+ if (alienLaser.y > 2832 || alienLaser.y < -50 || alienLaser.x < -50 || alienLaser.x > 2098) {
+ game.removeChild(alienLaser);
+ alienLasers.splice(al, 1);
+ continue;
+ }
+ // Check collision with ship
+ if (ship && alienLaser.intersects(ship)) {
+ // Ship takes damage from alien laser
+ var laserDamage = 20;
+ var gameOver = ship.takeDamage(laserDamage);
+ if (gameOver) {
+ // Check if a new high score was achieved
+ if (score > storage.highScore) {
+ storage.highScore = score;
+ }
+ // Save credits earned
+ storage.credits = credits;
+ // Show game over screen
+ LK.showGameOver();
+ return;
+ }
+ // Remove alien laser that hit the ship
+ game.removeChild(alienLaser);
+ alienLasers.splice(al, 1);
+ continue;
+ }
+ }
// Update asteroids
for (var m = asteroids.length - 1; m >= 0; m--) {
var asteroid = asteroids[m];
asteroid.update();
@@ -868,10 +1163,10 @@
resources.splice(n, 1);
continue;
}
}
- // Update radar
- radar.updateRadar(asteroids);
+ // Update radar to include aliens
+ radar.updateRadar([].concat(_toConsumableArray(asteroids), _toConsumableArray(aliens)));
// Update UI
updateUI();
};
// Start the game