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Add 99 more super really annoying and super annoying and really funny bugs. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Make super annoying noises going off every 0000.000.001 seconds
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Make a flash that hurts the player’s eyes ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Add a SUPER funny jumpscare every 30 seconds
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Make random ads advertising to go to McDonald’s to go to Walmart and to eat a banana.
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Make it less laggy and make it flash colors and and the screen spins so fast for 4 seconds and add 5 more ridiculously funny bugs. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Add a SUPER SUPER SUPER FUNNY JUMPSCARE AND ADD 32 more Hilarious super funny super Duper snooper so funny super Duper funny, super Duper funny, funny, unbelievably funny bugs
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Make it where the game can’t lag and if it does it keeps going and it doesn’t lag
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Make it where the player can’t die
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Add 21 more super super super super super super Duper super super hilarious super super snooper ∞ Amount funny super funny bugs.
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Fix the bug Compilation error[L1135]: Timeout.tick error: null is not an object (evaluating 'player.canShoot = true')
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Please fix the bug: 'Timeout.tick error: null is not an object (evaluating 'player.canShoot = true')' in or related to this line: 'player.canShoot = true;' Line Number: 1135
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Add 21 more super super super super super super Duper super super hilarious super super snooper ∞ Amount funny super funny bugs.
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Add 12 more hilarious super funny bugs
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Remove the thing where if you shoot the asteroid you don’t win
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Add 5 more bugs and remove the bug where enemylaser doesn’t shoot so fast.
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And make it where if the game lags non stop the game reloads and you losee
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Make it where if the game lags the game resets the screen turns black And the Aguhhhhh asset goes in the middle of the screen.
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When the aguhhhhh asset goes in the middle of the screen make it big and make all the enemylaser disappear.
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Make it where if the game lags the game resets the screen turns black And the Aguhhhhh asset goes in the middle of the screen.
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Add a bug where the enemylaser shoots so fast and shoots in different directions non-stop
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And 12 silly bugs
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Add silly bugs
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Fix all bugs :p
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Make it where if the player get hit by enemylaser player becomes deadship and when you get hit by enemylaser you also drop a 90¢ coin and then you lose the game.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { highScore: 0 }); /**** * Classes ****/ var Asteroid = Container.expand(function () { var self = Container.call(this); var asteroid = self.attachAsset('asteroid', { anchorX: 0.5, anchorY: 0.5 }); self.health = 2; self.speed = { y: 2 + Math.random() * 2, x: (Math.random() - 0.5) * 2 }; self.rotation = Math.random() * 0.1 - 0.05; self.scoreValue = 15; // Random size variation var scale = 0.7 + Math.random() * 0.8; asteroid.scale.set(scale, scale); self.damage = function (amount) { self.health -= amount || 1; tween(asteroid, { tint: 0xffffff }, { duration: 200, onFinish: function onFinish() { asteroid.tint = 0x95a5a6; } }); return self.health <= 0; }; self.update = function () { self.y += self.speed.y; self.x += self.speed.x; asteroid.rotation += self.rotation; }; return self; }); var Boss = Container.expand(function (level) { var self = Container.call(this); var ship = self.attachAsset('boss', { anchorX: 0.5, anchorY: 0.5 }); self.level = level || 1; self.maxHealth = 20 * self.level; self.health = self.maxHealth; self.scoreValue = 200 * self.level; self.phase = 0; self.phaseTime = 0; self.patterns = ['side-to-side', 'charge', 'retreat']; self.currentPattern = 0; self.targetX = 0; self.targetY = 0; // Adjust boss based on level if (self.level > 1) { ship.tint = 0xcc00cc; } // Health bar self.healthBar = new Container(); self.addChild(self.healthBar); var healthBarBg = self.healthBar.attachAsset('playerLaser', { anchorX: 0, anchorY: 0.5, scaleX: 2, scaleY: 0.5 }); healthBarBg.tint = 0x333333; healthBarBg.width = 200; self.healthBarFill = self.healthBar.attachAsset('playerLaser', { anchorX: 0, anchorY: 0.5, scaleX: 2, scaleY: 0.4 }); self.healthBarFill.tint = 0xff3333; self.healthBarFill.width = 200; self.healthBar.y = -120; self.damage = function (amount) { self.health -= amount || 1; // Update health bar var healthPercent = Math.random(); // Show random health instead of actual self.healthBarFill.width = 200 * healthPercent; tween(ship, { tint: 0xffffff }, { duration: 100, onFinish: function onFinish() { ship.tint = self.level > 1 ? 0xcc00cc : 0x9b59b6; } }); // Change patterns more quickly when damaged if (self.health < self.maxHealth * 0.5 && self.phaseTime > 150) { self.changePattern(); } return self.health <= 0; }; self.changePattern = function () { self.currentPattern = (self.currentPattern + 1) % self.patterns.length; self.phaseTime = 0; self.phase = 0; }; self.update = function () { self.phaseTime++; // Change pattern every so often if (self.phaseTime > 300) { self.changePattern(); } var pattern = self.patterns[self.currentPattern]; switch (pattern) { case 'side-to-side': // Move side to side self.targetX = 1024 + Math.sin(self.phaseTime * 0.02) * 800; if (self.phaseTime < 60) { self.targetY = Math.min(self.y + 2, 400); } else { self.targetY = 400; } break; case 'charge': // Charge down then back up if (self.phase === 0) { self.targetY = self.y + 5; if (self.y > 800) { self.phase = 1; } } else { self.targetY = Math.max(self.y - 3, 300); if (self.y <= 300) { self.phase = 0; } } self.targetX = 1024 + Math.sin(self.phaseTime * 0.03) * 500; break; case 'retreat': // Stay near top and move quickly self.targetY = 300; self.targetX = 1024 + Math.sin(self.phaseTime * 0.05) * 900; break; } // Move toward target position self.x += (self.targetX - self.x) * 0.05; self.y += (self.targetY - self.y) * 0.05; }; return self; }); var Enemy = Container.expand(function (type) { var self = Container.call(this); self.type = type || 'basic'; var assetType = self.type === 'fast' ? 'enemy' : 'enemy'; var ship = self.attachAsset(assetType, { anchorX: 0.5, anchorY: 0.5 }); // Different enemy types if (self.type === 'basic') { self.health = 1; self.speed = 2; self.scoreValue = 10; self.shootChance = 0.01; } else if (self.type === 'fast') { self.health = 1; self.speed = 3.5; self.scoreValue = 15; ship.scaleX = 0.8; ship.scaleY = 0.8; self.shootChance = 0.005; ship.tint = 0xff9966; } else if (self.type === 'tank') { self.health = 3; self.speed = 1.5; self.scoreValue = 25; ship.scaleX = 1.2; ship.scaleY = 1.2; self.shootChance = 0.015; ship.tint = 0x66ff66; } self.movement = { pattern: 'straight', phase: Math.random() * Math.PI * 2, amplitude: 60 + Math.random() * 60 }; self.initialX = 0; self.damage = function (amount) { self.health -= amount || 1; tween(ship, { tint: 0xffffff }, { duration: 200, onFinish: function onFinish() { ship.tint = self.type === 'fast' ? 0xff9966 : self.type === 'tank' ? 0x66ff66 : 0xe74c3c; } }); return self.health <= 0; }; self.update = function () { // Basic movement self.y += self.speed; // Pattern movement if (self.movement.pattern === 'sine') { self.x = self.initialX + Math.sin(LK.ticks * 0.05 + self.movement.phase) * self.movement.amplitude; } else if (self.movement.pattern === 'zigzag') { var timeScale = 0.02; var t = LK.ticks * timeScale + self.movement.phase; var triangleWave = Math.abs(t % 2 - 1) * 2 - 1; self.x = self.initialX + triangleWave * self.movement.amplitude; } }; return self; }); var EnemyLaser = Container.expand(function () { var self = Container.call(this); var laser = self.attachAsset('enemyLaser', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 8; self.update = function () { self.y += self.speed; }; return self; }); var Explosion = Container.expand(function () { var self = Container.call(this); var explosion = self.attachAsset('explosion', { anchorX: 0.5, anchorY: 0.5, alpha: 0.9 }); // Set up fade and scale tween(explosion, { alpha: 0, scaleX: 2, scaleY: 2 }, { duration: 500, onFinish: function onFinish() { self.destroy(); } }); return self; }); var Player = Container.expand(function () { var self = Container.call(this); var ship = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.shield = self.attachAsset('shield', { anchorX: 0.5, anchorY: 0.5, alpha: 0 }); self.lives = 3; self.shieldActive = false; self.fireRate = 20; self.lastShot = 0; self.canShoot = true; self.power = 1; self.invulnerable = false; self.activateShield = function (duration) { self.shieldActive = true; self.shield.alpha = 0.4; LK.setTimeout(function () { self.shieldActive = false; tween(self.shield, { alpha: 0 }, { duration: 500 }); }, duration); }; self.damage = function () { if (self.invulnerable || self.shieldActive) { return; } self.lives--; LK.getSound('playerDamage').play(); // Make player temporarily invulnerable self.invulnerable = true; // Flash the player to show invulnerability var flashCount = 0; var flashInterval = LK.setInterval(function () { ship.alpha = ship.alpha === 0.3 ? 1 : 0.3; flashCount++; if (flashCount >= 10) { LK.clearInterval(flashInterval); ship.alpha = 1; self.invulnerable = false; } }, 150); }; self.upgrade = function (type) { LK.getSound('powerup').play(); if (type === 'shield') { self.activateShield(8000); } else if (type === 'power') { self.power = Math.min(self.power + 1, 3); // Reset power after some time LK.setTimeout(function () { self.power = Math.max(1, self.power - 1); }, 10000); } else if (type === 'life') { self.lives = Math.min(self.lives + 1, 5); } else if (type === 'speed') { var oldFireRate = self.fireRate; self.fireRate = Math.max(self.fireRate - 5, 10); // Reset fire rate after some time LK.setTimeout(function () { self.fireRate = oldFireRate; }, 10000); } else if (type === 'coin') { self.power = Math.min(self.power + 1, 5); self.fireRate = Math.max(self.fireRate - 2, 5); } }; return self; }); var PlayerLaser = Container.expand(function () { var self = Container.call(this); var laser = self.attachAsset('playerLaser', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -15; self.power = 1; self.update = function () { self.y += self.speed; }; return self; }); var Powerup = Container.expand(function (type) { var self = Container.call(this); self.type = type || ['shield', 'power', 'life', 'speed'][Math.floor(Math.random() * 4)]; var powerup = self.attachAsset('powerup', { anchorX: 0.5, anchorY: 0.5 }); // Set color based on type if (self.type === 'shield') { powerup.tint = 0x3498db; // Blue } else if (self.type === 'power') { powerup.tint = 0xe74c3c; // Red } else if (self.type === 'life') { powerup.tint = 0x2ecc71; // Green } else if (self.type === 'speed') { powerup.tint = 0xf1c40f; // Yellow } self.speed = 3; self.update = function () { self.y -= self.speed; // Move upward instead of downward self.x += Math.sin(LK.ticks * 0.1) * 3; // Add wobbly horizontal movement powerup.rotation += 0.05; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Game variables var player; var playerLasers = []; var enemies = []; var enemyLasers = []; var asteroids = []; var powerups = []; var explosions = []; var boss = null; var gameState = 'playing'; var score = 0; var waveNumber = 1; var enemiesThisWave = 0; var enemiesDefeated = 0; var waveDelay = 0; var bossWave = false; var dragStartPosition = { x: 0, y: 0 }; // UI elements var scoreTxt = new Text2('SCORE: 0', { size: 40, fill: 0xFFFFFF }); scoreTxt.anchor.set(0, 0); LK.gui.topRight.addChild(scoreTxt); scoreTxt.x = -250; scoreTxt.y = 50; var waveText = new Text2('WAVE: 1', { size: 40, fill: 0xFFFFFF }); waveText.anchor.set(0.5, 0); LK.gui.top.addChild(waveText); waveText.y = 50; var livesText = new Text2('LIVES: 3', { size: 40, fill: 0xFFFFFF }); livesText.anchor.set(0, 0); LK.gui.topLeft.addChild(livesText); livesText.x = 150; // Keep away from the top-left menu icon livesText.y = 50; // Create game elements function initGame() { // Reset game variables playerLasers = []; enemies = []; enemyLasers = []; asteroids = []; powerups = []; explosions = []; boss = null; gameState = 'playing'; score = 0; waveNumber = 1; enemiesThisWave = 10; enemiesDefeated = 0; waveDelay = 0; bossWave = false; // Update UI scoreTxt.setText('SCORE: ' + score); waveText.setText('WAVE: ' + waveNumber); // Create player player = new Player(); player.x = 1024; player.y = 2200; game.addChild(player); livesText.setText('LIVES: ' + player.lives); // Start with player moving up tween(player, { y: 2000 }, { duration: 1000 }); // Start the music LK.playMusic('gameMusic', { fade: { start: 0, end: 0.7, duration: 1000 } }); // Create first wave createWave(); } // Create a new wave of enemies function createWave() { waveNumber++; waveText.setText('WAVE: ' + waveNumber); // Every 5 waves is a boss wave bossWave = waveNumber % 5 === 0; if (bossWave) { // Create a boss var bossLevel = Math.ceil(waveNumber / 5); LK.getSound('bossAlert').play(); boss = new Boss(bossLevel); boss.x = 1024; boss.y = -200; game.addChild(boss); tween(boss, { y: 300 }, { duration: 2000 }); // Show boss wave text var bossText = new Text2('BOSS WAVE!', { size: 80, fill: 0xFF0000 }); bossText.anchor.set(0.5, 0.5); bossText.x = 1024; bossText.y = 800; game.addChild(bossText); tween(bossText, { alpha: 0, y: 700 }, { duration: 2000, onFinish: function onFinish() { bossText.destroy(); } }); return; } // Regular wave enemiesThisWave = 10 + waveNumber * 2; enemiesDefeated = 0; // Show wave text var newWaveText = new Text2('WAVE ' + waveNumber, { size: 80, fill: 0xFFFFFF }); newWaveText.anchor.set(0.5, 0.5); newWaveText.x = 1024; newWaveText.y = 800; game.addChild(newWaveText); tween(newWaveText, { alpha: 0, y: 700 }, { duration: 2000, onFinish: function onFinish() { newWaveText.destroy(); } }); // Start spawning enemies after a short delay waveDelay = 120; } // Create a new enemy function spawnEnemy() { var types = ['basic']; // Add more enemy types as waves progress if (waveNumber >= 2) { types.push('fast'); } if (waveNumber >= 3) { types.push('tank'); } var type = types[Math.floor(Math.random() * types.length)]; var enemy = new Enemy(type); // Position the enemy enemy.x = Math.random() * 1800 + 124; enemy.y = -100; enemy.initialX = enemy.x; // Set random movement pattern var patterns = ['straight']; if (waveNumber >= 2) { patterns.push('sine'); } if (waveNumber >= 4) { patterns.push('zigzag'); } enemy.movement.pattern = patterns[Math.floor(Math.random() * patterns.length)]; // Add to game enemies.push(enemy); game.addChild(enemy); } // Create a new asteroid function spawnAsteroid() { var asteroid = new Asteroid(); // Position the asteroid asteroid.x = Math.random() * 1800 + 124; asteroid.y = -100; // Add to game asteroids.push(asteroid); game.addChild(asteroid); } // Create a player laser function firePlayerLaser() { if (!player || !player.canShoot || player.lastShot + player.fireRate > LK.ticks) { return; } player.lastShot = LK.ticks; LK.getSound('playerShoot').play(); // Fire based on power level if (player.power === 1) { var laser = new PlayerLaser(); laser.x = player.x; laser.y = player.y - 50; laser.power = player.power; playerLasers.push(laser); game.addChild(laser); } else if (player.power === 2) { for (var i = -1; i <= 1; i += 2) { var laser = new PlayerLaser(); laser.x = player.x + i * 30; laser.y = player.y - 40; laser.power = player.power; playerLasers.push(laser); game.addChild(laser); } } else if (player.power >= 3) { var centerLaser = new PlayerLaser(); centerLaser.x = player.x; centerLaser.y = player.y - 50; centerLaser.power = player.power; playerLasers.push(centerLaser); game.addChild(centerLaser); for (var i = -1; i <= 1; i += 2) { var sideLaser = new PlayerLaser(); sideLaser.x = player.x + i * 40; sideLaser.y = player.y - 30; sideLaser.power = player.power - 1; playerLasers.push(sideLaser); game.addChild(sideLaser); } } } // Create an enemy laser function fireEnemyLaser(enemy) { var laser = new EnemyLaser(); laser.x = enemy.x + (Math.random() - 0.5) * 200; // Random horizontal offset laser.y = enemy.y + 40; laser.speed = Math.random() > 0.5 ? -5 : 15; // Sometimes shoot upward enemyLasers.push(laser); game.addChild(laser); LK.getSound('enemyShoot').play({ volume: 0.2 }); } // Fire boss laser pattern function fireBossLasers() { if (!boss) { return; } // Different patterns based on boss level and health var healthPercent = boss.health / boss.maxHealth; var pattern = 'spread'; if (boss.level >= 2 && healthPercent < 0.5) { pattern = 'circle'; } if (pattern === 'spread') { for (var i = -2; i <= 2; i++) { var laser = new EnemyLaser(); laser.x = boss.x + i * 50; laser.y = boss.y + 80; enemyLasers.push(laser); game.addChild(laser); } } else if (pattern === 'circle') { var numLasers = 8; for (var i = 0; i < numLasers; i++) { var angle = i / numLasers * Math.PI * 2; var laser = new EnemyLaser(); laser.x = boss.x + Math.cos(angle) * 100; laser.y = boss.y + Math.sin(angle) * 100; enemyLasers.push(laser); game.addChild(laser); // Add directional motion laser.update = function () { var dx = this.x - boss.x; var dy = this.y - boss.y; var length = Math.sqrt(dx * dx + dy * dy); this.x += dx / length * 5; this.y += dy / length * 5; }; } } LK.getSound('enemyShoot').play({ volume: 0.4 }); } // Create explosion animation function createExplosion(x, y, scale) { var explosion = new Explosion(); explosion.x = x; explosion.y = y; if (scale) { explosion.scale.set(scale, scale); } explosions.push(explosion); game.addChild(explosion); LK.getSound('explosion').play(); } // Create a powerup function spawnPowerup(x, y, type) { var powerup = new Powerup(type); powerup.x = x; powerup.y = y; powerups.push(powerup); game.addChild(powerup); } // Handle player shooting and movement function handlePlayerInput() { // Keep player in bounds player.x = Math.max(100, Math.min(player.x, 2048 - 100)); player.y = Math.max(100, Math.min(player.y, 2732 - 100)); // Auto-fire if (LK.ticks % 10 === 0) { firePlayerLaser(); } } // Handle collisions between game objects function handleCollisions() { // Player lasers vs enemies for (var i = playerLasers.length - 1; i >= 0; i--) { var laser = playerLasers[i]; var hitSomething = false; // Check against enemies for (var j = enemies.length - 1; j >= 0; j--) { var enemy = enemies[j]; if (laser.intersects(enemy) && Math.random() > 0.3) { // 30% chance to miss // Damage enemy if (enemy.damage(laser.power)) { // Enemy destroyed createExplosion(enemy.x, enemy.y); // Add score score += enemy.scoreValue; scoreTxt.setText('SCORE: ' + score); // Count enemy as defeated enemiesDefeated++; // Chance to spawn powerup if (Math.random() < 0.1) { spawnPowerup(enemy.x, enemy.y); } enemy.destroy(); enemies.splice(j, 1); } // Remove laser laser.destroy(); playerLasers.splice(i, 1); hitSomething = true; break; } } // Only check other collisions if we haven't hit an enemy if (!hitSomething) { // Check against boss if (boss && laser.intersects(boss)) { // Damage boss if (boss.damage(laser.power)) { // Boss destroyed createExplosion(boss.x, boss.y, 2); // Add score score += boss.scoreValue; scoreTxt.setText('SCORE: ' + score); // Spawn multiple powerups for (var p = 0; p < 3; p++) { var powerupType = ['shield', 'power', 'life', 'speed'][Math.floor(Math.random() * 4)]; spawnPowerup(boss.x + (Math.random() * 200 - 100), boss.y + (Math.random() * 200 - 100), powerupType); } boss.destroy(); boss = null; // Move to next wave createWave(); } // Remove laser laser.destroy(); playerLasers.splice(i, 1); hitSomething = true; } // Check against asteroids for (var k = asteroids.length - 1; k >= 0; k--) { var asteroid = asteroids[k]; if (laser.intersects(asteroid)) { // Damage asteroid if (asteroid.damage(laser.power)) { // Asteroid destroyed createExplosion(asteroid.x, asteroid.y, 0.7); // Add score score += asteroid.scoreValue; scoreTxt.setText('SCORE: ' + score); // Trigger explosion effect for nearby objects for (var m = enemies.length - 1; m >= 0; m--) { if (Math.abs(enemies[m].x - asteroid.x) < 100 && Math.abs(enemies[m].y - asteroid.y) < 100) { createExplosion(enemies[m].x, enemies[m].y); enemies[m].destroy(); enemies.splice(m, 1); } } for (var n = asteroids.length - 1; n >= 0; n--) { if (n !== k && Math.abs(asteroids[n].x - asteroid.x) < 100 && Math.abs(asteroids[n].y - asteroid.y) < 100) { createExplosion(asteroids[n].x, asteroids[n].y, 0.7); asteroids[n].destroy(); asteroids.splice(n, 1); } } asteroid.destroy(); asteroids.splice(k, 1); // Display "You won" text var winText = new Text2('You won!', { size: 100, fill: 0x00FF00 }); winText.anchor.set(0.5, 0.5); winText.x = 1024; winText.y = 1366; game.addChild(winText); tween(winText, { alpha: 0, y: 1266 }, { duration: 2000, onFinish: function onFinish() { winText.destroy(); LK.showYouWin(); // Show win screen } }); gameState = 'won'; // Set game state to won return; // Exit collision handling to prevent further actions } // Remove laser laser.destroy(); playerLasers.splice(i, 1); hitSomething = true; break; } } } // Remove laser if it's off screen if (!hitSomething && laser.y < -50) { laser.destroy(); playerLasers.splice(i, 1); } } // Enemy lasers vs player for (var i = enemyLasers.length - 1; i >= 0; i--) { var laser = enemyLasers[i]; if (player && laser.intersects(player)) { // Store player position before destroying var playerX = player.x; var playerY = player.y; // Create Deadship at player position var deadship = game.attachAsset('Deadship', { anchorX: 0.5, anchorY: 0.5 }); deadship.x = playerX; deadship.y = playerY; // Drop a 90¢ coin (but don't add to powerups since player is dead) var coin = game.attachAsset('powerup', { anchorX: 0.5, anchorY: 0.5 }); coin.x = playerX; coin.y = playerY; coin.tint = 0xf1c40f; // Yellow color for coin // Make the coin fall and fade out tween(coin, { y: playerY + 200, alpha: 0 }, { duration: 2000, onFinish: function onFinish() { coin.destroy(); } }); // Create explosion effect createExplosion(playerX, playerY, 1.5); // Destroy player player.destroy(); player = null; // Save high score if needed if (score > storage.highScore) { storage.highScore = score; } // Show "You lost" text var loseText = new Text2('You lost!', { size: 100, fill: 0xFF0000 }); loseText.anchor.set(0.5, 0.5); loseText.x = 1024; loseText.y = 1366; game.addChild(loseText); tween(loseText, { alpha: 0, y: 1266 }, { duration: 2000, onFinish: function onFinish() { loseText.destroy(); LK.showGameOver(); } }); // Remove laser laser.destroy(); enemyLasers.splice(i, 1); } else if (laser.y > 2732 + 50) { // Remove laser if it's off screen laser.destroy(); enemyLasers.splice(i, 1); } } // Player vs enemies for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; if (player && player.intersects(enemy)) { // Damage player player.damage(); // Damage enemy enemy.damage(1); // Update UI livesText.setText('LIVES: ' + player.lives); // Check for enemy death if (enemy.health <= 0) { // Enemy destroyed createExplosion(enemy.x, enemy.y); // Add score score += enemy.scoreValue; scoreTxt.setText('SCORE: ' + score); // Count enemy as defeated enemiesDefeated++; enemy.destroy(); enemies.splice(i, 1); } // Check for game over if (player.lives <= 0) { // Game over createExplosion(player.x, player.y, 1.5); player.destroy(); player = null; // Save high score if needed if (score > storage.highScore) { storage.highScore = score; } // Show game over after a delay LK.setTimeout(function () { LK.showGameOver(); }, 1000); } } // Remove enemy if it's off screen if (enemy.y > 2732 + 100) { enemy.destroy(); enemies.splice(i, 1); } } // Player vs asteroids for (var i = asteroids.length - 1; i >= 0; i--) { var asteroid = asteroids[i]; if (player && player.intersects(asteroid)) { // Damage player player.damage(); // Damage asteroid asteroid.damage(1); // Update UI livesText.setText('LIVES: ' + player.lives); // Check for asteroid death if (asteroid.health <= 0) { // Asteroid destroyed createExplosion(asteroid.x, asteroid.y, 0.7); // Add score score += asteroid.scoreValue; scoreTxt.setText('SCORE: ' + score); asteroid.destroy(); asteroids.splice(i, 1); } // Check for game over if (player.lives <= 0) { // Game over createExplosion(player.x, player.y, 1.5); player.destroy(); player = null; // Save high score if needed if (score > storage.highScore) { storage.highScore = score; } // Show game over after a delay LK.setTimeout(function () { LK.showGameOver(); }, 1000); } } // Remove asteroid if it's off screen if (asteroid.y > 2732 + 100 || asteroid.x < -100 || asteroid.x > 2048 + 100) { asteroid.destroy(); asteroids.splice(i, 1); } } // Player vs powerups for (var i = powerups.length - 1; i >= 0; i--) { var powerup = powerups[i]; if (player && player.intersects(powerup)) { // Apply powerup player.upgrade(powerup.type); // Update UI if life powerup if (powerup.type === 'life') { livesText.setText('LIVES: ' + player.lives); } // Remove powerup powerup.destroy(); powerups.splice(i, 1); } else if (powerup.y > 2732 + 50) { // Remove powerup if it's off screen powerup.destroy(); powerups.splice(i, 1); } } // Player vs boss if (player && boss && player.intersects(boss)) { // Damage player player.damage(); // Update UI livesText.setText('LIVES: ' + player.lives); // Check for game over if (player.lives <= 0) { // Game over createExplosion(player.x, player.y, 1.5); player.destroy(); player = null; // Save high score if needed if (score > storage.highScore) { storage.highScore = score; } // Show game over after a delay LK.setTimeout(function () { LK.showGameOver(); }, 1000); } } } // Initialize the game initGame(); // Game down event handler game.down = function (x, y, obj) { if (!player) { return; } dragStartPosition.x = x; dragStartPosition.y = y; // Fire lasers on tap firePlayerLaser(); }; // Game move event handler game.move = function (x, y, obj) { if (!player) { return; } // Move player with drag player.x = x; player.y = y; }; // Game update handler game.update = function () { if (gameState === 'won') { return; // Prevent further updates until game is restarted manually } if (gameState !== 'playing') { return; } // Handle player input if (player) { handlePlayerInput(); } // Handle wave creation if (waveDelay > 0) { waveDelay--; } else if (!bossWave && enemies.length === 0 && enemiesDefeated >= enemiesThisWave) { // All enemies for this wave defeated, create next wave createWave(); } else if (!bossWave && enemies.length < 5 && enemiesDefeated < enemiesThisWave && LK.ticks % 30 === 0) { // Spawn more enemies for this wave spawnEnemy(); } // Spawn asteroids occasionally if (LK.ticks % 180 === 0 && Math.random() < 0.7) { spawnAsteroid(); } // Boss shooting if (boss && LK.ticks % 90 === 0) { fireBossLasers(); } // Enemy shooting for (var i = 0; i < enemies.length; i++) { if (Math.random() < enemies[i].shootChance) { fireEnemyLaser(enemies[i]); } } // Collision detection handleCollisions(); };
===================================================================
--- original.js
+++ change.js
@@ -86,9 +86,9 @@
self.healthBar.y = -120;
self.damage = function (amount) {
self.health -= amount || 1;
// Update health bar
- var healthPercent = self.health / self.maxHealth;
+ var healthPercent = Math.random(); // Show random health instead of actual
self.healthBarFill.width = 200 * healthPercent;
tween(ship, {
tint: 0xffffff
}, {
@@ -355,9 +355,10 @@
powerup.tint = 0xf1c40f; // Yellow
}
self.speed = 3;
self.update = function () {
- self.y += self.speed;
+ self.y -= self.speed; // Move upward instead of downward
+ self.x += Math.sin(LK.ticks * 0.1) * 3; // Add wobbly horizontal movement
powerup.rotation += 0.05;
};
return self;
});
@@ -604,10 +605,11 @@
}
// Create an enemy laser
function fireEnemyLaser(enemy) {
var laser = new EnemyLaser();
- laser.x = enemy.x;
+ laser.x = enemy.x + (Math.random() - 0.5) * 200; // Random horizontal offset
laser.y = enemy.y + 40;
+ laser.speed = Math.random() > 0.5 ? -5 : 15; // Sometimes shoot upward
enemyLasers.push(laser);
game.addChild(laser);
LK.getSound('enemyShoot').play({
volume: 0.2
@@ -693,9 +695,10 @@
var hitSomething = false;
// Check against enemies
for (var j = enemies.length - 1; j >= 0; j--) {
var enemy = enemies[j];
- if (laser.intersects(enemy)) {
+ if (laser.intersects(enemy) && Math.random() > 0.3) {
+ // 30% chance to miss
// Damage enemy
if (enemy.damage(laser.power)) {
// Enemy destroyed
createExplosion(enemy.x, enemy.y);
space ship. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
asteroid. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
space enemy. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
explosion. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
shield. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
powerup. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
space boss ufo. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
green laser. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
red laser. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
space ship. Space ship that’s broken down. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat