User prompt
Fix error
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'LK.playSound('shoot');' Line Number: 578
User prompt
Fix it so the sound assets work again
User prompt
Add a cool background with visual effects
User prompt
Create a cool startscreen ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Code edit (1 edits merged)
Please save this source code
User prompt
Space Defender: Asteroid Rush
Initial prompt
Create me a cool mobile game
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
var Asteroid = Container.expand(function () {
var self = Container.call(this);
var size = 1 + Math.random() * 2; // Size between 1 and 3
var asteroid = self.attachAsset('asteroid', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: size,
scaleY: size
});
self.size = size;
self.speedX = (Math.random() - 0.5) * 6;
self.speedY = 3 + Math.random() * 5;
self.rotationSpeed = (Math.random() - 0.5) * 0.05;
self.update = function () {
self.x += self.speedX;
self.y += self.speedY;
self.rotation += self.rotationSpeed;
// Check if asteroid is outside the screen bounds
if (self.y > 2732 + asteroid.height) {
self.markForRemoval = true;
}
// Bounce off the sides
if (self.x < 0 || self.x > 2048) {
self.speedX = -self.speedX;
}
};
return self;
});
var Bullet = Container.expand(function () {
var self = Container.call(this);
var bullet = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -15; // Negative because bullets move upward
self.update = function () {
self.y += self.speed;
// Check if bullet is outside the screen bounds
if (self.y < -bullet.height) {
self.markForRemoval = true;
}
};
return self;
});
var PowerUp = Container.expand(function () {
var self = Container.call(this);
self.type = Math.random() < 0.5 ? 'shield' : 'multiShot';
var powerUp = self.attachAsset('powerUp', {
anchorX: 0.5,
anchorY: 0.5,
tint: self.type === 'shield' ? 0x2ecc71 : 0xf1c40f
});
self.speed = 3 + Math.random() * 2;
self.update = function () {
self.y += self.speed;
self.rotation += 0.02;
// Check if power-up is outside the screen bounds
if (self.y > 2732 + powerUp.height) {
self.markForRemoval = true;
}
};
return self;
});
var Spaceship = Container.expand(function () {
var self = Container.call(this);
var ship = self.attachAsset('spaceship', {
anchorX: 0.5,
anchorY: 0.5
});
self.shield = false;
self.shieldTime = 0;
self.shieldGraphics = null;
self.multiShot = false;
self.multiShotTime = 0;
self.activateShield = function (duration) {
self.shield = true;
self.shieldTime = duration;
if (!self.shieldGraphics) {
self.shieldGraphics = self.attachAsset('shield', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.5
});
} else {
self.shieldGraphics.alpha = 0.5;
}
};
self.activateMultiShot = function (duration) {
self.multiShot = true;
self.multiShotTime = duration;
};
self.update = function () {
if (self.shield) {
self.shieldTime--;
if (self.shieldTime <= 0) {
self.shield = false;
if (self.shieldGraphics) {
self.shieldGraphics.alpha = 0;
}
}
}
if (self.multiShot) {
self.multiShotTime--;
if (self.multiShotTime <= 0) {
self.multiShot = false;
}
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000022
});
/****
* Game Code
****/
// Game variables
var spaceship;
var asteroids = [];
var bullets = [];
var powerUps = [];
var lastShot = 0;
var shotCooldown = 15; // Frames between shots
var score = 0;
var level = 1;
var gameStarted = false;
var dragMode = false;
var highScore = storage.highScore || 0;
// Initialize UI elements
var scoreTxt = new Text2('SCORE: 0', {
size: 50,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0, 0);
LK.gui.topRight.addChild(scoreTxt);
scoreTxt.x = -200;
scoreTxt.y = 20;
var levelTxt = new Text2('LEVEL: 1', {
size: 50,
fill: 0xFFFFFF
});
levelTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(levelTxt);
levelTxt.y = 20;
var highScoreTxt = new Text2('HIGH SCORE: ' + highScore, {
size: 50,
fill: 0xFFFFFF
});
highScoreTxt.anchor.set(1, 0);
LK.gui.topRight.addChild(highScoreTxt);
highScoreTxt.x = -10;
highScoreTxt.y = 80;
// Create start message text
var startTxt = new Text2('TAP TO START', {
size: 80,
fill: 0xFFFFFF
});
startTxt.anchor.set(0.5, 0.5);
LK.gui.center.addChild(startTxt);
// Initialize spaceship
function initializeGame() {
// Play background music
LK.playMusic('gameMusic');
// Create spaceship
spaceship = new Spaceship();
spaceship.x = 2048 / 2;
spaceship.y = 2732 - 200;
game.addChild(spaceship);
// Reset game state
asteroids = [];
bullets = [];
powerUps = [];
lastShot = 0;
score = 0;
level = 1;
LK.setScore(0);
// Update UI
scoreTxt.setText('SCORE: 0');
levelTxt.setText('LEVEL: 1');
highScoreTxt.setText('HIGH SCORE: ' + highScore);
}
// Create a new asteroid
function createAsteroid() {
var asteroid = new Asteroid();
asteroid.x = Math.random() * 2048;
asteroid.y = -100;
asteroids.push(asteroid);
game.addChild(asteroid);
}
// Create a new power-up
function createPowerUp() {
var powerUp = new PowerUp();
powerUp.x = 100 + Math.random() * (2048 - 200);
powerUp.y = -50;
powerUps.push(powerUp);
game.addChild(powerUp);
}
// Fire bullets from the spaceship
function fireBullet() {
if (LK.ticks - lastShot < shotCooldown) {
return;
}
lastShot = LK.ticks;
if (spaceship.multiShot) {
// Create 3 bullets when multi-shot is active
for (var i = -1; i <= 1; i++) {
var bullet = new Bullet();
bullet.x = spaceship.x + i * 30;
bullet.y = spaceship.y - 30;
bullets.push(bullet);
game.addChild(bullet);
}
} else {
// Create a single bullet
var bullet = new Bullet();
bullet.x = spaceship.x;
bullet.y = spaceship.y - 30;
bullets.push(bullet);
game.addChild(bullet);
}
// Play shoot sound
LK.getSound('shoot').play();
}
// Handle collisions between game objects
function handleCollisions() {
// Check bullet-asteroid collisions
for (var i = bullets.length - 1; i >= 0; i--) {
for (var j = asteroids.length - 1; j >= 0; j--) {
if (bullets[i] && asteroids[j] && bullets[i].intersects(asteroids[j])) {
// Increase score based on asteroid size (smaller = harder to hit = more points)
var pointsGained = Math.floor(10 / asteroids[j].size);
score += pointsGained;
LK.setScore(score);
scoreTxt.setText('SCORE: ' + score);
// Play explosion sound
LK.getSound('explosion').play();
// Flash effect on hit
LK.effects.flashObject(asteroids[j], 0xff0000, 200);
// Remove bullet and asteroid
bullets[i].markForRemoval = true;
asteroids[j].markForRemoval = true;
// Break big asteroids into smaller ones
if (asteroids[j].size > 1.5) {
for (var k = 0; k < 2; k++) {
var newAsteroid = new Asteroid();
newAsteroid.size = asteroids[j].size * 0.6;
newAsteroid.x = asteroids[j].x + (Math.random() - 0.5) * 40;
newAsteroid.y = asteroids[j].y + (Math.random() - 0.5) * 40;
asteroids.push(newAsteroid);
game.addChild(newAsteroid);
}
}
// Randomly spawn power-up (5% chance)
if (Math.random() < 0.05) {
var powerUp = new PowerUp();
powerUp.x = asteroids[j].x;
powerUp.y = asteroids[j].y;
powerUps.push(powerUp);
game.addChild(powerUp);
}
break;
}
}
}
// Check spaceship-asteroid collisions
if (spaceship) {
for (var i = asteroids.length - 1; i >= 0; i--) {
if (spaceship.intersects(asteroids[i])) {
if (spaceship.shield) {
// If the spaceship has a shield, destroy the asteroid but don't end the game
asteroids[i].markForRemoval = true;
LK.effects.flashObject(spaceship.shieldGraphics, 0xffffff, 300);
LK.getSound('explosion').play();
} else {
// Game over
LK.effects.flashScreen(0xff0000, 800);
// Update high score if needed
if (score > highScore) {
highScore = score;
storage.highScore = highScore;
}
// Show game over
LK.showGameOver();
return true;
}
}
}
}
// Check spaceship-powerup collisions
if (spaceship) {
for (var i = powerUps.length - 1; i >= 0; i--) {
if (spaceship.intersects(powerUps[i])) {
// Activate power-up effect
if (powerUps[i].type === 'shield') {
spaceship.activateShield(600); // 10 seconds at 60 FPS
} else if (powerUps[i].type === 'multiShot') {
spaceship.activateMultiShot(600); // 10 seconds at 60 FPS
}
// Play power-up sound
LK.getSound('powerup').play();
// Flash effect
LK.effects.flashObject(spaceship, 0xffffff, 300);
// Remove power-up
powerUps[i].markForRemoval = true;
}
}
}
return false;
}
// Clean up game objects marked for removal
function cleanupObjects() {
for (var i = bullets.length - 1; i >= 0; i--) {
if (bullets[i].markForRemoval) {
bullets[i].destroy();
bullets.splice(i, 1);
}
}
for (var i = asteroids.length - 1; i >= 0; i--) {
if (asteroids[i].markForRemoval) {
asteroids[i].destroy();
asteroids.splice(i, 1);
}
}
for (var i = powerUps.length - 1; i >= 0; i--) {
if (powerUps[i].markForRemoval) {
powerUps[i].destroy();
powerUps.splice(i, 1);
}
}
}
// Main game loop
game.update = function () {
if (!gameStarted) {
return;
}
// Update spaceship
if (spaceship) {
spaceship.update();
}
// Update bullets
for (var i = 0; i < bullets.length; i++) {
bullets[i].update();
}
// Update asteroids
for (var i = 0; i < asteroids.length; i++) {
asteroids[i].update();
}
// Update power-ups
for (var i = 0; i < powerUps.length; i++) {
powerUps[i].update();
}
// Create asteroids based on level and time
if (LK.ticks % Math.max(60 - level * 5, 15) === 0) {
createAsteroid();
}
// Create power-ups rarely
if (LK.ticks % 600 === 0) {
createPowerUp();
}
// Handle collisions
var gameOver = handleCollisions();
if (gameOver) {
return;
}
// Clean up objects
cleanupObjects();
// Level up based on score
var newLevel = Math.floor(score / 100) + 1;
if (newLevel > level) {
level = newLevel;
levelTxt.setText('LEVEL: ' + level);
}
// Auto-fire if in drag mode
if (dragMode && LK.ticks % 10 === 0) {
fireBullet();
}
};
// Game input handlers
function handleMove(x, y, obj) {
if (!gameStarted) {
return;
}
if (dragMode && spaceship) {
spaceship.x = x;
spaceship.y = y;
}
}
game.down = function (x, y, obj) {
if (!gameStarted) {
// Start the game on first tap
gameStarted = true;
initializeGame();
LK.gui.center.removeChild(startTxt);
return;
}
// Start dragging the spaceship
dragMode = true;
// Update spaceship position immediately
if (spaceship) {
spaceship.x = x;
spaceship.y = y;
}
// Fire a bullet
fireBullet();
};
game.up = function (x, y, obj) {
dragMode = false;
};
game.move = handleMove; ===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,423 @@
-/****
+/****
+* Plugins
+****/
+var tween = LK.import("@upit/tween.v1");
+var storage = LK.import("@upit/storage.v1");
+
+/****
+* Classes
+****/
+var Asteroid = Container.expand(function () {
+ var self = Container.call(this);
+ var size = 1 + Math.random() * 2; // Size between 1 and 3
+ var asteroid = self.attachAsset('asteroid', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: size,
+ scaleY: size
+ });
+ self.size = size;
+ self.speedX = (Math.random() - 0.5) * 6;
+ self.speedY = 3 + Math.random() * 5;
+ self.rotationSpeed = (Math.random() - 0.5) * 0.05;
+ self.update = function () {
+ self.x += self.speedX;
+ self.y += self.speedY;
+ self.rotation += self.rotationSpeed;
+ // Check if asteroid is outside the screen bounds
+ if (self.y > 2732 + asteroid.height) {
+ self.markForRemoval = true;
+ }
+ // Bounce off the sides
+ if (self.x < 0 || self.x > 2048) {
+ self.speedX = -self.speedX;
+ }
+ };
+ return self;
+});
+var Bullet = Container.expand(function () {
+ var self = Container.call(this);
+ var bullet = self.attachAsset('bullet', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = -15; // Negative because bullets move upward
+ self.update = function () {
+ self.y += self.speed;
+ // Check if bullet is outside the screen bounds
+ if (self.y < -bullet.height) {
+ self.markForRemoval = true;
+ }
+ };
+ return self;
+});
+var PowerUp = Container.expand(function () {
+ var self = Container.call(this);
+ self.type = Math.random() < 0.5 ? 'shield' : 'multiShot';
+ var powerUp = self.attachAsset('powerUp', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ tint: self.type === 'shield' ? 0x2ecc71 : 0xf1c40f
+ });
+ self.speed = 3 + Math.random() * 2;
+ self.update = function () {
+ self.y += self.speed;
+ self.rotation += 0.02;
+ // Check if power-up is outside the screen bounds
+ if (self.y > 2732 + powerUp.height) {
+ self.markForRemoval = true;
+ }
+ };
+ return self;
+});
+var Spaceship = Container.expand(function () {
+ var self = Container.call(this);
+ var ship = self.attachAsset('spaceship', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.shield = false;
+ self.shieldTime = 0;
+ self.shieldGraphics = null;
+ self.multiShot = false;
+ self.multiShotTime = 0;
+ self.activateShield = function (duration) {
+ self.shield = true;
+ self.shieldTime = duration;
+ if (!self.shieldGraphics) {
+ self.shieldGraphics = self.attachAsset('shield', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ alpha: 0.5
+ });
+ } else {
+ self.shieldGraphics.alpha = 0.5;
+ }
+ };
+ self.activateMultiShot = function (duration) {
+ self.multiShot = true;
+ self.multiShotTime = duration;
+ };
+ self.update = function () {
+ if (self.shield) {
+ self.shieldTime--;
+ if (self.shieldTime <= 0) {
+ self.shield = false;
+ if (self.shieldGraphics) {
+ self.shieldGraphics.alpha = 0;
+ }
+ }
+ }
+ if (self.multiShot) {
+ self.multiShotTime--;
+ if (self.multiShotTime <= 0) {
+ self.multiShot = false;
+ }
+ }
+ };
+ return self;
+});
+
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000
-});
\ No newline at end of file
+ backgroundColor: 0x000022
+});
+
+/****
+* Game Code
+****/
+// Game variables
+var spaceship;
+var asteroids = [];
+var bullets = [];
+var powerUps = [];
+var lastShot = 0;
+var shotCooldown = 15; // Frames between shots
+var score = 0;
+var level = 1;
+var gameStarted = false;
+var dragMode = false;
+var highScore = storage.highScore || 0;
+// Initialize UI elements
+var scoreTxt = new Text2('SCORE: 0', {
+ size: 50,
+ fill: 0xFFFFFF
+});
+scoreTxt.anchor.set(0, 0);
+LK.gui.topRight.addChild(scoreTxt);
+scoreTxt.x = -200;
+scoreTxt.y = 20;
+var levelTxt = new Text2('LEVEL: 1', {
+ size: 50,
+ fill: 0xFFFFFF
+});
+levelTxt.anchor.set(0.5, 0);
+LK.gui.top.addChild(levelTxt);
+levelTxt.y = 20;
+var highScoreTxt = new Text2('HIGH SCORE: ' + highScore, {
+ size: 50,
+ fill: 0xFFFFFF
+});
+highScoreTxt.anchor.set(1, 0);
+LK.gui.topRight.addChild(highScoreTxt);
+highScoreTxt.x = -10;
+highScoreTxt.y = 80;
+// Create start message text
+var startTxt = new Text2('TAP TO START', {
+ size: 80,
+ fill: 0xFFFFFF
+});
+startTxt.anchor.set(0.5, 0.5);
+LK.gui.center.addChild(startTxt);
+// Initialize spaceship
+function initializeGame() {
+ // Play background music
+ LK.playMusic('gameMusic');
+ // Create spaceship
+ spaceship = new Spaceship();
+ spaceship.x = 2048 / 2;
+ spaceship.y = 2732 - 200;
+ game.addChild(spaceship);
+ // Reset game state
+ asteroids = [];
+ bullets = [];
+ powerUps = [];
+ lastShot = 0;
+ score = 0;
+ level = 1;
+ LK.setScore(0);
+ // Update UI
+ scoreTxt.setText('SCORE: 0');
+ levelTxt.setText('LEVEL: 1');
+ highScoreTxt.setText('HIGH SCORE: ' + highScore);
+}
+// Create a new asteroid
+function createAsteroid() {
+ var asteroid = new Asteroid();
+ asteroid.x = Math.random() * 2048;
+ asteroid.y = -100;
+ asteroids.push(asteroid);
+ game.addChild(asteroid);
+}
+// Create a new power-up
+function createPowerUp() {
+ var powerUp = new PowerUp();
+ powerUp.x = 100 + Math.random() * (2048 - 200);
+ powerUp.y = -50;
+ powerUps.push(powerUp);
+ game.addChild(powerUp);
+}
+// Fire bullets from the spaceship
+function fireBullet() {
+ if (LK.ticks - lastShot < shotCooldown) {
+ return;
+ }
+ lastShot = LK.ticks;
+ if (spaceship.multiShot) {
+ // Create 3 bullets when multi-shot is active
+ for (var i = -1; i <= 1; i++) {
+ var bullet = new Bullet();
+ bullet.x = spaceship.x + i * 30;
+ bullet.y = spaceship.y - 30;
+ bullets.push(bullet);
+ game.addChild(bullet);
+ }
+ } else {
+ // Create a single bullet
+ var bullet = new Bullet();
+ bullet.x = spaceship.x;
+ bullet.y = spaceship.y - 30;
+ bullets.push(bullet);
+ game.addChild(bullet);
+ }
+ // Play shoot sound
+ LK.getSound('shoot').play();
+}
+// Handle collisions between game objects
+function handleCollisions() {
+ // Check bullet-asteroid collisions
+ for (var i = bullets.length - 1; i >= 0; i--) {
+ for (var j = asteroids.length - 1; j >= 0; j--) {
+ if (bullets[i] && asteroids[j] && bullets[i].intersects(asteroids[j])) {
+ // Increase score based on asteroid size (smaller = harder to hit = more points)
+ var pointsGained = Math.floor(10 / asteroids[j].size);
+ score += pointsGained;
+ LK.setScore(score);
+ scoreTxt.setText('SCORE: ' + score);
+ // Play explosion sound
+ LK.getSound('explosion').play();
+ // Flash effect on hit
+ LK.effects.flashObject(asteroids[j], 0xff0000, 200);
+ // Remove bullet and asteroid
+ bullets[i].markForRemoval = true;
+ asteroids[j].markForRemoval = true;
+ // Break big asteroids into smaller ones
+ if (asteroids[j].size > 1.5) {
+ for (var k = 0; k < 2; k++) {
+ var newAsteroid = new Asteroid();
+ newAsteroid.size = asteroids[j].size * 0.6;
+ newAsteroid.x = asteroids[j].x + (Math.random() - 0.5) * 40;
+ newAsteroid.y = asteroids[j].y + (Math.random() - 0.5) * 40;
+ asteroids.push(newAsteroid);
+ game.addChild(newAsteroid);
+ }
+ }
+ // Randomly spawn power-up (5% chance)
+ if (Math.random() < 0.05) {
+ var powerUp = new PowerUp();
+ powerUp.x = asteroids[j].x;
+ powerUp.y = asteroids[j].y;
+ powerUps.push(powerUp);
+ game.addChild(powerUp);
+ }
+ break;
+ }
+ }
+ }
+ // Check spaceship-asteroid collisions
+ if (spaceship) {
+ for (var i = asteroids.length - 1; i >= 0; i--) {
+ if (spaceship.intersects(asteroids[i])) {
+ if (spaceship.shield) {
+ // If the spaceship has a shield, destroy the asteroid but don't end the game
+ asteroids[i].markForRemoval = true;
+ LK.effects.flashObject(spaceship.shieldGraphics, 0xffffff, 300);
+ LK.getSound('explosion').play();
+ } else {
+ // Game over
+ LK.effects.flashScreen(0xff0000, 800);
+ // Update high score if needed
+ if (score > highScore) {
+ highScore = score;
+ storage.highScore = highScore;
+ }
+ // Show game over
+ LK.showGameOver();
+ return true;
+ }
+ }
+ }
+ }
+ // Check spaceship-powerup collisions
+ if (spaceship) {
+ for (var i = powerUps.length - 1; i >= 0; i--) {
+ if (spaceship.intersects(powerUps[i])) {
+ // Activate power-up effect
+ if (powerUps[i].type === 'shield') {
+ spaceship.activateShield(600); // 10 seconds at 60 FPS
+ } else if (powerUps[i].type === 'multiShot') {
+ spaceship.activateMultiShot(600); // 10 seconds at 60 FPS
+ }
+ // Play power-up sound
+ LK.getSound('powerup').play();
+ // Flash effect
+ LK.effects.flashObject(spaceship, 0xffffff, 300);
+ // Remove power-up
+ powerUps[i].markForRemoval = true;
+ }
+ }
+ }
+ return false;
+}
+// Clean up game objects marked for removal
+function cleanupObjects() {
+ for (var i = bullets.length - 1; i >= 0; i--) {
+ if (bullets[i].markForRemoval) {
+ bullets[i].destroy();
+ bullets.splice(i, 1);
+ }
+ }
+ for (var i = asteroids.length - 1; i >= 0; i--) {
+ if (asteroids[i].markForRemoval) {
+ asteroids[i].destroy();
+ asteroids.splice(i, 1);
+ }
+ }
+ for (var i = powerUps.length - 1; i >= 0; i--) {
+ if (powerUps[i].markForRemoval) {
+ powerUps[i].destroy();
+ powerUps.splice(i, 1);
+ }
+ }
+}
+// Main game loop
+game.update = function () {
+ if (!gameStarted) {
+ return;
+ }
+ // Update spaceship
+ if (spaceship) {
+ spaceship.update();
+ }
+ // Update bullets
+ for (var i = 0; i < bullets.length; i++) {
+ bullets[i].update();
+ }
+ // Update asteroids
+ for (var i = 0; i < asteroids.length; i++) {
+ asteroids[i].update();
+ }
+ // Update power-ups
+ for (var i = 0; i < powerUps.length; i++) {
+ powerUps[i].update();
+ }
+ // Create asteroids based on level and time
+ if (LK.ticks % Math.max(60 - level * 5, 15) === 0) {
+ createAsteroid();
+ }
+ // Create power-ups rarely
+ if (LK.ticks % 600 === 0) {
+ createPowerUp();
+ }
+ // Handle collisions
+ var gameOver = handleCollisions();
+ if (gameOver) {
+ return;
+ }
+ // Clean up objects
+ cleanupObjects();
+ // Level up based on score
+ var newLevel = Math.floor(score / 100) + 1;
+ if (newLevel > level) {
+ level = newLevel;
+ levelTxt.setText('LEVEL: ' + level);
+ }
+ // Auto-fire if in drag mode
+ if (dragMode && LK.ticks % 10 === 0) {
+ fireBullet();
+ }
+};
+// Game input handlers
+function handleMove(x, y, obj) {
+ if (!gameStarted) {
+ return;
+ }
+ if (dragMode && spaceship) {
+ spaceship.x = x;
+ spaceship.y = y;
+ }
+}
+game.down = function (x, y, obj) {
+ if (!gameStarted) {
+ // Start the game on first tap
+ gameStarted = true;
+ initializeGame();
+ LK.gui.center.removeChild(startTxt);
+ return;
+ }
+ // Start dragging the spaceship
+ dragMode = true;
+ // Update spaceship position immediately
+ if (spaceship) {
+ spaceship.x = x;
+ spaceship.y = y;
+ }
+ // Fire a bullet
+ fireBullet();
+};
+game.up = function (x, y, obj) {
+ dragMode = false;
+};
+game.move = handleMove;
\ No newline at end of file