===================================================================
--- original.js
+++ change.js
@@ -9,9 +9,9 @@
anchorY: 0.5
});
self.speed = 3;
self.update = function () {
- self.x += self.speed + LK.ticks / 500; // Increase speed over time
+ self.x += self.speed + LK.ticks / 300; // Increase speed over time more rapidly
self.y += Math.sin(LK.ticks / 100) * 2; // Add vertical oscillation
// Reset enemy position if it moves out of bounds
if (self.x > 2048) {
self.x = -self.width;
@@ -33,9 +33,9 @@
anchorY: 0.5
});
self.speed = 2;
self.update = function () {
- self.x -= self.speed;
+ self.x -= self.speed + LK.ticks / 1000; // Increase speed over time
if (self.x < -self.width) {
self.x = 2048 + Math.random() * 2048;
self.y = Math.random() * 2732;
}
@@ -52,9 +52,9 @@
self.update = function () {
if (self.movingUp) {
self.y -= self.speed;
} else {
- self.y += self.speed / 2 + LK.ticks / 1500; // Increase downward speed over time
+ self.y += self.speed / 2 + LK.ticks / 1000; // Increase downward speed more rapidly
}
// Add horizontal movement
self.x += self.horizontalSpeed;
if (self.x < 0) {
@@ -125,15 +125,17 @@
});
obstacles.forEach(function (obstacle) {
obstacle.update();
});
- if (LK.ticks % 120 === 0 && enemies.length < 15) {
+ if (LK.ticks % 60 === 0 && enemies.length < 20) {
+ // Add new enemy every second
var newEnemy = game.addChild(new Enemy());
newEnemy.x = -newEnemy.width;
newEnemy.y = Math.random() * 2732;
enemies.push(newEnemy);
}
- if (LK.ticks % 240 === 0 && obstacles.length < 30) {
+ if (LK.ticks % 120 === 0 && obstacles.length < 40) {
+ // Add new obstacle every 2 seconds
// Add new obstacle every 10 seconds
var newObstacle = game.addChild(new Obstacle());
newObstacle.x = 2048 + Math.random() * 2048;
newObstacle.y = Math.random() * 2732;