User prompt
Make it so upgrade button works ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Please fix the bug: 'ReferenceError: Can't find variable: ammoBar' in or related to this line: 'ammoBar.scale.x = player.ammo / player.maxAmmo * 3;' Line Number: 580
User prompt
Make a ammo bar at the top left corner
User prompt
Make a meter that says how much ammo you have
User prompt
Make the enemy bigger
User prompt
Make it so you can click the upgrade button
User prompt
Please fix the bug: 'storage.get is not a function. (In 'storage.get('upgrade_' + upgradeTypes[i])', 'storage.get' is undefined)' in or related to this line: 'var savedLevel = storage.get('upgrade_' + upgradeTypes[i]);' Line Number: 430 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Add upgrades
Code edit (1 edits merged)
Please save this source code
User prompt
Shotout Frenzy
User prompt
How about a shotout frenzy
Initial prompt
Hey
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var AmmoUI = Container.expand(function () { var self = Container.call(this); var ammoGraphics = self.attachAsset('ammo', { anchorX: 0.5, anchorY: 0.5 }); var ammoText = new Text2('0', { size: 40, fill: 0xFFFFFF }); ammoText.anchor.set(0.5, 0.5); ammoText.y = 60; self.addChild(ammoText); self.update = function (currentAmmo, maxAmmo) { ammoText.setText(currentAmmo + '/' + maxAmmo); }; return self; }); var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 15; self.update = function () { self.y -= self.speed; }; return self; }); var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.health = 1; self.speed = 3; self.scoreValue = 10; self.movePattern = 'direct'; // Can be 'direct', 'zigzag', 'circular' self.moveCounter = 0; self.takeDamage = function (amount) { self.health -= amount; if (self.health <= 0) { return true; // Enemy is destroyed } // Flash white when hit LK.effects.flashObject(self, 0xffffff, 200); return false; }; self.setType = function (type) { if (type === 'basic') { enemyGraphics.tint = 0xe74c3c; // Red self.health = 1; self.speed = 3; self.scoreValue = 10; self.movePattern = 'direct'; } else if (type === 'fast') { enemyGraphics.tint = 0xe67e22; // Orange self.health = 1; self.speed = 6; self.scoreValue = 15; self.movePattern = 'zigzag'; } else if (type === 'tank') { enemyGraphics.tint = 0x7f8c8d; // Gray self.health = 3; self.speed = 2; self.scoreValue = 25; self.movePattern = 'direct'; // Make it bigger enemyGraphics.scale.set(1.5, 1.5); } }; self.update = function () { self.moveCounter++; if (self.movePattern === 'direct') { self.y += self.speed; } else if (self.movePattern === 'zigzag') { self.y += self.speed; self.x += Math.sin(self.moveCounter * 0.1) * 3; } else if (self.movePattern === 'circular') { self.y += self.speed * 0.8; self.x += Math.sin(self.moveCounter * 0.05) * 4; } }; return self; }); var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.health = 100; self.ammo = 30; self.maxAmmo = 30; self.fireRate = 10; self.lastFired = 0; self.inFrenzyMode = false; self.frenzyTimeLeft = 0; self.takeDamage = function (amount) { self.health -= amount; if (self.health <= 0) { self.health = 0; } // Flash red when taking damage LK.effects.flashObject(self, 0xff0000, 300); }; self.shoot = function () { if (LK.ticks - self.lastFired < 60 / self.fireRate) { return null; } if (self.ammo <= 0 && !self.inFrenzyMode) { return null; } if (!self.inFrenzyMode) { self.ammo--; } self.lastFired = LK.ticks; var bullet = new Bullet(); bullet.x = self.x; bullet.y = self.y - 40; LK.getSound('shoot').play(); return bullet; }; self.activateFrenzy = function () { self.inFrenzyMode = true; self.frenzyTimeLeft = 300; // 5 seconds playerGraphics.tint = 0xf39c12; // Change color to orange in frenzy mode }; self.reloadAmmo = function (amount) { self.ammo = Math.min(self.maxAmmo, self.ammo + amount); }; self.update = function () { if (self.inFrenzyMode) { self.frenzyTimeLeft--; if (self.frenzyTimeLeft <= 0) { self.inFrenzyMode = false; playerGraphics.tint = 0xffffff; // Reset color } } }; return self; }); var PowerUp = Container.expand(function () { var self = Container.call(this); var powerupGraphics = self.attachAsset('powerup', { anchorX: 0.5, anchorY: 0.5 }); self.type = 'ammo'; // Can be 'ammo', 'frenzy', 'health' self.speed = 2; self.setType = function (newType) { self.type = newType; if (newType === 'ammo') { powerupGraphics.tint = 0x2ecc71; // Green } else if (newType === 'frenzy') { powerupGraphics.tint = 0xf39c12; // Orange } else if (newType === 'health') { powerupGraphics.tint = 0x3498db; // Blue } }; self.update = function () { self.y += self.speed; // Slight wobble effect self.x += Math.sin(LK.ticks * 0.05) * 0.5; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x1a1a2e }); /**** * Game Code ****/ // Game state variables var player; var bullets = []; var enemies = []; var powerups = []; var score = 0; var wave = 1; var enemiesKilled = 0; var enemiesThisWave = 10; var enemySpawnRate = 120; // Frames between enemy spawns var lastEnemySpawn = 0; var isGameOver = false; var isPaused = false; // UI elements var scoreText; var waveText; var healthBar; var ammoUI; var frenzyMeter; // Game boundaries var gameBounds = { left: 100, right: 2048 - 100, top: 100, bottom: 2732 - 200 }; // Initialize player function initPlayer() { player = new Player(); player.x = 2048 / 2; player.y = 2732 - 300; game.addChild(player); } // Initialize UI function initUI() { // Score display scoreText = new Text2('Score: 0', { size: 60, fill: 0xFFFFFF }); scoreText.anchor.set(0, 0); scoreText.x = 120; scoreText.y = 50; LK.gui.addChild(scoreText); // Wave display waveText = new Text2('Wave 1', { size: 60, fill: 0xFFFFFF }); waveText.anchor.set(1, 0); waveText.x = 2048 - 120; waveText.y = 50; LK.gui.addChild(waveText); // Health bar healthBar = game.addChild(LK.getAsset('player', { anchorX: 0, anchorY: 0.5, scaleX: 3, scaleY: 0.3, x: 120, y: 130, tint: 0x3498db })); // Ammo UI ammoUI = new AmmoUI(); ammoUI.x = 120; ammoUI.y = 200; game.addChild(ammoUI); // Frenzy indicator frenzyMeter = game.addChild(LK.getAsset('powerup', { anchorX: 0.5, anchorY: 0.5, x: 2048 - 150, y: 150, alpha: 0.3, tint: 0xf39c12 })); } // Spawn enemy function spawnEnemy() { var enemy = new Enemy(); // Randomize initial position (along top of screen) enemy.x = gameBounds.left + Math.random() * (gameBounds.right - gameBounds.left); enemy.y = -50; // Determine enemy type based on wave and randomness var rand = Math.random(); if (wave < 3) { enemy.setType('basic'); } else if (wave < 5) { if (rand < 0.7) { enemy.setType('basic'); } else if (rand < 0.9) { enemy.setType('fast'); } else { enemy.setType('tank'); } } else { if (rand < 0.5) { enemy.setType('basic'); } else if (rand < 0.8) { enemy.setType('fast'); } else { enemy.setType('tank'); } } game.addChild(enemy); enemies.push(enemy); } // Spawn powerup function spawnPowerup(x, y) { // 20% chance to spawn a powerup when enemy dies if (Math.random() > 0.2) { return; } var powerup = new PowerUp(); powerup.x = x; powerup.y = y; // Determine powerup type var rand = Math.random(); if (rand < 0.6) { powerup.setType('ammo'); } else if (rand < 0.9) { powerup.setType('health'); } else { powerup.setType('frenzy'); } game.addChild(powerup); powerups.push(powerup); } // Handle player shooting function handlePlayerShoot() { var bullet = player.shoot(); if (bullet) { game.addChild(bullet); bullets.push(bullet); } } // Update game state function updateGameState() { // Update player player.update(); ammoUI.update(player.ammo, player.maxAmmo); // Update health bar healthBar.scale.x = player.health / 100 * 3; // Update frenzy meter if (player.inFrenzyMode) { frenzyMeter.alpha = 0.5 + Math.sin(LK.ticks * 0.2) * 0.5; } else { frenzyMeter.alpha = 0.3; } // Spawn enemies if (LK.ticks - lastEnemySpawn >= enemySpawnRate && enemies.length < enemiesThisWave) { spawnEnemy(); lastEnemySpawn = LK.ticks; } // Next wave logic if (enemiesKilled >= enemiesThisWave) { wave++; enemiesKilled = 0; enemiesThisWave = Math.min(50, 10 + wave * 5); enemySpawnRate = Math.max(30, 120 - wave * 10); waveText.setText('Wave ' + wave); // Flash screen green for new wave LK.effects.flashScreen(0x2ecc71, 500); } // Update bullets for (var i = bullets.length - 1; i >= 0; i--) { var bullet = bullets[i]; bullet.update(); // Remove bullets that go off screen if (bullet.y < -50) { bullet.destroy(); bullets.splice(i, 1); continue; } // Check for bullet collisions with enemies for (var j = enemies.length - 1; j >= 0; j--) { var enemy = enemies[j]; if (bullet.intersects(enemy)) { // Enemy takes damage var destroyed = enemy.takeDamage(1); if (destroyed) { // Add score score += enemy.scoreValue; scoreText.setText('Score: ' + score); // Increment kill counter enemiesKilled++; // Spawn powerup spawnPowerup(enemy.x, enemy.y); // Remove enemy enemy.destroy(); enemies.splice(j, 1); } // Remove bullet bullet.destroy(); bullets.splice(i, 1); // Play hit sound LK.getSound('enemyHit').play(); // Break since bullet is gone break; } } } // Update enemies for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; enemy.update(); // Remove enemies that go off bottom of screen if (enemy.y > gameBounds.bottom + 50) { // Player takes damage when enemy passes player.takeDamage(10); // Remove enemy enemy.destroy(); enemies.splice(i, 1); // Play hit sound LK.getSound('playerHit').play(); continue; } // Check collision with player if (enemy.intersects(player)) { // Player takes damage player.takeDamage(20); // Remove enemy enemy.destroy(); enemies.splice(i, 1); // Play hit sound LK.getSound('playerHit').play(); } } // Update powerups for (var i = powerups.length - 1; i >= 0; i--) { var powerup = powerups[i]; powerup.update(); // Remove powerups that go off bottom of screen if (powerup.y > gameBounds.bottom + 50) { powerup.destroy(); powerups.splice(i, 1); continue; } // Check collision with player if (powerup.intersects(player)) { if (powerup.type === 'ammo') { player.reloadAmmo(15); } else if (powerup.type === 'health') { player.health = Math.min(100, player.health + 20); } else if (powerup.type === 'frenzy') { player.activateFrenzy(); } // Play powerup sound LK.getSound('powerupCollect').play(); // Remove powerup powerup.destroy(); powerups.splice(i, 1); } } // Check for game over if (player.health <= 0 && !isGameOver) { isGameOver = true; LK.showGameOver(); } // Auto-shoot in frenzy mode if (player.inFrenzyMode && LK.ticks % 5 === 0) { handlePlayerShoot(); } } // Initialize game function initGame() { // Reset game state bullets = []; enemies = []; powerups = []; score = 0; wave = 1; enemiesKilled = 0; enemiesThisWave = 10; enemySpawnRate = 120; lastEnemySpawn = 0; isGameOver = false; // Set score LK.setScore(0); // Init player and UI initPlayer(); initUI(); // Play music LK.playMusic('gameMusic', { fade: { start: 0, end: 1, duration: 1000 } }); } // Initialize the game initGame(); // Touch/mouse handlers for player movement var isDragging = false; game.down = function (x, y, obj) { isDragging = true; player.x = x; // Constrain player to game bounds player.x = Math.max(gameBounds.left, Math.min(gameBounds.right, player.x)); // Shoot on tap handlePlayerShoot(); }; game.up = function (x, y, obj) { isDragging = false; }; game.move = function (x, y, obj) { if (isDragging) { player.x = x; // Constrain player to game bounds player.x = Math.max(gameBounds.left, Math.min(gameBounds.right, player.x)); } }; // Main game loop game.update = function () { if (!isGameOver) { updateGameState(); } // Update score LK.setScore(score); };
===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,511 @@
-/****
+/****
+* Plugins
+****/
+var tween = LK.import("@upit/tween.v1");
+var storage = LK.import("@upit/storage.v1");
+
+/****
+* Classes
+****/
+var AmmoUI = Container.expand(function () {
+ var self = Container.call(this);
+ var ammoGraphics = self.attachAsset('ammo', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ var ammoText = new Text2('0', {
+ size: 40,
+ fill: 0xFFFFFF
+ });
+ ammoText.anchor.set(0.5, 0.5);
+ ammoText.y = 60;
+ self.addChild(ammoText);
+ self.update = function (currentAmmo, maxAmmo) {
+ ammoText.setText(currentAmmo + '/' + maxAmmo);
+ };
+ return self;
+});
+var Bullet = Container.expand(function () {
+ var self = Container.call(this);
+ var bulletGraphics = self.attachAsset('bullet', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 15;
+ self.update = function () {
+ self.y -= self.speed;
+ };
+ return self;
+});
+var Enemy = Container.expand(function () {
+ var self = Container.call(this);
+ var enemyGraphics = self.attachAsset('enemy', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.health = 1;
+ self.speed = 3;
+ self.scoreValue = 10;
+ self.movePattern = 'direct'; // Can be 'direct', 'zigzag', 'circular'
+ self.moveCounter = 0;
+ self.takeDamage = function (amount) {
+ self.health -= amount;
+ if (self.health <= 0) {
+ return true; // Enemy is destroyed
+ }
+ // Flash white when hit
+ LK.effects.flashObject(self, 0xffffff, 200);
+ return false;
+ };
+ self.setType = function (type) {
+ if (type === 'basic') {
+ enemyGraphics.tint = 0xe74c3c; // Red
+ self.health = 1;
+ self.speed = 3;
+ self.scoreValue = 10;
+ self.movePattern = 'direct';
+ } else if (type === 'fast') {
+ enemyGraphics.tint = 0xe67e22; // Orange
+ self.health = 1;
+ self.speed = 6;
+ self.scoreValue = 15;
+ self.movePattern = 'zigzag';
+ } else if (type === 'tank') {
+ enemyGraphics.tint = 0x7f8c8d; // Gray
+ self.health = 3;
+ self.speed = 2;
+ self.scoreValue = 25;
+ self.movePattern = 'direct';
+ // Make it bigger
+ enemyGraphics.scale.set(1.5, 1.5);
+ }
+ };
+ self.update = function () {
+ self.moveCounter++;
+ if (self.movePattern === 'direct') {
+ self.y += self.speed;
+ } else if (self.movePattern === 'zigzag') {
+ self.y += self.speed;
+ self.x += Math.sin(self.moveCounter * 0.1) * 3;
+ } else if (self.movePattern === 'circular') {
+ self.y += self.speed * 0.8;
+ self.x += Math.sin(self.moveCounter * 0.05) * 4;
+ }
+ };
+ return self;
+});
+var Player = Container.expand(function () {
+ var self = Container.call(this);
+ var playerGraphics = self.attachAsset('player', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.health = 100;
+ self.ammo = 30;
+ self.maxAmmo = 30;
+ self.fireRate = 10;
+ self.lastFired = 0;
+ self.inFrenzyMode = false;
+ self.frenzyTimeLeft = 0;
+ self.takeDamage = function (amount) {
+ self.health -= amount;
+ if (self.health <= 0) {
+ self.health = 0;
+ }
+ // Flash red when taking damage
+ LK.effects.flashObject(self, 0xff0000, 300);
+ };
+ self.shoot = function () {
+ if (LK.ticks - self.lastFired < 60 / self.fireRate) {
+ return null;
+ }
+ if (self.ammo <= 0 && !self.inFrenzyMode) {
+ return null;
+ }
+ if (!self.inFrenzyMode) {
+ self.ammo--;
+ }
+ self.lastFired = LK.ticks;
+ var bullet = new Bullet();
+ bullet.x = self.x;
+ bullet.y = self.y - 40;
+ LK.getSound('shoot').play();
+ return bullet;
+ };
+ self.activateFrenzy = function () {
+ self.inFrenzyMode = true;
+ self.frenzyTimeLeft = 300; // 5 seconds
+ playerGraphics.tint = 0xf39c12; // Change color to orange in frenzy mode
+ };
+ self.reloadAmmo = function (amount) {
+ self.ammo = Math.min(self.maxAmmo, self.ammo + amount);
+ };
+ self.update = function () {
+ if (self.inFrenzyMode) {
+ self.frenzyTimeLeft--;
+ if (self.frenzyTimeLeft <= 0) {
+ self.inFrenzyMode = false;
+ playerGraphics.tint = 0xffffff; // Reset color
+ }
+ }
+ };
+ return self;
+});
+var PowerUp = Container.expand(function () {
+ var self = Container.call(this);
+ var powerupGraphics = self.attachAsset('powerup', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.type = 'ammo'; // Can be 'ammo', 'frenzy', 'health'
+ self.speed = 2;
+ self.setType = function (newType) {
+ self.type = newType;
+ if (newType === 'ammo') {
+ powerupGraphics.tint = 0x2ecc71; // Green
+ } else if (newType === 'frenzy') {
+ powerupGraphics.tint = 0xf39c12; // Orange
+ } else if (newType === 'health') {
+ powerupGraphics.tint = 0x3498db; // Blue
+ }
+ };
+ self.update = function () {
+ self.y += self.speed;
+ // Slight wobble effect
+ self.x += Math.sin(LK.ticks * 0.05) * 0.5;
+ };
+ return self;
+});
+
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000
-});
\ No newline at end of file
+ backgroundColor: 0x1a1a2e
+});
+
+/****
+* Game Code
+****/
+// Game state variables
+var player;
+var bullets = [];
+var enemies = [];
+var powerups = [];
+var score = 0;
+var wave = 1;
+var enemiesKilled = 0;
+var enemiesThisWave = 10;
+var enemySpawnRate = 120; // Frames between enemy spawns
+var lastEnemySpawn = 0;
+var isGameOver = false;
+var isPaused = false;
+// UI elements
+var scoreText;
+var waveText;
+var healthBar;
+var ammoUI;
+var frenzyMeter;
+// Game boundaries
+var gameBounds = {
+ left: 100,
+ right: 2048 - 100,
+ top: 100,
+ bottom: 2732 - 200
+};
+// Initialize player
+function initPlayer() {
+ player = new Player();
+ player.x = 2048 / 2;
+ player.y = 2732 - 300;
+ game.addChild(player);
+}
+// Initialize UI
+function initUI() {
+ // Score display
+ scoreText = new Text2('Score: 0', {
+ size: 60,
+ fill: 0xFFFFFF
+ });
+ scoreText.anchor.set(0, 0);
+ scoreText.x = 120;
+ scoreText.y = 50;
+ LK.gui.addChild(scoreText);
+ // Wave display
+ waveText = new Text2('Wave 1', {
+ size: 60,
+ fill: 0xFFFFFF
+ });
+ waveText.anchor.set(1, 0);
+ waveText.x = 2048 - 120;
+ waveText.y = 50;
+ LK.gui.addChild(waveText);
+ // Health bar
+ healthBar = game.addChild(LK.getAsset('player', {
+ anchorX: 0,
+ anchorY: 0.5,
+ scaleX: 3,
+ scaleY: 0.3,
+ x: 120,
+ y: 130,
+ tint: 0x3498db
+ }));
+ // Ammo UI
+ ammoUI = new AmmoUI();
+ ammoUI.x = 120;
+ ammoUI.y = 200;
+ game.addChild(ammoUI);
+ // Frenzy indicator
+ frenzyMeter = game.addChild(LK.getAsset('powerup', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: 2048 - 150,
+ y: 150,
+ alpha: 0.3,
+ tint: 0xf39c12
+ }));
+}
+// Spawn enemy
+function spawnEnemy() {
+ var enemy = new Enemy();
+ // Randomize initial position (along top of screen)
+ enemy.x = gameBounds.left + Math.random() * (gameBounds.right - gameBounds.left);
+ enemy.y = -50;
+ // Determine enemy type based on wave and randomness
+ var rand = Math.random();
+ if (wave < 3) {
+ enemy.setType('basic');
+ } else if (wave < 5) {
+ if (rand < 0.7) {
+ enemy.setType('basic');
+ } else if (rand < 0.9) {
+ enemy.setType('fast');
+ } else {
+ enemy.setType('tank');
+ }
+ } else {
+ if (rand < 0.5) {
+ enemy.setType('basic');
+ } else if (rand < 0.8) {
+ enemy.setType('fast');
+ } else {
+ enemy.setType('tank');
+ }
+ }
+ game.addChild(enemy);
+ enemies.push(enemy);
+}
+// Spawn powerup
+function spawnPowerup(x, y) {
+ // 20% chance to spawn a powerup when enemy dies
+ if (Math.random() > 0.2) {
+ return;
+ }
+ var powerup = new PowerUp();
+ powerup.x = x;
+ powerup.y = y;
+ // Determine powerup type
+ var rand = Math.random();
+ if (rand < 0.6) {
+ powerup.setType('ammo');
+ } else if (rand < 0.9) {
+ powerup.setType('health');
+ } else {
+ powerup.setType('frenzy');
+ }
+ game.addChild(powerup);
+ powerups.push(powerup);
+}
+// Handle player shooting
+function handlePlayerShoot() {
+ var bullet = player.shoot();
+ if (bullet) {
+ game.addChild(bullet);
+ bullets.push(bullet);
+ }
+}
+// Update game state
+function updateGameState() {
+ // Update player
+ player.update();
+ ammoUI.update(player.ammo, player.maxAmmo);
+ // Update health bar
+ healthBar.scale.x = player.health / 100 * 3;
+ // Update frenzy meter
+ if (player.inFrenzyMode) {
+ frenzyMeter.alpha = 0.5 + Math.sin(LK.ticks * 0.2) * 0.5;
+ } else {
+ frenzyMeter.alpha = 0.3;
+ }
+ // Spawn enemies
+ if (LK.ticks - lastEnemySpawn >= enemySpawnRate && enemies.length < enemiesThisWave) {
+ spawnEnemy();
+ lastEnemySpawn = LK.ticks;
+ }
+ // Next wave logic
+ if (enemiesKilled >= enemiesThisWave) {
+ wave++;
+ enemiesKilled = 0;
+ enemiesThisWave = Math.min(50, 10 + wave * 5);
+ enemySpawnRate = Math.max(30, 120 - wave * 10);
+ waveText.setText('Wave ' + wave);
+ // Flash screen green for new wave
+ LK.effects.flashScreen(0x2ecc71, 500);
+ }
+ // Update bullets
+ for (var i = bullets.length - 1; i >= 0; i--) {
+ var bullet = bullets[i];
+ bullet.update();
+ // Remove bullets that go off screen
+ if (bullet.y < -50) {
+ bullet.destroy();
+ bullets.splice(i, 1);
+ continue;
+ }
+ // Check for bullet collisions with enemies
+ for (var j = enemies.length - 1; j >= 0; j--) {
+ var enemy = enemies[j];
+ if (bullet.intersects(enemy)) {
+ // Enemy takes damage
+ var destroyed = enemy.takeDamage(1);
+ if (destroyed) {
+ // Add score
+ score += enemy.scoreValue;
+ scoreText.setText('Score: ' + score);
+ // Increment kill counter
+ enemiesKilled++;
+ // Spawn powerup
+ spawnPowerup(enemy.x, enemy.y);
+ // Remove enemy
+ enemy.destroy();
+ enemies.splice(j, 1);
+ }
+ // Remove bullet
+ bullet.destroy();
+ bullets.splice(i, 1);
+ // Play hit sound
+ LK.getSound('enemyHit').play();
+ // Break since bullet is gone
+ break;
+ }
+ }
+ }
+ // Update enemies
+ for (var i = enemies.length - 1; i >= 0; i--) {
+ var enemy = enemies[i];
+ enemy.update();
+ // Remove enemies that go off bottom of screen
+ if (enemy.y > gameBounds.bottom + 50) {
+ // Player takes damage when enemy passes
+ player.takeDamage(10);
+ // Remove enemy
+ enemy.destroy();
+ enemies.splice(i, 1);
+ // Play hit sound
+ LK.getSound('playerHit').play();
+ continue;
+ }
+ // Check collision with player
+ if (enemy.intersects(player)) {
+ // Player takes damage
+ player.takeDamage(20);
+ // Remove enemy
+ enemy.destroy();
+ enemies.splice(i, 1);
+ // Play hit sound
+ LK.getSound('playerHit').play();
+ }
+ }
+ // Update powerups
+ for (var i = powerups.length - 1; i >= 0; i--) {
+ var powerup = powerups[i];
+ powerup.update();
+ // Remove powerups that go off bottom of screen
+ if (powerup.y > gameBounds.bottom + 50) {
+ powerup.destroy();
+ powerups.splice(i, 1);
+ continue;
+ }
+ // Check collision with player
+ if (powerup.intersects(player)) {
+ if (powerup.type === 'ammo') {
+ player.reloadAmmo(15);
+ } else if (powerup.type === 'health') {
+ player.health = Math.min(100, player.health + 20);
+ } else if (powerup.type === 'frenzy') {
+ player.activateFrenzy();
+ }
+ // Play powerup sound
+ LK.getSound('powerupCollect').play();
+ // Remove powerup
+ powerup.destroy();
+ powerups.splice(i, 1);
+ }
+ }
+ // Check for game over
+ if (player.health <= 0 && !isGameOver) {
+ isGameOver = true;
+ LK.showGameOver();
+ }
+ // Auto-shoot in frenzy mode
+ if (player.inFrenzyMode && LK.ticks % 5 === 0) {
+ handlePlayerShoot();
+ }
+}
+// Initialize game
+function initGame() {
+ // Reset game state
+ bullets = [];
+ enemies = [];
+ powerups = [];
+ score = 0;
+ wave = 1;
+ enemiesKilled = 0;
+ enemiesThisWave = 10;
+ enemySpawnRate = 120;
+ lastEnemySpawn = 0;
+ isGameOver = false;
+ // Set score
+ LK.setScore(0);
+ // Init player and UI
+ initPlayer();
+ initUI();
+ // Play music
+ LK.playMusic('gameMusic', {
+ fade: {
+ start: 0,
+ end: 1,
+ duration: 1000
+ }
+ });
+}
+// Initialize the game
+initGame();
+// Touch/mouse handlers for player movement
+var isDragging = false;
+game.down = function (x, y, obj) {
+ isDragging = true;
+ player.x = x;
+ // Constrain player to game bounds
+ player.x = Math.max(gameBounds.left, Math.min(gameBounds.right, player.x));
+ // Shoot on tap
+ handlePlayerShoot();
+};
+game.up = function (x, y, obj) {
+ isDragging = false;
+};
+game.move = function (x, y, obj) {
+ if (isDragging) {
+ player.x = x;
+ // Constrain player to game bounds
+ player.x = Math.max(gameBounds.left, Math.min(gameBounds.right, player.x));
+ }
+};
+// Main game loop
+game.update = function () {
+ if (!isGameOver) {
+ updateGameState();
+ }
+ // Update score
+ LK.setScore(score);
+};
\ No newline at end of file