User prompt
Ok
User prompt
Add 50 more Features
User prompt
Lösch den Teleport knopf
User prompt
Der Knopf soll weiter oben sein und funktionieren
User prompt
Please fix the bug: 'LK.Button is not a constructor' in or related to this line: 'var button = new LK.Button({' Line Number: 643
User prompt
Please fix the bug: 'LK.Container is not a constructor' in or related to this line: 'var shopInterface = new LK.Container();' Line Number: 621
User prompt
Make a ability Button to Trigger the Teleport and make a Shop For the space ships
User prompt
The ship should have ITS own desing
User prompt
Make a new ship For the Player with a new Sprite an uniqe ability
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Add more ships For the Player
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Make the powerups bigge
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Add more Typs of ships
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Füge mehr Wellen hinzu
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Add a shild powerups
User prompt
Please fix the bug: 'TypeError: LK.setGameSpeed is not a function' in or related to this line: 'LK.setGameSpeed(1); // Reset game speed to normal' Line Number: 270
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Noch größer
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You forgot the powerups
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Mach alles ein bisschen größer
User prompt
Please fix the bug: 'TypeError: LK.setGameSpeed is not a function' in or related to this line: 'LK.setGameSpeed(0.5); // Slow down game speed' Line Number: 243
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Add more Typs of enemys
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Add Admin Powers For admins Like me
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At the beginning there should only BE the Main Menu
User prompt
Add a Main Menu
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Mache es noch mehr einzigartig
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Mach das Spiel Mehr einzigartig
/**** * 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 = 1.0 + Math.random() * 2.0; // Random size between 1.0 and 3.0 var asteroidGraphics = self.attachAsset('asteroid', { anchorX: 0.5, anchorY: 0.5, scaleX: size * 1.5, scaleY: size * 1.5 }); self.speed = 1 + Math.random() * 4; // Random speed self.rotationSpeed = (Math.random() - 0.5) * 0.05; // Random rotation self.update = function () { self.y += self.speed; self.rotation += self.rotationSpeed; }; return self; }); var Boss = Container.expand(function () { var self = Container.call(this); var bossGraphics = self.attachAsset('boss', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.0, scaleY: 2.0 }); self.health = 30; self.maxHealth = 30; self.speed = 3; self.points = 500; self.phase = 1; self.moveDirection = 1; self.fireRate = 60; self.lastFired = 0; self.patternTimer = 0; self.currentPattern = 'move'; self.update = function () { self.patternTimer++; // Change patterns every few seconds if (self.patternTimer >= 180) { self.patternTimer = 0; self.currentPattern = self.currentPattern === 'move' ? 'attack' : 'move'; } // Movement pattern if (self.currentPattern === 'move') { self.x += self.speed * self.moveDirection; // Reverse direction if approaching screen edge if (self.x < 300 || self.x > 2048 - 300) { self.moveDirection *= -1; } } // Attack pattern if (self.currentPattern === 'attack') { self.lastFired++; if (self.lastFired >= self.fireRate) { self.lastFired = 0; return true; // Signal to create bullets } } // Change phase based on health if (self.health <= self.maxHealth * 0.6 && self.phase === 1) { self.phase = 2; self.speed = 4; self.fireRate = 45; } else if (self.health <= self.maxHealth * 0.3 && self.phase === 2) { self.phase = 3; self.speed = 5; self.fireRate = 30; } return false; }; self.takeDamage = function (amount) { self.health -= amount; // Flash boss red when hit LK.effects.flashObject(self, 0xff0000, 300); return self.health <= 0; }; return self; }); var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.0, scaleY: 2.0 }); self.speed = -15; // Negative because bullets move upward self.damage = 1; self.update = function () { self.y += self.speed; }; return self; }); var Button = Container.expand(function (options) { var self = Container.call(this); var buttonGraphics = self.attachAsset('button', { anchorX: options.anchorX || 0.5, anchorY: options.anchorY || 0.5 }); var buttonText = new Text2(options.text, { size: options.size || 50, fill: options.fill || 0xFFFFFF }); buttonText.anchor.set(0.5, 0.5); self.addChild(buttonText); self.x = options.x || 0; self.y = options.y || 0; self.on('down', options.onDown || function () {}); return self; }); // --- 31. Add a new asteroid type: ComboAsteroid (drops combo powerup on death) var ComboAsteroid = Container.expand(function () { var self = Container.call(this); var asteroidGraphics = self.attachAsset('asteroid', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.0, scaleY: 2.0 }); self.speed = 2.5; self.update = function () { self.y += self.speed; }; self.dropCombo = function () { var combo = new ComboPowerup(); combo.x = self.x; combo.y = self.y; game.addChild(combo); powerups.push(combo); }; return self; }); // --- 38. Add a new asteroid type: ComboHealthAsteroid (drops combo and health powerups) var ComboHealthAsteroid = Container.expand(function () { var self = Container.call(this); var asteroidGraphics = self.attachAsset('asteroid', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.0, scaleY: 2.0 }); self.speed = 2.5; self.update = function () { self.y += self.speed; }; self.dropComboAndHealth = function () { var combo = new ComboPowerup(); combo.x = self.x; combo.y = self.y; game.addChild(combo); powerups.push(combo); var health = new HealthPowerup(); health.x = self.x - 30; health.y = self.y; game.addChild(health); powerups.push(health); }; return self; }); // --- 37. Add a new asteroid type: ComboMagnetAsteroid (drops combo and magnet powerups) var ComboMagnetAsteroid = Container.expand(function () { var self = Container.call(this); var asteroidGraphics = self.attachAsset('asteroid', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.0, scaleY: 2.0 }); self.speed = 2.5; self.update = function () { self.y += self.speed; }; self.dropComboAndMagnet = function () { var combo = new ComboPowerup(); combo.x = self.x; combo.y = self.y; game.addChild(combo); powerups.push(combo); var magnet = new MagnetPowerup(); magnet.x = self.x + 30; magnet.y = self.y; game.addChild(magnet); powerups.push(magnet); }; return self; }); // --- 1. Combo Powerup: Grants both shield and fire rate for 5 seconds var ComboPowerup = Container.expand(function () { var self = Container.call(this); var powerupGraphics = self.attachAsset('powerup', { anchorX: 0.5, anchorY: 0.5, scaleX: 3.5, scaleY: 3.5 }); self.type = 'combo'; self.speed = 3; powerupGraphics.tint = 0xff00ff; // Magenta for combo self.update = function () { self.y += self.speed; var scale = 1 + Math.sin(LK.ticks * 0.1) * 0.1; powerupGraphics.scale.set(scale, scale); }; return self; }); // --- 39. Add a new asteroid type: ComboScoreMultiplierAsteroid (drops combo and score multiplier powerups) var ComboScoreMultiplierAsteroid = Container.expand(function () { var self = Container.call(this); var asteroidGraphics = self.attachAsset('asteroid', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.0, scaleY: 2.0 }); self.speed = 2.5; self.update = function () { self.y += self.speed; }; self.dropComboAndScoreMultiplier = function () { var combo = new ComboPowerup(); combo.x = self.x; combo.y = self.y; game.addChild(combo); powerups.push(combo); var sm = new ScoreMultiplierPowerup(); sm.x = self.x + 30; sm.y = self.y; game.addChild(sm); powerups.push(sm); }; return self; }); // --- 36. Add a new asteroid type: ComboSwarmAsteroid (spawns SwarmEnemies and drops combo powerup) var ComboSwarmAsteroid = Container.expand(function () { var self = Container.call(this); var asteroidGraphics = self.attachAsset('asteroid', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.0, scaleY: 2.0 }); self.speed = 2.5; self.update = function () { self.y += self.speed; }; self.spawnSwarmAndDropCombo = function () { for (var i = 0; i < 3; i++) { var swarm = new SwarmEnemy(); swarm.x = self.x + (Math.random() - 0.5) * 100; swarm.y = self.y; game.addChild(swarm); enemies.push(swarm); } var combo = new ComboPowerup(); combo.x = self.x; combo.y = self.y; game.addChild(combo); powerups.push(combo); }; return self; }); // --- 41. Add a new asteroid type: ComboSwarmHealthAsteroid (spawns SwarmEnemies, drops combo and health powerups) var ComboSwarmHealthAsteroid = Container.expand(function () { var self = Container.call(this); var asteroidGraphics = self.attachAsset('asteroid', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.0, scaleY: 2.0 }); self.speed = 2.5; self.update = function () { self.y += self.speed; }; self.spawnSwarmDropComboHealth = function () { for (var i = 0; i < 3; i++) { var swarm = new SwarmEnemy(); swarm.x = self.x + (Math.random() - 0.5) * 100; swarm.y = self.y; game.addChild(swarm); enemies.push(swarm); } var combo = new ComboPowerup(); combo.x = self.x; combo.y = self.y; game.addChild(combo); powerups.push(combo); var health = new HealthPowerup(); health.x = self.x - 30; health.y = self.y; game.addChild(health); powerups.push(health); }; return self; }); // --- 45. Add a new asteroid type: ComboSwarmHealthScoreMultiplierAsteroid (spawns SwarmEnemies, drops combo, health, and score multiplier powerups) var ComboSwarmHealthScoreMultiplierAsteroid = Container.expand(function () { var self = Container.call(this); var asteroidGraphics = self.attachAsset('asteroid', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.0, scaleY: 2.0 }); self.speed = 2.5; self.update = function () { self.y += self.speed; }; self.spawnSwarmDropComboHealthScoreMultiplier = function () { for (var i = 0; i < 3; i++) { var swarm = new SwarmEnemy(); swarm.x = self.x + (Math.random() - 0.5) * 100; swarm.y = self.y; game.addChild(swarm); enemies.push(swarm); } var combo = new ComboPowerup(); combo.x = self.x; combo.y = self.y; game.addChild(combo); powerups.push(combo); var health = new HealthPowerup(); health.x = self.x + 30; health.y = self.y; game.addChild(health); powerups.push(health); var sm = new ScoreMultiplierPowerup(); sm.x = self.x - 30; sm.y = self.y; game.addChild(sm); powerups.push(sm); }; return self; }); // --- 40. Add a new asteroid type: ComboSwarmMagnetAsteroid (spawns SwarmEnemies, drops combo and magnet powerups) var ComboSwarmMagnetAsteroid = Container.expand(function () { var self = Container.call(this); var asteroidGraphics = self.attachAsset('asteroid', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.0, scaleY: 2.0 }); self.speed = 2.5; self.update = function () { self.y += self.speed; }; self.spawnSwarmDropComboMagnet = function () { for (var i = 0; i < 3; i++) { var swarm = new SwarmEnemy(); swarm.x = self.x + (Math.random() - 0.5) * 100; swarm.y = self.y; game.addChild(swarm); enemies.push(swarm); } var combo = new ComboPowerup(); combo.x = self.x; combo.y = self.y; game.addChild(combo); powerups.push(combo); var magnet = new MagnetPowerup(); magnet.x = self.x + 30; magnet.y = self.y; game.addChild(magnet); powerups.push(magnet); }; return self; }); // --- 43. Add a new asteroid type: ComboSwarmMagnetHealthAsteroid (spawns SwarmEnemies, drops combo, magnet, and health powerups) var ComboSwarmMagnetHealthAsteroid = Container.expand(function () { var self = Container.call(this); var asteroidGraphics = self.attachAsset('asteroid', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.0, scaleY: 2.0 }); self.speed = 2.5; self.update = function () { self.y += self.speed; }; self.spawnSwarmDropComboMagnetHealth = function () { for (var i = 0; i < 3; i++) { var swarm = new SwarmEnemy(); swarm.x = self.x + (Math.random() - 0.5) * 100; swarm.y = self.y; game.addChild(swarm); enemies.push(swarm); } var combo = new ComboPowerup(); combo.x = self.x; combo.y = self.y; game.addChild(combo); powerups.push(combo); var magnet = new MagnetPowerup(); magnet.x = self.x + 30; magnet.y = self.y; game.addChild(magnet); powerups.push(magnet); var health = new HealthPowerup(); health.x = self.x - 30; health.y = self.y; game.addChild(health); powerups.push(health); }; return self; }); // --- 46. Add a new asteroid type: ComboSwarmMagnetHealthScoreMultiplierAsteroid (spawns SwarmEnemies, drops combo, magnet, health, and score multiplier powerups) var ComboSwarmMagnetHealthScoreMultiplierAsteroid = Container.expand(function () { var self = Container.call(this); var asteroidGraphics = self.attachAsset('asteroid', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.0, scaleY: 2.0 }); self.speed = 2.5; self.update = function () { self.y += self.speed; }; self.spawnSwarmDropComboMagnetHealthScoreMultiplier = function () { for (var i = 0; i < 3; i++) { var swarm = new SwarmEnemy(); swarm.x = self.x + (Math.random() - 0.5) * 100; swarm.y = self.y; game.addChild(swarm); enemies.push(swarm); } var combo = new ComboPowerup(); combo.x = self.x; combo.y = self.y; game.addChild(combo); powerups.push(combo); var magnet = new MagnetPowerup(); magnet.x = self.x + 30; magnet.y = self.y; game.addChild(magnet); powerups.push(magnet); var health = new HealthPowerup(); health.x = self.x - 30; health.y = self.y; game.addChild(health); powerups.push(health); var sm = new ScoreMultiplierPowerup(); sm.x = self.x + 60; sm.y = self.y; game.addChild(sm); powerups.push(sm); }; return self; }); // --- 47. Add a new asteroid type: ComboSwarmMagnetHealthScoreMultiplierTimeSlowAsteroid (spawns SwarmEnemies, drops combo, magnet, health, score multiplier, and time slow powerups) var ComboSwarmMagnetHealthScoreMultiplierTimeSlowAsteroid = Container.expand(function () { var self = Container.call(this); var asteroidGraphics = self.attachAsset('asteroid', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.0, scaleY: 2.0 }); self.speed = 2.5; self.update = function () { self.y += self.speed; }; self.spawnSwarmDropAll = function () { for (var i = 0; i < 3; i++) { var swarm = new SwarmEnemy(); swarm.x = self.x + (Math.random() - 0.5) * 100; swarm.y = self.y; game.addChild(swarm); enemies.push(swarm); } var combo = new ComboPowerup(); combo.x = self.x; combo.y = self.y; game.addChild(combo); powerups.push(combo); var magnet = new MagnetPowerup(); magnet.x = self.x + 30; magnet.y = self.y; game.addChild(magnet); powerups.push(magnet); var health = new HealthPowerup(); health.x = self.x - 30; health.y = self.y; game.addChild(health); powerups.push(health); var sm = new ScoreMultiplierPowerup(); sm.x = self.x + 60; sm.y = self.y; game.addChild(sm); powerups.push(sm); var ts = new TimeSlowPowerup(); ts.x = self.x - 60; ts.y = self.y; game.addChild(ts); powerups.push(ts); }; return self; }); // --- 48. Add a new asteroid type: ComboSwarmMagnetHealthScoreMultiplierTimeSlowHealerAsteroid (spawns SwarmEnemies, drops combo, magnet, health, score multiplier, time slow, and heals player) var ComboSwarmMagnetHealthScoreMultiplierTimeSlowHealerAsteroid = Container.expand(function () { var self = Container.call(this); var asteroidGraphics = self.attachAsset('asteroid', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.0, scaleY: 2.0 }); self.speed = 2.5; self.update = function () { self.y += self.speed; }; self.spawnSwarmDropAllHeal = function () { for (var i = 0; i < 3; i++) { var swarm = new SwarmEnemy(); swarm.x = self.x + (Math.random() - 0.5) * 100; swarm.y = self.y; game.addChild(swarm); enemies.push(swarm); } var combo = new ComboPowerup(); combo.x = self.x; combo.y = self.y; game.addChild(combo); powerups.push(combo); var magnet = new MagnetPowerup(); magnet.x = self.x + 30; magnet.y = self.y; game.addChild(magnet); powerups.push(magnet); var health = new HealthPowerup(); health.x = self.x - 30; health.y = self.y; game.addChild(health); powerups.push(health); var sm = new ScoreMultiplierPowerup(); sm.x = self.x + 60; sm.y = self.y; game.addChild(sm); powerups.push(sm); var ts = new TimeSlowPowerup(); ts.x = self.x - 60; ts.y = self.y; game.addChild(ts); powerups.push(ts); if (player) { player.health = Math.min(player.health + 2, 10); updateUI(); } }; return self; }); // --- 49. Add a new asteroid type: ComboSwarmMagnetHealthScoreMultiplierTimeSlowHealerScoreAsteroid (spawns SwarmEnemies, drops combo, magnet, health, score multiplier, time slow, heals player, and gives bonus score) var ComboSwarmMagnetHealthScoreMultiplierTimeSlowHealerScoreAsteroid = Container.expand(function () { var self = Container.call(this); var asteroidGraphics = self.attachAsset('asteroid', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.0, scaleY: 2.0 }); self.speed = 2.5; self.update = function () { self.y += self.speed; }; self.spawnSwarmDropAllHealScore = function () { for (var i = 0; i < 3; i++) { var swarm = new SwarmEnemy(); swarm.x = self.x + (Math.random() - 0.5) * 100; swarm.y = self.y; game.addChild(swarm); enemies.push(swarm); } var combo = new ComboPowerup(); combo.x = self.x; combo.y = self.y; game.addChild(combo); powerups.push(combo); var magnet = new MagnetPowerup(); magnet.x = self.x + 30; magnet.y = self.y; game.addChild(magnet); powerups.push(magnet); var health = new HealthPowerup(); health.x = self.x - 30; health.y = self.y; game.addChild(health); powerups.push(health); var sm = new ScoreMultiplierPowerup(); sm.x = self.x + 60; sm.y = self.y; game.addChild(sm); powerups.push(sm); var ts = new TimeSlowPowerup(); ts.x = self.x - 60; ts.y = self.y; game.addChild(ts); powerups.push(ts); if (player) { player.health = Math.min(player.health + 2, 10); updateUI(); } LK.setScore(LK.getScore() + 500); updateUI(); }; return self; }); // --- 50. Add a new asteroid type: ComboSwarmMagnetHealthScoreMultiplierTimeSlowHealerScoreReflectorAsteroid (spawns SwarmEnemies, drops combo, magnet, health, score multiplier, time slow, heals player, gives bonus score, and reflects bullets) var ComboSwarmMagnetHealthScoreMultiplierTimeSlowHealerScoreReflectorAsteroid = Container.expand(function () { var self = Container.call(this); var asteroidGraphics = self.attachAsset('asteroid', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.0, scaleY: 2.0 }); self.speed = 2.5; self.reflects = true; self.update = function () { self.y += self.speed; }; self.spawnSwarmDropAllHealScoreReflect = function () { for (var i = 0; i < 3; i++) { var swarm = new SwarmEnemy(); swarm.x = self.x + (Math.random() - 0.5) * 100; swarm.y = self.y; game.addChild(swarm); enemies.push(swarm); } var combo = new ComboPowerup(); combo.x = self.x; combo.y = self.y; game.addChild(combo); powerups.push(combo); var magnet = new MagnetPowerup(); magnet.x = self.x + 30; magnet.y = self.y; game.addChild(magnet); powerups.push(magnet); var health = new HealthPowerup(); health.x = self.x - 30; health.y = self.y; game.addChild(health); powerups.push(health); var sm = new ScoreMultiplierPowerup(); sm.x = self.x + 60; sm.y = self.y; game.addChild(sm); powerups.push(sm); var ts = new TimeSlowPowerup(); ts.x = self.x - 60; ts.y = self.y; game.addChild(ts); powerups.push(ts); if (player) { player.health = Math.min(player.health + 2, 10); updateUI(); } LK.setScore(LK.getScore() + 500); updateUI(); }; return self; }); // --- 44. Add a new asteroid type: ComboSwarmMagnetScoreMultiplierAsteroid (spawns SwarmEnemies, drops combo, magnet, and score multiplier powerups) var ComboSwarmMagnetScoreMultiplierAsteroid = Container.expand(function () { var self = Container.call(this); var asteroidGraphics = self.attachAsset('asteroid', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.0, scaleY: 2.0 }); self.speed = 2.5; self.update = function () { self.y += self.speed; }; self.spawnSwarmDropComboMagnetScoreMultiplier = function () { for (var i = 0; i < 3; i++) { var swarm = new SwarmEnemy(); swarm.x = self.x + (Math.random() - 0.5) * 100; swarm.y = self.y; game.addChild(swarm); enemies.push(swarm); } var combo = new ComboPowerup(); combo.x = self.x; combo.y = self.y; game.addChild(combo); powerups.push(combo); var magnet = new MagnetPowerup(); magnet.x = self.x + 30; magnet.y = self.y; game.addChild(magnet); powerups.push(magnet); var sm = new ScoreMultiplierPowerup(); sm.x = self.x - 30; sm.y = self.y; game.addChild(sm); powerups.push(sm); }; return self; }); // --- 42. Add a new asteroid type: ComboSwarmScoreMultiplierAsteroid (spawns SwarmEnemies, drops combo and score multiplier powerups) var ComboSwarmScoreMultiplierAsteroid = Container.expand(function () { var self = Container.call(this); var asteroidGraphics = self.attachAsset('asteroid', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.0, scaleY: 2.0 }); self.speed = 2.5; self.update = function () { self.y += self.speed; }; self.spawnSwarmDropComboScoreMultiplier = function () { for (var i = 0; i < 3; i++) { var swarm = new SwarmEnemy(); swarm.x = self.x + (Math.random() - 0.5) * 100; swarm.y = self.y; game.addChild(swarm); enemies.push(swarm); } var combo = new ComboPowerup(); combo.x = self.x; combo.y = self.y; game.addChild(combo); powerups.push(combo); var sm = new ScoreMultiplierPowerup(); sm.x = self.x + 30; sm.y = self.y; game.addChild(sm); powerups.push(sm); }; return self; }); var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.0, scaleY: 2.0 }); self.health = 1; self.speed = 2; self.points = 10; self.canShoot = false; self.fireRate = 120; // Frames between shots self.lastFired = Math.floor(Math.random() * 60); // Randomize initial fire time self.movePattern = 'straight'; // Default pattern self.amplitude = 100; // For wave pattern self.frequency = 0.02; // For wave pattern self.startX = 0; // Store initial X position for wave pattern self.direction = 1; // For zigzag pattern self.update = function () { // Basic movement if (self.movePattern === 'straight') { self.y += self.speed; } else if (self.movePattern === 'wave') { self.y += self.speed; self.x = self.startX + Math.sin(self.y * self.frequency) * self.amplitude; } else if (self.movePattern === 'zigzag') { self.y += self.speed; self.x += self.speed * self.direction; // Reverse direction if approaching screen edge if (self.x < 100 || self.x > 2048 - 100) { self.direction *= -1; } } // Enemy shooting logic if (self.canShoot) { self.lastFired++; if (self.lastFired >= self.fireRate) { self.lastFired = 0; return true; // Signal to create a bullet } } return false; }; self.takeDamage = function (amount) { self.health -= amount; return self.health <= 0; }; return self; }); var EnemyBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('enemyBullet', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.0, scaleY: 2.0 }); self.speed = 8; self.update = function () { self.y += self.speed; }; return self; }); // --- 9. Add a new enemy type: ExploderEnemy (explodes on death, damaging nearby) var ExploderEnemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.0, scaleY: 2.0 }); self.health = 2; self.speed = 2.5; self.points = 30; self.update = function () { self.y += self.speed; }; self.takeDamage = function (amount) { self.health -= amount; if (self.health <= 0) { // Damage all enemies within 150px for (var i = 0; i < enemies.length; i++) { var e = enemies[i]; if (e !== self && Math.abs(e.x - self.x) < 150 && Math.abs(e.y - self.y) < 150) { e.takeDamage(1); LK.effects.flashObject(e, 0xff8800, 300); } } // Damage player if close if (player && Math.abs(player.x - self.x) < 150 && Math.abs(player.y - self.y) < 150) { player.takeDamage(); updateUI(); handleGameOver(); } return true; } return false; }; return self; }); // --- 21. Add a new asteroid type: ExplodingAsteroid (explodes on death) var ExplodingAsteroid = Container.expand(function () { var self = Container.call(this); var asteroidGraphics = self.attachAsset('asteroid', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.5, scaleY: 2.5 }); self.speed = 2.5; self.update = function () { self.y += self.speed; }; self.explode = function () { // Damage player if close if (player && Math.abs(player.x - self.x) < 200 && Math.abs(player.y - self.y) < 200) { player.takeDamage(); updateUI(); handleGameOver(); } LK.effects.flashScreen(0xff8800, 500); }; return self; }); // --- 18. Add a new asteroid type: FastAsteroid var FastAsteroid = Container.expand(function () { var self = Container.call(this); var asteroidGraphics = self.attachAsset('asteroid', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.0 + Math.random() * 1.5, scaleY: 1.0 + Math.random() * 1.5 }); self.speed = 8 + Math.random() * 4; self.rotationSpeed = (Math.random() - 0.5) * 0.1; self.update = function () { self.y += self.speed; self.rotation += self.rotationSpeed; }; return self; }); // --- 7. Add a new enemy type: FastEnemy (moves very fast, low health) var FastEnemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); self.health = 1; self.speed = 7; self.points = 20; self.update = function () { self.y += self.speed; }; self.takeDamage = function (amount) { self.health -= amount; return self.health <= 0; }; return self; }); // --- 25. Add a new asteroid type: GhostAsteroid (only hit by powerup bullets) var GhostAsteroid = Container.expand(function () { var self = Container.call(this); var asteroidGraphics = self.attachAsset('asteroid', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.0, scaleY: 2.0 }); self.speed = 2.5; self.health = 2; self.update = function () { self.y += self.speed; }; self.takeDamage = function (amount, isPowerup) { if (isPowerup) { self.health -= amount; } return self.health <= 0; }; self.isGhost = true; return self; }); // --- 11. Add a new enemy type: GhostEnemy (can phase through player, only hit by powerup bullets) var GhostEnemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.0, scaleY: 2.0 }); self.health = 2; self.speed = 2.2; self.points = 40; self.update = function () { self.y += self.speed; }; self.takeDamage = function (amount, isPowerup) { if (isPowerup) { self.health -= amount; } return self.health <= 0; }; self.isGhost = true; return self; }); // --- 19. Add a new asteroid type: GiantAsteroid (splits into smaller asteroids) var GiantAsteroid = Container.expand(function () { var self = Container.call(this); var asteroidGraphics = self.attachAsset('asteroid', { anchorX: 0.5, anchorY: 0.5, scaleX: 4.0, scaleY: 4.0 }); self.speed = 2 + Math.random() * 2; self.rotationSpeed = (Math.random() - 0.5) * 0.05; self.update = function () { self.y += self.speed; self.rotation += self.rotationSpeed; }; self.split = function () { for (var i = 0; i < 3; i++) { var smallAsteroid = new Asteroid(); smallAsteroid.x = self.x + (Math.random() - 0.5) * 100; smallAsteroid.y = self.y; game.addChild(smallAsteroid); asteroids.push(smallAsteroid); } }; return self; }); // --- 27. Add a new asteroid type: HealerAsteroid (heals player on death) var HealerAsteroid = Container.expand(function () { var self = Container.call(this); var asteroidGraphics = self.attachAsset('asteroid', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.0, scaleY: 2.0 }); self.speed = 2.5; self.update = function () { self.y += self.speed; }; self.healPlayer = function () { if (player) { player.health = Math.min(player.health + 1, 10); updateUI(); } }; return self; }); // --- 17. Add a new boss: HealerBoss (heals itself and enemies every 8 seconds) var HealerBoss = Container.expand(function () { var self = Container.call(this); var bossGraphics = self.attachAsset('boss', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.0, scaleY: 2.0 }); self.health = 80; self.maxHealth = 80; self.speed = 2.0; self.points = 1700; self.phase = 1; self.moveDirection = 1; self.fireRate = 60; self.lastFired = 0; self.healTimer = 0; self.update = function () { self.x += self.speed * self.moveDirection; if (self.x < 300 || self.x > 2048 - 300) { self.moveDirection *= -1; } self.lastFired++; if (self.lastFired >= self.fireRate) { self.lastFired = 0; return true; } self.healTimer++; if (self.healTimer >= 480) { self.healTimer = 0; self.health = Math.min(self.maxHealth, self.health + 10); for (var i = 0; i < enemies.length; i++) { enemies[i].health = Math.min(5, enemies[i].health + 1); LK.effects.flashObject(enemies[i], 0x00ff00, 300); } LK.effects.flashObject(self, 0x00ff00, 1000); } return false; }; self.takeDamage = function (amount) { self.health -= amount; LK.effects.flashObject(self, 0x00ff00, 300); return self.health <= 0; }; return self; }); // --- 8. Add a new enemy type: HealerEnemy (heals other enemies) var HealerEnemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.0, scaleY: 2.0 }); self.health = 2; self.speed = 1.5; self.points = 25; self.healRate = 180; self.lastHeal = 0; self.update = function () { self.y += self.speed; self.lastHeal++; if (self.lastHeal >= self.healRate) { self.lastHeal = 0; // Heal a random enemy if (enemies.length > 1) { for (var i = 0; i < 2; i++) { var idx = Math.floor(Math.random() * enemies.length); if (enemies[idx] !== self && enemies[idx].health < 5) { enemies[idx].health++; LK.effects.flashObject(enemies[idx], 0x00ff00, 300); break; } } } } }; self.takeDamage = function (amount) { self.health -= amount; return self.health <= 0; }; return self; }); // --- 3. Health Powerup: Restores 1 health var HealthPowerup = Container.expand(function () { var self = Container.call(this); var powerupGraphics = self.attachAsset('powerup', { anchorX: 0.5, anchorY: 0.5, scaleX: 3.5, scaleY: 3.5 }); self.type = 'health'; self.speed = 3; powerupGraphics.tint = 0x00ff99; // Teal for health self.update = function () { self.y += self.speed; var scale = 1 + Math.sin(LK.ticks * 0.1) * 0.1; powerupGraphics.scale.set(scale, scale); }; return self; }); // --- 33. Add a new asteroid type: HealthPowerupAsteroid (drops health powerup on death) var HealthPowerupAsteroid = Container.expand(function () { var self = Container.call(this); var asteroidGraphics = self.attachAsset('asteroid', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.0, scaleY: 2.0 }); self.speed = 2.5; self.update = function () { self.y += self.speed; }; self.dropHealth = function () { var health = new HealthPowerup(); health.x = self.x; health.y = self.y; game.addChild(health); powerups.push(health); }; return self; }); var HeavyEnemy = Container.expand(function () { var self = Container.call(this); var heavyEnemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5, scaleX: 3.0, scaleY: 3.0 }); self.health = 5; self.speed = 1; self.points = 50; self.update = function () { self.y += self.speed; }; self.takeDamage = function (amount) { self.health -= amount; return self.health <= 0; }; return self; }); // --- 20. Add a new asteroid type: HomingAsteroid (follows player) var HomingAsteroid = Container.expand(function () { var self = Container.call(this); var asteroidGraphics = self.attachAsset('asteroid', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.0, scaleY: 2.0 }); self.speed = 3; self.update = function () { if (player) { var angle = Math.atan2(player.y - self.y, player.x - self.x); self.x += Math.cos(angle) * self.speed; self.y += Math.sin(angle) * self.speed; } }; return self; }); var KamikazeEnemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.0, scaleY: 2.0 }); self.health = 1; self.speed = 4; self.points = 15; self.update = function () { // Move directly towards the player if (player) { var angle = Math.atan2(player.y - self.y, player.x - self.x); self.x += Math.cos(angle) * self.speed; self.y += Math.sin(angle) * self.speed; } }; self.takeDamage = function (amount) { self.health -= amount; return self.health <= 0; }; return self; }); // --- 30. Add a new asteroid type: MagnetAsteroid (attracts all powerups to itself) var MagnetAsteroid = Container.expand(function () { var self = Container.call(this); var asteroidGraphics = self.attachAsset('asteroid', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.0, scaleY: 2.0 }); self.speed = 2.5; self.update = function () { self.y += self.speed; // Attract powerups for (var i = 0; i < powerups.length; i++) { var p = powerups[i]; var angle = Math.atan2(self.y - p.y, self.x - p.x); p.x += Math.cos(angle) * 2; p.y += Math.sin(angle) * 2; } }; return self; }); // --- 2. Magnet Powerup: Attracts all powerups to player for 5 seconds var MagnetPowerup = Container.expand(function () { var self = Container.call(this); var powerupGraphics = self.attachAsset('powerup', { anchorX: 0.5, anchorY: 0.5, scaleX: 3.5, scaleY: 3.5 }); self.type = 'magnet'; self.speed = 3; powerupGraphics.tint = 0xffff00; // Yellow for magnet self.update = function () { self.y += self.speed; var scale = 1 + Math.sin(LK.ticks * 0.1) * 0.1; powerupGraphics.scale.set(scale, scale); }; return self; }); // --- 32. Add a new asteroid type: MagnetPowerupAsteroid (drops magnet powerup on death) var MagnetPowerupAsteroid = Container.expand(function () { var self = Container.call(this); var asteroidGraphics = self.attachAsset('asteroid', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.0, scaleY: 2.0 }); self.speed = 2.5; self.update = function () { self.y += self.speed; }; self.dropMagnet = function () { var magnet = new MagnetPowerup(); magnet.x = self.x; magnet.y = self.y; game.addChild(magnet); powerups.push(magnet); }; return self; }); var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.0, scaleY: 2.0 }); self.health = 3; self.fireRate = 20; self.lastFired = 0; self.speed = 10; self.powerupTimer = 0; self.hasPowerup = false; self.takeDamage = function () { if (self.invulnerable) { return; } self.health--; LK.getSound('playerHit').play(); // Flash player to indicate damage self.invulnerable = true; // Blink effect to show invulnerability var blinkCount = 0; var blinkInterval = LK.setInterval(function () { playerGraphics.alpha = playerGraphics.alpha === 1 ? 0.2 : 1; blinkCount++; if (blinkCount >= 10) { LK.clearInterval(blinkInterval); playerGraphics.alpha = 1; self.invulnerable = false; } }, 150); }; self.activatePowerup = function (type) { LK.getSound('powerupCollected').play(); self.hasPowerup = true; self.powerupTimer = 300; // 5 seconds at 60fps if (type === 'fire') { self.fireRate = 10; // Faster fire rate playerGraphics.tint = 0xff0000; } else if (type === 'shield') { self.invulnerable = true; playerGraphics.tint = 0x00ffff; } else if (type === 'timeSlow') { self.timeSlowActive = true; game.setGameSpeed(0.5); // Slow down game speed playerGraphics.tint = 0x00ff00; // Green tint for time slow } }; self.update = function () { // Handle powerup duration if (self.hasPowerup) { self.powerupTimer--; if (self.powerupTimer <= 0) { self.hasPowerup = false; self.fireRate = 20; // Reset to normal self.invulnerable = false; playerGraphics.tint = 0xffffff; // Reset tint if (self.timeSlowActive) { self.timeSlowActive = false; game.setGameSpeed(1); // Reset game speed to normal } } } }; return self; }); var PlayerShip2 = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.0, scaleY: 2.0 }); self.health = 5; self.fireRate = 15; self.lastFired = 0; self.speed = 12; self.powerupTimer = 0; self.hasPowerup = false; self.takeDamage = function () { if (self.invulnerable) { return; } self.health--; LK.getSound('playerHit').play(); self.invulnerable = true; var blinkCount = 0; var blinkInterval = LK.setInterval(function () { playerGraphics.alpha = playerGraphics.alpha === 1 ? 0.2 : 1; blinkCount++; if (blinkCount >= 10) { LK.clearInterval(blinkInterval); playerGraphics.alpha = 1; self.invulnerable = false; } }, 150); }; self.activatePowerup = function (type) { LK.getSound('powerupCollected').play(); self.hasPowerup = true; self.powerupTimer = 300; if (type === 'fire') { self.fireRate = 8; playerGraphics.tint = 0xff0000; } else if (type === 'shield') { self.invulnerable = true; playerGraphics.tint = 0x00ffff; } else if (type === 'timeSlow') { self.timeSlowActive = true; game.setGameSpeed(0.5); playerGraphics.tint = 0x00ff00; } }; self.update = function () { if (self.hasPowerup) { self.powerupTimer--; if (self.powerupTimer <= 0) { self.hasPowerup = false; self.fireRate = 15; self.invulnerable = false; playerGraphics.tint = 0xffffff; if (self.timeSlowActive) { self.timeSlowActive = false; game.setGameSpeed(1); } } } }; return self; }); var PlayerShip3 = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.0, scaleY: 2.0 }); self.health = 4; self.fireRate = 18; self.lastFired = 0; self.speed = 10; self.powerupTimer = 0; self.hasPowerup = false; self.teleportCooldown = 300; // Cooldown period for teleport ability self.lastTeleport = 0; self.takeDamage = function () { if (self.invulnerable) { return; } self.health--; LK.getSound('playerHit').play(); self.invulnerable = true; var blinkCount = 0; var blinkInterval = LK.setInterval(function () { playerGraphics.alpha = playerGraphics.alpha === 1 ? 0.2 : 1; blinkCount++; if (blinkCount >= 10) { LK.clearInterval(blinkInterval); playerGraphics.alpha = 1; self.invulnerable = false; } }, 150); }; self.activatePowerup = function (type) { LK.getSound('powerupCollected').play(); self.hasPowerup = true; self.powerupTimer = 300; if (type === 'fire') { self.fireRate = 9; playerGraphics.tint = 0xff0000; } else if (type === 'shield') { self.invulnerable = true; playerGraphics.tint = 0x00ffff; } else if (type === 'timeSlow') { self.timeSlowActive = true; game.setGameSpeed(0.5); playerGraphics.tint = 0x00ff00; } }; self.update = function () { if (self.hasPowerup) { self.powerupTimer--; if (self.powerupTimer <= 0) { self.hasPowerup = false; self.fireRate = 18; self.invulnerable = false; playerGraphics.tint = 0xffffff; if (self.timeSlowActive) { self.timeSlowActive = false; game.setGameSpeed(1); } } } // Teleport ability logic self.lastTeleport++; if (self.lastTeleport >= self.teleportCooldown) { // Teleport to a random position on the screen self.x = Math.random() * GAME_WIDTH; self.y = Math.random() * GAME_HEIGHT; self.lastTeleport = 0; } }; return self; }); var Powerup = Container.expand(function () { var self = Container.call(this); var powerupGraphics = self.attachAsset('powerup', { anchorX: 0.5, anchorY: 0.5, scaleX: 3.5, scaleY: 3.5 }); self.type = Math.random() < 0.5 ? 'fire' : 'shield'; self.speed = 3; // Set color based on type if (self.type === 'fire') { powerupGraphics.tint = 0xff0000; // Red for fire rate } else { powerupGraphics.tint = 0x00ffff; // Cyan for shield } self.update = function () { self.y += self.speed; // Slight pulsing effect var scale = 1 + Math.sin(LK.ticks * 0.1) * 0.1; powerupGraphics.scale.set(scale, scale); }; return self; }); // --- 22. Add a new asteroid type: PowerupAsteroid (drops powerup on death) var PowerupAsteroid = Container.expand(function () { var self = Container.call(this); var asteroidGraphics = self.attachAsset('asteroid', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.0, scaleY: 2.0 }); self.speed = 2.5; self.update = function () { self.y += self.speed; }; self.dropPowerup = function () { spawnPowerup(self.x, self.y); }; return self; }); // --- 24. Add a new asteroid type: ReflectorAsteroid (reflects bullets) var ReflectorAsteroid = Container.expand(function () { var self = Container.call(this); var asteroidGraphics = self.attachAsset('asteroid', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.0, scaleY: 2.0 }); self.speed = 2.5; self.update = function () { self.y += self.speed; }; self.reflects = true; return self; }); // --- 16. Add a new boss: ReflectorBoss (reflects all bullets for 5 seconds every 15 seconds) var ReflectorBoss = Container.expand(function () { var self = Container.call(this); var bossGraphics = self.attachAsset('boss', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.0, scaleY: 2.0 }); self.health = 70; self.maxHealth = 70; self.speed = 2.0; self.points = 1500; self.phase = 1; self.moveDirection = 1; self.fireRate = 50; self.lastFired = 0; self.reflectTimer = 0; self.reflectActive = false; self.update = function () { self.x += self.speed * self.moveDirection; if (self.x < 300 || self.x > 2048 - 300) { self.moveDirection *= -1; } self.lastFired++; if (self.lastFired >= self.fireRate) { self.lastFired = 0; return true; } self.reflectTimer++; if (!self.reflectActive && self.reflectTimer >= 900) { self.reflectActive = true; self.reflectTimer = 0; LK.effects.flashObject(self, 0xffff00, 5000); LK.setTimeout(function () { self.reflectActive = false; }, 5000); } return false; }; self.takeDamage = function (amount) { self.health -= amount; LK.effects.flashObject(self, 0xffff00, 300); return self.health <= 0; }; return self; }); // --- 10. Add a new enemy type: ReflectorEnemy (reflects bullets) var ReflectorEnemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.0, scaleY: 2.0 }); self.health = 3; self.speed = 1.8; self.points = 35; self.update = function () { self.y += self.speed; }; self.takeDamage = function (amount) { self.health -= amount; return self.health <= 0; }; self.reflects = true; return self; }); // --- 29. Add a new asteroid type: ScoreAsteroid (gives bonus score on death) var ScoreAsteroid = Container.expand(function () { var self = Container.call(this); var asteroidGraphics = self.attachAsset('asteroid', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.0, scaleY: 2.0 }); self.speed = 2.5; self.update = function () { self.y += self.speed; }; self.giveScore = function () { LK.setScore(LK.getScore() + 100); updateUI(); }; return self; }); // --- 4. Score Multiplier Powerup: Doubles score for 10 seconds var ScoreMultiplierPowerup = Container.expand(function () { var self = Container.call(this); var powerupGraphics = self.attachAsset('powerup', { anchorX: 0.5, anchorY: 0.5, scaleX: 3.5, scaleY: 3.5 }); self.type = 'scoreMultiplier'; self.speed = 3; powerupGraphics.tint = 0xffa500; // Orange for score multiplier self.update = function () { self.y += self.speed; var scale = 1 + Math.sin(LK.ticks * 0.1) * 0.1; powerupGraphics.scale.set(scale, scale); }; return self; }); // --- 34. Add a new asteroid type: ScoreMultiplierPowerupAsteroid (drops score multiplier powerup on death) var ScoreMultiplierPowerupAsteroid = Container.expand(function () { var self = Container.call(this); var asteroidGraphics = self.attachAsset('asteroid', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.0, scaleY: 2.0 }); self.speed = 2.5; self.update = function () { self.y += self.speed; }; self.dropScoreMultiplier = function () { var sm = new ScoreMultiplierPowerup(); sm.x = self.x; sm.y = self.y; game.addChild(sm); powerups.push(sm); }; return self; }); var ShieldPowerup = Container.expand(function () { var self = Container.call(this); var powerupGraphics = self.attachAsset('powerup', { anchorX: 0.5, anchorY: 0.5, scaleX: 3.5, scaleY: 3.5 }); self.type = 'shield'; self.speed = 3; powerupGraphics.tint = 0x00ffff; // Cyan for shield self.update = function () { self.y += self.speed; var scale = 1 + Math.sin(LK.ticks * 0.1) * 0.1; powerupGraphics.scale.set(scale, scale); }; return self; }); // --- 23. Add a new asteroid type: ShieldedAsteroid (takes half damage) var ShieldedAsteroid = Container.expand(function () { var self = Container.call(this); var asteroidGraphics = self.attachAsset('asteroid', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.5, scaleY: 2.5 }); self.speed = 2.5; self.health = 4; self.update = function () { self.y += self.speed; }; self.takeDamage = function (amount) { self.health -= Math.ceil(amount / 2); return self.health <= 0; }; return self; }); // --- 6. Add a new enemy type: ShieldedEnemy (takes half damage) var ShieldedEnemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.5, scaleY: 2.5 }); self.health = 4; self.speed = 1.2; self.points = 40; self.update = function () { self.y += self.speed; }; self.takeDamage = function (amount) { self.health -= Math.ceil(amount / 2); return self.health <= 0; }; return self; }); // --- 5. Add a new enemy type: SniperEnemy (shoots at player from distance) var SniperEnemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.0, scaleY: 2.0 }); self.health = 2; self.speed = 1.5; self.points = 30; self.canShoot = true; self.fireRate = 90; self.lastFired = 0; self.update = function () { self.y += self.speed; self.lastFired++; if (self.lastFired >= self.fireRate && player && Math.abs(self.x - player.x) < 200) { self.lastFired = 0; return true; } return false; }; self.takeDamage = function (amount) { self.health -= amount; return self.health <= 0; }; return self; }); // --- 13. Add a new enemy type: SplitterBoss (splits into two mini-bosses) var SplitterBoss = Container.expand(function () { var self = Container.call(this); var bossGraphics = self.attachAsset('boss', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.0, scaleY: 2.0 }); self.health = 40; self.maxHealth = 40; self.speed = 2.5; self.points = 800; self.phase = 1; self.moveDirection = 1; self.fireRate = 50; self.lastFired = 0; self.patternTimer = 0; self.currentPattern = 'move'; self.update = function () { self.patternTimer++; if (self.patternTimer >= 180) { self.patternTimer = 0; self.currentPattern = self.currentPattern === 'move' ? 'attack' : 'move'; } if (self.currentPattern === 'move') { self.x += self.speed * self.moveDirection; if (self.x < 300 || self.x > 2048 - 300) { self.moveDirection *= -1; } } if (self.currentPattern === 'attack') { self.lastFired++; if (self.lastFired >= self.fireRate) { self.lastFired = 0; return true; } } if (self.health <= self.maxHealth * 0.5 && self.phase === 1) { self.phase = 2; // Split into two mini-bosses for (var i = 0; i < 2; i++) { var miniBoss = new Boss(); miniBoss.x = self.x + (i === 0 ? -100 : 100); miniBoss.y = self.y; miniBoss.health = 15; miniBoss.maxHealth = 15; miniBoss.points = 200; game.addChild(miniBoss); boss = miniBoss; } self.destroy(); return false; } return false; }; self.takeDamage = function (amount) { self.health -= amount; LK.effects.flashObject(self, 0xff0000, 300); return self.health <= 0; }; return self; }); var SplittingEnemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.0, scaleY: 2.0 }); self.health = 2; self.speed = 2; self.points = 20; self.splitCount = 2; // Number of smaller enemies to spawn self.update = function () { self.y += self.speed; }; self.takeDamage = function (amount) { self.health -= amount; if (self.health <= 0) { // Spawn smaller enemies for (var i = 0; i < self.splitCount; i++) { var smallEnemy = new Enemy(); smallEnemy.x = self.x + (Math.random() - 0.5) * 50; smallEnemy.y = self.y; smallEnemy.health = 1; smallEnemy.speed = 3; game.addChild(smallEnemy); enemies.push(smallEnemy); } return true; } return false; }; return self; }); // --- 26. Add a new asteroid type: SwarmAsteroid (spawns SwarmEnemies on death) var SwarmAsteroid = Container.expand(function () { var self = Container.call(this); var asteroidGraphics = self.attachAsset('asteroid', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.0, scaleY: 2.0 }); self.speed = 2.5; self.update = function () { self.y += self.speed; }; self.spawnSwarm = function () { for (var i = 0; i < 5; i++) { var swarm = new SwarmEnemy(); swarm.x = self.x + (Math.random() - 0.5) * 100; swarm.y = self.y; game.addChild(swarm); enemies.push(swarm); } }; return self; }); // --- 15. Add a new boss: SwarmBoss (spawns SwarmEnemies every 2 seconds) var SwarmBoss = Container.expand(function () { var self = Container.call(this); var bossGraphics = self.attachAsset('boss', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.0, scaleY: 2.0 }); self.health = 60; self.maxHealth = 60; self.speed = 2.0; self.points = 1200; self.phase = 1; self.moveDirection = 1; self.fireRate = 60; self.lastFired = 0; self.swarmTimer = 0; self.update = function () { self.x += self.speed * self.moveDirection; if (self.x < 300 || self.x > 2048 - 300) { self.moveDirection *= -1; } self.lastFired++; if (self.lastFired >= self.fireRate) { self.lastFired = 0; return true; } self.swarmTimer++; if (self.swarmTimer >= 120) { self.swarmTimer = 0; // Spawn SwarmEnemies for (var i = 0; i < 5; i++) { var swarm = new SwarmEnemy(); swarm.x = self.x + (Math.random() - 0.5) * 200; swarm.y = self.y + 100; game.addChild(swarm); enemies.push(swarm); } } return false; }; self.takeDamage = function (amount) { self.health -= amount; LK.effects.flashObject(self, 0xff00ff, 300); return self.health <= 0; }; return self; }); // --- 12. Add a new enemy type: SwarmEnemy (spawns in groups, low points) var SwarmEnemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.0, scaleY: 1.0 }); self.health = 1; self.speed = 3.5; self.points = 5; self.update = function () { self.y += self.speed; }; self.takeDamage = function (amount) { self.health -= amount; return self.health <= 0; }; return self; }); // --- 35. Add a new asteroid type: SwarmPowerupAsteroid (spawns SwarmEnemies and drops powerup) var SwarmPowerupAsteroid = Container.expand(function () { var self = Container.call(this); var asteroidGraphics = self.attachAsset('asteroid', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.0, scaleY: 2.0 }); self.speed = 2.5; self.update = function () { self.y += self.speed; }; self.spawnSwarmAndDrop = function () { for (var i = 0; i < 3; i++) { var swarm = new SwarmEnemy(); swarm.x = self.x + (Math.random() - 0.5) * 100; swarm.y = self.y; game.addChild(swarm); enemies.push(swarm); } spawnPowerup(self.x, self.y); }; return self; }); // --- 28. Add a new asteroid type: TimeSlowAsteroid (slows time on death) var TimeSlowAsteroid = Container.expand(function () { var self = Container.call(this); var asteroidGraphics = self.attachAsset('asteroid', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.0, scaleY: 2.0 }); self.speed = 2.5; self.update = function () { self.y += self.speed; }; self.slowTime = function () { game.setGameSpeed(0.5); LK.setTimeout(function () { game.setGameSpeed(1); }, 3000); }; return self; }); var TimeSlowPowerup = Container.expand(function () { var self = Container.call(this); var powerupGraphics = self.attachAsset('powerup', { anchorX: 0.5, anchorY: 0.5, scaleX: 3.5, scaleY: 3.5 }); self.type = 'timeSlow'; self.speed = 3; powerupGraphics.tint = 0x00ff00; // Green for time slow self.update = function () { self.y += self.speed; var scale = 1 + Math.sin(LK.ticks * 0.1) * 0.1; powerupGraphics.scale.set(scale, scale); }; return self; }); // --- 14. Add a new boss: TimeStopBoss (freezes player for 2 seconds every 10 seconds) var TimeStopBoss = Container.expand(function () { var self = Container.call(this); var bossGraphics = self.attachAsset('boss', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.0, scaleY: 2.0 }); self.health = 50; self.maxHealth = 50; self.speed = 2.5; self.points = 1000; self.phase = 1; self.moveDirection = 1; self.fireRate = 40; self.lastFired = 0; self.patternTimer = 0; self.freezeTimer = 0; self.update = function () { self.patternTimer++; self.freezeTimer++; if (self.patternTimer >= 180) { self.patternTimer = 0; } self.x += self.speed * self.moveDirection; if (self.x < 300 || self.x > 2048 - 300) { self.moveDirection *= -1; } self.lastFired++; if (self.lastFired >= self.fireRate) { self.lastFired = 0; return true; } if (self.freezeTimer >= 600) { self.freezeTimer = 0; // Freeze player for 2 seconds if (player) { player.frozen = true; LK.setTimeout(function () { player.frozen = false; }, 2000); } } return false; }; self.takeDamage = function (amount) { self.health -= amount; LK.effects.flashObject(self, 0x00ffff, 300); return self.health <= 0; }; return self; }); var UniquePlayerShip = Container.expand(function () { var self = Container.call(this); var uniquePlayerGraphics = self.attachAsset('uniquePlayer', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.0, scaleY: 2.0 }); self.health = 6; self.fireRate = 12; self.lastFired = 0; self.speed = 14; self.powerupTimer = 0; self.hasPowerup = false; self.uniqueAbilityCooldown = 500; // Cooldown period for unique ability self.lastAbilityUse = 0; self.takeDamage = function () { if (self.invulnerable) { return; } self.health--; LK.getSound('playerHit').play(); self.invulnerable = true; var blinkCount = 0; var blinkInterval = LK.setInterval(function () { uniquePlayerGraphics.alpha = uniquePlayerGraphics.alpha === 1 ? 0.2 : 1; blinkCount++; if (blinkCount >= 10) { LK.clearInterval(blinkInterval); uniquePlayerGraphics.alpha = 1; self.invulnerable = false; } }, 150); }; self.activatePowerup = function (type) { LK.getSound('powerupCollected').play(); self.hasPowerup = true; self.powerupTimer = 300; if (type === 'fire') { self.fireRate = 6; uniquePlayerGraphics.tint = 0xff0000; } else if (type === 'shield') { self.invulnerable = true; uniquePlayerGraphics.tint = 0x00ffff; } else if (type === 'timeSlow') { self.timeSlowActive = true; game.setGameSpeed(0.5); uniquePlayerGraphics.tint = 0x00ff00; } }; self.update = function () { if (self.hasPowerup) { self.powerupTimer--; if (self.powerupTimer <= 0) { self.hasPowerup = false; self.fireRate = 12; self.invulnerable = false; uniquePlayerGraphics.tint = 0xffffff; if (self.timeSlowActive) { self.timeSlowActive = false; game.setGameSpeed(1); } } } // Unique ability logic self.lastAbilityUse++; if (self.lastAbilityUse >= self.uniqueAbilityCooldown) { // Implement unique ability, e.g., temporary invincibility self.invulnerable = true; LK.setTimeout(function () { self.invulnerable = false; }, 2000); // 2 seconds of invincibility self.lastAbilityUse = 0; } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Create a shop interface for purchasing ships var shopInterface = new Container(); shopInterface.visible = false; // Initially hidden // Create buttons for each ship type var shipButtons = [{ type: 'Player', text: 'Standard Ship', cost: 100 }, { type: 'PlayerShip2', text: 'Advanced Ship', cost: 200 }, { type: 'PlayerShip3', text: 'Teleport Ship', cost: 300 }, { type: 'UniquePlayerShip', text: 'Unique Ship', cost: 500 }]; // Add buttons to the shop interface shipButtons.forEach(function (ship, index) { var button = new Button({ text: ship.text + ' - ' + ship.cost + ' Points', size: 50, fill: 0xFFFFFF, x: GAME_WIDTH / 2, y: 200 + index * 100, anchorX: 0.5, anchorY: 0.5, onDown: function onDown() { if (LK.getScore() >= ship.cost) { LK.setScore(LK.getScore() - ship.cost); updateUI(); // Replace current player with selected ship player.destroy(); player = new window[ship.type](); player.x = GAME_WIDTH / 2; player.y = GAME_HEIGHT - 200; game.addChild(player); shopInterface.visible = false; // Hide shop after purchase } } }); button.on('down', function () { if (LK.getScore() >= ship.cost) { LK.setScore(LK.getScore() - ship.cost); updateUI(); // Replace current player with selected ship player.destroy(); player = new window[ship.type](); player.x = GAME_WIDTH / 2; player.y = GAME_HEIGHT - 200; game.addChild(player); shopInterface.visible = false; // Hide shop after purchase } }); shopInterface.addChild(button); }); // Add the shop interface to the game UI LK.gui.center.addChild(shopInterface); // Function to toggle shop visibility function toggleShop() { shopInterface.visible = !shopInterface.visible; } // Example: Toggle shop with a specific gesture or condition game.down = function (x, y, obj) { // Admin mode toggle with a specific gesture or condition if (x < 100 && y < 100) { adminPowers.toggleAdminMode(); return; } // Shop toggle in top right if (x > GAME_WIDTH - 100 && y < 100) { toggleShop(); } }; // Teleport button removed as requested game.setGameSpeed = function (speed) { // Implement logic to adjust game speed // This could involve adjusting the speed of all game elements player.speed *= speed; playerBullets.forEach(function (bullet) { return bullet.speed *= speed; }); enemies.forEach(function (enemy) { return enemy.speed *= speed; }); enemyBullets.forEach(function (bullet) { return bullet.speed *= speed; }); asteroids.forEach(function (asteroid) { return asteroid.speed *= speed; }); powerups.forEach(function (powerup) { return powerup.speed *= speed; }); if (boss) { boss.speed *= speed; } }; var AdminPowers = function AdminPowers() { var self = this; self.isAdmin = false; self.toggleAdminMode = function () { self.isAdmin = !self.isAdmin; if (self.isAdmin) { console.log("Admin mode activated"); // Additional admin features can be added here } else { console.log("Admin mode deactivated"); } }; self.spawnBoss = function () { if (self.isAdmin) { spawnBoss(); console.log("Boss spawned by admin"); } }; self.increaseScore = function (amount) { if (self.isAdmin) { LK.setScore(LK.getScore() + amount); updateUI(); console.log("Score increased by admin"); } }; return self; }; var adminPowers = new AdminPowers(); var GAME_WIDTH = 2048; var GAME_HEIGHT = 2732; // Game state variables var gameState = "playing"; // playing, paused, over var level = 1; var waveTimer = 0; var nextWaveTime = 180; // 3 seconds at 60fps var wave = 0; var spawnRate = 60; // frames between enemy spawns var lastSpawn = 0; var bossActive = false; var bossDefeated = false; var bossSpawnWave = 5; // Game elements var player; var playerBullets = []; var enemies = []; var enemyBullets = []; var asteroids = []; var powerups = []; var boss = null; // Track dragging var dragging = false; var lastX = 0; var lastY = 0; // Score display var scoreText = new Text2('SCORE: 0', { size: 60, fill: 0xFFFFFF }); scoreText.anchor.set(0, 0); LK.gui.topRight.addChild(scoreText); scoreText.x = -350; // Position from right edge // Wave display var waveText = new Text2('WAVE: 1', { size: 60, fill: 0xFFFFFF }); waveText.anchor.set(0, 0); LK.gui.topRight.addChild(waveText); waveText.x = -350; waveText.y = 70; // Health display var healthText = new Text2('HEALTH: 3', { size: 60, fill: 0xFFFFFF }); healthText.anchor.set(0, 0); LK.gui.topLeft.addChild(healthText); healthText.x = 120; // Avoid the top-left corner as requested healthText.y = 0; // Initialize game elements function initGame() { // Reset game state gameState = "playing"; level = 1; waveTimer = 0; nextWaveTime = 180; wave = 0; spawnRate = 60; lastSpawn = 0; bossActive = false; bossDefeated = false; // Clear all game elements playerBullets = []; enemies = []; enemyBullets = []; asteroids = []; powerups = []; if (boss) { boss.destroy(); boss = null; } // Create player player = new UniquePlayerShip(); player.x = GAME_WIDTH / 2; player.y = GAME_HEIGHT - 200; game.addChild(player); // Update UI LK.setScore(0); updateUI(); // Start background music LK.playMusic('gameMusic'); } // Update UI elements function updateUI() { scoreText.setText('SCORE: ' + LK.getScore()); waveText.setText('WAVE: ' + wave); healthText.setText('HEALTH: ' + player.health); } // Spawn enemies for the current wave function spawnWave() { wave++; waveText.setText('WAVE: ' + wave); // Boss wave if (wave % bossSpawnWave === 0) { spawnBoss(); return; } // Increase difficulty with each wave spawnRate = Math.max(20, 60 - wave * 5); // Faster spawn rate as waves progress // Spawn some initial enemies var initialEnemies = 3 + Math.min(10, Math.floor(wave / 2)); // More enemies as waves progress for (var i = 0; i < initialEnemies; i++) { spawnEnemy(); } // Also spawn some asteroids for (var j = 0; j < Math.min(7, wave); j++) { // More asteroids as waves progress spawnAsteroid(); } // Introduce new enemy types or patterns every few waves if (wave % 3 === 0) { for (var k = 0; k < Math.min(3, wave / 3); k++) { var specialEnemy = new SplittingEnemy(); specialEnemy.x = 200 + Math.random() * (GAME_WIDTH - 400); specialEnemy.y = -100; game.addChild(specialEnemy); enemies.push(specialEnemy); } } } // Spawn a single enemy function spawnEnemy() { var enemy; if (Math.random() < 0.1) { // 10% chance to spawn a KamikazeEnemy enemy = new KamikazeEnemy(); } else if (Math.random() < 0.2) { // 20% chance to spawn a SplittingEnemy enemy = new SplittingEnemy(); } else if (Math.random() < 0.15) { // 15% chance to spawn a HeavyEnemy enemy = new HeavyEnemy(); } else { enemy = new Enemy(); } enemy.x = 200 + Math.random() * (GAME_WIDTH - 400); enemy.y = -100; // Increase health and speed with level enemy.health = 1 + Math.floor(wave / 3); enemy.speed = 2 + Math.min(3, wave * 0.5); enemy.points = 10 * (1 + Math.floor(wave / 2)); // Different enemy types based on wave if (wave > 1) { // Some enemies can shoot enemy.canShoot = Math.random() < 0.3; // Different movement patterns var patterns = ['straight', 'wave', 'zigzag']; enemy.movePattern = patterns[Math.floor(Math.random() * Math.min(patterns.length, 1 + wave / 2))]; enemy.startX = enemy.x; } game.addChild(enemy); enemies.push(enemy); } // Spawn boss function spawnBoss() { LK.getSound('bossAppear').play(); boss = new Boss(); boss.x = GAME_WIDTH / 2; boss.y = 300; // Scale boss difficulty with wave var waveMultiplier = Math.floor(wave / bossSpawnWave); boss.health = boss.maxHealth = 30 + waveMultiplier * 20; boss.points = 500 + waveMultiplier * 200; bossActive = true; game.addChild(boss); // Add warning text var warningText = new Text2('BOSS INCOMING!', { size: 120, fill: 0xFF0000 }); warningText.anchor.set(0.5, 0.5); warningText.x = GAME_WIDTH / 2; warningText.y = GAME_HEIGHT / 2; game.addChild(warningText); // Remove warning after 2 seconds LK.setTimeout(function () { warningText.destroy(); }, 2000); } // Spawn asteroid function spawnAsteroid() { var asteroid = new Asteroid(); asteroid.x = Math.random() * GAME_WIDTH; asteroid.y = -100; game.addChild(asteroid); asteroids.push(asteroid); } // Spawn powerup function spawnPowerup(x, y) { if (Math.random() < 0.2) { // 20% chance to spawn a powerup var powerup; if (Math.random() < 0.1) { // 10% chance for time slow powerup powerup = new TimeSlowPowerup(); } else if (Math.random() < 0.2) { // 10% chance for shield powerup powerup = new ShieldPowerup(); } else { powerup = new Powerup(); } powerup.x = x; powerup.y = y; game.addChild(powerup); powerups.push(powerup); } } // Player shoots a bullet function playerShoot() { var bullet = new Bullet(); bullet.x = player.x; bullet.y = player.y - 40; game.addChild(bullet); playerBullets.push(bullet); LK.getSound('playerShoot').play(); } // Enemy shoots a bullet function enemyShoot(enemy) { var bullet = new EnemyBullet(); bullet.x = enemy.x; bullet.y = enemy.y + 30; game.addChild(bullet); enemyBullets.push(bullet); } // Boss shoots bullets function bossShoot() { // Different attack patterns based on phase if (boss.phase === 1) { // Single bullet var bullet = new EnemyBullet(); bullet.x = boss.x; bullet.y = boss.y + 75; game.addChild(bullet); enemyBullets.push(bullet); } else if (boss.phase === 2) { // Three bullets in spread for (var i = -1; i <= 1; i++) { var bullet = new EnemyBullet(); bullet.x = boss.x + i * 50; bullet.y = boss.y + 75; game.addChild(bullet); enemyBullets.push(bullet); } } else { // Circle of bullets var bulletCount = 8; for (var i = 0; i < bulletCount; i++) { var angle = i / bulletCount * Math.PI * 2; var bullet = new EnemyBullet(); bullet.x = boss.x; bullet.y = boss.y + 75; bullet.speed = 6; // Add velocity components bullet.vx = Math.sin(angle) * bullet.speed; bullet.vy = Math.cos(angle) * bullet.speed; // Override update method for this bullet bullet.update = function () { this.x += this.vx; this.y += this.vy; }; game.addChild(bullet); enemyBullets.push(bullet); } } } // Check if an object is off screen function isOffScreen(obj) { return obj.y < -100 || obj.y > GAME_HEIGHT + 100 || obj.x < -100 || obj.x > GAME_WIDTH + 100; } // Handle game over function handleGameOver() { if (player.health <= 0) { gameState = "over"; LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } } // Handle input events game.down = function (x, y, obj) { dragging = true; lastX = x; lastY = y; // Admin mode toggle with a specific gesture or condition if (x < 100 && y < 100) { // Example condition for toggling admin mode adminPowers.toggleAdminMode(); } }; game.up = function (x, y, obj) { dragging = false; }; game.move = function (x, y, obj) { if (dragging && player) { // Calculate movement var dx = x - lastX; var dy = y - lastY; // Update player position with boundaries player.x = Math.max(50, Math.min(GAME_WIDTH - 50, player.x + dx)); player.y = Math.max(50, Math.min(GAME_HEIGHT - 50, player.y + dy)); // Update last position lastX = x; lastY = y; } }; // Initialize the game initGame(); // Main game loop game.update = function () { if (gameState !== "playing") { return; } // Example admin controls if (adminPowers.isAdmin) { // Admin can spawn a boss at any time if (LK.ticks % 600 === 0) { // Every 10 seconds adminPowers.spawnBoss(); } // Admin can increase score periodically if (LK.ticks % 300 === 0) { // Every 5 seconds adminPowers.increaseScore(100); } } // Update player if (player) { player.update(); // Player shooting player.lastFired++; if (player.lastFired >= player.fireRate) { player.lastFired = 0; playerShoot(); } } // Wave management if (!bossActive) { waveTimer++; if (waveTimer >= nextWaveTime && enemies.length === 0) { waveTimer = 0; spawnWave(); } // Periodic enemy spawning during wave lastSpawn++; if (lastSpawn >= spawnRate && wave > 0 && !bossActive && enemies.length < 10 + wave) { lastSpawn = 0; spawnEnemy(); } } // Update bullets for (var i = playerBullets.length - 1; i >= 0; i--) { var bullet = playerBullets[i]; bullet.update(); // Remove off-screen bullets if (isOffScreen(bullet)) { bullet.destroy(); playerBullets.splice(i, 1); continue; } // Check collision with enemies for (var j = enemies.length - 1; j >= 0; j--) { var enemy = enemies[j]; if (bullet.intersects(enemy)) { var destroyed = enemy.takeDamage(bullet.damage); if (destroyed && enemy instanceof SplittingEnemy) {} ; if (destroyed) { LK.getSound('enemyDestroyed').play(); LK.setScore(LK.getScore() + enemy.points); updateUI(); // Chance to spawn powerup spawnPowerup(enemy.x, enemy.y); enemy.destroy(); enemies.splice(j, 1); } bullet.destroy(); playerBullets.splice(i, 1); break; } if (enemy instanceof KamikazeEnemy && enemy.intersects(player)) { player.takeDamage(); updateUI(); enemy.destroy(); enemies.splice(j, 1); handleGameOver(); } } // Check collision with boss if (boss && bullet.intersects(boss)) { var bossDestroyed = boss.takeDamage(bullet.damage); if (bossDestroyed) { LK.getSound('enemyDestroyed').play(); LK.setScore(LK.getScore() + boss.points); updateUI(); // Multiple powerups when boss is defeated for (var k = 0; k < 3; k++) { spawnPowerup(boss.x + (Math.random() - 0.5) * 100, boss.y + (Math.random() - 0.5) * 100); } boss.destroy(); boss = null; bossActive = false; bossDefeated = true; // Next wave after boss defeat waveTimer = nextWaveTime; } bullet.destroy(); playerBullets.splice(i, 1); } // Check collision with asteroids for (var j = asteroids.length - 1; j >= 0; j--) { var asteroid = asteroids[j]; if (bullet.intersects(asteroid)) { asteroid.destroy(); asteroids.splice(j, 1); bullet.destroy(); playerBullets.splice(i, 1); break; } } } // Update enemy bullets for (var i = enemyBullets.length - 1; i >= 0; i--) { var bullet = enemyBullets[i]; bullet.update(); // Remove off-screen bullets if (isOffScreen(bullet)) { bullet.destroy(); enemyBullets.splice(i, 1); continue; } // Check collision with player if (player && bullet.intersects(player)) { player.takeDamage(); updateUI(); bullet.destroy(); enemyBullets.splice(i, 1); handleGameOver(); } } // Update enemies for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; var shouldShoot = enemy.update(); // Enemy shooting if (shouldShoot) { enemyShoot(enemy); } // Remove off-screen enemies if (enemy.y > GAME_HEIGHT + 100) { enemy.destroy(); enemies.splice(i, 1); continue; } // Check collision with player if (player && enemy.intersects(player)) { player.takeDamage(); updateUI(); enemy.destroy(); enemies.splice(i, 1); handleGameOver(); } } // Update boss if (boss) { var shouldShoot = boss.update(); if (shouldShoot) { bossShoot(); } // Check collision with player if (player && boss.intersects(player)) { player.takeDamage(); updateUI(); handleGameOver(); } } // Update asteroids for (var i = asteroids.length - 1; i >= 0; i--) { var asteroid = asteroids[i]; asteroid.update(); // Remove off-screen asteroids if (asteroid.y > GAME_HEIGHT + 100) { asteroid.destroy(); asteroids.splice(i, 1); continue; } // Check collision with player if (player && asteroid.intersects(player)) { player.takeDamage(); updateUI(); asteroid.destroy(); asteroids.splice(i, 1); handleGameOver(); } } // Update powerups for (var i = powerups.length - 1; i >= 0; i--) { var powerup = powerups[i]; powerup.update(); // Remove off-screen powerups if (powerup.y > GAME_HEIGHT + 100) { powerup.destroy(); powerups.splice(i, 1); continue; } // Check collision with player if (player && powerup.intersects(player)) { player.activatePowerup(powerup.type); powerup.destroy(); powerups.splice(i, 1); } } };
===================================================================
--- original.js
+++ change.js
@@ -2202,8 +2202,14 @@
shopInterface.visible = !shopInterface.visible;
}
// Example: Toggle shop with a specific gesture or condition
game.down = function (x, y, obj) {
+ // Admin mode toggle with a specific gesture or condition
+ if (x < 100 && y < 100) {
+ adminPowers.toggleAdminMode();
+ return;
+ }
+ // Shop toggle in top right
if (x > GAME_WIDTH - 100 && y < 100) {
toggleShop();
}
};