/**** * 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 = 0.5 + Math.random() * 1.5; // Random size between 0.5 and 2 var asteroidGraphics = self.attachAsset('asteroid', { anchorX: 0.5, anchorY: 0.5, scaleX: size, scaleY: size }); 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 }); 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 }); self.speed = -15; // Negative because bullets move upward self.damage = 1; 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 = 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 }); self.speed = 8; self.update = function () { self.y += self.speed; }; 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 = 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; } }; 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 } } }; 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 = 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; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Game constants 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 Player(); 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(30, 60 - wave * 5); // Spawn some initial enemies var initialEnemies = 3 + Math.min(7, Math.floor(wave / 2)); for (var i = 0; i < initialEnemies; i++) { spawnEnemy(); } // Also spawn some asteroids for (var j = 0; j < Math.min(5, wave); j++) { spawnAsteroid(); } } // Spawn a single enemy function spawnEnemy() { var 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 = 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; }; 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; } // 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) { 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; } } // 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
@@ -1,6 +1,704 @@
-/****
+/****
+* 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 = 0.5 + Math.random() * 1.5; // Random size between 0.5 and 2
+ var asteroidGraphics = self.attachAsset('asteroid', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: size,
+ scaleY: size
+ });
+ 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
+ });
+ 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
+ });
+ self.speed = -15; // Negative because bullets move upward
+ self.damage = 1;
+ 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 = 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
+ });
+ self.speed = 8;
+ self.update = function () {
+ self.y += self.speed;
+ };
+ 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 = 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;
+ }
+ };
+ 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
+ }
+ }
+ };
+ 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 = 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;
+});
+
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
backgroundColor: 0x000000
-});
\ No newline at end of file
+});
+
+/****
+* Game Code
+****/
+// Game constants
+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 Player();
+ 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(30, 60 - wave * 5);
+ // Spawn some initial enemies
+ var initialEnemies = 3 + Math.min(7, Math.floor(wave / 2));
+ for (var i = 0; i < initialEnemies; i++) {
+ spawnEnemy();
+ }
+ // Also spawn some asteroids
+ for (var j = 0; j < Math.min(5, wave); j++) {
+ spawnAsteroid();
+ }
+}
+// Spawn a single enemy
+function spawnEnemy() {
+ var 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 = 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;
+};
+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;
+ }
+ // 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) {
+ 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;
+ }
+ }
+ // 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);
+ }
+ }
+};
\ No newline at end of file