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
User prompt
Add more ships For the Player
User prompt
Make the powerups bigge
User prompt
Add more Typs of ships
User prompt
Füge mehr Wellen hinzu
User prompt
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
User prompt
Noch größer
User prompt
You forgot the powerups
User prompt
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
User prompt
Add more Typs of enemys
User prompt
Add Admin Powers For admins Like me
User prompt
At the beginning there should only BE the Main Menu
User prompt
Add a Main Menu
User prompt
Mache es noch mehr einzigartig
User prompt
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 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;
});
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;
});
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;
LK.setGameSpeed(1); // Reset game speed to normal
}
}
}
};
return self;
});
var Powerup = Container.expand(function () {
var self = Container.call(this);
var powerupGraphics = self.attachAsset('powerup', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2.5,
scaleY: 2.5
});
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;
});
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;
});
var TimeSlowPowerup = Container.expand(function () {
var self = Container.call(this);
var powerupGraphics = self.attachAsset('powerup', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2.5,
scaleY: 2.5
});
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;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
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 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;
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 {
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 {
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) {
// Handle additional logic if needed when a SplittingEnemy is destroyed
}
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
@@ -12,10 +12,10 @@
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,
- scaleY: size
+ 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 () {
@@ -28,10 +28,10 @@
var self = Container.call(this);
var bossGraphics = self.attachAsset('boss', {
anchorX: 0.5,
anchorY: 0.5,
- scaleX: 1.5,
- scaleY: 1.5
+ scaleX: 2.0,
+ scaleY: 2.0
});
self.health = 30;
self.maxHealth = 30;
self.speed = 3;
@@ -89,10 +89,10 @@
var self = Container.call(this);
var bulletGraphics = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5,
- scaleX: 1.5,
- scaleY: 1.5
+ scaleX: 2.0,
+ scaleY: 2.0
});
self.speed = -15; // Negative because bullets move upward
self.damage = 1;
self.update = function () {
@@ -104,10 +104,10 @@
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5,
- scaleX: 1.5,
- scaleY: 1.5
+ scaleX: 2.0,
+ scaleY: 2.0
});
self.health = 1;
self.speed = 2;
self.points = 10;
@@ -154,10 +154,10 @@
var self = Container.call(this);
var bulletGraphics = self.attachAsset('enemyBullet', {
anchorX: 0.5,
anchorY: 0.5,
- scaleX: 1.5,
- scaleY: 1.5
+ scaleX: 2.0,
+ scaleY: 2.0
});
self.speed = 8;
self.update = function () {
self.y += self.speed;
@@ -168,10 +168,10 @@
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5,
- scaleX: 1.5,
- scaleY: 1.5
+ scaleX: 2.0,
+ scaleY: 2.0
});
self.health = 1;
self.speed = 4;
self.points = 15;
@@ -193,10 +193,10 @@
var self = Container.call(this);
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5,
- scaleX: 1.5,
- scaleY: 1.5
+ scaleX: 2.0,
+ scaleY: 2.0
});
self.health = 3;
self.fireRate = 20;
self.lastFired = 0;
@@ -261,10 +261,10 @@
var self = Container.call(this);
var powerupGraphics = self.attachAsset('powerup', {
anchorX: 0.5,
anchorY: 0.5,
- scaleX: 2.0,
- scaleY: 2.0
+ scaleX: 2.5,
+ scaleY: 2.5
});
self.type = Math.random() < 0.5 ? 'fire' : 'shield';
self.speed = 3;
// Set color based on type
@@ -285,10 +285,10 @@
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5,
- scaleX: 1.5,
- scaleY: 1.5
+ scaleX: 2.0,
+ scaleY: 2.0
});
self.health = 2;
self.speed = 2;
self.points = 20;
@@ -319,10 +319,10 @@
var self = Container.call(this);
var powerupGraphics = self.attachAsset('powerup', {
anchorX: 0.5,
anchorY: 0.5,
- scaleX: 2.0,
- scaleY: 2.0
+ scaleX: 2.5,
+ scaleY: 2.5
});
self.type = 'timeSlow';
self.speed = 3;
powerupGraphics.tint = 0x00ff00; // Green for time slow