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Add Meme12 and add sound effect for Meme12.
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Add sound effect for breast10 and breast11.
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Add sound effect for breast10 and breast11.
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Add a new meme. with sound effect.
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Add a new meme. with sound effect.
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This is fun.. feels a lot like the original and the gameplay controls are smooth.. I scored 18300. For this game, I would suggest adding a high score tally to track your progress so the player can push to beat their personal best scores. I'll definitely be back to try and top mine. 😊 *** I received such a comment, let's make the appropriate plugin.*** ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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make the bullets better. But don't make it rickety.
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Make a new acet for the spaceship.Make a new acet for the spaceship.Make a new acet for the spaceship.Make a new acet for the spaceship.
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Make a new acet for the spaceship.
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don't make the ship out of pixels, make it as an acet instead, and it'll be less cramped.
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Make the bullet a little bigger.
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Make the bullet a little bigger.
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The bullet should only consist of one large pixel, less than one can cause a crash.
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Make sure their bullets are in one piece.
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Make the bullets more distinct.
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No muscle spasms.
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There shouldn't be too much cramping, it should run smoothly.
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, {volume:1, start:0, end:1, id:'681a0657eb158c7480326ad9'}) You can add this one, man.
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You can add this one, man.
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add this LK.init.music('gameMusic3', {volume:1, start:0, end:1, id:'681a0657eb158c7480326ad9'})
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var Asteroid = Container.expand(function (size, memeType) { var self = Container.call(this); // Size can be 0 (small), 1 (medium), or 2 (large) self.size = size || 2; // Create a container for the asteroid var asteroidGraphics = new Container(); self.addChild(asteroidGraphics); // Store the meme type or generate a random one if not provided self.memeType = memeType !== undefined ? memeType : Math.floor(Math.random() * 10); // Create the asteroid image based on size var assetId; if (self.size === 0) { assetId = 'memeSmall'; } else if (self.size === 1) { assetId = 'memeMedium'; } else { assetId = 'meme' + self.memeType; } // Add the meme image as the asteroid var memeImage = LK.getAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); asteroidGraphics.addChild(memeImage); // Random velocity var speed = (3 - self.size) * 0.8 + 0.5; // Smaller asteroids move faster var angle = Math.random() * Math.PI * 2; self.velocity = { x: Math.cos(angle) * speed, y: Math.sin(angle) * speed }; // Random rotation self.rotationSpeed = (Math.random() - 0.5) * 0.05; self.update = function () { // Move self.x += self.velocity.x; self.y += self.velocity.y; // Rotate asteroidGraphics.rotation += self.rotationSpeed; // Wrap around screen edges if (self.x < -50) { self.x = 2098; } if (self.x > 2098) { self.x = -50; } if (self.y < -50) { self.y = 2782; } if (self.y > 2782) { self.y = -50; } }; self.getPoints = function () { return (3 - self.size) * 100; // Small: 300, Medium: 200, Large: 100 }; return self; }); var Bullet = Container.expand(function () { var self = Container.call(this); // Create a container for pixel art bullet var bulletGraphics = new Container(); self.addChild(bulletGraphics); // Create a small pixel art square (bullet) var bulletSize = 24; // Doubled from 12 to 24 var pixelSize = 6; // Doubled from 3 to 6 var pixelGap = 1; // Gap between pixels for hollow effect // Draw the outline of the square var points = [{ x: -bulletSize / 2, y: -bulletSize / 2 }, // Top left { x: bulletSize / 2, y: -bulletSize / 2 }, // Top right { x: bulletSize / 2, y: bulletSize / 2 }, // Bottom right { x: -bulletSize / 2, y: bulletSize / 2 } // Bottom left ]; // Draw the square outline for (var i = 0; i < 4; i++) { var startPoint = points[i]; var endPoint = points[(i + 1) % 4]; // Calculate steps var dx = endPoint.x - startPoint.x; var dy = endPoint.y - startPoint.y; var steps = Math.max(Math.abs(dx), Math.abs(dy)) / pixelSize; // Draw pixels along the line for (var step = 0; step <= steps; step++) { var px = startPoint.x + dx * (step / steps); var py = startPoint.y + dy * (step / steps); var pixel = LK.getAsset('bulletShape', { anchorX: 0.5, anchorY: 0.5, width: pixelSize - pixelGap, height: pixelSize - pixelGap, x: px, y: py, tint: 0xFF8000 // Orange color }); bulletGraphics.addChild(pixel); } } self.speed = 10; self.velocity = { x: 0, y: 0 }; self.lifespan = 180; // 3 seconds at 60fps - triple the firing range self.age = 0; self.update = function () { self.x += self.velocity.x; self.y += self.velocity.y; self.age++; // Wrap around screen edges if (self.x < 0) { self.x = 2048; } if (self.x > 2048) { self.x = 0; } if (self.y < 0) { self.y = 2732; } if (self.y > 2732) { self.y = 0; } }; return self; }); var Button = Container.expand(function (assetId) { var self = Container.call(this); // Create button as a solid shape var buttonGraphics = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 2 }); buttonGraphics.alpha = 0.5; // Determine button shape based on assetId var isCircle = assetId === 'fireButton' || assetId === 'forwardButton'; var buttonSize = 60; // Radius or half-width self.isPressed = false; self.down = function (x, y, obj) { self.isPressed = true; buttonGraphics.alpha = 0.8; }; self.up = function (x, y, obj) { self.isPressed = false; buttonGraphics.alpha = 0.5; }; return self; }); var IntroSequence = Container.expand(function () { var self = Container.call(this); // Layers for effects var starfieldLayer = new Container(); var memesLayer = new Container(); var textLayer = new Container(); var shipLayer = new Container(); var titleLayer = new Container(); self.addChild(starfieldLayer); self.addChild(memesLayer); self.addChild(textLayer); self.addChild(shipLayer); self.addChild(titleLayer); // Create starfield var stars = []; for (var i = 0; i < 100; i++) { var star = LK.getAsset('bulletShape', { anchorX: 0.5, anchorY: 0.5, width: 3 + Math.random() * 5, height: 3 + Math.random() * 5, x: Math.random() * 2048, y: Math.random() * 2732, tint: 0xFFFFFF }); star.alpha = 0.3 + Math.random() * 0.7; star.velocity = 10 + Math.random() * 20; stars.push(star); starfieldLayer.addChild(star); } // Create distant meme silhouettes var silhouettes = []; for (var j = 0; j < 10; j++) { var memeType = Math.floor(Math.random() * 10); var meme = LK.getAsset('meme' + memeType, { anchorX: 0.5, anchorY: 0.5, x: 200 + Math.random() * 1600, y: -300 - Math.random() * 600, tint: 0x333333 }); meme.alpha = 0.3; meme.scale.set(0.3, 0.3); silhouettes.push(meme); memesLayer.addChild(meme); } // Emergency broadcast text var emergencyText = new Text2('MEME OVERLOAD DETECTED', { size: 80, fill: 0xFF3333 }); emergencyText.anchor.set(0.5, 0.5); emergencyText.x = 2048 / 2; emergencyText.y = 2732 / 2; emergencyText.alpha = 0; textLayer.addChild(emergencyText); // Hero ship var heroShip = new Ship(); heroShip.x = 2048 / 2; heroShip.y = 2732 + 100; heroShip.alpha = 0; shipLayer.addChild(heroShip); // Title var titleText = new Text2('MEMES ASTEROID WAR', { size: 120, fill: 0xFF8000 }); titleText.anchor.set(0.5, 0.5); titleText.x = 2048 / 2; titleText.y = 2732 / 2 - 300; titleText.alpha = 0; titleLayer.addChild(titleText); // Call to action var ctaText = new Text2('TAP TO DEFEND THE INTERNET', { size: 60, fill: 0xFFFFFF }); ctaText.anchor.set(0.5, 0.5); ctaText.x = 2048 / 2; ctaText.y = 2732 / 2 + 300; ctaText.alpha = 0; titleLayer.addChild(ctaText); // Animation sequence self.phase = 0; self.timer = 0; self.finished = false; self.update = function () { self.timer++; // Update stars for (var i = 0; i < stars.length; i++) { var star = stars[i]; star.y += star.velocity; if (star.y > 2732) { star.y = -10; star.x = Math.random() * 2048; } } // Animation phases switch (self.phase) { case 0: // Starfield intro (0-2s) if (self.timer === 60) { // After 1s, start meme approach self.phase = 1; } break; case 1: // Meme approach (2-4s) for (var j = 0; j < silhouettes.length; j++) { silhouettes[j].y += 3; silhouettes[j].scale.x += 0.003; silhouettes[j].scale.y += 0.003; } if (self.timer === 180) { // After 3s, show emergency text self.phase = 2; tween(emergencyText, { alpha: 1 }, { duration: 500, easing: tween.easeOut }); // Make text glitch effect LK.setInterval(function () { emergencyText.scale.set(1 + Math.random() * 0.05, 1 + Math.random() * 0.05); emergencyText.x = 2048 / 2 + (Math.random() * 20 - 10); }, 80); } break; case 2: // Emergency broadcast (4-6s) for (var k = 0; k < silhouettes.length; k++) { silhouettes[k].y += 3; silhouettes[k].scale.x += 0.004; silhouettes[k].scale.y += 0.004; } if (self.timer === 300) { // After 5s, fade out emergency text and show ship self.phase = 3; tween(emergencyText, { alpha: 0 }, { duration: 500 }); // Animate hero ship rising heroShip.alpha = 1; tween(heroShip, { y: 2732 / 2 + 200 }, { duration: 1500, easing: tween.easeOut }); } break; case 3: // Ship reveal (6-8s) if (self.timer === 420) { // After 7s, show title self.phase = 4; // Animate title card tween(titleText, { alpha: 1 }, { duration: 800, easing: tween.easeOut }); // Create distortion effect on title var titleDistort = LK.setInterval(function () { titleText.scale.set(1 + Math.random() * 0.03, 1 + Math.random() * 0.03); if (self.timer > 480) { LK.clearInterval(titleDistort); titleText.scale.set(1, 1); } }, 50); } break; case 4: // Title card (8-10s) if (self.timer === 540) { // After 9s, show CTA self.phase = 5; tween(ctaText, { alpha: 1 }, { duration: 500, easing: tween.easeOut }); // Make CTA pulse LK.setInterval(function () { if (ctaText.alpha === 1) { tween(ctaText, { alpha: 0.5 }, { duration: 800 }); } else { tween(ctaText, { alpha: 1 }, { duration: 800 }); } }, 1600); } break; case 5: // CTA (10s+) if (self.timer === 660) { // After 11s total, finish intro self.finished = true; } break; } return self.finished; }; self.skip = function () { self.finished = true; }; return self; }); var Ship = Container.expand(function () { var self = Container.call(this); // Create a custom triangle ship var shipGraphics = new Container(); self.addChild(shipGraphics); // Create a pixel art triangle var triangleSize = 72; // Scale up to 1.5 times larger from 48 to 72 var pixelSize = 12; // Increase pixel size for more distinct lines var pixelGap = 1; // Gap between pixels for hollow effect // Create triangle points - pointing right by default (0 degrees = right) var points = [{ x: triangleSize, y: 0 }, // Front tip (pointing right) { x: -triangleSize / 2, y: -triangleSize / 2 }, // Top left { x: -triangleSize / 2, y: triangleSize / 2 } // Bottom left ]; // Draw the outline with pixel art style for (var i = 0; i < 3; i++) { var startPoint = points[i]; var endPoint = points[(i + 1) % 3]; // Calculate step count based on distance var dx = endPoint.x - startPoint.x; var dy = endPoint.y - startPoint.y; var steps = Math.max(Math.abs(dx), Math.abs(dy)) / pixelSize; // Draw pixels along the line for (var step = 0; step <= steps; step++) { var px = startPoint.x + dx * (step / steps); var py = startPoint.y + dy * (step / steps); var pixel = LK.getAsset('shipShape', { anchorX: 0.5, anchorY: 0.5, width: pixelSize - pixelGap, height: pixelSize - pixelGap, x: px, y: py, tint: 0xFF8000 // Orange color }); shipGraphics.addChild(pixel); } } shipGraphics.x = 0; shipGraphics.y = 0; // Ship properties self.rot = 0; // Start pointing right (0 radians) self.rotationSpeed = 0.05; // Reduced rotation speed for less sensitive steering self.isRotatingLeft = false; self.isRotatingRight = false; self.isFiring = false; self.fireDelay = 15; // frames between shots self.fireTimer = 0; self.invulnerable = false; self.invulnerableTime = 0; // Physics-based movement properties - much simpler direct movement self.thrustPower = 0.20; // Increased thrust power for faster acceleration self.dragFactor = 0.97; // Slightly increased drag to slow down faster self.maxSpeed = 8; // Increased maximum speed self.velocity = { x: 0, y: 0 }; // Track previous position for movement calculations self.lastX = 0; self.lastY = 0; // Apply rotation to ship graphics shipGraphics.rotation = self.rot; self.update = function () { // Store last position self.lastX = self.x; self.lastY = self.y; // Handle rotation if (self.isRotatingLeft) { self.rot -= self.rotationSpeed; } if (self.isRotatingRight) { self.rot += self.rotationSpeed; } // Apply rotation to ship visual shipGraphics.rotation = self.rot; // Calculate direction vector from rotation // 0 = right, PI/2 = down, PI = left, -PI/2 = up var dirX = Math.cos(self.rot); var dirY = Math.sin(self.rot); // Apply thrust force in direction ship is facing (always moving) self.velocity.x += dirX * self.thrustPower; self.velocity.y += dirY * self.thrustPower; // Apply drag/friction self.velocity.x *= self.dragFactor; self.velocity.y *= self.dragFactor; // Calculate current speed var speed = Math.sqrt(self.velocity.x * self.velocity.x + self.velocity.y * self.velocity.y); // Apply speed limit if necessary if (speed > self.maxSpeed) { self.velocity.x = self.velocity.x / speed * self.maxSpeed; self.velocity.y = self.velocity.y / speed * self.maxSpeed; } // Create thrust particles - appear more frequently when moving (now every frame if moving) if (speed > 0.5) { // Removed LK.ticks % 2 check var particle = new ThrustParticle(); // Position at the back of the ship (opposite of direction) var backX = self.x - dirX * triangleSize * 0.5; var backY = self.y - dirY * triangleSize * 0.5; // Add some randomness backX += (Math.random() - 0.5) * 10; backY += (Math.random() - 0.5) * 10; particle.x = backX; particle.y = backY; // Set velocity opposite to ship direction with some randomness particle.velocity.x = -dirX * (1 + Math.random()) + (Math.random() - 0.5) * 0.5; particle.velocity.y = -dirY * (1 + Math.random()) + (Math.random() - 0.5) * 0.5; // Add to game via event if (typeof game.addThrustParticle === 'function') { game.addThrustParticle(particle); } } // Update position based on velocity self.x += self.velocity.x; self.y += self.velocity.y; // Wrap around screen edges if (self.x < 0) { self.x = 2048; } if (self.x > 2048) { self.x = 0; } if (self.y < 0) { self.y = 2732; } if (self.y > 2732) { self.y = 0; } // Handle firing if (self.isFiring) { if (self.fireTimer <= 0) { self.fireTimer = self.fireDelay; return true; // Signal to create a bullet } } if (self.fireTimer > 0) { self.fireTimer--; } // Handle invulnerability if (self.invulnerable) { self.invulnerableTime--; shipGraphics.alpha = Math.sin(LK.ticks * 0.5) * 0.5 + 0.5; if (self.invulnerableTime <= 0) { self.invulnerable = false; shipGraphics.alpha = 1; } } return false; }; self.makeInvulnerable = function (frames) { self.invulnerable = true; self.invulnerableTime = frames; }; return self; }); var ThrustParticle = Container.expand(function () { var self = Container.call(this); // Create particle visual - larger and more visible var particleGraphics = LK.getAsset('bulletShape', { anchorX: 0.5, anchorY: 0.5, width: 24, // Further increased size // Increased size height: 24, // Further increased size // Increased size tint: 0xFF8000 // Orange color }); particleGraphics.alpha = 0.9; self.addChild(particleGraphics); // Particle properties self.velocity = { x: 0, y: 0 }; self.lifespan = 35; // Increased lifespan for better visibility self.age = 0; self.update = function () { // Move according to velocity self.x += self.velocity.x; self.y += self.velocity.y; // Age the particle self.age++; // Fade out as it ages, with a faster tail-end fade var lifeRatio = self.age / self.lifespan; particleGraphics.alpha = 0.9 * (1 - lifeRatio * lifeRatio); // Return true if particle should be removed return self.age >= self.lifespan; }; return self; }); /**** * Initialize Game ****/ // Function to add thrust particles - called from Ship update var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Placeholder ID - Engine will handle // Placeholder ID - Engine will handle // Sound for the rhythmic beat // Sound for starting a new level // Sound for tapping to start // Add sound assets for each meme asteroid (meme0 to meme9) // Game variables // Sounds for each meme type // Add music assets // Add music assets // Initialize meme explosion sounds // Initialize music tracks // Placeholder: Replace with actual sound ID // Placeholder: Replace with actual sound ID // Placeholder: Replace with actual sound ID // Placeholder: Replace with actual sound ID // Placeholder: Replace with actual sound ID // Placeholder: Replace with actual sound ID // Placeholder: Replace with actual sound ID // Placeholder: Replace with actual sound ID // Placeholder: Replace with actual sound ID // Placeholder: Replace with actual sound ID // Initialize meme explosion sounds // Placeholder: Replace with actual sound ID or properties // Placeholder: Replace with actual sound ID or properties // Placeholder: Replace with actual sound ID or properties // Placeholder: Replace with actual sound ID or properties // Placeholder: Replace with actual sound ID or properties // Placeholder: Replace with actual sound ID or properties // Placeholder: Replace with actual sound ID or properties // Placeholder: Replace with actual sound ID or properties // Placeholder: Replace with actual sound ID or properties // Placeholder: Replace with actual sound ID or properties // Initialize music tracks // Placeholder: Replace with actual music ID // Placeholder: Replace with actual music ID // Placeholder: Replace with actual music ID // Meme explosion sounds - assuming unique IDs exist for each // Replace with actual ID // Replace with actual ID // Replace with actual ID // Replace with actual ID // Replace with actual ID // Replace with actual ID // Replace with actual ID // Replace with actual ID // Replace with actual ID // Replace with actual ID // Music Tracks - assuming unique IDs exist for each // Replace with actual ID // Replace with actual ID // Replace with actual ID // Assuming ID is correct // Placeholder ID - Engine will handle // Placeholder ID - Engine will handle // Placeholder ID - Engine will handle // Placeholder ID - Engine will handle // Placeholder ID - Engine will handle // Placeholder ID - Engine will handle // Placeholder ID - Engine will handle // Placeholder ID - Engine will handle // Placeholder ID - Engine will handle var ship; var bullets = []; var asteroids = []; var thrustParticles = []; // Array to store thrust particles var score = 0; var lives = 3; var level = 1; var gameStarted = false; var gameOver = false; var introPlayed = false; var introSequence = null; var triangleSize = 36; // Ship triangle size for bullet positioning (half of the size now) // Function to play intro sequence function playIntroSequence() { // Clear any existing game objects bullets = []; asteroids = []; thrustParticles = []; // Play gameMusic3 for intro LK.playMusic('gameMusic3', { loop: true, fade: { start: 0, end: 1, duration: 1000 } }); introMusicPlayed = true; // Create and add intro sequence introSequence = new IntroSequence(); game.addChild(introSequence); // Setup a handler for when intro is finished LK.setInterval(function () { if (introSequence && introSequence.finished) { game.removeChild(introSequence); introSequence = null; introPlayed = true; // Keep gameMusic3 playing - don't stop it // Start game immediately initGame(); LK.clearInterval(this); } }, 100); } // UI elements var leftButton; var rightButton; var fireButton; var scoreTxt; var livesTxt; var levelTxt; var startText; // Initialize the game function initGame() { // Check if we need to play intro if (!gameStarted && !introPlayed) { playIntroSequence(); return; } // Create ship ship = new Ship(); ship.x = 2048 / 2; ship.y = 200; // Position at top middle ship.makeInvulnerable(120); // 2 seconds // Add visual effect to indicate ship is ready for movement tween(ship, { alpha: 0.5 }, { duration: 500, easing: tween.easeInOut, onFinish: function onFinish() { tween(ship, { alpha: 1 }, { duration: 500, easing: tween.easeInOut }); } }); game.addChild(ship); // Create control buttons leftButton = new Button('rotateLeftButton'); leftButton.x = 300; // Position on the left side leftButton.y = 2732 - 200; // Position at the bottom leftButton.scale.set(2, 2); // Make button bigger game.addChild(leftButton); // Fire button in the middle fireButton = new Button('fireButton'); fireButton.x = 2048 / 2; // Position in middle fireButton.y = 2732 - 200; // Position at the bottom fireButton.scale.set(2, 2); // Make button bigger game.addChild(fireButton); // No forward button needed - ship will constantly move forward // Right rotation button rightButton = new Button('rotateRightButton'); rightButton.x = 2048 - 300; // Position on the right side rightButton.y = 2732 - 200; // Position at the bottom rightButton.scale.set(2, 2); // Make button bigger game.addChild(rightButton); // Create UI text // Create Glaud text in orange var glaudText = new Text2('Glaud', { size: 60, fill: 0xFF8000 // Orange color }); glaudText.anchor.set(1, 0); // Right-align text glaudText.x = -20; // Add padding from right edge glaudText.y = 0; // Position at very top LK.gui.topRight.addChild(glaudText); scoreTxt = new Text2('SCORE: 0', { size: 40, fill: 0xFFFFFF }); scoreTxt.anchor.set(1, 0); // Right-align text scoreTxt.x = -20; // Add padding from right edge scoreTxt.y = 80; // Position further below the Glaud text LK.gui.topRight.addChild(scoreTxt); livesTxt = new Text2('LIVES: 3', { size: 40, fill: 0xFFFFFF }); livesTxt.anchor.set(0.5, 0); // Center anchor horizontally livesTxt.x = 70; // Moved slightly to the left LK.gui.top.addChild(livesTxt); levelTxt = new Text2('LEVEL: 1', { size: 40, fill: 0xFFFFFF }); levelTxt.anchor.set(0, 0); // Left-align text levelTxt.x = 180; // Move further right from top-left menu icon but slightly to the left levelTxt.y = 80; // Move lower down from top edge LK.gui.topLeft.addChild(levelTxt); // Start screen text if (!gameStarted) { // Create gray background for start text var startBackground = new Container(); var bgShape = LK.getAsset('bulletShape', { anchorX: 0.5, anchorY: 0.5, width: 1000, height: 250, tint: 0x333333 }); bgShape.alpha = 0.9; startBackground.addChild(bgShape); startText = new Text2('TAP TO START', { size: 140, // Slightly smaller size fill: 0xFFFFFF }); startText.anchor.set(0.5, 0.5); startBackground.addChild(startText); LK.gui.center.addChild(startBackground); } // Clear any existing game objects bullets = []; asteroids = []; thrustParticles = []; // Initialize asteroids for the first level createAsteroidsForLevel(level); } function createAsteroidsForLevel(level) { // Number of asteroids based on level var numAsteroids = Math.min(4 + level, 12); for (var i = 0; i < numAsteroids; i++) { // Create a random meme type (0-9) var memeType = Math.floor(Math.random() * 10); var asteroid = new Asteroid(2, memeType); // Start with large asteroids and specific meme type // Position the asteroid away from the player do { asteroid.x = Math.random() * 2048; asteroid.y = Math.random() * 2732; } while (distance(asteroid.x, asteroid.y, ship.x, ship.y) < 300); asteroids.push(asteroid); game.addChild(asteroid); } } function distance(x1, y1, x2, y2) { return Math.sqrt((x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1)); } function createBullet() { var bullet = new Bullet(); // Use ship's rotation directly var angle = ship.rot; // Calculate the position at the tip of the ship based on the triangle geometry // For the redesigned ship (pointing up at 0 rotation), the tip is -triangleSize units in Y var offsetX = Math.cos(angle) * triangleSize; var offsetY = Math.sin(angle) * triangleSize; // Position bullet at the tip of the ship bullet.x = ship.x + offsetX; bullet.y = ship.y + offsetY; // Set bullet velocity to match ship's exact facing direction bullet.velocity.x = Math.cos(angle) * bullet.speed; bullet.velocity.y = Math.sin(angle) * bullet.speed; // Add bullet to game bullets.push(bullet); game.addChild(bullet); // Play shoot sound LK.getSound('shoot').play(); } function updateAsteroids() { for (var i = asteroids.length - 1; i >= 0; i--) { var asteroid = asteroids[i]; asteroid.update(); // Check for collision with the ship if (!ship.invulnerable && asteroid.intersects(ship)) { // Player loses a life lives--; livesTxt.setText('LIVES: ' + lives); // Play explosion sound LK.getSound('explosion').play(); // Flash screen LK.effects.flashScreen(0xFF0000, 500); // Make ship invulnerable for a few seconds ship.makeInvulnerable(180); // Game over if no lives left if (lives <= 0) { LK.setScore(score); LK.showGameOver(); gameOver = true; return; } } } } function updateBullets() { for (var i = bullets.length - 1; i >= 0; i--) { var bullet = bullets[i]; bullet.update(); // Remove bullets that have lived too long if (bullet.age > bullet.lifespan) { game.removeChild(bullet); bullets.splice(i, 1); continue; } // Check for collisions with asteroids var hitAsteroid = false; for (var j = asteroids.length - 1; j >= 0; j--) { var asteroid = asteroids[j]; if (bullet.intersects(asteroid)) { hitAsteroid = true; // Add score based on asteroid size score += asteroid.getPoints(); scoreTxt.setText('SCORE: ' + score); // Get the asteroid's meme type, defaulting to 0 if undefined var memeType = asteroid.memeType !== undefined ? asteroid.memeType : 0; // Construct the specific meme explosion sound ID var memeExplosionSoundId = 'meme' + memeType + 'Explosion'; // Try to get the specific meme explosion sound var explosionSound = LK.getSound(memeExplosionSoundId); // Play the specific meme explosion sound or fallback to generic explosion if (explosionSound) { explosionSound.play(); } else { // Fallback to generic explosion sound console.log('Fallback explosion sound for memeType:', memeType); LK.getSound('explosion').play(); } // Break large asteroids (size 2) into smaller pieces if (asteroid.size === 2) { for (var k = 0; k < 2; k++) { // Create medium asteroids (size 1) var newAsteroid = new Asteroid(1, asteroid.memeType); newAsteroid.x = asteroid.x; newAsteroid.y = asteroid.y; // No velocity inheritance - just use the default size-based velocity asteroids.push(newAsteroid); game.addChild(newAsteroid); } } // Remove the hit asteroid (large, medium, or small) game.removeChild(asteroid); asteroids.splice(j, 1); break; } } if (hitAsteroid) { // Remove the bullet game.removeChild(bullet); bullets.splice(i, 1); } } // Check if all asteroids are destroyed if (asteroids.length === 0) { // Next level level++; levelTxt.setText('LEVEL: ' + level); // Play level start sound LK.getSound('levelStart').play(); // Ensure gameMusic3 keeps playing - no music track changes if (!musicPlaying) { // If music isn't playing for some reason, restart gameMusic3 LK.playMusic('gameMusic3', { loop: true, fade: { start: 0, end: 1, duration: 1000 } }); musicPlaying = true; } // Create new asteroids for the next level createAsteroidsForLevel(level); } } // Main game update function game.update = function () { // Update intro sequence if active if (introSequence) { introSequence.update(); return; } if (!gameStarted) { return; } // Update ship controls based on button state ship.isRotatingLeft = leftButton.isPressed; ship.isRotatingRight = rightButton.isPressed; ship.isFiring = fireButton.isPressed; // Ship constantly moves forward, no need for isMoving toggle // Update ship if (ship.update()) { createBullet(); } // Update bullets and check for collisions updateBullets(); // Update asteroids and check for collisions updateAsteroids(); // Update thrust particles updateThrustParticles(); }; // Game music and sound state variables var currentMusicTrack = 0; // Initialize to 0, will be set to 1 on game start var musicPlaying = false; // Track if music is currently playing var introMusicPlayed = false; // Track if intro music has played // Event handlers game.down = function (x, y, obj) { // Check if intro is playing if (introSequence && !introSequence.finished) { introSequence.skip(); return; } if (!gameStarted) { gameStarted = true; LK.getSound('gameStart').play(); // Play start sound if (startText && startText.parent) { startText.parent.parent.removeChild(startText.parent); startText = null; } // Only play gameMusic3 LK.playMusic('gameMusic3', { loop: true, fade: { start: 0, end: 1, duration: 800 } }); // Set current track to match currentMusicTrack = 3; musicPlaying = true; } // Fire bullet when clicking anywhere on screen (if game started) if (gameStarted && ship && !gameOver) { createBullet(); } // Ensure buttons can detect touch events when pressed var local; // Check left button local = leftButton.toLocal({ x: x, y: y }); if (local.x >= -leftButton.width / 2 && local.x <= leftButton.width / 2 && local.y >= -leftButton.height / 2 && local.y <= leftButton.height / 2) { leftButton.down(local.x, local.y, {}); } // Check fire button local = fireButton.toLocal({ x: x, y: y }); if (local.x >= -fireButton.width / 2 && local.x <= fireButton.width / 2 && local.y >= -fireButton.height / 2 && local.y <= fireButton.height / 2) { fireButton.down(local.x, local.y, {}); } // Forward button removed - ship moves constantly // Check right button local = rightButton.toLocal({ x: x, y: y }); if (local.x >= -rightButton.width / 2 && local.x <= rightButton.width / 2 && local.y >= -rightButton.height / 2 && local.y <= rightButton.height / 2) { rightButton.down(local.x, local.y, {}); } }; // Add up handler to handle releasing buttons game.up = function (x, y, obj) { // Reset all button states when touch/click is released leftButton.up(0, 0, {}); fireButton.up(0, 0, {}); rightButton.up(0, 0, {}); }; // Initialize the game when this script runs initGame(); // Function to add thrust particles - called from Ship update game.addThrustParticle = function (particle) { thrustParticles.push(particle); game.addChild(particle); }; // Function to update thrust particles function updateThrustParticles() { for (var i = thrustParticles.length - 1; i >= 0; i--) { var particle = thrustParticles[i]; // If particle update returns true, it means the particle should be removed if (particle.update()) { game.removeChild(particle); thrustParticles.splice(i, 1); } } }
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
var Asteroid = Container.expand(function (size, memeType) {
var self = Container.call(this);
// Size can be 0 (small), 1 (medium), or 2 (large)
self.size = size || 2;
// Create a container for the asteroid
var asteroidGraphics = new Container();
self.addChild(asteroidGraphics);
// Store the meme type or generate a random one if not provided
self.memeType = memeType !== undefined ? memeType : Math.floor(Math.random() * 10);
// Create the asteroid image based on size
var assetId;
if (self.size === 0) {
assetId = 'memeSmall';
} else if (self.size === 1) {
assetId = 'memeMedium';
} else {
assetId = 'meme' + self.memeType;
}
// Add the meme image as the asteroid
var memeImage = LK.getAsset(assetId, {
anchorX: 0.5,
anchorY: 0.5
});
asteroidGraphics.addChild(memeImage);
// Random velocity
var speed = (3 - self.size) * 0.8 + 0.5; // Smaller asteroids move faster
var angle = Math.random() * Math.PI * 2;
self.velocity = {
x: Math.cos(angle) * speed,
y: Math.sin(angle) * speed
};
// Random rotation
self.rotationSpeed = (Math.random() - 0.5) * 0.05;
self.update = function () {
// Move
self.x += self.velocity.x;
self.y += self.velocity.y;
// Rotate
asteroidGraphics.rotation += self.rotationSpeed;
// Wrap around screen edges
if (self.x < -50) {
self.x = 2098;
}
if (self.x > 2098) {
self.x = -50;
}
if (self.y < -50) {
self.y = 2782;
}
if (self.y > 2782) {
self.y = -50;
}
};
self.getPoints = function () {
return (3 - self.size) * 100; // Small: 300, Medium: 200, Large: 100
};
return self;
});
var Bullet = Container.expand(function () {
var self = Container.call(this);
// Create a container for pixel art bullet
var bulletGraphics = new Container();
self.addChild(bulletGraphics);
// Create a small pixel art square (bullet)
var bulletSize = 24; // Doubled from 12 to 24
var pixelSize = 6; // Doubled from 3 to 6
var pixelGap = 1; // Gap between pixels for hollow effect
// Draw the outline of the square
var points = [{
x: -bulletSize / 2,
y: -bulletSize / 2
},
// Top left
{
x: bulletSize / 2,
y: -bulletSize / 2
},
// Top right
{
x: bulletSize / 2,
y: bulletSize / 2
},
// Bottom right
{
x: -bulletSize / 2,
y: bulletSize / 2
} // Bottom left
];
// Draw the square outline
for (var i = 0; i < 4; i++) {
var startPoint = points[i];
var endPoint = points[(i + 1) % 4];
// Calculate steps
var dx = endPoint.x - startPoint.x;
var dy = endPoint.y - startPoint.y;
var steps = Math.max(Math.abs(dx), Math.abs(dy)) / pixelSize;
// Draw pixels along the line
for (var step = 0; step <= steps; step++) {
var px = startPoint.x + dx * (step / steps);
var py = startPoint.y + dy * (step / steps);
var pixel = LK.getAsset('bulletShape', {
anchorX: 0.5,
anchorY: 0.5,
width: pixelSize - pixelGap,
height: pixelSize - pixelGap,
x: px,
y: py,
tint: 0xFF8000 // Orange color
});
bulletGraphics.addChild(pixel);
}
}
self.speed = 10;
self.velocity = {
x: 0,
y: 0
};
self.lifespan = 180; // 3 seconds at 60fps - triple the firing range
self.age = 0;
self.update = function () {
self.x += self.velocity.x;
self.y += self.velocity.y;
self.age++;
// Wrap around screen edges
if (self.x < 0) {
self.x = 2048;
}
if (self.x > 2048) {
self.x = 0;
}
if (self.y < 0) {
self.y = 2732;
}
if (self.y > 2732) {
self.y = 0;
}
};
return self;
});
var Button = Container.expand(function (assetId) {
var self = Container.call(this);
// Create button as a solid shape
var buttonGraphics = self.attachAsset(assetId, {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2,
scaleY: 2
});
buttonGraphics.alpha = 0.5;
// Determine button shape based on assetId
var isCircle = assetId === 'fireButton' || assetId === 'forwardButton';
var buttonSize = 60; // Radius or half-width
self.isPressed = false;
self.down = function (x, y, obj) {
self.isPressed = true;
buttonGraphics.alpha = 0.8;
};
self.up = function (x, y, obj) {
self.isPressed = false;
buttonGraphics.alpha = 0.5;
};
return self;
});
var IntroSequence = Container.expand(function () {
var self = Container.call(this);
// Layers for effects
var starfieldLayer = new Container();
var memesLayer = new Container();
var textLayer = new Container();
var shipLayer = new Container();
var titleLayer = new Container();
self.addChild(starfieldLayer);
self.addChild(memesLayer);
self.addChild(textLayer);
self.addChild(shipLayer);
self.addChild(titleLayer);
// Create starfield
var stars = [];
for (var i = 0; i < 100; i++) {
var star = LK.getAsset('bulletShape', {
anchorX: 0.5,
anchorY: 0.5,
width: 3 + Math.random() * 5,
height: 3 + Math.random() * 5,
x: Math.random() * 2048,
y: Math.random() * 2732,
tint: 0xFFFFFF
});
star.alpha = 0.3 + Math.random() * 0.7;
star.velocity = 10 + Math.random() * 20;
stars.push(star);
starfieldLayer.addChild(star);
}
// Create distant meme silhouettes
var silhouettes = [];
for (var j = 0; j < 10; j++) {
var memeType = Math.floor(Math.random() * 10);
var meme = LK.getAsset('meme' + memeType, {
anchorX: 0.5,
anchorY: 0.5,
x: 200 + Math.random() * 1600,
y: -300 - Math.random() * 600,
tint: 0x333333
});
meme.alpha = 0.3;
meme.scale.set(0.3, 0.3);
silhouettes.push(meme);
memesLayer.addChild(meme);
}
// Emergency broadcast text
var emergencyText = new Text2('MEME OVERLOAD DETECTED', {
size: 80,
fill: 0xFF3333
});
emergencyText.anchor.set(0.5, 0.5);
emergencyText.x = 2048 / 2;
emergencyText.y = 2732 / 2;
emergencyText.alpha = 0;
textLayer.addChild(emergencyText);
// Hero ship
var heroShip = new Ship();
heroShip.x = 2048 / 2;
heroShip.y = 2732 + 100;
heroShip.alpha = 0;
shipLayer.addChild(heroShip);
// Title
var titleText = new Text2('MEMES ASTEROID WAR', {
size: 120,
fill: 0xFF8000
});
titleText.anchor.set(0.5, 0.5);
titleText.x = 2048 / 2;
titleText.y = 2732 / 2 - 300;
titleText.alpha = 0;
titleLayer.addChild(titleText);
// Call to action
var ctaText = new Text2('TAP TO DEFEND THE INTERNET', {
size: 60,
fill: 0xFFFFFF
});
ctaText.anchor.set(0.5, 0.5);
ctaText.x = 2048 / 2;
ctaText.y = 2732 / 2 + 300;
ctaText.alpha = 0;
titleLayer.addChild(ctaText);
// Animation sequence
self.phase = 0;
self.timer = 0;
self.finished = false;
self.update = function () {
self.timer++;
// Update stars
for (var i = 0; i < stars.length; i++) {
var star = stars[i];
star.y += star.velocity;
if (star.y > 2732) {
star.y = -10;
star.x = Math.random() * 2048;
}
}
// Animation phases
switch (self.phase) {
case 0:
// Starfield intro (0-2s)
if (self.timer === 60) {
// After 1s, start meme approach
self.phase = 1;
}
break;
case 1:
// Meme approach (2-4s)
for (var j = 0; j < silhouettes.length; j++) {
silhouettes[j].y += 3;
silhouettes[j].scale.x += 0.003;
silhouettes[j].scale.y += 0.003;
}
if (self.timer === 180) {
// After 3s, show emergency text
self.phase = 2;
tween(emergencyText, {
alpha: 1
}, {
duration: 500,
easing: tween.easeOut
});
// Make text glitch effect
LK.setInterval(function () {
emergencyText.scale.set(1 + Math.random() * 0.05, 1 + Math.random() * 0.05);
emergencyText.x = 2048 / 2 + (Math.random() * 20 - 10);
}, 80);
}
break;
case 2:
// Emergency broadcast (4-6s)
for (var k = 0; k < silhouettes.length; k++) {
silhouettes[k].y += 3;
silhouettes[k].scale.x += 0.004;
silhouettes[k].scale.y += 0.004;
}
if (self.timer === 300) {
// After 5s, fade out emergency text and show ship
self.phase = 3;
tween(emergencyText, {
alpha: 0
}, {
duration: 500
});
// Animate hero ship rising
heroShip.alpha = 1;
tween(heroShip, {
y: 2732 / 2 + 200
}, {
duration: 1500,
easing: tween.easeOut
});
}
break;
case 3:
// Ship reveal (6-8s)
if (self.timer === 420) {
// After 7s, show title
self.phase = 4;
// Animate title card
tween(titleText, {
alpha: 1
}, {
duration: 800,
easing: tween.easeOut
});
// Create distortion effect on title
var titleDistort = LK.setInterval(function () {
titleText.scale.set(1 + Math.random() * 0.03, 1 + Math.random() * 0.03);
if (self.timer > 480) {
LK.clearInterval(titleDistort);
titleText.scale.set(1, 1);
}
}, 50);
}
break;
case 4:
// Title card (8-10s)
if (self.timer === 540) {
// After 9s, show CTA
self.phase = 5;
tween(ctaText, {
alpha: 1
}, {
duration: 500,
easing: tween.easeOut
});
// Make CTA pulse
LK.setInterval(function () {
if (ctaText.alpha === 1) {
tween(ctaText, {
alpha: 0.5
}, {
duration: 800
});
} else {
tween(ctaText, {
alpha: 1
}, {
duration: 800
});
}
}, 1600);
}
break;
case 5:
// CTA (10s+)
if (self.timer === 660) {
// After 11s total, finish intro
self.finished = true;
}
break;
}
return self.finished;
};
self.skip = function () {
self.finished = true;
};
return self;
});
var Ship = Container.expand(function () {
var self = Container.call(this);
// Create a custom triangle ship
var shipGraphics = new Container();
self.addChild(shipGraphics);
// Create a pixel art triangle
var triangleSize = 72; // Scale up to 1.5 times larger from 48 to 72
var pixelSize = 12; // Increase pixel size for more distinct lines
var pixelGap = 1; // Gap between pixels for hollow effect
// Create triangle points - pointing right by default (0 degrees = right)
var points = [{
x: triangleSize,
y: 0
},
// Front tip (pointing right)
{
x: -triangleSize / 2,
y: -triangleSize / 2
},
// Top left
{
x: -triangleSize / 2,
y: triangleSize / 2
} // Bottom left
];
// Draw the outline with pixel art style
for (var i = 0; i < 3; i++) {
var startPoint = points[i];
var endPoint = points[(i + 1) % 3];
// Calculate step count based on distance
var dx = endPoint.x - startPoint.x;
var dy = endPoint.y - startPoint.y;
var steps = Math.max(Math.abs(dx), Math.abs(dy)) / pixelSize;
// Draw pixels along the line
for (var step = 0; step <= steps; step++) {
var px = startPoint.x + dx * (step / steps);
var py = startPoint.y + dy * (step / steps);
var pixel = LK.getAsset('shipShape', {
anchorX: 0.5,
anchorY: 0.5,
width: pixelSize - pixelGap,
height: pixelSize - pixelGap,
x: px,
y: py,
tint: 0xFF8000 // Orange color
});
shipGraphics.addChild(pixel);
}
}
shipGraphics.x = 0;
shipGraphics.y = 0;
// Ship properties
self.rot = 0; // Start pointing right (0 radians)
self.rotationSpeed = 0.05; // Reduced rotation speed for less sensitive steering
self.isRotatingLeft = false;
self.isRotatingRight = false;
self.isFiring = false;
self.fireDelay = 15; // frames between shots
self.fireTimer = 0;
self.invulnerable = false;
self.invulnerableTime = 0;
// Physics-based movement properties - much simpler direct movement
self.thrustPower = 0.20; // Increased thrust power for faster acceleration
self.dragFactor = 0.97; // Slightly increased drag to slow down faster
self.maxSpeed = 8; // Increased maximum speed
self.velocity = {
x: 0,
y: 0
};
// Track previous position for movement calculations
self.lastX = 0;
self.lastY = 0;
// Apply rotation to ship graphics
shipGraphics.rotation = self.rot;
self.update = function () {
// Store last position
self.lastX = self.x;
self.lastY = self.y;
// Handle rotation
if (self.isRotatingLeft) {
self.rot -= self.rotationSpeed;
}
if (self.isRotatingRight) {
self.rot += self.rotationSpeed;
}
// Apply rotation to ship visual
shipGraphics.rotation = self.rot;
// Calculate direction vector from rotation
// 0 = right, PI/2 = down, PI = left, -PI/2 = up
var dirX = Math.cos(self.rot);
var dirY = Math.sin(self.rot);
// Apply thrust force in direction ship is facing (always moving)
self.velocity.x += dirX * self.thrustPower;
self.velocity.y += dirY * self.thrustPower;
// Apply drag/friction
self.velocity.x *= self.dragFactor;
self.velocity.y *= self.dragFactor;
// Calculate current speed
var speed = Math.sqrt(self.velocity.x * self.velocity.x + self.velocity.y * self.velocity.y);
// Apply speed limit if necessary
if (speed > self.maxSpeed) {
self.velocity.x = self.velocity.x / speed * self.maxSpeed;
self.velocity.y = self.velocity.y / speed * self.maxSpeed;
}
// Create thrust particles - appear more frequently when moving (now every frame if moving)
if (speed > 0.5) {
// Removed LK.ticks % 2 check
var particle = new ThrustParticle();
// Position at the back of the ship (opposite of direction)
var backX = self.x - dirX * triangleSize * 0.5;
var backY = self.y - dirY * triangleSize * 0.5;
// Add some randomness
backX += (Math.random() - 0.5) * 10;
backY += (Math.random() - 0.5) * 10;
particle.x = backX;
particle.y = backY;
// Set velocity opposite to ship direction with some randomness
particle.velocity.x = -dirX * (1 + Math.random()) + (Math.random() - 0.5) * 0.5;
particle.velocity.y = -dirY * (1 + Math.random()) + (Math.random() - 0.5) * 0.5;
// Add to game via event
if (typeof game.addThrustParticle === 'function') {
game.addThrustParticle(particle);
}
}
// Update position based on velocity
self.x += self.velocity.x;
self.y += self.velocity.y;
// Wrap around screen edges
if (self.x < 0) {
self.x = 2048;
}
if (self.x > 2048) {
self.x = 0;
}
if (self.y < 0) {
self.y = 2732;
}
if (self.y > 2732) {
self.y = 0;
}
// Handle firing
if (self.isFiring) {
if (self.fireTimer <= 0) {
self.fireTimer = self.fireDelay;
return true; // Signal to create a bullet
}
}
if (self.fireTimer > 0) {
self.fireTimer--;
}
// Handle invulnerability
if (self.invulnerable) {
self.invulnerableTime--;
shipGraphics.alpha = Math.sin(LK.ticks * 0.5) * 0.5 + 0.5;
if (self.invulnerableTime <= 0) {
self.invulnerable = false;
shipGraphics.alpha = 1;
}
}
return false;
};
self.makeInvulnerable = function (frames) {
self.invulnerable = true;
self.invulnerableTime = frames;
};
return self;
});
var ThrustParticle = Container.expand(function () {
var self = Container.call(this);
// Create particle visual - larger and more visible
var particleGraphics = LK.getAsset('bulletShape', {
anchorX: 0.5,
anchorY: 0.5,
width: 24,
// Further increased size
// Increased size
height: 24,
// Further increased size
// Increased size
tint: 0xFF8000 // Orange color
});
particleGraphics.alpha = 0.9;
self.addChild(particleGraphics);
// Particle properties
self.velocity = {
x: 0,
y: 0
};
self.lifespan = 35; // Increased lifespan for better visibility
self.age = 0;
self.update = function () {
// Move according to velocity
self.x += self.velocity.x;
self.y += self.velocity.y;
// Age the particle
self.age++;
// Fade out as it ages, with a faster tail-end fade
var lifeRatio = self.age / self.lifespan;
particleGraphics.alpha = 0.9 * (1 - lifeRatio * lifeRatio);
// Return true if particle should be removed
return self.age >= self.lifespan;
};
return self;
});
/****
* Initialize Game
****/
// Function to add thrust particles - called from Ship update
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
// Placeholder ID - Engine will handle
// Placeholder ID - Engine will handle
// Sound for the rhythmic beat
// Sound for starting a new level
// Sound for tapping to start
// Add sound assets for each meme asteroid (meme0 to meme9)
// Game variables
// Sounds for each meme type
// Add music assets
// Add music assets
// Initialize meme explosion sounds
// Initialize music tracks
// Placeholder: Replace with actual sound ID
// Placeholder: Replace with actual sound ID
// Placeholder: Replace with actual sound ID
// Placeholder: Replace with actual sound ID
// Placeholder: Replace with actual sound ID
// Placeholder: Replace with actual sound ID
// Placeholder: Replace with actual sound ID
// Placeholder: Replace with actual sound ID
// Placeholder: Replace with actual sound ID
// Placeholder: Replace with actual sound ID
// Initialize meme explosion sounds
// Placeholder: Replace with actual sound ID or properties
// Placeholder: Replace with actual sound ID or properties
// Placeholder: Replace with actual sound ID or properties
// Placeholder: Replace with actual sound ID or properties
// Placeholder: Replace with actual sound ID or properties
// Placeholder: Replace with actual sound ID or properties
// Placeholder: Replace with actual sound ID or properties
// Placeholder: Replace with actual sound ID or properties
// Placeholder: Replace with actual sound ID or properties
// Placeholder: Replace with actual sound ID or properties
// Initialize music tracks
// Placeholder: Replace with actual music ID
// Placeholder: Replace with actual music ID
// Placeholder: Replace with actual music ID
// Meme explosion sounds - assuming unique IDs exist for each
// Replace with actual ID
// Replace with actual ID
// Replace with actual ID
// Replace with actual ID
// Replace with actual ID
// Replace with actual ID
// Replace with actual ID
// Replace with actual ID
// Replace with actual ID
// Replace with actual ID
// Music Tracks - assuming unique IDs exist for each
// Replace with actual ID
// Replace with actual ID
// Replace with actual ID
// Assuming ID is correct
// Placeholder ID - Engine will handle
// Placeholder ID - Engine will handle
// Placeholder ID - Engine will handle
// Placeholder ID - Engine will handle
// Placeholder ID - Engine will handle
// Placeholder ID - Engine will handle
// Placeholder ID - Engine will handle
// Placeholder ID - Engine will handle
// Placeholder ID - Engine will handle
var ship;
var bullets = [];
var asteroids = [];
var thrustParticles = []; // Array to store thrust particles
var score = 0;
var lives = 3;
var level = 1;
var gameStarted = false;
var gameOver = false;
var introPlayed = false;
var introSequence = null;
var triangleSize = 36; // Ship triangle size for bullet positioning (half of the size now)
// Function to play intro sequence
function playIntroSequence() {
// Clear any existing game objects
bullets = [];
asteroids = [];
thrustParticles = [];
// Play gameMusic3 for intro
LK.playMusic('gameMusic3', {
loop: true,
fade: {
start: 0,
end: 1,
duration: 1000
}
});
introMusicPlayed = true;
// Create and add intro sequence
introSequence = new IntroSequence();
game.addChild(introSequence);
// Setup a handler for when intro is finished
LK.setInterval(function () {
if (introSequence && introSequence.finished) {
game.removeChild(introSequence);
introSequence = null;
introPlayed = true;
// Keep gameMusic3 playing - don't stop it
// Start game immediately
initGame();
LK.clearInterval(this);
}
}, 100);
}
// UI elements
var leftButton;
var rightButton;
var fireButton;
var scoreTxt;
var livesTxt;
var levelTxt;
var startText;
// Initialize the game
function initGame() {
// Check if we need to play intro
if (!gameStarted && !introPlayed) {
playIntroSequence();
return;
}
// Create ship
ship = new Ship();
ship.x = 2048 / 2;
ship.y = 200; // Position at top middle
ship.makeInvulnerable(120); // 2 seconds
// Add visual effect to indicate ship is ready for movement
tween(ship, {
alpha: 0.5
}, {
duration: 500,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(ship, {
alpha: 1
}, {
duration: 500,
easing: tween.easeInOut
});
}
});
game.addChild(ship);
// Create control buttons
leftButton = new Button('rotateLeftButton');
leftButton.x = 300; // Position on the left side
leftButton.y = 2732 - 200; // Position at the bottom
leftButton.scale.set(2, 2); // Make button bigger
game.addChild(leftButton);
// Fire button in the middle
fireButton = new Button('fireButton');
fireButton.x = 2048 / 2; // Position in middle
fireButton.y = 2732 - 200; // Position at the bottom
fireButton.scale.set(2, 2); // Make button bigger
game.addChild(fireButton);
// No forward button needed - ship will constantly move forward
// Right rotation button
rightButton = new Button('rotateRightButton');
rightButton.x = 2048 - 300; // Position on the right side
rightButton.y = 2732 - 200; // Position at the bottom
rightButton.scale.set(2, 2); // Make button bigger
game.addChild(rightButton);
// Create UI text
// Create Glaud text in orange
var glaudText = new Text2('Glaud', {
size: 60,
fill: 0xFF8000 // Orange color
});
glaudText.anchor.set(1, 0); // Right-align text
glaudText.x = -20; // Add padding from right edge
glaudText.y = 0; // Position at very top
LK.gui.topRight.addChild(glaudText);
scoreTxt = new Text2('SCORE: 0', {
size: 40,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(1, 0); // Right-align text
scoreTxt.x = -20; // Add padding from right edge
scoreTxt.y = 80; // Position further below the Glaud text
LK.gui.topRight.addChild(scoreTxt);
livesTxt = new Text2('LIVES: 3', {
size: 40,
fill: 0xFFFFFF
});
livesTxt.anchor.set(0.5, 0); // Center anchor horizontally
livesTxt.x = 70; // Moved slightly to the left
LK.gui.top.addChild(livesTxt);
levelTxt = new Text2('LEVEL: 1', {
size: 40,
fill: 0xFFFFFF
});
levelTxt.anchor.set(0, 0); // Left-align text
levelTxt.x = 180; // Move further right from top-left menu icon but slightly to the left
levelTxt.y = 80; // Move lower down from top edge
LK.gui.topLeft.addChild(levelTxt);
// Start screen text
if (!gameStarted) {
// Create gray background for start text
var startBackground = new Container();
var bgShape = LK.getAsset('bulletShape', {
anchorX: 0.5,
anchorY: 0.5,
width: 1000,
height: 250,
tint: 0x333333
});
bgShape.alpha = 0.9;
startBackground.addChild(bgShape);
startText = new Text2('TAP TO START', {
size: 140,
// Slightly smaller size
fill: 0xFFFFFF
});
startText.anchor.set(0.5, 0.5);
startBackground.addChild(startText);
LK.gui.center.addChild(startBackground);
}
// Clear any existing game objects
bullets = [];
asteroids = [];
thrustParticles = [];
// Initialize asteroids for the first level
createAsteroidsForLevel(level);
}
function createAsteroidsForLevel(level) {
// Number of asteroids based on level
var numAsteroids = Math.min(4 + level, 12);
for (var i = 0; i < numAsteroids; i++) {
// Create a random meme type (0-9)
var memeType = Math.floor(Math.random() * 10);
var asteroid = new Asteroid(2, memeType); // Start with large asteroids and specific meme type
// Position the asteroid away from the player
do {
asteroid.x = Math.random() * 2048;
asteroid.y = Math.random() * 2732;
} while (distance(asteroid.x, asteroid.y, ship.x, ship.y) < 300);
asteroids.push(asteroid);
game.addChild(asteroid);
}
}
function distance(x1, y1, x2, y2) {
return Math.sqrt((x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1));
}
function createBullet() {
var bullet = new Bullet();
// Use ship's rotation directly
var angle = ship.rot;
// Calculate the position at the tip of the ship based on the triangle geometry
// For the redesigned ship (pointing up at 0 rotation), the tip is -triangleSize units in Y
var offsetX = Math.cos(angle) * triangleSize;
var offsetY = Math.sin(angle) * triangleSize;
// Position bullet at the tip of the ship
bullet.x = ship.x + offsetX;
bullet.y = ship.y + offsetY;
// Set bullet velocity to match ship's exact facing direction
bullet.velocity.x = Math.cos(angle) * bullet.speed;
bullet.velocity.y = Math.sin(angle) * bullet.speed;
// Add bullet to game
bullets.push(bullet);
game.addChild(bullet);
// Play shoot sound
LK.getSound('shoot').play();
}
function updateAsteroids() {
for (var i = asteroids.length - 1; i >= 0; i--) {
var asteroid = asteroids[i];
asteroid.update();
// Check for collision with the ship
if (!ship.invulnerable && asteroid.intersects(ship)) {
// Player loses a life
lives--;
livesTxt.setText('LIVES: ' + lives);
// Play explosion sound
LK.getSound('explosion').play();
// Flash screen
LK.effects.flashScreen(0xFF0000, 500);
// Make ship invulnerable for a few seconds
ship.makeInvulnerable(180);
// Game over if no lives left
if (lives <= 0) {
LK.setScore(score);
LK.showGameOver();
gameOver = true;
return;
}
}
}
}
function updateBullets() {
for (var i = bullets.length - 1; i >= 0; i--) {
var bullet = bullets[i];
bullet.update();
// Remove bullets that have lived too long
if (bullet.age > bullet.lifespan) {
game.removeChild(bullet);
bullets.splice(i, 1);
continue;
}
// Check for collisions with asteroids
var hitAsteroid = false;
for (var j = asteroids.length - 1; j >= 0; j--) {
var asteroid = asteroids[j];
if (bullet.intersects(asteroid)) {
hitAsteroid = true;
// Add score based on asteroid size
score += asteroid.getPoints();
scoreTxt.setText('SCORE: ' + score);
// Get the asteroid's meme type, defaulting to 0 if undefined
var memeType = asteroid.memeType !== undefined ? asteroid.memeType : 0;
// Construct the specific meme explosion sound ID
var memeExplosionSoundId = 'meme' + memeType + 'Explosion';
// Try to get the specific meme explosion sound
var explosionSound = LK.getSound(memeExplosionSoundId);
// Play the specific meme explosion sound or fallback to generic explosion
if (explosionSound) {
explosionSound.play();
} else {
// Fallback to generic explosion sound
console.log('Fallback explosion sound for memeType:', memeType);
LK.getSound('explosion').play();
}
// Break large asteroids (size 2) into smaller pieces
if (asteroid.size === 2) {
for (var k = 0; k < 2; k++) {
// Create medium asteroids (size 1)
var newAsteroid = new Asteroid(1, asteroid.memeType);
newAsteroid.x = asteroid.x;
newAsteroid.y = asteroid.y;
// No velocity inheritance - just use the default size-based velocity
asteroids.push(newAsteroid);
game.addChild(newAsteroid);
}
}
// Remove the hit asteroid (large, medium, or small)
game.removeChild(asteroid);
asteroids.splice(j, 1);
break;
}
}
if (hitAsteroid) {
// Remove the bullet
game.removeChild(bullet);
bullets.splice(i, 1);
}
}
// Check if all asteroids are destroyed
if (asteroids.length === 0) {
// Next level
level++;
levelTxt.setText('LEVEL: ' + level);
// Play level start sound
LK.getSound('levelStart').play();
// Ensure gameMusic3 keeps playing - no music track changes
if (!musicPlaying) {
// If music isn't playing for some reason, restart gameMusic3
LK.playMusic('gameMusic3', {
loop: true,
fade: {
start: 0,
end: 1,
duration: 1000
}
});
musicPlaying = true;
}
// Create new asteroids for the next level
createAsteroidsForLevel(level);
}
}
// Main game update function
game.update = function () {
// Update intro sequence if active
if (introSequence) {
introSequence.update();
return;
}
if (!gameStarted) {
return;
}
// Update ship controls based on button state
ship.isRotatingLeft = leftButton.isPressed;
ship.isRotatingRight = rightButton.isPressed;
ship.isFiring = fireButton.isPressed;
// Ship constantly moves forward, no need for isMoving toggle
// Update ship
if (ship.update()) {
createBullet();
}
// Update bullets and check for collisions
updateBullets();
// Update asteroids and check for collisions
updateAsteroids();
// Update thrust particles
updateThrustParticles();
};
// Game music and sound state variables
var currentMusicTrack = 0; // Initialize to 0, will be set to 1 on game start
var musicPlaying = false; // Track if music is currently playing
var introMusicPlayed = false; // Track if intro music has played
// Event handlers
game.down = function (x, y, obj) {
// Check if intro is playing
if (introSequence && !introSequence.finished) {
introSequence.skip();
return;
}
if (!gameStarted) {
gameStarted = true;
LK.getSound('gameStart').play(); // Play start sound
if (startText && startText.parent) {
startText.parent.parent.removeChild(startText.parent);
startText = null;
}
// Only play gameMusic3
LK.playMusic('gameMusic3', {
loop: true,
fade: {
start: 0,
end: 1,
duration: 800
}
});
// Set current track to match
currentMusicTrack = 3;
musicPlaying = true;
}
// Fire bullet when clicking anywhere on screen (if game started)
if (gameStarted && ship && !gameOver) {
createBullet();
}
// Ensure buttons can detect touch events when pressed
var local;
// Check left button
local = leftButton.toLocal({
x: x,
y: y
});
if (local.x >= -leftButton.width / 2 && local.x <= leftButton.width / 2 && local.y >= -leftButton.height / 2 && local.y <= leftButton.height / 2) {
leftButton.down(local.x, local.y, {});
}
// Check fire button
local = fireButton.toLocal({
x: x,
y: y
});
if (local.x >= -fireButton.width / 2 && local.x <= fireButton.width / 2 && local.y >= -fireButton.height / 2 && local.y <= fireButton.height / 2) {
fireButton.down(local.x, local.y, {});
}
// Forward button removed - ship moves constantly
// Check right button
local = rightButton.toLocal({
x: x,
y: y
});
if (local.x >= -rightButton.width / 2 && local.x <= rightButton.width / 2 && local.y >= -rightButton.height / 2 && local.y <= rightButton.height / 2) {
rightButton.down(local.x, local.y, {});
}
};
// Add up handler to handle releasing buttons
game.up = function (x, y, obj) {
// Reset all button states when touch/click is released
leftButton.up(0, 0, {});
fireButton.up(0, 0, {});
rightButton.up(0, 0, {});
};
// Initialize the game when this script runs
initGame();
// Function to add thrust particles - called from Ship update
game.addThrustParticle = function (particle) {
thrustParticles.push(particle);
game.addChild(particle);
};
// Function to update thrust particles
function updateThrustParticles() {
for (var i = thrustParticles.length - 1; i >= 0; i--) {
var particle = thrustParticles[i];
// If particle update returns true, it means the particle should be removed
if (particle.update()) {
game.removeChild(particle);
thrustParticles.splice(i, 1);
}
}
}
bulletShape. In-Game asset. 2d. High contrast. No shadows
fireButton is round and orange with a bullet pattern.. In-Game asset. 2d. High contrast. No shadows
rotateLeftButton is a square button with an arrow towards the left side.. In-Game asset. 2d. High contrast. No shadows
amungas memes no text one cracter. In-Game asset. 2d. High contrast. No shadows
trol face no text one cracter. In-Game asset. 2d. High contrast. No shadows
make those famous dog memes that are so well known.one cracter. head. In-Game asset. 2d. High contrast. No shadows
very well known pickles make Rick memes. single character. no writing.. In-Game asset. 2d. High contrast. No shadows
making very well known cat memes. single character. no writing.. In-Game asset. 2d. High contrast. No shadows
make very well known white ghost memes. single character. no writing.. In-Game asset. 2d. High contrast. No shadows
make very well known frog memes. single character. no writing. just head grinning. In-Game asset. 2d. High contrast. No shadows
make very well known duck memes. single character. no writing.. In-Game asset. 2d. High contrast. No shadows
make very well known rainbow cat memes. single character. no writing.. In-Game asset. 2d. High contrast. No shadows
very well known squid game just make cookie memes. single character. no writing.. In-Game asset. 2d. High contrast. No shadows
make very well known minecraft memes. single character. no writing.. In-Game asset. 2d. High contrast. No shadows
It's a spaceship made of orange pixels, reminiscent of arcade games.. In-Game asset. 2d. High contrast. No shadows
Not the hand with the cat.
A stylish orange letter G.. In-Game asset. 2d. High contrast. No shadows
shoot
Sound effect
meme0Explosion
Sound effect
meme1Explosion
Sound effect
meme2Explosion
Sound effect
meme3Explosion
Sound effect
meme4Explosion
Sound effect
meme5Explosion
Sound effect
meme6Explosion
Sound effect
meme7Explosion
Sound effect
meme8Explosion
Sound effect
meme9Explosion
Sound effect
levelStart
Sound effect
gameStart
Sound effect
beatSound
Sound effect
gameMusic1
Music
gameMusic2
Music
introMusic
Sound effect
gameMusic3
Music
meme10Explosion
Sound effect
meme11Explosion
Sound effect
meme12Explosion
Sound effect
outroMusic
Music