/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
var AnimatedLetter = Container.expand(function (letter, targetX, targetY, index) {
var self = Container.call(this);
self.letterText = new Text2(letter, {
size: 200,
fill: 0xFFFFFF
});
self.letterText.anchor.set(0.5, 0.5);
self.addChild(self.letterText);
self.targetX = targetX;
self.targetY = targetY;
self.index = index;
self.x = 2048 / 2;
self.y = targetY + 150;
self.alpha = 0;
self.letterText.scaleX = 0.3;
self.letterText.scaleY = 0.3;
self.letterText.rotation = Math.PI * 0.5;
self.animateIn = function () {
// Slide from center to target position with fade in
tween(self, {
alpha: 1,
x: self.targetX,
y: self.targetY
}, {
duration: 1000,
easing: tween.easeOut
});
// Scale and rotate into place
tween(self.letterText, {
scaleX: 1,
scaleY: 1,
rotation: 0
}, {
duration: 1200,
easing: tween.elasticOut
});
};
self.transformColor = function (delay) {
// Staggered color transformation with delay
LK.setTimeout(function () {
// Add subtle pulse before color change
tween(self.letterText, {
scaleX: 1.1,
scaleY: 1.1
}, {
duration: 200,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(self.letterText, {
scaleX: 1,
scaleY: 1
}, {
duration: 200,
easing: tween.easeIn
});
}
});
// Color transformation wave
tween(self.letterText, {
tint: 0xff8000
}, {
duration: 800,
easing: tween.easeInOut
});
}, delay);
};
return self;
});
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() * 14); // Now 0-13 for 14 memes
// 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 - optimize by only checking when needed
if (self.x < -50) {
self.x = 2098;
self.justWrapped = true;
} else if (self.x > 2098) {
self.x = -50;
self.justWrapped = true;
} else if (self.y < -50) {
self.y = 2782;
self.justWrapped = true;
} else if (self.y > 2782) {
self.y = -50;
self.justWrapped = true;
} else {
self.justWrapped = false;
}
};
self.getPoints = function () {
return (3 - self.size) * 100; // Small: 300, Medium: 200, Large: 100
};
return self;
});
var AuraParticle = Container.expand(function () {
var self = Container.call(this);
// Create particle visual - turquoise and larger than thrust particles
var particleGraphics = LK.getAsset('bulletShape', {
anchorX: 0.5,
anchorY: 0.5,
width: 36,
// Larger than thrust particles
height: 36,
tint: 0x40E0D0 // Turquoise color for aura
});
particleGraphics.alpha = 1.0;
self.addChild(particleGraphics);
// Particle properties
self.velocity = {
x: 0,
y: 0
};
self.lifespan = 45; // Longer lifespan than thrust particles
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++;
// Pulse the particle size for more dynamic effect
var pulseScale = 1 + 0.2 * Math.sin(self.age * 0.2);
particleGraphics.scale.set(pulseScale, pulseScale);
// 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;
});
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 solid bullet (a single large pixel)
var bulletSize = 60; // Size of the bullet - increased to 60 for better visibility
// Create a single solid element for the bullet
var bulletSprite = LK.getAsset('bulletShape', {
anchorX: 0.5,
anchorY: 0.5,
width: bulletSize,
height: bulletSize,
tint: 0xFFFF00 // Bright yellow color for better visibility
});
bulletGraphics.addChild(bulletSprite);
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 - use else-if to avoid redundant checks
if (self.x < 0) {
self.x = 2048;
} else if (self.x > 2048) {
self.x = 0;
}
if (self.y < 0) {
self.y = 2732;
} else 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;
// Add aura ready text if this is the fire button
self.isFireButton = assetId === 'fireButton';
if (self.isFireButton) {
self.auraReadyText = new Text2('AURA READY!', {
size: 30,
fill: 0xFFFF00
});
self.auraReadyText.anchor.set(0.5, 0.5);
self.auraReadyText.y = -90; // Position above the button
self.auraReadyText.visible = false; // Initially hidden
self.addChild(self.auraReadyText);
}
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;
};
// Method to update aura ready text visibility
self.updateAuraText = function (isAuraReady, cooldownRemaining) {
if (self.isFireButton && self.auraReadyText) {
// Initialize style property if it doesn't exist
if (!self.auraReadyText.style) {
self.auraReadyText.style = {};
}
if (isAuraReady) {
self.auraReadyText.visible = true;
self.auraReadyText.setText('AURA READY!');
self.auraReadyText.style.fill = 0xFFFF00; // Yellow when ready
// Add pulsing animation when aura is ready
if (!self.pulseAnimation) {
self.pulseAnimation = true;
pulsateAuraText();
}
} else {
// Show countdown when not ready
if (cooldownRemaining !== undefined) {
var secondsRemaining = Math.ceil(cooldownRemaining / 60); // Convert frames to seconds
var secondsRemaining = Math.ceil(cooldownRemaining / 60); // Convert frames to seconds
self.auraReadyText.visible = true;
self.auraReadyText.setText('AURA: ' + secondsRemaining + 's');
self.auraReadyText.style.fill = 0x3399FF; // Blue for cooldown
} else {
self.auraReadyText.visible = false;
}
self.pulseAnimation = false;
}
}
function pulsateAuraText() {
if (!self.pulseAnimation) {
return;
}
tween(self.auraReadyText, {
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 500,
easing: tween.easeInOut,
onFinish: function onFinish() {
if (!self.pulseAnimation) {
return;
}
tween(self.auraReadyText, {
scaleX: 1,
scaleY: 1
}, {
duration: 500,
easing: tween.easeInOut,
onFinish: pulsateAuraText
});
}
});
}
};
return self;
});
var CreeperAsteroid = Container.expand(function () {
var self = Container.call(this);
// Create a container for the asteroid
var asteroidGraphics = new Container();
self.addChild(asteroidGraphics);
// Always use meme9 (the Troll Face) as the creeper meme
self.memeType = 9;
// Add the meme image as the asteroid
var memeImage = LK.getAsset('meme' + self.memeType, {
anchorX: 0.5,
anchorY: 0.5
});
asteroidGraphics.addChild(memeImage);
// Explosive properties
self.isExplosive = true;
self.explosionRadius = 300;
// Random velocity - slower than normal asteroids
var speed = 0.9;
var angle = Math.random() * Math.PI * 2;
self.velocity = {
x: Math.cos(angle) * speed,
y: Math.sin(angle) * speed
};
// Random rotation - slower to appear more menacing
self.rotationSpeed = (Math.random() - 0.5) * 0.03;
// Pulsating effect
self.pulseDirection = 1;
self.pulseAmount = 0;
self.pulseMax = 0.15;
self.pulseSpeed = 0.008;
self.update = function () {
// Move
self.x += self.velocity.x;
self.y += self.velocity.y;
// Rotate
asteroidGraphics.rotation += self.rotationSpeed;
// Pulsating effect
self.pulseAmount += self.pulseDirection * self.pulseSpeed;
if (self.pulseAmount >= self.pulseMax) {
self.pulseDirection = -1;
} else if (self.pulseAmount <= 0) {
self.pulseDirection = 1;
}
// Apply pulse to scale
var pulseScale = 1 + self.pulseAmount;
asteroidGraphics.scale.set(pulseScale, pulseScale);
// Make it glow green occasionally
if (LK.ticks % 60 < 15) {
asteroidGraphics.tint = 0x88FF88;
} else {
asteroidGraphics.tint = 0xFFFFFF;
}
// 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 200; // More points than regular asteroids
};
self.explode = function () {
// Create explosion visual effect
var explosion = new Container();
var explosionGraphic = LK.getAsset('forwardButton', {
anchorX: 0.5,
anchorY: 0.5,
width: self.explosionRadius * 2,
height: self.explosionRadius * 2,
tint: 0x88FF88 // Green explosion
});
explosionGraphic.alpha = 0.7;
explosion.addChild(explosionGraphic);
explosion.x = self.x;
explosion.y = self.y;
game.addChild(explosion);
// Animate the explosion - optimized for better performance
tween(explosionGraphic, {
alpha: 0,
width: self.explosionRadius * 2.2,
// Slightly reduced final size
height: self.explosionRadius * 2.2 // Slightly reduced final size
}, {
duration: 400,
// Slightly faster animation
easing: tween.easeOut,
onFinish: function onFinish() {
game.removeChild(explosion);
}
});
// Play specific explosion sound
LK.getSound('meme9Explosion').play();
};
return self;
});
var CreeperIntroSequence = Container.expand(function () {
var self = Container.call(this);
// Layers for effects
var starfieldLayer = new Container();
var creeperLayer = new Container();
var textLayer = new Container();
var shipLayer = new Container();
self.addChild(starfieldLayer);
self.addChild(creeperLayer);
self.addChild(textLayer);
self.addChild(shipLayer);
// Create starfield with green tint - significantly reduced count for better performance
var stars = [];
for (var i = 0; i < 20; 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: 0x88FF88 // Green stars
});
star.alpha = 0.3 + Math.random() * 0.7;
star.velocity = 10 + Math.random() * 20;
stars.push(star);
starfieldLayer.addChild(star);
}
// Create creeper silhouettes in background
var creepers = [];
for (var j = 0; j < 6; j++) {
var creeper = LK.getAsset('meme9', {
anchorX: 0.5,
anchorY: 0.5,
x: 200 + Math.random() * 1600,
y: -300 - Math.random() * 600,
tint: 0x44AA44 // Dark green silhouettes
});
creeper.alpha = 0.3;
creeper.scale.set(0.3, 0.3);
creepers.push(creeper);
creeperLayer.addChild(creeper);
}
// Warning text
var warningText = new Text2('CAUTION: CREEPER TERRITORY!', {
size: 80,
fill: 0x88FF88 // Green text
});
warningText.anchor.set(0.5, 0.5);
warningText.x = 2048 / 2;
warningText.y = 2732 / 2;
warningText.alpha = 0;
textLayer.addChild(warningText);
// Subtitle warning
var subtitleText = new Text2('BEWARE OF EXPLOSIVES!', {
size: 60,
fill: 0xFF3333 // Red text for emphasis
});
subtitleText.anchor.set(0.5, 0.5);
subtitleText.x = 2048 / 2;
subtitleText.y = 2732 / 2 + 100;
subtitleText.alpha = 0;
textLayer.addChild(subtitleText);
// Hero ship
var heroShip = new Ship();
heroShip.x = -100;
heroShip.y = 2732 / 2;
shipLayer.addChild(heroShip);
// 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:
// Ship enters from left (0-2s)
tween(heroShip, {
x: 2048 / 2
}, {
duration: 2000,
easing: tween.easeOut
});
self.phase = 1;
break;
case 1:
// Creepers approach (2-4s)
for (var j = 0; j < creepers.length; j++) {
creepers[j].y += 3;
creepers[j].scale.x += 0.003;
creepers[j].scale.y += 0.003;
}
if (self.timer === 120) {
// After 2s, show warning text
tween(warningText, {
alpha: 1
}, {
duration: 500,
easing: tween.easeOut
});
// Make text glitch effect
LK.setInterval(function () {
warningText.scale.set(1 + Math.random() * 0.05, 1 + Math.random() * 0.05);
warningText.x = 2048 / 2 + (Math.random() * 20 - 10);
}, 80);
self.phase = 2;
}
break;
case 2:
// Warning display (4-6s)
for (var k = 0; k < creepers.length; k++) {
creepers[k].y += 3;
creepers[k].scale.x += 0.004;
creepers[k].scale.y += 0.004;
}
if (self.timer === 240) {
// After 4s, show subtitle
tween(subtitleText, {
alpha: 1
}, {
duration: 500,
easing: tween.easeOut
});
// Flash the screen green briefly
LK.effects.flashScreen(0x88FF88, 300);
self.phase = 3;
}
break;
case 3:
// Subtitle and prepare to end (6-7s)
if (self.timer === 360) {
// After 6s, finish intro
tween(warningText, {
alpha: 0
}, {
duration: 500
});
tween(subtitleText, {
alpha: 0
}, {
duration: 500
});
tween(heroShip, {
x: 2048 + 100
}, {
duration: 1000,
easing: tween.easeIn
});
self.phase = 4;
}
break;
case 4:
// Fade out and end (7-8s)
if (self.timer === 420) {
self.finished = true;
}
break;
}
return self.finished;
};
self.skip = function () {
// Do nothing - disable skipping
};
return self;
});
var GlaudIntroSequence = Container.expand(function () {
var self = Container.call(this);
var particles = [];
var letters = [];
var particlePool = [];
// Create wireframe ball
var wireframeBall = new WireframeBall();
wireframeBall.x = 2048 / 2;
wireframeBall.y = 2732 / 2;
wireframeBall.scaleX = 0.1;
wireframeBall.scaleY = 0.1;
wireframeBall.alpha = 0;
self.addChild(wireframeBall);
// Create GLAUD letters
var letterPositions = [{
letter: 'G',
x: 2048 / 2 - 400,
y: 2732 / 2
}, {
letter: 'L',
x: 2048 / 2 - 200,
y: 2732 / 2
}, {
letter: 'A',
x: 2048 / 2,
y: 2732 / 2
}, {
letter: 'U',
x: 2048 / 2 + 200,
y: 2732 / 2
}, {
letter: 'D',
x: 2048 / 2 + 400,
y: 2732 / 2
}];
for (var i = 0; i < letterPositions.length; i++) {
var letterData = letterPositions[i];
var animatedLetter = new AnimatedLetter(letterData.letter, letterData.x, letterData.y, i);
letters.push(animatedLetter);
self.addChild(animatedLetter);
}
// Initialize particle pool for better performance
function initParticlePool() {
for (var i = 0; i < 50; i++) {
var particle = new GlaudParticle('energy');
particle.active = false;
particlePool.push(particle);
}
}
function getPooledParticle() {
for (var i = 0; i < particlePool.length; i++) {
if (!particlePool[i].active) {
particlePool[i].active = true;
return particlePool[i];
}
}
// If pool is empty, create new particle
var newParticle = new GlaudParticle('energy');
newParticle.active = true;
particlePool.push(newParticle);
return newParticle;
}
function returnParticleToPool(particle) {
particle.active = false;
if (particle.parent) {
particle.parent.removeChild(particle);
}
}
// Initialize intro sequence with chained animations
function initIntroSequence() {
// Start ball growth animation
startBallGrowth();
}
function startBallGrowth() {
LK.getSound('ballGrow').play();
// Wireframe ball growth with rotation acceleration
tween(wireframeBall, {
scaleX: 3.2,
scaleY: 3.2,
alpha: 1
}, {
duration: 3000,
easing: tween.easeInOut,
onFinish: function onFinish() {
// Brief pause at maximum size, then start contraction
LK.setTimeout(function () {
startBallContraction();
}, 500);
}
});
// Gradually increase rotation speeds
tween(wireframeBall, {
rotationSpeedX: 0.08,
rotationSpeedY: 0.1,
rotationSpeedZ: 0.06
}, {
duration: 3000,
easing: tween.easeInOut
});
// Add energy buildup with sparkle intensity
LK.setTimeout(function () {
// Final pulse before contraction
tween(wireframeBall, {
scaleX: 3.5,
scaleY: 3.5
}, {
duration: 200,
easing: tween.easeInOut
});
// Maximum rotation speed for instability effect
wireframeBall.rotationSpeedX = 0.12;
wireframeBall.rotationSpeedY = 0.15;
wireframeBall.rotationSpeedZ = 0.1;
}, 2000);
}
function startBallContraction() {
LK.getSound('ballContract').play();
// Dramatic wireframe ball implosion with extreme rotation
wireframeBall.rotationSpeedX = 0.8;
wireframeBall.rotationSpeedY = 1.0;
wireframeBall.rotationSpeedZ = 0.6;
tween(wireframeBall, {
scaleX: 0,
scaleY: 0,
alpha: 0
}, {
duration: 600,
easing: tween.easeInQuad,
onFinish: function onFinish() {
wireframeBall.alpha = 0;
// Start letter formation after brief pause
LK.setTimeout(function () {
startLetterFormation();
}, 200);
}
});
// Delay explosion slightly for implosion effect
LK.setTimeout(function () {
createParticleExplosion();
}, 300);
}
function startLetterFormation() {
// Animate letters appearing one by one
animateLetterSequence(0);
}
function animateLetterSequence(index) {
if (index >= letters.length) {
// All letters have appeared, start color transformation
LK.setTimeout(function () {
startColorTransformation();
}, 500);
return;
}
LK.getSound('letterAppear').play();
letters[index].animateIn();
// Schedule next letter with delay
LK.setTimeout(function () {
animateLetterSequence(index + 1);
}, 250);
}
function startColorTransformation() {
LK.getSound('colorTransform').play();
// Staggered color transformation for wave effect
var completedTransforms = 0;
for (var i = 0; i < letters.length; i++) {
(function (letterIndex) {
LK.setTimeout(function () {
letters[letterIndex].transformColor(0);
completedTransforms++;
// Check if all transformations are complete
if (completedTransforms === letters.length) {
LK.setTimeout(function () {
startFinalEmphasis();
}, 800);
}
}, letterIndex * 150);
})(i);
}
}
function startFinalEmphasis() {
// Overall luminosity surge for all letters
for (var i = 0; i < letters.length; i++) {
tween(letters[i].letterText, {
tint: 0xffaa00,
// Brighter orange/yellow
scaleX: 1.08,
scaleY: 1.08
}, {
duration: 500,
easing: tween.easeOut
});
}
// Start progressive fade-out after surge
LK.setTimeout(function () {
startProgressiveFadeOut();
}, 500);
}
function startProgressiveFadeOut() {
// Unified Power Display (0 - 0.8 Seconds)
startUnifiedPowerDisplay();
}
function startUnifiedPowerDisplay() {
// Screen flash to white briefly for dramatic effect
LK.effects.flashScreen(0xffffff, 200);
// Make all letters shine with intense light simultaneously
for (var i = 0; i < letters.length; i++) {
// Multiple tween stages for more dramatic buildup
tween(letters[i].letterText, {
tint: 0xffdd00,
// Bright gold first
scaleX: 1.25,
scaleY: 1.25
}, {
duration: 300,
easing: tween.easeOut,
onFinish: function (targetLetter) {
return function () {
tween(targetLetter.letterText, {
tint: 0xffffff,
// Then to brilliant white
scaleX: 1.4,
scaleY: 1.4
}, {
duration: 500,
easing: tween.easeInOut
});
};
}(letters[i])
});
}
// Create god rays emanating from the text
createGodRays();
// Create energy particles swirling around letters
createEnergySwirl();
// Schedule the spectacular disappearance
LK.setTimeout(function () {
startSpectacularDisappearance();
}, 800);
}
function createGodRays() {
// Create multiple layers of light rays for depth
for (var layer = 0; layer < 2; layer++) {
var rayCount = layer === 0 ? 16 : 8;
var rayLength = layer === 0 ? 4 : 6;
for (var i = 0; i < rayCount; i++) {
var ray = self.addChild(LK.getAsset('wireframeEdge', {
anchorX: 0.5,
anchorY: 0,
x: 2048 / 2,
y: 2732 / 2,
rotation: Math.PI * 2 * i / rayCount + layer * Math.PI / 16,
scaleX: 0.3 + layer * 0.2,
scaleY: rayLength,
tint: layer === 0 ? 0xffaa00 : 0xffffff,
alpha: 0
}));
// Staggered ray appearance
LK.setTimeout(function (currentRay, delayTime) {
return function () {
tween(currentRay, {
alpha: 0.6 + Math.random() * 0.3,
scaleY: rayLength + 2
}, {
duration: 400,
easing: tween.easeOut,
onFinish: function onFinish() {
// Pulse the rays before fade
tween(currentRay, {
alpha: 0.9,
scaleY: rayLength + 3
}, {
duration: 200,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(currentRay, {
alpha: 0
}, {
duration: 300,
easing: tween.easeIn,
onFinish: function onFinish() {
currentRay.destroy();
}
});
}
});
}
});
};
}(ray, i * 50 + layer * 200), i * 50 + layer * 200);
}
}
}
function createEnergySwirl() {
// Create swirling energy particles around the text
for (var i = 0; i < 30; i++) {
var energyParticle = self.addChild(LK.getAsset('sparkle', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2 + Math.cos(i * 0.5) * 200,
y: 2732 / 2 + Math.sin(i * 0.5) * 200,
tint: 0xffdd00,
alpha: 0
}));
// Animate particles in spiral motion
var particleDelay = i * 30;
LK.setTimeout(function (particle, index) {
return function () {
particle.alpha = 0.8;
// Create spiral motion
var _spiralTween = function spiralTween(currentAngle) {
var radius = 150 + Math.sin(currentAngle * 0.1) * 50;
var newX = 2048 / 2 + Math.cos(currentAngle) * radius;
var newY = 2732 / 2 + Math.sin(currentAngle) * radius;
tween(particle, {
x: newX,
y: newY,
rotation: currentAngle
}, {
duration: 100,
easing: tween.linear,
onFinish: function onFinish() {
if (currentAngle < Math.PI * 6) {
_spiralTween(currentAngle + 0.3);
} else {
// Burst toward center
tween(particle, {
x: 2048 / 2,
y: 2732 / 2,
alpha: 0,
scaleX: 0.1,
scaleY: 0.1
}, {
duration: 200,
easing: tween.easeInQuad,
onFinish: function onFinish() {
particle.destroy();
}
});
}
}
});
};
_spiralTween(index * 0.5);
};
}(energyParticle, i), particleDelay);
}
}
function startSpectacularDisappearance() {
// Create dramatic screen distortion effect
for (var i = 0; i < letters.length; i++) {
var letter = letters[i];
// Add violent shaking before implosion
var shakeIntensity = 15;
var shakeCount = 0;
var shakeInterval = LK.setInterval(function (targetLetter) {
return function () {
targetLetter.x += (Math.random() - 0.5) * shakeIntensity;
targetLetter.y += (Math.random() - 0.5) * shakeIntensity;
shakeCount++;
if (shakeCount > 10) {
LK.clearInterval(shakeInterval);
}
};
}(letter), 50);
}
// Enhanced implosion with multiple stages
LK.setTimeout(function () {
var centerX = 2048 / 2;
var centerY = 2732 / 2;
// Stage 1: Rapid acceleration toward center
for (var i = 0; i < letters.length; i++) {
var letter = letters[i];
tween(letter, {
x: centerX,
y: centerY,
scaleX: 0.3,
scaleY: 0.3
}, {
duration: 180,
easing: tween.easeInCubic
});
tween(letter.letterText, {
tint: 0xffffff,
alpha: 1.2
}, {
duration: 180
});
}
// Stage 2: Final compression
LK.setTimeout(function () {
for (var i = 0; i < letters.length; i++) {
var letter = letters[i];
tween(letter, {
scaleX: 0.05,
scaleY: 0.05
}, {
duration: 80,
easing: tween.easeInQuart
});
}
}, 120);
// Create the enhanced bright point and burst
LK.setTimeout(function () {
createEnhancedBrightPointAndBurst();
}, 200);
}, 500);
}
function createEnhancedBrightPointAndBurst() {
// Create multiple concentric energy rings
var rings = [];
for (var r = 0; r < 3; r++) {
var ring = self.addChild(LK.getAsset('wireframeJoint', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2,
scaleX: 0.1 + r * 0.1,
scaleY: 0.1 + r * 0.1,
tint: r === 0 ? 0xffffff : r === 1 ? 0xffdd00 : 0xffaa00,
alpha: 1
}));
rings.push(ring);
}
// Intense multi-stage flash
var flashStage = 0;
var flashInterval = LK.setInterval(function () {
// Screen flash with varying intensities
var flashColors = [0xffffff, 0xffdd00, 0xffffff, 0xffaa00];
LK.effects.flashScreen(flashColors[flashStage % flashColors.length], 150);
for (var i = 0; i < rings.length; i++) {
tween(rings[i], {
scaleX: (flashStage + 1) * 0.5 + i * 0.2,
scaleY: (flashStage + 1) * 0.5 + i * 0.2,
alpha: 1 - flashStage * 0.15
}, {
duration: 120,
easing: tween.easeOut
});
}
flashStage++;
if (flashStage >= 4) {
LK.clearInterval(flashInterval);
// Final burst
LK.setTimeout(function () {
createMegaEnergyBurst();
// Hide all letters
for (var i = 0; i < letters.length; i++) {
letters[i].visible = false;
}
// Clean up rings
for (var i = 0; i < rings.length; i++) {
rings[i].destroy();
}
}, 200);
}
}, 150);
}
function createMegaEnergyBurst() {
// Create multiple expanding shockwaves
for (var wave = 0; wave < 4; wave++) {
LK.setTimeout(function (waveIndex) {
return function () {
var shockwave = self.addChild(LK.getAsset('forwardButton', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2,
width: 30,
height: 30,
tint: waveIndex === 0 ? 0xffffff : waveIndex % 2 === 0 ? 0xffdd00 : 0xffaa00,
alpha: 0.9
}));
// Animate shockwave expanding with easing
tween(shockwave, {
width: 1200 + waveIndex * 200,
height: 1200 + waveIndex * 200,
alpha: 0
}, {
duration: 600 + waveIndex * 100,
easing: tween.easeOutCubic,
onFinish: function onFinish() {
shockwave.destroy();
}
});
};
}(wave), wave * 150);
}
// Create spectacular particle explosion
for (var i = 0; i < 50; i++) {
LK.setTimeout(function (particleIndex) {
return function () {
var particle = self.addChild(LK.getAsset('particle', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2,
tint: particleIndex % 3 === 0 ? 0xffffff : particleIndex % 3 === 1 ? 0xffdd00 : 0xffaa00
}));
var angle = Math.random() * Math.PI * 2;
var speed = 12 + Math.random() * 20;
var distance = 40 + Math.random() * 50;
var targetX = particle.x + Math.cos(angle) * distance;
var targetY = particle.y + Math.sin(angle) * distance;
// Multi-stage particle motion
tween(particle, {
x: targetX,
y: targetY,
scaleX: 1.5,
scaleY: 1.5
}, {
duration: 300,
easing: tween.easeOutQuad,
onFinish: function onFinish() {
// Second stage - continue outward and fade
var finalX = particle.x + Math.cos(angle) * 30;
var finalY = particle.y + Math.sin(angle) * 30;
tween(particle, {
x: finalX,
y: finalY,
alpha: 0,
scaleX: 0.1,
scaleY: 0.1
}, {
duration: 400 + Math.random() * 300,
easing: tween.easeOutCubic,
onFinish: function onFinish() {
particle.destroy();
}
});
}
});
};
}(i), Math.random() * 200);
}
// Create lingering energy wisps
for (var w = 0; w < 15; w++) {
LK.setTimeout(function () {
var wisp = self.addChild(LK.getAsset('sparkle', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2 + (Math.random() - 0.5) * 100,
y: 2732 / 2 + (Math.random() - 0.5) * 100,
tint: 0xffdd00,
alpha: 0.6
}));
// Gentle floating motion before fade
tween(wisp, {
x: wisp.x + (Math.random() - 0.5) * 200,
y: wisp.y + (Math.random() - 0.5) * 200,
alpha: 0,
rotation: Math.PI * 2
}, {
duration: 1500 + Math.random() * 1000,
easing: tween.easeOutSine,
onFinish: function onFinish() {
wisp.destroy();
}
});
}, w * 100 + Math.random() * 300);
}
// Extended silence then finish with dramatic fade to black
LK.setTimeout(function () {
// Final dramatic fade to black
LK.effects.flashScreen(0x000000, 1500);
LK.setTimeout(function () {
self.finished = true;
}, 1500);
}, 1200);
}
function createLetterParticles(letter) {
// Create small orange light particles when letter fades
for (var i = 0; i < 8; i++) {
var particle = self.addChild(LK.getAsset('particle', {
anchorX: 0.5,
anchorY: 0.5,
x: letter.x + (Math.random() - 0.5) * 100,
y: letter.y + (Math.random() - 0.5) * 100
}));
particle.tint = 0xff8000; // Orange particles
particle.scaleX = 0.3 + Math.random() * 0.4;
particle.scaleY = particle.scaleX;
var angle = Math.random() * Math.PI * 2;
var speed = 3 + Math.random() * 5;
var targetX = particle.x + Math.cos(angle) * speed * 20;
var targetY = particle.y + Math.sin(angle) * speed * 20;
tween(particle, {
x: targetX,
y: targetY,
alpha: 0,
scaleX: 0.1,
scaleY: 0.1
}, {
duration: 600 + Math.random() * 400,
easing: tween.easeOut,
onFinish: function onFinish() {
particle.destroy();
}
});
}
}
function createParticleExplosion() {
// Create wireframe edge fragments for better visual impact
var fragmentsToCreate = Math.min(wireframeBall.edges.length, 15); // Fewer but more prominent fragments
for (var i = 0; i < fragmentsToCreate; i++) {
if (Math.random() < 0.9) {
var edgeIndex = Math.floor(Math.random() * wireframeBall.edges.length);
var edge = wireframeBall.edges[edgeIndex];
var fragment = self.addChild(LK.getAsset('wireframeEdge', {
anchorX: 0.5,
anchorY: 0.5,
x: wireframeBall.x + edge.x,
y: wireframeBall.y + edge.y,
rotation: edge.rotation,
scaleX: edge.scaleX,
scaleY: edge.scaleY,
alpha: edge.alpha
}));
// Calculate scatter direction from center
var centerX = wireframeBall.x;
var centerY = wireframeBall.y;
var fragmentX = fragment.x;
var fragmentY = fragment.y;
var dirX = fragmentX - centerX;
var dirY = fragmentY - centerY;
var distance = Math.sqrt(dirX * dirX + dirY * dirY);
if (distance === 0) {
distance = 1;
}
dirX /= distance;
dirY /= distance;
var speed = 15 + Math.random() * 25;
var targetX = fragmentX + dirX * speed * 20;
var targetY = fragmentY + dirY * speed * 20;
// Add random spinning
var rotationSpeed = (Math.random() - 0.5) * 0.3;
// Animate fragment scattering
tween(fragment, {
x: targetX,
y: targetY,
alpha: 0,
scaleX: 0.1,
scaleY: 0.1,
rotation: fragment.rotation + rotationSpeed * 10
}, {
duration: 1000 + Math.random() * 800,
easing: tween.easeOut,
onFinish: function onFinish() {
fragment.destroy();
}
});
}
}
// Create energy burst from joints (reduced count)
var jointsToCreate = Math.min(wireframeBall.joints.length, 6);
for (var i = 0; i < jointsToCreate; i++) {
var jointIndex = Math.floor(Math.random() * wireframeBall.joints.length);
var joint = wireframeBall.joints[jointIndex];
var energyBurst = self.addChild(LK.getAsset('wireframeJoint', {
anchorX: 0.5,
anchorY: 0.5,
x: wireframeBall.x + joint.x,
y: wireframeBall.y + joint.y,
scaleX: 1.5,
scaleY: 1.5
}));
var angle = Math.random() * Math.PI * 2;
var speed = 8 + Math.random() * 12;
var targetX = energyBurst.x + Math.cos(angle) * speed * 15;
var targetY = energyBurst.y + Math.sin(angle) * speed * 15;
tween(energyBurst, {
x: targetX,
y: targetY,
alpha: 0,
scaleX: 0.2,
scaleY: 0.2
}, {
duration: 800 + Math.random() * 600,
easing: tween.easeOut,
onFinish: function onFinish() {
energyBurst.destroy();
}
});
}
// Create main particle burst using pooled particles
for (var i = 0; i < 15; i++) {
var particle = getPooledParticle();
if (particle) {
particle.x = wireframeBall.x;
particle.y = wireframeBall.y;
var angle = Math.PI * 2 * i / 15;
var speed = 10 + Math.random() * 18;
particle.velocityX = Math.cos(angle) * speed;
particle.velocityY = Math.sin(angle) * speed;
particle.life = 1.0;
particle.markForDestroy = false;
particles.push(particle);
self.addChild(particle);
}
}
}
// Initialize particle pool and start sequence
initParticlePool();
initIntroSequence();
self.finished = false;
self.update = function () {
// Update active particles efficiently
for (var i = particles.length - 1; i >= 0; i--) {
var particle = particles[i];
if (particle.markForDestroy) {
returnParticleToPool(particle);
particles.splice(i, 1);
}
}
return self.finished;
};
return self;
});
var GlaudParticle = Container.expand(function (particleType) {
var self = Container.call(this);
var particleGraphics = self.attachAsset('particle', {
anchorX: 0.5,
anchorY: 0.5
});
self.velocityX = 0;
self.velocityY = 0;
self.life = 1.0;
self.maxLife = 1.0;
self.fadeSpeed = 0.015 + Math.random() * 0.01;
self.rotationSpeed = (Math.random() - 0.5) * 0.2;
self.initialScale = 0.5 + Math.random() * 0.5;
particleGraphics.scaleX = self.initialScale;
particleGraphics.scaleY = self.initialScale;
if (particleType === 'energy') {
particleGraphics.tint = 0x4a90e2;
} else {
particleGraphics.tint = 0xffffff;
}
self.update = function () {
self.x += self.velocityX;
self.y += self.velocityY;
self.velocityX *= 0.98; // Add friction
self.velocityY *= 0.98;
particleGraphics.rotation += self.rotationSpeed;
self.life -= self.fadeSpeed;
var fadeRatio = self.life / self.maxLife;
particleGraphics.alpha = fadeRatio;
particleGraphics.scaleX = self.initialScale * fadeRatio;
particleGraphics.scaleY = self.initialScale * fadeRatio;
if (self.life <= 0) {
self.markForDestroy = true;
}
};
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 - significantly reduced number for better performance
var stars = [];
for (var i = 0; i < 20; 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() * 14); // Now 0-13 for 14 memes
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 OutroSequence = 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();
self.addChild(starfieldLayer);
self.addChild(memesLayer);
self.addChild(textLayer);
self.addChild(shipLayer);
// Create starfield - significantly reduced number for better performance
var stars = [];
for (var i = 0; i < 20; 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 exploding memes
var memes = [];
for (var j = 0; j < 20; j++) {
var memeType = Math.floor(Math.random() * 14); // 0-13 for 14 memes
var meme = LK.getAsset('meme' + memeType, {
anchorX: 0.5,
anchorY: 0.5,
x: Math.random() * 2048,
y: Math.random() * 2732,
scaleX: 0.2,
scaleY: 0.2
});
meme.rotationSpeed = (Math.random() - 0.5) * 0.1;
meme.velocity = {
x: (Math.random() - 0.5) * 8,
y: (Math.random() - 0.5) * 8
};
memes.push(meme);
memesLayer.addChild(meme);
}
// Game result text (Victory or Game Over)
var resultText;
if (score > (storage.highScore || 0) && score > 0) {
resultText = new Text2('VICTORY!', {
size: 120,
fill: 0xFF8000
});
} else {
resultText = new Text2('GAME OVER', {
size: 120,
fill: 0xFF3333 // Red color for Game Over
});
}
resultText.anchor.set(0.5, 0.5);
resultText.x = 2048 / 2;
resultText.y = 2732 / 2 - 300;
resultText.alpha = 0;
textLayer.addChild(resultText);
// Score text
var finalScoreText = new Text2('FINAL SCORE: ' + score, {
size: 80,
fill: 0xFFFFFF
});
finalScoreText.anchor.set(0.5, 0.5);
finalScoreText.x = 2048 / 2;
finalScoreText.y = 2732 / 2;
finalScoreText.alpha = 0;
textLayer.addChild(finalScoreText);
// Add message based on high score
var messageText;
if (score > (storage.highScore || 0) && score > 0) {
messageText = new Text2('AMAZING JOB! NEW HIGH SCORE!', {
size: 60,
fill: 0xFFD700 // Gold color
});
} else {
messageText = new Text2('DON\'T GIVE UP! YOU\'LL DO BETTER NEXT TIME!', {
size: 60,
fill: 0x3399FF // Blue color
});
}
messageText.anchor.set(0.5, 0.5);
messageText.x = 2048 / 2;
messageText.y = 2732 / 2 + 100;
messageText.alpha = 0;
textLayer.addChild(messageText);
// Continue text
var continueText = new Text2('TAP TO CONTINUE', {
size: 60,
fill: 0xFFFFFF
});
continueText.anchor.set(0.5, 0.5);
continueText.x = 2048 / 2;
continueText.y = 2732 / 2 + 300;
continueText.alpha = 0;
textLayer.addChild(continueText);
// Animation sequence
self.phase = 0;
self.timer = 0;
self.finished = false;
self.update = function () {
self.timer++;
// Update stars - moving faster for outro
for (var i = 0; i < stars.length; i++) {
var star = stars[i];
star.y -= star.velocity; // Moving upward instead of downward
if (star.y < -10) {
star.y = 2732 + 10;
star.x = Math.random() * 2048;
}
}
// Update memes - spinning and moving across screen
for (var j = 0; j < memes.length; j++) {
var meme = memes[j];
meme.rotation += meme.rotationSpeed;
meme.x += meme.velocity.x;
meme.y += meme.velocity.y;
// Bounce off edges
if (meme.x < 0 || meme.x > 2048) {
meme.velocity.x *= -1;
}
if (meme.y < 0 || meme.y > 2732) {
meme.velocity.y *= -1;
}
}
// Animation phases
switch (self.phase) {
case 0:
// Initial pause (0-1s)
if (self.timer === 60) {
// After 1s, show result text
self.phase = 1;
tween(resultText, {
alpha: 1,
scaleX: 1.5,
scaleY: 1.5
}, {
duration: 800,
easing: tween.elasticOut,
onFinish: function onFinish() {
tween(resultText, {
scaleX: 1,
scaleY: 1
}, {
duration: 500,
easing: tween.easeOut
});
}
});
}
break;
case 1:
// Victory text (1-3s)
if (self.timer === 180) {
// After 3s, show score
self.phase = 2;
tween(finalScoreText, {
alpha: 1
}, {
duration: 800,
easing: tween.easeOut
});
}
break;
case 2:
// Score display (3-5s)
if (self.timer === 240) {
// After 4s, show motivational message
tween(messageText, {
alpha: 1
}, {
duration: 800,
easing: tween.easeOut
});
}
if (self.timer === 300) {
// After 5s, show continue prompt
self.phase = 3;
tween(continueText, {
alpha: 1
}, {
duration: 500,
easing: tween.easeOut
});
// Pulse the continue text
LK.setInterval(function () {
if (continueText.alpha === 1) {
tween(continueText, {
alpha: 0.5
}, {
duration: 800
});
} else {
tween(continueText, {
alpha: 1
}, {
duration: 800
});
}
}, 1600);
}
break;
case 3:
// Continue prompt (5s+)
// Player can tap to continue
if (self.timer > 360) {
self.canExit = 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;
// Aura ability properties
self.auraReady = false;
self.auraCooldown = 0;
self.auraCooldownMax = 900; // 15 seconds (60fps * 15) - reduced from 20s
self.auraActive = false;
self.auraActiveTime = 0;
self.auraActiveTimeMax = 180; // 3 seconds (increased from 2s)
// 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;
// Cache rotation values for optimization
self.lastRot = self.rot;
self.dirX = Math.cos(self.rot);
self.dirY = Math.sin(self.rot);
// 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;
}
// Only update rotation visual when it changes to reduce unnecessary calculations
if (self.lastRot !== self.rot) {
shipGraphics.rotation = self.rot;
self.lastRot = self.rot;
// Pre-calculate direction vectors when rotation changes
self.dirX = Math.cos(self.rot);
self.dirY = Math.sin(self.rot);
}
// Use cached direction values
// Apply thrust force in direction ship is facing (always moving)
self.velocity.x += self.dirX * self.thrustPower;
self.velocity.y += self.dirY * self.thrustPower;
// Apply drag/friction
self.velocity.x *= self.dragFactor;
self.velocity.y *= self.dragFactor;
// Calculate squared speed once for both checks
var speedSquared = self.velocity.x * self.velocity.x + self.velocity.y * self.velocity.y;
var maxSpeedSquared = self.maxSpeed * self.maxSpeed;
// Only calculate actual speed when needed
var speed = 0;
if (speedSquared > maxSpeedSquared) {
// Only calculate square root when we need to limit speed
speed = Math.sqrt(speedSquared);
// Apply speed limit
var limitFactor = self.maxSpeed / speed;
self.velocity.x *= limitFactor;
self.velocity.y *= limitFactor;
speed = self.maxSpeed;
} else {
// Approximate speed for particle effects without expensive sqrt
speed = Math.abs(self.velocity.x) + Math.abs(self.velocity.y) * 0.5;
}
// Create thrust particles - optimize by creating fewer particles
if (speed > 0.5 && LK.ticks % 6 == 0) {
// Create particle every 6 ticks instead of 3 to reduce particle count
var particle = new ThrustParticle();
// Position at the back of the ship (opposite of direction)
var backX = self.x - self.dirX * triangleSize * 0.5;
var backY = self.y - self.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 = -self.dirX * (1 + Math.random()) + (Math.random() - 0.5) * 0.5;
particle.velocity.y = -self.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;
}
}
// Handle Aura cooldown and activation
if (!self.auraReady && !self.auraActive) {
self.auraCooldown++;
// Calculate remaining cooldown for display
self.remainingCooldown = self.auraCooldownMax - self.auraCooldown;
if (self.auraCooldown >= self.auraCooldownMax) {
self.auraReady = true;
self.auraCooldown = 0;
self.remainingCooldown = 0;
}
}
// Handle active Aura effects
if (self.auraActive) {
// Pulse the ship with a white glow when aura is active
shipGraphics.tint = 0xFFFFFF;
self.auraActiveTime++;
if (self.auraActiveTime >= self.auraActiveTimeMax) {
self.auraActive = false;
self.auraActiveTime = 0;
shipGraphics.tint = 0xFFFFFF; // Reset tint
// Start cooldown again
self.auraCooldown = 0;
self.auraReady = false;
}
} else {
// Reset tint when aura is not active
shipGraphics.tint = 0xFF8000;
}
return false;
};
self.makeInvulnerable = function (frames) {
self.invulnerable = true;
self.invulnerableTime = frames;
};
// Activate aura ability
self.activateAura = function () {
// Only activate if aura is ready
if (self.auraReady) {
self.auraActive = true;
self.auraActiveTime = 0;
self.auraReady = false;
// Create visual effect - ship glows white
tween(shipGraphics, {
tint: 0xFFFFFF
}, {
duration: 200
});
return true;
}
return false;
};
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: 32,
// Further increased size for better visibility
// Increased size
height: 32,
// Further increased size for better visibility
// Increased size
tint: 0xFFAA00 // Brighter orange-yellow for better visibility
});
particleGraphics.alpha = 1.0; // Fully opaque
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;
});
var WireframeBall = Container.expand(function () {
var self = Container.call(this);
self.edges = [];
self.joints = [];
self.ballRadius = 80;
self.rotationX = 0;
self.rotationY = 0;
self.rotationZ = 0;
self.rotationSpeedX = 0.02;
self.rotationSpeedY = 0.025;
self.rotationSpeedZ = 0.015;
// Create cube vertices mapped to sphere surface
var cubeVertices = [[-1, -1, -1], [1, -1, -1], [1, 1, -1], [-1, 1, -1],
// back face
[-1, -1, 1], [1, -1, 1], [1, 1, 1], [-1, 1, 1] // front face
];
// Normalize vertices to sphere surface
for (var i = 0; i < cubeVertices.length; i++) {
var vertex = cubeVertices[i];
var length = Math.sqrt(vertex[0] * vertex[0] + vertex[1] * vertex[1] + vertex[2] * vertex[2]);
vertex[0] = vertex[0] / length * self.ballRadius;
vertex[1] = vertex[1] / length * self.ballRadius;
vertex[2] = vertex[2] / length * self.ballRadius;
}
// Create cube edges (12 edges total)
var cubeEdges = [[0, 1], [1, 2], [2, 3], [3, 0],
// back face edges
[4, 5], [5, 6], [6, 7], [7, 4],
// front face edges
[0, 4], [1, 5], [2, 6], [3, 7] // connecting edges
];
// Create wireframe edges
for (var i = 0; i < cubeEdges.length; i++) {
var edge = cubeEdges[i];
var vertex1 = cubeVertices[edge[0]];
var vertex2 = cubeVertices[edge[1]];
var edgeElement = self.attachAsset('wireframeEdge', {
anchorX: 0.5,
anchorY: 0.5
});
// Calculate edge center and rotation
var centerX = (vertex1[0] + vertex2[0]) / 2;
var centerY = (vertex1[1] + vertex2[1]) / 2;
var centerZ = (vertex1[2] + vertex2[2]) / 2;
var dx = vertex2[0] - vertex1[0];
var dy = vertex2[1] - vertex1[1];
var edgeLength = Math.sqrt(dx * dx + dy * dy);
var rotation = Math.atan2(dy, dx);
edgeElement.x = centerX;
edgeElement.y = centerY;
edgeElement.z = centerZ || 0;
edgeElement.rotation = rotation;
edgeElement.scaleY = edgeLength / 120; // Scale to fit edge length
edgeElement.alpha = 0.8;
edgeElement.originalX = centerX;
edgeElement.originalY = centerY;
edgeElement.originalZ = centerZ || 0;
edgeElement.originalRotation = rotation;
edgeElement.originalScaleY = edgeElement.scaleY;
self.edges.push(edgeElement);
}
// Create joints at vertices
for (var i = 0; i < cubeVertices.length; i++) {
var vertex = cubeVertices[i];
var joint = self.attachAsset('wireframeJoint', {
anchorX: 0.5,
anchorY: 0.5
});
joint.x = vertex[0];
joint.y = vertex[1];
joint.z = vertex[2] || 0;
joint.originalX = vertex[0];
joint.originalY = vertex[1];
joint.originalZ = vertex[2] || 0;
joint.alpha = 0;
joint.pulsePhase = Math.random() * Math.PI * 2;
self.joints.push(joint);
}
self.project3D = function (x, y, z) {
// Simple 3D to 2D projection with rotation
var cosX = Math.cos(self.rotationX);
var sinX = Math.sin(self.rotationX);
var cosY = Math.cos(self.rotationY);
var sinY = Math.sin(self.rotationY);
var cosZ = Math.cos(self.rotationZ);
var sinZ = Math.sin(self.rotationZ);
// Rotate around X axis
var y1 = y * cosX - z * sinX;
var z1 = y * sinX + z * cosX;
// Rotate around Y axis
var x2 = x * cosY + z1 * sinY;
var z2 = -x * sinY + z1 * cosY;
// Rotate around Z axis
var x3 = x2 * cosZ - y1 * sinZ;
var y3 = x2 * sinZ + y1 * cosZ;
return {
x: x3,
y: y3,
z: z2
};
};
self.update = function () {
// Update rotation
self.rotationX += self.rotationSpeedX;
self.rotationY += self.rotationSpeedY;
self.rotationZ += self.rotationSpeedZ;
// Update edge positions with 3D rotation
for (var i = 0; i < self.edges.length; i++) {
var edge = self.edges[i];
var projected = self.project3D(edge.originalX, edge.originalY, edge.originalZ);
edge.x = projected.x;
edge.y = projected.y;
// Depth-based alpha and scale
var depth = (projected.z + self.ballRadius) / (2 * self.ballRadius);
edge.alpha = 0.4 + depth * 0.6;
edge.scaleX = 0.6 + depth * 0.4;
// Maintain original scale for length
edge.scaleY = edge.originalScaleY * (0.8 + depth * 0.2);
}
// Update joints with pulsing effect
for (var i = 0; i < self.joints.length; i++) {
var joint = self.joints[i];
var projected = self.project3D(joint.originalX, joint.originalY, joint.originalZ);
joint.x = projected.x;
joint.y = projected.y;
var depth = (projected.z + self.ballRadius) / (2 * self.ballRadius);
joint.pulsePhase += 0.08;
joint.alpha = Math.max(0, depth * 0.9 * Math.sin(joint.pulsePhase));
joint.scaleX = joint.scaleY = 0.7 + depth * 0.3 + Math.sin(joint.pulsePhase) * 0.15;
}
};
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 assign
// Placeholder ID, engine will assign
// 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
// Assuming ID is correct
// 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
// 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
// Meme explosion sounds - assuming unique IDs exist for each
// Placeholder: Replace with actual music ID
// Placeholder: Replace with actual music ID
// Placeholder: Replace with actual music ID
// Initialize music tracks
// 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 meme explosion sounds
// 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 music tracks
// Initialize meme explosion sounds
// Add music assets
// Add music assets
// Sounds for each meme type
// Game variables
// Add sound assets for each meme asteroid (meme0 to meme9)
// Sound for tapping to start
// Sound for starting a new level
// Sound for the rhythmic beat
// Placeholder ID - Engine will handle
// Placeholder ID - Engine will handle
// Engine will assign actual ID
// Engine will assign actual ID
// Added new meme image asset
// Added new meme explosion sound asset
// Object pools for performance optimization
var bulletPool = [];
var asteroidPool = [];
var thrustParticlePool = [];
var auraParticlePool = [];
var creeperAsteroidPool = [];
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 outroSequence = null;
var outroPlayed = false;
var highScore = 0; // This will be loaded from storage
var highScoreTxt; // UI element for displaying the high score
var newRecordShown = false; // Track if new record notification has been shown
var nextExtraLifeScore = 20000; // Score threshold for the next extra life
var extraLifeInterval = 20000; // Get an extra life every 20,000 points
var maxLives = 5; // Maximum number of lives a player can have
var triangleSize = 36; // Ship triangle size for bullet positioning (half of the size now)
// Creeper Zone variables
var inCreeperZone = false;
var creeperIntroSequence = null;
var creeperWaveCount = 0;
var creeperMaxWaves = 3; // Number of waves to complete the Creeper Zone
var glaudIntroSequence = null;
var glaudIntroPlayed = false;
// Function to play intro sequence
function playIntroSequence() {
// Clear any existing game objects
bullets = [];
asteroids = [];
thrustParticles = [];
// Check if GLAUD intro has been played
if (!glaudIntroPlayed) {
// Start with GLAUD intro sequence
glaudIntroSequence = new GlaudIntroSequence();
game.addChild(glaudIntroSequence);
// Setup handler for when GLAUD intro finishes
LK.setInterval(function () {
if (glaudIntroSequence && glaudIntroSequence.finished) {
game.removeChild(glaudIntroSequence);
glaudIntroSequence = null;
glaudIntroPlayed = true;
// After GLAUD intro, continue with main intro
continueWithMainIntro();
LK.clearInterval(this);
}
}, 100);
} else {
// Skip GLAUD intro and go directly to main intro
continueWithMainIntro();
}
}
function continueWithMainIntro() {
// 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() {
// Reset the new record notification flag
newRecordShown = false;
// Reset extra life score tracking
nextExtraLifeScore = 20000;
// Initialize object pools
initObjectPools();
// 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);
// Initialize high score from storage, defaulting to 0 if not found
highScore = storage.highScore || 0;
highScoreTxt = new Text2('BEST: ' + highScore, {
size: 40,
fill: 0xFFD700 // A nice gold color for the high score!
});
highScoreTxt.anchor.set(1, 0); // Right-align text
highScoreTxt.x = -20; // Add padding from right edge, same as scoreTxt
highScoreTxt.y = 140; // Position below scoreTxt
LK.gui.topRight.addChild(highScoreTxt);
// Create a container for lives display
var livesContainer = new Container();
livesContainer.x = 70;
livesContainer.y = 50;
LK.gui.top.addChild(livesContainer);
// Add ship icons for lives instead of text
var lifeIcons = [];
for (var i = 0; i < 3; i++) {
var lifeIcon = LK.getAsset('shipAsset', {
anchorX: 0.5,
anchorY: 0.5,
width: 40,
height: 40
});
lifeIcon.x = i * 50; // Space them horizontally
livesContainer.addChild(lifeIcon);
lifeIcons.push(lifeIcon);
}
// Store the icons and container for later access
livesTxt = {
icons: lifeIcons,
container: livesContainer,
update: function update(livesCount) {
for (var i = 0; i < this.icons.length; i++) {
this.icons[i].visible = i < livesCount;
}
}
};
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);
// Add developer feature - double-tap on level to advance
var lastLevelTapTime = 0;
var devModeActive = false;
levelTxt.interactive = true;
levelTxt.down = function (x, y, obj) {
var currentTime = Date.now();
// Check for double tap (within 300ms)
if (currentTime - lastLevelTapTime < 300) {
// Toggle dev mode on double tap
devModeActive = !devModeActive;
// Visual feedback that dev mode is active
if (devModeActive) {
// Initialize style property if it doesn't exist
if (!levelTxt.style) {
levelTxt.style = {};
}
levelTxt.style.fill = 0xFF8000; // Orange to indicate dev mode
// Show dev mode activated message
var devModeText = new Text2('DEV MODE ACTIVE!', {
size: 40,
fill: 0xFF8000
});
devModeText.anchor.set(0.5, 0.5);
devModeText.x = 2048 / 2;
devModeText.y = 2732 / 2;
game.addChild(devModeText);
// Fade out after 2 seconds
tween(devModeText, {
alpha: 0
}, {
duration: 1000,
delay: 1000,
onFinish: function onFinish() {
game.removeChild(devModeText);
}
});
} else {
levelTxt.style.fill = 0xFFFFFF; // Reset to white when disabled
}
} else if (devModeActive) {
// In dev mode, single tap advances the level
// Clear existing asteroids
for (var i = asteroids.length - 1; i >= 0; i--) {
game.removeChild(asteroids[i]);
}
asteroids = [];
// Advance to next level
level++;
levelTxt.setText('LEVEL: ' + level);
LK.getSound('levelStart').play();
// Create new asteroids for the next level
createAsteroidsForLevel(level);
}
lastLevelTapTime = currentTime;
};
// 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 (0-13)
var memeType = Math.floor(Math.random() * 14); // Now 0-13 for 14 memes
// Get asteroid from pool or create new one if pool is empty
var asteroid = getFromPool(asteroidPool);
if (!asteroid || asteroid.size !== 2) {
// Try to find a size 2 asteroid specifically
for (var j = 0; j < asteroidPool.length; j++) {
if (!asteroidPool[j].active && asteroidPool[j].size === 2) {
asteroid = asteroidPool[j];
break;
}
}
// If no size 2 asteroid found, create a new one
if (!asteroid || asteroid.size !== 2) {
asteroid = new Asteroid(2, memeType);
game.addChild(asteroid);
asteroidPool.push(asteroid);
} else {
// Reset properties of pooled asteroid
asteroid.memeType = memeType;
}
} else {
// Reset properties of pooled asteroid
asteroid.memeType = memeType;
}
// Reset asteroid state
asteroid.active = true;
asteroid.visible = true;
asteroid.justWrapped = false;
// Re-initialize velocity
var speed = (3 - asteroid.size) * 0.8 + 0.5;
var angle = Math.random() * Math.PI * 2;
asteroid.velocity = {
x: Math.cos(angle) * speed,
y: Math.sin(angle) * speed
};
asteroid.rotationSpeed = (Math.random() - 0.5) * 0.05;
// Apply special behavior based on meme type
if (memeType === 7) {
// "This is Fine" meme - moves slower
asteroid.velocity.x *= 0.6;
asteroid.velocity.y *= 0.6;
} else if (memeType === 9) {
// "Stonks" meme - worth more points
asteroid.getPoints = function () {
return (3 - this.size) * 150; // 50% more points
};
} else if (memeType === 12) {
// Fast meme
asteroid.velocity.x *= 1.5;
asteroid.velocity.y *= 1.5;
}
// Add difficulty scaling based on level
if (level > 3) {
// Scale asteroid speed with level
var speedMultiplier = 1 + (level - 3) * 0.1; // 10% faster per level after 3
speedMultiplier = Math.min(speedMultiplier, 1.5); // Cap at 50% faster
asteroid.velocity.x *= speedMultiplier;
asteroid.velocity.y *= speedMultiplier;
}
// 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);
}
}
function distance(x1, y1, x2, y2) {
return Math.sqrt((x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1));
}
function createBullet() {
// Get bullet from pool or create new one if pool is empty
var bullet = getFromPool(bulletPool);
if (!bullet) {
bullet = new Bullet();
game.addChild(bullet);
bulletPool.push(bullet);
}
// Reset bullet properties
bullet.age = 0;
bullet.active = true;
bullet.visible = true;
// 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 active bullets array
bullets.push(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.update(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) {
// Check if the current score is a new high score
if (score > highScore) {
highScore = score; // Update our game's high score variable
storage.highScore = highScore; // Persist the new high score
// The highScoreTxt will update automatically on game restart via initGame
// Display a motivational message about the new high score
var newHighScoreText = new Text2('NEW HIGH SCORE! AMAZING WORK!', {
size: 60,
fill: 0xFFD700 // Gold color
});
newHighScoreText.anchor.set(0.5, 0.5);
newHighScoreText.x = 2048 / 2;
newHighScoreText.y = 2732 / 2 - 150;
LK.gui.center.addChild(newHighScoreText);
// Animate the text
tween(newHighScoreText, {
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 500,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(newHighScoreText, {
scaleX: 1,
scaleY: 1
}, {
duration: 500,
easing: tween.easeIn
});
}
});
// Remove the text after 3 seconds
LK.setTimeout(function () {
LK.gui.center.removeChild(newHighScoreText);
}, 3000);
} else {
// Display a motivational message for not beating the high score
var motivationalText = new Text2('YOU\'LL GET IT NEXT TIME!', {
size: 60,
fill: 0x3399FF // Blue color
});
motivationalText.anchor.set(0.5, 0.5);
motivationalText.x = 2048 / 2;
motivationalText.y = 2732 / 2 - 150;
LK.gui.center.addChild(motivationalText);
// Animate the text
tween(motivationalText, {
alpha: 0.7
}, {
duration: 800,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(motivationalText, {
alpha: 1
}, {
duration: 800,
easing: tween.easeInOut
});
}
});
// Remove the text after 3 seconds
LK.setTimeout(function () {
LK.gui.center.removeChild(motivationalText);
}, 3000);
}
LK.setScore(score); // Set the score for the platform's game over UI
// Start the outro sequence instead of showing game over immediately
playOutroSequence();
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) {
// Return bullet to pool instead of removing
bullet.active = false;
bullet.visible = false;
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];
// Skip intersection check if asteroid just wrapped (reduces false positives)
if (asteroid.justWrapped) {
continue;
}
if (bullet.intersects(asteroid)) {
hitAsteroid = true;
// Add score based on asteroid size
score += asteroid.getPoints();
scoreTxt.setText('SCORE: ' + score);
// Check if player earned an extra life
if (score >= nextExtraLifeScore) {
// Set next threshold regardless of whether we can get a life
nextExtraLifeScore += extraLifeInterval;
// Only award an extra life if below maximum
if (lives < maxLives) {
// Award an extra life
lives++;
// Update lives display
livesTxt.update(lives);
// Show extra life notification
var extraLifeText = new Text2('EXTRA LIFE!', {
size: 80,
fill: 0x00FF00 // Bright green
});
extraLifeText.anchor.set(0.5, 0.5);
extraLifeText.x = 2048 / 2;
extraLifeText.y = 2732 / 2 - 200;
extraLifeText.alpha = 0;
game.addChild(extraLifeText);
// Animate the notification
tween(extraLifeText, {
alpha: 1,
scaleX: 1.3,
scaleY: 1.3
}, {
duration: 500,
easing: tween.elasticOut,
onFinish: function onFinish() {
// Wait 2 seconds before fading out
LK.setTimeout(function () {
tween(extraLifeText, {
alpha: 0
}, {
duration: 1000,
easing: tween.easeOut,
onFinish: function onFinish() {
game.removeChild(extraLifeText);
}
});
}, 2000);
}
});
// Play a positive sound for extra life
LK.getSound('levelStart').play();
}
}
// Check if player just beat the high score and notification hasn't been shown yet
if (score > highScore && score - asteroid.getPoints() <= highScore && !newRecordShown) {
// Set flag to true so we don't show it again this game
newRecordShown = true;
// Create a temporary notification
var newRecordText = new Text2('NEW RECORD!', {
size: 80,
fill: 0xFFD700 // Gold color
});
newRecordText.anchor.set(0.5, 0.5);
newRecordText.x = 2048 / 2;
newRecordText.y = 2732 / 2;
newRecordText.alpha = 0;
game.addChild(newRecordText);
// Animate the notification
tween(newRecordText, {
alpha: 1,
scaleX: 1.5,
scaleY: 1.5
}, {
duration: 500,
easing: tween.elasticOut,
onFinish: function onFinish() {
// Wait 5 seconds before fading out
LK.setTimeout(function () {
tween(newRecordText, {
alpha: 0
}, {
duration: 1500,
easing: tween.easeOut,
onFinish: function onFinish() {
game.removeChild(newRecordText);
}
});
}, 5000);
}
});
// Update high score
highScore = score;
highScoreTxt.setText('BEST: ' + highScore);
}
// Special handling for Creeper asteroids in Creeper Zone
if (inCreeperZone && asteroid.isExplosive) {
// Call the explode method
asteroid.explode();
// Check if ship is within explosion radius
var dist = distance(asteroid.x, asteroid.y, ship.x, ship.y);
if (dist <= asteroid.explosionRadius && !ship.invulnerable) {
// Player loses a life if within explosion radius
lives--;
livesTxt.update(lives);
// Flash screen green
LK.effects.flashScreen(0x88FF88, 300);
// Make ship invulnerable
ship.makeInvulnerable(180);
// Game over if no lives left
if (lives <= 0) {
if (score > highScore) {
highScore = score;
storage.highScore = highScore;
}
LK.setScore(score);
playOutroSequence();
gameOver = true;
return;
}
}
// Remove the asteroid
game.removeChild(asteroid);
asteroids.splice(j, 1);
break;
} else {
// 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++) {
// Get medium asteroid from pool or create new one
var newAsteroid = null;
// Try to find a size 1 asteroid in the pool
for (var p = 0; p < asteroidPool.length; p++) {
if (!asteroidPool[p].active && asteroidPool[p].size === 1) {
newAsteroid = asteroidPool[p];
break;
}
}
// If no pooled asteroid found, create a new one
if (!newAsteroid) {
newAsteroid = new Asteroid(1, asteroid.memeType);
game.addChild(newAsteroid);
asteroidPool.push(newAsteroid);
} else {
// Reset pooled asteroid properties
newAsteroid.memeType = asteroid.memeType;
// Reset velocity
var speed = 0.8 * 2 + 0.5; // Speed for medium asteroid
var angle = Math.random() * Math.PI * 2;
newAsteroid.velocity = {
x: Math.cos(angle) * speed,
y: Math.sin(angle) * speed
};
newAsteroid.rotationSpeed = (Math.random() - 0.5) * 0.05;
}
newAsteroid.active = true;
newAsteroid.visible = true;
newAsteroid.justWrapped = false;
newAsteroid.x = asteroid.x;
newAsteroid.y = asteroid.y;
asteroids.push(newAsteroid);
}
}
// Return hit asteroid to pool instead of removing
asteroid.active = false;
asteroid.visible = false;
asteroids.splice(j, 1);
break;
}
}
}
if (hitAsteroid) {
// Return bullet to pool instead of removing
bullet.active = false;
bullet.visible = false;
bullets.splice(i, 1);
}
}
// Check if all asteroids are destroyed
if (asteroids.length === 0) {
// Special handling for Creeper Zone
if (inCreeperZone) {
creeperWaveCount++;
// Check if we've completed all Creeper Zone waves
if (creeperWaveCount >= creeperMaxWaves) {
// End Creeper Zone and continue to next level
inCreeperZone = false;
// Show "Area Clear" message
var areaClearText = new Text2('AREA CLEAR!', {
size: 80,
fill: 0x88FF88 // Green text
});
areaClearText.anchor.set(0.5, 0.5);
areaClearText.x = 2048 / 2;
areaClearText.y = 2732 / 2;
areaClearText.alpha = 0;
game.addChild(areaClearText);
// Animate the message
tween(areaClearText, {
alpha: 1,
scaleX: 1.5,
scaleY: 1.5
}, {
duration: 500,
easing: tween.elasticOut,
onFinish: function onFinish() {
LK.setTimeout(function () {
tween(areaClearText, {
alpha: 0
}, {
duration: 1000,
easing: tween.easeOut,
onFinish: function onFinish() {
game.removeChild(areaClearText);
}
});
}, 2000);
}
});
// Return to normal music
LK.playMusic('gameMusic3', {
loop: true,
fade: {
start: 0,
end: 1,
duration: 1000
}
});
// Move to level 10
level = 10;
levelTxt.setText('LEVEL: ' + level);
// Play level start sound
LK.getSound('levelStart').play();
// Create new asteroids for the next level
createAsteroidsForLevel(level);
} else {
// Create next wave of creeper asteroids
var wavesLeft = creeperMaxWaves - creeperWaveCount;
// Display wave counter
var waveText = new Text2('WAVE ' + creeperWaveCount + ' COMPLETE! ' + wavesLeft + ' TO GO!', {
size: 60,
fill: 0xFFFFFF
});
waveText.anchor.set(0.5, 0.5);
waveText.x = 2048 / 2;
waveText.y = 2732 / 2;
game.addChild(waveText);
// Fade out after 2 seconds
tween(waveText, {
alpha: 0
}, {
duration: 1000,
delay: 2000,
onFinish: function onFinish() {
game.removeChild(waveText);
}
});
// Create next wave - increase count with each wave
createCreeperAsteroids(5 + creeperWaveCount);
}
} else if (level === 9) {
// Start Creeper Zone after level 9
startCreeperZone();
} else {
// Normal level progression
// 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 GLAUD intro sequence if active
if (glaudIntroSequence) {
glaudIntroSequence.update();
return;
}
// Update intro sequence if active
if (introSequence) {
introSequence.update();
return;
}
// Update Creeper Zone intro if active
if (creeperIntroSequence) {
creeperIntroSequence.update();
return;
}
// Update outro sequence if active
if (outroSequence) {
outroSequence.update();
return;
}
if (!gameStarted) {
return;
}
// Update ship controls based on button state
ship.isRotatingLeft = leftButton.isPressed;
ship.isRotatingRight = rightButton.isPressed;
ship.isFiring = fireButton.isPressed;
// Update aura ready text on fire button with cooldown info
fireButton.updateAuraText(ship.auraReady, ship.remainingCooldown);
// Ship constantly moves forward, no need for isMoving toggle
// Update ship
if (ship.update()) {
if (ship.auraReady) {
// If aura is ready and firing, activate aura and create bullet
if (ship.activateAura()) {
// Destroy nearby asteroids when aura is activated
destroyNearbyAsteroids();
// Visual effect for aura activation
createAuraEffectParticles();
// Sound effect for aura activation
LK.getSound('shoot').play();
}
}
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 GLAUD intro is playing
if (glaudIntroSequence && !glaudIntroSequence.finished) {
glaudIntroSequence.finished = true;
return;
}
// Check if intro is playing
if (introSequence && !introSequence.finished) {
introSequence.skip();
return;
}
// Check if Creeper Zone intro is playing - but don't allow skipping
if (creeperIntroSequence && !creeperIntroSequence.finished) {
// Don't allow skipping the creeper intro
return;
}
// Check if outro is playing and can be exited
if (outroSequence) {
if (outroSequence.canExit) {
outroSequence.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;
}
// Ensure buttons can detect touch events when pressed
var local;
var touchConsumed = false;
// Check if we tapped on level text for dev mode
if (levelTxt && levelTxt.getBounds) {
var levelBounds = levelTxt.getBounds();
// Check if tap is within level text bounds
if (x >= levelBounds.x && x <= levelBounds.x + levelBounds.width && y >= levelBounds.y && y <= levelBounds.y + levelBounds.height) {
// Let the level text handle the tap through its own down method
levelTxt.down(x, y, obj);
touchConsumed = true;
}
}
// Check left button
if (!touchConsumed) {
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, {});
touchConsumed = true;
}
}
// Check fire button only if touch not already consumed
if (!touchConsumed) {
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, {});
touchConsumed = true;
}
}
// Check right button only if touch not already consumed
if (!touchConsumed) {
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, {});
touchConsumed = true;
}
}
// Only fire a bullet if no button was pressed and game is active
if (!touchConsumed && gameStarted && ship && !gameOver) {
createBullet();
}
};
// Add up handler to handle releasing buttons
game.up = function (x, y, obj) {
// Reset all button states when touch/click is released
// Safely call button handlers by checking if they exist first
if (leftButton && typeof leftButton.up === 'function') {
leftButton.up(0, 0, {});
}
if (fireButton && typeof fireButton.up === 'function') {
fireButton.up(0, 0, {});
}
if (rightButton && typeof rightButton.up === 'function') {
rightButton.up(0, 0, {});
}
};
// Initialize object pools with pre-populated objects
function initObjectPools() {
// Clear existing pools
bulletPool = [];
asteroidPool = [];
thrustParticlePool = [];
auraParticlePool = [];
creeperAsteroidPool = [];
// Pre-populate bullet pool (30 bullets should be enough for most gameplay)
for (var i = 0; i < 30; i++) {
var bullet = new Bullet();
bullet.visible = false;
bullet.active = false;
bulletPool.push(bullet);
game.addChild(bullet);
}
// Pre-populate asteroid pool (30 for all sizes)
for (var i = 0; i < 10; i++) {
// Large asteroids (size 2)
var asteroid = new Asteroid(2);
asteroid.visible = false;
asteroid.active = false;
asteroidPool.push(asteroid);
game.addChild(asteroid);
// Medium asteroids (size 1)
asteroid = new Asteroid(1);
asteroid.visible = false;
asteroid.active = false;
asteroidPool.push(asteroid);
game.addChild(asteroid);
// Small asteroids (size 0)
asteroid = new Asteroid(0);
asteroid.visible = false;
asteroid.active = false;
asteroidPool.push(asteroid);
game.addChild(asteroid);
}
// Pre-populate thrust particle pool (50 particles)
for (var i = 0; i < 50; i++) {
var particle = new ThrustParticle();
particle.visible = false;
particle.active = false;
thrustParticlePool.push(particle);
game.addChild(particle);
}
// Pre-populate aura particle pool (24 particles)
for (var i = 0; i < 24; i++) {
var auraParticle = new AuraParticle();
auraParticle.visible = false;
auraParticle.active = false;
auraParticlePool.push(auraParticle);
game.addChild(auraParticle);
}
// Pre-populate creeper asteroid pool (15 creepers)
for (var i = 0; i < 15; i++) {
var creeper = new CreeperAsteroid();
creeper.visible = false;
creeper.active = false;
creeperAsteroidPool.push(creeper);
game.addChild(creeper);
}
}
// Initialize the game when this script runs
initGame();
// Function to add thrust particles - called from Ship update
game.addThrustParticle = function (particle) {
// If particle is from pool, just activate it
if (particle.active === false) {
particle.active = true;
particle.visible = true;
thrustParticles.push(particle);
// Don't need to add to game since it's already a child
} else {
// If it's a new particle, try to get one from the pool first
var pooledParticle = getFromPool(thrustParticlePool);
if (pooledParticle) {
// Reset particle properties
pooledParticle.x = particle.x;
pooledParticle.y = particle.y;
pooledParticle.velocity.x = particle.velocity.x;
pooledParticle.velocity.y = particle.velocity.y;
pooledParticle.age = 0;
pooledParticle.active = true;
pooledParticle.visible = true;
thrustParticles.push(pooledParticle);
} else {
// If pool is empty, use the provided particle
thrustParticles.push(particle);
game.addChild(particle);
}
}
};
// Helper function to get object from pool
function getFromPool(pool) {
for (var i = 0; i < pool.length; i++) {
if (!pool[i].active) {
return pool[i];
}
}
return null; // Pool is empty
}
// 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()) {
// Return particle to pool instead of removing
particle.active = false;
particle.visible = false;
thrustParticles.splice(i, 1);
}
}
}
// Function to destroy asteroids near the ship when aura is activated
function destroyNearbyAsteroids() {
var auraRadius = 350; // Slightly reduced radius for better balance
// Create a visual ring effect for the aura
var auraRing = new Container();
var auraRingGraphic = LK.getAsset('forwardButton', {
anchorX: 0.5,
anchorY: 0.5,
width: auraRadius * 2,
height: auraRadius * 2,
tint: 0x40E0D0 // Turquoise color to match AuraParticle
});
auraRingGraphic.alpha = 0.7;
auraRing.addChild(auraRingGraphic);
auraRing.x = ship.x;
auraRing.y = ship.y;
game.addChild(auraRing);
// Animate the aura ring expanding then fading
tween(auraRingGraphic, {
alpha: 0,
width: auraRadius * 2.5,
height: auraRadius * 2.5
}, {
duration: 1200,
easing: tween.easeOut,
onFinish: function onFinish() {
game.removeChild(auraRing);
}
});
// Flash the ship with turquoise
tween(ship, {
alpha: 0.8
}, {
duration: 200,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(ship, {
alpha: 1
}, {
duration: 200,
easing: tween.easeInOut
});
}
});
// Check all asteroids and destroy ones within the aura radius
for (var i = asteroids.length - 1; i >= 0; i--) {
var asteroid = asteroids[i];
var dist = distance(ship.x, ship.y, asteroid.x, asteroid.y);
if (dist <= auraRadius) {
// Different behavior based on asteroid size
if (asteroid.size === 2) {
// Large asteroids: Break into medium asteroids and score points
score += asteroid.getPoints();
scoreTxt.setText('SCORE: ' + score);
// Play the specific meme explosion sound
var memeType = asteroid.memeType !== undefined ? asteroid.memeType : 0;
var memeExplosionSoundId = 'meme' + memeType + 'Explosion';
var explosionSound = LK.getSound(memeExplosionSoundId);
if (explosionSound) {
explosionSound.play();
} else {
LK.getSound('explosion').play();
}
// Create medium asteroids
for (var k = 0; k < 2; k++) {
var newAsteroid = new Asteroid(1, asteroid.memeType);
newAsteroid.x = asteroid.x + (Math.random() - 0.5) * 50;
newAsteroid.y = asteroid.y + (Math.random() - 0.5) * 50;
asteroids.push(newAsteroid);
game.addChild(newAsteroid);
}
// Remove the large asteroid
game.removeChild(asteroid);
asteroids.splice(i, 1);
} else {
// Small and medium asteroids: Destroy completely and score double points
score += asteroid.getPoints() * 2; // Double points for small/medium
scoreTxt.setText('SCORE: ' + score);
// Play explosion sound
var memeTypeSmall = asteroid.memeType !== undefined ? asteroid.memeType : 0;
var explosionSoundId = 'meme' + memeTypeSmall + 'Explosion';
var expSound = LK.getSound(explosionSoundId);
if (expSound) {
expSound.play();
} else {
LK.getSound('explosion').play();
}
// Remove the asteroid
game.removeChild(asteroid);
asteroids.splice(i, 1);
}
}
}
// Check if all asteroids are destroyed after aura
if (asteroids.length === 0) {
// Next level
level++;
levelTxt.setText('LEVEL: ' + level);
LK.getSound('levelStart').play();
createAsteroidsForLevel(level);
}
}
// Function to create particle effects when aura is activated
function createAuraEffectParticles() {
// Create a burst of particles from the ship - reduced for better performance
for (var i = 0; i < 24; i++) {
// Get particle from pool or create new one
var particle = getFromPool(auraParticlePool);
if (!particle) {
particle = new AuraParticle();
game.addChild(particle);
auraParticlePool.push(particle);
}
// Reset particle properties
particle.age = 0;
particle.active = true;
particle.visible = true;
// Calculate angle for circular burst
var angle = i * (Math.PI * 2 / 24);
// Position at the ship
particle.x = ship.x;
particle.y = ship.y;
// Set velocity in all directions with varying speeds
var speed = 4 + Math.random() * 5; // Variable speeds for more organic look
particle.velocity.x = Math.cos(angle) * speed;
particle.velocity.y = Math.sin(angle) * speed;
// Add to active particles
thrustParticles.push(particle);
}
// Create a flash effect
LK.effects.flashObject(ship, 0x40E0D0, 500);
}
// Create Creeper Zone asteroids
function createCreeperAsteroids(count) {
// Create a specific number of creeper asteroids
count = count || 5; // Default to 5 if not specified
for (var i = 0; i < count; i++) {
// Get creeper from pool or create new one
var creeper = getFromPool(creeperAsteroidPool);
if (!creeper) {
creeper = new CreeperAsteroid();
game.addChild(creeper);
creeperAsteroidPool.push(creeper);
}
// Reset creeper properties
creeper.active = true;
creeper.visible = true;
// Reset velocity
var speed = 0.9;
var angle = Math.random() * Math.PI * 2;
creeper.velocity = {
x: Math.cos(angle) * speed,
y: Math.sin(angle) * speed
};
creeper.rotationSpeed = (Math.random() - 0.5) * 0.03;
creeper.pulseDirection = 1;
creeper.pulseAmount = 0;
// Position the creeper away from the player
do {
creeper.x = Math.random() * 2048;
creeper.y = Math.random() * 2732;
} while (distance(creeper.x, creeper.y, ship.x, ship.y) < 350);
asteroids.push(creeper);
}
}
// Start the special Creeper Zone level
function startCreeperZone() {
// Set Creeper Zone flag
inCreeperZone = true;
creeperWaveCount = 0;
// Clear any existing asteroids
for (var i = asteroids.length - 1; i >= 0; i--) {
game.removeChild(asteroids[i]);
}
asteroids = [];
// Change music to the more tense gameMusic2
LK.playMusic('gameMusic2', {
loop: true,
fade: {
start: 0,
end: 1,
duration: 1000
}
});
// Create and play intro sequence
creeperIntroSequence = new CreeperIntroSequence();
game.addChild(creeperIntroSequence);
// Setup handler for when intro finishes
LK.setInterval(function () {
if (creeperIntroSequence && creeperIntroSequence.finished) {
game.removeChild(creeperIntroSequence);
creeperIntroSequence = null;
// Start the first wave of creeper asteroids
createCreeperAsteroids(5); // First wave has 5 creepers
LK.clearInterval(this);
}
}, 100);
}
// Function to play outro sequence
function playOutroSequence() {
// Stop game music and start outro music
LK.playMusic('outroMusic', {
loop: true,
fade: {
start: 0,
end: 1,
duration: 1000
}
});
// Create and add outro sequence
outroSequence = new OutroSequence();
game.addChild(outroSequence);
// Setup a handler for when outro is finished
LK.setInterval(function () {
if (outroSequence && outroSequence.finished) {
game.removeChild(outroSequence);
outroSequence = null;
outroPlayed = true;
// Finally show game over screen when player closes outro
LK.showGameOver();
LK.clearInterval(this);
}
}, 100);
}
; /****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
var AnimatedLetter = Container.expand(function (letter, targetX, targetY, index) {
var self = Container.call(this);
self.letterText = new Text2(letter, {
size: 200,
fill: 0xFFFFFF
});
self.letterText.anchor.set(0.5, 0.5);
self.addChild(self.letterText);
self.targetX = targetX;
self.targetY = targetY;
self.index = index;
self.x = 2048 / 2;
self.y = targetY + 150;
self.alpha = 0;
self.letterText.scaleX = 0.3;
self.letterText.scaleY = 0.3;
self.letterText.rotation = Math.PI * 0.5;
self.animateIn = function () {
// Slide from center to target position with fade in
tween(self, {
alpha: 1,
x: self.targetX,
y: self.targetY
}, {
duration: 1000,
easing: tween.easeOut
});
// Scale and rotate into place
tween(self.letterText, {
scaleX: 1,
scaleY: 1,
rotation: 0
}, {
duration: 1200,
easing: tween.elasticOut
});
};
self.transformColor = function (delay) {
// Staggered color transformation with delay
LK.setTimeout(function () {
// Add subtle pulse before color change
tween(self.letterText, {
scaleX: 1.1,
scaleY: 1.1
}, {
duration: 200,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(self.letterText, {
scaleX: 1,
scaleY: 1
}, {
duration: 200,
easing: tween.easeIn
});
}
});
// Color transformation wave
tween(self.letterText, {
tint: 0xff8000
}, {
duration: 800,
easing: tween.easeInOut
});
}, delay);
};
return self;
});
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() * 14); // Now 0-13 for 14 memes
// 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 - optimize by only checking when needed
if (self.x < -50) {
self.x = 2098;
self.justWrapped = true;
} else if (self.x > 2098) {
self.x = -50;
self.justWrapped = true;
} else if (self.y < -50) {
self.y = 2782;
self.justWrapped = true;
} else if (self.y > 2782) {
self.y = -50;
self.justWrapped = true;
} else {
self.justWrapped = false;
}
};
self.getPoints = function () {
return (3 - self.size) * 100; // Small: 300, Medium: 200, Large: 100
};
return self;
});
var AuraParticle = Container.expand(function () {
var self = Container.call(this);
// Create particle visual - turquoise and larger than thrust particles
var particleGraphics = LK.getAsset('bulletShape', {
anchorX: 0.5,
anchorY: 0.5,
width: 36,
// Larger than thrust particles
height: 36,
tint: 0x40E0D0 // Turquoise color for aura
});
particleGraphics.alpha = 1.0;
self.addChild(particleGraphics);
// Particle properties
self.velocity = {
x: 0,
y: 0
};
self.lifespan = 45; // Longer lifespan than thrust particles
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++;
// Pulse the particle size for more dynamic effect
var pulseScale = 1 + 0.2 * Math.sin(self.age * 0.2);
particleGraphics.scale.set(pulseScale, pulseScale);
// 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;
});
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 solid bullet (a single large pixel)
var bulletSize = 60; // Size of the bullet - increased to 60 for better visibility
// Create a single solid element for the bullet
var bulletSprite = LK.getAsset('bulletShape', {
anchorX: 0.5,
anchorY: 0.5,
width: bulletSize,
height: bulletSize,
tint: 0xFFFF00 // Bright yellow color for better visibility
});
bulletGraphics.addChild(bulletSprite);
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 - use else-if to avoid redundant checks
if (self.x < 0) {
self.x = 2048;
} else if (self.x > 2048) {
self.x = 0;
}
if (self.y < 0) {
self.y = 2732;
} else 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;
// Add aura ready text if this is the fire button
self.isFireButton = assetId === 'fireButton';
if (self.isFireButton) {
self.auraReadyText = new Text2('AURA READY!', {
size: 30,
fill: 0xFFFF00
});
self.auraReadyText.anchor.set(0.5, 0.5);
self.auraReadyText.y = -90; // Position above the button
self.auraReadyText.visible = false; // Initially hidden
self.addChild(self.auraReadyText);
}
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;
};
// Method to update aura ready text visibility
self.updateAuraText = function (isAuraReady, cooldownRemaining) {
if (self.isFireButton && self.auraReadyText) {
// Initialize style property if it doesn't exist
if (!self.auraReadyText.style) {
self.auraReadyText.style = {};
}
if (isAuraReady) {
self.auraReadyText.visible = true;
self.auraReadyText.setText('AURA READY!');
self.auraReadyText.style.fill = 0xFFFF00; // Yellow when ready
// Add pulsing animation when aura is ready
if (!self.pulseAnimation) {
self.pulseAnimation = true;
pulsateAuraText();
}
} else {
// Show countdown when not ready
if (cooldownRemaining !== undefined) {
var secondsRemaining = Math.ceil(cooldownRemaining / 60); // Convert frames to seconds
var secondsRemaining = Math.ceil(cooldownRemaining / 60); // Convert frames to seconds
self.auraReadyText.visible = true;
self.auraReadyText.setText('AURA: ' + secondsRemaining + 's');
self.auraReadyText.style.fill = 0x3399FF; // Blue for cooldown
} else {
self.auraReadyText.visible = false;
}
self.pulseAnimation = false;
}
}
function pulsateAuraText() {
if (!self.pulseAnimation) {
return;
}
tween(self.auraReadyText, {
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 500,
easing: tween.easeInOut,
onFinish: function onFinish() {
if (!self.pulseAnimation) {
return;
}
tween(self.auraReadyText, {
scaleX: 1,
scaleY: 1
}, {
duration: 500,
easing: tween.easeInOut,
onFinish: pulsateAuraText
});
}
});
}
};
return self;
});
var CreeperAsteroid = Container.expand(function () {
var self = Container.call(this);
// Create a container for the asteroid
var asteroidGraphics = new Container();
self.addChild(asteroidGraphics);
// Always use meme9 (the Troll Face) as the creeper meme
self.memeType = 9;
// Add the meme image as the asteroid
var memeImage = LK.getAsset('meme' + self.memeType, {
anchorX: 0.5,
anchorY: 0.5
});
asteroidGraphics.addChild(memeImage);
// Explosive properties
self.isExplosive = true;
self.explosionRadius = 300;
// Random velocity - slower than normal asteroids
var speed = 0.9;
var angle = Math.random() * Math.PI * 2;
self.velocity = {
x: Math.cos(angle) * speed,
y: Math.sin(angle) * speed
};
// Random rotation - slower to appear more menacing
self.rotationSpeed = (Math.random() - 0.5) * 0.03;
// Pulsating effect
self.pulseDirection = 1;
self.pulseAmount = 0;
self.pulseMax = 0.15;
self.pulseSpeed = 0.008;
self.update = function () {
// Move
self.x += self.velocity.x;
self.y += self.velocity.y;
// Rotate
asteroidGraphics.rotation += self.rotationSpeed;
// Pulsating effect
self.pulseAmount += self.pulseDirection * self.pulseSpeed;
if (self.pulseAmount >= self.pulseMax) {
self.pulseDirection = -1;
} else if (self.pulseAmount <= 0) {
self.pulseDirection = 1;
}
// Apply pulse to scale
var pulseScale = 1 + self.pulseAmount;
asteroidGraphics.scale.set(pulseScale, pulseScale);
// Make it glow green occasionally
if (LK.ticks % 60 < 15) {
asteroidGraphics.tint = 0x88FF88;
} else {
asteroidGraphics.tint = 0xFFFFFF;
}
// 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 200; // More points than regular asteroids
};
self.explode = function () {
// Create explosion visual effect
var explosion = new Container();
var explosionGraphic = LK.getAsset('forwardButton', {
anchorX: 0.5,
anchorY: 0.5,
width: self.explosionRadius * 2,
height: self.explosionRadius * 2,
tint: 0x88FF88 // Green explosion
});
explosionGraphic.alpha = 0.7;
explosion.addChild(explosionGraphic);
explosion.x = self.x;
explosion.y = self.y;
game.addChild(explosion);
// Animate the explosion - optimized for better performance
tween(explosionGraphic, {
alpha: 0,
width: self.explosionRadius * 2.2,
// Slightly reduced final size
height: self.explosionRadius * 2.2 // Slightly reduced final size
}, {
duration: 400,
// Slightly faster animation
easing: tween.easeOut,
onFinish: function onFinish() {
game.removeChild(explosion);
}
});
// Play specific explosion sound
LK.getSound('meme9Explosion').play();
};
return self;
});
var CreeperIntroSequence = Container.expand(function () {
var self = Container.call(this);
// Layers for effects
var starfieldLayer = new Container();
var creeperLayer = new Container();
var textLayer = new Container();
var shipLayer = new Container();
self.addChild(starfieldLayer);
self.addChild(creeperLayer);
self.addChild(textLayer);
self.addChild(shipLayer);
// Create starfield with green tint - significantly reduced count for better performance
var stars = [];
for (var i = 0; i < 20; 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: 0x88FF88 // Green stars
});
star.alpha = 0.3 + Math.random() * 0.7;
star.velocity = 10 + Math.random() * 20;
stars.push(star);
starfieldLayer.addChild(star);
}
// Create creeper silhouettes in background
var creepers = [];
for (var j = 0; j < 6; j++) {
var creeper = LK.getAsset('meme9', {
anchorX: 0.5,
anchorY: 0.5,
x: 200 + Math.random() * 1600,
y: -300 - Math.random() * 600,
tint: 0x44AA44 // Dark green silhouettes
});
creeper.alpha = 0.3;
creeper.scale.set(0.3, 0.3);
creepers.push(creeper);
creeperLayer.addChild(creeper);
}
// Warning text
var warningText = new Text2('CAUTION: CREEPER TERRITORY!', {
size: 80,
fill: 0x88FF88 // Green text
});
warningText.anchor.set(0.5, 0.5);
warningText.x = 2048 / 2;
warningText.y = 2732 / 2;
warningText.alpha = 0;
textLayer.addChild(warningText);
// Subtitle warning
var subtitleText = new Text2('BEWARE OF EXPLOSIVES!', {
size: 60,
fill: 0xFF3333 // Red text for emphasis
});
subtitleText.anchor.set(0.5, 0.5);
subtitleText.x = 2048 / 2;
subtitleText.y = 2732 / 2 + 100;
subtitleText.alpha = 0;
textLayer.addChild(subtitleText);
// Hero ship
var heroShip = new Ship();
heroShip.x = -100;
heroShip.y = 2732 / 2;
shipLayer.addChild(heroShip);
// 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:
// Ship enters from left (0-2s)
tween(heroShip, {
x: 2048 / 2
}, {
duration: 2000,
easing: tween.easeOut
});
self.phase = 1;
break;
case 1:
// Creepers approach (2-4s)
for (var j = 0; j < creepers.length; j++) {
creepers[j].y += 3;
creepers[j].scale.x += 0.003;
creepers[j].scale.y += 0.003;
}
if (self.timer === 120) {
// After 2s, show warning text
tween(warningText, {
alpha: 1
}, {
duration: 500,
easing: tween.easeOut
});
// Make text glitch effect
LK.setInterval(function () {
warningText.scale.set(1 + Math.random() * 0.05, 1 + Math.random() * 0.05);
warningText.x = 2048 / 2 + (Math.random() * 20 - 10);
}, 80);
self.phase = 2;
}
break;
case 2:
// Warning display (4-6s)
for (var k = 0; k < creepers.length; k++) {
creepers[k].y += 3;
creepers[k].scale.x += 0.004;
creepers[k].scale.y += 0.004;
}
if (self.timer === 240) {
// After 4s, show subtitle
tween(subtitleText, {
alpha: 1
}, {
duration: 500,
easing: tween.easeOut
});
// Flash the screen green briefly
LK.effects.flashScreen(0x88FF88, 300);
self.phase = 3;
}
break;
case 3:
// Subtitle and prepare to end (6-7s)
if (self.timer === 360) {
// After 6s, finish intro
tween(warningText, {
alpha: 0
}, {
duration: 500
});
tween(subtitleText, {
alpha: 0
}, {
duration: 500
});
tween(heroShip, {
x: 2048 + 100
}, {
duration: 1000,
easing: tween.easeIn
});
self.phase = 4;
}
break;
case 4:
// Fade out and end (7-8s)
if (self.timer === 420) {
self.finished = true;
}
break;
}
return self.finished;
};
self.skip = function () {
// Do nothing - disable skipping
};
return self;
});
var GlaudIntroSequence = Container.expand(function () {
var self = Container.call(this);
var particles = [];
var letters = [];
var particlePool = [];
// Create wireframe ball
var wireframeBall = new WireframeBall();
wireframeBall.x = 2048 / 2;
wireframeBall.y = 2732 / 2;
wireframeBall.scaleX = 0.1;
wireframeBall.scaleY = 0.1;
wireframeBall.alpha = 0;
self.addChild(wireframeBall);
// Create GLAUD letters
var letterPositions = [{
letter: 'G',
x: 2048 / 2 - 400,
y: 2732 / 2
}, {
letter: 'L',
x: 2048 / 2 - 200,
y: 2732 / 2
}, {
letter: 'A',
x: 2048 / 2,
y: 2732 / 2
}, {
letter: 'U',
x: 2048 / 2 + 200,
y: 2732 / 2
}, {
letter: 'D',
x: 2048 / 2 + 400,
y: 2732 / 2
}];
for (var i = 0; i < letterPositions.length; i++) {
var letterData = letterPositions[i];
var animatedLetter = new AnimatedLetter(letterData.letter, letterData.x, letterData.y, i);
letters.push(animatedLetter);
self.addChild(animatedLetter);
}
// Initialize particle pool for better performance
function initParticlePool() {
for (var i = 0; i < 50; i++) {
var particle = new GlaudParticle('energy');
particle.active = false;
particlePool.push(particle);
}
}
function getPooledParticle() {
for (var i = 0; i < particlePool.length; i++) {
if (!particlePool[i].active) {
particlePool[i].active = true;
return particlePool[i];
}
}
// If pool is empty, create new particle
var newParticle = new GlaudParticle('energy');
newParticle.active = true;
particlePool.push(newParticle);
return newParticle;
}
function returnParticleToPool(particle) {
particle.active = false;
if (particle.parent) {
particle.parent.removeChild(particle);
}
}
// Initialize intro sequence with chained animations
function initIntroSequence() {
// Start ball growth animation
startBallGrowth();
}
function startBallGrowth() {
LK.getSound('ballGrow').play();
// Wireframe ball growth with rotation acceleration
tween(wireframeBall, {
scaleX: 3.2,
scaleY: 3.2,
alpha: 1
}, {
duration: 3000,
easing: tween.easeInOut,
onFinish: function onFinish() {
// Brief pause at maximum size, then start contraction
LK.setTimeout(function () {
startBallContraction();
}, 500);
}
});
// Gradually increase rotation speeds
tween(wireframeBall, {
rotationSpeedX: 0.08,
rotationSpeedY: 0.1,
rotationSpeedZ: 0.06
}, {
duration: 3000,
easing: tween.easeInOut
});
// Add energy buildup with sparkle intensity
LK.setTimeout(function () {
// Final pulse before contraction
tween(wireframeBall, {
scaleX: 3.5,
scaleY: 3.5
}, {
duration: 200,
easing: tween.easeInOut
});
// Maximum rotation speed for instability effect
wireframeBall.rotationSpeedX = 0.12;
wireframeBall.rotationSpeedY = 0.15;
wireframeBall.rotationSpeedZ = 0.1;
}, 2000);
}
function startBallContraction() {
LK.getSound('ballContract').play();
// Dramatic wireframe ball implosion with extreme rotation
wireframeBall.rotationSpeedX = 0.8;
wireframeBall.rotationSpeedY = 1.0;
wireframeBall.rotationSpeedZ = 0.6;
tween(wireframeBall, {
scaleX: 0,
scaleY: 0,
alpha: 0
}, {
duration: 600,
easing: tween.easeInQuad,
onFinish: function onFinish() {
wireframeBall.alpha = 0;
// Start letter formation after brief pause
LK.setTimeout(function () {
startLetterFormation();
}, 200);
}
});
// Delay explosion slightly for implosion effect
LK.setTimeout(function () {
createParticleExplosion();
}, 300);
}
function startLetterFormation() {
// Animate letters appearing one by one
animateLetterSequence(0);
}
function animateLetterSequence(index) {
if (index >= letters.length) {
// All letters have appeared, start color transformation
LK.setTimeout(function () {
startColorTransformation();
}, 500);
return;
}
LK.getSound('letterAppear').play();
letters[index].animateIn();
// Schedule next letter with delay
LK.setTimeout(function () {
animateLetterSequence(index + 1);
}, 250);
}
function startColorTransformation() {
LK.getSound('colorTransform').play();
// Staggered color transformation for wave effect
var completedTransforms = 0;
for (var i = 0; i < letters.length; i++) {
(function (letterIndex) {
LK.setTimeout(function () {
letters[letterIndex].transformColor(0);
completedTransforms++;
// Check if all transformations are complete
if (completedTransforms === letters.length) {
LK.setTimeout(function () {
startFinalEmphasis();
}, 800);
}
}, letterIndex * 150);
})(i);
}
}
function startFinalEmphasis() {
// Overall luminosity surge for all letters
for (var i = 0; i < letters.length; i++) {
tween(letters[i].letterText, {
tint: 0xffaa00,
// Brighter orange/yellow
scaleX: 1.08,
scaleY: 1.08
}, {
duration: 500,
easing: tween.easeOut
});
}
// Start progressive fade-out after surge
LK.setTimeout(function () {
startProgressiveFadeOut();
}, 500);
}
function startProgressiveFadeOut() {
// Unified Power Display (0 - 0.8 Seconds)
startUnifiedPowerDisplay();
}
function startUnifiedPowerDisplay() {
// Screen flash to white briefly for dramatic effect
LK.effects.flashScreen(0xffffff, 200);
// Make all letters shine with intense light simultaneously
for (var i = 0; i < letters.length; i++) {
// Multiple tween stages for more dramatic buildup
tween(letters[i].letterText, {
tint: 0xffdd00,
// Bright gold first
scaleX: 1.25,
scaleY: 1.25
}, {
duration: 300,
easing: tween.easeOut,
onFinish: function (targetLetter) {
return function () {
tween(targetLetter.letterText, {
tint: 0xffffff,
// Then to brilliant white
scaleX: 1.4,
scaleY: 1.4
}, {
duration: 500,
easing: tween.easeInOut
});
};
}(letters[i])
});
}
// Create god rays emanating from the text
createGodRays();
// Create energy particles swirling around letters
createEnergySwirl();
// Schedule the spectacular disappearance
LK.setTimeout(function () {
startSpectacularDisappearance();
}, 800);
}
function createGodRays() {
// Create multiple layers of light rays for depth
for (var layer = 0; layer < 2; layer++) {
var rayCount = layer === 0 ? 16 : 8;
var rayLength = layer === 0 ? 4 : 6;
for (var i = 0; i < rayCount; i++) {
var ray = self.addChild(LK.getAsset('wireframeEdge', {
anchorX: 0.5,
anchorY: 0,
x: 2048 / 2,
y: 2732 / 2,
rotation: Math.PI * 2 * i / rayCount + layer * Math.PI / 16,
scaleX: 0.3 + layer * 0.2,
scaleY: rayLength,
tint: layer === 0 ? 0xffaa00 : 0xffffff,
alpha: 0
}));
// Staggered ray appearance
LK.setTimeout(function (currentRay, delayTime) {
return function () {
tween(currentRay, {
alpha: 0.6 + Math.random() * 0.3,
scaleY: rayLength + 2
}, {
duration: 400,
easing: tween.easeOut,
onFinish: function onFinish() {
// Pulse the rays before fade
tween(currentRay, {
alpha: 0.9,
scaleY: rayLength + 3
}, {
duration: 200,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(currentRay, {
alpha: 0
}, {
duration: 300,
easing: tween.easeIn,
onFinish: function onFinish() {
currentRay.destroy();
}
});
}
});
}
});
};
}(ray, i * 50 + layer * 200), i * 50 + layer * 200);
}
}
}
function createEnergySwirl() {
// Create swirling energy particles around the text
for (var i = 0; i < 30; i++) {
var energyParticle = self.addChild(LK.getAsset('sparkle', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2 + Math.cos(i * 0.5) * 200,
y: 2732 / 2 + Math.sin(i * 0.5) * 200,
tint: 0xffdd00,
alpha: 0
}));
// Animate particles in spiral motion
var particleDelay = i * 30;
LK.setTimeout(function (particle, index) {
return function () {
particle.alpha = 0.8;
// Create spiral motion
var _spiralTween = function spiralTween(currentAngle) {
var radius = 150 + Math.sin(currentAngle * 0.1) * 50;
var newX = 2048 / 2 + Math.cos(currentAngle) * radius;
var newY = 2732 / 2 + Math.sin(currentAngle) * radius;
tween(particle, {
x: newX,
y: newY,
rotation: currentAngle
}, {
duration: 100,
easing: tween.linear,
onFinish: function onFinish() {
if (currentAngle < Math.PI * 6) {
_spiralTween(currentAngle + 0.3);
} else {
// Burst toward center
tween(particle, {
x: 2048 / 2,
y: 2732 / 2,
alpha: 0,
scaleX: 0.1,
scaleY: 0.1
}, {
duration: 200,
easing: tween.easeInQuad,
onFinish: function onFinish() {
particle.destroy();
}
});
}
}
});
};
_spiralTween(index * 0.5);
};
}(energyParticle, i), particleDelay);
}
}
function startSpectacularDisappearance() {
// Create dramatic screen distortion effect
for (var i = 0; i < letters.length; i++) {
var letter = letters[i];
// Add violent shaking before implosion
var shakeIntensity = 15;
var shakeCount = 0;
var shakeInterval = LK.setInterval(function (targetLetter) {
return function () {
targetLetter.x += (Math.random() - 0.5) * shakeIntensity;
targetLetter.y += (Math.random() - 0.5) * shakeIntensity;
shakeCount++;
if (shakeCount > 10) {
LK.clearInterval(shakeInterval);
}
};
}(letter), 50);
}
// Enhanced implosion with multiple stages
LK.setTimeout(function () {
var centerX = 2048 / 2;
var centerY = 2732 / 2;
// Stage 1: Rapid acceleration toward center
for (var i = 0; i < letters.length; i++) {
var letter = letters[i];
tween(letter, {
x: centerX,
y: centerY,
scaleX: 0.3,
scaleY: 0.3
}, {
duration: 180,
easing: tween.easeInCubic
});
tween(letter.letterText, {
tint: 0xffffff,
alpha: 1.2
}, {
duration: 180
});
}
// Stage 2: Final compression
LK.setTimeout(function () {
for (var i = 0; i < letters.length; i++) {
var letter = letters[i];
tween(letter, {
scaleX: 0.05,
scaleY: 0.05
}, {
duration: 80,
easing: tween.easeInQuart
});
}
}, 120);
// Create the enhanced bright point and burst
LK.setTimeout(function () {
createEnhancedBrightPointAndBurst();
}, 200);
}, 500);
}
function createEnhancedBrightPointAndBurst() {
// Create multiple concentric energy rings
var rings = [];
for (var r = 0; r < 3; r++) {
var ring = self.addChild(LK.getAsset('wireframeJoint', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2,
scaleX: 0.1 + r * 0.1,
scaleY: 0.1 + r * 0.1,
tint: r === 0 ? 0xffffff : r === 1 ? 0xffdd00 : 0xffaa00,
alpha: 1
}));
rings.push(ring);
}
// Intense multi-stage flash
var flashStage = 0;
var flashInterval = LK.setInterval(function () {
// Screen flash with varying intensities
var flashColors = [0xffffff, 0xffdd00, 0xffffff, 0xffaa00];
LK.effects.flashScreen(flashColors[flashStage % flashColors.length], 150);
for (var i = 0; i < rings.length; i++) {
tween(rings[i], {
scaleX: (flashStage + 1) * 0.5 + i * 0.2,
scaleY: (flashStage + 1) * 0.5 + i * 0.2,
alpha: 1 - flashStage * 0.15
}, {
duration: 120,
easing: tween.easeOut
});
}
flashStage++;
if (flashStage >= 4) {
LK.clearInterval(flashInterval);
// Final burst
LK.setTimeout(function () {
createMegaEnergyBurst();
// Hide all letters
for (var i = 0; i < letters.length; i++) {
letters[i].visible = false;
}
// Clean up rings
for (var i = 0; i < rings.length; i++) {
rings[i].destroy();
}
}, 200);
}
}, 150);
}
function createMegaEnergyBurst() {
// Create multiple expanding shockwaves
for (var wave = 0; wave < 4; wave++) {
LK.setTimeout(function (waveIndex) {
return function () {
var shockwave = self.addChild(LK.getAsset('forwardButton', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2,
width: 30,
height: 30,
tint: waveIndex === 0 ? 0xffffff : waveIndex % 2 === 0 ? 0xffdd00 : 0xffaa00,
alpha: 0.9
}));
// Animate shockwave expanding with easing
tween(shockwave, {
width: 1200 + waveIndex * 200,
height: 1200 + waveIndex * 200,
alpha: 0
}, {
duration: 600 + waveIndex * 100,
easing: tween.easeOutCubic,
onFinish: function onFinish() {
shockwave.destroy();
}
});
};
}(wave), wave * 150);
}
// Create spectacular particle explosion
for (var i = 0; i < 50; i++) {
LK.setTimeout(function (particleIndex) {
return function () {
var particle = self.addChild(LK.getAsset('particle', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2,
tint: particleIndex % 3 === 0 ? 0xffffff : particleIndex % 3 === 1 ? 0xffdd00 : 0xffaa00
}));
var angle = Math.random() * Math.PI * 2;
var speed = 12 + Math.random() * 20;
var distance = 40 + Math.random() * 50;
var targetX = particle.x + Math.cos(angle) * distance;
var targetY = particle.y + Math.sin(angle) * distance;
// Multi-stage particle motion
tween(particle, {
x: targetX,
y: targetY,
scaleX: 1.5,
scaleY: 1.5
}, {
duration: 300,
easing: tween.easeOutQuad,
onFinish: function onFinish() {
// Second stage - continue outward and fade
var finalX = particle.x + Math.cos(angle) * 30;
var finalY = particle.y + Math.sin(angle) * 30;
tween(particle, {
x: finalX,
y: finalY,
alpha: 0,
scaleX: 0.1,
scaleY: 0.1
}, {
duration: 400 + Math.random() * 300,
easing: tween.easeOutCubic,
onFinish: function onFinish() {
particle.destroy();
}
});
}
});
};
}(i), Math.random() * 200);
}
// Create lingering energy wisps
for (var w = 0; w < 15; w++) {
LK.setTimeout(function () {
var wisp = self.addChild(LK.getAsset('sparkle', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2 + (Math.random() - 0.5) * 100,
y: 2732 / 2 + (Math.random() - 0.5) * 100,
tint: 0xffdd00,
alpha: 0.6
}));
// Gentle floating motion before fade
tween(wisp, {
x: wisp.x + (Math.random() - 0.5) * 200,
y: wisp.y + (Math.random() - 0.5) * 200,
alpha: 0,
rotation: Math.PI * 2
}, {
duration: 1500 + Math.random() * 1000,
easing: tween.easeOutSine,
onFinish: function onFinish() {
wisp.destroy();
}
});
}, w * 100 + Math.random() * 300);
}
// Extended silence then finish with dramatic fade to black
LK.setTimeout(function () {
// Final dramatic fade to black
LK.effects.flashScreen(0x000000, 1500);
LK.setTimeout(function () {
self.finished = true;
}, 1500);
}, 1200);
}
function createLetterParticles(letter) {
// Create small orange light particles when letter fades
for (var i = 0; i < 8; i++) {
var particle = self.addChild(LK.getAsset('particle', {
anchorX: 0.5,
anchorY: 0.5,
x: letter.x + (Math.random() - 0.5) * 100,
y: letter.y + (Math.random() - 0.5) * 100
}));
particle.tint = 0xff8000; // Orange particles
particle.scaleX = 0.3 + Math.random() * 0.4;
particle.scaleY = particle.scaleX;
var angle = Math.random() * Math.PI * 2;
var speed = 3 + Math.random() * 5;
var targetX = particle.x + Math.cos(angle) * speed * 20;
var targetY = particle.y + Math.sin(angle) * speed * 20;
tween(particle, {
x: targetX,
y: targetY,
alpha: 0,
scaleX: 0.1,
scaleY: 0.1
}, {
duration: 600 + Math.random() * 400,
easing: tween.easeOut,
onFinish: function onFinish() {
particle.destroy();
}
});
}
}
function createParticleExplosion() {
// Create wireframe edge fragments for better visual impact
var fragmentsToCreate = Math.min(wireframeBall.edges.length, 15); // Fewer but more prominent fragments
for (var i = 0; i < fragmentsToCreate; i++) {
if (Math.random() < 0.9) {
var edgeIndex = Math.floor(Math.random() * wireframeBall.edges.length);
var edge = wireframeBall.edges[edgeIndex];
var fragment = self.addChild(LK.getAsset('wireframeEdge', {
anchorX: 0.5,
anchorY: 0.5,
x: wireframeBall.x + edge.x,
y: wireframeBall.y + edge.y,
rotation: edge.rotation,
scaleX: edge.scaleX,
scaleY: edge.scaleY,
alpha: edge.alpha
}));
// Calculate scatter direction from center
var centerX = wireframeBall.x;
var centerY = wireframeBall.y;
var fragmentX = fragment.x;
var fragmentY = fragment.y;
var dirX = fragmentX - centerX;
var dirY = fragmentY - centerY;
var distance = Math.sqrt(dirX * dirX + dirY * dirY);
if (distance === 0) {
distance = 1;
}
dirX /= distance;
dirY /= distance;
var speed = 15 + Math.random() * 25;
var targetX = fragmentX + dirX * speed * 20;
var targetY = fragmentY + dirY * speed * 20;
// Add random spinning
var rotationSpeed = (Math.random() - 0.5) * 0.3;
// Animate fragment scattering
tween(fragment, {
x: targetX,
y: targetY,
alpha: 0,
scaleX: 0.1,
scaleY: 0.1,
rotation: fragment.rotation + rotationSpeed * 10
}, {
duration: 1000 + Math.random() * 800,
easing: tween.easeOut,
onFinish: function onFinish() {
fragment.destroy();
}
});
}
}
// Create energy burst from joints (reduced count)
var jointsToCreate = Math.min(wireframeBall.joints.length, 6);
for (var i = 0; i < jointsToCreate; i++) {
var jointIndex = Math.floor(Math.random() * wireframeBall.joints.length);
var joint = wireframeBall.joints[jointIndex];
var energyBurst = self.addChild(LK.getAsset('wireframeJoint', {
anchorX: 0.5,
anchorY: 0.5,
x: wireframeBall.x + joint.x,
y: wireframeBall.y + joint.y,
scaleX: 1.5,
scaleY: 1.5
}));
var angle = Math.random() * Math.PI * 2;
var speed = 8 + Math.random() * 12;
var targetX = energyBurst.x + Math.cos(angle) * speed * 15;
var targetY = energyBurst.y + Math.sin(angle) * speed * 15;
tween(energyBurst, {
x: targetX,
y: targetY,
alpha: 0,
scaleX: 0.2,
scaleY: 0.2
}, {
duration: 800 + Math.random() * 600,
easing: tween.easeOut,
onFinish: function onFinish() {
energyBurst.destroy();
}
});
}
// Create main particle burst using pooled particles
for (var i = 0; i < 15; i++) {
var particle = getPooledParticle();
if (particle) {
particle.x = wireframeBall.x;
particle.y = wireframeBall.y;
var angle = Math.PI * 2 * i / 15;
var speed = 10 + Math.random() * 18;
particle.velocityX = Math.cos(angle) * speed;
particle.velocityY = Math.sin(angle) * speed;
particle.life = 1.0;
particle.markForDestroy = false;
particles.push(particle);
self.addChild(particle);
}
}
}
// Initialize particle pool and start sequence
initParticlePool();
initIntroSequence();
self.finished = false;
self.update = function () {
// Update active particles efficiently
for (var i = particles.length - 1; i >= 0; i--) {
var particle = particles[i];
if (particle.markForDestroy) {
returnParticleToPool(particle);
particles.splice(i, 1);
}
}
return self.finished;
};
return self;
});
var GlaudParticle = Container.expand(function (particleType) {
var self = Container.call(this);
var particleGraphics = self.attachAsset('particle', {
anchorX: 0.5,
anchorY: 0.5
});
self.velocityX = 0;
self.velocityY = 0;
self.life = 1.0;
self.maxLife = 1.0;
self.fadeSpeed = 0.015 + Math.random() * 0.01;
self.rotationSpeed = (Math.random() - 0.5) * 0.2;
self.initialScale = 0.5 + Math.random() * 0.5;
particleGraphics.scaleX = self.initialScale;
particleGraphics.scaleY = self.initialScale;
if (particleType === 'energy') {
particleGraphics.tint = 0x4a90e2;
} else {
particleGraphics.tint = 0xffffff;
}
self.update = function () {
self.x += self.velocityX;
self.y += self.velocityY;
self.velocityX *= 0.98; // Add friction
self.velocityY *= 0.98;
particleGraphics.rotation += self.rotationSpeed;
self.life -= self.fadeSpeed;
var fadeRatio = self.life / self.maxLife;
particleGraphics.alpha = fadeRatio;
particleGraphics.scaleX = self.initialScale * fadeRatio;
particleGraphics.scaleY = self.initialScale * fadeRatio;
if (self.life <= 0) {
self.markForDestroy = true;
}
};
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 - significantly reduced number for better performance
var stars = [];
for (var i = 0; i < 20; 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() * 14); // Now 0-13 for 14 memes
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 OutroSequence = 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();
self.addChild(starfieldLayer);
self.addChild(memesLayer);
self.addChild(textLayer);
self.addChild(shipLayer);
// Create starfield - significantly reduced number for better performance
var stars = [];
for (var i = 0; i < 20; 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 exploding memes
var memes = [];
for (var j = 0; j < 20; j++) {
var memeType = Math.floor(Math.random() * 14); // 0-13 for 14 memes
var meme = LK.getAsset('meme' + memeType, {
anchorX: 0.5,
anchorY: 0.5,
x: Math.random() * 2048,
y: Math.random() * 2732,
scaleX: 0.2,
scaleY: 0.2
});
meme.rotationSpeed = (Math.random() - 0.5) * 0.1;
meme.velocity = {
x: (Math.random() - 0.5) * 8,
y: (Math.random() - 0.5) * 8
};
memes.push(meme);
memesLayer.addChild(meme);
}
// Game result text (Victory or Game Over)
var resultText;
if (score > (storage.highScore || 0) && score > 0) {
resultText = new Text2('VICTORY!', {
size: 120,
fill: 0xFF8000
});
} else {
resultText = new Text2('GAME OVER', {
size: 120,
fill: 0xFF3333 // Red color for Game Over
});
}
resultText.anchor.set(0.5, 0.5);
resultText.x = 2048 / 2;
resultText.y = 2732 / 2 - 300;
resultText.alpha = 0;
textLayer.addChild(resultText);
// Score text
var finalScoreText = new Text2('FINAL SCORE: ' + score, {
size: 80,
fill: 0xFFFFFF
});
finalScoreText.anchor.set(0.5, 0.5);
finalScoreText.x = 2048 / 2;
finalScoreText.y = 2732 / 2;
finalScoreText.alpha = 0;
textLayer.addChild(finalScoreText);
// Add message based on high score
var messageText;
if (score > (storage.highScore || 0) && score > 0) {
messageText = new Text2('AMAZING JOB! NEW HIGH SCORE!', {
size: 60,
fill: 0xFFD700 // Gold color
});
} else {
messageText = new Text2('DON\'T GIVE UP! YOU\'LL DO BETTER NEXT TIME!', {
size: 60,
fill: 0x3399FF // Blue color
});
}
messageText.anchor.set(0.5, 0.5);
messageText.x = 2048 / 2;
messageText.y = 2732 / 2 + 100;
messageText.alpha = 0;
textLayer.addChild(messageText);
// Continue text
var continueText = new Text2('TAP TO CONTINUE', {
size: 60,
fill: 0xFFFFFF
});
continueText.anchor.set(0.5, 0.5);
continueText.x = 2048 / 2;
continueText.y = 2732 / 2 + 300;
continueText.alpha = 0;
textLayer.addChild(continueText);
// Animation sequence
self.phase = 0;
self.timer = 0;
self.finished = false;
self.update = function () {
self.timer++;
// Update stars - moving faster for outro
for (var i = 0; i < stars.length; i++) {
var star = stars[i];
star.y -= star.velocity; // Moving upward instead of downward
if (star.y < -10) {
star.y = 2732 + 10;
star.x = Math.random() * 2048;
}
}
// Update memes - spinning and moving across screen
for (var j = 0; j < memes.length; j++) {
var meme = memes[j];
meme.rotation += meme.rotationSpeed;
meme.x += meme.velocity.x;
meme.y += meme.velocity.y;
// Bounce off edges
if (meme.x < 0 || meme.x > 2048) {
meme.velocity.x *= -1;
}
if (meme.y < 0 || meme.y > 2732) {
meme.velocity.y *= -1;
}
}
// Animation phases
switch (self.phase) {
case 0:
// Initial pause (0-1s)
if (self.timer === 60) {
// After 1s, show result text
self.phase = 1;
tween(resultText, {
alpha: 1,
scaleX: 1.5,
scaleY: 1.5
}, {
duration: 800,
easing: tween.elasticOut,
onFinish: function onFinish() {
tween(resultText, {
scaleX: 1,
scaleY: 1
}, {
duration: 500,
easing: tween.easeOut
});
}
});
}
break;
case 1:
// Victory text (1-3s)
if (self.timer === 180) {
// After 3s, show score
self.phase = 2;
tween(finalScoreText, {
alpha: 1
}, {
duration: 800,
easing: tween.easeOut
});
}
break;
case 2:
// Score display (3-5s)
if (self.timer === 240) {
// After 4s, show motivational message
tween(messageText, {
alpha: 1
}, {
duration: 800,
easing: tween.easeOut
});
}
if (self.timer === 300) {
// After 5s, show continue prompt
self.phase = 3;
tween(continueText, {
alpha: 1
}, {
duration: 500,
easing: tween.easeOut
});
// Pulse the continue text
LK.setInterval(function () {
if (continueText.alpha === 1) {
tween(continueText, {
alpha: 0.5
}, {
duration: 800
});
} else {
tween(continueText, {
alpha: 1
}, {
duration: 800
});
}
}, 1600);
}
break;
case 3:
// Continue prompt (5s+)
// Player can tap to continue
if (self.timer > 360) {
self.canExit = 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;
// Aura ability properties
self.auraReady = false;
self.auraCooldown = 0;
self.auraCooldownMax = 900; // 15 seconds (60fps * 15) - reduced from 20s
self.auraActive = false;
self.auraActiveTime = 0;
self.auraActiveTimeMax = 180; // 3 seconds (increased from 2s)
// 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;
// Cache rotation values for optimization
self.lastRot = self.rot;
self.dirX = Math.cos(self.rot);
self.dirY = Math.sin(self.rot);
// 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;
}
// Only update rotation visual when it changes to reduce unnecessary calculations
if (self.lastRot !== self.rot) {
shipGraphics.rotation = self.rot;
self.lastRot = self.rot;
// Pre-calculate direction vectors when rotation changes
self.dirX = Math.cos(self.rot);
self.dirY = Math.sin(self.rot);
}
// Use cached direction values
// Apply thrust force in direction ship is facing (always moving)
self.velocity.x += self.dirX * self.thrustPower;
self.velocity.y += self.dirY * self.thrustPower;
// Apply drag/friction
self.velocity.x *= self.dragFactor;
self.velocity.y *= self.dragFactor;
// Calculate squared speed once for both checks
var speedSquared = self.velocity.x * self.velocity.x + self.velocity.y * self.velocity.y;
var maxSpeedSquared = self.maxSpeed * self.maxSpeed;
// Only calculate actual speed when needed
var speed = 0;
if (speedSquared > maxSpeedSquared) {
// Only calculate square root when we need to limit speed
speed = Math.sqrt(speedSquared);
// Apply speed limit
var limitFactor = self.maxSpeed / speed;
self.velocity.x *= limitFactor;
self.velocity.y *= limitFactor;
speed = self.maxSpeed;
} else {
// Approximate speed for particle effects without expensive sqrt
speed = Math.abs(self.velocity.x) + Math.abs(self.velocity.y) * 0.5;
}
// Create thrust particles - optimize by creating fewer particles
if (speed > 0.5 && LK.ticks % 6 == 0) {
// Create particle every 6 ticks instead of 3 to reduce particle count
var particle = new ThrustParticle();
// Position at the back of the ship (opposite of direction)
var backX = self.x - self.dirX * triangleSize * 0.5;
var backY = self.y - self.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 = -self.dirX * (1 + Math.random()) + (Math.random() - 0.5) * 0.5;
particle.velocity.y = -self.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;
}
}
// Handle Aura cooldown and activation
if (!self.auraReady && !self.auraActive) {
self.auraCooldown++;
// Calculate remaining cooldown for display
self.remainingCooldown = self.auraCooldownMax - self.auraCooldown;
if (self.auraCooldown >= self.auraCooldownMax) {
self.auraReady = true;
self.auraCooldown = 0;
self.remainingCooldown = 0;
}
}
// Handle active Aura effects
if (self.auraActive) {
// Pulse the ship with a white glow when aura is active
shipGraphics.tint = 0xFFFFFF;
self.auraActiveTime++;
if (self.auraActiveTime >= self.auraActiveTimeMax) {
self.auraActive = false;
self.auraActiveTime = 0;
shipGraphics.tint = 0xFFFFFF; // Reset tint
// Start cooldown again
self.auraCooldown = 0;
self.auraReady = false;
}
} else {
// Reset tint when aura is not active
shipGraphics.tint = 0xFF8000;
}
return false;
};
self.makeInvulnerable = function (frames) {
self.invulnerable = true;
self.invulnerableTime = frames;
};
// Activate aura ability
self.activateAura = function () {
// Only activate if aura is ready
if (self.auraReady) {
self.auraActive = true;
self.auraActiveTime = 0;
self.auraReady = false;
// Create visual effect - ship glows white
tween(shipGraphics, {
tint: 0xFFFFFF
}, {
duration: 200
});
return true;
}
return false;
};
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: 32,
// Further increased size for better visibility
// Increased size
height: 32,
// Further increased size for better visibility
// Increased size
tint: 0xFFAA00 // Brighter orange-yellow for better visibility
});
particleGraphics.alpha = 1.0; // Fully opaque
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;
});
var WireframeBall = Container.expand(function () {
var self = Container.call(this);
self.edges = [];
self.joints = [];
self.ballRadius = 80;
self.rotationX = 0;
self.rotationY = 0;
self.rotationZ = 0;
self.rotationSpeedX = 0.02;
self.rotationSpeedY = 0.025;
self.rotationSpeedZ = 0.015;
// Create cube vertices mapped to sphere surface
var cubeVertices = [[-1, -1, -1], [1, -1, -1], [1, 1, -1], [-1, 1, -1],
// back face
[-1, -1, 1], [1, -1, 1], [1, 1, 1], [-1, 1, 1] // front face
];
// Normalize vertices to sphere surface
for (var i = 0; i < cubeVertices.length; i++) {
var vertex = cubeVertices[i];
var length = Math.sqrt(vertex[0] * vertex[0] + vertex[1] * vertex[1] + vertex[2] * vertex[2]);
vertex[0] = vertex[0] / length * self.ballRadius;
vertex[1] = vertex[1] / length * self.ballRadius;
vertex[2] = vertex[2] / length * self.ballRadius;
}
// Create cube edges (12 edges total)
var cubeEdges = [[0, 1], [1, 2], [2, 3], [3, 0],
// back face edges
[4, 5], [5, 6], [6, 7], [7, 4],
// front face edges
[0, 4], [1, 5], [2, 6], [3, 7] // connecting edges
];
// Create wireframe edges
for (var i = 0; i < cubeEdges.length; i++) {
var edge = cubeEdges[i];
var vertex1 = cubeVertices[edge[0]];
var vertex2 = cubeVertices[edge[1]];
var edgeElement = self.attachAsset('wireframeEdge', {
anchorX: 0.5,
anchorY: 0.5
});
// Calculate edge center and rotation
var centerX = (vertex1[0] + vertex2[0]) / 2;
var centerY = (vertex1[1] + vertex2[1]) / 2;
var centerZ = (vertex1[2] + vertex2[2]) / 2;
var dx = vertex2[0] - vertex1[0];
var dy = vertex2[1] - vertex1[1];
var edgeLength = Math.sqrt(dx * dx + dy * dy);
var rotation = Math.atan2(dy, dx);
edgeElement.x = centerX;
edgeElement.y = centerY;
edgeElement.z = centerZ || 0;
edgeElement.rotation = rotation;
edgeElement.scaleY = edgeLength / 120; // Scale to fit edge length
edgeElement.alpha = 0.8;
edgeElement.originalX = centerX;
edgeElement.originalY = centerY;
edgeElement.originalZ = centerZ || 0;
edgeElement.originalRotation = rotation;
edgeElement.originalScaleY = edgeElement.scaleY;
self.edges.push(edgeElement);
}
// Create joints at vertices
for (var i = 0; i < cubeVertices.length; i++) {
var vertex = cubeVertices[i];
var joint = self.attachAsset('wireframeJoint', {
anchorX: 0.5,
anchorY: 0.5
});
joint.x = vertex[0];
joint.y = vertex[1];
joint.z = vertex[2] || 0;
joint.originalX = vertex[0];
joint.originalY = vertex[1];
joint.originalZ = vertex[2] || 0;
joint.alpha = 0;
joint.pulsePhase = Math.random() * Math.PI * 2;
self.joints.push(joint);
}
self.project3D = function (x, y, z) {
// Simple 3D to 2D projection with rotation
var cosX = Math.cos(self.rotationX);
var sinX = Math.sin(self.rotationX);
var cosY = Math.cos(self.rotationY);
var sinY = Math.sin(self.rotationY);
var cosZ = Math.cos(self.rotationZ);
var sinZ = Math.sin(self.rotationZ);
// Rotate around X axis
var y1 = y * cosX - z * sinX;
var z1 = y * sinX + z * cosX;
// Rotate around Y axis
var x2 = x * cosY + z1 * sinY;
var z2 = -x * sinY + z1 * cosY;
// Rotate around Z axis
var x3 = x2 * cosZ - y1 * sinZ;
var y3 = x2 * sinZ + y1 * cosZ;
return {
x: x3,
y: y3,
z: z2
};
};
self.update = function () {
// Update rotation
self.rotationX += self.rotationSpeedX;
self.rotationY += self.rotationSpeedY;
self.rotationZ += self.rotationSpeedZ;
// Update edge positions with 3D rotation
for (var i = 0; i < self.edges.length; i++) {
var edge = self.edges[i];
var projected = self.project3D(edge.originalX, edge.originalY, edge.originalZ);
edge.x = projected.x;
edge.y = projected.y;
// Depth-based alpha and scale
var depth = (projected.z + self.ballRadius) / (2 * self.ballRadius);
edge.alpha = 0.4 + depth * 0.6;
edge.scaleX = 0.6 + depth * 0.4;
// Maintain original scale for length
edge.scaleY = edge.originalScaleY * (0.8 + depth * 0.2);
}
// Update joints with pulsing effect
for (var i = 0; i < self.joints.length; i++) {
var joint = self.joints[i];
var projected = self.project3D(joint.originalX, joint.originalY, joint.originalZ);
joint.x = projected.x;
joint.y = projected.y;
var depth = (projected.z + self.ballRadius) / (2 * self.ballRadius);
joint.pulsePhase += 0.08;
joint.alpha = Math.max(0, depth * 0.9 * Math.sin(joint.pulsePhase));
joint.scaleX = joint.scaleY = 0.7 + depth * 0.3 + Math.sin(joint.pulsePhase) * 0.15;
}
};
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 assign
// Placeholder ID, engine will assign
// 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
// Assuming ID is correct
// 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
// 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
// Meme explosion sounds - assuming unique IDs exist for each
// Placeholder: Replace with actual music ID
// Placeholder: Replace with actual music ID
// Placeholder: Replace with actual music ID
// Initialize music tracks
// 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 meme explosion sounds
// 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 music tracks
// Initialize meme explosion sounds
// Add music assets
// Add music assets
// Sounds for each meme type
// Game variables
// Add sound assets for each meme asteroid (meme0 to meme9)
// Sound for tapping to start
// Sound for starting a new level
// Sound for the rhythmic beat
// Placeholder ID - Engine will handle
// Placeholder ID - Engine will handle
// Engine will assign actual ID
// Engine will assign actual ID
// Added new meme image asset
// Added new meme explosion sound asset
// Object pools for performance optimization
var bulletPool = [];
var asteroidPool = [];
var thrustParticlePool = [];
var auraParticlePool = [];
var creeperAsteroidPool = [];
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 outroSequence = null;
var outroPlayed = false;
var highScore = 0; // This will be loaded from storage
var highScoreTxt; // UI element for displaying the high score
var newRecordShown = false; // Track if new record notification has been shown
var nextExtraLifeScore = 20000; // Score threshold for the next extra life
var extraLifeInterval = 20000; // Get an extra life every 20,000 points
var maxLives = 5; // Maximum number of lives a player can have
var triangleSize = 36; // Ship triangle size for bullet positioning (half of the size now)
// Creeper Zone variables
var inCreeperZone = false;
var creeperIntroSequence = null;
var creeperWaveCount = 0;
var creeperMaxWaves = 3; // Number of waves to complete the Creeper Zone
var glaudIntroSequence = null;
var glaudIntroPlayed = false;
// Function to play intro sequence
function playIntroSequence() {
// Clear any existing game objects
bullets = [];
asteroids = [];
thrustParticles = [];
// Check if GLAUD intro has been played
if (!glaudIntroPlayed) {
// Start with GLAUD intro sequence
glaudIntroSequence = new GlaudIntroSequence();
game.addChild(glaudIntroSequence);
// Setup handler for when GLAUD intro finishes
LK.setInterval(function () {
if (glaudIntroSequence && glaudIntroSequence.finished) {
game.removeChild(glaudIntroSequence);
glaudIntroSequence = null;
glaudIntroPlayed = true;
// After GLAUD intro, continue with main intro
continueWithMainIntro();
LK.clearInterval(this);
}
}, 100);
} else {
// Skip GLAUD intro and go directly to main intro
continueWithMainIntro();
}
}
function continueWithMainIntro() {
// 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() {
// Reset the new record notification flag
newRecordShown = false;
// Reset extra life score tracking
nextExtraLifeScore = 20000;
// Initialize object pools
initObjectPools();
// 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);
// Initialize high score from storage, defaulting to 0 if not found
highScore = storage.highScore || 0;
highScoreTxt = new Text2('BEST: ' + highScore, {
size: 40,
fill: 0xFFD700 // A nice gold color for the high score!
});
highScoreTxt.anchor.set(1, 0); // Right-align text
highScoreTxt.x = -20; // Add padding from right edge, same as scoreTxt
highScoreTxt.y = 140; // Position below scoreTxt
LK.gui.topRight.addChild(highScoreTxt);
// Create a container for lives display
var livesContainer = new Container();
livesContainer.x = 70;
livesContainer.y = 50;
LK.gui.top.addChild(livesContainer);
// Add ship icons for lives instead of text
var lifeIcons = [];
for (var i = 0; i < 3; i++) {
var lifeIcon = LK.getAsset('shipAsset', {
anchorX: 0.5,
anchorY: 0.5,
width: 40,
height: 40
});
lifeIcon.x = i * 50; // Space them horizontally
livesContainer.addChild(lifeIcon);
lifeIcons.push(lifeIcon);
}
// Store the icons and container for later access
livesTxt = {
icons: lifeIcons,
container: livesContainer,
update: function update(livesCount) {
for (var i = 0; i < this.icons.length; i++) {
this.icons[i].visible = i < livesCount;
}
}
};
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);
// Add developer feature - double-tap on level to advance
var lastLevelTapTime = 0;
var devModeActive = false;
levelTxt.interactive = true;
levelTxt.down = function (x, y, obj) {
var currentTime = Date.now();
// Check for double tap (within 300ms)
if (currentTime - lastLevelTapTime < 300) {
// Toggle dev mode on double tap
devModeActive = !devModeActive;
// Visual feedback that dev mode is active
if (devModeActive) {
// Initialize style property if it doesn't exist
if (!levelTxt.style) {
levelTxt.style = {};
}
levelTxt.style.fill = 0xFF8000; // Orange to indicate dev mode
// Show dev mode activated message
var devModeText = new Text2('DEV MODE ACTIVE!', {
size: 40,
fill: 0xFF8000
});
devModeText.anchor.set(0.5, 0.5);
devModeText.x = 2048 / 2;
devModeText.y = 2732 / 2;
game.addChild(devModeText);
// Fade out after 2 seconds
tween(devModeText, {
alpha: 0
}, {
duration: 1000,
delay: 1000,
onFinish: function onFinish() {
game.removeChild(devModeText);
}
});
} else {
levelTxt.style.fill = 0xFFFFFF; // Reset to white when disabled
}
} else if (devModeActive) {
// In dev mode, single tap advances the level
// Clear existing asteroids
for (var i = asteroids.length - 1; i >= 0; i--) {
game.removeChild(asteroids[i]);
}
asteroids = [];
// Advance to next level
level++;
levelTxt.setText('LEVEL: ' + level);
LK.getSound('levelStart').play();
// Create new asteroids for the next level
createAsteroidsForLevel(level);
}
lastLevelTapTime = currentTime;
};
// 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 (0-13)
var memeType = Math.floor(Math.random() * 14); // Now 0-13 for 14 memes
// Get asteroid from pool or create new one if pool is empty
var asteroid = getFromPool(asteroidPool);
if (!asteroid || asteroid.size !== 2) {
// Try to find a size 2 asteroid specifically
for (var j = 0; j < asteroidPool.length; j++) {
if (!asteroidPool[j].active && asteroidPool[j].size === 2) {
asteroid = asteroidPool[j];
break;
}
}
// If no size 2 asteroid found, create a new one
if (!asteroid || asteroid.size !== 2) {
asteroid = new Asteroid(2, memeType);
game.addChild(asteroid);
asteroidPool.push(asteroid);
} else {
// Reset properties of pooled asteroid
asteroid.memeType = memeType;
}
} else {
// Reset properties of pooled asteroid
asteroid.memeType = memeType;
}
// Reset asteroid state
asteroid.active = true;
asteroid.visible = true;
asteroid.justWrapped = false;
// Re-initialize velocity
var speed = (3 - asteroid.size) * 0.8 + 0.5;
var angle = Math.random() * Math.PI * 2;
asteroid.velocity = {
x: Math.cos(angle) * speed,
y: Math.sin(angle) * speed
};
asteroid.rotationSpeed = (Math.random() - 0.5) * 0.05;
// Apply special behavior based on meme type
if (memeType === 7) {
// "This is Fine" meme - moves slower
asteroid.velocity.x *= 0.6;
asteroid.velocity.y *= 0.6;
} else if (memeType === 9) {
// "Stonks" meme - worth more points
asteroid.getPoints = function () {
return (3 - this.size) * 150; // 50% more points
};
} else if (memeType === 12) {
// Fast meme
asteroid.velocity.x *= 1.5;
asteroid.velocity.y *= 1.5;
}
// Add difficulty scaling based on level
if (level > 3) {
// Scale asteroid speed with level
var speedMultiplier = 1 + (level - 3) * 0.1; // 10% faster per level after 3
speedMultiplier = Math.min(speedMultiplier, 1.5); // Cap at 50% faster
asteroid.velocity.x *= speedMultiplier;
asteroid.velocity.y *= speedMultiplier;
}
// 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);
}
}
function distance(x1, y1, x2, y2) {
return Math.sqrt((x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1));
}
function createBullet() {
// Get bullet from pool or create new one if pool is empty
var bullet = getFromPool(bulletPool);
if (!bullet) {
bullet = new Bullet();
game.addChild(bullet);
bulletPool.push(bullet);
}
// Reset bullet properties
bullet.age = 0;
bullet.active = true;
bullet.visible = true;
// 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 active bullets array
bullets.push(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.update(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) {
// Check if the current score is a new high score
if (score > highScore) {
highScore = score; // Update our game's high score variable
storage.highScore = highScore; // Persist the new high score
// The highScoreTxt will update automatically on game restart via initGame
// Display a motivational message about the new high score
var newHighScoreText = new Text2('NEW HIGH SCORE! AMAZING WORK!', {
size: 60,
fill: 0xFFD700 // Gold color
});
newHighScoreText.anchor.set(0.5, 0.5);
newHighScoreText.x = 2048 / 2;
newHighScoreText.y = 2732 / 2 - 150;
LK.gui.center.addChild(newHighScoreText);
// Animate the text
tween(newHighScoreText, {
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 500,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(newHighScoreText, {
scaleX: 1,
scaleY: 1
}, {
duration: 500,
easing: tween.easeIn
});
}
});
// Remove the text after 3 seconds
LK.setTimeout(function () {
LK.gui.center.removeChild(newHighScoreText);
}, 3000);
} else {
// Display a motivational message for not beating the high score
var motivationalText = new Text2('YOU\'LL GET IT NEXT TIME!', {
size: 60,
fill: 0x3399FF // Blue color
});
motivationalText.anchor.set(0.5, 0.5);
motivationalText.x = 2048 / 2;
motivationalText.y = 2732 / 2 - 150;
LK.gui.center.addChild(motivationalText);
// Animate the text
tween(motivationalText, {
alpha: 0.7
}, {
duration: 800,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(motivationalText, {
alpha: 1
}, {
duration: 800,
easing: tween.easeInOut
});
}
});
// Remove the text after 3 seconds
LK.setTimeout(function () {
LK.gui.center.removeChild(motivationalText);
}, 3000);
}
LK.setScore(score); // Set the score for the platform's game over UI
// Start the outro sequence instead of showing game over immediately
playOutroSequence();
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) {
// Return bullet to pool instead of removing
bullet.active = false;
bullet.visible = false;
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];
// Skip intersection check if asteroid just wrapped (reduces false positives)
if (asteroid.justWrapped) {
continue;
}
if (bullet.intersects(asteroid)) {
hitAsteroid = true;
// Add score based on asteroid size
score += asteroid.getPoints();
scoreTxt.setText('SCORE: ' + score);
// Check if player earned an extra life
if (score >= nextExtraLifeScore) {
// Set next threshold regardless of whether we can get a life
nextExtraLifeScore += extraLifeInterval;
// Only award an extra life if below maximum
if (lives < maxLives) {
// Award an extra life
lives++;
// Update lives display
livesTxt.update(lives);
// Show extra life notification
var extraLifeText = new Text2('EXTRA LIFE!', {
size: 80,
fill: 0x00FF00 // Bright green
});
extraLifeText.anchor.set(0.5, 0.5);
extraLifeText.x = 2048 / 2;
extraLifeText.y = 2732 / 2 - 200;
extraLifeText.alpha = 0;
game.addChild(extraLifeText);
// Animate the notification
tween(extraLifeText, {
alpha: 1,
scaleX: 1.3,
scaleY: 1.3
}, {
duration: 500,
easing: tween.elasticOut,
onFinish: function onFinish() {
// Wait 2 seconds before fading out
LK.setTimeout(function () {
tween(extraLifeText, {
alpha: 0
}, {
duration: 1000,
easing: tween.easeOut,
onFinish: function onFinish() {
game.removeChild(extraLifeText);
}
});
}, 2000);
}
});
// Play a positive sound for extra life
LK.getSound('levelStart').play();
}
}
// Check if player just beat the high score and notification hasn't been shown yet
if (score > highScore && score - asteroid.getPoints() <= highScore && !newRecordShown) {
// Set flag to true so we don't show it again this game
newRecordShown = true;
// Create a temporary notification
var newRecordText = new Text2('NEW RECORD!', {
size: 80,
fill: 0xFFD700 // Gold color
});
newRecordText.anchor.set(0.5, 0.5);
newRecordText.x = 2048 / 2;
newRecordText.y = 2732 / 2;
newRecordText.alpha = 0;
game.addChild(newRecordText);
// Animate the notification
tween(newRecordText, {
alpha: 1,
scaleX: 1.5,
scaleY: 1.5
}, {
duration: 500,
easing: tween.elasticOut,
onFinish: function onFinish() {
// Wait 5 seconds before fading out
LK.setTimeout(function () {
tween(newRecordText, {
alpha: 0
}, {
duration: 1500,
easing: tween.easeOut,
onFinish: function onFinish() {
game.removeChild(newRecordText);
}
});
}, 5000);
}
});
// Update high score
highScore = score;
highScoreTxt.setText('BEST: ' + highScore);
}
// Special handling for Creeper asteroids in Creeper Zone
if (inCreeperZone && asteroid.isExplosive) {
// Call the explode method
asteroid.explode();
// Check if ship is within explosion radius
var dist = distance(asteroid.x, asteroid.y, ship.x, ship.y);
if (dist <= asteroid.explosionRadius && !ship.invulnerable) {
// Player loses a life if within explosion radius
lives--;
livesTxt.update(lives);
// Flash screen green
LK.effects.flashScreen(0x88FF88, 300);
// Make ship invulnerable
ship.makeInvulnerable(180);
// Game over if no lives left
if (lives <= 0) {
if (score > highScore) {
highScore = score;
storage.highScore = highScore;
}
LK.setScore(score);
playOutroSequence();
gameOver = true;
return;
}
}
// Remove the asteroid
game.removeChild(asteroid);
asteroids.splice(j, 1);
break;
} else {
// 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++) {
// Get medium asteroid from pool or create new one
var newAsteroid = null;
// Try to find a size 1 asteroid in the pool
for (var p = 0; p < asteroidPool.length; p++) {
if (!asteroidPool[p].active && asteroidPool[p].size === 1) {
newAsteroid = asteroidPool[p];
break;
}
}
// If no pooled asteroid found, create a new one
if (!newAsteroid) {
newAsteroid = new Asteroid(1, asteroid.memeType);
game.addChild(newAsteroid);
asteroidPool.push(newAsteroid);
} else {
// Reset pooled asteroid properties
newAsteroid.memeType = asteroid.memeType;
// Reset velocity
var speed = 0.8 * 2 + 0.5; // Speed for medium asteroid
var angle = Math.random() * Math.PI * 2;
newAsteroid.velocity = {
x: Math.cos(angle) * speed,
y: Math.sin(angle) * speed
};
newAsteroid.rotationSpeed = (Math.random() - 0.5) * 0.05;
}
newAsteroid.active = true;
newAsteroid.visible = true;
newAsteroid.justWrapped = false;
newAsteroid.x = asteroid.x;
newAsteroid.y = asteroid.y;
asteroids.push(newAsteroid);
}
}
// Return hit asteroid to pool instead of removing
asteroid.active = false;
asteroid.visible = false;
asteroids.splice(j, 1);
break;
}
}
}
if (hitAsteroid) {
// Return bullet to pool instead of removing
bullet.active = false;
bullet.visible = false;
bullets.splice(i, 1);
}
}
// Check if all asteroids are destroyed
if (asteroids.length === 0) {
// Special handling for Creeper Zone
if (inCreeperZone) {
creeperWaveCount++;
// Check if we've completed all Creeper Zone waves
if (creeperWaveCount >= creeperMaxWaves) {
// End Creeper Zone and continue to next level
inCreeperZone = false;
// Show "Area Clear" message
var areaClearText = new Text2('AREA CLEAR!', {
size: 80,
fill: 0x88FF88 // Green text
});
areaClearText.anchor.set(0.5, 0.5);
areaClearText.x = 2048 / 2;
areaClearText.y = 2732 / 2;
areaClearText.alpha = 0;
game.addChild(areaClearText);
// Animate the message
tween(areaClearText, {
alpha: 1,
scaleX: 1.5,
scaleY: 1.5
}, {
duration: 500,
easing: tween.elasticOut,
onFinish: function onFinish() {
LK.setTimeout(function () {
tween(areaClearText, {
alpha: 0
}, {
duration: 1000,
easing: tween.easeOut,
onFinish: function onFinish() {
game.removeChild(areaClearText);
}
});
}, 2000);
}
});
// Return to normal music
LK.playMusic('gameMusic3', {
loop: true,
fade: {
start: 0,
end: 1,
duration: 1000
}
});
// Move to level 10
level = 10;
levelTxt.setText('LEVEL: ' + level);
// Play level start sound
LK.getSound('levelStart').play();
// Create new asteroids for the next level
createAsteroidsForLevel(level);
} else {
// Create next wave of creeper asteroids
var wavesLeft = creeperMaxWaves - creeperWaveCount;
// Display wave counter
var waveText = new Text2('WAVE ' + creeperWaveCount + ' COMPLETE! ' + wavesLeft + ' TO GO!', {
size: 60,
fill: 0xFFFFFF
});
waveText.anchor.set(0.5, 0.5);
waveText.x = 2048 / 2;
waveText.y = 2732 / 2;
game.addChild(waveText);
// Fade out after 2 seconds
tween(waveText, {
alpha: 0
}, {
duration: 1000,
delay: 2000,
onFinish: function onFinish() {
game.removeChild(waveText);
}
});
// Create next wave - increase count with each wave
createCreeperAsteroids(5 + creeperWaveCount);
}
} else if (level === 9) {
// Start Creeper Zone after level 9
startCreeperZone();
} else {
// Normal level progression
// 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 GLAUD intro sequence if active
if (glaudIntroSequence) {
glaudIntroSequence.update();
return;
}
// Update intro sequence if active
if (introSequence) {
introSequence.update();
return;
}
// Update Creeper Zone intro if active
if (creeperIntroSequence) {
creeperIntroSequence.update();
return;
}
// Update outro sequence if active
if (outroSequence) {
outroSequence.update();
return;
}
if (!gameStarted) {
return;
}
// Update ship controls based on button state
ship.isRotatingLeft = leftButton.isPressed;
ship.isRotatingRight = rightButton.isPressed;
ship.isFiring = fireButton.isPressed;
// Update aura ready text on fire button with cooldown info
fireButton.updateAuraText(ship.auraReady, ship.remainingCooldown);
// Ship constantly moves forward, no need for isMoving toggle
// Update ship
if (ship.update()) {
if (ship.auraReady) {
// If aura is ready and firing, activate aura and create bullet
if (ship.activateAura()) {
// Destroy nearby asteroids when aura is activated
destroyNearbyAsteroids();
// Visual effect for aura activation
createAuraEffectParticles();
// Sound effect for aura activation
LK.getSound('shoot').play();
}
}
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 GLAUD intro is playing
if (glaudIntroSequence && !glaudIntroSequence.finished) {
glaudIntroSequence.finished = true;
return;
}
// Check if intro is playing
if (introSequence && !introSequence.finished) {
introSequence.skip();
return;
}
// Check if Creeper Zone intro is playing - but don't allow skipping
if (creeperIntroSequence && !creeperIntroSequence.finished) {
// Don't allow skipping the creeper intro
return;
}
// Check if outro is playing and can be exited
if (outroSequence) {
if (outroSequence.canExit) {
outroSequence.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;
}
// Ensure buttons can detect touch events when pressed
var local;
var touchConsumed = false;
// Check if we tapped on level text for dev mode
if (levelTxt && levelTxt.getBounds) {
var levelBounds = levelTxt.getBounds();
// Check if tap is within level text bounds
if (x >= levelBounds.x && x <= levelBounds.x + levelBounds.width && y >= levelBounds.y && y <= levelBounds.y + levelBounds.height) {
// Let the level text handle the tap through its own down method
levelTxt.down(x, y, obj);
touchConsumed = true;
}
}
// Check left button
if (!touchConsumed) {
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, {});
touchConsumed = true;
}
}
// Check fire button only if touch not already consumed
if (!touchConsumed) {
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, {});
touchConsumed = true;
}
}
// Check right button only if touch not already consumed
if (!touchConsumed) {
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, {});
touchConsumed = true;
}
}
// Only fire a bullet if no button was pressed and game is active
if (!touchConsumed && gameStarted && ship && !gameOver) {
createBullet();
}
};
// Add up handler to handle releasing buttons
game.up = function (x, y, obj) {
// Reset all button states when touch/click is released
// Safely call button handlers by checking if they exist first
if (leftButton && typeof leftButton.up === 'function') {
leftButton.up(0, 0, {});
}
if (fireButton && typeof fireButton.up === 'function') {
fireButton.up(0, 0, {});
}
if (rightButton && typeof rightButton.up === 'function') {
rightButton.up(0, 0, {});
}
};
// Initialize object pools with pre-populated objects
function initObjectPools() {
// Clear existing pools
bulletPool = [];
asteroidPool = [];
thrustParticlePool = [];
auraParticlePool = [];
creeperAsteroidPool = [];
// Pre-populate bullet pool (30 bullets should be enough for most gameplay)
for (var i = 0; i < 30; i++) {
var bullet = new Bullet();
bullet.visible = false;
bullet.active = false;
bulletPool.push(bullet);
game.addChild(bullet);
}
// Pre-populate asteroid pool (30 for all sizes)
for (var i = 0; i < 10; i++) {
// Large asteroids (size 2)
var asteroid = new Asteroid(2);
asteroid.visible = false;
asteroid.active = false;
asteroidPool.push(asteroid);
game.addChild(asteroid);
// Medium asteroids (size 1)
asteroid = new Asteroid(1);
asteroid.visible = false;
asteroid.active = false;
asteroidPool.push(asteroid);
game.addChild(asteroid);
// Small asteroids (size 0)
asteroid = new Asteroid(0);
asteroid.visible = false;
asteroid.active = false;
asteroidPool.push(asteroid);
game.addChild(asteroid);
}
// Pre-populate thrust particle pool (50 particles)
for (var i = 0; i < 50; i++) {
var particle = new ThrustParticle();
particle.visible = false;
particle.active = false;
thrustParticlePool.push(particle);
game.addChild(particle);
}
// Pre-populate aura particle pool (24 particles)
for (var i = 0; i < 24; i++) {
var auraParticle = new AuraParticle();
auraParticle.visible = false;
auraParticle.active = false;
auraParticlePool.push(auraParticle);
game.addChild(auraParticle);
}
// Pre-populate creeper asteroid pool (15 creepers)
for (var i = 0; i < 15; i++) {
var creeper = new CreeperAsteroid();
creeper.visible = false;
creeper.active = false;
creeperAsteroidPool.push(creeper);
game.addChild(creeper);
}
}
// Initialize the game when this script runs
initGame();
// Function to add thrust particles - called from Ship update
game.addThrustParticle = function (particle) {
// If particle is from pool, just activate it
if (particle.active === false) {
particle.active = true;
particle.visible = true;
thrustParticles.push(particle);
// Don't need to add to game since it's already a child
} else {
// If it's a new particle, try to get one from the pool first
var pooledParticle = getFromPool(thrustParticlePool);
if (pooledParticle) {
// Reset particle properties
pooledParticle.x = particle.x;
pooledParticle.y = particle.y;
pooledParticle.velocity.x = particle.velocity.x;
pooledParticle.velocity.y = particle.velocity.y;
pooledParticle.age = 0;
pooledParticle.active = true;
pooledParticle.visible = true;
thrustParticles.push(pooledParticle);
} else {
// If pool is empty, use the provided particle
thrustParticles.push(particle);
game.addChild(particle);
}
}
};
// Helper function to get object from pool
function getFromPool(pool) {
for (var i = 0; i < pool.length; i++) {
if (!pool[i].active) {
return pool[i];
}
}
return null; // Pool is empty
}
// 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()) {
// Return particle to pool instead of removing
particle.active = false;
particle.visible = false;
thrustParticles.splice(i, 1);
}
}
}
// Function to destroy asteroids near the ship when aura is activated
function destroyNearbyAsteroids() {
var auraRadius = 350; // Slightly reduced radius for better balance
// Create a visual ring effect for the aura
var auraRing = new Container();
var auraRingGraphic = LK.getAsset('forwardButton', {
anchorX: 0.5,
anchorY: 0.5,
width: auraRadius * 2,
height: auraRadius * 2,
tint: 0x40E0D0 // Turquoise color to match AuraParticle
});
auraRingGraphic.alpha = 0.7;
auraRing.addChild(auraRingGraphic);
auraRing.x = ship.x;
auraRing.y = ship.y;
game.addChild(auraRing);
// Animate the aura ring expanding then fading
tween(auraRingGraphic, {
alpha: 0,
width: auraRadius * 2.5,
height: auraRadius * 2.5
}, {
duration: 1200,
easing: tween.easeOut,
onFinish: function onFinish() {
game.removeChild(auraRing);
}
});
// Flash the ship with turquoise
tween(ship, {
alpha: 0.8
}, {
duration: 200,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(ship, {
alpha: 1
}, {
duration: 200,
easing: tween.easeInOut
});
}
});
// Check all asteroids and destroy ones within the aura radius
for (var i = asteroids.length - 1; i >= 0; i--) {
var asteroid = asteroids[i];
var dist = distance(ship.x, ship.y, asteroid.x, asteroid.y);
if (dist <= auraRadius) {
// Different behavior based on asteroid size
if (asteroid.size === 2) {
// Large asteroids: Break into medium asteroids and score points
score += asteroid.getPoints();
scoreTxt.setText('SCORE: ' + score);
// Play the specific meme explosion sound
var memeType = asteroid.memeType !== undefined ? asteroid.memeType : 0;
var memeExplosionSoundId = 'meme' + memeType + 'Explosion';
var explosionSound = LK.getSound(memeExplosionSoundId);
if (explosionSound) {
explosionSound.play();
} else {
LK.getSound('explosion').play();
}
// Create medium asteroids
for (var k = 0; k < 2; k++) {
var newAsteroid = new Asteroid(1, asteroid.memeType);
newAsteroid.x = asteroid.x + (Math.random() - 0.5) * 50;
newAsteroid.y = asteroid.y + (Math.random() - 0.5) * 50;
asteroids.push(newAsteroid);
game.addChild(newAsteroid);
}
// Remove the large asteroid
game.removeChild(asteroid);
asteroids.splice(i, 1);
} else {
// Small and medium asteroids: Destroy completely and score double points
score += asteroid.getPoints() * 2; // Double points for small/medium
scoreTxt.setText('SCORE: ' + score);
// Play explosion sound
var memeTypeSmall = asteroid.memeType !== undefined ? asteroid.memeType : 0;
var explosionSoundId = 'meme' + memeTypeSmall + 'Explosion';
var expSound = LK.getSound(explosionSoundId);
if (expSound) {
expSound.play();
} else {
LK.getSound('explosion').play();
}
// Remove the asteroid
game.removeChild(asteroid);
asteroids.splice(i, 1);
}
}
}
// Check if all asteroids are destroyed after aura
if (asteroids.length === 0) {
// Next level
level++;
levelTxt.setText('LEVEL: ' + level);
LK.getSound('levelStart').play();
createAsteroidsForLevel(level);
}
}
// Function to create particle effects when aura is activated
function createAuraEffectParticles() {
// Create a burst of particles from the ship - reduced for better performance
for (var i = 0; i < 24; i++) {
// Get particle from pool or create new one
var particle = getFromPool(auraParticlePool);
if (!particle) {
particle = new AuraParticle();
game.addChild(particle);
auraParticlePool.push(particle);
}
// Reset particle properties
particle.age = 0;
particle.active = true;
particle.visible = true;
// Calculate angle for circular burst
var angle = i * (Math.PI * 2 / 24);
// Position at the ship
particle.x = ship.x;
particle.y = ship.y;
// Set velocity in all directions with varying speeds
var speed = 4 + Math.random() * 5; // Variable speeds for more organic look
particle.velocity.x = Math.cos(angle) * speed;
particle.velocity.y = Math.sin(angle) * speed;
// Add to active particles
thrustParticles.push(particle);
}
// Create a flash effect
LK.effects.flashObject(ship, 0x40E0D0, 500);
}
// Create Creeper Zone asteroids
function createCreeperAsteroids(count) {
// Create a specific number of creeper asteroids
count = count || 5; // Default to 5 if not specified
for (var i = 0; i < count; i++) {
// Get creeper from pool or create new one
var creeper = getFromPool(creeperAsteroidPool);
if (!creeper) {
creeper = new CreeperAsteroid();
game.addChild(creeper);
creeperAsteroidPool.push(creeper);
}
// Reset creeper properties
creeper.active = true;
creeper.visible = true;
// Reset velocity
var speed = 0.9;
var angle = Math.random() * Math.PI * 2;
creeper.velocity = {
x: Math.cos(angle) * speed,
y: Math.sin(angle) * speed
};
creeper.rotationSpeed = (Math.random() - 0.5) * 0.03;
creeper.pulseDirection = 1;
creeper.pulseAmount = 0;
// Position the creeper away from the player
do {
creeper.x = Math.random() * 2048;
creeper.y = Math.random() * 2732;
} while (distance(creeper.x, creeper.y, ship.x, ship.y) < 350);
asteroids.push(creeper);
}
}
// Start the special Creeper Zone level
function startCreeperZone() {
// Set Creeper Zone flag
inCreeperZone = true;
creeperWaveCount = 0;
// Clear any existing asteroids
for (var i = asteroids.length - 1; i >= 0; i--) {
game.removeChild(asteroids[i]);
}
asteroids = [];
// Change music to the more tense gameMusic2
LK.playMusic('gameMusic2', {
loop: true,
fade: {
start: 0,
end: 1,
duration: 1000
}
});
// Create and play intro sequence
creeperIntroSequence = new CreeperIntroSequence();
game.addChild(creeperIntroSequence);
// Setup handler for when intro finishes
LK.setInterval(function () {
if (creeperIntroSequence && creeperIntroSequence.finished) {
game.removeChild(creeperIntroSequence);
creeperIntroSequence = null;
// Start the first wave of creeper asteroids
createCreeperAsteroids(5); // First wave has 5 creepers
LK.clearInterval(this);
}
}, 100);
}
// Function to play outro sequence
function playOutroSequence() {
// Stop game music and start outro music
LK.playMusic('outroMusic', {
loop: true,
fade: {
start: 0,
end: 1,
duration: 1000
}
});
// Create and add outro sequence
outroSequence = new OutroSequence();
game.addChild(outroSequence);
// Setup a handler for when outro is finished
LK.setInterval(function () {
if (outroSequence && outroSequence.finished) {
game.removeChild(outroSequence);
outroSequence = null;
outroPlayed = true;
// Finally show game over screen when player closes outro
LK.showGameOver();
LK.clearInterval(this);
}
}, 100);
}
;
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
explosion
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
meme13Explosion
Sound effect
ballGrow
Sound effect
ballContract
Sound effect
letterAppear
Sound effect
colorTransform
Sound effect