User prompt
özellik seçme ekranını kaldır
User prompt
Change feature selection popup 200 point
User prompt
muhteşem özellik seç ekranı her 300 puanda bir gelsin
User prompt
muhteşem özellik seç ekranı ingilizce yazmalı o ekran gelince oyun durmalı
User prompt
özellik seçme ekranı gelsin her 300 puanda bir muhteşem harika özellik ekranı açılsın 3 özellikten birini seçmeli kullanıcı
User prompt
özellikler birbiriyle combo yapsın birleşsinler
User prompt
add different features
User prompt
arkaplan her 200 puanda bir değişsin daha güzel olsun
User prompt
düşmanlar ekranın sağından ve solundan çıkmasın
User prompt
düşmanlar ekrandan çıksın
User prompt
düşmanlar ekranın aşşagısana gidince yok olsun
User prompt
ekranda parlama olmasın
User prompt
düşmanların can barı olsun ve düşmanlar ekrandan çıkmasın
User prompt
tekrar dene
User prompt
powerup daha çok gelsin
User prompt
powerup daha fazla özellik ekle gemiyi güçlendiren
User prompt
oyunu biraz kolaylaştır
User prompt
geminin canını arttır ve oyuna biraz eğlenceli şeyler ekle
User prompt
insan reflekslerine göre oyunu düzenle
User prompt
powerup daha çok gelsin
User prompt
özellikler daha çok gelsin ve farklı özellikler ekle
User prompt
yeni düşmanlar ekle
User prompt
düşmanlar daha hızlı ölmeli
User prompt
düşman öldürüncede puan gelsin ve combo sistemi olsuın
User prompt
Please fix the bug: 'TypeError: LK.effects.shakeScreen is not a function' in or related to this line: 'LK.effects.shakeScreen(8, 80);' Line Number: 413
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Enemy (Base class)
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemyGfx = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.radius = enemyGfx.width * 0.5;
self.speed = ENEMY_BASE_SPEED + Math.random() * 4;
self.moveType = Math.random() < 0.5 ? 'straight' : 'sine';
self.sinePhase = Math.random() * Math.PI * 2;
self.sineAmp = 120 + Math.random() * 120;
self.shootCooldown = 60 + Math.floor(Math.random() * 60);
// Health system for enemy
self.maxHealth = 1;
self.health = self.maxHealth;
self.update = function () {
if (self.moveType === 'straight') {
self.y += self.speed;
} else {
self.y += self.speed * 0.85;
self.x += Math.sin(self.y / 120 + self.sinePhase) * 6;
}
self.shootCooldown--;
};
self.takeDamage = function (dmg) {
self.health -= dmg;
LK.effects.flashObject(self, 0xffffff, 80);
if (self.health <= 0) {
self.health = 0;
// Death handled in game loop
}
};
return self;
});
// Enemy Bullet
var EnemyBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGfx = self.attachAsset('enemyBullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = ENEMY_BULLET_SPEED;
self.dirX = 0;
self.dirY = 1;
self.update = function () {
self.x += self.dirX * self.speed;
self.y += self.dirY * self.speed;
};
return self;
});
// FastEnemy: moves faster, less health
var FastEnemy = Container.expand(function () {
var self = Container.call(this);
var enemyGfx = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
enemyGfx.tint = 0x00e1ff;
self.radius = enemyGfx.width * 0.5;
self.speed = ENEMY_FAST_SPEED + Math.random() * 4;
self.moveType = 'straight';
self.shootCooldown = 40 + Math.floor(Math.random() * 40);
self.maxHealth = 1;
self.health = self.maxHealth;
self.update = function () {
self.y += self.speed;
self.shootCooldown--;
};
self.takeDamage = function (dmg) {
self.health -= dmg;
LK.effects.flashObject(self, 0x00e1ff, 60);
if (self.health <= 0) self.health = 0;
};
return self;
});
// Player Bullet
var PlayerBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGfx = self.attachAsset('playerBullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = PLAYER_BULLET_SPEED;
self.update = function () {
self.y += self.speed;
};
return self;
});
// Powerup
var Powerup = Container.expand(function () {
var self = Container.call(this);
// Add new powerup types: doubleScore, slowMotion
var types = ['rapid', 'shield', 'heal', 'doubleScore', 'slowMotion'];
var r = Math.random();
if (r < 0.3) self.type = 'rapid';else if (r < 0.55) self.type = 'shield';else if (r < 0.75) self.type = 'heal';else if (r < 0.88) self.type = 'doubleScore';else self.type = 'slowMotion';
var powerupGfx = self.attachAsset('powerup', {
anchorX: 0.5,
anchorY: 0.5
});
if (self.type === 'rapid') powerupGfx.tint = 0xffe100;else if (self.type === 'shield') powerupGfx.tint = 0x00ffff;else if (self.type === 'heal') powerupGfx.tint = 0x44ff44;else if (self.type === 'doubleScore') powerupGfx.tint = 0xff00ff;else if (self.type === 'slowMotion') powerupGfx.tint = 0x8888ff;
self.speed = 10;
self.update = function () {
self.y += self.speed;
};
return self;
});
// Player Ship
var Ship = Container.expand(function () {
var self = Container.call(this);
var shipGfx = self.attachAsset('ship', {
anchorX: 0.5,
anchorY: 0.5
});
self.radius = shipGfx.width * 0.5;
self.shootCooldown = 0;
self.rapidFire = false;
self.rapidFireTimer = 0;
self.shield = false;
self.shieldTimer = 0;
// Health system for player
self.maxHealth = 5;
self.health = self.maxHealth;
// Health bar
var healthBarBg = self.attachAsset('playerBullet', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2.2,
scaleY: 0.25,
tint: 0x222222,
y: shipGfx.height * 0.7
});
var healthBar = self.attachAsset('playerBullet', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2,
scaleY: 0.18,
tint: 0xff4444,
y: shipGfx.height * 0.7
});
// Visual shield indicator
var shieldGfx = self.attachAsset('ship', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.3,
scaleY: 1.3,
tint: 0x00ffff
});
shieldGfx.alpha = 0.25;
shieldGfx.visible = false;
self.update = function () {
// Handle powerup timers
if (self.rapidFire) {
self.rapidFireTimer--;
// Visual feedback for rapid fire: pulse ship color
shipGfx.tint = LK.ticks % 10 < 5 ? 0xffe100 : 0x33c1ff;
if (self.rapidFireTimer <= 0) {
self.rapidFire = false;
shipGfx.tint = 0x33c1ff;
}
} else {
shipGfx.tint = 0x33c1ff;
}
if (self.shield) {
self.shieldTimer--;
shieldGfx.visible = true;
if (self.shieldTimer <= 0) {
self.shield = false;
shieldGfx.visible = false;
}
} else {
shieldGfx.visible = false;
}
// Update health bar
healthBar.scaleX = 2 * (self.health / self.maxHealth);
if (self.health < 1) healthBar.scaleX = 0;
};
self.activateRapidFire = function (duration) {
self.rapidFire = true;
self.rapidFireTimer = duration;
};
self.activateShield = function (duration) {
self.shield = true;
self.shieldTimer = duration;
shieldGfx.visible = true;
};
self.takeDamage = function (dmg) {
if (self.shield) return;
self.health -= dmg;
LK.effects.flashObject(self, 0xff0000, 200);
if (self.health < 0) self.health = 0;
};
self.heal = function (amount) {
self.health += amount;
if (self.health > self.maxHealth) self.health = self.maxHealth;
};
return self;
});
// TankEnemy: slow, high health, shoots more
var TankEnemy = Container.expand(function () {
var self = Container.call(this);
var enemyGfx = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.3,
scaleY: 1.3
});
enemyGfx.tint = 0xff4444;
self.radius = enemyGfx.width * 0.65;
self.speed = ENEMY_TANK_SPEED + Math.random() * 1.2;
self.moveType = 'sine';
self.sinePhase = Math.random() * Math.PI * 2;
self.sineAmp = 180 + Math.random() * 80;
self.shootCooldown = 30 + Math.floor(Math.random() * 30);
self.maxHealth = 4;
self.health = self.maxHealth;
self.update = function () {
self.y += self.speed * 0.7;
self.x += Math.sin(self.y / 120 + self.sinePhase) * 10;
self.shootCooldown--;
};
self.takeDamage = function (dmg) {
self.health -= dmg;
LK.effects.flashObject(self, 0xff4444, 100);
if (self.health <= 0) self.health = 0;
};
return self;
});
// ZigzagEnemy: moves in zigzag, normal health
var ZigzagEnemy = Container.expand(function () {
var self = Container.call(this);
var enemyGfx = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
enemyGfx.tint = 0xffe100;
self.radius = enemyGfx.width * 0.5;
self.speed = ENEMY_ZIGZAG_SPEED + Math.random() * 3;
self.moveType = 'zigzag';
self.zigzagDir = Math.random() < 0.5 ? -1 : 1;
self.zigzagTimer = 0;
self.shootCooldown = 60 + Math.floor(Math.random() * 60);
self.maxHealth = 2;
self.health = self.maxHealth;
self.update = function () {
self.y += self.speed;
self.zigzagTimer++;
if (self.zigzagTimer % 30 === 0) self.zigzagDir *= -1;
self.x += self.zigzagDir * 18;
self.shootCooldown--;
};
self.takeDamage = function (dmg) {
self.health -= dmg;
LK.effects.flashObject(self, 0xffe100, 80);
if (self.health <= 0) self.health = 0;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
// No title, no description
// Always backgroundColor is black
backgroundColor: 0x000000
});
/****
* Game Code
****/
// Music
// Sound effects
// Powerup
// Enemy bullet
// Enemy
// Player bullet
// Spaceship (player)
// Game area
var GAME_W = 2048,
GAME_H = 2732;
// Score
var score = 0;
var scoreTxt = new Text2('0', {
size: 120,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Combo system variables
var comboCount = 0;
var comboTimer = 0;
var lastComboTime = 0;
// Double score powerup
var doubleScoreActive = false;
var doubleScoreTimer = 0;
// Slow motion powerup
var slowMotionActive = false;
var slowMotionTimer = 0;
// Player ship
var ship = new Ship();
game.addChild(ship);
ship.x = GAME_W / 2;
ship.y = GAME_H - 350;
// Arrays for game objects
var playerBullets = [];
var enemies = [];
var enemyBullets = [];
var powerups = [];
// Dragging
var dragNode = null;
// Difficulty (tuned for human reflexes)
var enemySpawnTimer = 0;
// Enemies spawn a bit slower to allow reaction
var enemySpawnInterval = 80;
var minEnemyInterval = 28; // Don't go too fast
var enemySpeedInc = 0;
// Powerup spawn
var powerupTimer = 0;
var powerupInterval = 500; // Powerups a bit more frequent
// --- Reflex tuning: adjust bullet and enemy speeds globally ---
var PLAYER_BULLET_SPEED = -22; // slower than before
var ENEMY_BULLET_SPEED = 13; // slower than before
var ENEMY_BASE_SPEED = 6; // slower than before
var ENEMY_FAST_SPEED = 12; // slower than before
var ENEMY_TANK_SPEED = 2.5; // slower than before
var ENEMY_ZIGZAG_SPEED = 7; // slower than before
var PLAYER_SHOOT_RATE = 22; // slower fire rate for human reaction
// Last intersect states
var lastShipEnemyIntersect = false;
var lastShipEnemyBulletIntersect = false;
var lastShipPowerupIntersect = false;
// Music
LK.playMusic('bgmusic');
// Move handler (drag ship)
function handleMove(x, y, obj) {
if (dragNode === ship) {
// Clamp ship inside game area (with margin)
var margin = 80;
var nx = Math.max(margin, Math.min(GAME_W - margin, x));
var ny = Math.max(margin, Math.min(GAME_H - margin, y));
ship.x = nx;
ship.y = ny;
// Touch feedback: scale ship up slightly while dragging, then back
ship.scale.set(1.15, 1.15);
tween(ship.scale, {
x: 1,
y: 1
}, {
duration: 120
});
}
}
game.move = handleMove;
var dragAnywhereHintShown = false;
game.down = function (x, y, obj) {
// User-friendly: allow drag to start if touch is on ship OR anywhere in lower half of screen
var dx = x - ship.x,
dy = y - ship.y;
var onShip = dx * dx + dy * dy < ship.radius * ship.radius * 1.2;
var inLowerHalf = y > GAME_H / 2;
if (onShip || inLowerHalf) {
dragNode = ship;
handleMove(x, y, obj);
// Visual feedback: flash ship blue for 120ms on drag start
LK.effects.flashObject(ship, 0x33c1ff, 120);
// Show floating helper text only the first time user drags from lower half (not on ship)
if (!onShip && inLowerHalf && !dragAnywhereHintShown) {
showFloatingText("Tip: Drag anywhere below to move!", ship.x, ship.y - 180, 0x33c1ff);
dragAnywhereHintShown = true;
}
}
};
game.up = function (x, y, obj) {
dragNode = null;
};
// Main update loop
game.update = function () {
// Update ship
ship.update();
// --- Double Score timer ---
if (doubleScoreActive) {
doubleScoreTimer--;
if (doubleScoreTimer <= 0) {
doubleScoreActive = false;
showFloatingText("Double Score Ended", ship.x, ship.y - 120, 0xff00ff);
}
}
// --- Slow Motion timer ---
if (slowMotionActive) {
slowMotionTimer--;
if (slowMotionTimer <= 0) {
slowMotionActive = false;
showFloatingText("Speed Restored", ship.x, ship.y - 120, 0x8888ff);
}
}
// --- Player shooting ---
ship.shootCooldown--;
var shootRate = ship.rapidFire ? Math.max(6, Math.floor(PLAYER_SHOOT_RATE * 0.33)) : PLAYER_SHOOT_RATE;
if (ship.shootCooldown <= 0) {
// Auto-fire
var pb = new PlayerBullet();
pb.x = ship.x;
pb.y = ship.y - ship.radius - 30;
playerBullets.push(pb);
game.addChild(pb);
ship.shootCooldown = shootRate;
LK.getSound('shoot').play();
}
// --- Update player bullets ---
for (var i = playerBullets.length - 1; i >= 0; i--) {
var b = playerBullets[i];
b.update();
// Remove if off screen
if (b.y < -80) {
b.destroy();
playerBullets.splice(i, 1);
}
}
// --- Update enemies ---
for (var i = enemies.length - 1; i >= 0; i--) {
var e = enemies[i];
// --- Enemy AI: dodge if player is close horizontally ---
if (Math.abs(ship.x - e.x) < 180 && Math.abs(ship.y - e.y) < 600) {
// Try to dodge left or right, but less distance for fairness
if (ship.x < e.x) e.x += 6 + Math.random() * 3;else e.x -= 6 + Math.random() * 3;
}
// Slow motion: update less frequently
if (!slowMotionActive || LK.ticks % 2 === 0) {
e.update();
}
// Remove if off screen
if (e.y > GAME_H + 120) {
e.destroy();
enemies.splice(i, 1);
continue;
}
// Enemy shooting
if (e.shootCooldown <= 0) {
var eb = new EnemyBullet();
eb.x = e.x;
eb.y = e.y + e.radius + 10;
// Aim at ship
var dx = ship.x - e.x,
dy = ship.y - e.y;
var len = Math.sqrt(dx * dx + dy * dy);
if (len > 0) {
eb.dirX = dx / len;
eb.dirY = dy / len;
}
enemyBullets.push(eb);
game.addChild(eb);
e.shootCooldown = 90 + Math.floor(Math.random() * 60);
}
}
// --- Update enemy bullets ---
for (var i = enemyBullets.length - 1; i >= 0; i--) {
var eb = enemyBullets[i];
// Slow motion: update less frequently
if (!slowMotionActive || LK.ticks % 2 === 0) {
eb.update();
}
if (eb.x < -100 || eb.x > GAME_W + 100 || eb.y < -100 || eb.y > GAME_H + 100) {
eb.destroy();
enemyBullets.splice(i, 1);
}
}
// --- Update powerups ---
for (var i = powerups.length - 1; i >= 0; i--) {
var p = powerups[i];
p.update();
if (p.y > GAME_H + 100) {
p.destroy();
powerups.splice(i, 1);
}
}
// --- Collision: Player bullets vs Enemies ---
for (var i = playerBullets.length - 1; i >= 0; i--) {
var b = playerBullets[i];
for (var j = enemies.length - 1; j >= 0; j--) {
var e = enemies[j];
if (b.intersects(e)) {
// Hit enemy
e.takeDamage(1);
// Recoil effect for enemy
tween(e, {
y: e.y - 30
}, {
duration: 60,
yoyo: true,
repeat: 1
});
// Camera shake on hit (simulate with quick flash)
LK.effects.flashScreen(0xffffff, 80);
LK.getSound('enemyDown').play();
// Combo system variables (global scope, but initialize if undefined)
if (typeof comboCount === "undefined") comboCount = 0;
if (typeof comboTimer === "undefined") comboTimer = 0;
if (typeof lastComboTime === "undefined") lastComboTime = 0;
// Score only if enemy dies
if (e.health <= 0) {
// Combo logic: if last kill was within 2 seconds, increase combo
var now = LK.ticks;
if (now - lastComboTime < 120) {
comboCount++;
} else {
comboCount = 1;
}
lastComboTime = now;
comboTimer = 120; // 2 seconds to continue combo
// Combo bonus: +10 base, +5 per combo after first
var comboBonus = 10 + (comboCount > 1 ? (comboCount - 1) * 5 : 0);
if (doubleScoreActive) comboBonus *= 2;
score += comboBonus;
// Animate score text for feedback
scoreTxt.setText(score);
scoreTxt.scale.set(1.25, 1.25);
tween(scoreTxt.scale, {
x: 1,
y: 1
}, {
duration: 200
});
// Show floating text for combo
if (comboCount > 1) {
showFloatingText("Combo x" + comboCount + "! +" + comboBonus, e.x, e.y - 80, 0xffe100);
} else {
showFloatingText("+10", e.x, e.y - 80, 0xffffff);
}
e.destroy();
enemies.splice(j, 1);
}
b.destroy();
playerBullets.splice(i, 1);
break;
}
}
}
// --- Combo timer update ---
if (typeof comboTimer !== "undefined" && comboTimer > 0) {
comboTimer--;
if (comboTimer === 0) {
comboCount = 0;
}
}
// --- Collision: Ship vs Enemies ---
var shipEnemyIntersect = false;
for (var i = 0; i < enemies.length; i++) {
var e = enemies[i];
if (ship.intersects(e)) {
shipEnemyIntersect = true;
break;
}
}
if (!lastShipEnemyIntersect && shipEnemyIntersect) {
if (ship.shield) {
// Absorb hit, destroy enemy
LK.effects.flashObject(ship, 0x00ffff, 400);
for (var i = 0; i < enemies.length; i++) {
if (ship.intersects(enemies[i])) {
enemies[i].destroy();
enemies.splice(i, 1);
break;
}
}
ship.shield = false;
ship.shieldTimer = 0;
ship.children[1].visible = false;
} else {
// Take damage
ship.takeDamage(2);
// Camera shake (simulate with quick flash)
LK.effects.flashScreen(0xffffff, 180);
LK.getSound('hit').play();
if (ship.health <= 0) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
return;
}
}
}
lastShipEnemyIntersect = shipEnemyIntersect;
// --- Collision: Ship vs Enemy Bullets ---
var shipEnemyBulletIntersect = false;
for (var i = 0; i < enemyBullets.length; i++) {
var eb = enemyBullets[i];
if (ship.intersects(eb)) {
shipEnemyBulletIntersect = true;
break;
}
}
if (!lastShipEnemyBulletIntersect && shipEnemyBulletIntersect) {
if (ship.shield) {
LK.effects.flashObject(ship, 0x00ffff, 400);
// Remove bullet
for (var i = 0; i < enemyBullets.length; i++) {
if (ship.intersects(enemyBullets[i])) {
enemyBullets[i].destroy();
enemyBullets.splice(i, 1);
break;
}
}
ship.shield = false;
ship.shieldTimer = 0;
ship.children[1].visible = false;
} else {
// Take damage
ship.takeDamage(1);
// Camera shake (simulate with quick flash)
LK.effects.flashScreen(0xffffff, 120);
LK.getSound('hit').play();
if (ship.health <= 0) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
return;
}
}
}
lastShipEnemyBulletIntersect = shipEnemyBulletIntersect;
// --- Collision: Ship vs Powerups ---
var shipPowerupIntersect = false;
for (var i = powerups.length - 1; i >= 0; i--) {
var p = powerups[i];
if (ship.intersects(p)) {
shipPowerupIntersect = true;
// Apply powerup
LK.getSound('powerup').play();
if (p.type === 'rapid') {
ship.activateRapidFire(360);
showFloatingText("Rapid Fire!", ship.x, ship.y - 120, 0xffe100);
} else if (p.type === 'shield') {
ship.activateShield(480);
showFloatingText("Shield!", ship.x, ship.y - 120, 0x00ffff);
} else if (p.type === 'heal') {
ship.heal(2);
showFloatingText("+2 Health", ship.x, ship.y - 120, 0x44ff44);
} else if (p.type === 'doubleScore') {
doubleScoreActive = true;
doubleScoreTimer = 600;
showFloatingText("Double Score!", ship.x, ship.y - 120, 0xff00ff);
} else if (p.type === 'slowMotion') {
slowMotionActive = true;
slowMotionTimer = 420;
showFloatingText("Slow Motion!", ship.x, ship.y - 120, 0x8888ff);
}
p.destroy();
powerups.splice(i, 1);
}
}
lastShipPowerupIntersect = shipPowerupIntersect;
// --- Mission system: show floating text for milestones ---
if (score > 0 && score % 100 === 0 && !game['milestone_' + score]) {
showFloatingText("Milestone: " + score + "!", GAME_W / 2, 320, 0xffe100);
game['milestone_' + score] = true;
}
// --- Enemy spawn ---
enemySpawnTimer--;
if (enemySpawnTimer <= 0) {
// Randomly pick enemy type
var enemyTypeRand = Math.random();
var e;
if (enemyTypeRand < 0.25) {
e = new FastEnemy();
} else if (enemyTypeRand < 0.5) {
e = new TankEnemy();
} else if (enemyTypeRand < 0.75) {
e = new ZigzagEnemy();
} else {
e = new Enemy();
}
e.x = 180 + Math.random() * (GAME_W - 360);
e.y = -100;
// Increase speed as score increases (except TankEnemy)
if (typeof e.speed === "number" && !(e instanceof TankEnemy)) {
e.speed += Math.floor(score / 200) * 2;
}
enemies.push(e);
game.addChild(e);
// Decrease interval as score increases
enemySpawnInterval = Math.max(minEnemyInterval, 60 - Math.floor(score / 100) * 4);
enemySpawnTimer = enemySpawnInterval;
}
// --- Powerup spawn ---
powerupTimer--;
if (powerupTimer <= 0) {
var p = new Powerup();
p.x = 180 + Math.random() * (GAME_W - 360);
p.y = -80;
powerups.push(p);
game.addChild(p);
powerupInterval = 240 + Math.floor(Math.random() * 320);
powerupTimer = powerupInterval;
}
};
// Floating text helper for feedback
function showFloatingText(txt, x, y, color) {
var t = new Text2(txt, {
size: 90,
fill: color || 0xffffff,
stroke: 0x000000,
strokeThickness: 8
});
t.anchor.set(0.5, 1);
t.x = x;
t.y = y;
game.addChild(t);
tween(t, {
y: y - 120,
alpha: 0
}, {
duration: 700,
onFinish: function onFinish() {
t.destroy();
}
});
}
// Show instructions at game start
var instructionTxt = new Text2("Drag the ship to move\nAuto-fire enabled\nCollect powerups!", {
size: 90,
fill: 0xffffff,
stroke: 0x000000,
strokeThickness: 8,
align: "center"
});
instructionTxt.anchor.set(0.5, 0.5);
instructionTxt.x = GAME_W / 2;
instructionTxt.y = GAME_H / 2 - 200;
game.addChild(instructionTxt);
tween(instructionTxt, {
alpha: 0
}, {
duration: 1800,
onFinish: function onFinish() {
instructionTxt.destroy();
}
}); ===================================================================
--- original.js
+++ change.js
@@ -13,9 +13,9 @@
anchorX: 0.5,
anchorY: 0.5
});
self.radius = enemyGfx.width * 0.5;
- self.speed = 8 + Math.random() * 8;
+ self.speed = ENEMY_BASE_SPEED + Math.random() * 4;
self.moveType = Math.random() < 0.5 ? 'straight' : 'sine';
self.sinePhase = Math.random() * Math.PI * 2;
self.sineAmp = 120 + Math.random() * 120;
self.shootCooldown = 60 + Math.floor(Math.random() * 60);
@@ -47,9 +47,9 @@
var bulletGfx = self.attachAsset('enemyBullet', {
anchorX: 0.5,
anchorY: 0.5
});
- self.speed = 20;
+ self.speed = ENEMY_BULLET_SPEED;
self.dirX = 0;
self.dirY = 1;
self.update = function () {
self.x += self.dirX * self.speed;
@@ -65,9 +65,9 @@
anchorY: 0.5
});
enemyGfx.tint = 0x00e1ff;
self.radius = enemyGfx.width * 0.5;
- self.speed = 18 + Math.random() * 8;
+ self.speed = ENEMY_FAST_SPEED + Math.random() * 4;
self.moveType = 'straight';
self.shootCooldown = 40 + Math.floor(Math.random() * 40);
self.maxHealth = 1;
self.health = self.maxHealth;
@@ -88,9 +88,9 @@
var bulletGfx = self.attachAsset('playerBullet', {
anchorX: 0.5,
anchorY: 0.5
});
- self.speed = -32;
+ self.speed = PLAYER_BULLET_SPEED;
self.update = function () {
self.y += self.speed;
};
return self;
@@ -214,9 +214,9 @@
scaleY: 1.3
});
enemyGfx.tint = 0xff4444;
self.radius = enemyGfx.width * 0.65;
- self.speed = 4 + Math.random() * 2;
+ self.speed = ENEMY_TANK_SPEED + Math.random() * 1.2;
self.moveType = 'sine';
self.sinePhase = Math.random() * Math.PI * 2;
self.sineAmp = 180 + Math.random() * 80;
self.shootCooldown = 30 + Math.floor(Math.random() * 30);
@@ -242,9 +242,9 @@
anchorY: 0.5
});
enemyGfx.tint = 0xffe100;
self.radius = enemyGfx.width * 0.5;
- self.speed = 10 + Math.random() * 6;
+ self.speed = ENEMY_ZIGZAG_SPEED + Math.random() * 3;
self.moveType = 'zigzag';
self.zigzagDir = Math.random() < 0.5 ? -1 : 1;
self.zigzagTimer = 0;
self.shootCooldown = 60 + Math.floor(Math.random() * 60);
@@ -316,16 +316,25 @@
var enemyBullets = [];
var powerups = [];
// Dragging
var dragNode = null;
-// Difficulty
+// Difficulty (tuned for human reflexes)
var enemySpawnTimer = 0;
-var enemySpawnInterval = 60;
-var minEnemyInterval = 18;
+// Enemies spawn a bit slower to allow reaction
+var enemySpawnInterval = 80;
+var minEnemyInterval = 28; // Don't go too fast
var enemySpeedInc = 0;
// Powerup spawn
var powerupTimer = 0;
-var powerupInterval = 600;
+var powerupInterval = 500; // Powerups a bit more frequent
+// --- Reflex tuning: adjust bullet and enemy speeds globally ---
+var PLAYER_BULLET_SPEED = -22; // slower than before
+var ENEMY_BULLET_SPEED = 13; // slower than before
+var ENEMY_BASE_SPEED = 6; // slower than before
+var ENEMY_FAST_SPEED = 12; // slower than before
+var ENEMY_TANK_SPEED = 2.5; // slower than before
+var ENEMY_ZIGZAG_SPEED = 7; // slower than before
+var PLAYER_SHOOT_RATE = 22; // slower fire rate for human reaction
// Last intersect states
var lastShipEnemyIntersect = false;
var lastShipEnemyBulletIntersect = false;
var lastShipPowerupIntersect = false;
@@ -394,9 +403,9 @@
}
}
// --- Player shooting ---
ship.shootCooldown--;
- var shootRate = ship.rapidFire ? 6 : 18;
+ var shootRate = ship.rapidFire ? Math.max(6, Math.floor(PLAYER_SHOOT_RATE * 0.33)) : PLAYER_SHOOT_RATE;
if (ship.shootCooldown <= 0) {
// Auto-fire
var pb = new PlayerBullet();
pb.x = ship.x;
@@ -420,10 +429,10 @@
for (var i = enemies.length - 1; i >= 0; i--) {
var e = enemies[i];
// --- Enemy AI: dodge if player is close horizontally ---
if (Math.abs(ship.x - e.x) < 180 && Math.abs(ship.y - e.y) < 600) {
- // Try to dodge left or right
- if (ship.x < e.x) e.x += 10 + Math.random() * 6;else e.x -= 10 + Math.random() * 6;
+ // Try to dodge left or right, but less distance for fairness
+ if (ship.x < e.x) e.x += 6 + Math.random() * 3;else e.x -= 6 + Math.random() * 3;
}
// Slow motion: update less frequently
if (!slowMotionActive || LK.ticks % 2 === 0) {
e.update();