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 = 13; // Even more survivability for easier gameplay
	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)
// Made easier: enemies spawn less frequently
var enemySpawnTimer = 0;
var enemySpawnInterval = 110; // slower spawn
var minEnemyInterval = 44; // minimum interval increased
var enemySpeedInc = 0;
// Powerup spawn
var powerupTimer = 0;
var powerupInterval = 500; // Powerups a bit more frequent
// --- Reflex tuning: adjust bullet and enemy speeds globally ---
// Made easier: all speeds reduced, player shoots faster
var PLAYER_BULLET_SPEED = -18; // slower bullet, easier to dodge
var ENEMY_BULLET_SPEED = 9; // slower enemy bullet
var ENEMY_BASE_SPEED = 4.5; // slower base enemy
var ENEMY_FAST_SPEED = 8; // slower fast enemy
var ENEMY_TANK_SPEED = 1.7; // slower tank
var ENEMY_ZIGZAG_SPEED = 5; // slower zigzag
var PLAYER_SHOOT_RATE = 16; // player shoots more often
// 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);
					}
					// Fun: random emoji on enemy kill!
					var emojis = ["🚀", "💥", "✨", "🔥", "😎", "🎉", "🛸", "👾"];
					var emoji = emojis[Math.floor(Math.random() * emojis.length)];
					showFloatingText(emoji, e.x + (Math.random() * 80 - 40), e.y - 120, 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);
			// Fun: rainbow flash on hit!
			var rainbow = [0xff0000, 0xffa500, 0xffff00, 0x00ff00, 0x00bfff, 0x0000ff, 0x8b00ff];
			for (var ri = 0; ri < rainbow.length; ri++) {
				(function (color, delay) {
					LK.setTimeout(function () {
						LK.effects.flashScreen(color, 60);
					}, delay);
				})(rainbow[ri], ri * 30);
			}
			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);
			// Fun: rainbow flash on hit!
			var rainbow = [0xff0000, 0xffa500, 0xffff00, 0x00ff00, 0x00bfff, 0x0000ff, 0x8b00ff];
			for (var ri = 0; ri < rainbow.length; ri++) {
				(function (color, delay) {
					LK.setTimeout(function () {
						LK.effects.flashScreen(color, 60);
					}, delay);
				})(rainbow[ri], ri * 30);
			}
			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();
			// Fun: confetti burst effect on powerup collect!
			for (var confetti = 0; confetti < 18; confetti++) {
				(function () {
					var part = new Container();
					var c = part.attachAsset('playerBullet', {
						anchorX: 0.5,
						anchorY: 0.5,
						scaleX: 0.4 + Math.random() * 0.5,
						scaleY: 0.4 + Math.random() * 0.5,
						tint: 0xffe100 + Math.floor(Math.random() * 0xffffff)
					});
					part.x = ship.x;
					part.y = ship.y - 40;
					part.alpha = 0.85;
					game.addChild(part);
					var angle = Math.random() * Math.PI * 2;
					var dist = 120 + Math.random() * 80;
					var dx = Math.cos(angle) * dist;
					var dy = Math.sin(angle) * dist;
					tween(part, {
						x: part.x + dx,
						y: part.y + dy,
						alpha: 0
					}, {
						duration: 600 + Math.random() * 400,
						onFinish: function onFinish() {
							part.destroy();
						}
					});
				})();
			}
			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(4); // Heal more
				showFloatingText("+4 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
@@ -126,9 +126,9 @@
 	self.rapidFireTimer = 0;
 	self.shield = false;
 	self.shieldTimer = 0;
 	// Health system for player
-	self.maxHealth = 9; // Increased from 5 to 9 for more survivability
+	self.maxHealth = 13; // Even more survivability for easier gameplay
 	self.health = self.maxHealth;
 	// Health bar
 	var healthBarBg = self.attachAsset('playerBullet', {
 		anchorX: 0.5,
@@ -317,24 +317,25 @@
 var powerups = [];
 // Dragging
 var dragNode = null;
 // Difficulty (tuned for human reflexes)
+// Made easier: enemies spawn less frequently
 var enemySpawnTimer = 0;
-// Enemies spawn a bit slower to allow reaction
-var enemySpawnInterval = 80;
-var minEnemyInterval = 28; // Don't go too fast
+var enemySpawnInterval = 110; // slower spawn
+var minEnemyInterval = 44; // minimum interval increased
 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
+// Made easier: all speeds reduced, player shoots faster
+var PLAYER_BULLET_SPEED = -18; // slower bullet, easier to dodge
+var ENEMY_BULLET_SPEED = 9; // slower enemy bullet
+var ENEMY_BASE_SPEED = 4.5; // slower base enemy
+var ENEMY_FAST_SPEED = 8; // slower fast enemy
+var ENEMY_TANK_SPEED = 1.7; // slower tank
+var ENEMY_ZIGZAG_SPEED = 5; // slower zigzag
+var PLAYER_SHOOT_RATE = 16; // player shoots more often
 // Last intersect states
 var lastShipEnemyIntersect = false;
 var lastShipEnemyBulletIntersect = false;
 var lastShipPowerupIntersect = false;
@@ -688,10 +689,10 @@
 			} 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);
+				ship.heal(4); // Heal more
+				showFloatingText("+4 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);