User prompt
Please fix the bug: 'e is not defined' in or related to this line: 'if (e.constructor === SpiralEnemy && e.shootCooldown <= 0) {' Line Number: 1669
User prompt
Please fix the bug: 'freezeActive is not defined' in or related to this line: 'if (!freezeActive && !stunActive) {' Line Number: 1664
User prompt
Please fix the bug: 'enemyTypeRand is not defined' in or related to this line: 'if (enemyTypeRand < 0.20) {' Line Number: 1664
User prompt
yeni bir düşman özelliiği ekle
User prompt
geminin canı daha fazla olsun
User prompt
başlangıç arkaplanı gökyüzü olsun
User prompt
otomatik hedefleme özelliği ekle powerupdan çıksın ve çok güçlü olsun
User prompt
firerate özelliğinin gelme olasılığı artsın ve birden fazla özellik kazanma şeyleri gelme ihtimali artsın
User prompt
Add 20 powerup features, test if they work, delete the ones that don't work, keep the ones that work
User prompt
geminin canını arttır
User prompt
geminin canı biraz fazla olsun
User prompt
double score powerup çalışmıyor
User prompt
arkaplanlar gökyüzü olsun hep farklı bir gökyüzü
User prompt
başlangıçta bir menü olsun
User prompt
geri al
User prompt
arkaplanlar farklı renklerin birleşmesiyle oluşan güzel renkler olsun
User prompt
başlangıçta bir menü olsun
User prompt
geri al bozdu mermiyi
User prompt
oyunu biraz kolaylaştır ve 6 mermi ve 9 mermi ateşliyeceğimiz özellikler ekle
User prompt
Please fix the bug: 'ReferenceError: invincibilityActive is not defined' in or related to this line: 'if (invincibilityActive) {' Line Number: 860
User prompt
olmuyorsa kaldır onları
User prompt
son eklediğin özellikler çalışmıyor çalışır duruma getir
User prompt
add 20 different features and more features to come
User prompt
add different features and more features to come
User prompt
oyun çok hızlanıyor öyle olmamalı
/**** 
* 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;
	// Health bar
	var healthBarBg = self.attachAsset('playerBullet', {
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: 1.0,
		scaleY: 0.18,
		tint: 0x222222,
		y: enemyGfx.height * 0.7
	});
	var healthBar = self.attachAsset('playerBullet', {
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: 0.95,
		scaleY: 0.12,
		tint: 0x44ff44,
		y: enemyGfx.height * 0.7
	});
	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;
		}
		// Clamp enemy inside left/right screen bounds
		var margin = self.radius;
		if (self.x < margin) self.x = margin;
		if (self.x > GAME_W - margin) self.x = GAME_W - margin;
		self.shootCooldown--;
		// Update health bar
		healthBar.scaleX = 0.95 * (self.health / self.maxHealth);
		if (self.health < 1) healthBar.scaleX = 0;
	};
	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;
	// Health bar
	var healthBarBg = self.attachAsset('playerBullet', {
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: 1.0,
		scaleY: 0.18,
		tint: 0x222222,
		y: enemyGfx.height * 0.7
	});
	var healthBar = self.attachAsset('playerBullet', {
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: 0.95,
		scaleY: 0.12,
		tint: 0x00e1ff,
		y: enemyGfx.height * 0.7
	});
	self.update = function () {
		self.y += self.speed;
		// Clamp enemy inside left/right screen bounds
		var margin = self.radius;
		if (self.x < margin) self.x = margin;
		if (self.x > GAME_W - margin) self.x = GAME_W - margin;
		self.shootCooldown--;
		// Update health bar
		healthBar.scaleX = 0.95 * (self.health / self.maxHealth);
		if (self.health < 1) healthBar.scaleX = 0;
	};
	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);
	// 20 unique powerup types
	var types = ['rapid', 'shield', 'heal', 'doubleScore', 'slowMotion', 'tripleShot', 'megaShield', 'invincibility', 'scoreBomb', 'clearBullets', 'freezeEnemies', 'miniEnemies', 'giantShip', 'tinyShip', 'reverseBullets', 'homingBullets', 'reflectBullets', 'healthBoost', 'scoreBoost', 'enemySlow', 'enemyStun'];
	// Pick a random type, with increased chance for 'rapid' (firerate) and multi-powerup
	var r = Math.random();
	if (r < 0.16) self.type = 'rapid'; // firerate powerup chance increased from 0.05 to 0.16 (~3x more likely)
	else if (r < 0.23) self.type = 'shield';else if (r < 0.29) self.type = 'heal';else if (r < 0.34) self.type = 'doubleScore';else if (r < 0.39) self.type = 'slowMotion';else if (r < 0.44) self.type = 'tripleShot';else if (r < 0.48) self.type = 'megaShield';else if (r < 0.52) self.type = 'invincibility';else if (r < 0.56) self.type = 'scoreBomb';else if (r < 0.60) self.type = 'clearBullets';else if (r < 0.64) self.type = 'freezeEnemies';else if (r < 0.68) self.type = 'miniEnemies';else if (r < 0.72) self.type = 'giantShip';else if (r < 0.76) self.type = 'tinyShip';else if (r < 0.80) self.type = 'reverseBullets';else if (r < 0.84) self.type = 'homingBullets';else if (r < 0.88) self.type = 'reflectBullets';else if (r < 0.91) self.type = 'healthBoost';else if (r < 0.94) self.type = 'scoreBoost';else if (r < 0.97) self.type = 'enemySlow';else self.type = 'enemyStun'; // fallback
	// Multi-powerup: 18% chance to spawn with a second random powerup type (not the same as the first)
	self.extraTypes = [];
	if (Math.random() < 0.18) {
		// Pick a second type, different from the first
		var extraType;
		do {
			extraType = types[Math.floor(Math.random() * types.length)];
		} while (extraType === self.type);
		self.extraTypes.push(extraType);
	}
	var powerupGfx = self.attachAsset('powerup', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	// Tint by type for visual feedback
	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;else if (self.type === 'tripleShot') powerupGfx.tint = 0xff8800;else if (self.type === 'megaShield') powerupGfx.tint = 0x00ff88;else if (self.type === 'invincibility') powerupGfx.tint = 0xffffff;else if (self.type === 'scoreBomb') powerupGfx.tint = 0xff2222;else if (self.type === 'clearBullets') powerupGfx.tint = 0x00ff00;else if (self.type === 'freezeEnemies') powerupGfx.tint = 0x00e1ff;else if (self.type === 'miniEnemies') powerupGfx.tint = 0xffb300;else if (self.type === 'giantShip') powerupGfx.tint = 0x8e24aa;else if (self.type === 'tinyShip') powerupGfx.tint = 0x3949ab;else if (self.type === 'reverseBullets') powerupGfx.tint = 0x00bcd4;else if (self.type === 'homingBullets') powerupGfx.tint = 0x43a047;else if (self.type === 'reflectBullets') powerupGfx.tint = 0xcddc39;else if (self.type === 'healthBoost') powerupGfx.tint = 0xff1744;else if (self.type === 'scoreBoost') powerupGfx.tint = 0xffea00;else if (self.type === 'enemySlow') powerupGfx.tint = 0x607d8b;else if (self.type === 'enemyStun') powerupGfx.tint = 0x6d4c41;
	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 = 48; // Even further increased survivability for the player ship
	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;
});
// SpiralEnemy: moves in a spiral pattern and shoots in bursts
var SpiralEnemy = Container.expand(function () {
	var self = Container.call(this);
	var enemyGfx = self.attachAsset('enemy', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	enemyGfx.tint = 0x9c27b0; // purple for spiral
	self.radius = enemyGfx.width * 0.5;
	self.speed = 4 + Math.random() * 2;
	self.angle = Math.random() * Math.PI * 2;
	self.spiralRadius = 0;
	self.spiralGrow = 1.2 + Math.random() * 0.7;
	self.shootCooldown = 40 + Math.floor(Math.random() * 40);
	self.burstCount = 0;
	self.maxHealth = 2;
	self.health = self.maxHealth;
	// Health bar
	var healthBarBg = self.attachAsset('playerBullet', {
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: 1.0,
		scaleY: 0.18,
		tint: 0x222222,
		y: enemyGfx.height * 0.7
	});
	var healthBar = self.attachAsset('playerBullet', {
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: 0.95,
		scaleY: 0.12,
		tint: 0x9c27b0,
		y: enemyGfx.height * 0.7
	});
	self.update = function () {
		// Spiral movement
		self.angle += 0.09;
		self.spiralRadius += self.spiralGrow;
		self.x += Math.cos(self.angle) * self.spiralGrow * 1.2;
		self.y += self.speed + Math.sin(self.angle) * 2;
		// Clamp inside screen
		var margin = self.radius;
		if (self.x < margin) self.x = margin;
		if (self.x > GAME_W - margin) self.x = GAME_W - margin;
		self.shootCooldown--;
		// Health bar
		healthBar.scaleX = 0.95 * (self.health / self.maxHealth);
		if (self.health < 1) healthBar.scaleX = 0;
	};
	self.takeDamage = function (dmg) {
		self.health -= dmg;
		LK.effects.flashObject(self, 0x9c27b0, 80);
		if (self.health <= 0) self.health = 0;
	};
	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;
	// Health bar
	var healthBarBg = self.attachAsset('playerBullet', {
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: 1.3,
		scaleY: 0.18,
		tint: 0x222222,
		y: enemyGfx.height * 0.9
	});
	var healthBar = self.attachAsset('playerBullet', {
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: 1.25,
		scaleY: 0.12,
		tint: 0xff4444,
		y: enemyGfx.height * 0.9
	});
	self.update = function () {
		self.y += self.speed * 0.7;
		self.x += Math.sin(self.y / 120 + self.sinePhase) * 10;
		// Clamp enemy inside left/right screen bounds
		var margin = self.radius;
		if (self.x < margin) self.x = margin;
		if (self.x > GAME_W - margin) self.x = GAME_W - margin;
		self.shootCooldown--;
		// Update health bar
		healthBar.scaleX = 1.25 * (self.health / self.maxHealth);
		if (self.health < 1) healthBar.scaleX = 0;
	};
	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;
	// Health bar
	var healthBarBg = self.attachAsset('playerBullet', {
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: 1.0,
		scaleY: 0.18,
		tint: 0x222222,
		y: enemyGfx.height * 0.7
	});
	var healthBar = self.attachAsset('playerBullet', {
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: 0.95,
		scaleY: 0.12,
		tint: 0xffe100,
		y: enemyGfx.height * 0.7
	});
	self.update = function () {
		self.y += self.speed;
		self.zigzagTimer++;
		if (self.zigzagTimer % 30 === 0) self.zigzagDir *= -1;
		self.x += self.zigzagDir * 18;
		// Clamp enemy inside left/right screen bounds
		var margin = self.radius;
		if (self.x < margin) self.x = margin;
		if (self.x > GAME_W - margin) self.x = GAME_W - margin;
		self.shootCooldown--;
		// Update health bar
		healthBar.scaleX = 0.95 * (self.health / self.maxHealth);
		if (self.health < 1) healthBar.scaleX = 0;
	};
	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
****/ 
// Game area
// Spaceship (player)
// Player bullet
// Enemy
// Enemy bullet
// Powerup
// Sound effects
// Music
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);
var multiplierTxt = new Text2('x1', {
	size: 70,
	fill: 0x00ff88
});
multiplierTxt.anchor.set(0.5, 0);
multiplierTxt.x = scoreTxt.x + 220;
multiplierTxt.y = scoreTxt.y + 40;
LK.gui.top.addChild(multiplierTxt);
// 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;
// Triple shot powerup
var tripleShotActive = false;
var tripleShotTimer = 0;
// Invincibility powerup
var invincibilityActive = false;
var invincibilityTimer = 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 = 120; // Powerups much 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);
		}
	}
	// --- Triple Shot timer ---
	if (tripleShotActive) {
		tripleShotTimer--;
		if (tripleShotTimer <= 0) {
			tripleShotActive = false;
			showFloatingText("Triple Shot Ended", ship.x, ship.y - 120, 0xff8800);
		}
	}
	// --- Invincibility timer ---
	if (invincibilityActive) {
		invincibilityTimer--;
		if (invincibilityTimer <= 0) {
			invincibilityActive = false;
			showFloatingText("Invincibility Ended", ship.x, ship.y - 120, 0xffffff);
		}
	}
	// --- Freeze Enemies timer ---
	if (typeof freezeEnemiesTimer !== "undefined" && freezeEnemiesTimer > 0) {
		freezeEnemiesTimer--;
		if (freezeEnemiesTimer <= 0) {
			showFloatingText("Enemies Unfrozen", ship.x, ship.y - 120, 0x00e1ff);
		}
	}
	// --- Homing Bullets timer ---
	if (typeof homingBulletsTimer !== "undefined" && homingBulletsTimer > 0) {
		homingBulletsTimer--;
		if (homingBulletsTimer <= 0) {
			showFloatingText("Homing Ended", ship.x, ship.y - 120, 0x43a047);
		}
	}
	// --- Reflect Bullets timer ---
	if (typeof reflectBulletsTimer !== "undefined" && reflectBulletsTimer > 0) {
		reflectBulletsTimer--;
		if (reflectBulletsTimer <= 0) {
			showFloatingText("Reflect Ended", ship.x, ship.y - 120, 0xcddc39);
		}
	}
	// --- Enemy Slow timer ---
	if (typeof enemySlowTimer !== "undefined" && enemySlowTimer > 0) {
		enemySlowTimer--;
		if (enemySlowTimer <= 0) {
			showFloatingText("Enemies Normal Speed", ship.x, ship.y - 120, 0x607d8b);
		}
	}
	// --- Enemy Stun timer ---
	if (typeof enemyStunTimer !== "undefined" && enemyStunTimer > 0) {
		enemyStunTimer--;
		if (enemyStunTimer <= 0) {
			showFloatingText("Enemies Unstunned", ship.x, ship.y - 120, 0x6d4c41);
		}
	}
	// --- 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
		if (tripleShotActive) {
			for (var ts = -1; ts <= 1; ts++) {
				var pb = new PlayerBullet();
				pb.x = ship.x + ts * 38;
				pb.y = ship.y - ship.radius - 30;
				if (ts !== 0) pb.rotation = ts * 0.18;
				playerBullets.push(pb);
				game.addChild(pb);
			}
		} else {
			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;
		}
		// --- Powerup effects: freeze, slow, stun ---
		var freezeActive = typeof freezeEnemiesTimer !== "undefined" && freezeEnemiesTimer > 0;
		var slowActive = typeof enemySlowTimer !== "undefined" && enemySlowTimer > 0 || slowMotionActive;
		var stunActive = typeof enemyStunTimer !== "undefined" && enemyStunTimer > 0;
		if (stunActive) {
			// Stunned: don't update, don't shoot
			// Visual feedback: pulse tint
			if (LK.ticks % 20 < 10) e.tint = 0x6d4c41;else e.tint = 0xffffff;
		} else if (freezeActive) {
			// Frozen: don't update, don't shoot
			if (LK.ticks % 20 < 10) e.tint = 0x00e1ff;else e.tint = 0xffffff;
		} else {
			// Slow: update less frequently
			if (!slowActive || LK.ticks % 2 === 0) {
				e.update();
			}
		}
		// Destroy and remove enemies when they move off the bottom of the screen
		if (e.y > GAME_H + e.radius) {
			e.destroy();
			enemies.splice(i, 1);
			continue;
		}
		// (Removed clamping: enemies can now leave the screen at the bottom)
		// Enemy shooting
		if (!freezeActive && !stunActive) {
			// SpiralEnemy: burst shoot 3 bullets in a spread
			if (e.constructor === SpiralEnemy && e.shootCooldown <= 0) {
				for (var b = -1; b <= 1; b++) {
					var eb = new EnemyBullet();
					eb.x = e.x;
					eb.y = e.y + e.radius + 10;
					// Spread: aim at ship, but offset angle
					var dx = ship.x - e.x,
						dy = ship.y - e.y;
					var len = Math.sqrt(dx * dx + dy * dy);
					var angle = Math.atan2(dy, dx) + b * 0.18;
					if (len > 0) {
						eb.dirX = Math.cos(angle);
						eb.dirY = Math.sin(angle);
					}
					enemyBullets.push(eb);
					game.addChild(eb);
				}
				e.shootCooldown = 120 + Math.floor(Math.random() * 40);
			} else 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
		var reflectActive = typeof reflectBulletsTimer !== "undefined" && reflectBulletsTimer > 0;
		if (reflectActive && eb.dirY > 0 && eb.y > ship.y - 200) {
			// Reflect bullets going downwards, near ship
			eb.dirY *= -1;
			showFloatingText("Reflected!", eb.x, eb.y, 0xcddc39);
		}
		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);
		}
	}
	// --- Homing Bullets effect for player bullets ---
	if (typeof homingBulletsTimer !== "undefined" && homingBulletsTimer > 0) {
		for (var i = 0; i < playerBullets.length; i++) {
			var pb = playerBullets[i];
			// Find nearest enemy
			var nearest = null,
				minDist = 99999;
			for (var j = 0; j < enemies.length; j++) {
				var dx = enemies[j].x - pb.x;
				var dy = enemies[j].y - pb.y;
				var dist = dx * dx + dy * dy;
				if (dist < minDist) {
					minDist = dist;
					nearest = enemies[j];
				}
			}
			if (nearest && minDist < 400 * 400) {
				// Adjust bullet direction slightly toward enemy
				var dx = nearest.x - pb.x;
				var dy = nearest.y - pb.y;
				var len = Math.sqrt(dx * dx + dy * dy);
				if (len > 0) {
					var steer = 0.18;
					pb.x += dx / len * steer;
					pb.y += dy / len * steer * 0.5;
				}
			}
		}
	}
	// --- 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.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, multiplied by scoreMultiplier
					if (typeof scoreMultiplier === "undefined") scoreMultiplier = 1;
					var comboBonus = 10 + (comboCount > 1 ? (comboCount - 1) * 5 : 0);
					comboBonus *= scoreMultiplier;
					if (doubleScoreActive) comboBonus *= 2;
					score += comboBonus;
					// Animate score text for feedback
					scoreTxt.setText(score);
					if (typeof multiplierTxt !== "undefined") {
						multiplierTxt.setText("x" + scoreMultiplier);
						multiplierTxt.scale.set(1.3, 1.3);
						tween(multiplierTxt.scale, {
							x: 1,
							y: 1
						}, {
							duration: 200
						});
					}
					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);
						if (comboCount % 3 === 0) {
							showFloatingText("Multiplier: x" + scoreMultiplier, e.x, e.y - 160, 0x00ff88);
						}
					} 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;
			scoreMultiplier = 1; // Reset multiplier on missed combo
		}
	}
	if (comboCount > 1) {
		scoreMultiplier = 1 + Math.floor(comboCount / 3); // Every 3 combo increases multiplier by 1
	} else {
		scoreMultiplier = 1;
	}
	// --- 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 (invincibilityActive) {
			LK.effects.flashObject(ship, 0xffffff, 400);
			showFloatingText("No Damage!", ship.x, ship.y - 120, 0xffffff);
		} else 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);
			// (Screen flash removed)
			LK.getSound('hit').play();
			if (ship.health <= 0) {
				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 (invincibilityActive) {
			LK.effects.flashObject(ship, 0xffffff, 400);
			showFloatingText("No Damage!", ship.x, ship.y - 120, 0xffffff);
		} else 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);
			// (Screen flash removed)
			LK.getSound('hit').play();
			if (ship.health <= 0) {
				LK.showGameOver();
				return;
			}
		}
	}
	lastShipEnemyBulletIntersect = shipEnemyBulletIntersect;
	// --- Collision: Ship vs Powerups ---
	var shipPowerupIntersect = false;
	var _loop = function _loop() {
			p = powerups[i];
			if (ship.intersects(p)) {
				// --- 20 Powerup Types Logic ---
				// Helper to apply a powerup type (for multi-powerup support)
				var applyPowerupType = function applyPowerupType(type) {
					// 1. rapid
					if (type === 'rapid') {
						if (ship.rapidFire) {
							ship.rapidFireTimer += 240;
							showFloatingText("Rapid Fire Combo!", ship.x, ship.y - 120, 0xffe100);
						} else {
							ship.activateRapidFire(360);
							showFloatingText("Rapid Fire!", ship.x, ship.y - 120, 0xffe100);
						}
						// 2. shield
					} else if (type === 'shield') {
						if (ship.shield) {
							ship.shieldTimer += 320;
							showFloatingText("Shield Combo!", ship.x, ship.y - 120, 0x00ffff);
						} else {
							ship.activateShield(480);
							showFloatingText("Shield!", ship.x, ship.y - 120, 0x00ffff);
						}
						// 3. heal
					} else if (type === 'heal') {
						ship.heal(4);
						showFloatingText("+4 Health", ship.x, ship.y - 120, 0x44ff44);
						// 4. doubleScore
					} else if (type === 'doubleScore') {
						if (doubleScoreActive) {
							doubleScoreTimer += 400;
							showFloatingText("Double Score Combo!", ship.x, ship.y - 120, 0xff00ff);
						} else {
							doubleScoreActive = true;
							doubleScoreTimer = 600;
							showFloatingText("Double Score!", ship.x, ship.y - 120, 0xff00ff);
						}
						// 5. slowMotion
					} else if (type === 'slowMotion') {
						if (slowMotionActive) {
							slowMotionTimer += 300;
							showFloatingText("Slow Motion Combo!", ship.x, ship.y - 120, 0x8888ff);
						} else {
							slowMotionActive = true;
							slowMotionTimer = 420;
							showFloatingText("Slow Motion!", ship.x, ship.y - 120, 0x8888ff);
						}
						// 6. tripleShot
					} else if (type === 'tripleShot') {
						if (tripleShotActive) {
							tripleShotTimer += 360;
							showFloatingText("Triple Shot Combo!", ship.x, ship.y - 120, 0xff8800);
						} else {
							tripleShotActive = true;
							tripleShotTimer = 540;
							showFloatingText("Triple Shot!", ship.x, ship.y - 120, 0xff8800);
						}
						// 7. megaShield
					} else if (type === 'megaShield') {
						if (ship.shield) {
							ship.shieldTimer += 800;
							showFloatingText("Mega Shield Combo!", ship.x, ship.y - 120, 0x00ff88);
						} else {
							ship.activateShield(1200);
							showFloatingText("Mega Shield!", ship.x, ship.y - 120, 0x00ff88);
						}
						// 8. invincibility
					} else if (type === 'invincibility') {
						if (invincibilityActive) {
							invincibilityTimer += 240;
							showFloatingText("Invincible Combo!", ship.x, ship.y - 120, 0xffffff);
						} else {
							invincibilityActive = true;
							invincibilityTimer = 360;
							showFloatingText("Invincible!", ship.x, ship.y - 120, 0xffffff);
						}
						// 9. scoreBomb
					} else if (type === 'scoreBomb') {
						var killed = 0;
						for (var si = enemies.length - 1; si >= 0; si--) {
							if (enemies[si].y > 0) {
								enemies[si].destroy();
								enemies.splice(si, 1);
								killed++;
							}
						}
						if (killed > 0) {
							var bombScore = 10 * killed;
							score += bombScore;
							scoreTxt.setText(score);
							showFloatingText("Score Bomb! +" + bombScore, ship.x, ship.y - 120, 0xff2222);
						} else {
							showFloatingText("Score Bomb! (No targets)", ship.x, ship.y - 120, 0xff2222);
						}
						// 10. clearBullets
					} else if (type === 'clearBullets') {
						var cleared = 0;
						for (var ci = enemyBullets.length - 1; ci >= 0; ci--) {
							enemyBullets[ci].destroy();
							enemyBullets.splice(ci, 1);
							cleared++;
						}
						showFloatingText("Cleared " + cleared + " Bullets!", ship.x, ship.y - 120, 0x00ff00);
						// 11. freezeEnemies
					} else if (type === 'freezeEnemies') {
						if (typeof freezeEnemiesTimer === "undefined") freezeEnemiesTimer = 0;
						if (freezeEnemiesTimer > 0) {
							freezeEnemiesTimer += 180;
							showFloatingText("Freeze Combo!", ship.x, ship.y - 120, 0x00e1ff);
						} else {
							freezeEnemiesTimer = 360;
							showFloatingText("Enemies Frozen!", ship.x, ship.y - 120, 0x00e1ff);
						}
						// 12. miniEnemies
					} else if (type === 'miniEnemies') {
						for (var mi = 0; mi < enemies.length; mi++) {
							enemies[mi].scale.set(0.6, 0.6);
							enemies[mi].radius *= 0.6;
						}
						showFloatingText("Mini Enemies!", ship.x, ship.y - 120, 0xffb300);
						// 13. giantShip
					} else if (type === 'giantShip') {
						ship.scale.set(1.7, 1.7);
						showFloatingText("Giant Ship!", ship.x, ship.y - 120, 0x8e24aa);
						tween(ship.scale, {
							x: 1,
							y: 1
						}, {
							duration: 1200
						});
						// 14. tinyShip
					} else if (type === 'tinyShip') {
						ship.scale.set(0.5, 0.5);
						showFloatingText("Tiny Ship!", ship.x, ship.y - 120, 0x3949ab);
						tween(ship.scale, {
							x: 1,
							y: 1
						}, {
							duration: 1200
						});
						// 15. reverseBullets
					} else if (type === 'reverseBullets') {
						for (var ri = 0; ri < enemyBullets.length; ri++) {
							enemyBullets[ri].dirY *= -1;
						}
						showFloatingText("Reverse Bullets!", ship.x, ship.y - 120, 0x00bcd4);
						// 16. homingBullets
					} else if (type === 'homingBullets') {
						if (typeof homingBulletsTimer === "undefined") homingBulletsTimer = 0;
						if (homingBulletsTimer > 0) {
							homingBulletsTimer += 180;
							showFloatingText("Homing Combo!", ship.x, ship.y - 120, 0x43a047);
						} else {
							homingBulletsTimer = 360;
							showFloatingText("Homing Bullets!", ship.x, ship.y - 120, 0x43a047);
						}
						// 17. reflectBullets
					} else if (type === 'reflectBullets') {
						if (typeof reflectBulletsTimer === "undefined") reflectBulletsTimer = 0;
						if (reflectBulletsTimer > 0) {
							reflectBulletsTimer += 180;
							showFloatingText("Reflect Combo!", ship.x, ship.y - 120, 0xcddc39);
						} else {
							reflectBulletsTimer = 360;
							showFloatingText("Reflect Bullets!", ship.x, ship.y - 120, 0xcddc39);
						}
						// 18. healthBoost
					} else if (type === 'healthBoost') {
						ship.maxHealth += 4;
						ship.heal(4);
						showFloatingText("Max Health Up!", ship.x, ship.y - 120, 0xff1744);
						// 19. scoreBoost
					} else if (type === 'scoreBoost') {
						score += 100;
						scoreTxt.setText(score);
						showFloatingText("+100 Score!", ship.x, ship.y - 120, 0xffea00);
						// 20. enemySlow
					} else if (type === 'enemySlow') {
						if (typeof enemySlowTimer === "undefined") enemySlowTimer = 0;
						if (enemySlowTimer > 0) {
							enemySlowTimer += 180;
							showFloatingText("Enemy Slow Combo!", ship.x, ship.y - 120, 0x607d8b);
						} else {
							enemySlowTimer = 360;
							showFloatingText("Enemies Slowed!", ship.x, ship.y - 120, 0x607d8b);
						}
						// 21. enemyStun (fallback, rarely picked)
					} else if (type === 'enemyStun') {
						if (typeof enemyStunTimer === "undefined") enemyStunTimer = 0;
						if (enemyStunTimer > 0) {
							enemyStunTimer += 120;
							showFloatingText("Stun Combo!", ship.x, ship.y - 120, 0x6d4c41);
						} else {
							enemyStunTimer = 240;
							showFloatingText("Enemies Stunned!", ship.x, ship.y - 120, 0x6d4c41);
						}
					}
				}; // Always apply the main powerup type
				shipPowerupIntersect = true;
				// Apply powerup
				LK.getSound('powerup').play();
				// Fun: confetti burst effect on powerup collect!
				for (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();
							}
						});
					})();
				}
				applyPowerupType(p.type);
				// If this powerup has extraTypes (multi-powerup), apply those as well
				if (p.extraTypes && p.extraTypes.length > 0) {
					for (et = 0; et < p.extraTypes.length; et++) {
						applyPowerupType(p.extraTypes[et]);
						// Show a floating text for the extra powerup
						showFloatingText("Bonus: " + p.extraTypes[et], ship.x, ship.y - 180 - et * 60, 0xffe100);
					}
				}
				// Combo fusion: if multiple effects are active, show a special floating text!
				comboActiveCount = 0;
				if (ship.rapidFire) comboActiveCount++;
				if (doubleScoreActive) comboActiveCount++;
				if (tripleShotActive) comboActiveCount++;
				if (slowMotionActive) comboActiveCount++;
				if (invincibilityActive) comboActiveCount++;
				if (ship.shield) comboActiveCount++;
				if (typeof freezeEnemiesTimer !== "undefined" && freezeEnemiesTimer > 0) comboActiveCount++;
				if (typeof homingBulletsTimer !== "undefined" && homingBulletsTimer > 0) comboActiveCount++;
				if (typeof reflectBulletsTimer !== "undefined" && reflectBulletsTimer > 0) comboActiveCount++;
				if (typeof enemySlowTimer !== "undefined" && enemySlowTimer > 0) comboActiveCount++;
				if (typeof enemyStunTimer !== "undefined" && enemyStunTimer > 0) comboActiveCount++;
				if (comboActiveCount >= 3) {
					showFloatingText("Combo Fusion! (" + comboActiveCount + ")", ship.x, ship.y - 220, 0xffe100);
				}
				p.destroy();
				powerups.splice(i, 1);
			}
		},
		p,
		confetti,
		et,
		comboActiveCount;
	for (var i = powerups.length - 1; i >= 0; i--) {
		_loop();
	}
	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;
	}
	// --- Background color cycling every 200 points ---
	// Define a palette of beautiful background colors, starting with sky blue
	if (typeof bgColors === "undefined") {
		var bgColors = [0x87ceeb,
		// sky blue
		0x000000,
		// black
		0x1a237e,
		// indigo
		0x004d40,
		// teal dark
		0x263238,
		// blue grey
		0x880e4f,
		// deep pink
		0x1565c0,
		// blue
		0x2e7d32,
		// green
		0xff6f00,
		// orange
		0x4a148c,
		// purple
		0x212121,
		// dark grey
		0x00695c,
		// teal
		0x3949ab,
		// blue indigo
		0xc62828,
		// red
		0x00838f,
		// cyan
		0x6d4c41,
		// brown
		0x283593 // deep blue
		];
		var lastBgColorIndex = 0;
		var lastBgScoreStep = 0;
		// Set initial background to sky blue
		game.setBackgroundColor(bgColors[0]);
	}
	// Calculate which color to use based on score
	var bgScoreStep = Math.floor(score / 200);
	if (bgScoreStep !== lastBgScoreStep) {
		// Cycle through palette, skip sky blue after first
		var colorIdx = bgScoreStep % bgColors.length;
		if (colorIdx === 0 && bgScoreStep > 0) colorIdx = 1;
		game.setBackgroundColor(bgColors[colorIdx]);
		lastBgColorIndex = colorIdx;
		lastBgScoreStep = bgScoreStep;
	}
	// --- Feature selection popup removed ---
	// --- 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;
		// Removed enemy speed scaling with score to keep game speed consistent
		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 = 120 + Math.floor(Math.random() * 120);
		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();
		}
	});
}
// --- Start Menu Overlay ---
var menuOverlay = new Container();
menuOverlay.interactive = true;
menuOverlay.x = 0;
menuOverlay.y = 0;
menuOverlay.width = GAME_W;
menuOverlay.height = GAME_H;
// Dim background
var menuBg = LK.getAsset('playerBullet', {
	anchorX: 0,
	anchorY: 0,
	scaleX: GAME_W / 30,
	scaleY: GAME_H / 60,
	tint: 0x000000,
	alpha: 0.82,
	x: 0,
	y: 0
});
menuOverlay.addChild(menuBg);
// Title
var menuTitle = new Text2("SPACE BLASTERS", {
	size: 160,
	fill: 0xffe100,
	stroke: 0x000000,
	strokeThickness: 12,
	align: "center"
});
menuTitle.anchor.set(0.5, 0.5);
menuTitle.x = GAME_W / 2;
menuTitle.y = GAME_H / 2 - 320;
menuOverlay.addChild(menuTitle);
// Instructions
var menuInstructions = new Text2("Drag the ship to move\nAuto-fire enabled\nCollect powerups!", {
	size: 90,
	fill: 0xffffff,
	stroke: 0x000000,
	strokeThickness: 8,
	align: "center"
});
menuInstructions.anchor.set(0.5, 0.5);
menuInstructions.x = GAME_W / 2;
menuInstructions.y = GAME_H / 2 - 80;
menuOverlay.addChild(menuInstructions);
// Start button
var startBtn = new Text2("TAP TO START", {
	size: 110,
	fill: 0x00ff88,
	stroke: 0x000000,
	strokeThickness: 10,
	align: "center"
});
startBtn.anchor.set(0.5, 0.5);
startBtn.x = GAME_W / 2;
startBtn.y = GAME_H / 2 + 260;
menuOverlay.addChild(startBtn);
game.addChild(menuOverlay);
// Pause game logic until menu is dismissed
var gamePausedForMenu = true;
var origGameUpdate = game.update;
game.update = function () {
	if (gamePausedForMenu) return;
	origGameUpdate.call(game);
};
// Dismiss menu on tap/click anywhere
menuOverlay.down = function (x, y, obj) {
	if (!gamePausedForMenu) return;
	gamePausedForMenu = false;
	tween(menuOverlay, {
		alpha: 0
	}, {
		duration: 400,
		onFinish: function onFinish() {
			menuOverlay.destroy();
		}
	});
};
// Forward input to menu overlay
game.down = function (x, y, obj) {
	if (gamePausedForMenu && menuOverlay.down) {
		menuOverlay.down(x, y, obj);
		return;
	}
	// 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);
		LK.effects.flashObject(ship, 0x33c1ff, 120);
		if (!onShip && inLowerHalf && !dragAnywhereHintShown) {
			showFloatingText("Tip: Drag anywhere below to move!", ship.x, ship.y - 180, 0x33c1ff);
			dragAnywhereHintShown = true;
		}
	}
};
game.move = function (x, y, obj) {
	if (gamePausedForMenu) return;
	handleMove(x, y, obj);
};
game.up = function (x, y, obj) {
	if (gamePausedForMenu) return;
	dragNode = null;
};
// Define freezeActive and stunActive for menu overlay logic
var freezeActive = typeof freezeEnemiesTimer !== "undefined" && freezeEnemiesTimer > 0;
var stunActive = typeof enemyStunTimer !== "undefined" && enemyStunTimer > 0;
if (!freezeActive && !stunActive) {
	// SpiralEnemy: burst shoot 3 bullets in a spread
	if (e.constructor === SpiralEnemy && e.shootCooldown <= 0) {
		for (var b = -1; b <= 1; b++) {
			var eb = new EnemyBullet();
			eb.x = e.x;
			eb.y = e.y + e.radius + 10;
			// Spread: aim at ship, but offset angle
			var dx = ship.x - e.x,
				dy = ship.y - e.y;
			var len = Math.sqrt(dx * dx + dy * dy);
			var angle = Math.atan2(dy, dx) + b * 0.18;
			if (len > 0) {
				eb.dirX = Math.cos(angle);
				eb.dirY = Math.sin(angle);
			}
			enemyBullets.push(eb);
			game.addChild(eb);
		}
		e.shootCooldown = 120 + Math.floor(Math.random() * 40);
	} else 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);
	}
} ===================================================================
--- original.js
+++ change.js
@@ -700,9 +700,28 @@
 		}
 		// (Removed clamping: enemies can now leave the screen at the bottom)
 		// Enemy shooting
 		if (!freezeActive && !stunActive) {
-			if (e.shootCooldown <= 0) {
+			// SpiralEnemy: burst shoot 3 bullets in a spread
+			if (e.constructor === SpiralEnemy && e.shootCooldown <= 0) {
+				for (var b = -1; b <= 1; b++) {
+					var eb = new EnemyBullet();
+					eb.x = e.x;
+					eb.y = e.y + e.radius + 10;
+					// Spread: aim at ship, but offset angle
+					var dx = ship.x - e.x,
+						dy = ship.y - e.y;
+					var len = Math.sqrt(dx * dx + dy * dy);
+					var angle = Math.atan2(dy, dx) + b * 0.18;
+					if (len > 0) {
+						eb.dirX = Math.cos(angle);
+						eb.dirY = Math.sin(angle);
+					}
+					enemyBullets.push(eb);
+					game.addChild(eb);
+				}
+				e.shootCooldown = 120 + Math.floor(Math.random() * 40);
+			} else if (e.shootCooldown <= 0) {
 				var eb = new EnemyBullet();
 				eb.x = e.x;
 				eb.y = e.y + e.radius + 10;
 				// Aim at ship