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Don't make the screen yellow when laser cannon is shot
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Make the column laser move with the hero
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Remove the laser button and shoot the laser cannon by clicking on the hero
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Fix the bug in a diffrent way
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'to')' in or related to this line: 'tween(laserBeam).to({' Line Number: 581
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'to')' in or related to this line: 'tween(laserBeam).to({' Line Number: 580
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Fix bug: ensure tween is defined and used correctly for laser beam fade
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'to')' in or related to this line: 'tween(laserBeam).to({' Line Number: 578
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Please fix the bug: 'Uncaught TypeError: tween.to is not a function' in or related to this line: 'tween.to(laserBeam, {' Line Number: 578
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Add a laser cannon button that shoots in a full column
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Seperate it as the asset
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Sperate the health potion asset
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Enemy3 drops potion to the bottom
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Health potion gives 1 health
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Enemy3 drops a health potion per %35 change when killed.
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Make the health bar visible at left bottom corner
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Make the health bar visible at right bottom corner
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Add an health bar and give me 6 health, so i can die with 6 hits.
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Add a button for closing and opening the music in menu
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Then make the ticks go down not so faster so the game would be a little bit more easy
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Make it first 50 score then 150, 250, 350, onwards
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Make it 30 ticks and 3 seconds
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After hitting 50 score, when 4 second is passed reduce the enemy spawn rate to normal again do this for every 50 score
Code edit (1 edits merged)
Please save this source code
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In every 50 score more enemies will come after 5 seconds it will be normal again
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Beam item class var BeamItem = Container.expand(function () { var self = Container.call(this); var beamSprite = self.attachAsset('beamItem', { anchorX: 0.5, anchorY: 0.5 }); beamSprite.width = 90; beamSprite.height = 90; beamSprite.alpha = 0.95; self.update = function () { self.y += 12; }; return self; }); // Enemy type 1: moves straight down var Enemy1 = Container.expand(function () { var self = Container.call(this); var enemySprite = self.attachAsset('enemy1', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 8 + Math.random() * 4; self.update = function () { self.y += self.speed; }; return self; }); // Enemy type 2: moves in sine wave var Enemy2 = Container.expand(function () { var self = Container.call(this); var enemySprite = self.attachAsset('enemy2', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 7 + Math.random() * 3; self.waveAmplitude = 120 + Math.random() * 80; self.waveSpeed = 0.02 + Math.random() * 0.01; self.baseX = 0; self.t = 0; self.update = function () { self.y += self.speed; self.t += self.waveSpeed; self.x = self.baseX + Math.sin(self.t * 6.28) * self.waveAmplitude; }; return self; }); // Strong Enemy3: needs 5 hits to die, moves straight down, larger and purple var Enemy3 = Container.expand(function () { var self = Container.call(this); var enemySprite = self.attachAsset('enemy3', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 6 + Math.random() * 2; self.hp = 5; self.update = function () { self.y += self.speed; }; return self; }); // Enemy bullet class var EnemyBullet = Container.expand(function () { var self = Container.call(this); var bulletSprite = self.attachAsset('enemyBullet', { anchorX: 0.5, anchorY: 0.5 }); self.speedX = 0; self.speedY = 16; self.update = function () { self.x += self.speedX; self.y += self.speedY; }; return self; }); // Health potion class (separate asset) var HealthPotion = Container.expand(function () { var self = Container.call(this); var potionSprite = self.attachAsset('healthPotion', { anchorX: 0.5, anchorY: 0.5 }); potionSprite.width = 90; potionSprite.height = 90; potionSprite.alpha = 0.95; self.update = function () { self.y += 16; }; return self; }); // Hero class var Hero = Container.expand(function () { var self = Container.call(this); var heroSprite = self.attachAsset('hero', { anchorX: 0.5, anchorY: 0.5 }); self.radius = heroSprite.width / 2; self.shootCooldown = 0; self.update = function () { if (self.shootCooldown > 0) self.shootCooldown--; }; return self; }); // Hero bullet class var HeroBullet = Container.expand(function () { var self = Container.call(this); var bulletSprite = self.attachAsset('heroBullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -32; self.update = function () { self.y += self.speed; }; return self; }); // Shield item class var ShieldItem = Container.expand(function () { var self = Container.call(this); var shieldSprite = self.attachAsset('shieldItem', { anchorX: 0.5, anchorY: 0.5 }); shieldSprite.width = 90; shieldSprite.height = 90; shieldSprite.alpha = 0.95; // Make it much brighter/less transparent self.update = function () { self.y += 12; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x181818 }); /**** * Game Code ****/ // separate asset for health potion // Play menu music and stop background music when menu is shown // --- MENU OVERLAY --- // Add background asset to game scene var backgroundSprite = LK.getAsset('background', { anchorX: 0, anchorY: 0, x: 0, y: 0 }); // Scale background to fill the screen (2048x2732) var bgOriginalWidth = backgroundSprite.width; var bgOriginalHeight = backgroundSprite.height; var scaleX = 2048 / bgOriginalWidth; var scaleY = 2732 / bgOriginalHeight; var scale = Math.max(scaleX, scaleY); // cover entire area backgroundSprite.width = bgOriginalWidth * scale; backgroundSprite.height = bgOriginalHeight * scale; // Center if needed (in case aspect ratio doesn't match) backgroundSprite.x = (2048 - backgroundSprite.width) / 2; backgroundSprite.y = (2732 - backgroundSprite.height) / 2; game.addChild(backgroundSprite); LK.stopMusic(); LK.playMusic('Menu'); var menuOverlay = new Container(); menuOverlay.zIndex = 10000; // ensure on top // Title text var titleTxt = new Text2("GALAXY DODGE SHOOTER", { size: 160, fill: "#fff", fontWeight: "bold" }); titleTxt.anchor.set(0.5, 0); titleTxt.x = 2048 / 2; titleTxt.y = 220; menuOverlay.addChild(titleTxt); // Play button background var playBtnBg = LK.getAsset('enemy2', { anchorX: 0.5, anchorY: 0.5, tint: 0x00eaff }); playBtnBg.width = 600; playBtnBg.height = 220; playBtnBg.alpha = 0.25; playBtnBg.x = 2048 / 2; playBtnBg.y = 700; menuOverlay.addChild(playBtnBg); // Play button text var playBtn = new Text2("PLAY", { size: 140, fill: 0x00EAFF, fontWeight: "bold" }); playBtn.anchor.set(0.5, 0.5); playBtn.x = 2048 / 2; playBtn.y = 700; menuOverlay.addChild(playBtn); // Add music toggle button to menu var musicOn = true; var musicBtnBg = LK.getAsset('enemy2', { anchorX: 0.5, anchorY: 0.5, tint: 0x00eaff }); musicBtnBg.width = 340; musicBtnBg.height = 140; musicBtnBg.alpha = 0.25; musicBtnBg.x = 2048 / 2; musicBtnBg.y = 1050; menuOverlay.addChild(musicBtnBg); var musicBtn = new Text2("MUSIC: ON", { size: 80, fill: 0x00EAFF, fontWeight: "bold" }); musicBtn.anchor.set(0.5, 0.5); musicBtn.x = 2048 / 2; musicBtn.y = 1050; menuOverlay.addChild(musicBtn); // Add menu overlay to game game.addChild(menuOverlay); // Menu state var menuActive = true; // Play button interaction menuOverlay.down = function (x, y, obj) { // Check if play button was pressed var dx = x - playBtn.x; var dy = y - playBtn.y; if (Math.abs(dx) <= playBtnBg.width / 2 && Math.abs(dy) <= playBtnBg.height / 2) { // Hide menu, start game menuOverlay.visible = false; menuActive = false; LK.stopMusic(); if (musicOn) { LK.playMusic('bgmusic'); } return; } // Check if music button was pressed var mdx = x - musicBtn.x; var mdy = y - musicBtn.y; if (Math.abs(mdx) <= musicBtnBg.width / 2 && Math.abs(mdy) <= musicBtnBg.height / 2) { musicOn = !musicOn; if (musicOn) { musicBtn.setText("MUSIC: ON"); LK.playMusic('Menu'); } else { musicBtn.setText("MUSIC: OFF"); LK.stopMusic(); } return; } }; menuOverlay.move = function (x, y, obj) {}; menuOverlay.up = function (x, y, obj) {}; // Score display var scoreTxt = new Text2('0', { size: 120, fill: "#fff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Health bar UI var maxHealth = 6; var heroHealth = maxHealth; var healthBarBg = LK.getAsset('enemy2', { anchorX: 0, // left edge anchorY: 1, // bottom edge tint: 0x222222 }); healthBarBg.width = 420; healthBarBg.height = 60; healthBarBg.alpha = 0.45; // Place at left bottom, with margin (60px from left, 60px from bottom) healthBarBg.x = 60; healthBarBg.y = 2732 - 60; LK.gui.bottomLeft.addChild(healthBarBg); var healthBar = LK.getAsset('enemy1', { anchorX: 0, // left edge anchorY: 1, // bottom edge tint: 0xff4444 }); healthBar.width = 420; healthBar.height = 60; healthBar.alpha = 0.85; healthBar.x = 60; healthBar.y = 2732 - 60; LK.gui.bottomLeft.addChild(healthBar); function updateHealthBar() { healthBar.width = 420 * (heroHealth / maxHealth); if (heroHealth <= 2) { healthBar.tint = 0xff2222; } else if (heroHealth <= 4) { healthBar.tint = 0xffbb22; } else { healthBar.tint = 0x44ff44; } } updateHealthBar(); // Game variables var hero = new Hero(); game.addChild(hero); hero.x = 2048 / 2; hero.y = 2732 - 350; // Ulti button UI and state var ultiReady = true; var ultiCooldown = 0; var ultiCooldownMax = 1800; // 30 seconds at 60fps // Create ulti button var ultiBtn = new Text2("ULTI", { size: 120, fill: 0x00EAFF, fontWeight: "bold" }); ultiBtn.anchor.set(0.5, 0.5); // Place in right corner, leaving margin for touch and not overlapping top menu ultiBtn.x = 2048 - 180; ultiBtn.y = 2732 - 180; ultiBtn.bg = LK.getAsset('enemy2', { anchorX: 0.5, anchorY: 0.5, tint: 0x00eaff }); ultiBtn.bg.width = 340; ultiBtn.bg.height = 220; ultiBtn.bg.alpha = 0.25; ultiBtn.bg.x = ultiBtn.x; ultiBtn.bg.y = ultiBtn.y; game.addChild(ultiBtn.bg); game.addChild(ultiBtn); // Ulti button cooldown overlay var ultiBtnOverlay = LK.getAsset('enemy2', { anchorX: 0.5, anchorY: 0.5, tint: 0x222222 }); ultiBtnOverlay.width = 340; ultiBtnOverlay.height = 220; ultiBtnOverlay.alpha = 0.55; ultiBtnOverlay.x = ultiBtn.x; ultiBtnOverlay.y = ultiBtn.y; ultiBtnOverlay.visible = false; game.addChild(ultiBtnOverlay); // Laser Cannon state (no button UI) var laserReady = true; var laserCooldown = 0; var laserCooldownMax = 600; // 10 seconds at 60fps // Armor visual overlay for shield var heroArmor = LK.getAsset('enemy2', { anchorX: 0.5, anchorY: 0.5, tint: 0x80eaff // light blue }); heroArmor.width = hero.width * 1.35; heroArmor.height = hero.height * 1.35; heroArmor.alpha = 0.55; heroArmor.visible = false; game.addChild(heroArmor); var heroBullets = []; var enemies = []; var enemyBullets = []; var items = []; var dragNode = null; var lastHeroIntersecting = false; var score = 0; var spawnTick = 0; var enemyShootTick = 0; // Powerup state var shieldActive = false; var shieldTimer = 0; var beamActive = false; var beamTimer = 0; // Helper: spawn item function spawnItem() { var itemType = Math.random() < 0.5 ? "shield" : "beam"; var item; if (itemType === "shield") { item = new ShieldItem(); } else { item = new BeamItem(); } item.x = 200 + Math.random() * (2048 - 400); item.y = -80; items.push(item); game.addChild(item); } // Helper: spawn enemy function spawnEnemy() { // Increase chance for Enemy3: 20% Enemy3, 40% Enemy1, 40% Enemy2 var rand = Math.random(); var enemy; if (rand < 0.4) { enemy = new Enemy1(); enemy.x = 200 + Math.random() * (2048 - 400); enemy.y = -80; } else if (rand < 0.8) { enemy = new Enemy2(); enemy.baseX = 200 + Math.random() * (2048 - 400); enemy.x = enemy.baseX; enemy.y = -80; enemy.t = Math.random() * 2; } else { enemy = new Enemy3(); enemy.x = 200 + Math.random() * (2048 - 400); enemy.y = -80; } enemies.push(enemy); game.addChild(enemy); } // Helper: spawn enemy bullet function spawnEnemyBullet(enemy, targetX, targetY) { var bullet = new EnemyBullet(); bullet.x = enemy.x; bullet.y = enemy.y + 60; // Aim at hero var dx = targetX - bullet.x; var dy = targetY - bullet.y; var len = Math.sqrt(dx * dx + dy * dy); if (len > 0) { bullet.speedX = dx / len * 18; bullet.speedY = dy / len * 18; } enemyBullets.push(bullet); game.addChild(bullet); LK.getSound('enemyShoot').play(); } // Move handler for dragging hero function handleMove(x, y, obj) { if (dragNode) { // Clamp hero inside screen var hw = dragNode.width / 2; var hh = dragNode.height / 2; var nx = Math.max(hw, Math.min(2048 - hw, x)); var ny = Math.max(hh + 100, Math.min(2732 - hh, y)); dragNode.x = nx; dragNode.y = ny; } } // Touch down: start dragging hero game.down = function (x, y, obj) { if (typeof menuActive !== "undefined" && menuActive) return; dragNode = hero; handleMove(x, y, obj); }; // Touch up: stop dragging game.up = function (x, y, obj) { if (typeof menuActive !== "undefined" && menuActive) return; dragNode = null; }; // Touch move: move hero game.move = function (x, y, obj) { if (typeof menuActive !== "undefined" && menuActive) return; handleMove(x, y, obj); // Handle ulti button press (touch/click) if (ultiReady) { // Check if touch is inside ulti button area var dx = x - ultiBtn.x; var dy = y - ultiBtn.y; if (Math.abs(dx) <= ultiBtn.bg.width / 2 && Math.abs(dy) <= ultiBtn.bg.height / 2) { // Activate ulti ultiReady = false; ultiCooldown = ultiCooldownMax; ultiBtnOverlay.visible = true; // Ulti effect: clear all enemies and enemy bullets for (var i = enemies.length - 1; i >= 0; i--) { enemies[i].destroy(); enemies.splice(i, 1); } for (var i = enemyBullets.length - 1; i >= 0; i--) { enemyBullets[i].destroy(); enemyBullets.splice(i, 1); } LK.effects.flashScreen(0x00eaff, 600); return; } } // Handle laser cannon activation by clicking on the hero if (laserReady) { var dx = x - hero.x; var dy = y - hero.y; // Check if touch/click is inside hero sprite (circle) if (dx * dx + dy * dy <= hero.radius * hero.radius) { // Activate laser laserReady = false; laserCooldown = laserCooldownMax; // Laser effect: fire a vertical laser column at hero.x var laserX = hero.x; // Visual effect: draw a vertical beam for a short time var laserBeam = LK.getAsset('heroBullet', { anchorX: 0.5, anchorY: 0, x: laserX, y: 0 }); laserBeam.width = 80; laserBeam.height = 2732; laserBeam.alpha = 0.45; game.addChild(laserBeam); // Always use fallback: just destroy after timeout for laser beam fade LK.setTimeout(function () { laserBeam.destroy(); }, 400); LK.getSound('laser').play(); // Destroy all enemies and enemy bullets in the column for (var i = enemies.length - 1; i >= 0; i--) { var e = enemies[i]; if (Math.abs(e.x - laserX) <= 80) { // Play death animation for each LK.effects.flashObject(e, 0xffffff, 200); // Particle effect for each for (var pi = 0; pi < 12; pi++) { var part = LK.getAsset(e instanceof Enemy1 ? 'enemy1' : e instanceof Enemy2 ? 'enemy2' : 'enemy3', { anchorX: 0.5, anchorY: 0.5 }); part.x = e.x; part.y = e.y; part.width = 20 + Math.random() * 20; part.height = 20 + Math.random() * 20; part.alpha = 0.7 + Math.random() * 0.3; var angle = Math.PI * 2 * (pi / 12) + Math.random() * 0.2; var speed = 10 + Math.random() * 10; var vx = Math.cos(angle) * speed; var vy = Math.sin(angle) * speed; part.life = 10 + Math.floor(Math.random() * 10); part.update = function () { this.x += vx; this.y += vy; this.life--; this.alpha *= 0.88 + Math.random() * 0.06; if (this.life <= 0) { this.destroy(); } }; game.addChild(part); } // 35% chance to drop a health potion if Enemy3 if (e instanceof Enemy3 && Math.random() < 0.35) { var healthPotion = new HealthPotion(); healthPotion.x = e.x; healthPotion.y = e.y; items.push(healthPotion); game.addChild(healthPotion); } e.destroy(); enemies.splice(i, 1); } } for (var i = enemyBullets.length - 1; i >= 0; i--) { var b = enemyBullets[i]; if (Math.abs(b.x - laserX) <= 80) { b.destroy(); enemyBullets.splice(i, 1); } } LK.effects.flashScreen(0xffeb3b, 400); return; } } }; // Main game update game.update = function () { if (typeof menuActive !== "undefined" && menuActive) { // Block all game logic while menu is active return; } // Update hero hero.update(); // Ulti cooldown logic if (!ultiReady) { ultiCooldown--; if (ultiCooldown <= 0) { ultiReady = true; ultiBtnOverlay.visible = false; } else { // Show overlay and update text to show seconds left ultiBtnOverlay.visible = true; ultiBtn.text = "ULTI\n" + Math.ceil(ultiCooldown / 60) + "s"; } } if (ultiReady) { ultiBtn.text = "ULTI"; ultiBtnOverlay.visible = false; } // Update armor overlay position and visibility heroArmor.x = hero.x; heroArmor.y = hero.y; heroArmor.visible = shieldActive; // Laser cannon cooldown logic (no button UI) if (!laserReady) { laserCooldown--; if (laserCooldown <= 0) { laserReady = true; } } // Update shield/beam timers if (shieldActive) { shieldTimer--; if (shieldTimer <= 0) { shieldActive = false; } } if (beamActive) { beamTimer--; if (beamTimer <= 0) { beamActive = false; } } // Update items (powerups) for (var i = items.length - 1; i >= 0; i--) { var item = items[i]; item.update(); // Remove if off screen if (item.y > 2732 + 100) { item.destroy(); items.splice(i, 1); continue; } // Pickup by hero if (item.intersects(hero)) { if (item instanceof HealthPotion) { // Health potion always gives 1 health (if not at max) if (heroHealth < maxHealth) { heroHealth = Math.min(maxHealth, heroHealth + 1); updateHealthBar(); LK.effects.flashObject(hero, 0x44ff44, 400); } } else if (item instanceof ShieldItem) { // If already at max health, treat as shield if (heroHealth >= maxHealth) { shieldActive = true; shieldTimer = 360; // 6 seconds at 60fps LK.effects.flashObject(hero, 0x00ffff, 400); } else { // If not at max health, ignore shield pickup (health potions now handled separately) } } else if (item instanceof BeamItem) { beamActive = true; beamTimer = 180; // 3 seconds at 60fps LK.effects.flashObject(hero, 0xff00ff, 400); } item.destroy(); items.splice(i, 1); continue; } } // Hero shooting (auto-fire) if (hero.shootCooldown <= 0) { if (beamActive) { // Beam: fire 3 bullets in spread for (var bdir = -1; bdir <= 1; bdir++) { var bullet = new HeroBullet(); bullet.x = hero.x + bdir * 40; bullet.y = hero.y - hero.height / 2 - 20; bullet.spread = bdir * 0.18; // radians bullet.update = function (origUpdate, spread) { return function () { this.y += this.speed; this.x += Math.sin(spread) * 18; }; }(bullet.update, bullet.spread); heroBullets.push(bullet); game.addChild(bullet); } hero.shootCooldown = 6; LK.getSound('laser').play(); } else { var bullet = new HeroBullet(); bullet.x = hero.x; bullet.y = hero.y - hero.height / 2 - 20; heroBullets.push(bullet); game.addChild(bullet); hero.shootCooldown = 10; LK.getSound('laser').play(); } } // Update hero bullets for (var i = heroBullets.length - 1; i >= 0; i--) { var b = heroBullets[i]; b.update(); // Remove if off screen if (b.y < -60) { b.destroy(); heroBullets.splice(i, 1); continue; } // Check collision with enemies for (var j = enemies.length - 1; j >= 0; j--) { var e = enemies[j]; if (b.intersects(e)) { // Enemy hit LK.getSound('enemyHit').play(); score += 1; scoreTxt.setText(score); // Flash enemy LK.effects.flashObject(e, 0xffffff, 200); // Remove both or handle Enemy3 hp if (e instanceof Enemy3) { e.hp--; if (e.hp <= 0) { // Play death animation before destroying Enemy3 var enemyToDestroy = e; // Particle animation for Enemy3 death (more particles, richer effect) for (var pi = 0; pi < 24; pi++) { var part = LK.getAsset('enemy3', { anchorX: 0.5, anchorY: 0.5 }); part.x = enemyToDestroy.x; part.y = enemyToDestroy.y; part.width = 32 + Math.random() * 32; part.height = 32 + Math.random() * 32; part.alpha = 0.8 + Math.random() * 0.2; var angle = Math.PI * 2 * (pi / 24) + Math.random() * 0.2; var speed = 16 + Math.random() * 12; var vx = Math.cos(angle) * speed; var vy = Math.sin(angle) * speed; part.life = 16 + Math.floor(Math.random() * 16); part.update = function () { this.x += vx; this.y += vy; this.life--; this.alpha *= 0.90 + Math.random() * 0.04; if (this.life <= 0) { this.destroy(); } }; game.addChild(part); } // 35% chance to drop a health potion when Enemy3 is killed if (Math.random() < 0.35) { var healthPotion = new HealthPotion(); healthPotion.x = enemyToDestroy.x; healthPotion.y = enemyToDestroy.y; items.push(healthPotion); game.addChild(healthPotion); } enemyToDestroy.destroy(); enemies.splice(j, 1); } else { // Flash for hit, but don't destroy LK.effects.flashObject(e, 0x8e24aa, 120); } b.destroy(); heroBullets.splice(i, 1); break; } else { b.destroy(); heroBullets.splice(i, 1); // Play death animation before destroying normal enemies var enemyToDestroy = e; // Particle animation for normal enemy death (more particles, richer effect) for (var pi = 0; pi < 16; pi++) { var part = LK.getAsset(enemyToDestroy instanceof Enemy1 ? 'enemy1' : 'enemy2', { anchorX: 0.5, anchorY: 0.5 }); part.x = enemyToDestroy.x; part.y = enemyToDestroy.y; part.width = 20 + Math.random() * 20; part.height = 20 + Math.random() * 20; part.alpha = 0.7 + Math.random() * 0.3; var angle = Math.PI * 2 * (pi / 16) + Math.random() * 0.2; var speed = 10 + Math.random() * 10; var vx = Math.cos(angle) * speed; var vy = Math.sin(angle) * speed; part.life = 10 + Math.floor(Math.random() * 10); part.update = function () { this.x += vx; this.y += vy; this.life--; this.alpha *= 0.88 + Math.random() * 0.06; if (this.life <= 0) { this.destroy(); } }; game.addChild(part); } enemyToDestroy.destroy(); enemies.splice(j, 1); break; } } } } // Update enemies for (var i = enemies.length - 1; i >= 0; i--) { var e = enemies[i]; e.update(); // Remove if off screen if (e.y > 2732 + 100) { e.destroy(); enemies.splice(i, 1); continue; } // Enemy shoots randomly if (Math.random() < 0.008) { spawnEnemyBullet(e, hero.x, hero.y); } // Check collision with hero if (e.intersects(hero)) { if (!shieldActive) { // Hero hit LK.getSound('heroHit').play(); LK.effects.flashScreen(0xff0000, 800); heroHealth--; updateHealthBar(); if (heroHealth <= 0) { LK.showGameOver(); return; } enemies[i].destroy(); enemies.splice(i, 1); continue; } else { // Shield absorbs hit, destroy enemy LK.effects.flashObject(hero, 0x00ffff, 200); // Play death animation before destroying enemy killed by shield var enemyToDestroy = e; // Particle animation for shield kill (more particles, richer effect) for (var pi = 0; pi < 16; pi++) { var part = LK.getAsset(enemyToDestroy instanceof Enemy1 ? 'enemy1' : enemyToDestroy instanceof Enemy2 ? 'enemy2' : 'enemy3', { anchorX: 0.5, anchorY: 0.5 }); part.x = enemyToDestroy.x; part.y = enemyToDestroy.y; part.width = 20 + Math.random() * 20; part.height = 20 + Math.random() * 20; part.alpha = 0.7 + Math.random() * 0.3; var angle = Math.PI * 2 * (pi / 16) + Math.random() * 0.2; var speed = 10 + Math.random() * 10; var vx = Math.cos(angle) * speed; var vy = Math.sin(angle) * speed; part.life = 10 + Math.floor(Math.random() * 10); part.update = function () { this.x += vx; this.y += vy; this.life--; this.alpha *= 0.88 + Math.random() * 0.06; if (this.life <= 0) { this.destroy(); } }; game.addChild(part); } enemyToDestroy.destroy(); enemies.splice(i, 1); continue; } } } // Update enemy bullets for (var i = enemyBullets.length - 1; i >= 0; i--) { var b = enemyBullets[i]; b.update(); // Remove if off screen if (b.y < -60 || b.y > 2732 + 60 || b.x < -60 || b.x > 2048 + 60) { b.destroy(); enemyBullets.splice(i, 1); continue; } // Check collision with hero if (b.intersects(hero)) { if (!shieldActive) { LK.getSound('heroHit').play(); LK.effects.flashScreen(0xff0000, 800); heroHealth--; updateHealthBar(); if (heroHealth <= 0) { LK.showGameOver(); return; } b.destroy(); enemyBullets.splice(i, 1); continue; } else { // Shield absorbs bullet LK.effects.flashObject(hero, 0x00ffff, 120); b.destroy(); enemyBullets.splice(i, 1); continue; } } } // --- ENEMY SPAWN RATE BOOST LOGIC --- if (typeof spawnRateBoostActive === "undefined") { var spawnRateBoostActive = false; var spawnRateBoostTimer = 0; var nextBoostScore = 50; var spawnIntervalNormal = 60; var spawnIntervalBoost = 30; } // Check if we reached a new boost score (50, 150, 250, ...) and trigger boost if (score >= nextBoostScore && !spawnRateBoostActive) { spawnRateBoostActive = true; spawnRateBoostTimer = 180; // 3 seconds at 60fps // After 50, next is 150, then 250, 350, ... if (nextBoostScore === 50) { nextBoostScore = 150; } else { nextBoostScore += 100; } } // Handle boost timer if (spawnRateBoostActive) { spawnRateBoostTimer--; if (spawnRateBoostTimer <= 0) { spawnRateBoostActive = false; } } // Spawn enemies spawnTick++; // Use boosted or normal interval // Make spawn rate scale more slowly with score (easier): decrease by 2 per 20 score, not 4 per 10 var spawnInterval = spawnRateBoostActive ? spawnIntervalBoost : Math.max(18, spawnIntervalNormal - Math.floor(score / 20) * 2); // Slower scaling for easier game if (spawnTick >= spawnInterval) { // Calculate how many enemies to spawn based on score (1 + 1 per 50 score) var numEnemies = 1 + Math.floor(score / 50); for (var i = 0; i < numEnemies; i++) { spawnEnemy(); } // 1 in 8 chance to spawn an item if (Math.random() < 0.125) { spawnItem(); } spawnTick = 0; } };
===================================================================
--- original.js
+++ change.js
@@ -357,46 +357,12 @@
ultiBtnOverlay.x = ultiBtn.x;
ultiBtnOverlay.y = ultiBtn.y;
ultiBtnOverlay.visible = false;
game.addChild(ultiBtnOverlay);
-// Laser Cannon button UI and state
+// Laser Cannon state (no button UI)
var laserReady = true;
var laserCooldown = 0;
var laserCooldownMax = 600; // 10 seconds at 60fps
-var laserBtn = new Text2("LASER", {
- size: 100,
- fill: 0xffeb3b,
- fontWeight: "bold"
-});
-laserBtn.anchor.set(0.5, 0.5);
-// Place in left corner, leaving margin for touch and not overlapping top menu
-laserBtn.x = 180;
-laserBtn.y = 2732 - 180;
-laserBtn.bg = LK.getAsset('enemy2', {
- anchorX: 0.5,
- anchorY: 0.5,
- tint: 0xffeb3b
-});
-laserBtn.bg.width = 340;
-laserBtn.bg.height = 180;
-laserBtn.bg.alpha = 0.25;
-laserBtn.bg.x = laserBtn.x;
-laserBtn.bg.y = laserBtn.y;
-game.addChild(laserBtn.bg);
-game.addChild(laserBtn);
-// Laser button cooldown overlay
-var laserBtnOverlay = LK.getAsset('enemy2', {
- anchorX: 0.5,
- anchorY: 0.5,
- tint: 0x222222
-});
-laserBtnOverlay.width = 340;
-laserBtnOverlay.height = 180;
-laserBtnOverlay.alpha = 0.55;
-laserBtnOverlay.x = laserBtn.x;
-laserBtnOverlay.y = laserBtn.y;
-laserBtnOverlay.visible = false;
-game.addChild(laserBtnOverlay);
// Armor visual overlay for shield
var heroArmor = LK.getAsset('enemy2', {
anchorX: 0.5,
anchorY: 0.5,
@@ -524,17 +490,17 @@
LK.effects.flashScreen(0x00eaff, 600);
return;
}
}
- // Handle laser cannon button press (touch/click)
+ // Handle laser cannon activation by clicking on the hero
if (laserReady) {
- var ldx = x - laserBtn.x;
- var ldy = y - laserBtn.y;
- if (Math.abs(ldx) <= laserBtn.bg.width / 2 && Math.abs(ldy) <= laserBtn.bg.height / 2) {
+ var dx = x - hero.x;
+ var dy = y - hero.y;
+ // Check if touch/click is inside hero sprite (circle)
+ if (dx * dx + dy * dy <= hero.radius * hero.radius) {
// Activate laser
laserReady = false;
laserCooldown = laserCooldownMax;
- laserBtnOverlay.visible = true;
// Laser effect: fire a vertical laser column at hero.x
var laserX = hero.x;
// Visual effect: draw a vertical beam for a short time
var laserBeam = LK.getAsset('heroBullet', {
@@ -636,23 +602,15 @@
// Update armor overlay position and visibility
heroArmor.x = hero.x;
heroArmor.y = hero.y;
heroArmor.visible = shieldActive;
- // Laser cannon cooldown logic
+ // Laser cannon cooldown logic (no button UI)
if (!laserReady) {
laserCooldown--;
if (laserCooldown <= 0) {
laserReady = true;
- laserBtnOverlay.visible = false;
- } else {
- laserBtnOverlay.visible = true;
- laserBtn.text = "LASER\n" + Math.ceil(laserCooldown / 60) + "s";
}
}
- if (laserReady) {
- laserBtn.text = "LASER";
- laserBtnOverlay.visible = false;
- }
// Update shield/beam timers
if (shieldActive) {
shieldTimer--;
if (shieldTimer <= 0) {
A power core with electricity and blue lights. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
A blue space ship with laser gun and powerful engines. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
A shiny purple crystal. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
A red winged alien with exoskeleton. . No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
A tiny green alien with spikes. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
A strong yellow-white alien with horns. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
A king yellow alien with black and white stripes and wings. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
Neboula background. In-Game asset. 2d. High contrast. No shadows. Cinematic deep
A blue button. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
A dark green alien with a gray orb above it. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
A dark green alien boss with two gray orbs around it. On top it has a green crown. Has light gray stripes. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
A futuristic scoreboard tablet with blue and cyan colors. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat