User prompt
Hace si el jugador mantiene el arma de ataque, el botón de ataque, el ataque haga más daño, el doble.
User prompt
haz que los enemigos tengan una barra de vida de 3 y que el jugador cuando ataca si mantiene el ataque de fire pueda hacer un ataque que quite 3 de vida
User prompt
haz que los enemigos sean más grandes, un poquito más grandes
User prompt
Haz que los enemigos ataquen aún más ra... Haz que los enemigos bajen aún más rápido.
User prompt
haz que los enemigos bajen aun mas rapido
User prompt
haz que la bola del ataque esté en un costado arriba
User prompt
ah es que los enemigos son más grandes pero que pero que no puedan que no hagan daño cuando cuando salen del mapa
User prompt
Haz que los enemigos no puedan atacar.
User prompt
haz que los enemigos nos puedan atacar pero que también bajen más rápida
User prompt
Haz que el jugador no pueda atacar tantas veces que tenga un cooldown para poder atacar Y que también se pueda mover
User prompt
Haz que aparezca una menor cantidad de enemigos y que el jugador tenga un botón de disparar para poder atacar
Code edit (1 edits merged)
Please save this source code
User prompt
Space Defender
Initial prompt
Hace un juego donde hay naves chiquitas y tu piloto es una nave mas grande Y las naves chiquitas te van atacando Y vos vas a tener que defender lanzando rayos láser
/**** 
* Plugins
****/ 
var tween = LK.import("@upit/tween.v1");
/**** 
* Classes
****/ 
var BossShip = Container.expand(function () {
	var self = Container.call(this);
	var shipGraphics = self.attachAsset('enemyShip', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	shipGraphics.scaleX = 5;
	shipGraphics.scaleY = 5;
	shipGraphics.tint = 0xFF0000;
	self.health = 10;
	self.maxHealth = 10;
	self.shootCooldown = 0;
	self.attackPattern = 0;
	self.update = function () {
		// Boss stays stationary - no movement
		// New attack pattern - orange and cyan attacks
		if (self.shootCooldown <= 0) {
			if (self.attackPattern % 2 === 0) {
				// Orange attack pattern - 3 orange attacks tracking player
				var playerDx = player.x - self.x;
				var playerDy = player.y - self.y;
				var playerDistance = Math.sqrt(playerDx * playerDx + playerDy * playerDy);
				var playerDirX = playerDx / playerDistance;
				var playerDirY = playerDy / playerDistance;
				for (var i = 0; i < 3; i++) {
					var orangeAttack = new OrangeAttack();
					orangeAttack.x = self.x + (i - 1) * 120; // Spread attacks
					orangeAttack.y = self.y + 100;
					// Set tracking direction with spread
					var spreadAngle = (i - 1) * 0.2;
					orangeAttack.dirX = playerDirX * Math.cos(spreadAngle) - playerDirY * Math.sin(spreadAngle);
					orangeAttack.dirY = playerDirX * Math.sin(spreadAngle) + playerDirY * Math.cos(spreadAngle);
					game.addChild(orangeAttack);
					orangeAttacks.push(orangeAttack);
				}
				self.shootCooldown = 80;
			} else {
				// Cyan attack pattern - 2 cyan attacks tracking player
				var playerDx = player.x - self.x;
				var playerDy = player.y - self.y;
				var playerDistance = Math.sqrt(playerDx * playerDx + playerDy * playerDy);
				var playerDirX = playerDx / playerDistance;
				var playerDirY = playerDy / playerDistance;
				for (var i = 0; i < 2; i++) {
					var cyanAttack = new CyanAttack();
					cyanAttack.x = self.x + (i === 0 ? -100 : 100);
					cyanAttack.y = self.y + 100;
					// Set tracking direction
					cyanAttack.dirX = playerDirX;
					cyanAttack.dirY = playerDirY;
					game.addChild(cyanAttack);
					cyanAttacks.push(cyanAttack);
				}
				self.shootCooldown = 90;
			}
			self.attackPattern++;
		}
		if (self.shootCooldown > 0) {
			self.shootCooldown--;
		}
		// Pulsing effect based on health
		var healthRatio = self.health / self.maxHealth;
		var pulseScale = 5 + Math.sin(LK.ticks * 0.1) * 0.5 * (1 - healthRatio);
		shipGraphics.scaleX = pulseScale;
		shipGraphics.scaleY = pulseScale;
	};
	self.takeDamage = function (damage, isChargedAttack) {
		// Boss is immune to charged attacks
		if (isChargedAttack) {
			return;
		}
		self.health -= damage;
		LK.effects.flashObject(self, 0xFFFFFF, 200);
		if (self.health <= 0) {
			LK.setScore(LK.getScore() + 10);
			LK.getSound('enemyDestroy').play();
			self.destroy();
			bossActive = false;
			boss = null;
			gameLevel++; // Increment level when boss is defeated
			levelResetFlag = true; // Flag to show level indicator
			LK.showGameOver();
		}
	};
	return self;
});
var BossWideLaser = Container.expand(function () {
	var self = Container.call(this);
	var laserGraphics = self.attachAsset('bossWideLaser', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = 8;
	self.damage = 3;
	self.update = function () {
		// Move towards player if direction is set, otherwise move straight down
		if (self.dirX !== undefined && self.dirY !== undefined) {
			self.x += self.dirX * self.speed;
			self.y += self.dirY * self.speed;
		} else {
			self.y += self.speed;
		}
	};
	return self;
});
var ChargedPlayerLaser = Container.expand(function () {
	var self = Container.call(this);
	var laserGraphics = self.attachAsset('chargedPlayerLaser', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = -10;
	self.damage = 3;
	self.update = function () {
		self.y += self.speed;
	};
	return self;
});
var CyanAttack = Container.expand(function () {
	var self = Container.call(this);
	var attackGraphics = self.attachAsset('cyanAttack', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = 8;
	self.damage = 2;
	self.checkTimer = 0;
	self.update = function () {
		// Move towards player if direction is set, otherwise move straight down
		if (self.dirX !== undefined && self.dirY !== undefined) {
			self.x += self.dirX * self.speed;
			self.y += self.dirY * self.speed;
		} else {
			self.y += self.speed;
		}
		// Add pulsing cyan effect
		var pulse = 1 + Math.sin(LK.ticks * 0.2) * 0.3;
		attackGraphics.scaleX = pulse;
		attackGraphics.scaleY = pulse;
	};
	return self;
});
var EnemyProjectile = Container.expand(function () {
	var self = Container.call(this);
	var projectileGraphics = self.attachAsset('enemyProjectile', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = 6;
	self.update = function () {
		self.y += self.speed;
	};
	return self;
});
var EnemyShip = Container.expand(function () {
	var self = Container.call(this);
	var shipGraphics = self.attachAsset('enemyShip', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = 8;
	self.health = 3;
	self.shootCooldown = Math.random() * 60 + 30; // Random initial cooldown
	self.update = function () {
		self.y += self.speed;
		// Enemy shooting
		if (self.shootCooldown <= 0) {
			var projectile = new EnemyProjectile();
			projectile.x = self.x;
			projectile.y = self.y + 40;
			game.addChild(projectile);
			enemyProjectiles.push(projectile);
			self.shootCooldown = Math.random() * 90 + 60; // Random cooldown between shots
		}
		if (self.shootCooldown > 0) {
			self.shootCooldown--;
		}
	};
	return self;
});
var Level2EnemyShip = Container.expand(function () {
	var self = Container.call(this);
	var shipGraphics = self.attachAsset('enemyShip', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	// Level 2 enemies are larger and have different color
	shipGraphics.scaleX = 1.5;
	shipGraphics.scaleY = 1.5;
	shipGraphics.tint = 0xFF6600; // Orange tint for level 2
	self.speed = 10; // Faster than regular enemies
	self.health = 5; // More health than regular enemies
	self.shootCooldown = Math.random() * 40 + 20; // Shoots more frequently
	self.zigzagTimer = 0;
	self.zigzagDirection = Math.random() > 0.5 ? 1 : -1;
	self.update = function () {
		self.y += self.speed;
		// Zigzag movement pattern
		self.zigzagTimer++;
		if (self.zigzagTimer % 30 === 0) {
			self.zigzagDirection *= -1;
		}
		self.x += self.zigzagDirection * 3;
		// Keep within screen bounds
		if (self.x < 100) {
			self.x = 100;
			self.zigzagDirection = 1;
		}
		if (self.x > 1948) {
			self.x = 1948;
			self.zigzagDirection = -1;
		}
		// Enhanced shooting - shoots 2 projectiles
		if (self.shootCooldown <= 0) {
			for (var i = 0; i < 2; i++) {
				var projectile = new EnemyProjectile();
				projectile.x = self.x + (i === 0 ? -20 : 20);
				projectile.y = self.y + 40;
				projectile.speed = 8; // Faster projectiles
				game.addChild(projectile);
				enemyProjectiles.push(projectile);
			}
			self.shootCooldown = Math.random() * 60 + 40;
		}
		if (self.shootCooldown > 0) {
			self.shootCooldown--;
		}
	};
	return self;
});
var OrangeAttack = Container.expand(function () {
	var self = Container.call(this);
	var attackGraphics = self.attachAsset('orangeAttack', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = 8;
	self.damage = 2;
	self.checkTimer = 0;
	self.update = function () {
		// Move towards player if direction is set, otherwise move straight down
		if (self.dirX !== undefined && self.dirY !== undefined) {
			self.x += self.dirX * self.speed;
			self.y += self.dirY * self.speed;
		} else {
			self.y += self.speed;
		}
		// Add pulsing orange effect
		var pulse = 1 + Math.sin(LK.ticks * 0.2) * 0.3;
		attackGraphics.scaleX = pulse;
		attackGraphics.scaleY = pulse;
	};
	return self;
});
var PlayerLaser = Container.expand(function () {
	var self = Container.call(this);
	var laserGraphics = self.attachAsset('playerLaser', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = -8;
	self.damage = 1;
	self.update = function () {
		self.y += self.speed;
	};
	return self;
});
var PlayerShip = Container.expand(function () {
	var self = Container.call(this);
	var shipGraphics = self.attachAsset('playerShip', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	var chargeIndicator = self.attachAsset('chargeIndicator', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	chargeIndicator.x = 0;
	chargeIndicator.y = -80;
	chargeIndicator.visible = false;
	self.health = 3;
	self.shootCooldown = 0;
	self.chargeAttackTime = 0;
	self.isCharging = false;
	self.update = function () {
		if (self.shootCooldown > 0) {
			self.shootCooldown--;
		}
		if (self.isCharging) {
			self.chargeAttackTime++;
			// Create pulsing animation while charging
			var pulseIntensity = Math.min(self.chargeAttackTime / 60, 1); // 0 to 1
			var pulseScale = 1 + Math.sin(LK.ticks * 0.3) * 0.15 * pulseIntensity;
			self.scaleX = pulseScale;
			self.scaleY = pulseScale;
			// Add color tint that gets stronger as charge builds
			var tintIntensity = Math.floor(pulseIntensity * 100);
			self.tint = 0xFFFFFF + (tintIntensity << 8); // Add green tint
			// When fully charged, show green square indicator
			if (self.chargeAttackTime >= 60) {
				var readyPulse = 1.2 + Math.sin(LK.ticks * 0.5) * 0.3;
				self.scaleX = readyPulse;
				self.scaleY = readyPulse;
				self.tint = 0x00FF00; // Bright green when ready
				chargeIndicator.visible = true;
			}
		} else {
			// Reset scale and tint when not charging
			self.scaleX = 1;
			self.scaleY = 1;
			self.tint = 0xFFFFFF;
			chargeIndicator.visible = false;
		}
	};
	self.shoot = function () {
		if (self.shootCooldown <= 0) {
			var laser;
			// Create charged laser if charge time is sufficient
			if (self.chargeAttackTime >= 60) {
				laser = new ChargedPlayerLaser();
				// Add spawn animation for charged laser
				laser.scaleX = 0.3;
				laser.scaleY = 0.3;
				tween(laser, {
					scaleX: 1,
					scaleY: 1
				}, {
					duration: 200,
					easing: tween.easeOut
				});
				// Add tint effect
				laser.tint = 0x00FF00;
				tween(laser, {
					tint: 0xFFFFFF
				}, {
					duration: 300
				});
			} else {
				laser = new PlayerLaser();
			}
			laser.x = self.x;
			laser.y = self.y - 60;
			game.addChild(laser);
			playerLasers.push(laser);
			self.shootCooldown = 10;
			LK.getSound('shoot').play();
		}
	};
	self.takeDamage = function () {
		self.health--;
		LK.getSound('playerHit').play();
		LK.effects.flashObject(self, 0xff0000, 500);
		if (self.health <= 0) {
			LK.showGameOver();
		}
	};
	return self;
});
/**** 
* Initialize Game
****/ 
var game = new LK.Game({
	backgroundColor: 0x000011
});
/**** 
* Game Code
****/ 
var player = new PlayerShip();
player.x = 2048 / 2;
player.y = 2732 - 200;
game.addChild(player);
var enemies = [];
var playerLasers = [];
var enemyProjectiles = [];
var spawnTimer = 0;
var gameSpeed = 1;
var playerShootCooldown = 0;
var isFireButtonPressed = false;
var bossActive = false;
var boss = null;
var bossProjectiles = [];
var bossLasers = [];
var bossWideLasers = [];
var orangeAttacks = [];
var cyanAttacks = [];
var playerLastX = 0;
var playerLastY = 0;
var playerIsMoving = false;
var gameLevel = 1;
var levelResetFlag = false;
var scoreTxt = new Text2('Score: 0', {
	size: 80,
	fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
var healthTxt = new Text2('Health: 3', {
	size: 60,
	fill: 0xFF4444
});
healthTxt.anchor.set(0, 0);
healthTxt.x = 150;
healthTxt.y = 50;
LK.gui.topLeft.addChild(healthTxt);
var fireButton = new Text2('FIRE', {
	size: 120,
	fill: 0x00FF00
});
fireButton.anchor.set(1, 0);
LK.gui.topRight.addChild(fireButton);
var levelTxt = new Text2('Level: 1', {
	size: 60,
	fill: 0xFFFF00
});
levelTxt.anchor.set(0.5, 0);
levelTxt.x = 0;
levelTxt.y = 150;
LK.gui.top.addChild(levelTxt);
var dragNode = null;
fireButton.down = function (x, y, obj) {
	isFireButtonPressed = true;
	player.isCharging = true;
	player.chargeAttackTime = 0;
	if (playerShootCooldown <= 0) {
		player.shoot();
		playerShootCooldown = 20;
	}
};
fireButton.up = function (x, y, obj) {
	isFireButtonPressed = false;
	// Shoot charged laser if player was charging
	if (player.isCharging && player.chargeAttackTime >= 60) {
		if (playerShootCooldown <= 0) {
			player.shoot();
			playerShootCooldown = 20;
		}
	}
	player.isCharging = false;
	player.chargeAttackTime = 0;
};
game.down = function (x, y, obj) {
	dragNode = player;
	player.isCharging = true;
	player.chargeAttackTime = 0;
	if (playerShootCooldown <= 0) {
		player.shoot();
		playerShootCooldown = 20;
	}
};
game.move = function (x, y, obj) {
	if (dragNode) {
		dragNode.x = Math.max(100, Math.min(1948, x));
	}
};
game.up = function (x, y, obj) {
	dragNode = null;
	// Shoot charged laser if player was charging
	if (player.isCharging && player.chargeAttackTime >= 60) {
		if (playerShootCooldown <= 0) {
			player.shoot();
			playerShootCooldown = 20;
		}
	}
	player.isCharging = false;
	player.chargeAttackTime = 0;
};
game.update = function () {
	// Update cooldown
	if (playerShootCooldown > 0) {
		playerShootCooldown--;
	}
	// Track player movement
	var currentPlayerMoving = Math.abs(player.x - playerLastX) > 1 || Math.abs(player.y - playerLastY) > 1;
	playerIsMoving = currentPlayerMoving;
	playerLastX = player.x;
	playerLastY = player.y;
	// Update UI
	scoreTxt.setText('Score: ' + LK.getScore());
	healthTxt.setText('Health: ' + player.health);
	levelTxt.setText('Level: ' + gameLevel);
	// Show level indicator when level changes
	if (levelResetFlag) {
		LK.effects.flashScreen(0x00FF00, 800); // Green flash for level up
		levelResetFlag = false;
	}
	// Boss spawn when player reaches score threshold based on level
	var bossSpawnThreshold = 100 * gameLevel;
	if (LK.getScore() >= bossSpawnThreshold && !bossActive) {
		boss = new BossShip();
		boss.x = 2048 / 2;
		boss.y = 200;
		// Scale boss health with level
		boss.health = 10 + (gameLevel - 1) * 5;
		boss.maxHealth = boss.health;
		game.addChild(boss);
		bossActive = true;
	}
	// Spawn regular enemies (only when boss is not active)
	if (!bossActive) {
		spawnTimer++;
		var spawnRate = Math.max(120 - Math.floor(LK.getScore() / 10) * 10, 60);
		if (spawnTimer >= spawnRate) {
			var enemy;
			// Spawn level 2 enemies if we're on level 2 or higher
			if (gameLevel >= 2) {
				// Mix of regular and level 2 enemies, with more level 2 enemies on higher levels
				if (Math.random() < 0.7) {
					enemy = new Level2EnemyShip();
				} else {
					enemy = new EnemyShip();
				}
			} else {
				enemy = new EnemyShip();
			}
			enemy.x = Math.random() * 1848 + 100;
			enemy.y = -50;
			if (enemy.speed === undefined) {
				enemy.speed = 6 + Math.floor(LK.getScore() / 15) * 1.5;
			}
			enemies.push(enemy);
			game.addChild(enemy);
			spawnTimer = 0;
		}
	}
	// Update and check player lasers
	for (var i = playerLasers.length - 1; i >= 0; i--) {
		var laser = playerLasers[i];
		if (laser.lastY === undefined) laser.lastY = laser.y;
		// Remove lasers that go off screen
		if (laser.lastY >= -50 && laser.y < -50) {
			laser.destroy();
			playerLasers.splice(i, 1);
			continue;
		}
		// Check collision with enemies
		var hitEnemy = false;
		for (var j = enemies.length - 1; j >= 0; j--) {
			var enemy = enemies[j];
			if (laser.intersects(enemy)) {
				enemy.health -= laser.damage;
				laser.destroy();
				playerLasers.splice(i, 1);
				hitEnemy = true;
				if (enemy.health <= 0) {
					LK.setScore(LK.getScore() + 10);
					LK.getSound('enemyDestroy').play();
					enemy.destroy();
					enemies.splice(j, 1);
				}
				break;
			}
		}
		// Check collision with boss
		if (bossActive && boss && laser.intersects(boss)) {
			var isChargedAttack = laser.damage > 1;
			boss.takeDamage(laser.damage, isChargedAttack);
			laser.destroy();
			playerLasers.splice(i, 1);
			hitEnemy = true;
		}
		if (!hitEnemy) {
			laser.lastY = laser.y;
		}
	}
	// Update and check enemies
	for (var i = enemies.length - 1; i >= 0; i--) {
		var enemy = enemies[i];
		if (enemy.lastY === undefined) enemy.lastY = enemy.y;
		// Remove enemies that reach bottom
		if (enemy.lastY <= 2732 && enemy.y > 2732) {
			enemy.destroy();
			enemies.splice(i, 1);
			continue;
		}
		// Check collision with player
		if (enemy.intersects(player)) {
			enemy.destroy();
			enemies.splice(i, 1);
			player.takeDamage();
			continue;
		}
		enemy.lastY = enemy.y;
	}
	// Check boss collision with player
	if (bossActive && boss && boss.intersects(player)) {
		player.takeDamage();
		player.takeDamage(); // Boss does double damage
	}
	// Update and check enemy projectiles
	for (var i = enemyProjectiles.length - 1; i >= 0; i--) {
		var projectile = enemyProjectiles[i];
		if (projectile.lastY === undefined) projectile.lastY = projectile.y;
		// Remove projectiles that go off screen
		if (projectile.lastY <= 2732 && projectile.y > 2732) {
			projectile.destroy();
			enemyProjectiles.splice(i, 1);
			continue;
		}
		// Check collision with player
		if (projectile.intersects(player)) {
			projectile.destroy();
			enemyProjectiles.splice(i, 1);
			// Enemy projectiles no longer cause damage - just destroy on contact
			// Enhanced damage for boss projectiles
			if (projectile.damage && projectile.damage > 1) {
				// player.takeDamage();
				// player.takeDamage();
			} else {
				// player.takeDamage();
			}
			continue;
		}
		projectile.lastY = projectile.y;
	}
	// Update and check boss projectiles
	for (var i = bossProjectiles.length - 1; i >= 0; i--) {
		var projectile = bossProjectiles[i];
		// Remove projectiles if boss is dead or projectiles go too far
		var shouldRemove = false;
		if (!boss) {
			shouldRemove = true;
		} else {
			var distanceFromBoss = Math.sqrt(Math.pow(projectile.x - boss.x, 2) + Math.pow(projectile.y - boss.y, 2));
			shouldRemove = distanceFromBoss > 800;
		}
		if (shouldRemove || projectile.y > 2732 || projectile.y < -100 || projectile.x < -100 || projectile.x > 2148) {
			projectile.destroy();
			bossProjectiles.splice(i, 1);
			continue;
		}
		// Check collision with player
		if (projectile.intersects(player)) {
			projectile.destroy();
			bossProjectiles.splice(i, 1);
			// Giant projectiles do massive damage
			player.takeDamage();
			player.takeDamage();
			player.takeDamage();
			continue;
		}
	}
	// Update and check boss lasers
	for (var i = bossLasers.length - 1; i >= 0; i--) {
		var laser = bossLasers[i];
		if (laser.lastY === undefined) laser.lastY = laser.y;
		// Remove lasers that go off screen
		if (laser.lastY <= 2732 && laser.y > 2732) {
			laser.destroy();
			bossLasers.splice(i, 1);
			continue;
		}
		// Check collision with player
		if (laser.intersects(player)) {
			laser.destroy();
			bossLasers.splice(i, 1);
			player.takeDamage();
			player.takeDamage(); // Boss lasers do double damage
			continue;
		}
		laser.lastY = laser.y;
	}
	// Update and check boss wide lasers
	for (var i = bossWideLasers.length - 1; i >= 0; i--) {
		var laser = bossWideLasers[i];
		if (laser.lastY === undefined) laser.lastY = laser.y;
		// Remove lasers that go off screen
		if (laser.lastY <= 2732 && laser.y > 2732) {
			laser.destroy();
			bossWideLasers.splice(i, 1);
			continue;
		}
		// Check collision with player
		if (laser.intersects(player)) {
			laser.destroy();
			bossWideLasers.splice(i, 1);
			// Wide lasers do massive damage
			player.takeDamage();
			player.takeDamage();
			player.takeDamage();
			continue;
		}
		laser.lastY = laser.y;
	}
	// Update and check orange attacks
	for (var i = orangeAttacks.length - 1; i >= 0; i--) {
		var attack = orangeAttacks[i];
		if (attack.lastY === undefined) attack.lastY = attack.y;
		// Remove attacks that go off screen
		if (attack.lastY <= 2732 && attack.y > 2732) {
			attack.destroy();
			orangeAttacks.splice(i, 1);
			continue;
		}
		// Check collision with player - damage only when player is NOT moving
		if (attack.intersects(player)) {
			attack.destroy();
			orangeAttacks.splice(i, 1);
			// Orange attacks damage player when NOT moving
			if (!playerIsMoving) {
				player.takeDamage();
			}
			continue;
		}
		attack.lastY = attack.y;
	}
	// Update and check cyan attacks
	for (var i = cyanAttacks.length - 1; i >= 0; i--) {
		var attack = cyanAttacks[i];
		if (attack.lastY === undefined) attack.lastY = attack.y;
		// Remove attacks that go off screen
		if (attack.lastY <= 2732 && attack.y > 2732) {
			attack.destroy();
			cyanAttacks.splice(i, 1);
			continue;
		}
		// Check collision with player - damage only when player IS moving
		if (attack.intersects(player)) {
			attack.destroy();
			cyanAttacks.splice(i, 1);
			// Cyan attacks damage player when moving
			if (playerIsMoving) {
				player.takeDamage();
			}
			continue;
		}
		attack.lastY = attack.y;
	}
}; /**** 
* Plugins
****/ 
var tween = LK.import("@upit/tween.v1");
/**** 
* Classes
****/ 
var BossShip = Container.expand(function () {
	var self = Container.call(this);
	var shipGraphics = self.attachAsset('enemyShip', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	shipGraphics.scaleX = 5;
	shipGraphics.scaleY = 5;
	shipGraphics.tint = 0xFF0000;
	self.health = 10;
	self.maxHealth = 10;
	self.shootCooldown = 0;
	self.attackPattern = 0;
	self.update = function () {
		// Boss stays stationary - no movement
		// New attack pattern - orange and cyan attacks
		if (self.shootCooldown <= 0) {
			if (self.attackPattern % 2 === 0) {
				// Orange attack pattern - 3 orange attacks tracking player
				var playerDx = player.x - self.x;
				var playerDy = player.y - self.y;
				var playerDistance = Math.sqrt(playerDx * playerDx + playerDy * playerDy);
				var playerDirX = playerDx / playerDistance;
				var playerDirY = playerDy / playerDistance;
				for (var i = 0; i < 3; i++) {
					var orangeAttack = new OrangeAttack();
					orangeAttack.x = self.x + (i - 1) * 120; // Spread attacks
					orangeAttack.y = self.y + 100;
					// Set tracking direction with spread
					var spreadAngle = (i - 1) * 0.2;
					orangeAttack.dirX = playerDirX * Math.cos(spreadAngle) - playerDirY * Math.sin(spreadAngle);
					orangeAttack.dirY = playerDirX * Math.sin(spreadAngle) + playerDirY * Math.cos(spreadAngle);
					game.addChild(orangeAttack);
					orangeAttacks.push(orangeAttack);
				}
				self.shootCooldown = 80;
			} else {
				// Cyan attack pattern - 2 cyan attacks tracking player
				var playerDx = player.x - self.x;
				var playerDy = player.y - self.y;
				var playerDistance = Math.sqrt(playerDx * playerDx + playerDy * playerDy);
				var playerDirX = playerDx / playerDistance;
				var playerDirY = playerDy / playerDistance;
				for (var i = 0; i < 2; i++) {
					var cyanAttack = new CyanAttack();
					cyanAttack.x = self.x + (i === 0 ? -100 : 100);
					cyanAttack.y = self.y + 100;
					// Set tracking direction
					cyanAttack.dirX = playerDirX;
					cyanAttack.dirY = playerDirY;
					game.addChild(cyanAttack);
					cyanAttacks.push(cyanAttack);
				}
				self.shootCooldown = 90;
			}
			self.attackPattern++;
		}
		if (self.shootCooldown > 0) {
			self.shootCooldown--;
		}
		// Pulsing effect based on health
		var healthRatio = self.health / self.maxHealth;
		var pulseScale = 5 + Math.sin(LK.ticks * 0.1) * 0.5 * (1 - healthRatio);
		shipGraphics.scaleX = pulseScale;
		shipGraphics.scaleY = pulseScale;
	};
	self.takeDamage = function (damage, isChargedAttack) {
		// Boss is immune to charged attacks
		if (isChargedAttack) {
			return;
		}
		self.health -= damage;
		LK.effects.flashObject(self, 0xFFFFFF, 200);
		if (self.health <= 0) {
			LK.setScore(LK.getScore() + 10);
			LK.getSound('enemyDestroy').play();
			self.destroy();
			bossActive = false;
			boss = null;
			gameLevel++; // Increment level when boss is defeated
			levelResetFlag = true; // Flag to show level indicator
			LK.showGameOver();
		}
	};
	return self;
});
var BossWideLaser = Container.expand(function () {
	var self = Container.call(this);
	var laserGraphics = self.attachAsset('bossWideLaser', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = 8;
	self.damage = 3;
	self.update = function () {
		// Move towards player if direction is set, otherwise move straight down
		if (self.dirX !== undefined && self.dirY !== undefined) {
			self.x += self.dirX * self.speed;
			self.y += self.dirY * self.speed;
		} else {
			self.y += self.speed;
		}
	};
	return self;
});
var ChargedPlayerLaser = Container.expand(function () {
	var self = Container.call(this);
	var laserGraphics = self.attachAsset('chargedPlayerLaser', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = -10;
	self.damage = 3;
	self.update = function () {
		self.y += self.speed;
	};
	return self;
});
var CyanAttack = Container.expand(function () {
	var self = Container.call(this);
	var attackGraphics = self.attachAsset('cyanAttack', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = 8;
	self.damage = 2;
	self.checkTimer = 0;
	self.update = function () {
		// Move towards player if direction is set, otherwise move straight down
		if (self.dirX !== undefined && self.dirY !== undefined) {
			self.x += self.dirX * self.speed;
			self.y += self.dirY * self.speed;
		} else {
			self.y += self.speed;
		}
		// Add pulsing cyan effect
		var pulse = 1 + Math.sin(LK.ticks * 0.2) * 0.3;
		attackGraphics.scaleX = pulse;
		attackGraphics.scaleY = pulse;
	};
	return self;
});
var EnemyProjectile = Container.expand(function () {
	var self = Container.call(this);
	var projectileGraphics = self.attachAsset('enemyProjectile', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = 6;
	self.update = function () {
		self.y += self.speed;
	};
	return self;
});
var EnemyShip = Container.expand(function () {
	var self = Container.call(this);
	var shipGraphics = self.attachAsset('enemyShip', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = 8;
	self.health = 3;
	self.shootCooldown = Math.random() * 60 + 30; // Random initial cooldown
	self.update = function () {
		self.y += self.speed;
		// Enemy shooting
		if (self.shootCooldown <= 0) {
			var projectile = new EnemyProjectile();
			projectile.x = self.x;
			projectile.y = self.y + 40;
			game.addChild(projectile);
			enemyProjectiles.push(projectile);
			self.shootCooldown = Math.random() * 90 + 60; // Random cooldown between shots
		}
		if (self.shootCooldown > 0) {
			self.shootCooldown--;
		}
	};
	return self;
});
var Level2EnemyShip = Container.expand(function () {
	var self = Container.call(this);
	var shipGraphics = self.attachAsset('enemyShip', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	// Level 2 enemies are larger and have different color
	shipGraphics.scaleX = 1.5;
	shipGraphics.scaleY = 1.5;
	shipGraphics.tint = 0xFF6600; // Orange tint for level 2
	self.speed = 10; // Faster than regular enemies
	self.health = 5; // More health than regular enemies
	self.shootCooldown = Math.random() * 40 + 20; // Shoots more frequently
	self.zigzagTimer = 0;
	self.zigzagDirection = Math.random() > 0.5 ? 1 : -1;
	self.update = function () {
		self.y += self.speed;
		// Zigzag movement pattern
		self.zigzagTimer++;
		if (self.zigzagTimer % 30 === 0) {
			self.zigzagDirection *= -1;
		}
		self.x += self.zigzagDirection * 3;
		// Keep within screen bounds
		if (self.x < 100) {
			self.x = 100;
			self.zigzagDirection = 1;
		}
		if (self.x > 1948) {
			self.x = 1948;
			self.zigzagDirection = -1;
		}
		// Enhanced shooting - shoots 2 projectiles
		if (self.shootCooldown <= 0) {
			for (var i = 0; i < 2; i++) {
				var projectile = new EnemyProjectile();
				projectile.x = self.x + (i === 0 ? -20 : 20);
				projectile.y = self.y + 40;
				projectile.speed = 8; // Faster projectiles
				game.addChild(projectile);
				enemyProjectiles.push(projectile);
			}
			self.shootCooldown = Math.random() * 60 + 40;
		}
		if (self.shootCooldown > 0) {
			self.shootCooldown--;
		}
	};
	return self;
});
var OrangeAttack = Container.expand(function () {
	var self = Container.call(this);
	var attackGraphics = self.attachAsset('orangeAttack', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = 8;
	self.damage = 2;
	self.checkTimer = 0;
	self.update = function () {
		// Move towards player if direction is set, otherwise move straight down
		if (self.dirX !== undefined && self.dirY !== undefined) {
			self.x += self.dirX * self.speed;
			self.y += self.dirY * self.speed;
		} else {
			self.y += self.speed;
		}
		// Add pulsing orange effect
		var pulse = 1 + Math.sin(LK.ticks * 0.2) * 0.3;
		attackGraphics.scaleX = pulse;
		attackGraphics.scaleY = pulse;
	};
	return self;
});
var PlayerLaser = Container.expand(function () {
	var self = Container.call(this);
	var laserGraphics = self.attachAsset('playerLaser', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = -8;
	self.damage = 1;
	self.update = function () {
		self.y += self.speed;
	};
	return self;
});
var PlayerShip = Container.expand(function () {
	var self = Container.call(this);
	var shipGraphics = self.attachAsset('playerShip', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	var chargeIndicator = self.attachAsset('chargeIndicator', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	chargeIndicator.x = 0;
	chargeIndicator.y = -80;
	chargeIndicator.visible = false;
	self.health = 3;
	self.shootCooldown = 0;
	self.chargeAttackTime = 0;
	self.isCharging = false;
	self.update = function () {
		if (self.shootCooldown > 0) {
			self.shootCooldown--;
		}
		if (self.isCharging) {
			self.chargeAttackTime++;
			// Create pulsing animation while charging
			var pulseIntensity = Math.min(self.chargeAttackTime / 60, 1); // 0 to 1
			var pulseScale = 1 + Math.sin(LK.ticks * 0.3) * 0.15 * pulseIntensity;
			self.scaleX = pulseScale;
			self.scaleY = pulseScale;
			// Add color tint that gets stronger as charge builds
			var tintIntensity = Math.floor(pulseIntensity * 100);
			self.tint = 0xFFFFFF + (tintIntensity << 8); // Add green tint
			// When fully charged, show green square indicator
			if (self.chargeAttackTime >= 60) {
				var readyPulse = 1.2 + Math.sin(LK.ticks * 0.5) * 0.3;
				self.scaleX = readyPulse;
				self.scaleY = readyPulse;
				self.tint = 0x00FF00; // Bright green when ready
				chargeIndicator.visible = true;
			}
		} else {
			// Reset scale and tint when not charging
			self.scaleX = 1;
			self.scaleY = 1;
			self.tint = 0xFFFFFF;
			chargeIndicator.visible = false;
		}
	};
	self.shoot = function () {
		if (self.shootCooldown <= 0) {
			var laser;
			// Create charged laser if charge time is sufficient
			if (self.chargeAttackTime >= 60) {
				laser = new ChargedPlayerLaser();
				// Add spawn animation for charged laser
				laser.scaleX = 0.3;
				laser.scaleY = 0.3;
				tween(laser, {
					scaleX: 1,
					scaleY: 1
				}, {
					duration: 200,
					easing: tween.easeOut
				});
				// Add tint effect
				laser.tint = 0x00FF00;
				tween(laser, {
					tint: 0xFFFFFF
				}, {
					duration: 300
				});
			} else {
				laser = new PlayerLaser();
			}
			laser.x = self.x;
			laser.y = self.y - 60;
			game.addChild(laser);
			playerLasers.push(laser);
			self.shootCooldown = 10;
			LK.getSound('shoot').play();
		}
	};
	self.takeDamage = function () {
		self.health--;
		LK.getSound('playerHit').play();
		LK.effects.flashObject(self, 0xff0000, 500);
		if (self.health <= 0) {
			LK.showGameOver();
		}
	};
	return self;
});
/**** 
* Initialize Game
****/ 
var game = new LK.Game({
	backgroundColor: 0x000011
});
/**** 
* Game Code
****/ 
var player = new PlayerShip();
player.x = 2048 / 2;
player.y = 2732 - 200;
game.addChild(player);
var enemies = [];
var playerLasers = [];
var enemyProjectiles = [];
var spawnTimer = 0;
var gameSpeed = 1;
var playerShootCooldown = 0;
var isFireButtonPressed = false;
var bossActive = false;
var boss = null;
var bossProjectiles = [];
var bossLasers = [];
var bossWideLasers = [];
var orangeAttacks = [];
var cyanAttacks = [];
var playerLastX = 0;
var playerLastY = 0;
var playerIsMoving = false;
var gameLevel = 1;
var levelResetFlag = false;
var scoreTxt = new Text2('Score: 0', {
	size: 80,
	fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
var healthTxt = new Text2('Health: 3', {
	size: 60,
	fill: 0xFF4444
});
healthTxt.anchor.set(0, 0);
healthTxt.x = 150;
healthTxt.y = 50;
LK.gui.topLeft.addChild(healthTxt);
var fireButton = new Text2('FIRE', {
	size: 120,
	fill: 0x00FF00
});
fireButton.anchor.set(1, 0);
LK.gui.topRight.addChild(fireButton);
var levelTxt = new Text2('Level: 1', {
	size: 60,
	fill: 0xFFFF00
});
levelTxt.anchor.set(0.5, 0);
levelTxt.x = 0;
levelTxt.y = 150;
LK.gui.top.addChild(levelTxt);
var dragNode = null;
fireButton.down = function (x, y, obj) {
	isFireButtonPressed = true;
	player.isCharging = true;
	player.chargeAttackTime = 0;
	if (playerShootCooldown <= 0) {
		player.shoot();
		playerShootCooldown = 20;
	}
};
fireButton.up = function (x, y, obj) {
	isFireButtonPressed = false;
	// Shoot charged laser if player was charging
	if (player.isCharging && player.chargeAttackTime >= 60) {
		if (playerShootCooldown <= 0) {
			player.shoot();
			playerShootCooldown = 20;
		}
	}
	player.isCharging = false;
	player.chargeAttackTime = 0;
};
game.down = function (x, y, obj) {
	dragNode = player;
	player.isCharging = true;
	player.chargeAttackTime = 0;
	if (playerShootCooldown <= 0) {
		player.shoot();
		playerShootCooldown = 20;
	}
};
game.move = function (x, y, obj) {
	if (dragNode) {
		dragNode.x = Math.max(100, Math.min(1948, x));
	}
};
game.up = function (x, y, obj) {
	dragNode = null;
	// Shoot charged laser if player was charging
	if (player.isCharging && player.chargeAttackTime >= 60) {
		if (playerShootCooldown <= 0) {
			player.shoot();
			playerShootCooldown = 20;
		}
	}
	player.isCharging = false;
	player.chargeAttackTime = 0;
};
game.update = function () {
	// Update cooldown
	if (playerShootCooldown > 0) {
		playerShootCooldown--;
	}
	// Track player movement
	var currentPlayerMoving = Math.abs(player.x - playerLastX) > 1 || Math.abs(player.y - playerLastY) > 1;
	playerIsMoving = currentPlayerMoving;
	playerLastX = player.x;
	playerLastY = player.y;
	// Update UI
	scoreTxt.setText('Score: ' + LK.getScore());
	healthTxt.setText('Health: ' + player.health);
	levelTxt.setText('Level: ' + gameLevel);
	// Show level indicator when level changes
	if (levelResetFlag) {
		LK.effects.flashScreen(0x00FF00, 800); // Green flash for level up
		levelResetFlag = false;
	}
	// Boss spawn when player reaches score threshold based on level
	var bossSpawnThreshold = 100 * gameLevel;
	if (LK.getScore() >= bossSpawnThreshold && !bossActive) {
		boss = new BossShip();
		boss.x = 2048 / 2;
		boss.y = 200;
		// Scale boss health with level
		boss.health = 10 + (gameLevel - 1) * 5;
		boss.maxHealth = boss.health;
		game.addChild(boss);
		bossActive = true;
	}
	// Spawn regular enemies (only when boss is not active)
	if (!bossActive) {
		spawnTimer++;
		var spawnRate = Math.max(120 - Math.floor(LK.getScore() / 10) * 10, 60);
		if (spawnTimer >= spawnRate) {
			var enemy;
			// Spawn level 2 enemies if we're on level 2 or higher
			if (gameLevel >= 2) {
				// Mix of regular and level 2 enemies, with more level 2 enemies on higher levels
				if (Math.random() < 0.7) {
					enemy = new Level2EnemyShip();
				} else {
					enemy = new EnemyShip();
				}
			} else {
				enemy = new EnemyShip();
			}
			enemy.x = Math.random() * 1848 + 100;
			enemy.y = -50;
			if (enemy.speed === undefined) {
				enemy.speed = 6 + Math.floor(LK.getScore() / 15) * 1.5;
			}
			enemies.push(enemy);
			game.addChild(enemy);
			spawnTimer = 0;
		}
	}
	// Update and check player lasers
	for (var i = playerLasers.length - 1; i >= 0; i--) {
		var laser = playerLasers[i];
		if (laser.lastY === undefined) laser.lastY = laser.y;
		// Remove lasers that go off screen
		if (laser.lastY >= -50 && laser.y < -50) {
			laser.destroy();
			playerLasers.splice(i, 1);
			continue;
		}
		// Check collision with enemies
		var hitEnemy = false;
		for (var j = enemies.length - 1; j >= 0; j--) {
			var enemy = enemies[j];
			if (laser.intersects(enemy)) {
				enemy.health -= laser.damage;
				laser.destroy();
				playerLasers.splice(i, 1);
				hitEnemy = true;
				if (enemy.health <= 0) {
					LK.setScore(LK.getScore() + 10);
					LK.getSound('enemyDestroy').play();
					enemy.destroy();
					enemies.splice(j, 1);
				}
				break;
			}
		}
		// Check collision with boss
		if (bossActive && boss && laser.intersects(boss)) {
			var isChargedAttack = laser.damage > 1;
			boss.takeDamage(laser.damage, isChargedAttack);
			laser.destroy();
			playerLasers.splice(i, 1);
			hitEnemy = true;
		}
		if (!hitEnemy) {
			laser.lastY = laser.y;
		}
	}
	// Update and check enemies
	for (var i = enemies.length - 1; i >= 0; i--) {
		var enemy = enemies[i];
		if (enemy.lastY === undefined) enemy.lastY = enemy.y;
		// Remove enemies that reach bottom
		if (enemy.lastY <= 2732 && enemy.y > 2732) {
			enemy.destroy();
			enemies.splice(i, 1);
			continue;
		}
		// Check collision with player
		if (enemy.intersects(player)) {
			enemy.destroy();
			enemies.splice(i, 1);
			player.takeDamage();
			continue;
		}
		enemy.lastY = enemy.y;
	}
	// Check boss collision with player
	if (bossActive && boss && boss.intersects(player)) {
		player.takeDamage();
		player.takeDamage(); // Boss does double damage
	}
	// Update and check enemy projectiles
	for (var i = enemyProjectiles.length - 1; i >= 0; i--) {
		var projectile = enemyProjectiles[i];
		if (projectile.lastY === undefined) projectile.lastY = projectile.y;
		// Remove projectiles that go off screen
		if (projectile.lastY <= 2732 && projectile.y > 2732) {
			projectile.destroy();
			enemyProjectiles.splice(i, 1);
			continue;
		}
		// Check collision with player
		if (projectile.intersects(player)) {
			projectile.destroy();
			enemyProjectiles.splice(i, 1);
			// Enemy projectiles no longer cause damage - just destroy on contact
			// Enhanced damage for boss projectiles
			if (projectile.damage && projectile.damage > 1) {
				// player.takeDamage();
				// player.takeDamage();
			} else {
				// player.takeDamage();
			}
			continue;
		}
		projectile.lastY = projectile.y;
	}
	// Update and check boss projectiles
	for (var i = bossProjectiles.length - 1; i >= 0; i--) {
		var projectile = bossProjectiles[i];
		// Remove projectiles if boss is dead or projectiles go too far
		var shouldRemove = false;
		if (!boss) {
			shouldRemove = true;
		} else {
			var distanceFromBoss = Math.sqrt(Math.pow(projectile.x - boss.x, 2) + Math.pow(projectile.y - boss.y, 2));
			shouldRemove = distanceFromBoss > 800;
		}
		if (shouldRemove || projectile.y > 2732 || projectile.y < -100 || projectile.x < -100 || projectile.x > 2148) {
			projectile.destroy();
			bossProjectiles.splice(i, 1);
			continue;
		}
		// Check collision with player
		if (projectile.intersects(player)) {
			projectile.destroy();
			bossProjectiles.splice(i, 1);
			// Giant projectiles do massive damage
			player.takeDamage();
			player.takeDamage();
			player.takeDamage();
			continue;
		}
	}
	// Update and check boss lasers
	for (var i = bossLasers.length - 1; i >= 0; i--) {
		var laser = bossLasers[i];
		if (laser.lastY === undefined) laser.lastY = laser.y;
		// Remove lasers that go off screen
		if (laser.lastY <= 2732 && laser.y > 2732) {
			laser.destroy();
			bossLasers.splice(i, 1);
			continue;
		}
		// Check collision with player
		if (laser.intersects(player)) {
			laser.destroy();
			bossLasers.splice(i, 1);
			player.takeDamage();
			player.takeDamage(); // Boss lasers do double damage
			continue;
		}
		laser.lastY = laser.y;
	}
	// Update and check boss wide lasers
	for (var i = bossWideLasers.length - 1; i >= 0; i--) {
		var laser = bossWideLasers[i];
		if (laser.lastY === undefined) laser.lastY = laser.y;
		// Remove lasers that go off screen
		if (laser.lastY <= 2732 && laser.y > 2732) {
			laser.destroy();
			bossWideLasers.splice(i, 1);
			continue;
		}
		// Check collision with player
		if (laser.intersects(player)) {
			laser.destroy();
			bossWideLasers.splice(i, 1);
			// Wide lasers do massive damage
			player.takeDamage();
			player.takeDamage();
			player.takeDamage();
			continue;
		}
		laser.lastY = laser.y;
	}
	// Update and check orange attacks
	for (var i = orangeAttacks.length - 1; i >= 0; i--) {
		var attack = orangeAttacks[i];
		if (attack.lastY === undefined) attack.lastY = attack.y;
		// Remove attacks that go off screen
		if (attack.lastY <= 2732 && attack.y > 2732) {
			attack.destroy();
			orangeAttacks.splice(i, 1);
			continue;
		}
		// Check collision with player - damage only when player is NOT moving
		if (attack.intersects(player)) {
			attack.destroy();
			orangeAttacks.splice(i, 1);
			// Orange attacks damage player when NOT moving
			if (!playerIsMoving) {
				player.takeDamage();
			}
			continue;
		}
		attack.lastY = attack.y;
	}
	// Update and check cyan attacks
	for (var i = cyanAttacks.length - 1; i >= 0; i--) {
		var attack = cyanAttacks[i];
		if (attack.lastY === undefined) attack.lastY = attack.y;
		// Remove attacks that go off screen
		if (attack.lastY <= 2732 && attack.y > 2732) {
			attack.destroy();
			cyanAttacks.splice(i, 1);
			continue;
		}
		// Check collision with player - damage only when player IS moving
		if (attack.intersects(player)) {
			attack.destroy();
			cyanAttacks.splice(i, 1);
			// Cyan attacks damage player when moving
			if (playerIsMoving) {
				player.takeDamage();
			}
			continue;
		}
		attack.lastY = attack.y;
	}
};
 Una nave de Star wars mirada desde arriba. In-Game asset. 2d. High contrast. No shadows
 Ataque verde de Star wars mirada desde arriba llendo para adelante. In-Game asset. 2d. High contrast. No shadows
 Meteorito llendo hacia abajo con el fuego arriba. In-Game asset. 2d. High contrast. No shadows
 Explosión verde. In-Game asset. 2d. High contrast. No shadows
 Star wars la estrella de la muerte. In-Game asset. 2d. High contrast. No shadows