User prompt
enemies start shooting after 500 points
User prompt
show powerup countdown on lower right
User prompt
powerup lasts 10 seconds
User prompt
add background
User prompt
my firerate is reduced little bit
User prompt
enemies at begining dont shoot.start shooting slowly after one minute and firerate increases
Code edit (1 edits merged)
Please save this source code
User prompt
Galactic Defender
Initial prompt
a space shooter game
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Enemy Bullet
var EnemyBullet = Container.expand(function () {
var self = Container.call(this);
var bullet = self.attachAsset('enemyBullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 18;
self.update = function () {
self.y += self.speed;
};
return self;
});
// Enemy Ship
var EnemyShip = Container.expand(function () {
var self = Container.call(this);
var ship = self.attachAsset('enemyShip', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = ship.width;
self.height = ship.height;
self.speed = 4 + Math.random() * 2;
self.shootCooldown = 60 + Math.floor(Math.random() * 60);
self.shootTimer = Math.floor(Math.random() * self.shootCooldown);
self.hp = 1;
self.update = function () {
self.y += self.speed;
if (self.shootTimer > 0) {
self.shootTimer--;
}
};
return self;
});
// Player Bullet
var PlayerBullet = Container.expand(function () {
var self = Container.call(this);
var bullet = self.attachAsset('playerBullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -32;
self.update = function () {
self.y += self.speed;
};
return self;
});
// Player Ship
var PlayerShip = Container.expand(function () {
var self = Container.call(this);
var ship = self.attachAsset('playerShip', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = ship.width;
self.height = ship.height;
self.canShoot = true;
self.shootCooldown = 24; // frames between shots (reduced fire rate)
self.shootTimer = 0;
self.lives = 1; // For MVP, 1 hit = game over
self.poweredUp = false;
self.powerupTimer = 0;
// Power-up effect
self.setPowerup = function (duration) {
self.poweredUp = true;
self.powerupTimer = duration;
ship.tint = 0x00ff99;
};
self.clearPowerup = function () {
self.poweredUp = false;
self.powerupTimer = 0;
ship.tint = 0xffffff;
};
self.update = function () {
if (self.shootTimer > 0) self.shootTimer--;
if (self.poweredUp) {
self.powerupTimer--;
if (self.powerupTimer <= 0) {
self.clearPowerup();
}
}
};
return self;
});
// Powerup
var Powerup = Container.expand(function () {
var self = Container.call(this);
var p = self.attachAsset('powerup', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 8;
self.update = function () {
self.y += self.speed;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000010
});
/****
* Game Code
****/
// Add starfield background image
var background = LK.getAsset('starfield', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2,
scaleX: 2048 / 1024,
// assuming starfield asset is 1024x1366, scale to fit
scaleY: 2732 / 1366
});
game.addChild(background);
// Play background music
LK.playMusic('galacticMusic');
// Score display
var scoreTxt = new Text2('0', {
size: 120,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Game variables
var player;
var playerBullets = [];
var enemies = [];
var enemyBullets = [];
var powerups = [];
var dragNode = null;
var lastPlayerHit = false;
var spawnTimer = 0;
var powerupSpawnTimer = 0;
// Enemy shooting control
var enemyShootingEnabled = false;
var enemyShootInterval = 120; // initial interval (frames between shots, high so they don't shoot at first)
var lastEnemyShootInterval = 120;
// Helper: Clamp value
function clamp(val, min, max) {
return Math.max(min, Math.min(max, val));
}
// Initialize player
player = new PlayerShip();
player.x = 2048 / 2;
player.y = 2732 - 220;
game.addChild(player);
// Move handler (drag player ship)
function handleMove(x, y, obj) {
if (dragNode === player) {
// Clamp player within screen bounds
var halfW = player.width / 2;
var halfH = player.height / 2;
player.x = clamp(x, halfW, 2048 - halfW);
player.y = clamp(y, 2048, 2732 - halfH); // Only allow movement in lower 700px
}
}
game.move = handleMove;
game.down = function (x, y, obj) {
// Only start drag if touch is on player
var local = player.toLocal(game.toGlobal({
x: x,
y: y
}));
if (local.x >= -player.width / 2 && local.x <= player.width / 2 && local.y >= -player.height / 2 && local.y <= player.height / 2) {
dragNode = player;
handleMove(x, y, obj);
}
};
game.up = function (x, y, obj) {
dragNode = null;
};
// Fire player bullet
function firePlayerBullet() {
if (player.shootTimer === 0) {
var bullet = new PlayerBullet();
bullet.x = player.x;
bullet.y = player.y - player.height / 2 - 10;
playerBullets.push(bullet);
game.addChild(bullet);
LK.getSound('shoot').play();
player.shootTimer = player.poweredUp ? 6 : player.shootCooldown;
// Power-up: triple shot
if (player.poweredUp) {
for (var i = -1; i <= 1; i += 2) {
var b = new PlayerBullet();
b.x = player.x + i * 50;
b.y = player.y - player.height / 2 - 10;
b.rotation = i * 0.18;
b.update = function (angle) {
return function () {
this.y += this.speed * Math.cos(angle);
this.x += this.speed * Math.sin(angle);
};
}(i * 0.18);
playerBullets.push(b);
game.addChild(b);
}
}
}
}
// Spawn enemy
function spawnEnemy() {
var enemy = new EnemyShip();
enemy.x = 180 + Math.random() * (2048 - 360);
enemy.y = -enemy.height / 2 - 10;
// Set initial shootCooldown based on current global interval
enemy.shootCooldown = enemyShootingEnabled ? enemyShootInterval + Math.floor(Math.random() * 30) : 120 + Math.floor(Math.random() * 60);
enemy.shootTimer = Math.floor(Math.random() * enemy.shootCooldown);
enemies.push(enemy);
game.addChild(enemy);
}
// Spawn powerup
function spawnPowerup() {
var p = new Powerup();
p.x = 180 + Math.random() * (2048 - 360);
p.y = -p.height / 2 - 10;
powerups.push(p);
game.addChild(p);
}
// Main update loop
game.update = function () {
// Player update
player.update();
// Player auto-fire
if (LK.ticks % 2 === 0) {
firePlayerBullet();
}
// 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);
continue;
}
// Check collision with enemies
for (var j = enemies.length - 1; j >= 0; j--) {
var e = enemies[j];
if (b.intersects(e)) {
e.hp--;
if (e.hp <= 0) {
// Explosion effect
LK.effects.flashObject(e, 0xffffff, 200);
LK.getSound('explosion').play();
LK.setScore(LK.getScore() + 10);
scoreTxt.setText(LK.getScore());
e.destroy();
enemies.splice(j, 1);
}
b.destroy();
playerBullets.splice(i, 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 + e.height) {
e.destroy();
enemies.splice(i, 1);
continue;
}
// Enemy shooting logic
// Enable enemy shooting after 1 minute (3600 ticks at 60fps)
if (!enemyShootingEnabled && LK.ticks >= 3600) {
enemyShootingEnabled = true;
}
// Gradually increase fire rate after 1 minute
if (enemyShootingEnabled) {
// Decrease interval every 10 seconds, down to a minimum
var minInterval = 24; // fastest fire rate (lower = faster)
var maxInterval = 120; // slowest fire rate (at start)
// After 1 minute, every 10 seconds, decrease interval by 8 frames
var elapsed = LK.ticks - 3600;
var interval = Math.max(minInterval, maxInterval - Math.floor(elapsed / 600) * 8);
enemyShootInterval = interval;
// If interval changed, update all enemies' shootCooldown
if (enemyShootInterval !== lastEnemyShootInterval) {
for (var j = 0; j < enemies.length; j++) {
enemies[j].shootCooldown = enemyShootInterval + Math.floor(Math.random() * 30);
}
lastEnemyShootInterval = enemyShootInterval;
}
}
// Enemy shooting
if (enemyShootingEnabled && e.shootTimer === 0) {
var eb = new EnemyBullet();
eb.x = e.x;
eb.y = e.y + e.height / 2 + 10;
enemyBullets.push(eb);
game.addChild(eb);
LK.getSound('enemyShoot').play();
e.shootTimer = e.shootCooldown;
}
// Check collision with player
if (e.intersects(player)) {
if (!lastPlayerHit) {
LK.effects.flashScreen(0xff0000, 800);
LK.getSound('explosion').play();
LK.showGameOver();
lastPlayerHit = true;
}
}
}
// Update enemy bullets
for (var i = enemyBullets.length - 1; i >= 0; i--) {
var eb = enemyBullets[i];
eb.update();
if (eb.y > 2732 + 60) {
eb.destroy();
enemyBullets.splice(i, 1);
continue;
}
// Check collision with player
if (eb.intersects(player)) {
if (!lastPlayerHit) {
LK.effects.flashScreen(0xff0000, 800);
LK.getSound('explosion').play();
LK.showGameOver();
lastPlayerHit = true;
}
}
}
// Update powerups
for (var i = powerups.length - 1; i >= 0; i--) {
var p = powerups[i];
p.update();
if (p.y > 2732 + 60) {
p.destroy();
powerups.splice(i, 1);
continue;
}
// Check collision with player
if (p.intersects(player)) {
player.setPowerup(360); // 6 seconds at 60fps
LK.getSound('powerup').play();
p.destroy();
powerups.splice(i, 1);
}
}
// Enemy spawn logic
spawnTimer--;
if (spawnTimer <= 0) {
spawnEnemy();
spawnTimer = 36 + Math.floor(Math.random() * 24); // spawn every 1s approx
}
// Powerup spawn logic
powerupSpawnTimer--;
if (powerupSpawnTimer <= 0) {
if (Math.random() < 0.18) {
spawnPowerup();
}
powerupSpawnTimer = 360 + Math.floor(Math.random() * 240); // every 6-10s
}
// Reset lastPlayerHit if player is alive
if (!player.destroyed) {
lastPlayerHit = false;
}
};
// Reset game state on game over
LK.on('gameover', function () {
// Clean up all objects
for (var i = 0; i < playerBullets.length; i++) playerBullets[i].destroy();
for (var i = 0; i < enemies.length; i++) enemies[i].destroy();
for (var i = 0; i < enemyBullets.length; i++) enemyBullets[i].destroy();
for (var i = 0; i < powerups.length; i++) powerups[i].destroy();
playerBullets = [];
enemies = [];
enemyBullets = [];
powerups = [];
lastPlayerHit = false;
// Music will be handled by LK
});
// Reset game state on win (not used in MVP, but for future)
LK.on('youwin', function () {
for (var i = 0; i < playerBullets.length; i++) playerBullets[i].destroy();
for (var i = 0; i < enemies.length; i++) enemies[i].destroy();
for (var i = 0; i < enemyBullets.length; i++) enemyBullets[i].destroy();
for (var i = 0; i < powerups.length; i++) powerups[i].destroy();
playerBullets = [];
enemies = [];
enemyBullets = [];
powerups = [];
lastPlayerHit = false;
}); ===================================================================
--- original.js
+++ change.js
@@ -113,16 +113,19 @@
/****
* Game Code
****/
-// Music
-// Sounds
-// Explosion effect (for flash)
-// Power-up
-// Enemy bullet
-// Enemy ship
-// Player bullet
-// Spaceship (player)
+// Add starfield background image
+var background = LK.getAsset('starfield', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: 2048 / 2,
+ y: 2732 / 2,
+ scaleX: 2048 / 1024,
+ // assuming starfield asset is 1024x1366, scale to fit
+ scaleY: 2732 / 1366
+});
+game.addChild(background);
// Play background music
LK.playMusic('galacticMusic');
// Score display
var scoreTxt = new Text2('0', {
spaceship seen from above. In-Game asset. 2d. High contrast. No shadows
spaceship seen from up going down. In-Game asset. 2d. High contrast. No shadows
color blue
red laser beam. In-Game asset. 2d. High contrast. No shadows
color green
explosion. In-Game asset. 2d. High contrast. No shadows
starfield banner
make box yellow