/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.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);
// Tap-to-start overlay
var tapToStartTxt = new Text2('Tap to Start', {
size: 180,
fill: 0xffffff,
font: "'GillSans-Bold',Impact,'Arial Black',Tahoma"
});
tapToStartTxt.anchor.set(0.5, 0.5);
tapToStartTxt.x = 2048 / 2;
tapToStartTxt.y = 2732 / 2;
LK.gui.center.addChild(tapToStartTxt);
var gameStarted = false;
var savedUpdate = null;
// Pause game logic until tap
savedUpdate = game.update;
game.update = function () {
if (!gameStarted) return;
savedUpdate();
};
// Pause music until start
var musicStarted = false;
// Block all input except tap to start
var origMove = game.move;
var origDown = game.down;
var origUp = game.up;
game.move = function () {
if (gameStarted && origMove) origMove.apply(this, arguments);
};
game.down = function (x, y, obj) {
if (!gameStarted) {
gameStarted = true;
LK.gui.center.removeChild(tapToStartTxt);
if (!musicStarted) {
LK.playMusic('galacticMusic');
musicStarted = true;
}
// Restore input handlers
if (origDown) origDown.apply(this, arguments);
return;
}
if (origDown) origDown.apply(this, arguments);
};
game.up = function () {
if (gameStarted && origUp) origUp.apply(this, arguments);
};
// Score display
var scoreTxt = new Text2('0', {
size: 120,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Highscore display
var highscore = storage.highscore || 0;
var highscoreTxt = new Text2("HI " + highscore, {
size: 80,
fill: 0xFFD700
});
highscoreTxt.anchor.set(1, 0);
LK.gui.topRight.addChild(highscoreTxt);
// Powerup countdown display (lower right)
var powerupCountdownTxt = new Text2('', {
size: 80,
fill: 0x00ff99
});
powerupCountdownTxt.anchor.set(1, 1); // bottom right
LK.gui.bottomRight.addChild(powerupCountdownTxt);
// Lives display (top left, but offset to avoid menu)
var livesTxt = new Text2('♥♥♥', {
size: 100,
fill: 0xff4444
});
livesTxt.anchor.set(0, 0);
livesTxt.x = 110; // leave 100px for menu
livesTxt.y = 0;
LK.gui.top.addChild(livesTxt);
// 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.lives = 3;
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 (auto-fire, no mouse button needed)
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();
// Update lives display
var livesStr = '';
for (var i = 0; i < player.lives; i++) livesStr += '♥';
livesTxt.setText(livesStr);
// Update powerup countdown text
if (player.poweredUp && player.powerupTimer > 0) {
// Show seconds left, rounded up
var seconds = Math.ceil(player.powerupTimer / 60);
powerupCountdownTxt.setText(seconds + "s");
} else {
powerupCountdownTxt.setText('');
}
// 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);
// Add explosion sprite at enemy position
var explosion = LK.getAsset('explosion', {
anchorX: 0.5,
anchorY: 0.5,
x: e.x,
y: e.y
});
game.addChild(explosion);
// Animate explosion fade out and destroy after 400ms
tween(explosion, {
alpha: 0
}, {
duration: 400,
onFinish: function onFinish() {
explosion.destroy();
}
});
LK.getSound('explosion').play();
LK.setScore(LK.getScore() + 10);
scoreTxt.setText(LK.getScore());
// Highscore logic
if (LK.getScore() > highscore) {
highscore = LK.getScore();
storage.highscore = highscore;
highscoreTxt.setText("HI " + highscore);
}
e.destroy();
enemies.splice(j, 1);
}
b.destroy();
playerBullets.splice(i, 1);
break;
}
}
}
// Update enemies
var playerWasHitThisFrame = false; // Track if player was hit this frame
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 player reaches 200 points
if (!enemyShootingEnabled && LK.getScore() >= 200) {
enemyShootingEnabled = true;
}
// Gradually increase fire rate after enemy shooting is enabled
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)
// Use ticks since enabling shooting to ramp up fire rate
if (typeof enemyShootingStartTick === "undefined") {
enemyShootingStartTick = LK.ticks;
}
var elapsed = LK.ticks - enemyShootingStartTick;
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 (!e.lastHitPlayer) {
if (!lastPlayerHit && !playerWasHitThisFrame) {
LK.effects.flashScreen(0xff0000, 800);
LK.getSound('explosion').play();
player.lives--;
playerWasHitThisFrame = true;
if (player.lives <= 0) {
player.lives = 0;
livesTxt.setText('');
LK.showGameOver();
} else {
// Reset player position and give brief invulnerability
player.x = 2048 / 2;
player.y = 2732 - 220;
}
lastPlayerHit = true;
}
e.lastHitPlayer = true;
}
} else {
e.lastHitPlayer = false;
}
}
// 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 (!eb.lastHitPlayer) {
if (!lastPlayerHit && !playerWasHitThisFrame) {
LK.effects.flashScreen(0xff0000, 800);
LK.getSound('explosion').play();
player.lives--;
playerWasHitThisFrame = true;
if (player.lives <= 0) {
player.lives = 0;
livesTxt.setText('');
LK.showGameOver();
} else {
// Reset player position and give brief invulnerability
player.x = 2048 / 2;
player.y = 2732 - 220;
}
lastPlayerHit = true;
}
eb.lastHitPlayer = true;
}
} else {
eb.lastHitPlayer = false;
}
}
// 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(600); // 10 seconds at 60fps
LK.getSound('powerup').play();
p.destroy();
powerups.splice(i, 1);
}
}
// Enemy spawn logic
spawnTimer--;
if (spawnTimer <= 0) {
spawnEnemy();
// After 600 points, spawn an extra enemy each spawn cycle
if (LK.getScore() >= 600) {
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;
// Reset player lives
if (player) player.lives = 3;
// Update lives display
var livesStr = '';
for (var i = 0; i < 3; i++) livesStr += '♥';
livesTxt.setText(livesStr);
// Music will be handled by LK
// Update highscore display in case storage was externally changed
highscore = storage.highscore || 0;
highscoreTxt.setText("HI " + highscore);
});
// 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;
// Reset player lives
if (player) player.lives = 3;
// Update lives display
var livesStr = '';
for (var i = 0; i < 3; i++) livesStr += '♥';
livesTxt.setText(livesStr);
// Update highscore display in case storage was externally changed
highscore = storage.highscore || 0;
highscoreTxt.setText("HI " + highscore);
}); /****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.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);
// Tap-to-start overlay
var tapToStartTxt = new Text2('Tap to Start', {
size: 180,
fill: 0xffffff,
font: "'GillSans-Bold',Impact,'Arial Black',Tahoma"
});
tapToStartTxt.anchor.set(0.5, 0.5);
tapToStartTxt.x = 2048 / 2;
tapToStartTxt.y = 2732 / 2;
LK.gui.center.addChild(tapToStartTxt);
var gameStarted = false;
var savedUpdate = null;
// Pause game logic until tap
savedUpdate = game.update;
game.update = function () {
if (!gameStarted) return;
savedUpdate();
};
// Pause music until start
var musicStarted = false;
// Block all input except tap to start
var origMove = game.move;
var origDown = game.down;
var origUp = game.up;
game.move = function () {
if (gameStarted && origMove) origMove.apply(this, arguments);
};
game.down = function (x, y, obj) {
if (!gameStarted) {
gameStarted = true;
LK.gui.center.removeChild(tapToStartTxt);
if (!musicStarted) {
LK.playMusic('galacticMusic');
musicStarted = true;
}
// Restore input handlers
if (origDown) origDown.apply(this, arguments);
return;
}
if (origDown) origDown.apply(this, arguments);
};
game.up = function () {
if (gameStarted && origUp) origUp.apply(this, arguments);
};
// Score display
var scoreTxt = new Text2('0', {
size: 120,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Highscore display
var highscore = storage.highscore || 0;
var highscoreTxt = new Text2("HI " + highscore, {
size: 80,
fill: 0xFFD700
});
highscoreTxt.anchor.set(1, 0);
LK.gui.topRight.addChild(highscoreTxt);
// Powerup countdown display (lower right)
var powerupCountdownTxt = new Text2('', {
size: 80,
fill: 0x00ff99
});
powerupCountdownTxt.anchor.set(1, 1); // bottom right
LK.gui.bottomRight.addChild(powerupCountdownTxt);
// Lives display (top left, but offset to avoid menu)
var livesTxt = new Text2('♥♥♥', {
size: 100,
fill: 0xff4444
});
livesTxt.anchor.set(0, 0);
livesTxt.x = 110; // leave 100px for menu
livesTxt.y = 0;
LK.gui.top.addChild(livesTxt);
// 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.lives = 3;
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 (auto-fire, no mouse button needed)
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();
// Update lives display
var livesStr = '';
for (var i = 0; i < player.lives; i++) livesStr += '♥';
livesTxt.setText(livesStr);
// Update powerup countdown text
if (player.poweredUp && player.powerupTimer > 0) {
// Show seconds left, rounded up
var seconds = Math.ceil(player.powerupTimer / 60);
powerupCountdownTxt.setText(seconds + "s");
} else {
powerupCountdownTxt.setText('');
}
// 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);
// Add explosion sprite at enemy position
var explosion = LK.getAsset('explosion', {
anchorX: 0.5,
anchorY: 0.5,
x: e.x,
y: e.y
});
game.addChild(explosion);
// Animate explosion fade out and destroy after 400ms
tween(explosion, {
alpha: 0
}, {
duration: 400,
onFinish: function onFinish() {
explosion.destroy();
}
});
LK.getSound('explosion').play();
LK.setScore(LK.getScore() + 10);
scoreTxt.setText(LK.getScore());
// Highscore logic
if (LK.getScore() > highscore) {
highscore = LK.getScore();
storage.highscore = highscore;
highscoreTxt.setText("HI " + highscore);
}
e.destroy();
enemies.splice(j, 1);
}
b.destroy();
playerBullets.splice(i, 1);
break;
}
}
}
// Update enemies
var playerWasHitThisFrame = false; // Track if player was hit this frame
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 player reaches 200 points
if (!enemyShootingEnabled && LK.getScore() >= 200) {
enemyShootingEnabled = true;
}
// Gradually increase fire rate after enemy shooting is enabled
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)
// Use ticks since enabling shooting to ramp up fire rate
if (typeof enemyShootingStartTick === "undefined") {
enemyShootingStartTick = LK.ticks;
}
var elapsed = LK.ticks - enemyShootingStartTick;
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 (!e.lastHitPlayer) {
if (!lastPlayerHit && !playerWasHitThisFrame) {
LK.effects.flashScreen(0xff0000, 800);
LK.getSound('explosion').play();
player.lives--;
playerWasHitThisFrame = true;
if (player.lives <= 0) {
player.lives = 0;
livesTxt.setText('');
LK.showGameOver();
} else {
// Reset player position and give brief invulnerability
player.x = 2048 / 2;
player.y = 2732 - 220;
}
lastPlayerHit = true;
}
e.lastHitPlayer = true;
}
} else {
e.lastHitPlayer = false;
}
}
// 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 (!eb.lastHitPlayer) {
if (!lastPlayerHit && !playerWasHitThisFrame) {
LK.effects.flashScreen(0xff0000, 800);
LK.getSound('explosion').play();
player.lives--;
playerWasHitThisFrame = true;
if (player.lives <= 0) {
player.lives = 0;
livesTxt.setText('');
LK.showGameOver();
} else {
// Reset player position and give brief invulnerability
player.x = 2048 / 2;
player.y = 2732 - 220;
}
lastPlayerHit = true;
}
eb.lastHitPlayer = true;
}
} else {
eb.lastHitPlayer = false;
}
}
// 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(600); // 10 seconds at 60fps
LK.getSound('powerup').play();
p.destroy();
powerups.splice(i, 1);
}
}
// Enemy spawn logic
spawnTimer--;
if (spawnTimer <= 0) {
spawnEnemy();
// After 600 points, spawn an extra enemy each spawn cycle
if (LK.getScore() >= 600) {
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;
// Reset player lives
if (player) player.lives = 3;
// Update lives display
var livesStr = '';
for (var i = 0; i < 3; i++) livesStr += '♥';
livesTxt.setText(livesStr);
// Music will be handled by LK
// Update highscore display in case storage was externally changed
highscore = storage.highscore || 0;
highscoreTxt.setText("HI " + highscore);
});
// 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;
// Reset player lives
if (player) player.lives = 3;
// Update lives display
var livesStr = '';
for (var i = 0; i < 3; i++) livesStr += '♥';
livesTxt.setText(livesStr);
// Update highscore display in case storage was externally changed
highscore = storage.highscore || 0;
highscoreTxt.setText("HI " + highscore);
});
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