User prompt
Double the player's health.
User prompt
When you kill an enemy it gives you 10 coins ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Delete the attack button. When you move, it makes you attack.
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'if (player.isMoving && x < 2048 / 2) {' Line Number: 1031
User prompt
Show a health bar on the top of your screen and add waves. After you defeat 5 waves, you win the game.
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'shootButton.up();' Line Number: 994
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'player.targetX = x;' Line Number: 958
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'shootButton.down(x, y);' Line Number: 964
User prompt
Please fix the bug: 'TypeError: undefined is not an object (evaluating 'player.update')' in or related to this line: 'player.update();' Line Number: 1002
User prompt
Make a home screen with a start button and a shop. Each time you kill an enemy, it gives you 2 points. ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Use your finger to move the player and delete the joystick.
User prompt
Make the joystick move the player.
Code edit (1 edits merged)
Please save this source code
User prompt
Space Defender
Initial prompt
Add a joystick and a shoot button, player and a gun.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var Asteroid = Container.expand(function () { var self = Container.call(this); var size = 60 + Math.floor(Math.random() * 60); var asteroidGraphics = self.attachAsset('asteroid', { anchorX: 0.5, anchorY: 0.5, scaleX: size / 60, scaleY: size / 60 }); self.health = 20 + Math.floor(size / 10); self.speed = 1 + Math.random() * 3; self.rotationSpeed = (Math.random() - 0.5) * 0.05; self.points = 50; self.update = function () { self.y += self.speed; asteroidGraphics.rotation += self.rotationSpeed; // Check if asteroid is off-screen if (self.y > 2832) { return true; // Mark for removal } return false; }; self.damage = function (amount) { self.health -= amount; LK.effects.flashObject(self, 0xffffff, 100); if (self.health <= 0) { LK.getSound('explosion').play(); return true; // Asteroid destroyed } return false; }; return self; }); var EnemyBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('enemyBullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 8; self.damage = 10; self.update = function () { self.y += self.speed; // Check if bullet is off-screen if (self.y > 2832) { return true; // Mark for removal } return false; }; return self; }); var EnemyShip = Container.expand(function () { var self = Container.call(this); var shipGraphics = self.attachAsset('enemyShip', { anchorX: 0.5, anchorY: 0.5 }); self.health = 30; self.type = 'standard'; self.speed = 2 + Math.random() * 2; self.points = 100; self.fireRate = 120; // Frames between shots self.fireCooldown = Math.floor(Math.random() * 60); self.update = function () { self.y += self.speed; // Check if enemy is off-screen if (self.y > 2832) { return true; // Mark for removal } if (Math.random() < 0.02) { self.direction = Math.random() > 0.5 ? 1 : -1; } if (self.direction) { self.x += self.direction * (self.speed * 0.8); // Keep within bounds if (self.x < 100) { self.x = 100; self.direction = 1; } else if (self.x > 2048 - 100) { self.x = 2048 - 100; self.direction = -1; } } // Shooting if (self.fireCooldown <= 0) { self.fireCooldown = self.fireRate; self.shoot(); } else { self.fireCooldown--; } return false; }; self.shoot = function () { var bullet = new EnemyBullet(); bullet.x = self.x; bullet.y = self.y + 40; enemyBullets.push(bullet); game.addChild(bullet); LK.getSound('enemyShoot').play(); }; self.damage = function (amount) { self.health -= amount; LK.effects.flashObject(self, 0xffffff, 100); if (self.health <= 0) { LK.getSound('explosion').play(); return true; // Enemy destroyed } return false; }; return self; }); var HomeScreen = Container.expand(function () { var self = Container.call(this); // Title text var titleText = new Text2('SPACE DEFENDER', { size: 120, fill: 0x33ccff }); titleText.anchor.set(0.5, 0.5); titleText.x = 2048 / 2; titleText.y = 600; self.addChild(titleText); // Start button var startButton = LK.getAsset('playerShip', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 2, tint: 0x33ff33 }); startButton.x = 2048 / 2; startButton.y = 1200; self.addChild(startButton); // Start text var startText = new Text2('START', { size: 80, fill: 0xFFFFFF }); startText.anchor.set(0.5, 0.5); startText.x = 2048 / 2; startText.y = 1200; self.addChild(startText); // Shop button var shopButton = LK.getAsset('powerUp', { anchorX: 0.5, anchorY: 0.5, scaleX: 3, scaleY: 3, tint: 0xffcc33 }); shopButton.x = 2048 / 2; shopButton.y = 1600; self.addChild(shopButton); // Shop text var shopText = new Text2('SHOP', { size: 80, fill: 0xFFFFFF }); shopText.anchor.set(0.5, 0.5); shopText.x = 2048 / 2; shopText.y = 1600; self.addChild(shopText); // Coins display var coins = storage.coins || 0; var coinsText = new Text2('COINS: ' + coins, { size: 60, fill: 0xffcc33 }); coinsText.anchor.set(0.5, 0); coinsText.x = 2048 / 2; coinsText.y = 1800; self.addChild(coinsText); // Event handlers startButton.interactive = true; startButton.down = function () { game.gameState = 'playing'; self.destroy(); initGame(); }; shopButton.interactive = true; shopButton.down = function () { game.gameState = 'shop'; self.destroy(); showShop(); }; return self; }); var PlayerBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('playerBullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 15; self.power = 10; self.update = function () { self.y -= self.speed; // Check if bullet is off-screen if (self.y < -50) { return true; // Mark for removal } return false; }; return self; }); var PlayerShip = Container.expand(function () { var self = Container.call(this); var shipGraphics = self.attachAsset('playerShip', { anchorX: 0.5, anchorY: 0.5 }); self.health = 100; self.maxHealth = 100; self.fireRate = 20; // Frames between shots self.fireCooldown = 0; self.bulletSpeed = 15; self.speed = 8; self.powerLevel = 1; self.targetX = 0; self.targetY = 0; self.isMoving = false; self.update = function () { if (self.fireCooldown > 0) { self.fireCooldown--; } // Move toward target position if moving if (self.isMoving) { // Calculate direction vector var dx = self.targetX - self.x; var dy = self.targetY - self.y; // Calculate distance var distance = Math.sqrt(dx * dx + dy * dy); // If we're close enough, just set position directly if (distance < self.speed) { self.x = self.targetX; self.y = self.targetY; } else { // Normalize direction vector and move dx = dx / distance * self.speed; dy = dy / distance * self.speed; // Update position self.x += dx; self.y += dy; } // Keep player in bounds self.x = Math.max(50, Math.min(self.x, 2048 - 50)); self.y = Math.max(50, Math.min(self.y, 2732 - 50)); } }; self.damage = function (amount) { self.health -= amount; LK.effects.flashObject(self, 0xff0000, 300); if (self.health <= 0) { self.health = 0; return true; // Ship destroyed } return false; }; self.shoot = function () { if (self.fireCooldown <= 0) { self.fireCooldown = self.fireRate; LK.getSound('playerShoot').play(); // Create bullets based on power level if (self.powerLevel === 1) { // Single bullet createBullet(self.x, self.y - 40); } else if (self.powerLevel === 2) { // Double bullets createBullet(self.x - 20, self.y - 30); createBullet(self.x + 20, self.y - 30); } else { // Triple bullets createBullet(self.x, self.y - 40); createBullet(self.x - 25, self.y - 30); createBullet(self.x + 25, self.y - 30); } } }; // Helper function to create a bullet function createBullet(x, y) { var bullet = new PlayerBullet(); bullet.x = x; bullet.y = y; playerBullets.push(bullet); game.addChild(bullet); } return self; }); var PowerUp = Container.expand(function () { var self = Container.call(this); var powerUpGraphics = self.attachAsset('powerUp', { anchorX: 0.5, anchorY: 0.5 }); self.type = Math.random() < 0.7 ? 'weapon' : 'health'; self.speed = 3; // Change color based on type if (self.type === 'health') { powerUpGraphics.tint = 0x33ff33; // Green for health } else { powerUpGraphics.tint = 0xffcc33; // Yellow for weapon } self.update = function () { self.y += self.speed; // Slight bobbing motion self.x += Math.sin(LK.ticks * 0.05) * 0.5; // Check if power-up is off-screen if (self.y > 2832) { return true; // Mark for removal } return false; }; return self; }); var ShootButton = Container.expand(function () { var self = Container.call(this); var buttonGraphics = self.attachAsset('shootButton', { anchorX: 0.5, anchorY: 0.5, alpha: 0.6 }); self.pressed = false; self.down = function () { self.pressed = true; buttonGraphics.alpha = 0.9; buttonGraphics.scale.set(0.9); }; self.up = function () { self.pressed = false; buttonGraphics.alpha = 0.6; buttonGraphics.scale.set(1); }; return self; }); var ShopScreen = Container.expand(function () { var self = Container.call(this); // Title var titleText = new Text2('SHOP', { size: 120, fill: 0xffcc33 }); titleText.anchor.set(0.5, 0); titleText.x = 2048 / 2; titleText.y = 300; self.addChild(titleText); // Coins display var coins = storage.coins || 0; var coinsText = new Text2('COINS: ' + coins, { size: 60, fill: 0xffcc33 }); coinsText.anchor.set(0.5, 0); coinsText.x = 2048 / 2; coinsText.y = 450; self.addChild(coinsText); // Shop items var items = [{ name: 'HEALTH+', cost: 100, effect: 'Increases max health by 20', property: 'maxHealthBonus' }, { name: 'DAMAGE+', cost: 150, effect: 'Increases weapon damage by 25%', property: 'damageBonus' }, { name: 'SPEED+', cost: 120, effect: 'Increases ship speed by 20%', property: 'speedBonus' }]; var itemY = 600; for (var i = 0; i < items.length; i++) { var item = items[i]; // Item container var itemBg = LK.getAsset('playerBullet', { anchorX: 0.5, anchorY: 0.5, scaleX: 6, scaleY: 2, tint: 0x333366, alpha: 0.7 }); itemBg.x = 2048 / 2; itemBg.y = itemY; self.addChild(itemBg); // Item name var nameText = new Text2(item.name, { size: 60, fill: 0xFFFFFF }); nameText.anchor.set(0.5, 0.5); nameText.x = 2048 / 2 - 400; nameText.y = itemY - 40; self.addChild(nameText); // Item effect var effectText = new Text2(item.effect, { size: 40, fill: 0xcccccc }); effectText.anchor.set(0.5, 0.5); effectText.x = 2048 / 2; effectText.y = itemY + 40; self.addChild(effectText); // Cost var costText = new Text2(item.cost + ' COINS', { size: 50, fill: 0xffcc33 }); costText.anchor.set(0.5, 0.5); costText.x = 2048 / 2 + 350; costText.y = itemY; self.addChild(costText); // Buy button var buyButton = LK.getAsset('powerUp', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5, tint: coins >= item.cost ? 0x33ff33 : 0x666666 }); buyButton.x = 2048 / 2 + 500; buyButton.y = itemY; buyButton.interactive = true; buyButton.itemIndex = i; buyButton.down = function () { var selectedItem = items[this.itemIndex]; if ((storage.coins || 0) >= selectedItem.cost) { // Purchase item storage.coins = (storage.coins || 0) - selectedItem.cost; // Increase the upgrade level storage[selectedItem.property] = (storage[selectedItem.property] || 0) + 1; // Show feedback and refresh shop LK.effects.flashObject(this, 0x33ff33, 300); self.destroy(); showShop(); } else { // Not enough coins LK.effects.flashObject(this, 0xff3333, 300); } }; self.addChild(buyButton); // Level indicator var level = storage[item.property] || 0; var levelText = new Text2('LEVEL: ' + level, { size: 40, fill: 0xFFFFFF }); levelText.anchor.set(0.5, 0.5); levelText.x = 2048 / 2 - 400; levelText.y = itemY + 40; self.addChild(levelText); itemY += 250; } // Back button var backButton = LK.getAsset('playerShip', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5, rotation: Math.PI, tint: 0x3399ff }); backButton.x = 2048 / 2; backButton.y = 2300; backButton.interactive = true; backButton.down = function () { self.destroy(); showHomeScreen(); }; self.addChild(backButton); // Back text var backText = new Text2('BACK', { size: 60, fill: 0xFFFFFF }); backText.anchor.set(0.5, 0.5); backText.x = 2048 / 2; backText.y = 2300; self.addChild(backText); return self; }); var VirtualJoystick = Container.expand(function () { var self = Container.call(this); var baseGraphics = self.attachAsset('joystick', { anchorX: 0.5, anchorY: 0.5, alpha: 0.6 }); var knobGraphics = self.attachAsset('joystickKnob', { anchorX: 0.5, anchorY: 0.5, alpha: 0.8 }); self.maxDistance = 80; self.active = false; self.dx = 0; self.dy = 0; self.down = function (x, y) { var localPos = self.toLocal({ x: x, y: y }); if (Math.sqrt(Math.pow(localPos.x, 2) + Math.pow(localPos.y, 2)) <= baseGraphics.width / 2) { self.active = true; self.moveKnob(localPos.x, localPos.y); } }; self.moveKnob = function (x, y) { var dist = Math.sqrt(x * x + y * y); if (dist > self.maxDistance) { x = x / dist * self.maxDistance; y = y / dist * self.maxDistance; } knobGraphics.x = x; knobGraphics.y = y; // Normalize to -1 to 1 range for movement self.dx = x / self.maxDistance; self.dy = y / self.maxDistance; }; self.move = function (x, y) { if (self.active) { var localPos = self.toLocal({ x: x, y: y }); self.moveKnob(localPos.x, localPos.y); } }; self.up = function () { self.active = false; knobGraphics.x = 0; knobGraphics.y = 0; self.dx = 0; self.dy = 0; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Game state var gameState = 'home'; var wave = 1; var enemySpawnTimer = 0; var asteroidSpawnTimer = 0; var waveEnemyCount = 0; var waveMaxEnemies = 10; var powerUpChance = 0.2; var touchIdentifiers = {}; // Game elements var player; var shootButton; var playerBullets = []; var enemies = []; var enemyBullets = []; var asteroids = []; var powerUps = []; var stars = []; var homeScreen; var shopScreen; // UI elements var scoreText; var healthBar; var waveText; var coinsDisplay; // Show home screen function showHomeScreen() { // Clear game area game.removeChildren(); // Set background game.setBackgroundColor(0x000033); // Create starfield background createStarfield(); // Create and show home screen homeScreen = new HomeScreen(); game.addChild(homeScreen); // Set game state gameState = 'home'; } // Show shop screen function showShop() { // Clear game area game.removeChildren(); // Set background game.setBackgroundColor(0x000044); // Create starfield background createStarfield(); // Create and show shop screen shopScreen = new ShopScreen(); game.addChild(shopScreen); // Set game state gameState = 'shop'; } // Initialize game function initGame() { // Reset game state gameState = 'playing'; wave = 1; enemySpawnTimer = 0; asteroidSpawnTimer = 0; waveEnemyCount = 0; waveMaxEnemies = 5 + wave * 5; playerBullets = []; enemies = []; enemyBullets = []; asteroids = []; powerUps = []; touchIdentifiers = {}; // Set background game.setBackgroundColor(0x000022); // Create starfield background createStarfield(); // Create player player = new PlayerShip(); // Apply upgrades from shop player.health = 100 + (storage.maxHealthBonus || 0) * 20; player.maxHealth = player.health; player.powerLevel = 1 + Math.min((storage.damageBonus || 0) / 2, 2); player.speed = 8 * (1 + (storage.speedBonus || 0) * 0.2); player.x = 2048 / 2; player.y = 2732 - 300; game.addChild(player); // Create controls shootButton = new ShootButton(); shootButton.x = 2048 - 300; shootButton.y = 2732 - 300; game.addChild(shootButton); // Create UI createUI(); // Start music LK.playMusic('gameMusic'); } // Create starfield background function createStarfield() { for (var i = 0; i < 100; i++) { var star = LK.getAsset('joystickKnob', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.1 + Math.random() * 0.2, scaleY: 0.1 + Math.random() * 0.2, alpha: 0.1 + Math.random() * 0.5, tint: 0xffffff }); star.x = Math.random() * 2048; star.y = Math.random() * 2732; star.speed = 0.5 + Math.random() * 2; stars.push(star); game.addChild(star); } } // Create UI elements function createUI() { // Score text scoreText = new Text2('SCORE: 0', { size: 60, fill: 0xFFFFFF }); scoreText.anchor.set(0, 0); scoreText.x = 30; scoreText.y = 30; LK.gui.addChild(scoreText); // Coins display coinsDisplay = new Text2('COINS: ' + (storage.coins || 0), { size: 60, fill: 0xffcc33 }); coinsDisplay.anchor.set(0.5, 0); coinsDisplay.x = 2048 / 2; coinsDisplay.y = 30; LK.gui.addChild(coinsDisplay); // Health bar background var healthBarBg = LK.getAsset('playerBullet', { anchorX: 0, anchorY: 0.5, scaleX: 3, scaleY: 0.5, tint: 0x444444 }); healthBarBg.x = 30; healthBarBg.y = 100; LK.gui.addChild(healthBarBg); // Health bar healthBar = LK.getAsset('playerBullet', { anchorX: 0, anchorY: 0.5, scaleX: 3, scaleY: 0.5, tint: 0x33ff33 }); healthBar.x = 30; healthBar.y = 100; LK.gui.addChild(healthBar); // Wave text waveText = new Text2('WAVE: 1', { size: 60, fill: 0xFFFFFF }); waveText.anchor.set(1, 0); waveText.x = 2048 - 30; waveText.y = 30; LK.gui.addChild(waveText); } // Spawn enemy function spawnEnemy() { var enemy = new EnemyShip(); enemy.x = 100 + Math.random() * (2048 - 200); enemy.y = -100; enemy.direction = Math.random() > 0.5 ? 1 : -1; // Adjust enemy stats based on wave enemy.health = 30 + wave * 5; enemy.speed = 2 + Math.min(wave * 0.3, 3); enemy.fireRate = Math.max(120 - wave * 5, 60); enemy.points = 100 + wave * 10; enemies.push(enemy); game.addChild(enemy); waveEnemyCount++; } // Spawn asteroid function spawnAsteroid() { var asteroid = new Asteroid(); asteroid.x = 100 + Math.random() * (2048 - 200); asteroid.y = -100; asteroids.push(asteroid); game.addChild(asteroid); } // Spawn power-up function spawnPowerUp(x, y) { var powerUp = new PowerUp(); powerUp.x = x; powerUp.y = y; powerUps.push(powerUp); game.addChild(powerUp); } // Check collisions function checkCollisions() { // Player bullets vs enemies for (var i = playerBullets.length - 1; i >= 0; i--) { var bullet = playerBullets[i]; var hitEnemy = false; // Check against enemies for (var j = enemies.length - 1; j >= 0; j--) { var enemy = enemies[j]; if (bullet.intersects(enemy)) { hitEnemy = true; if (enemy.damage(player.powerLevel * 10)) { // Enemy destroyed LK.setScore(LK.getScore() + enemy.points); scoreText.setText('SCORE: ' + LK.getScore()); // Award 2 coins when enemy is destroyed storage.coins = (storage.coins || 0) + 2; // Update coins display if it exists if (coinsDisplay) { coinsDisplay.setText('COINS: ' + storage.coins); } // Chance to spawn power-up if (Math.random() < powerUpChance) { spawnPowerUp(enemy.x, enemy.y); } enemy.destroy(); enemies.splice(j, 1); } break; } } // Check against asteroids if bullet didn't hit an enemy if (!hitEnemy) { for (var j = asteroids.length - 1; j >= 0; j--) { var asteroid = asteroids[j]; if (bullet.intersects(asteroid)) { hitEnemy = true; if (asteroid.damage(player.powerLevel * 10)) { // Asteroid destroyed LK.setScore(LK.getScore() + asteroid.points); scoreText.setText('SCORE: ' + LK.getScore()); // Small chance to spawn power-up if (Math.random() < powerUpChance * 0.5) { spawnPowerUp(asteroid.x, asteroid.y); } asteroid.destroy(); asteroids.splice(j, 1); } break; } } } // Remove bullet if it hit something or went off-screen if (hitEnemy || bullet.update()) { bullet.destroy(); playerBullets.splice(i, 1); } } // Enemy bullets vs player for (var i = enemyBullets.length - 1; i >= 0; i--) { var bullet = enemyBullets[i]; // Check if bullet should be removed if (bullet.update()) { bullet.destroy(); enemyBullets.splice(i, 1); continue; } // Check against player if (gameState === 'playing' && bullet.intersects(player)) { if (player.damage(bullet.damage)) { // Player destroyed gameOver(); } // Update health bar updateHealthBar(); // Remove bullet bullet.destroy(); enemyBullets.splice(i, 1); } } // Enemies vs player for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; // Check if enemy should be removed if (enemy.update()) { enemy.destroy(); enemies.splice(i, 1); continue; } // Check against player if (gameState === 'playing' && enemy.intersects(player)) { if (player.damage(30)) { // Player destroyed gameOver(); } // Update health bar updateHealthBar(); // Destroy enemy enemy.destroy(); enemies.splice(i, 1); } } // Asteroids vs player for (var i = asteroids.length - 1; i >= 0; i--) { var asteroid = asteroids[i]; // Check if asteroid should be removed if (asteroid.update()) { asteroid.destroy(); asteroids.splice(i, 1); continue; } // Check against player if (gameState === 'playing' && asteroid.intersects(player)) { if (player.damage(20)) { // Player destroyed gameOver(); } // Update health bar updateHealthBar(); // Destroy asteroid asteroid.destroy(); asteroids.splice(i, 1); } } // Power-ups vs player for (var i = powerUps.length - 1; i >= 0; i--) { var powerUp = powerUps[i]; // Check if power-up should be removed if (powerUp.update()) { powerUp.destroy(); powerUps.splice(i, 1); continue; } // Check against player if (gameState === 'playing' && powerUp.intersects(player)) { // Apply power-up effect if (powerUp.type === 'health') { player.health = Math.min(player.health + 30, 100); updateHealthBar(); } else if (powerUp.type === 'weapon') { player.powerLevel = Math.min(player.powerLevel + 1, 3); } // Play sound LK.getSound('powerUpCollect').play(); // Remove power-up powerUp.destroy(); powerUps.splice(i, 1); } } } // Update health bar function updateHealthBar() { healthBar.scale.x = 3 * (player.health / player.maxHealth); // Change color based on health percentage var healthPercent = player.health / player.maxHealth * 100; if (healthPercent > 60) { healthBar.tint = 0x33ff33; // Green } else if (healthPercent > 30) { healthBar.tint = 0xffcc33; // Yellow } else { healthBar.tint = 0xff3333; // Red } } // Game over function gameOver() { gameState = 'gameover'; LK.effects.flashScreen(0xff0000, 500); LK.setTimeout(function () { LK.showGameOver(); // Return to home screen after game over LK.setTimeout(function () { showHomeScreen(); }, 1500); }, 500); } // Handle input game.down = function (x, y, obj) { // Store touch identifier to track multiple touches if (obj.identifier !== undefined) { touchIdentifiers[obj.identifier] = { x: x, y: y }; } // Use left side of screen for movement if (x < 2048 / 2) { // Set player target position player.targetX = x; player.targetY = y; player.isMoving = true; } // Check shoot button if (x > 2048 / 2) { shootButton.down(x, y); player.shoot(); } }; game.move = function (x, y, obj) { // Update stored touch position if (obj.identifier !== undefined && touchIdentifiers[obj.identifier]) { touchIdentifiers[obj.identifier] = { x: x, y: y }; } // Update player target position if moving if (player.isMoving && x < 2048 / 2) { player.targetX = x; player.targetY = y; } }; game.up = function (x, y, obj) { // Remove touch identifier if (obj.identifier !== undefined) { delete touchIdentifiers[obj.identifier]; } // Stop player movement if on left side if (x < 2048 / 2) { player.isMoving = false; } // Release shoot button shootButton.up(); }; // Main game loop game.update = function () { // Show home screen at start if (gameState === 'home' && !homeScreen) { showHomeScreen(); return; } // Update player player.update(); // Player movement is now handled in the player's update method // Auto-fire if shoot button is pressed if (shootButton.pressed && LK.ticks % player.fireRate === 0) { player.shoot(); } // Spawn enemies if (gameState === 'playing') { // Check if wave is complete if (waveEnemyCount >= waveMaxEnemies && enemies.length === 0) { // Start new wave wave++; waveEnemyCount = 0; waveMaxEnemies = 5 + wave * 5; waveText.setText('WAVE: ' + wave); // Flash wave text tween(waveText, { scale: 1.5 }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { tween(waveText, { scale: 1 }, { duration: 300, easing: tween.easeIn }); } }); } // Spawn enemies if (waveEnemyCount < waveMaxEnemies) { enemySpawnTimer++; if (enemySpawnTimer > Math.max(120 - wave * 5, 30)) { enemySpawnTimer = 0; spawnEnemy(); } } // Spawn asteroids asteroidSpawnTimer++; if (asteroidSpawnTimer > Math.max(180 - wave * 3, 60)) { asteroidSpawnTimer = 0; spawnAsteroid(); } } // Check collisions checkCollisions(); // Update starfield for (var i = 0; i < stars.length; i++) { var star = stars[i]; star.y += star.speed; if (star.y > 2732) { star.y = 0; star.x = Math.random() * 2048; } } }; // Initialize home screen at startup showHomeScreen();
===================================================================
--- original.js
+++ change.js
@@ -75,9 +75,8 @@
// Check if enemy is off-screen
if (self.y > 2832) {
return true; // Mark for removal
}
- // Random movement
if (Math.random() < 0.02) {
self.direction = Math.random() > 0.5 ? 1 : -1;
}
if (self.direction) {
@@ -118,8 +117,84 @@
return false;
};
return self;
});
+var HomeScreen = Container.expand(function () {
+ var self = Container.call(this);
+ // Title text
+ var titleText = new Text2('SPACE DEFENDER', {
+ size: 120,
+ fill: 0x33ccff
+ });
+ titleText.anchor.set(0.5, 0.5);
+ titleText.x = 2048 / 2;
+ titleText.y = 600;
+ self.addChild(titleText);
+ // Start button
+ var startButton = LK.getAsset('playerShip', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 2,
+ scaleY: 2,
+ tint: 0x33ff33
+ });
+ startButton.x = 2048 / 2;
+ startButton.y = 1200;
+ self.addChild(startButton);
+ // Start text
+ var startText = new Text2('START', {
+ size: 80,
+ fill: 0xFFFFFF
+ });
+ startText.anchor.set(0.5, 0.5);
+ startText.x = 2048 / 2;
+ startText.y = 1200;
+ self.addChild(startText);
+ // Shop button
+ var shopButton = LK.getAsset('powerUp', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 3,
+ scaleY: 3,
+ tint: 0xffcc33
+ });
+ shopButton.x = 2048 / 2;
+ shopButton.y = 1600;
+ self.addChild(shopButton);
+ // Shop text
+ var shopText = new Text2('SHOP', {
+ size: 80,
+ fill: 0xFFFFFF
+ });
+ shopText.anchor.set(0.5, 0.5);
+ shopText.x = 2048 / 2;
+ shopText.y = 1600;
+ self.addChild(shopText);
+ // Coins display
+ var coins = storage.coins || 0;
+ var coinsText = new Text2('COINS: ' + coins, {
+ size: 60,
+ fill: 0xffcc33
+ });
+ coinsText.anchor.set(0.5, 0);
+ coinsText.x = 2048 / 2;
+ coinsText.y = 1800;
+ self.addChild(coinsText);
+ // Event handlers
+ startButton.interactive = true;
+ startButton.down = function () {
+ game.gameState = 'playing';
+ self.destroy();
+ initGame();
+ };
+ shopButton.interactive = true;
+ shopButton.down = function () {
+ game.gameState = 'shop';
+ self.destroy();
+ showShop();
+ };
+ return self;
+});
var PlayerBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('playerBullet', {
anchorX: 0.5,
@@ -143,8 +218,9 @@
anchorX: 0.5,
anchorY: 0.5
});
self.health = 100;
+ self.maxHealth = 100;
self.fireRate = 20; // Frames between shots
self.fireCooldown = 0;
self.bulletSpeed = 15;
self.speed = 8;
@@ -264,8 +340,157 @@
buttonGraphics.scale.set(1);
};
return self;
});
+var ShopScreen = Container.expand(function () {
+ var self = Container.call(this);
+ // Title
+ var titleText = new Text2('SHOP', {
+ size: 120,
+ fill: 0xffcc33
+ });
+ titleText.anchor.set(0.5, 0);
+ titleText.x = 2048 / 2;
+ titleText.y = 300;
+ self.addChild(titleText);
+ // Coins display
+ var coins = storage.coins || 0;
+ var coinsText = new Text2('COINS: ' + coins, {
+ size: 60,
+ fill: 0xffcc33
+ });
+ coinsText.anchor.set(0.5, 0);
+ coinsText.x = 2048 / 2;
+ coinsText.y = 450;
+ self.addChild(coinsText);
+ // Shop items
+ var items = [{
+ name: 'HEALTH+',
+ cost: 100,
+ effect: 'Increases max health by 20',
+ property: 'maxHealthBonus'
+ }, {
+ name: 'DAMAGE+',
+ cost: 150,
+ effect: 'Increases weapon damage by 25%',
+ property: 'damageBonus'
+ }, {
+ name: 'SPEED+',
+ cost: 120,
+ effect: 'Increases ship speed by 20%',
+ property: 'speedBonus'
+ }];
+ var itemY = 600;
+ for (var i = 0; i < items.length; i++) {
+ var item = items[i];
+ // Item container
+ var itemBg = LK.getAsset('playerBullet', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 6,
+ scaleY: 2,
+ tint: 0x333366,
+ alpha: 0.7
+ });
+ itemBg.x = 2048 / 2;
+ itemBg.y = itemY;
+ self.addChild(itemBg);
+ // Item name
+ var nameText = new Text2(item.name, {
+ size: 60,
+ fill: 0xFFFFFF
+ });
+ nameText.anchor.set(0.5, 0.5);
+ nameText.x = 2048 / 2 - 400;
+ nameText.y = itemY - 40;
+ self.addChild(nameText);
+ // Item effect
+ var effectText = new Text2(item.effect, {
+ size: 40,
+ fill: 0xcccccc
+ });
+ effectText.anchor.set(0.5, 0.5);
+ effectText.x = 2048 / 2;
+ effectText.y = itemY + 40;
+ self.addChild(effectText);
+ // Cost
+ var costText = new Text2(item.cost + ' COINS', {
+ size: 50,
+ fill: 0xffcc33
+ });
+ costText.anchor.set(0.5, 0.5);
+ costText.x = 2048 / 2 + 350;
+ costText.y = itemY;
+ self.addChild(costText);
+ // Buy button
+ var buyButton = LK.getAsset('powerUp', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 1.5,
+ scaleY: 1.5,
+ tint: coins >= item.cost ? 0x33ff33 : 0x666666
+ });
+ buyButton.x = 2048 / 2 + 500;
+ buyButton.y = itemY;
+ buyButton.interactive = true;
+ buyButton.itemIndex = i;
+ buyButton.down = function () {
+ var selectedItem = items[this.itemIndex];
+ if ((storage.coins || 0) >= selectedItem.cost) {
+ // Purchase item
+ storage.coins = (storage.coins || 0) - selectedItem.cost;
+ // Increase the upgrade level
+ storage[selectedItem.property] = (storage[selectedItem.property] || 0) + 1;
+ // Show feedback and refresh shop
+ LK.effects.flashObject(this, 0x33ff33, 300);
+ self.destroy();
+ showShop();
+ } else {
+ // Not enough coins
+ LK.effects.flashObject(this, 0xff3333, 300);
+ }
+ };
+ self.addChild(buyButton);
+ // Level indicator
+ var level = storage[item.property] || 0;
+ var levelText = new Text2('LEVEL: ' + level, {
+ size: 40,
+ fill: 0xFFFFFF
+ });
+ levelText.anchor.set(0.5, 0.5);
+ levelText.x = 2048 / 2 - 400;
+ levelText.y = itemY + 40;
+ self.addChild(levelText);
+ itemY += 250;
+ }
+ // Back button
+ var backButton = LK.getAsset('playerShip', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 1.5,
+ scaleY: 1.5,
+ rotation: Math.PI,
+ tint: 0x3399ff
+ });
+ backButton.x = 2048 / 2;
+ backButton.y = 2300;
+ backButton.interactive = true;
+ backButton.down = function () {
+ self.destroy();
+ showHomeScreen();
+ };
+ self.addChild(backButton);
+ // Back text
+ var backText = new Text2('BACK', {
+ size: 60,
+ fill: 0xFFFFFF
+ });
+ backText.anchor.set(0.5, 0.5);
+ backText.x = 2048 / 2;
+ backText.y = 2300;
+ self.addChild(backText);
+ return self;
+});
var VirtualJoystick = Container.expand(function () {
var self = Container.call(this);
var baseGraphics = self.attachAsset('joystick', {
anchorX: 0.5,
@@ -332,9 +557,9 @@
/****
* Game Code
****/
// Game state
-var gameState = 'playing';
+var gameState = 'home';
var wave = 1;
var enemySpawnTimer = 0;
var asteroidSpawnTimer = 0;
var waveEnemyCount = 0;
@@ -349,12 +574,43 @@
var enemyBullets = [];
var asteroids = [];
var powerUps = [];
var stars = [];
+var homeScreen;
+var shopScreen;
// UI elements
var scoreText;
var healthBar;
var waveText;
+var coinsDisplay;
+// Show home screen
+function showHomeScreen() {
+ // Clear game area
+ game.removeChildren();
+ // Set background
+ game.setBackgroundColor(0x000033);
+ // Create starfield background
+ createStarfield();
+ // Create and show home screen
+ homeScreen = new HomeScreen();
+ game.addChild(homeScreen);
+ // Set game state
+ gameState = 'home';
+}
+// Show shop screen
+function showShop() {
+ // Clear game area
+ game.removeChildren();
+ // Set background
+ game.setBackgroundColor(0x000044);
+ // Create starfield background
+ createStarfield();
+ // Create and show shop screen
+ shopScreen = new ShopScreen();
+ game.addChild(shopScreen);
+ // Set game state
+ gameState = 'shop';
+}
// Initialize game
function initGame() {
// Reset game state
gameState = 'playing';
@@ -374,8 +630,13 @@
// Create starfield background
createStarfield();
// Create player
player = new PlayerShip();
+ // Apply upgrades from shop
+ player.health = 100 + (storage.maxHealthBonus || 0) * 20;
+ player.maxHealth = player.health;
+ player.powerLevel = 1 + Math.min((storage.damageBonus || 0) / 2, 2);
+ player.speed = 8 * (1 + (storage.speedBonus || 0) * 0.2);
player.x = 2048 / 2;
player.y = 2732 - 300;
game.addChild(player);
// Create controls
@@ -416,8 +677,17 @@
scoreText.anchor.set(0, 0);
scoreText.x = 30;
scoreText.y = 30;
LK.gui.addChild(scoreText);
+ // Coins display
+ coinsDisplay = new Text2('COINS: ' + (storage.coins || 0), {
+ size: 60,
+ fill: 0xffcc33
+ });
+ coinsDisplay.anchor.set(0.5, 0);
+ coinsDisplay.x = 2048 / 2;
+ coinsDisplay.y = 30;
+ LK.gui.addChild(coinsDisplay);
// Health bar background
var healthBarBg = LK.getAsset('playerBullet', {
anchorX: 0,
anchorY: 0.5,
@@ -494,8 +764,14 @@
if (enemy.damage(player.powerLevel * 10)) {
// Enemy destroyed
LK.setScore(LK.getScore() + enemy.points);
scoreText.setText('SCORE: ' + LK.getScore());
+ // Award 2 coins when enemy is destroyed
+ storage.coins = (storage.coins || 0) + 2;
+ // Update coins display if it exists
+ if (coinsDisplay) {
+ coinsDisplay.setText('COINS: ' + storage.coins);
+ }
// Chance to spawn power-up
if (Math.random() < powerUpChance) {
spawnPowerUp(enemy.x, enemy.y);
}
@@ -625,13 +901,14 @@
}
}
// Update health bar
function updateHealthBar() {
- healthBar.scale.x = 3 * (player.health / 100);
- // Change color based on health
- if (player.health > 60) {
+ healthBar.scale.x = 3 * (player.health / player.maxHealth);
+ // Change color based on health percentage
+ var healthPercent = player.health / player.maxHealth * 100;
+ if (healthPercent > 60) {
healthBar.tint = 0x33ff33; // Green
- } else if (player.health > 30) {
+ } else if (healthPercent > 30) {
healthBar.tint = 0xffcc33; // Yellow
} else {
healthBar.tint = 0xff3333; // Red
}
@@ -639,9 +916,15 @@
// Game over
function gameOver() {
gameState = 'gameover';
LK.effects.flashScreen(0xff0000, 500);
- LK.showGameOver();
+ LK.setTimeout(function () {
+ LK.showGameOver();
+ // Return to home screen after game over
+ LK.setTimeout(function () {
+ showHomeScreen();
+ }, 1500);
+ }, 500);
}
// Handle input
game.down = function (x, y, obj) {
// Store touch identifier to track multiple touches
@@ -691,11 +974,11 @@
shootButton.up();
};
// Main game loop
game.update = function () {
- // Skip if game hasn't been initialized
- if (!player) {
- initGame();
+ // Show home screen at start
+ if (gameState === 'home' && !homeScreen) {
+ showHomeScreen();
return;
}
// Update player
player.update();
@@ -755,6 +1038,6 @@
star.x = Math.random() * 2048;
}
}
};
-// Initialize game at startup
-initGame();
\ No newline at end of file
+// Initialize home screen at startup
+showHomeScreen();
\ No newline at end of file