User prompt
Make the ship cards a bit bigger
User prompt
Move the start button down a bit more
User prompt
Hide game UI during the menu
User prompt
Polish up the menu
User prompt
In the menu add different ships you can choose from before you start
User prompt
Add an upgrade that increases the amount of damage your bullets do
User prompt
Only start the game once the start button is clicked
User prompt
Create a menu screen with a start button
User prompt
Please fix the bug: 'TypeError: undefined is not an object (evaluating 'ship.buzzSawCount')' in or related to this line: 'if (typeof ship.buzzSawCount === "undefined") {' Line Number: 677
User prompt
Please fix the bug: 'TypeError: undefined is not an object (evaluating 'ship.update')' in or related to this line: 'ship.update();' Line Number: 663
User prompt
Add a menu screen with a play button
User prompt
Please fix the bug: 'ReferenceError: Can't find variable: BuzzSaw' in or related to this line: 'if (b instanceof BuzzSaw && b.intersects(e)) {' Line Number: 530
User prompt
Please fix the bug: 'ReferenceError: Can't find variable: Enemy' in or related to this line: 'e = new Enemy();' Line Number: 632
User prompt
Please fix the bug: 'ReferenceError: Can't find variable: PlayerBullet' in or related to this line: 'var b = new PlayerBullet(size);' Line Number: 117
User prompt
Please fix the bug: 'Can't find variable: Ship' in or related to this line: 'ship = new Ship();' Line Number: 131
User prompt
Every five levels have a boss who is big and has a lot of hp and has a special gun
User prompt
Every five levels have a boss who is big and has a lot of hp and has a special gun
User prompt
Add the bigbullet upgrade to the pool
User prompt
Add an upgrade that makes the bullets bigger each time it’s upgraded
User prompt
Make the bomb explode as soon as it touches something g
User prompt
IX Add an upgrade that is a bomb that destroys stuff around where it collided and every time it is upgraded release more bombs each time
User prompt
If laser is selected twice make it bigger but have a limit to how big it can get (300)
User prompt
If buzzsaw is selected twice add one more every 5 secs
User prompt
Put the lazer and the buzzsaw back in the upgrades
User prompt
Make the buzzsaw fire every 5 secs and same with the lazer
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // BuzzSaw (Bouncing Blade) class var BuzzSaw = Container.expand(function () { var self = Container.call(this); // Attach a bullet asset, but tint or scale to make it distinct var gfx = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.2, scaleY: 1.2 }); self.width = gfx.width * 1.2; self.height = gfx.height * 1.2; self.speedX = 0; self.speedY = -18; self.bounces = 0; self.maxBounces = 4; self.destroyed = false; self.update = function () { // Save last position for good practice (if needed) if (typeof self.lastX === "undefined") self.lastX = self.x; if (typeof self.lastY === "undefined") self.lastY = self.y; self.lastX = self.x; self.lastY = self.y; self.x += self.speedX; self.y += self.speedY; // Bounce off left/right walls if (self.x - self.width / 2 <= 0 && self.speedX < 0 || self.x + self.width / 2 >= 2048 && self.speedX > 0) { self.speedX *= -1; self.bounces++; } // Bounce off top if (self.y - self.height / 2 <= 0 && self.speedY < 0) { self.speedY *= -1; self.bounces++; } // Remove if too many bounces or off screen if (self.bounces > self.maxBounces || self.y > 2732 + self.height) { self.destroy(); } }; self.destroy = function () { self.destroyed = true; if (self.parent) self.parent.removeChild(self); }; return self; }); // Enemy class var Enemy = Container.expand(function () { var self = Container.call(this); // Attach enemy asset var gfx = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.width = gfx.width; self.height = gfx.height; self.hp = 1; self.maxHp = 1; self.speedY = 6; self.shootRate = 100; self.value = 1; self.shootCooldown = Math.floor(Math.random() * self.shootRate); self.destroyed = false; self.update = function () { // Move down self.y += self.speedY; // Shooting if (self.shootCooldown > 0) { self.shootCooldown--; } else { self.shoot(); self.shootCooldown = self.shootRate; } }; self.shoot = function () { // Shoot a single bullet straight down var eb = new EnemyBullet(); eb.x = self.x; eb.y = self.y + self.height / 2 + 10; enemyBullets.push(eb); game.addChild(eb); }; self.takeDamage = function (amount) { self.hp -= amount; LK.effects.flashObject(self, 0xff0000, 200); if (self.hp <= 0) { self.destroyed = true; } }; self.destroy = function () { if (self.parent) self.parent.removeChild(self); }; return self; }); // PlayerBullet class var PlayerBullet = Container.expand(function (size) { var self = Container.call(this); // Default size is 1 if not provided if (typeof size === "undefined") size = 1; // Attach bullet asset, scale by size var gfx = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5, scaleX: size, scaleY: size }); self.width = gfx.width * size; self.height = gfx.height * size; self.speedX = 0; self.speedY = -18; self.destroyed = false; self.update = function () { self.x += self.speedX; self.y += self.speedY; }; self.destroy = function () { self.destroyed = true; if (self.parent) self.parent.removeChild(self); }; return self; }); // Ship (player) class var Ship = Container.expand(function () { var self = Container.call(this); // Attach ship asset var gfx = self.attachAsset('ship', { anchorX: 0.5, anchorY: 0.5 }); // Ship properties self.width = gfx.width; self.height = gfx.height; self.hp = 3; self.maxHp = 3; self.bulletCount = 1; self.bulletSpread = 0.12; self.fireRate = 16; self.fireCooldown = 0; self.doubleShot = false; self.tripleShot = false; self.buzzSaw = false; self.laser = false; self.bomb = false; self.invulnTicks = 0; self.bulletSize = 1; // Default bullet size // Update method self.update = function () { if (self.fireCooldown > 0) self.fireCooldown--; if (self.invulnTicks > 0) self.invulnTicks--; }; // Take damage self.takeDamage = function (amount) { if (self.invulnTicks > 0) return; self.hp -= amount; self.invulnTicks = 60; LK.effects.flashObject(self, 0xff0000, 400); if (self.hp <= 0) { LK.showGameOver(); } }; // Shoot method self.shoot = function () { if (self.fireCooldown > 0) return; // BuzzSaw if (self.buzzSaw) { for (var i = 0; i < (self.buzzSawCount || 1); i++) { var buzz = new BuzzSaw(); buzz.x = self.x; buzz.y = self.y - self.height / 2 - 30; buzz.speedX = Math.sin((i - (self.buzzSawCount - 1) / 2) * 0.3) * 12; buzz.speedY = -18; playerBullets.push(buzz); game.addChild(buzz); } self.fireCooldown = self.fireRate; return; } // Laser if (self.laser) { var laser = new Laser(); laser.x = self.x; laser.y = self.y - self.height / 2 - 30; laser.width = self.laserSize || 30; playerBullets.push(laser); game.addChild(laser); self.fireCooldown = self.fireRate; return; } // Bomb if (self.bomb) { for (var i = 0; i < (self.bombCount || 1); i++) { var bomb = new Bomb(); bomb.x = self.x; bomb.y = self.y - self.height / 2 - 30; bomb.speedY = -10 - i * 2; playerBullets.push(bomb); game.addChild(bomb); } self.fireCooldown = self.fireRate; return; } // Normal bullets var count = self.bulletCount; var spread = self.bulletSpread; var size = self.bulletSize || 1; for (var i = 0; i < count; i++) { var angle = (i - (count - 1) / 2) * spread; var b = new PlayerBullet(size); b.x = self.x + Math.sin(angle) * 40; b.y = self.y - self.height / 2 - 30; b.speedX = Math.sin(angle) * 10; b.speedY = -18; playerBullets.push(b); game.addChild(b); } // Double shot if (self.doubleShot) { for (var i = 0; i < count; i++) { var angle = (i - (count - 1) / 2) * spread; var b = new PlayerBullet(size); b.x = self.x + Math.sin(angle) * 40 - 40; b.y = self.y - self.height / 2 - 30; b.speedX = Math.sin(angle) * 10; b.speedY = -18; playerBullets.push(b); game.addChild(b); } } // Triple shot if (self.tripleShot) { for (var i = 0; i < count; i++) { var angle = (i - (count - 1) / 2) * spread; var b = new PlayerBullet(size); b.x = self.x + Math.sin(angle) * 40 + 40; b.y = self.y - self.height / 2 - 30; b.speedX = Math.sin(angle) * 10; b.speedY = -18; playerBullets.push(b); game.addChild(b); } } self.fireCooldown = self.fireRate; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Game state variables // Ship (player) // Enemy // Bullet (player) // Enemy bullet // Upgrade card // Upgrade highlight // Sound effects // Music var ship; var playerBullets = []; var enemies = []; var enemyBullets = []; var wave = 1; var enemiesToSpawn = 0; var enemiesDefeated = 0; var enemiesPerWave = 8; var waveInProgress = false; var upgradePending = false; var upgradeOptions = []; var upgradeCards = []; var dragging = false; var dragOffsetX = 0; var dragOffsetY = 0; var score = 0; var scoreTxt; var hpTxt; var waveTxt; var upgradeGroup; var lastTouch = { x: 0, y: 0 }; // Set up background color game.setBackgroundColor(0x0a0a18); // --- Starfield background --- var starCount = 120; var stars = []; for (var i = 0; i < starCount; i++) { var star = new Container(); // Use a white ellipse for stars, randomize size for variety var size = 2 + Math.random() * 3; var gfx = star.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5, width: size, height: size, color: 0xffffff }); star.x = Math.random() * 2048; star.y = Math.random() * 2732; star.alpha = 0.4 + Math.random() * 0.6; star.speed = 0.7 + Math.random() * 1.3; // Parallax: slower for dimmer stars stars.push(star); // Add behind everything game.addChildAt(star, 0); } // Animate stars in game.update var oldGameUpdate = game.update; game.update = function () { // Move stars downward, wrap to top for (var i = 0; i < stars.length; i++) { var s = stars[i]; s.y += s.speed; if (s.y > 2732) { s.y = -5; s.x = Math.random() * 2048; } } if (typeof oldGameUpdate === "function") oldGameUpdate(); }; // Score display scoreTxt = new Text2('Score: 0', { size: 90, fill: "#fff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // HP display hpTxt = new Text2('HP: 3', { size: 70, fill: "#fff" }); hpTxt.anchor.set(0.5, 0); LK.gui.top.addChild(hpTxt); hpTxt.y = 100; // Wave display waveTxt = new Text2('Wave: 1', { size: 70, fill: "#fff" }); waveTxt.anchor.set(0.5, 0); LK.gui.top.addChild(waveTxt); waveTxt.y = 200; // Upgrade group (overlay) upgradeGroup = new Container(); upgradeGroup.visible = false; game.addChild(upgradeGroup); // Initialize player ship ship = new Ship(); game.addChild(ship); ship.x = 2048 / 2; ship.y = 2732 - 180; // Start first wave startWave(); // Handle dragging ship game.down = function (x, y, obj) { if (upgradePending) return; if (pointInShip(x, y)) { dragging = true; dragOffsetX = ship.x - x; dragOffsetY = ship.y - y; } lastTouch.x = x; lastTouch.y = y; }; game.move = function (x, y, obj) { if (upgradePending) { // Handle upgrade card selection for (var i = 0; i < upgradeCards.length; i++) { var card = upgradeCards[i]; var bounds = getCardBounds(card); if (x >= bounds.x && x <= bounds.x + bounds.w && y >= bounds.y && y <= bounds.y + bounds.h) { for (var j = 0; j < upgradeCards.length; j++) { upgradeCards[j].setHighlighted(j === i); } } } lastTouch.x = x; lastTouch.y = y; return; } if (dragging) { var nx = x + dragOffsetX; var ny = y + dragOffsetY; // Clamp to screen nx = Math.max(ship.width / 2, Math.min(2048 - ship.width / 2, nx)); ny = Math.max(2732 - 400, Math.min(2732 - ship.height / 2, ny)); ship.x = nx; ship.y = ny; } lastTouch.x = x; lastTouch.y = y; }; game.up = function (x, y, obj) { if (upgradePending) { // Check if an upgrade card was selected for (var i = 0; i < upgradeCards.length; i++) { var card = upgradeCards[i]; var bounds = getCardBounds(card); if (x >= bounds.x && x <= bounds.x + bounds.w && y >= bounds.y && y <= bounds.y + bounds.h) { selectUpgrade(i); break; } } return; } dragging = false; }; // Main game update loop game.update = function () { if (upgradePending) return; // Ship update ship.update(); // Timers for buzzsaw and laser firing if (typeof buzzSawTimer === "undefined") { buzzSawTimer = 0; } if (typeof laserTimer === "undefined") { laserTimer = 0; } if (typeof bombTimer === "undefined") { bombTimer = 0; } // Track buzzsaw upgrade count if (typeof ship.buzzSawCount === "undefined") { ship.buzzSawCount = ship.buzzSaw ? 1 : 0; } if (ship.buzzSaw && ship.buzzSawCount === 0) ship.buzzSawCount = 1; // Track bomb upgrade count if (typeof ship.bombCount === "undefined") { ship.bombCount = ship.bomb ? 1 : 0; } if (ship.bomb && ship.bombCount === 0) ship.bombCount = 1; // Ship auto-fire (normal bullets only) if (ship.fireCooldown === 0) { // Temporarily disable buzzSaw and laser for normal auto-fire var hadBuzz = ship.buzzSaw, hadLaser = ship.laser, hadBomb = ship.bomb; var fireBuzz = false, fireLaser = false, fireBomb = false; if (ship.buzzSaw) { if (buzzSawTimer <= 0) { fireBuzz = true; buzzSawTimer = 300; // 5 seconds at 60fps } else { ship.buzzSaw = false; } } if (ship.laser) { if (laserTimer <= 0) { fireLaser = true; laserTimer = 300; } else { ship.laser = false; } } if (ship.bomb) { if (bombTimer <= 0) { fireBomb = true; bombTimer = 300; // 5 seconds at 60fps } else { ship.bomb = false; } } ship.shoot(); // Restore buzzSaw/laser flags for next time ship.buzzSaw = hadBuzz; ship.laser = hadLaser; ship.bomb = hadBomb; // If it's time, fire buzzSaw and/or laser if (fireBuzz) { var oldBuzz = ship.buzzSaw; ship.buzzSaw = true; // Fire as many buzzsaws as upgrades selected var buzzCount = ship.buzzSawCount || 1; for (var i = 0; i < buzzCount; i++) { ship.shoot(); } ship.buzzSaw = oldBuzz; } if (fireLaser) { var oldLaser = ship.laser; ship.laser = true; ship.shoot(); ship.laser = oldLaser; } if (fireBomb) { var oldBomb = ship.bomb; ship.bomb = true; // Fire as many bombs as upgrades selected var bombCount = ship.bombCount || 1; for (var i = 0; i < bombCount; i++) { ship.shoot(); } ship.bomb = oldBomb; } } if (buzzSawTimer > 0) buzzSawTimer--; if (laserTimer > 0) laserTimer--; if (bombTimer > 0) bombTimer--; // Player bullets for (var i = playerBullets.length - 1; i >= 0; i--) { var b = playerBullets[i]; b.update(); // Remove if off screen or destroyed if (b.y < -b.height || b.y > 2732 + (b.height || 0) || b.x < -200 || b.x > 2048 + 200 || b.destroyed) { b.destroy(); playerBullets.splice(i, 1); continue; } // Check collision with enemies for (var j = enemies.length - 1; j >= 0; j--) { var e = enemies[j]; // BuzzSaw: deal damage, bounce, but don't destroy on hit if (b instanceof BuzzSaw && b.intersects(e)) { e.takeDamage(2); b.speedX *= -1; b.speedY *= -1; b.bounces++; if (e.hp <= 0 && !e.destroyed) { e.destroyed = true; } // Don't remove buzzsaw, allow multiple hits continue; } // Laser: deal damage, pierce, don't destroy on hit if (b instanceof Laser && b.intersects(e)) { e.takeDamage(2); if (e.hp <= 0 && !e.destroyed) { e.destroyed = true; } // Don't remove laser, allow piercing continue; } // Bomb: explode on impact, damage all enemies in radius if (b instanceof Bomb && b.intersects(e)) { // First handle the enemy that was directly hit e.takeDamage(3); // Direct hit does more damage if (e.hp <= 0 && !e.destroyed) { e.destroyed = true; } // Then trigger explosion for area damage b.explode(); // Get all enemies in blast radius for (var k = enemies.length - 1; k >= 0; k--) { if (k === j) continue; // Skip the one we already hit var target = enemies[k]; var dx = target.x - b.x; var dy = target.y - b.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance <= b.blastRadius) { // Damage falls off with distance var damageMultiplier = 1 - distance / b.blastRadius; var damage = Math.max(1, Math.floor(2 * damageMultiplier)); target.takeDamage(damage); } } playerBullets.splice(i, 1); break; } // Normal bullet if (b.intersects(e)) { e.takeDamage(1); b.destroy(); playerBullets.splice(i, 1); if (e.hp <= 0 && !e.destroyed) { e.destroyed = true; } break; } } } // 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; } // Remove if destroyed if (e.destroyed) { score += e.value; enemiesDefeated++; scoreTxt.setText('Score: ' + score); e.destroy(); enemies.splice(i, 1); LK.getSound('hit').play(); // Check for wave end if (enemiesDefeated >= enemiesPerWave) { setTimeout(showUpgrade, 600); } continue; } // Check collision with ship if (e.intersects(ship) && ship.invulnTicks === 0) { ship.takeDamage(1); e.destroyed = true; } } // Enemy bullets for (var i = enemyBullets.length - 1; i >= 0; i--) { var eb = enemyBullets[i]; eb.update(); if (eb.y > 2732 + eb.height) { eb.destroy(); enemyBullets.splice(i, 1); continue; } if (eb.intersects(ship) && ship.invulnTicks === 0) { ship.takeDamage(1); eb.destroy(); enemyBullets.splice(i, 1); continue; } } // Spawn enemies if (waveInProgress && enemiesToSpawn > 0 && enemies.length < Math.min(5 + wave, 10)) { spawnEnemy(); } // Update HP and wave display hpTxt.setText('HP: ' + ship.hp); waveTxt.setText('Wave: ' + wave); }; // Start a new wave function startWave() { waveInProgress = true; enemiesToSpawn = enemiesPerWave; enemiesDefeated = 0; waveTxt.setText('Wave: ' + wave); } // Spawn a single enemy function spawnEnemy() { // Boss every 5th wave, only spawn one boss per boss wave var e; if (wave % 5 === 0 && enemiesToSpawn === enemiesPerWave) { // Only spawn one boss at start of boss wave e = new BossEnemy(); e.x = 2048 / 2; e.y = -e.height / 2 - 10; // Scale up HP and value with wave e.hp = 40 + Math.floor(wave * 3); e.maxHp = e.hp; e.speedY = 3 + Math.floor(wave / 10); e.shootRate = Math.max(20, 40 - Math.floor(wave / 2)); e.specialGunRate = Math.max(60, 120 - wave * 2); e.value = 50 + Math.floor(wave * 2.5); enemiesToSpawn = 1; // Only one boss } else { // 20% chance to spawn a BigEnemy, but at least 1 per wave after wave 2 var spawnBig = wave > 2 && (Math.random() < 0.2 || enemiesToSpawn === enemiesPerWave - 1 && wave > 4); if (spawnBig) { e = new BigEnemy(); e.x = 200 + Math.random() * (2048 - 400); e.y = -e.height / 2 - 10; // Scale up HP and value with wave e.hp = 6 + Math.floor(wave * 1.5); e.maxHp = e.hp; e.speedY = 4 + Math.floor(wave / 6); e.shootRate = Math.max(40, 90 - wave * 2 + Math.floor(Math.random() * 30)); e.value = 5 + Math.floor(wave * 1.2); } else { e = new Enemy(); e.x = 180 + Math.random() * (2048 - 360); e.y = -e.height / 2 - 10; // Increase difficulty per wave e.hp = 1 + Math.floor(wave / 2); e.maxHp = e.hp; e.speedY = 6 + Math.floor(wave / 3); e.shootRate = Math.max(60, 120 - wave * 4 + Math.floor(Math.random() * 40)); e.value = 1 + Math.floor(wave / 2); } } enemies.push(e); game.addChild(e); enemiesToSpawn--; } // Show upgrade selection function showUpgrade() { if (upgradePending) return; upgradePending = true; waveInProgress = false; upgradeGroup.visible = true; // Generate 3 upgrade options upgradeOptions = getUpgradeOptions(); // Remove old cards for (var i = 0; i < upgradeCards.length; i++) { upgradeCards[i].destroy(); } upgradeCards = []; // Layout cards var centerX = 2048 / 2; var centerY = 2732 / 2; var spacing = 700; for (var i = 0; i < 3; i++) { var card = new UpgradeCard(); card.x = centerX + (i - 1) * spacing; card.y = centerY; card.setText(upgradeOptions[i].label); card.setHighlighted(false); upgradeGroup.addChild(card); upgradeCards.push(card); } } // Select an upgrade function selectUpgrade(idx) { if (!upgradePending) return; var upg = upgradeOptions[idx]; applyUpgrade(upg); LK.getSound('upgrade').play(); // Hide upgrade UI for (var i = 0; i < upgradeCards.length; i++) { upgradeCards[i].destroy(); } upgradeCards = []; upgradeGroup.visible = false; upgradePending = false; // Next wave wave++; enemiesPerWave = Math.min(20, 8 + Math.floor(wave * 1.5)); startWave(); } // Generate upgrade options function getUpgradeOptions() { var pool = [{ label: "+1 Max HP", apply: function apply() { ship.maxHp += 1; ship.hp = ship.maxHp; } }, { label: "+1 Bullet per shot", apply: function apply() { ship.bulletCount = Math.min(5, ship.bulletCount + 1); } }, { label: "Faster Fire Rate", apply: function apply() { ship.fireRate = Math.max(8, ship.fireRate - 4); } }, { label: "Wider Spread", apply: function apply() { ship.bulletSpread = Math.min(0.5, ship.bulletSpread + 0.08); } }, { label: "Double Shot", apply: function apply() { ship.doubleShot = true; } }, { label: "Triple Shot", apply: function apply() { ship.tripleShot = true; } }, { label: "Buzz Saw (Bouncing Blade)", apply: function apply() { ship.buzzSaw = true; if (typeof ship.buzzSawCount === "undefined") { ship.buzzSawCount = 1; } else { ship.buzzSawCount++; } } }, { label: "Laser (Piercing Beam)", apply: function apply() { ship.laser = true; if (typeof ship.laserSize === "undefined") { ship.laserSize = 30; ship.laserUpgradeCount = 1; } else { ship.laserUpgradeCount++; // Each upgrade increases width by 60, up to 300 ship.laserSize = Math.min(300, 30 + (ship.laserUpgradeCount - 1) * 60); } } }, { label: "Bomb (Area Explosion)", apply: function apply() { ship.bomb = true; if (typeof ship.bombCount === "undefined") { ship.bombCount = 1; } else { ship.bombCount++; } } }, { label: "Big Bullets", apply: function apply() { if (typeof ship.bulletSize === "undefined") { ship.bulletSize = 1.5; // First upgrade: 50% bigger } else { ship.bulletSize += 0.5; // Each upgrade makes bullets bigger } } }, { label: "Big Bullets", apply: function apply() { if (typeof ship.bulletSize === "undefined") { ship.bulletSize = 1.5; // First upgrade: 50% bigger } else { ship.bulletSize += 0.5; // Each upgrade makes bullets bigger } } }]; // Remove upgrades already owned if (ship.doubleShot) pool = pool.filter(function (u) { return u.label !== "Double Shot"; }); if (ship.tripleShot) pool = pool.filter(function (u) { return u.label !== "Triple Shot"; }); // Buzz Saw and Laser upgrades are always available for selection // Pick 3 random upgrades var options = []; var used = {}; for (var i = 0; i < 3; i++) { var idx = Math.floor(Math.random() * pool.length); while (used[idx]) idx = (idx + 1) % pool.length; used[idx] = true; options.push(pool[idx]); } return options; } // Apply upgrade function applyUpgrade(upg) { upg.apply(); } // Utility: check if point is in ship function pointInShip(x, y) { return x >= ship.x - ship.width / 2 && x <= ship.x + ship.width / 2 && y >= ship.y - ship.height / 2 && y <= ship.y + ship.height / 2; } // Utility: get card bounds function getCardBounds(card) { return { x: card.x - 310, y: card.y - 160, w: 620, h: 320 }; } // Utility: setTimeout using LK function setTimeout(fn, ms) { return LK.setTimeout(fn, ms); } // Start music LK.playMusic('bgmusic', { fade: { start: 0, end: 1, duration: 1200 } });
===================================================================
--- original.js
+++ change.js
@@ -5,8 +5,54 @@
/****
* Classes
****/
+// BuzzSaw (Bouncing Blade) class
+var BuzzSaw = Container.expand(function () {
+ var self = Container.call(this);
+ // Attach a bullet asset, but tint or scale to make it distinct
+ var gfx = self.attachAsset('bullet', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 1.2,
+ scaleY: 1.2
+ });
+ self.width = gfx.width * 1.2;
+ self.height = gfx.height * 1.2;
+ self.speedX = 0;
+ self.speedY = -18;
+ self.bounces = 0;
+ self.maxBounces = 4;
+ self.destroyed = false;
+ self.update = function () {
+ // Save last position for good practice (if needed)
+ if (typeof self.lastX === "undefined") self.lastX = self.x;
+ if (typeof self.lastY === "undefined") self.lastY = self.y;
+ self.lastX = self.x;
+ self.lastY = self.y;
+ self.x += self.speedX;
+ self.y += self.speedY;
+ // Bounce off left/right walls
+ if (self.x - self.width / 2 <= 0 && self.speedX < 0 || self.x + self.width / 2 >= 2048 && self.speedX > 0) {
+ self.speedX *= -1;
+ self.bounces++;
+ }
+ // Bounce off top
+ if (self.y - self.height / 2 <= 0 && self.speedY < 0) {
+ self.speedY *= -1;
+ self.bounces++;
+ }
+ // Remove if too many bounces or off screen
+ if (self.bounces > self.maxBounces || self.y > 2732 + self.height) {
+ self.destroy();
+ }
+ };
+ self.destroy = function () {
+ self.destroyed = true;
+ if (self.parent) self.parent.removeChild(self);
+ };
+ return self;
+});
// Enemy class
var Enemy = Container.expand(function () {
var self = Container.call(this);
// Attach enemy asset