User prompt
Remove bouncing bullets upgrade
User prompt
Remove the buzzsaw upgrade
User prompt
Add an upgrade that lets the bullet bounce on a wall once
User prompt
Add wing to all enemy classes
User prompt
When the enemy planes stop give them a movement pattern specific to their class
User prompt
Add wings for the enemy planes
User prompt
Make the yellow explosion effect stay for about 2 secs and make it have about 200 width and height
User prompt
Make the yellow explosion effect way way bigger
User prompt
Give the bomb a yellow explosion effect when it collides
User prompt
Put the upgrade pool in 3 rows so it is easier to see
User prompt
For the rapid ship class make them go a little bit slower
User prompt
Every time you get the buzzsaw upgrade add another buzzsaw that goes the opposite way and make them stay for longer each time ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make the buzzsaw look more like a saw
User prompt
For the bomb give it a yellow blast radius that deals a lot of damage ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make the fast enemy and tank enemy assets and add them in game
User prompt
Add more types of enemys
User prompt
Add special upgrades where it can upgrade 2x as much as normal and colour it yellow
User prompt
Enhance the fonts
User prompt
Make the start button look polished
User prompt
Please fix the bug: 'tween.to is not a function. (In 'tween.to(glowGfx, { alpha: 0.15 }, 700)', 'tween.to' is undefined)' in or related to this line: 'tween.to(glowGfx, {' Line Number: 1230 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
When a ship is selected make a glow effect behind it instead
User prompt
Move the start button up more
User prompt
Move the start button above the ship selection
User prompt
Move the start button even lower down
User prompt
Put the ship selection menu in rows of 2
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Big Enemy
var BigEnemy = Container.expand(function () {
var self = Container.call(this);
// Add left wing
var leftWing = self.attachAsset('bigEnemy', {
anchorX: 0.5,
anchorY: 0.5
});
leftWing.width = 80;
leftWing.height = 180;
leftWing.x = -110;
leftWing.y = 30;
leftWing.rotation = -0.28;
leftWing.alpha = 0.7;
// Add right wing
var rightWing = self.attachAsset('bigEnemy', {
anchorX: 0.5,
anchorY: 0.5
});
rightWing.width = 80;
rightWing.height = 180;
rightWing.x = 110;
rightWing.y = 30;
rightWing.rotation = 0.28;
rightWing.alpha = 0.7;
var gfx = self.attachAsset('bigEnemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = gfx.width;
self.height = gfx.height;
self.scaleX = 1;
self.scaleY = 1;
self.alpha = 1;
self.speedY = 4;
self.hp = 6;
self.maxHp = 6;
self.shootCooldown = 0;
self.shootRate = 70 + Math.floor(Math.random() * 40);
self.value = 5;
self.update = function () {
if (self.lastY === undefined) self.lastY = self.y;
var stopY = 2732 / 2.5; // stops a bit higher than regular enemy
if (self.y < stopY) {
self.y += self.speedY;
self._stopped = false;
} else {
self.y = stopY;
// After stopping, move in a slow horizontal oscillation (side-to-side)
if (!self._stopped) {
self._stopped = true;
self._moveTimer = 0;
self._baseX = self.x;
}
self._moveTimer++;
// Oscillate left/right with a slow sine wave
self.x = self._baseX + Math.sin(self._moveTimer / 60) * 120;
}
if (self.shootCooldown > 0) self.shootCooldown--;
if (self.shootCooldown === 0 && Math.random() < 0.04) {
self.shoot();
self.shootCooldown = self.shootRate;
}
self.lastY = self.y;
};
self.shoot = function () {
var bullet = new EnemyBullet();
bullet.x = self.x;
bullet.y = self.y + self.height / 2 + 10;
bullet.speedY = 22; // slightly faster bullet
enemyBullets.push(bullet);
game.addChild(bullet);
LK.getSound('enemyShoot').play();
};
self.takeDamage = function (amount) {
self.hp -= amount;
LK.getSound('enemyHit').play();
LK.effects.flashObject(self, 0xffffff, 200);
if (self.hp <= 0) {
self.destroyed = true;
}
};
return self;
});
// Bomb: Explosive weapon that destroys enemies in an area
var Bomb = Container.expand(function () {
var self = Container.call(this);
// Add blast radius indicator (initially invisible)
var blastRadiusGfx = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5,
color: 0xffff00
});
blastRadiusGfx.width = 400; // 2x blast radius
blastRadiusGfx.height = 400; // 2x blast radius
blastRadiusGfx.alpha = 0;
blastRadiusGfx.tint = 0xffff00; // Yellow color
var gfx = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
gfx.width = 60;
gfx.height = 60;
gfx.tint = 0xff3300;
self.width = gfx.width;
self.height = gfx.height;
self.speedY = -18;
self.speedX = 0;
self.blastRadius = 200;
self.owner = null; // set to ship
self.update = function () {
self.x += self.speedX;
self.y += self.speedY;
// Check for collision with enemies directly in update method
for (var i = 0; i < enemies.length; i++) {
if (self.intersects(enemies[i])) {
self.explode();
break;
}
}
};
self.explode = function () {
// Show blast radius with animation
blastRadiusGfx.alpha = 0.7;
// Animate the blast radius expanding and fading
tween(blastRadiusGfx, {
scaleX: 1.5,
scaleY: 1.5,
alpha: 0
}, {
duration: 400,
easing: tween.easeOut
});
// --- Yellow explosion effect ---
// Create a temporary yellow explosion circle
var explosion = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5,
color: 0xffff00
});
// Set the explosion to 200x200 as requested
explosion.width = 200;
explosion.height = 200;
explosion.alpha = 0.85;
explosion.tint = 0xffff00;
explosion.x = 0;
explosion.y = 0;
// Animate the explosion: keep it visible for about 2 seconds, then fade out
tween(explosion, {
alpha: 0.85
}, {
duration: 1800,
easing: tween.linear,
onFinish: function onFinish() {
tween(explosion, {
alpha: 0
}, {
duration: 200,
easing: tween.linear,
onFinish: function onFinish() {
if (explosion && explosion.parent) explosion.parent.removeChild(explosion);
}
});
}
});
// Flash effect for explosion
LK.effects.flashObject(self, 0xffaa00, 200);
self.destroyed = true;
};
return self;
});
// Enemy
var Enemy = Container.expand(function () {
var self = Container.call(this);
// Add left wing
var leftWing = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
leftWing.width = 40;
leftWing.height = 80;
leftWing.x = -50;
leftWing.y = 10;
leftWing.rotation = -0.32;
leftWing.alpha = 0.7;
// Add right wing
var rightWing = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
rightWing.width = 40;
rightWing.height = 80;
rightWing.x = 50;
rightWing.y = 10;
rightWing.rotation = 0.32;
rightWing.alpha = 0.7;
// Main enemy body
var gfx = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = gfx.width;
self.height = gfx.height;
self.scaleX = 1;
self.scaleY = 1;
self.alpha = 1;
self.speedY = 6;
self.hp = 1;
self.maxHp = 1;
self.shootCooldown = 0;
self.shootRate = 90 + Math.floor(Math.random() * 60);
self.value = 1;
self.update = function () {
// Store lastY for transition detection
if (self.lastY === undefined) self.lastY = self.y;
var stopY = 2732 / 2; // halfway down the screen
if (self.y < stopY) {
self.y += self.speedY;
self._stopped = false;
} else {
self.y = stopY;
// After stopping, move in a small horizontal wiggle
if (!self._stopped) {
self._stopped = true;
self._moveTimer = 0;
self._baseX = self.x;
}
self._moveTimer++;
// Wiggle left/right with a small sine wave
self.x = self._baseX + Math.sin(self._moveTimer / 18) * 40;
}
if (self.shootCooldown > 0) self.shootCooldown--;
if (self.shootCooldown === 0 && Math.random() < 0.02) {
self.shoot();
self.shootCooldown = self.shootRate;
}
self.lastY = self.y;
};
self.shoot = function () {
var bullet = new EnemyBullet();
bullet.x = self.x;
bullet.y = self.y + self.height / 2 + 10;
enemyBullets.push(bullet);
game.addChild(bullet);
LK.getSound('enemyShoot').play();
};
self.takeDamage = function (amount) {
self.hp -= amount;
LK.getSound('enemyHit').play();
LK.effects.flashObject(self, 0xffffff, 200);
if (self.hp <= 0) {
self.destroyed = true;
}
};
return self;
});
// Enemy Bullet
var EnemyBullet = Container.expand(function () {
var self = Container.call(this);
var gfx = self.attachAsset('enemyBullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = gfx.width;
self.height = gfx.height;
self.speedY = 18;
self.update = function () {
self.y += self.speedY;
};
return self;
});
// FastEnemy: Quick enemy with less HP
var FastEnemy = Container.expand(function () {
var self = Container.call(this);
// Add left wing
var leftWing = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
leftWing.width = 32;
leftWing.height = 64;
leftWing.x = -40;
leftWing.y = 8;
leftWing.rotation = -0.32;
leftWing.alpha = 0.7;
// Add right wing
var rightWing = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
rightWing.width = 32;
rightWing.height = 64;
rightWing.x = 40;
rightWing.y = 8;
rightWing.rotation = 0.32;
rightWing.alpha = 0.7;
var gfx = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
gfx.tint = 0xff6600; // Orange color for fast enemy
self.width = gfx.width;
self.height = gfx.height;
self.scaleX = 0.8; // Smaller than regular enemy
self.scaleY = 0.8;
self.alpha = 1;
self.speedY = 8; // Slightly slower than before, but still faster than regular enemy
self.hp = 1;
self.maxHp = 1;
self.shootCooldown = 0;
self.shootRate = 120 + Math.floor(Math.random() * 60); // Shoots less often
self.value = 2; // Worth more points than regular enemy
self.update = function () {
// Store lastY for transition detection
if (self.lastY === undefined) self.lastY = self.y;
var stopY = 2732 / 2.2; // Stops slightly higher than regular enemy
// Move in a zigzag pattern
if (typeof self.zigzagDir === "undefined") {
self.zigzagDir = Math.random() < 0.5 ? 1 : -1;
self.zigzagTimer = 0;
}
self.zigzagTimer++;
if (self.zigzagTimer > 30) {
self.zigzagDir *= -1;
self.zigzagTimer = 0;
}
if (self.y < stopY) {
self.y += self.speedY;
// Add zigzag motion
self.x += self.zigzagDir * 4;
// Ensure enemy stays within screen bounds
if (self.x < self.width / 2) {
self.x = self.width / 2;
self.zigzagDir *= -1;
} else if (self.x > 2048 - self.width / 2) {
self.x = 2048 - self.width / 2;
self.zigzagDir *= -1;
}
self._stopped = false;
} else {
self.y = stopY;
// After stopping, move in a fast horizontal zigzag
if (!self._stopped) {
self._stopped = true;
self._moveTimer = 0;
self._baseX = self.x;
self._zigzagDir = Math.random() < 0.5 ? 1 : -1;
}
self._moveTimer++;
// Fast zigzag left/right, bounce at screen edges
self.x += self._zigzagDir * 12;
if (self.x < self.width / 2) {
self.x = self.width / 2;
self._zigzagDir *= -1;
} else if (self.x > 2048 - self.width / 2) {
self.x = 2048 - self.width / 2;
self._zigzagDir *= -1;
}
}
if (self.shootCooldown > 0) self.shootCooldown--;
if (self.shootCooldown === 0 && Math.random() < 0.02) {
self.shoot();
self.shootCooldown = self.shootRate;
}
self.lastY = self.y;
};
self.shoot = function () {
var bullet = new EnemyBullet();
bullet.x = self.x;
bullet.y = self.y + self.height / 2 + 10;
bullet.speedY = 24; // Faster bullets
enemyBullets.push(bullet);
game.addChild(bullet);
LK.getSound('enemyShoot').play();
};
self.takeDamage = function (amount) {
self.hp -= amount;
LK.getSound('enemyHit').play();
LK.effects.flashObject(self, 0xffffff, 200);
if (self.hp <= 0) {
self.destroyed = true;
}
};
return self;
});
// Laser: Piercing straight beam
var Laser = Container.expand(function () {
var self = Container.call(this);
// Determine laser width based on ship.laserSize, default to 30, max 300
var laserWidth = 30;
if (typeof ship !== "undefined" && typeof ship.laserSize !== "undefined") {
laserWidth = Math.min(300, ship.laserSize);
}
var gfx = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.0
});
gfx.width = laserWidth;
gfx.height = 400;
gfx.tint = 0x00ffff;
self.width = gfx.width;
self.height = gfx.height;
self.speedY = -40;
self.lifetime = 60;
self.update = function () {
self.y += self.speedY;
self.lifetime--;
if (self.lifetime <= 0) {
self.destroyed = true;
}
};
return self;
});
// Player Bullet
var PlayerBullet = Container.expand(function () {
var self = Container.call(this);
var gfx = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
// Determine bullet size based on ship.bulletSize
var sizeMultiplier = 1;
if (typeof ship !== "undefined" && typeof ship.bulletSize !== "undefined") {
sizeMultiplier = ship.bulletSize;
}
gfx.width = gfx.width * sizeMultiplier;
gfx.height = gfx.height * sizeMultiplier;
self.width = gfx.width;
self.height = gfx.height;
self.speedY = -28;
self.speedX = 0;
// Set bullet damage based on ship.bulletDamage, default to 1
self.damage = 1;
if (typeof ship !== "undefined" && typeof ship.bulletDamage !== "undefined") {
self.damage = ship.bulletDamage;
}
self.update = function () {
self.y += self.speedY;
self.x += self.speedX;
};
return self;
});
// Player Ship
var Ship = Container.expand(function () {
var self = Container.call(this);
// Add left wing
var leftWing = self.attachAsset('ship', {
anchorX: 0.5,
anchorY: 0.5
});
leftWing.width = 60;
leftWing.height = 120;
leftWing.x = -70;
leftWing.y = 20;
leftWing.rotation = -0.35;
leftWing.alpha = 0.7;
// Add right wing
var rightWing = self.attachAsset('ship', {
anchorX: 0.5,
anchorY: 0.5
});
rightWing.width = 60;
rightWing.height = 120;
rightWing.x = 70;
rightWing.y = 20;
rightWing.rotation = 0.35;
rightWing.alpha = 0.7;
// Main ship body
var shipGfx = self.attachAsset('ship', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = shipGfx.width;
self.height = shipGfx.height;
self.fireCooldown = 0;
self.fireRate = 30; // ticks between shots
self.bulletSpeed = -28;
self.bulletCount = 1;
self.bulletSpread = 0;
self.bulletSize = 1; // Default bullet size multiplier
self.bulletDamage = 1; // Default bullet damage
self.doubleShot = false;
self.tripleShot = false;
self.laser = false;
self.hp = 100;
self.maxHp = 100;
self.invulnTicks = 0;
self.update = function () {
if (self.fireCooldown > 0) self.fireCooldown--;
if (self.invulnTicks > 0) {
self.invulnTicks--;
shipGfx.alpha = LK.ticks % 8 < 4 ? 0.4 : 1;
leftWing.alpha = shipGfx.alpha * 0.7;
rightWing.alpha = shipGfx.alpha * 0.7;
} else {
shipGfx.alpha = 1;
leftWing.alpha = 0.7;
rightWing.alpha = 0.7;
}
};
self.shoot = function () {
if (self.fireCooldown > 0) return;
self.fireCooldown = self.fireRate;
self._buzzSawFiredThisShot = false;
self._bombFiredThisShot = false;
var shots = [];
var spread = self.bulletSpread;
var count = self.bulletCount;
if (self.tripleShot) {
count = 3;
spread = 0.25;
} else if (self.doubleShot) {
count = 2;
spread = 0.18;
}
// Laser upgrade
if (self.laser) {
var laser = new Laser();
laser.x = self.x;
laser.y = self.y - self.height / 2 - 10;
playerBullets.push(laser);
game.addChild(laser);
shots.push(laser);
}
// Bomb upgrade
if (self.bomb && !self._bombFiredThisShot) {
var bomb = new Bomb();
bomb.x = self.x;
bomb.y = self.y - self.height / 2 - 10;
bomb.owner = self;
// Add a subtle yellow pulsing glow to indicate it's powerful
for (var i = 0; i < bomb.children.length; i++) {
if (bomb.children[i].width === 400 && bomb.children[i].tint === 0xffff00) {
var blastRadiusGfx = bomb.children[i];
blastRadiusGfx.alpha = 0.1;
// Pulse animation
tween(blastRadiusGfx, {
alpha: 0.25
}, {
duration: 400,
easing: tween.linear,
onFinish: function onFinish() {
tween(blastRadiusGfx, {
alpha: 0.1
}, {
duration: 400,
easing: tween.linear
});
}
});
break;
}
}
playerBullets.push(bomb);
game.addChild(bomb);
shots.push(bomb);
self._bombFiredThisShot = true;
}
// Normal bullets
for (var i = 0; i < count; i++) {
var angle = (i - (count - 1) / 2) * spread;
var bullet = new PlayerBullet();
bullet.x = self.x;
bullet.y = self.y - self.height / 2 - 10;
bullet.speedY = self.bulletSpeed * Math.cos(angle);
bullet.speedX = self.bulletSpeed * Math.sin(angle);
playerBullets.push(bullet);
game.addChild(bullet);
shots.push(bullet);
}
LK.getSound('shoot').play();
return shots;
};
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.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
};
return self;
});
// TankEnemy: Slow but tough enemy
var TankEnemy = Container.expand(function () {
var self = Container.call(this);
// Add left wing
var leftWing = self.attachAsset('tankEnemy', {
anchorX: 0.5,
anchorY: 0.5
});
leftWing.width = 60;
leftWing.height = 140;
leftWing.x = -90;
leftWing.y = 20;
leftWing.rotation = -0.25;
leftWing.alpha = 0.7;
// Add right wing
var rightWing = self.attachAsset('tankEnemy', {
anchorX: 0.5,
anchorY: 0.5
});
rightWing.width = 60;
rightWing.height = 140;
rightWing.x = 90;
rightWing.y = 20;
rightWing.rotation = 0.25;
rightWing.alpha = 0.7;
var gfx = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
gfx.tint = 0x888888; // Gray color for tank enemy
// Make it larger
gfx.width = gfx.width * 1.5;
gfx.height = gfx.height * 1.5;
self.width = gfx.width;
self.height = gfx.height;
self.scaleX = 1;
self.scaleY = 1;
self.alpha = 1;
self.speedY = 3; // Slower than regular enemy
self.hp = 4; // More HP than regular enemy
self.maxHp = 4;
self.shootCooldown = 0;
self.shootRate = 80 + Math.floor(Math.random() * 40); // Shoots more often
self.value = 3; // Worth more points than regular enemy
self.update = function () {
// Store lastY for transition detection
if (self.lastY === undefined) self.lastY = self.y;
var stopY = 2732 / 2.1; // Stops at a different position
if (self.y < stopY) {
self.y += self.speedY;
self._stopped = false;
} else {
self.y = stopY;
// After stopping, move in a slow, heavy "lurch" pattern (pause, then move a bit, then pause)
if (!self._stopped) {
self._stopped = true;
self._moveTimer = 0;
self._baseX = self.x;
self._lurchDir = Math.random() < 0.5 ? 1 : -1;
}
self._moveTimer++;
// Every 90 frames, lurch left or right by 60px, then pause
if (self._moveTimer % 120 === 0) {
self._lurchDir *= -1;
}
if (self._moveTimer % 120 < 30) {
// Lurch for 30 frames
self.x = self._baseX + self._lurchDir * 60;
} else {
// Pause for 90 frames
self.x = self._baseX;
}
}
if (self.shootCooldown > 0) self.shootCooldown--;
if (self.shootCooldown === 0 && Math.random() < 0.03) {
self.shoot();
self.shootCooldown = self.shootRate;
}
self.lastY = self.y;
};
self.shoot = function () {
// Tank enemy shoots multiple bullets in a spread
for (var i = -1; i <= 1; i++) {
var bullet = new EnemyBullet();
bullet.x = self.x + i * 20;
bullet.y = self.y + self.height / 2 + 10;
enemyBullets.push(bullet);
game.addChild(bullet);
}
LK.getSound('enemyShoot').play();
};
self.takeDamage = function (amount) {
self.hp -= amount;
LK.getSound('enemyHit').play();
LK.effects.flashObject(self, 0xffffff, 200);
if (self.hp <= 0) {
self.destroyed = true;
}
};
return self;
});
// Upgrade Card
var UpgradeCard = Container.expand(function () {
var self = Container.call(this);
var highlight = self.attachAsset('upgradeHighlight', {
anchorX: 0.5,
anchorY: 0.5
});
highlight.visible = false;
var card = self.attachAsset('upgradeCard', {
anchorX: 0.5,
anchorY: 0.5
});
self.text = new Text2('', {
size: 70,
fill: 0xFFFFFF,
font: "'GillSans-Bold',Impact,'Arial Black',Tahoma,sans-serif"
});
self.text.anchor.set(0.5, 0.5);
self.addChild(self.text);
self.setText = function (t) {
self.text.setText(t);
};
self.setHighlighted = function (v) {
highlight.visible = v;
};
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",
font: "'GillSans-Bold',Impact,'Arial Black',Tahoma,sans-serif"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// HP display
hpTxt = new Text2('HP: 3', {
size: 70,
fill: "#fff",
font: "'GillSans-Bold',Impact,'Arial Black',Tahoma,sans-serif"
});
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",
font: "'GillSans-Bold',Impact,'Arial Black',Tahoma,sans-serif"
});
waveTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(waveTxt);
waveTxt.y = 200;
// Hide UI during menu, show after game start
scoreTxt.visible = false;
hpTxt.visible = false;
waveTxt.visible = false;
// 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 laser and bomb firing
if (typeof laserTimer === "undefined") {
laserTimer = 0;
}
if (typeof bombTimer === "undefined") {
bombTimer = 0;
}
// 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 laser for normal auto-fire
var hadLaser = ship.laser,
hadBomb = ship.bomb;
var fireLaser = false,
fireBomb = 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 laser/bomb flags for next time
ship.laser = hadLaser;
ship.bomb = hadBomb;
// If it's time, fire laser
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 (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];
// 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(5); // Increased direct hit 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 but starts higher
var damageMultiplier = 1 - distance / b.blastRadius;
var damage = Math.max(2, Math.floor(4 * damageMultiplier)); // Increased area damage
target.takeDamage(damage);
}
}
playerBullets.splice(i, 1);
break;
}
// Normal bullet
if (b.intersects(e)) {
var dmg = typeof b.damage !== "undefined" ? b.damage : 1;
e.takeDamage(dmg);
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() {
// Choose enemy type based on wave and random chance
var rand = Math.random();
var enemyType;
// Wave 1: Only basic enemies
if (wave === 1) {
enemyType = "basic";
}
// Wave 2-3: Introduce fast enemies
else if (wave <= 3) {
if (rand < 0.2) enemyType = "fast";else enemyType = "basic";
}
// Wave 4-5: Introduce big enemies and tank enemies
else if (wave <= 5) {
if (rand < 0.2) enemyType = "big";else if (rand < 0.35) enemyType = "fast";else if (rand < 0.45) enemyType = "tank";else enemyType = "basic";
}
// Wave 6+: More variety with increasing difficulty
else {
if (rand < 0.25) enemyType = "big";else if (rand < 0.45) enemyType = "fast";else if (rand < 0.65) enemyType = "tank";else enemyType = "basic";
}
// Force a big enemy to appear in later waves
if (wave > 4 && enemiesToSpawn === enemiesPerWave - 1 && enemyType !== "big") {
enemyType = "big";
}
var e;
// Create the selected enemy type
if (enemyType === "big") {
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 if (enemyType === "fast") {
e = new FastEnemy();
e.x = 150 + Math.random() * (2048 - 300);
e.y = -e.height / 2 - 10;
// Scale up with wave
e.hp = Math.max(1, Math.floor(wave / 3));
e.maxHp = e.hp;
e.speedY = 10 + Math.floor(wave / 4);
e.shootRate = Math.max(100, 120 - wave * 3 + Math.floor(Math.random() * 40));
e.value = 2 + Math.floor(wave / 3);
} else if (enemyType === "tank") {
e = new TankEnemy();
e.x = 250 + Math.random() * (2048 - 500);
e.y = -e.height / 2 - 10;
// Scale up with wave
e.hp = 4 + Math.floor(wave * 1.2);
e.maxHp = e.hp;
e.speedY = 3 + Math.floor(wave / 8);
e.shootRate = Math.max(50, 80 - wave * 2 + Math.floor(Math.random() * 30));
e.value = 3 + Math.floor(wave / 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 in 3 rows for better visibility
var centerX = 2048 / 2;
var centerY = 2732 / 2;
var cardSpacingY = 380;
var cardSpacingX = 0; // All cards centered horizontally
for (var i = 0; i < 3; i++) {
var card = new UpgradeCard();
card.x = centerX + cardSpacingX;
card.y = centerY + (i - 1) * cardSpacingY;
card.setText(upgradeOptions[i].label);
card.setHighlighted(false);
// Color special upgrades yellow
if (upgradeOptions[i].special) {
// Find the card background and set its tint to yellow
for (var j = 0; j < card.children.length; j++) {
if (card.children[j] && card.children[j].tint !== undefined) {
card.children[j].tint = 0xffe066; // yellow
}
}
// Also set text color to dark for contrast
if (card.text && card.text.style) {
card.text.style.fill = "#664400";
card.text.dirty = true;
}
}
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: "+2 Max HP",
special: true,
apply: function apply() {
ship.maxHp += 2;
ship.hp = ship.maxHp;
}
}, {
label: "+1 Bullet per shot",
apply: function apply() {
ship.bulletCount = Math.min(5, ship.bulletCount + 1);
}
}, {
label: "+2 Bullets per shot",
special: true,
apply: function apply() {
ship.bulletCount = Math.min(5, ship.bulletCount + 2);
}
}, {
label: "Faster Fire Rate",
apply: function apply() {
ship.fireRate = Math.max(8, ship.fireRate - 4);
}
}, {
label: "Much Faster Fire Rate",
special: true,
apply: function apply() {
ship.fireRate = Math.max(8, ship.fireRate - 8);
}
}, {
label: "Wider Spread",
apply: function apply() {
ship.bulletSpread = Math.min(0.5, ship.bulletSpread + 0.08);
}
}, {
label: "Much Wider Spread",
special: true,
apply: function apply() {
ship.bulletSpread = Math.min(0.5, ship.bulletSpread + 0.16);
}
}, {
label: "Double Shot",
apply: function apply() {
ship.doubleShot = true;
}
}, {
label: "Triple Shot",
apply: function apply() {
ship.tripleShot = true;
}
}, {
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: "Laser x2 (Piercing Beam)",
special: true,
apply: function apply() {
ship.laser = true;
if (typeof ship.laserUpgradeCount === "undefined") {
ship.laserUpgradeCount = 2;
ship.laserSize = Math.min(300, 30 + (ship.laserUpgradeCount - 1) * 60);
} else {
ship.laserUpgradeCount += 2;
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: "Bomb x2 (Area Explosion)",
special: true,
apply: function apply() {
ship.bomb = true;
if (typeof ship.bombCount === "undefined") {
ship.bombCount = 2;
} else {
ship.bombCount += 2;
}
}
}, {
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: "Huge Bullets",
special: true,
apply: function apply() {
if (typeof ship.bulletSize === "undefined") {
ship.bulletSize = 2.0;
} else {
ship.bulletSize += 1.0;
}
}
}, {
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: "Bullet Damage Up",
apply: function apply() {
if (typeof ship.bulletDamage === "undefined") {
ship.bulletDamage = 2;
} else {
ship.bulletDamage += 1;
}
}
}, {
label: "Bullet Damage Up x2",
special: true,
apply: function apply() {
if (typeof ship.bulletDamage === "undefined") {
ship.bulletDamage = 3;
} else {
ship.bulletDamage += 2;
}
}
}];
// 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, but guarantee at least one special (yellow) if possible
var specials = pool.filter(function (u) {
return u.special;
});
var normals = pool.filter(function (u) {
return !u.special;
});
var options = [];
var used = {};
// 30% chance to include a special, or always if none chosen yet and available
if (specials.length > 0 && Math.random() < 0.3) {
var idx = Math.floor(Math.random() * specials.length);
options.push(specials[idx]);
used[specials[idx].label] = true;
}
while (options.length < 3) {
var poolToUse = Math.random() < 0.3 && specials.length > 0 ? specials : normals;
var idx = Math.floor(Math.random() * poolToUse.length);
var upg = poolToUse[idx];
if (!used[upg.label]) {
options.push(upg);
used[upg.label] = true;
}
}
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
}
});
// --- Ship Selection Menu ---
// --- Game Title and Instructions ---
var titleTxt = new Text2("GALACTIC DEFENSE", {
size: 120,
fill: "#fff",
font: "'GillSans-Bold',Impact,'Arial Black',Tahoma,sans-serif"
});
titleTxt.anchor.set(0.5, 0);
titleTxt.x = 2048 / 2;
titleTxt.y = 80;
game.addChild(titleTxt);
var instrTxt = new Text2("Choose your ship and tap Start!\nDrag your ship to dodge and shoot.\nSurvive waves, collect upgrades.", {
size: 60,
fill: "#fff",
font: "'GillSans',Arial,'Arial Black',Tahoma,sans-serif"
});
instrTxt.anchor.set(0.5, 0);
instrTxt.x = 2048 / 2;
instrTxt.y = 240;
game.addChild(instrTxt);
// Define available ships
var shipTypes = [{
name: "Balanced",
color: 0x66ccff,
hp: 100,
fireRate: 30,
bulletCount: 1,
bulletSpread: 0,
bulletSize: 1,
bulletDamage: 1,
desc: "Balanced all-rounder"
}, {
name: "Tank",
color: 0x44bb44,
hp: 160,
fireRate: 44,
bulletCount: 1,
bulletSpread: 0,
bulletSize: 1.2,
bulletDamage: 2,
desc: "High HP, slow fire, strong bullets"
}, {
name: "Rapid",
color: 0xffaa00,
hp: 70,
fireRate: 14,
bulletCount: 1,
bulletSpread: 0,
bulletSize: 0.8,
bulletDamage: 1,
desc: "Low HP, very fast fire"
}, {
name: "Spread",
color: 0xdd33cc,
hp: 90,
fireRate: 32,
bulletCount: 3,
bulletSpread: 0.22,
bulletSize: 0.9,
bulletDamage: 1,
desc: "Triple shot, moderate stats"
}];
var selectedShipType = 0;
// Ship selection group
var shipSelectGroup = new Container();
game.addChild(shipSelectGroup);
// Create ship cards
var shipCards = [];
var cardSpacing = 500;
var centerX = 2048 / 2;
var centerY = 2732 / 2 - 200;
for (var i = 0; i < shipTypes.length; i++) {
var card = new Container();
var cardGfx = card.attachAsset('upgradeCard', {
anchorX: 0.5,
anchorY: 0.5
});
cardGfx.width = 540;
cardGfx.height = 670;
cardGfx.tint = shipTypes[i].color;
// Ship name
var nameTxt = new Text2(shipTypes[i].name, {
size: 90,
fill: "#fff",
font: "'GillSans-Bold',Impact,'Arial Black',Tahoma,sans-serif"
});
nameTxt.anchor.set(0.5, 0);
nameTxt.y = -270;
card.addChild(nameTxt);
// Ship preview
var preview = card.attachAsset('ship', {
anchorX: 0.5,
anchorY: 0.5
});
preview.width = 180;
preview.height = 180;
preview.tint = shipTypes[i].color;
preview.y = -100;
// Ship stats
var statsTxt = new Text2("HP: " + shipTypes[i].hp + "\nFire: " + (60 / shipTypes[i].fireRate).toFixed(1) + "/s" + "\nBullets: " + shipTypes[i].bulletCount + "\nDamage: " + shipTypes[i].bulletDamage, {
size: 48,
fill: "#fff",
font: "'GillSans',Arial,'Arial Black',Tahoma,sans-serif"
});
statsTxt.anchor.set(0.5, 0);
statsTxt.y = 100;
card.addChild(statsTxt);
// Description
var descTxt = new Text2(shipTypes[i].desc, {
size: 52,
fill: "#fff",
font: "'GillSans',Arial,'Arial Black',Tahoma,sans-serif"
});
descTxt.anchor.set(0.5, 0);
descTxt.y = 300;
card.addChild(descTxt);
// Arrange in rows of 2
var row = Math.floor(i / 2);
var col = i % 2;
var rowSpacing = 800;
var colSpacing = 700;
// Center the two columns
var totalCols = 2;
var xOffset = (col - (totalCols - 1) / 2) * colSpacing;
var yOffset = row * rowSpacing;
card.x = centerX + xOffset;
card.y = centerY + yOffset;
card.cardIndex = i;
shipSelectGroup.addChild(card);
shipCards.push(card);
}
// Glow effect for selected card
var selectGlow = new Container();
var glowGfx = selectGlow.attachAsset('ship', {
anchorX: 0.5,
anchorY: 0.5
});
glowGfx.width = 320;
glowGfx.height = 320;
glowGfx.tint = 0xffff66;
glowGfx.alpha = 0.45;
selectGlow.visible = true;
shipSelectGroup.addChild(selectGlow);
// Animate the glow (pulsing)
function pulseGlow() {
tween(glowGfx, {
alpha: 0.15
}, {
duration: 700,
easing: tween.linear,
onFinish: function onFinish() {
tween(glowGfx, {
alpha: 0.45
}, {
duration: 700,
easing: tween.linear,
onFinish: pulseGlow
});
}
});
}
pulseGlow();
function updateShipHighlight() {
selectGlow.x = shipCards[selectedShipType].x;
selectGlow.y = shipCards[selectedShipType].y - 100; // Center behind ship preview
}
updateShipHighlight();
// Ship card touch selection
shipSelectGroup.down = function (x, y, obj) {
for (var i = 0; i < shipCards.length; i++) {
var card = shipCards[i];
var bx = card.x - 210,
by = card.y - 260,
bw = 420,
bh = 520;
if (x >= bx && x <= bx + bw && y >= by && y <= by + bh) {
selectedShipType = i;
updateShipHighlight();
break;
}
}
};
// Ship card swipe (left/right)
shipSelectGroup.move = function (x, y, obj) {
// Optional: could implement swipe, but for now tap to select
};
// --- Start Button ---
// --- Polished Start Button ---
var startButton = new Container();
// Shadow effect (soft drop shadow)
var shadowGfx = startButton.attachAsset('upgradeCard', {
anchorX: 0.5,
anchorY: 0.5
});
shadowGfx.width = 420;
shadowGfx.height = 220;
shadowGfx.tint = 0x222222;
shadowGfx.alpha = 0.28;
shadowGfx.y = 16;
// Main button with rounded look (simulate with slightly larger highlight behind)
var buttonHighlight = startButton.attachAsset('upgradeHighlight', {
anchorX: 0.5,
anchorY: 0.5
});
buttonHighlight.width = 440;
buttonHighlight.height = 240;
buttonHighlight.tint = 0x66ff99;
buttonHighlight.alpha = 0.18;
// Main button
var buttonGfx = startButton.attachAsset('upgradeCard', {
anchorX: 0.5,
anchorY: 0.5
});
buttonGfx.width = 400;
buttonGfx.height = 200;
buttonGfx.tint = 0x00e676; // Modern green
// Animated pulse for highlight
function pulseButtonHighlight() {
tween(buttonHighlight, {
alpha: 0.32
}, {
duration: 700,
easing: tween.linear,
onFinish: function onFinish() {
tween(buttonHighlight, {
alpha: 0.18
}, {
duration: 700,
easing: tween.linear,
onFinish: pulseButtonHighlight
});
}
});
}
pulseButtonHighlight();
// Button text
var buttonText = new Text2('Start', {
size: 100,
fill: "#fff",
font: "'GillSans-Bold',Impact,'Arial Black',Tahoma,sans-serif"
});
buttonText.anchor.set(0.5, 0.5);
buttonText.y = 0;
startButton.addChild(buttonText);
// Subtle shine effect (simulated with a semi-transparent white ellipse)
var shine = startButton.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
shine.width = 320;
shine.height = 60;
shine.tint = 0xffffff;
shine.alpha = 0.13;
shine.y = -40;
// Position the start button higher above the ship cards
startButton.x = 2048 / 2;
startButton.y = 2732 / 2 - 600;
game.addChild(startButton);
// Animated press feedback
startButton.down = function (x, y, obj) {
// Animate press: shrink and darken
tween(buttonGfx, {
scaleX: 0.96,
scaleY: 0.96,
tint: 0x00b050
}, {
duration: 80,
easing: tween.linear
});
tween(buttonHighlight, {
scaleX: 0.98,
scaleY: 0.98,
alpha: 0.32
}, {
duration: 80,
easing: tween.linear
});
tween(shadowGfx, {
alpha: 0.38
}, {
duration: 80,
easing: tween.linear
});
// After short delay, restore and trigger start
LK.setTimeout(function () {
tween(buttonGfx, {
scaleX: 1,
scaleY: 1,
tint: 0x00e676
}, {
duration: 120,
easing: tween.linear
});
tween(buttonHighlight, {
scaleX: 1,
scaleY: 1,
alpha: 0.18
}, {
duration: 120,
easing: tween.linear
});
tween(shadowGfx, {
alpha: 0.28
}, {
duration: 120,
easing: tween.linear
});
// Hide menu UI
startButton.visible = false;
shipSelectGroup.visible = false;
if (typeof titleTxt !== "undefined") titleTxt.visible = false;
if (typeof instrTxt !== "undefined") instrTxt.visible = false;
// Show game UI
scoreTxt.visible = true;
hpTxt.visible = true;
waveTxt.visible = true;
// Initialize game state
wave = 1;
enemiesToSpawn = 0;
enemiesDefeated = 0;
enemiesPerWave = 8;
waveInProgress = false;
upgradePending = false;
upgradeOptions = [];
upgradeCards = [];
dragging = false;
dragOffsetX = 0;
dragOffsetY = 0;
score = 0;
scoreTxt.setText('Score: 0');
// Set up ship with selected type
var t = shipTypes[selectedShipType];
// Remove old ship if present
if (ship && typeof ship.destroy === "function") ship.destroy();
ship = new Ship();
game.addChild(ship);
ship.x = 2048 / 2;
ship.y = 2732 - 180;
ship.hp = t.hp;
ship.maxHp = t.hp;
ship.fireRate = t.fireRate;
ship.bulletCount = t.bulletCount;
ship.bulletSpread = t.bulletSpread;
ship.bulletSize = t.bulletSize;
ship.bulletDamage = t.bulletDamage;
// Tint ship body and wings
for (var i = 0; i < ship.children.length; i++) {
if (ship.children[i] && ship.children[i].tint !== undefined) {
ship.children[i].tint = t.color;
}
}
hpTxt.setText('HP: ' + ship.hp);
waveTxt.setText('Wave: ' + wave);
// Start first wave
startWave();
}, 120);
};
// Add event listener for the start button
startButton.down = function (x, y, obj) {
// Hide menu UI
startButton.visible = false;
shipSelectGroup.visible = false;
if (typeof titleTxt !== "undefined") titleTxt.visible = false;
if (typeof instrTxt !== "undefined") instrTxt.visible = false;
// Show game UI
scoreTxt.visible = true;
hpTxt.visible = true;
waveTxt.visible = true;
// Initialize game state
wave = 1;
enemiesToSpawn = 0;
enemiesDefeated = 0;
enemiesPerWave = 8;
waveInProgress = false;
upgradePending = false;
upgradeOptions = [];
upgradeCards = [];
dragging = false;
dragOffsetX = 0;
dragOffsetY = 0;
score = 0;
scoreTxt.setText('Score: 0');
// Set up ship with selected type
var t = shipTypes[selectedShipType];
// Remove old ship if present
if (ship && typeof ship.destroy === "function") ship.destroy();
ship = new Ship();
game.addChild(ship);
ship.x = 2048 / 2;
ship.y = 2732 - 180;
ship.hp = t.hp;
ship.maxHp = t.hp;
ship.fireRate = t.fireRate;
ship.bulletCount = t.bulletCount;
ship.bulletSpread = t.bulletSpread;
ship.bulletSize = t.bulletSize;
ship.bulletDamage = t.bulletDamage;
// Tint ship body and wings
for (var i = 0; i < ship.children.length; i++) {
if (ship.children[i] && ship.children[i].tint !== undefined) {
ship.children[i].tint = t.color;
}
}
hpTxt.setText('HP: ' + ship.hp);
waveTxt.setText('Wave: ' + wave);
// Start first wave
startWave();
}; ===================================================================
--- original.js
+++ change.js
@@ -444,22 +444,8 @@
}
self.update = function () {
self.y += self.speedY;
self.x += self.speedX;
- // --- Bouncing Bullets logic ---
- if (typeof self.bounced === "undefined") self.bounced = false;
- if (typeof ship !== "undefined" && ship.bounceBullets && !self.bounced) {
- // Bounce off left/right walls
- if (self.x < self.width / 2 && self.speedX < 0 || self.x > 2048 - self.width / 2 && self.speedX > 0) {
- self.speedX *= -1;
- self.bounced = true;
- }
- // Bounce off top wall
- if (self.y < self.height / 2 && self.speedY < 0) {
- self.speedY *= -1;
- self.bounced = true;
- }
- }
};
return self;
});
// Player Ship
@@ -743,17 +729,17 @@
/****
* Game Code
****/
-// Music
-// Sound effects
-// Upgrade highlight
-// Upgrade card
-// Enemy bullet
-// Bullet (player)
-// Enemy
-// Ship (player)
// 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 = [];
@@ -1379,16 +1365,8 @@
} else {
ship.bulletDamage += 2;
}
}
- },
- // --- Bouncing Bullets upgrade ---
- {
- label: "Bouncing Bullets (Bullets bounce once)",
- special: true,
- apply: function apply() {
- ship.bounceBullets = true;
- }
}];
// Remove upgrades already owned
if (ship.doubleShot) pool = pool.filter(function (u) {
return u.label !== "Double Shot";