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 ****/ // Big Enemy var BigEnemy = Container.expand(function () { var self = Container.call(this); 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; } else { self.y = stopY; } 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); 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 () { // Flash effect for explosion LK.effects.flashObject(self, 0xffaa00, 200); self.destroyed = true; }; return self; }); // BuzzSaw: Bouncing melee weapon var BuzzSaw = Container.expand(function () { var self = Container.call(this); var gfx = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); gfx.width = 80; gfx.height = 80; gfx.tint = 0xffee00; self.width = gfx.width; self.height = gfx.height; self.speedX = 18 * (Math.random() < 0.5 ? 1 : -1); self.speedY = -22; self.bounces = 0; self.maxBounces = 6; self.owner = null; // set to ship self.update = function () { self.x += self.speedX; self.y += self.speedY; // Bounce off walls if (self.x < self.width / 2 && self.speedX < 0 || self.x > 2048 - self.width / 2 && self.speedX > 0) { self.speedX *= -1; self.bounces++; } // Bounce off top/bottom if (self.y < self.height / 2 && self.speedY < 0 || self.y > 2732 - self.height / 2 && self.speedY > 0) { self.speedY *= -1; self.bounces++; } // Remove after max bounces if (self.bounces > self.maxBounces) { self.destroyed = true; } }; return self; }); // Enemy var Enemy = Container.expand(function () { var self = Container.call(this); 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; } else { self.y = stopY; } 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; }); // 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; } // BuzzSaw upgrade if (self.buzzSaw && !self._buzzSawFiredThisShot) { var saw = new BuzzSaw(); saw.x = self.x; saw.y = self.y - self.height / 2 - 10; saw.owner = self; playerBullets.push(saw); game.addChild(saw); shots.push(saw); self._buzzSawFiredThisShot = true; } // 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; 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; }); // 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 }); 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" }); 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; // 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 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)) { 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() { // 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); var e; 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 } } }, { label: "Bullet Damage Up", apply: function apply() { if (typeof ship.bulletDamage === "undefined") { ship.bulletDamage = 2; } else { ship.bulletDamage += 1; } } }]; // 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 } }); // --- Ship Selection Menu --- // --- Game Title and Instructions --- var titleTxt = new Text2("GALACTIC DEFENSE", { size: 120, fill: "#fff" }); 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" }); 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" }); 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" }); statsTxt.anchor.set(0.5, 0); statsTxt.y = 100; card.addChild(statsTxt); // Description var descTxt = new Text2(shipTypes[i].desc, { size: 52, fill: "#fff" }); descTxt.anchor.set(0.5, 0); descTxt.y = 300; card.addChild(descTxt); card.x = centerX + (i - (shipTypes.length - 1) / 2) * cardSpacing; card.y = centerY; card.cardIndex = i; shipSelectGroup.addChild(card); shipCards.push(card); } // Highlight for selected card var selectHighlight = new Container(); var highlightGfx = selectHighlight.attachAsset('upgradeHighlight', { anchorX: 0.5, anchorY: 0.5 }); highlightGfx.width = 560; highlightGfx.height = 690; selectHighlight.visible = true; shipSelectGroup.addChild(selectHighlight); // Position highlight initially function updateShipHighlight() { selectHighlight.x = shipCards[selectedShipType].x; selectHighlight.y = shipCards[selectedShipType].y; } 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 --- var startButton = new Container(); var buttonGfx = startButton.attachAsset('upgradeCard', { anchorX: 0.5, anchorY: 0.5 }); buttonGfx.width = 400; buttonGfx.height = 200; buttonGfx.tint = 0x00ff00; // Green color for the start button var buttonText = new Text2('Start', { size: 100, fill: 0xFFFFFF }); buttonText.anchor.set(0.5, 0.5); startButton.addChild(buttonText); // Position the start button further down below the ship cards startButton.x = 2048 / 2; startButton.y = 2732 / 2 + 600; game.addChild(startButton); // 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
@@ -1103,43 +1103,43 @@
var cardGfx = card.attachAsset('upgradeCard', {
anchorX: 0.5,
anchorY: 0.5
});
- cardGfx.width = 420;
- cardGfx.height = 520;
+ cardGfx.width = 540;
+ cardGfx.height = 670;
cardGfx.tint = shipTypes[i].color;
// Ship name
var nameTxt = new Text2(shipTypes[i].name, {
- size: 70,
+ size: 90,
fill: "#fff"
});
nameTxt.anchor.set(0.5, 0);
- nameTxt.y = -210;
+ nameTxt.y = -270;
card.addChild(nameTxt);
// Ship preview
var preview = card.attachAsset('ship', {
anchorX: 0.5,
anchorY: 0.5
});
- preview.width = 120;
- preview.height = 120;
+ preview.width = 180;
+ preview.height = 180;
preview.tint = shipTypes[i].color;
- preview.y = -60;
+ 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"
});
statsTxt.anchor.set(0.5, 0);
- statsTxt.y = 60;
+ statsTxt.y = 100;
card.addChild(statsTxt);
// Description
var descTxt = new Text2(shipTypes[i].desc, {
- size: 40,
+ size: 52,
fill: "#fff"
});
descTxt.anchor.set(0.5, 0);
- descTxt.y = 200;
+ descTxt.y = 300;
card.addChild(descTxt);
card.x = centerX + (i - (shipTypes.length - 1) / 2) * cardSpacing;
card.y = centerY;
card.cardIndex = i;
@@ -1151,10 +1151,10 @@
var highlightGfx = selectHighlight.attachAsset('upgradeHighlight', {
anchorX: 0.5,
anchorY: 0.5
});
-highlightGfx.width = 440;
-highlightGfx.height = 540;
+highlightGfx.width = 560;
+highlightGfx.height = 690;
selectHighlight.visible = true;
shipSelectGroup.addChild(selectHighlight);
// Position highlight initially
function updateShipHighlight() {