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Asteroid Miner
User prompt
Please continue polishing my design document.
Initial prompt
Reaction Time Test Test how quickly you can react to a visual stimulus. Click when the color changes! Current Time: 0 ms Best Time: 0 ms Average Time: 0 ms Click to start! Back to Games How to Play Click the blue area to start the test. Wait for the color to change from blue to green. Click as quickly as possible when the color changes to green. If you click too early (before the color changes), it will be considered a false start. Complete 5 attempts to see your final results and rating. Benefits Measure Reaction Speed: Get an accurate measurement of your visual reaction time. Improve Focus: Train your brain to stay alert and respond quickly to visual changes. Track Progress: Keep practicing to see improvement in your reaction times. Gaming Performance: Faster reaction times transfer directly to better gaming performance.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var Asteroid = Container.expand(function (type) { var self = Container.call(this); var assetTypes = { 1: { asset: 'asteroid1', points: 5, health: 5 }, 2: { asset: 'asteroid2', points: 10, health: 10 }, 3: { asset: 'asteroid3', points: 15, health: 15 }, 4: { asset: 'goldAsteroid', points: 25, health: 8 } }; self.type = type || 1; self.info = assetTypes[self.type]; self.health = self.info.health; self.points = self.info.points; self.mined = false; var asteroidGraphics = self.attachAsset(self.info.asset, { anchorX: 0.5, anchorY: 0.5 }); // Random speed and direction self.speedX = (Math.random() - 0.5) * 3; self.speedY = Math.random() * 2 + 1; // Random initial rotation and rotation speed self.rotation = Math.random() * Math.PI * 2; self.rotationSpeed = (Math.random() - 0.5) * 0.05; self.update = function () { // Update position self.x += self.speedX; self.y += self.speedY; // Update rotation self.rotation += self.rotationSpeed; // Wrap around edges if (self.x < -100) self.x = 2048 + 100; if (self.x > 2048 + 100) self.x = -100; }; self.mine = function (damage) { if (self.mined) return 0; self.health -= damage; // Visual feedback for mining tween(self, { alpha: 0.5 }, { duration: 100, onFinish: function onFinish() { tween(self, { alpha: 1 }, { duration: 100 }); } }); if (self.health <= 0) { self.mined = true; tween(self, { alpha: 0, scaleX: 0.1, scaleY: 0.1 }, { duration: 500, onFinish: function onFinish() { // Return points when fully mined return self.points; } }); return self.points; } return 0; }; return self; }); var MiningShip = Container.expand(function () { var self = Container.call(this); var shipGraphics = self.attachAsset('miningShip', { anchorX: 0.5, anchorY: 0.5 }); self.fuel = 100; self.hasShield = false; self.speed = 5; self.miningDamage = 0.5; self.update = function () { // Implement ship behavior if (self.fuel > 0) { // Deplete fuel passively self.fuel -= 0.03; } }; self.activateShield = function () { if (!self.hasShield) { self.hasShield = true; tween(shipGraphics, { tint: 0x2ecc71 }, { duration: 300, onFinish: function onFinish() { // Set a timeout to deactivate shield after 10 seconds LK.setTimeout(function () { self.deactivateShield(); }, 10000); } }); } }; self.deactivateShield = function () { self.hasShield = false; tween(shipGraphics, { tint: 0xFFFFFF }, { duration: 300 }); }; self.refuel = function (amount) { self.fuel = Math.min(100, self.fuel + amount); }; return self; }); var Powerup = Container.expand(function (type) { var self = Container.call(this); self.type = type || 'fuel'; var assetId = self.type === 'fuel' ? 'fuelPowerup' : 'shieldPowerup'; var powerupGraphics = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); // Random vertical speed self.speedY = Math.random() * 1.5 + 1; // Bobbing animation self.bobPhase = Math.random() * Math.PI * 2; self.bobSpeed = 0.05; self.bobAmount = 10; self.originalX = 0; self.update = function () { // Update position self.y += self.speedY; // Bobbing effect self.bobPhase += self.bobSpeed; if (self.originalX) { self.x = self.originalX + Math.sin(self.bobPhase) * self.bobAmount; } }; self.collect = function () { tween(self, { alpha: 0, scaleX: 0.1, scaleY: 0.1 }, { duration: 300 }); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x1a1a2e }); /**** * Game Code ****/ // Game state constants var STATE_READY = 'ready'; var STATE_PLAYING = 'playing'; var STATE_GAME_OVER = 'gameover'; // Game state variables var gameState = STATE_READY; var score = 0; var level = 1; var asteroids = []; var powerups = []; var ship; var dragMode = false; var lastSpawnTime = 0; var spawnInterval = 1500; // milliseconds var powerupSpawnChance = 0.2; var maxAsteroids = 10; // Game UI elements var scoreTxt; var fuelBar; var fuelBarBackground; var levelTxt; function initializeGame() { // Reset game state gameState = STATE_PLAYING; score = 0; level = 1; asteroids = []; powerups = []; lastSpawnTime = 0; LK.setScore(0); // Create mining ship ship = new MiningShip(); ship.x = 2048 / 2; ship.y = 2732 - 200; game.addChild(ship); // Initialize UI createUI(); // Play background music LK.playMusic('bgMusic'); } function createUI() { // Score text scoreTxt = new Text2('Score: 0', { size: 60, fill: 0xFFFFFF }); scoreTxt.anchor.set(0, 0); LK.gui.topRight.addChild(scoreTxt); scoreTxt.x = -250; scoreTxt.y = 20; // Level text levelTxt = new Text2('Level: 1', { size: 60, fill: 0xFFFFFF }); levelTxt.anchor.set(0, 0); LK.gui.topRight.addChild(levelTxt); levelTxt.x = -250; levelTxt.y = 90; // Fuel bar background fuelBarBackground = LK.getAsset('miningShip', { anchorX: 0, anchorY: 0.5, scaleX: 3, scaleY: 0.3, tint: 0x333333 }); fuelBarBackground.x = 120; fuelBarBackground.y = 40; LK.gui.topLeft.addChild(fuelBarBackground); // Fuel bar fuelBar = LK.getAsset('miningShip', { anchorX: 0, anchorY: 0.5, scaleX: 3, scaleY: 0.3, tint: 0xe74c3c }); fuelBar.x = 120; fuelBar.y = 40; LK.gui.topLeft.addChild(fuelBar); } function updateUI() { scoreTxt.setText('Score: ' + score); levelTxt.setText('Level: ' + level); // Update fuel bar fuelBar.scaleX = ship.fuel / 100 * 3; } function spawnAsteroid() { if (asteroids.length >= maxAsteroids) return; // More variety and difficulty with level progression var typeChance = Math.random(); var type = 1; if (level >= 2 && typeChance > 0.6) type = 2; if (level >= 3 && typeChance > 0.8) type = 3; if (level >= 4 && typeChance > 0.95) type = 4; var asteroid = new Asteroid(type); // Random position at top of screen with some horizontal variation asteroid.x = Math.random() * 2048; asteroid.y = -200; asteroids.push(asteroid); game.addChild(asteroid); } function spawnPowerup() { if (Math.random() > powerupSpawnChance) return; var type = Math.random() > 0.7 ? 'shield' : 'fuel'; var powerup = new Powerup(type); // Random position at top of screen powerup.x = Math.random() * (2048 - 200) + 100; powerup.y = -100; powerup.originalX = powerup.x; powerups.push(powerup); game.addChild(powerup); } function checkCollisions() { // Check asteroid collisions with ship for (var i = asteroids.length - 1; i >= 0; i--) { var asteroid = asteroids[i]; // Remove asteroids that go off-screen if (asteroid.y > 2732 + 200) { asteroid.destroy(); asteroids.splice(i, 1); continue; } // Check for mining distance (close enough to mine but not colliding) var dx = ship.x - asteroid.x; var dy = ship.y - asteroid.y; var distance = Math.sqrt(dx * dx + dy * dy); var miningDistance = (shipSize + asteroid.width / 2) * 1.2; var collisionDistance = shipSize + asteroid.width / 2 - 20; // Ship is close enough to mine the asteroid if (distance < miningDistance && distance > collisionDistance) { var pointsGained = asteroid.mine(ship.miningDamage); if (pointsGained > 0) { score += pointsGained; LK.setScore(score); LK.getSound('mine').play(); // Remove mined asteroid asteroid.destroy(); asteroids.splice(i, 1); // Check for level up checkLevelUp(); } } // Ship collided with asteroid else if (distance < collisionDistance) { if (ship.hasShield) { // Shield absorbs the impact ship.deactivateShield(); LK.getSound('collision').play(); // Destroy asteroid on shield impact asteroid.destroy(); asteroids.splice(i, 1); } else { // Collision penalty ship.fuel -= 10; LK.getSound('collision').play(); LK.effects.flashScreen(0xff0000, 300); // Move asteroid away to prevent multiple collisions asteroid.x += (Math.random() - 0.5) * 300; asteroid.y += 200; if (ship.fuel <= 0) { gameOver(); } } } } // Check powerup collisions for (var j = powerups.length - 1; j >= 0; j--) { var powerup = powerups[j]; // Remove powerups that go off-screen if (powerup.y > 2732 + 100) { powerup.destroy(); powerups.splice(j, 1); continue; } // Check for collision with ship if (ship.intersects(powerup)) { LK.getSound('collect').play(); if (powerup.type === 'fuel') { ship.refuel(30); } else if (powerup.type === 'shield') { ship.activateShield(); } powerup.collect(); powerup.destroy(); powerups.splice(j, 1); } } } function checkLevelUp() { // Level up every 100 points var newLevel = Math.floor(score / 100) + 1; if (newLevel > level) { level = newLevel; maxAsteroids = 10 + (level - 1) * 2; spawnInterval = Math.max(500, 1500 - (level - 1) * 200); powerupSpawnChance = Math.min(0.4, 0.2 + (level - 1) * 0.05); // Increase mining effectiveness ship.miningDamage = 0.5 + (level - 1) * 0.2; // Visual feedback for level up LK.effects.flashScreen(0x2ecc71, 500); } } function gameOver() { gameState = STATE_GAME_OVER; LK.showGameOver(); } // Ship size calculation for collision detection var shipGraphics = ship ? ship.getChildAt(0) : null; var shipSize = shipGraphics ? shipGraphics.width / 2 : 60; // Input handlers function handleMove(x, y, obj) { if (gameState !== STATE_PLAYING) return; if (dragMode && ship) { ship.x = x; ship.y = y; // Consume fuel when moving ship.fuel -= 0.05; if (ship.fuel <= 0) { gameOver(); } } } game.move = handleMove; game.down = function (x, y, obj) { if (gameState === STATE_READY) { initializeGame(); } else if (gameState === STATE_PLAYING && ship) { dragMode = true; handleMove(x, y, obj); } }; game.up = function (x, y, obj) { dragMode = false; }; // Game update loop game.update = function () { if (gameState !== STATE_PLAYING) return; // Update all game elements if (ship) ship.update(); // Spawn new asteroids at intervals if (Date.now() - lastSpawnTime > spawnInterval) { spawnAsteroid(); spawnPowerup(); lastSpawnTime = Date.now(); } // Update all asteroids for (var i = 0; i < asteroids.length; i++) { asteroids[i].update(); } // Update all powerups for (var j = 0; j < powerups.length; j++) { powerups[j].update(); } // Check for collisions checkCollisions(); // Update UI updateUI(); // Game over if ship runs out of fuel if (ship && ship.fuel <= 0) { gameOver(); } }; // Initialize UI for start screen createUI(); scoreTxt.setText('Tap to Start'); levelTxt.setText('Asteroid Miner');
===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,453 @@
-/****
+/****
+* Plugins
+****/
+var tween = LK.import("@upit/tween.v1");
+var storage = LK.import("@upit/storage.v1");
+
+/****
+* Classes
+****/
+var Asteroid = Container.expand(function (type) {
+ var self = Container.call(this);
+ var assetTypes = {
+ 1: {
+ asset: 'asteroid1',
+ points: 5,
+ health: 5
+ },
+ 2: {
+ asset: 'asteroid2',
+ points: 10,
+ health: 10
+ },
+ 3: {
+ asset: 'asteroid3',
+ points: 15,
+ health: 15
+ },
+ 4: {
+ asset: 'goldAsteroid',
+ points: 25,
+ health: 8
+ }
+ };
+ self.type = type || 1;
+ self.info = assetTypes[self.type];
+ self.health = self.info.health;
+ self.points = self.info.points;
+ self.mined = false;
+ var asteroidGraphics = self.attachAsset(self.info.asset, {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // Random speed and direction
+ self.speedX = (Math.random() - 0.5) * 3;
+ self.speedY = Math.random() * 2 + 1;
+ // Random initial rotation and rotation speed
+ self.rotation = Math.random() * Math.PI * 2;
+ self.rotationSpeed = (Math.random() - 0.5) * 0.05;
+ self.update = function () {
+ // Update position
+ self.x += self.speedX;
+ self.y += self.speedY;
+ // Update rotation
+ self.rotation += self.rotationSpeed;
+ // Wrap around edges
+ if (self.x < -100) self.x = 2048 + 100;
+ if (self.x > 2048 + 100) self.x = -100;
+ };
+ self.mine = function (damage) {
+ if (self.mined) return 0;
+ self.health -= damage;
+ // Visual feedback for mining
+ tween(self, {
+ alpha: 0.5
+ }, {
+ duration: 100,
+ onFinish: function onFinish() {
+ tween(self, {
+ alpha: 1
+ }, {
+ duration: 100
+ });
+ }
+ });
+ if (self.health <= 0) {
+ self.mined = true;
+ tween(self, {
+ alpha: 0,
+ scaleX: 0.1,
+ scaleY: 0.1
+ }, {
+ duration: 500,
+ onFinish: function onFinish() {
+ // Return points when fully mined
+ return self.points;
+ }
+ });
+ return self.points;
+ }
+ return 0;
+ };
+ return self;
+});
+var MiningShip = Container.expand(function () {
+ var self = Container.call(this);
+ var shipGraphics = self.attachAsset('miningShip', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.fuel = 100;
+ self.hasShield = false;
+ self.speed = 5;
+ self.miningDamage = 0.5;
+ self.update = function () {
+ // Implement ship behavior
+ if (self.fuel > 0) {
+ // Deplete fuel passively
+ self.fuel -= 0.03;
+ }
+ };
+ self.activateShield = function () {
+ if (!self.hasShield) {
+ self.hasShield = true;
+ tween(shipGraphics, {
+ tint: 0x2ecc71
+ }, {
+ duration: 300,
+ onFinish: function onFinish() {
+ // Set a timeout to deactivate shield after 10 seconds
+ LK.setTimeout(function () {
+ self.deactivateShield();
+ }, 10000);
+ }
+ });
+ }
+ };
+ self.deactivateShield = function () {
+ self.hasShield = false;
+ tween(shipGraphics, {
+ tint: 0xFFFFFF
+ }, {
+ duration: 300
+ });
+ };
+ self.refuel = function (amount) {
+ self.fuel = Math.min(100, self.fuel + amount);
+ };
+ return self;
+});
+var Powerup = Container.expand(function (type) {
+ var self = Container.call(this);
+ self.type = type || 'fuel';
+ var assetId = self.type === 'fuel' ? 'fuelPowerup' : 'shieldPowerup';
+ var powerupGraphics = self.attachAsset(assetId, {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // Random vertical speed
+ self.speedY = Math.random() * 1.5 + 1;
+ // Bobbing animation
+ self.bobPhase = Math.random() * Math.PI * 2;
+ self.bobSpeed = 0.05;
+ self.bobAmount = 10;
+ self.originalX = 0;
+ self.update = function () {
+ // Update position
+ self.y += self.speedY;
+ // Bobbing effect
+ self.bobPhase += self.bobSpeed;
+ if (self.originalX) {
+ self.x = self.originalX + Math.sin(self.bobPhase) * self.bobAmount;
+ }
+ };
+ self.collect = function () {
+ tween(self, {
+ alpha: 0,
+ scaleX: 0.1,
+ scaleY: 0.1
+ }, {
+ duration: 300
+ });
+ };
+ return self;
+});
+
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000
-});
\ No newline at end of file
+ backgroundColor: 0x1a1a2e
+});
+
+/****
+* Game Code
+****/
+// Game state constants
+var STATE_READY = 'ready';
+var STATE_PLAYING = 'playing';
+var STATE_GAME_OVER = 'gameover';
+// Game state variables
+var gameState = STATE_READY;
+var score = 0;
+var level = 1;
+var asteroids = [];
+var powerups = [];
+var ship;
+var dragMode = false;
+var lastSpawnTime = 0;
+var spawnInterval = 1500; // milliseconds
+var powerupSpawnChance = 0.2;
+var maxAsteroids = 10;
+// Game UI elements
+var scoreTxt;
+var fuelBar;
+var fuelBarBackground;
+var levelTxt;
+function initializeGame() {
+ // Reset game state
+ gameState = STATE_PLAYING;
+ score = 0;
+ level = 1;
+ asteroids = [];
+ powerups = [];
+ lastSpawnTime = 0;
+ LK.setScore(0);
+ // Create mining ship
+ ship = new MiningShip();
+ ship.x = 2048 / 2;
+ ship.y = 2732 - 200;
+ game.addChild(ship);
+ // Initialize UI
+ createUI();
+ // Play background music
+ LK.playMusic('bgMusic');
+}
+function createUI() {
+ // Score text
+ scoreTxt = new Text2('Score: 0', {
+ size: 60,
+ fill: 0xFFFFFF
+ });
+ scoreTxt.anchor.set(0, 0);
+ LK.gui.topRight.addChild(scoreTxt);
+ scoreTxt.x = -250;
+ scoreTxt.y = 20;
+ // Level text
+ levelTxt = new Text2('Level: 1', {
+ size: 60,
+ fill: 0xFFFFFF
+ });
+ levelTxt.anchor.set(0, 0);
+ LK.gui.topRight.addChild(levelTxt);
+ levelTxt.x = -250;
+ levelTxt.y = 90;
+ // Fuel bar background
+ fuelBarBackground = LK.getAsset('miningShip', {
+ anchorX: 0,
+ anchorY: 0.5,
+ scaleX: 3,
+ scaleY: 0.3,
+ tint: 0x333333
+ });
+ fuelBarBackground.x = 120;
+ fuelBarBackground.y = 40;
+ LK.gui.topLeft.addChild(fuelBarBackground);
+ // Fuel bar
+ fuelBar = LK.getAsset('miningShip', {
+ anchorX: 0,
+ anchorY: 0.5,
+ scaleX: 3,
+ scaleY: 0.3,
+ tint: 0xe74c3c
+ });
+ fuelBar.x = 120;
+ fuelBar.y = 40;
+ LK.gui.topLeft.addChild(fuelBar);
+}
+function updateUI() {
+ scoreTxt.setText('Score: ' + score);
+ levelTxt.setText('Level: ' + level);
+ // Update fuel bar
+ fuelBar.scaleX = ship.fuel / 100 * 3;
+}
+function spawnAsteroid() {
+ if (asteroids.length >= maxAsteroids) return;
+ // More variety and difficulty with level progression
+ var typeChance = Math.random();
+ var type = 1;
+ if (level >= 2 && typeChance > 0.6) type = 2;
+ if (level >= 3 && typeChance > 0.8) type = 3;
+ if (level >= 4 && typeChance > 0.95) type = 4;
+ var asteroid = new Asteroid(type);
+ // Random position at top of screen with some horizontal variation
+ asteroid.x = Math.random() * 2048;
+ asteroid.y = -200;
+ asteroids.push(asteroid);
+ game.addChild(asteroid);
+}
+function spawnPowerup() {
+ if (Math.random() > powerupSpawnChance) return;
+ var type = Math.random() > 0.7 ? 'shield' : 'fuel';
+ var powerup = new Powerup(type);
+ // Random position at top of screen
+ powerup.x = Math.random() * (2048 - 200) + 100;
+ powerup.y = -100;
+ powerup.originalX = powerup.x;
+ powerups.push(powerup);
+ game.addChild(powerup);
+}
+function checkCollisions() {
+ // Check asteroid collisions with ship
+ for (var i = asteroids.length - 1; i >= 0; i--) {
+ var asteroid = asteroids[i];
+ // Remove asteroids that go off-screen
+ if (asteroid.y > 2732 + 200) {
+ asteroid.destroy();
+ asteroids.splice(i, 1);
+ continue;
+ }
+ // Check for mining distance (close enough to mine but not colliding)
+ var dx = ship.x - asteroid.x;
+ var dy = ship.y - asteroid.y;
+ var distance = Math.sqrt(dx * dx + dy * dy);
+ var miningDistance = (shipSize + asteroid.width / 2) * 1.2;
+ var collisionDistance = shipSize + asteroid.width / 2 - 20;
+ // Ship is close enough to mine the asteroid
+ if (distance < miningDistance && distance > collisionDistance) {
+ var pointsGained = asteroid.mine(ship.miningDamage);
+ if (pointsGained > 0) {
+ score += pointsGained;
+ LK.setScore(score);
+ LK.getSound('mine').play();
+ // Remove mined asteroid
+ asteroid.destroy();
+ asteroids.splice(i, 1);
+ // Check for level up
+ checkLevelUp();
+ }
+ }
+ // Ship collided with asteroid
+ else if (distance < collisionDistance) {
+ if (ship.hasShield) {
+ // Shield absorbs the impact
+ ship.deactivateShield();
+ LK.getSound('collision').play();
+ // Destroy asteroid on shield impact
+ asteroid.destroy();
+ asteroids.splice(i, 1);
+ } else {
+ // Collision penalty
+ ship.fuel -= 10;
+ LK.getSound('collision').play();
+ LK.effects.flashScreen(0xff0000, 300);
+ // Move asteroid away to prevent multiple collisions
+ asteroid.x += (Math.random() - 0.5) * 300;
+ asteroid.y += 200;
+ if (ship.fuel <= 0) {
+ gameOver();
+ }
+ }
+ }
+ }
+ // Check powerup collisions
+ for (var j = powerups.length - 1; j >= 0; j--) {
+ var powerup = powerups[j];
+ // Remove powerups that go off-screen
+ if (powerup.y > 2732 + 100) {
+ powerup.destroy();
+ powerups.splice(j, 1);
+ continue;
+ }
+ // Check for collision with ship
+ if (ship.intersects(powerup)) {
+ LK.getSound('collect').play();
+ if (powerup.type === 'fuel') {
+ ship.refuel(30);
+ } else if (powerup.type === 'shield') {
+ ship.activateShield();
+ }
+ powerup.collect();
+ powerup.destroy();
+ powerups.splice(j, 1);
+ }
+ }
+}
+function checkLevelUp() {
+ // Level up every 100 points
+ var newLevel = Math.floor(score / 100) + 1;
+ if (newLevel > level) {
+ level = newLevel;
+ maxAsteroids = 10 + (level - 1) * 2;
+ spawnInterval = Math.max(500, 1500 - (level - 1) * 200);
+ powerupSpawnChance = Math.min(0.4, 0.2 + (level - 1) * 0.05);
+ // Increase mining effectiveness
+ ship.miningDamage = 0.5 + (level - 1) * 0.2;
+ // Visual feedback for level up
+ LK.effects.flashScreen(0x2ecc71, 500);
+ }
+}
+function gameOver() {
+ gameState = STATE_GAME_OVER;
+ LK.showGameOver();
+}
+// Ship size calculation for collision detection
+var shipGraphics = ship ? ship.getChildAt(0) : null;
+var shipSize = shipGraphics ? shipGraphics.width / 2 : 60;
+// Input handlers
+function handleMove(x, y, obj) {
+ if (gameState !== STATE_PLAYING) return;
+ if (dragMode && ship) {
+ ship.x = x;
+ ship.y = y;
+ // Consume fuel when moving
+ ship.fuel -= 0.05;
+ if (ship.fuel <= 0) {
+ gameOver();
+ }
+ }
+}
+game.move = handleMove;
+game.down = function (x, y, obj) {
+ if (gameState === STATE_READY) {
+ initializeGame();
+ } else if (gameState === STATE_PLAYING && ship) {
+ dragMode = true;
+ handleMove(x, y, obj);
+ }
+};
+game.up = function (x, y, obj) {
+ dragMode = false;
+};
+// Game update loop
+game.update = function () {
+ if (gameState !== STATE_PLAYING) return;
+ // Update all game elements
+ if (ship) ship.update();
+ // Spawn new asteroids at intervals
+ if (Date.now() - lastSpawnTime > spawnInterval) {
+ spawnAsteroid();
+ spawnPowerup();
+ lastSpawnTime = Date.now();
+ }
+ // Update all asteroids
+ for (var i = 0; i < asteroids.length; i++) {
+ asteroids[i].update();
+ }
+ // Update all powerups
+ for (var j = 0; j < powerups.length; j++) {
+ powerups[j].update();
+ }
+ // Check for collisions
+ checkCollisions();
+ // Update UI
+ updateUI();
+ // Game over if ship runs out of fuel
+ if (ship && ship.fuel <= 0) {
+ gameOver();
+ }
+};
+// Initialize UI for start screen
+createUI();
+scoreTxt.setText('Tap to Start');
+levelTxt.setText('Asteroid Miner');
\ No newline at end of file