User prompt
Let’s make it so I can destroy smaller enemies from across the screen
User prompt
It did not destroy the smaller ships even before the boss enters
User prompt
Make it so it will kill smaller ships within long range
User prompt
Make the range of bullets larger, and the attack damage better
User prompt
No, I mean, make smaller ships be affected by main players bullets
User prompt
Ok so let’s make the bullets kill the smaller ships
User prompt
Let’s make a boss battle ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Remix started
Copy Space Squadron
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var EnemyBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('enemyBullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 8;
self.update = function () {
self.y += self.speed;
};
return self;
});
var EnemyShip = Container.expand(function () {
var self = Container.call(this);
// Main body
var shipBody = self.attachAsset('enemyShipBody', {
anchorX: 0.5,
anchorY: 0.5
});
// Wings
var wings = self.attachAsset('enemyShipWings', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: -15
});
// Core/cockpit
var core = self.attachAsset('enemyShipCore', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: 0
});
// Thruster
var thruster = self.attachAsset('enemyShipThruster', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: 30
});
self.speed = 3;
self.health = 1;
self.shootTimer = 0;
self.shootInterval = 60 + Math.random() * 120; // Random shooting interval
self.update = function () {
self.y += self.speed;
// Enemy shooting logic
self.shootTimer++;
if (self.shootTimer >= self.shootInterval) {
self.shootTimer = 0;
self.shootInterval = 60 + Math.random() * 120; // Reset with new random interval
// Create enemy bullet
var bullet = new EnemyBullet();
bullet.x = self.x;
bullet.y = self.y + 40;
bullet.lastY = bullet.y;
enemyBullets.push(bullet);
game.addChild(bullet);
}
};
return self;
});
var PlayerBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('playerBullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -12;
self.update = function () {
self.y += self.speed;
};
return self;
});
var PlayerShip = Container.expand(function () {
var self = Container.call(this);
// Main body
var shipBody = self.attachAsset('playerShipBody', {
anchorX: 0.5,
anchorY: 0.5
});
// Wings
var leftWing = self.attachAsset('playerShipWings', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: 20
});
// Cockpit
var cockpit = self.attachAsset('playerShipCockpit', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: -15
});
// Engine thrusters
var leftEngine = self.attachAsset('playerShipEngines', {
anchorX: 0.5,
anchorY: 0.5,
x: -25,
y: 35
});
var rightEngine = self.attachAsset('playerShipEngines', {
anchorX: 0.5,
anchorY: 0.5,
x: 25,
y: 35
});
// Shield visual effect (initially hidden)
var shieldGraphics = self.attachAsset('shieldEffect', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: 0,
alpha: 0
});
self.shieldGraphics = shieldGraphics;
self.shootTimer = 0;
self.shootInterval = 15; // Shoot every 15 ticks (4 times per second)
self.update = function () {
// Auto-shooting logic
self.shootTimer++;
var currentShootInterval = playerUpgrades.rapidFire ? Math.floor(self.shootInterval / 2) : self.shootInterval;
if (self.shootTimer >= currentShootInterval) {
self.shootTimer = 0;
if (playerUpgrades.tripleShot) {
// Triple shot
for (var shotIndex = 0; shotIndex < 3; shotIndex++) {
var bullet = new PlayerBullet();
bullet.x = self.x + (shotIndex - 1) * 30; // Spread shots
bullet.y = self.y - 50;
bullet.lastY = bullet.y;
playerBullets.push(bullet);
game.addChild(bullet);
}
} else {
// Single shot
var bullet = new PlayerBullet();
bullet.x = self.x;
bullet.y = self.y - 50;
bullet.lastY = bullet.y;
playerBullets.push(bullet);
game.addChild(bullet);
}
LK.getSound('shoot').play();
}
};
return self;
});
var Upgrade = Container.expand(function (type) {
var self = Container.call(this);
self.type = type;
self.speed = 4;
var upgradeGraphics = self.attachAsset('upgrade' + type, {
anchorX: 0.5,
anchorY: 0.5
});
// Pulsing animation
tween(upgradeGraphics, {
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 800,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(upgradeGraphics, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 800,
easing: tween.easeInOut,
onFinish: function onFinish() {
// Restart the pulsing animation
if (self.parent) {
tween(upgradeGraphics, {
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 800,
easing: tween.easeInOut,
onFinish: arguments.callee.caller
});
}
}
});
}
});
self.update = function () {
self.y += self.speed;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000011
});
/****
* Game Code
****/
// Game variables
var playerBullets = [];
var enemyBullets = [];
var enemies = [];
var upgrades = [];
var enemySpawnTimer = 0;
var enemySpawnInterval = 120; // Start with 2 seconds between spawns
var upgradeSpawnTimer = 0;
var upgradeSpawnInterval = 600; // 10 seconds between upgrades
var dragNode = null;
var difficultyTimer = 0;
// Upgrade system
var playerUpgrades = {
rapidFire: false,
rapidFireTimer: 0,
shield: false,
shieldTimer: 0,
tripleShot: false,
tripleShotTimer: 0
};
// Create player ship
var player = game.addChild(new PlayerShip());
player.x = 1024; // Center horizontally
player.y = 2400; // Near bottom of screen
// Create game title
var titleTxt = new Text2('SPACE INVADERS 2.0', {
size: 80,
fill: 0x00ff00
});
titleTxt.anchor.set(0.5, 0);
titleTxt.x = 0;
titleTxt.y = 20;
LK.gui.top.addChild(titleTxt);
// Create score display
var scoreTxt = new Text2('0', {
size: 120,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
scoreTxt.y = 120;
LK.gui.top.addChild(scoreTxt);
scoreTxt.setText(LK.getScore());
// Touch/drag controls
function handleMove(x, y, obj) {
if (dragNode) {
// Keep player within screen bounds
dragNode.x = Math.max(40, Math.min(2008, x));
dragNode.y = Math.max(100, Math.min(2632, y));
}
}
game.move = handleMove;
game.down = function (x, y, obj) {
dragNode = player;
handleMove(x, y, obj);
};
game.up = function (x, y, obj) {
dragNode = null;
};
game.update = function () {
// Update difficulty over time
difficultyTimer++;
if (difficultyTimer % 600 == 0) {
// Every 10 seconds
enemySpawnInterval = Math.max(30, enemySpawnInterval - 10); // Faster spawning, minimum 0.5 seconds
}
// Update upgrade timers
if (playerUpgrades.rapidFire) {
playerUpgrades.rapidFireTimer--;
if (playerUpgrades.rapidFireTimer <= 0) {
playerUpgrades.rapidFire = false;
// Flash effect when upgrade expires
LK.effects.flashObject(player, 0x00ff00, 300);
}
}
if (playerUpgrades.shield) {
playerUpgrades.shieldTimer--;
if (playerUpgrades.shieldTimer <= 0) {
playerUpgrades.shield = false;
player.alpha = 1.0; // Reset transparency
// Hide shield visual effect
tween.stop(player.shieldGraphics);
tween(player.shieldGraphics, {
alpha: 0
}, {
duration: 300,
easing: tween.easeOut
});
}
}
if (playerUpgrades.tripleShot) {
playerUpgrades.tripleShotTimer--;
if (playerUpgrades.tripleShotTimer <= 0) {
playerUpgrades.tripleShot = false;
// Flash effect when upgrade expires
LK.effects.flashObject(player, 0xff0080, 300);
}
}
// Spawn upgrades
upgradeSpawnTimer++;
if (upgradeSpawnTimer >= upgradeSpawnInterval) {
upgradeSpawnTimer = 0;
var upgradeTypes = ['RapidFire', 'Shield', 'TripleShot'];
var randomType = upgradeTypes[Math.floor(Math.random() * upgradeTypes.length)];
var upgrade = new Upgrade(randomType);
upgrade.x = 100 + Math.random() * 1848;
upgrade.y = -50;
upgrade.lastY = upgrade.y;
upgrades.push(upgrade);
game.addChild(upgrade);
}
// Spawn enemies
enemySpawnTimer++;
if (enemySpawnTimer >= enemySpawnInterval) {
enemySpawnTimer = 0;
var enemy = new EnemyShip();
enemy.x = 100 + Math.random() * 1848; // Random x position within screen
enemy.y = -50; // Start above screen
enemy.lastY = enemy.y;
enemy.speed = 2 + Math.random() * 3 + LK.getScore() / 50; // Increase speed with score
enemies.push(enemy);
game.addChild(enemy);
}
// Update and check player bullets
for (var i = playerBullets.length - 1; i >= 0; i--) {
var bullet = playerBullets[i];
if (bullet.lastY === undefined) bullet.lastY = bullet.y;
// Remove bullets that go off screen
if (bullet.lastY >= -25 && bullet.y < -25) {
bullet.destroy();
playerBullets.splice(i, 1);
continue;
}
// Check collision with enemies
var hitEnemy = false;
for (var j = enemies.length - 1; j >= 0; j--) {
var enemy = enemies[j];
if (bullet.intersects(enemy)) {
// Enemy destroyed
LK.setScore(LK.getScore() + 10);
scoreTxt.setText(LK.getScore());
// Visual effect
LK.effects.flashObject(enemy, 0xffffff, 200);
// Clean up
bullet.destroy();
enemy.destroy();
playerBullets.splice(i, 1);
enemies.splice(j, 1);
LK.getSound('enemyDestroy').play();
hitEnemy = true;
break;
}
}
if (!hitEnemy) {
bullet.lastY = bullet.y;
}
}
// Update and check enemy bullets
for (var i = enemyBullets.length - 1; i >= 0; i--) {
var bullet = enemyBullets[i];
if (bullet.lastY === undefined) bullet.lastY = bullet.y;
// Remove bullets that go off screen
if (bullet.lastY <= 2757 && bullet.y > 2757) {
bullet.destroy();
enemyBullets.splice(i, 1);
continue;
}
// Check collision with player
if (bullet.intersects(player)) {
if (!playerUpgrades.shield) {
LK.effects.flashScreen(0xff0000, 1000);
LK.getSound('playerHit').play();
LK.showGameOver();
return;
} else {
// Shield absorbs the hit
bullet.destroy();
enemyBullets.splice(i, 1);
LK.effects.flashObject(player, 0x0080ff, 200);
continue;
}
}
bullet.lastY = bullet.y;
}
// Update and check upgrades
for (var i = upgrades.length - 1; i >= 0; i--) {
var upgrade = upgrades[i];
if (upgrade.lastY === undefined) upgrade.lastY = upgrade.y;
// Remove upgrades that go off screen
if (upgrade.lastY <= 2757 && upgrade.y > 2757) {
upgrade.destroy();
upgrades.splice(i, 1);
continue;
}
// Check collision with player
if (upgrade.intersects(player)) {
LK.getSound('upgradePickup').play();
if (upgrade.type === 'RapidFire') {
playerUpgrades.rapidFire = true;
playerUpgrades.rapidFireTimer = 600; // 10 seconds
LK.effects.flashObject(player, 0x00ff00, 500);
} else if (upgrade.type === 'Shield') {
playerUpgrades.shield = true;
playerUpgrades.shieldTimer = 600; // 10 seconds
player.alpha = 0.7; // Make player semi-transparent to show shield
// Show shield visual effect
player.shieldGraphics.alpha = 0.6;
// Start pulsing animation for shield
tween(player.shieldGraphics, {
alpha: 0.3
}, {
duration: 500,
easing: tween.easeInOut,
onFinish: function onFinish() {
if (playerUpgrades.shield) {
tween(player.shieldGraphics, {
alpha: 0.6
}, {
duration: 500,
easing: tween.easeInOut,
onFinish: arguments.callee.caller
});
}
}
});
LK.effects.flashObject(player, 0x0080ff, 500);
} else if (upgrade.type === 'TripleShot') {
playerUpgrades.tripleShot = true;
playerUpgrades.tripleShotTimer = 600; // 10 seconds
LK.effects.flashObject(player, 0xff0080, 500);
}
upgrade.destroy();
upgrades.splice(i, 1);
continue;
}
upgrade.lastY = upgrade.y;
}
// Update and check enemies
for (var i = enemies.length - 1; i >= 0; i--) {
var enemy = enemies[i];
if (enemy.lastY === undefined) enemy.lastY = enemy.y;
// Remove enemies that go off screen
if (enemy.lastY <= 2757 && enemy.y > 2757) {
enemy.destroy();
enemies.splice(i, 1);
continue;
}
// Check collision with player
if (enemy.intersects(player)) {
if (!playerUpgrades.shield) {
LK.effects.flashScreen(0xff0000, 1000);
LK.getSound('playerHit').play();
LK.showGameOver();
return;
} else {
// Shield absorbs the hit and destroys the enemy
LK.setScore(LK.getScore() + 5); // Bonus points for shield collision
scoreTxt.setText(LK.getScore());
LK.effects.flashObject(player, 0x0080ff, 200);
enemy.destroy();
enemies.splice(i, 1);
continue;
}
}
enemy.lastY = enemy.y;
}
}; /****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var EnemyBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('enemyBullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 8;
self.update = function () {
self.y += self.speed;
};
return self;
});
var EnemyShip = Container.expand(function () {
var self = Container.call(this);
// Main body
var shipBody = self.attachAsset('enemyShipBody', {
anchorX: 0.5,
anchorY: 0.5
});
// Wings
var wings = self.attachAsset('enemyShipWings', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: -15
});
// Core/cockpit
var core = self.attachAsset('enemyShipCore', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: 0
});
// Thruster
var thruster = self.attachAsset('enemyShipThruster', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: 30
});
self.speed = 3;
self.health = 1;
self.shootTimer = 0;
self.shootInterval = 60 + Math.random() * 120; // Random shooting interval
self.update = function () {
self.y += self.speed;
// Enemy shooting logic
self.shootTimer++;
if (self.shootTimer >= self.shootInterval) {
self.shootTimer = 0;
self.shootInterval = 60 + Math.random() * 120; // Reset with new random interval
// Create enemy bullet
var bullet = new EnemyBullet();
bullet.x = self.x;
bullet.y = self.y + 40;
bullet.lastY = bullet.y;
enemyBullets.push(bullet);
game.addChild(bullet);
}
};
return self;
});
var PlayerBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('playerBullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -12;
self.update = function () {
self.y += self.speed;
};
return self;
});
var PlayerShip = Container.expand(function () {
var self = Container.call(this);
// Main body
var shipBody = self.attachAsset('playerShipBody', {
anchorX: 0.5,
anchorY: 0.5
});
// Wings
var leftWing = self.attachAsset('playerShipWings', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: 20
});
// Cockpit
var cockpit = self.attachAsset('playerShipCockpit', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: -15
});
// Engine thrusters
var leftEngine = self.attachAsset('playerShipEngines', {
anchorX: 0.5,
anchorY: 0.5,
x: -25,
y: 35
});
var rightEngine = self.attachAsset('playerShipEngines', {
anchorX: 0.5,
anchorY: 0.5,
x: 25,
y: 35
});
// Shield visual effect (initially hidden)
var shieldGraphics = self.attachAsset('shieldEffect', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: 0,
alpha: 0
});
self.shieldGraphics = shieldGraphics;
self.shootTimer = 0;
self.shootInterval = 15; // Shoot every 15 ticks (4 times per second)
self.update = function () {
// Auto-shooting logic
self.shootTimer++;
var currentShootInterval = playerUpgrades.rapidFire ? Math.floor(self.shootInterval / 2) : self.shootInterval;
if (self.shootTimer >= currentShootInterval) {
self.shootTimer = 0;
if (playerUpgrades.tripleShot) {
// Triple shot
for (var shotIndex = 0; shotIndex < 3; shotIndex++) {
var bullet = new PlayerBullet();
bullet.x = self.x + (shotIndex - 1) * 30; // Spread shots
bullet.y = self.y - 50;
bullet.lastY = bullet.y;
playerBullets.push(bullet);
game.addChild(bullet);
}
} else {
// Single shot
var bullet = new PlayerBullet();
bullet.x = self.x;
bullet.y = self.y - 50;
bullet.lastY = bullet.y;
playerBullets.push(bullet);
game.addChild(bullet);
}
LK.getSound('shoot').play();
}
};
return self;
});
var Upgrade = Container.expand(function (type) {
var self = Container.call(this);
self.type = type;
self.speed = 4;
var upgradeGraphics = self.attachAsset('upgrade' + type, {
anchorX: 0.5,
anchorY: 0.5
});
// Pulsing animation
tween(upgradeGraphics, {
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 800,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(upgradeGraphics, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 800,
easing: tween.easeInOut,
onFinish: function onFinish() {
// Restart the pulsing animation
if (self.parent) {
tween(upgradeGraphics, {
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 800,
easing: tween.easeInOut,
onFinish: arguments.callee.caller
});
}
}
});
}
});
self.update = function () {
self.y += self.speed;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000011
});
/****
* Game Code
****/
// Game variables
var playerBullets = [];
var enemyBullets = [];
var enemies = [];
var upgrades = [];
var enemySpawnTimer = 0;
var enemySpawnInterval = 120; // Start with 2 seconds between spawns
var upgradeSpawnTimer = 0;
var upgradeSpawnInterval = 600; // 10 seconds between upgrades
var dragNode = null;
var difficultyTimer = 0;
// Upgrade system
var playerUpgrades = {
rapidFire: false,
rapidFireTimer: 0,
shield: false,
shieldTimer: 0,
tripleShot: false,
tripleShotTimer: 0
};
// Create player ship
var player = game.addChild(new PlayerShip());
player.x = 1024; // Center horizontally
player.y = 2400; // Near bottom of screen
// Create game title
var titleTxt = new Text2('SPACE INVADERS 2.0', {
size: 80,
fill: 0x00ff00
});
titleTxt.anchor.set(0.5, 0);
titleTxt.x = 0;
titleTxt.y = 20;
LK.gui.top.addChild(titleTxt);
// Create score display
var scoreTxt = new Text2('0', {
size: 120,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
scoreTxt.y = 120;
LK.gui.top.addChild(scoreTxt);
scoreTxt.setText(LK.getScore());
// Touch/drag controls
function handleMove(x, y, obj) {
if (dragNode) {
// Keep player within screen bounds
dragNode.x = Math.max(40, Math.min(2008, x));
dragNode.y = Math.max(100, Math.min(2632, y));
}
}
game.move = handleMove;
game.down = function (x, y, obj) {
dragNode = player;
handleMove(x, y, obj);
};
game.up = function (x, y, obj) {
dragNode = null;
};
game.update = function () {
// Update difficulty over time
difficultyTimer++;
if (difficultyTimer % 600 == 0) {
// Every 10 seconds
enemySpawnInterval = Math.max(30, enemySpawnInterval - 10); // Faster spawning, minimum 0.5 seconds
}
// Update upgrade timers
if (playerUpgrades.rapidFire) {
playerUpgrades.rapidFireTimer--;
if (playerUpgrades.rapidFireTimer <= 0) {
playerUpgrades.rapidFire = false;
// Flash effect when upgrade expires
LK.effects.flashObject(player, 0x00ff00, 300);
}
}
if (playerUpgrades.shield) {
playerUpgrades.shieldTimer--;
if (playerUpgrades.shieldTimer <= 0) {
playerUpgrades.shield = false;
player.alpha = 1.0; // Reset transparency
// Hide shield visual effect
tween.stop(player.shieldGraphics);
tween(player.shieldGraphics, {
alpha: 0
}, {
duration: 300,
easing: tween.easeOut
});
}
}
if (playerUpgrades.tripleShot) {
playerUpgrades.tripleShotTimer--;
if (playerUpgrades.tripleShotTimer <= 0) {
playerUpgrades.tripleShot = false;
// Flash effect when upgrade expires
LK.effects.flashObject(player, 0xff0080, 300);
}
}
// Spawn upgrades
upgradeSpawnTimer++;
if (upgradeSpawnTimer >= upgradeSpawnInterval) {
upgradeSpawnTimer = 0;
var upgradeTypes = ['RapidFire', 'Shield', 'TripleShot'];
var randomType = upgradeTypes[Math.floor(Math.random() * upgradeTypes.length)];
var upgrade = new Upgrade(randomType);
upgrade.x = 100 + Math.random() * 1848;
upgrade.y = -50;
upgrade.lastY = upgrade.y;
upgrades.push(upgrade);
game.addChild(upgrade);
}
// Spawn enemies
enemySpawnTimer++;
if (enemySpawnTimer >= enemySpawnInterval) {
enemySpawnTimer = 0;
var enemy = new EnemyShip();
enemy.x = 100 + Math.random() * 1848; // Random x position within screen
enemy.y = -50; // Start above screen
enemy.lastY = enemy.y;
enemy.speed = 2 + Math.random() * 3 + LK.getScore() / 50; // Increase speed with score
enemies.push(enemy);
game.addChild(enemy);
}
// Update and check player bullets
for (var i = playerBullets.length - 1; i >= 0; i--) {
var bullet = playerBullets[i];
if (bullet.lastY === undefined) bullet.lastY = bullet.y;
// Remove bullets that go off screen
if (bullet.lastY >= -25 && bullet.y < -25) {
bullet.destroy();
playerBullets.splice(i, 1);
continue;
}
// Check collision with enemies
var hitEnemy = false;
for (var j = enemies.length - 1; j >= 0; j--) {
var enemy = enemies[j];
if (bullet.intersects(enemy)) {
// Enemy destroyed
LK.setScore(LK.getScore() + 10);
scoreTxt.setText(LK.getScore());
// Visual effect
LK.effects.flashObject(enemy, 0xffffff, 200);
// Clean up
bullet.destroy();
enemy.destroy();
playerBullets.splice(i, 1);
enemies.splice(j, 1);
LK.getSound('enemyDestroy').play();
hitEnemy = true;
break;
}
}
if (!hitEnemy) {
bullet.lastY = bullet.y;
}
}
// Update and check enemy bullets
for (var i = enemyBullets.length - 1; i >= 0; i--) {
var bullet = enemyBullets[i];
if (bullet.lastY === undefined) bullet.lastY = bullet.y;
// Remove bullets that go off screen
if (bullet.lastY <= 2757 && bullet.y > 2757) {
bullet.destroy();
enemyBullets.splice(i, 1);
continue;
}
// Check collision with player
if (bullet.intersects(player)) {
if (!playerUpgrades.shield) {
LK.effects.flashScreen(0xff0000, 1000);
LK.getSound('playerHit').play();
LK.showGameOver();
return;
} else {
// Shield absorbs the hit
bullet.destroy();
enemyBullets.splice(i, 1);
LK.effects.flashObject(player, 0x0080ff, 200);
continue;
}
}
bullet.lastY = bullet.y;
}
// Update and check upgrades
for (var i = upgrades.length - 1; i >= 0; i--) {
var upgrade = upgrades[i];
if (upgrade.lastY === undefined) upgrade.lastY = upgrade.y;
// Remove upgrades that go off screen
if (upgrade.lastY <= 2757 && upgrade.y > 2757) {
upgrade.destroy();
upgrades.splice(i, 1);
continue;
}
// Check collision with player
if (upgrade.intersects(player)) {
LK.getSound('upgradePickup').play();
if (upgrade.type === 'RapidFire') {
playerUpgrades.rapidFire = true;
playerUpgrades.rapidFireTimer = 600; // 10 seconds
LK.effects.flashObject(player, 0x00ff00, 500);
} else if (upgrade.type === 'Shield') {
playerUpgrades.shield = true;
playerUpgrades.shieldTimer = 600; // 10 seconds
player.alpha = 0.7; // Make player semi-transparent to show shield
// Show shield visual effect
player.shieldGraphics.alpha = 0.6;
// Start pulsing animation for shield
tween(player.shieldGraphics, {
alpha: 0.3
}, {
duration: 500,
easing: tween.easeInOut,
onFinish: function onFinish() {
if (playerUpgrades.shield) {
tween(player.shieldGraphics, {
alpha: 0.6
}, {
duration: 500,
easing: tween.easeInOut,
onFinish: arguments.callee.caller
});
}
}
});
LK.effects.flashObject(player, 0x0080ff, 500);
} else if (upgrade.type === 'TripleShot') {
playerUpgrades.tripleShot = true;
playerUpgrades.tripleShotTimer = 600; // 10 seconds
LK.effects.flashObject(player, 0xff0080, 500);
}
upgrade.destroy();
upgrades.splice(i, 1);
continue;
}
upgrade.lastY = upgrade.y;
}
// Update and check enemies
for (var i = enemies.length - 1; i >= 0; i--) {
var enemy = enemies[i];
if (enemy.lastY === undefined) enemy.lastY = enemy.y;
// Remove enemies that go off screen
if (enemy.lastY <= 2757 && enemy.y > 2757) {
enemy.destroy();
enemies.splice(i, 1);
continue;
}
// Check collision with player
if (enemy.intersects(player)) {
if (!playerUpgrades.shield) {
LK.effects.flashScreen(0xff0000, 1000);
LK.getSound('playerHit').play();
LK.showGameOver();
return;
} else {
// Shield absorbs the hit and destroys the enemy
LK.setScore(LK.getScore() + 5); // Bonus points for shield collision
scoreTxt.setText(LK.getScore());
LK.effects.flashObject(player, 0x0080ff, 200);
enemy.destroy();
enemies.splice(i, 1);
continue;
}
}
enemy.lastY = enemy.y;
}
};