User prompt
Enemy types
User prompt
Please fix the bug: 'TypeError: tween.to is not a function' in or related to this line: 'tween.to(graphics, 0.5, {' Line Number: 181 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'PowerUpManager is not a constructor' in or related to this line: 'powerUpManager = new PowerUpManager();' Line Number: 305
User prompt
Powerups
User prompt
The game is laggy
User prompt
Please fix the bug: 'ReferenceError: enemy is not defined' in or related to this line: 'if (minX < enemy.width / 2 && enemiesDirection === -1 || maxX > GAME_WIDTH - enemy.width / 2 && enemiesDirection === 1) {' Line Number: 301
Code edit (1 edits merged)
Please save this source code
User prompt
Cosmic Defenders
Initial prompt
Make space invaders
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.active = true; self.width = enemyGraphics.width; self.height = enemyGraphics.height; self.points = 10; self.shotChance = 0.005; // Chance per frame to shoot self.update = function () { // Enemy logic will be controlled by the formation }; return self; }); var EnemyBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('enemyBullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 8; // Positive because it moves downward self.active = false; self.visible = false; self.width = bulletGraphics.width; self.height = bulletGraphics.height; self.reset = function (x, y) { self.x = x; self.y = y; self.active = true; self.visible = true; }; self.update = function () { self.y += self.speed; // Deactivate when off screen if (self.y > 2732 + self.height) { self.active = false; self.visible = false; } }; 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 = -15; // Negative because it moves upward self.active = false; self.visible = false; self.width = bulletGraphics.width; self.height = bulletGraphics.height; self.reset = function (x, y) { self.x = x; self.y = y; self.active = true; self.visible = true; }; self.update = function () { self.y += self.speed; // Deactivate when off screen if (self.y < -self.height) { self.active = false; self.visible = false; } }; return self; }); var PlayerShip = Container.expand(function () { var self = Container.call(this); var shipGraphics = self.attachAsset('playerShip', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 12; self.width = shipGraphics.width; self.height = shipGraphics.height; self.fireRate = 15; // frames between shots self.lastShot = 0; self.alive = true; self.moveLeft = function () { self.x -= self.speed; if (self.x < self.width / 2) { self.x = self.width / 2; } }; self.moveRight = function () { self.x += self.speed; if (self.x > 2048 - self.width / 2) { self.x = 2048 - self.width / 2; } }; self.canShoot = function () { return self.lastShot <= 0; }; self.resetShotTimer = function () { self.lastShot = self.fireRate; }; self.update = function () { if (self.lastShot > 0) { self.lastShot--; } }; return self; }); var Shield = Container.expand(function () { var self = Container.call(this); var shieldGraphics = self.attachAsset('shield', { anchorX: 0.5, anchorY: 0.5 }); self.health = 3; self.width = shieldGraphics.width; self.height = shieldGraphics.height; self.damage = function () { self.health--; shieldGraphics.alpha = self.health / 3; if (self.health <= 0) { self.active = false; self.visible = false; } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000022 }); /**** * Game Code ****/ // Game constants var BulletPool = function BulletPool(bulletType, maxSize) { var pool = []; var self = this; // Pre-create bullets for (var i = 0; i < maxSize; i++) { var bullet = new bulletType(); bullet.visible = false; bullet.active = false; pool.push(bullet); } self.getBullet = function () { for (var i = 0; i < pool.length; i++) { if (!pool[i].active) { pool[i].active = true; pool[i].visible = true; return pool[i]; } } return null; // No bullets available }; self.getAll = function () { return pool; }; }; var GAME_WIDTH = 2048; var GAME_HEIGHT = 2732; var PLAYER_START_Y = GAME_HEIGHT - 200; var SHIELD_Y = PLAYER_START_Y - 150; var ENEMY_START_Y = 300; var ENEMY_ROWS = 5; var ENEMY_COLS = 10; var ENEMY_PADDING = 20; var ENEMIES_MOVE_DOWN_AMOUNT = 30; var WAVE_SPEED_INCREASE = 0.2; // Game state var player; var playerBulletPool; var enemyBulletPool; var activePlayerBullets = 0; var activeEnemyBullets = 0; var enemies = []; var shields = []; var score = 0; var lives = 3; var wave = 1; var enemiesDirection = 1; // 1 = right, -1 = left var enemiesSpeed = 1; var enemyMoveTimer = 0; var enemyMoveInterval = 30; // Frames between enemy movement var gameState = "playing"; // playing, gameover var dragActive = false; var dragStartX = 0; var lastFrameTime = Date.now(); var frameTime = 0; // UI elements var scoreTxt; var livesTxt; var waveTxt; // Initialize player player = new PlayerShip(); player.x = GAME_WIDTH / 2; player.y = PLAYER_START_Y; game.addChild(player); // Initialize bullet pools playerBulletPool = new BulletPool(PlayerBullet, 20); enemyBulletPool = new BulletPool(EnemyBullet, 50); // Add all bullets to the game var allPlayerBullets = playerBulletPool.getAll(); var allEnemyBullets = enemyBulletPool.getAll(); for (var i = 0; i < allPlayerBullets.length; i++) { game.addChild(allPlayerBullets[i]); } for (var i = 0; i < allEnemyBullets.length; i++) { game.addChild(allEnemyBullets[i]); } // Initialize shields for (var i = 0; i < 3; i++) { var shield = new Shield(); shield.x = GAME_WIDTH / 4 + GAME_WIDTH / 2 * (i / 2); shield.y = SHIELD_Y; shield.active = true; shields.push(shield); game.addChild(shield); } // Create UI scoreTxt = new Text2('Score: 0', { size: 60, fill: 0xFFFFFF }); scoreTxt.anchor.set(0, 0); scoreTxt.x = 20; scoreTxt.y = 20; LK.gui.addChild(scoreTxt); livesTxt = new Text2('Lives: 3', { size: 60, fill: 0xFFFFFF }); livesTxt.anchor.set(1, 0); livesTxt.x = GAME_WIDTH - 20; livesTxt.y = 20; LK.gui.addChild(livesTxt); waveTxt = new Text2('Wave: 1', { size: 60, fill: 0xFFFFFF }); waveTxt.anchor.set(0.5, 0); waveTxt.x = GAME_WIDTH / 2; waveTxt.y = 20; LK.gui.addChild(waveTxt); // Create enemies function createEnemies() { // Calculate total width of enemy formation var enemyWidth = new Enemy().width; var formationWidth = ENEMY_COLS * (enemyWidth + ENEMY_PADDING) - ENEMY_PADDING; var startX = (GAME_WIDTH - formationWidth) / 2 + enemyWidth / 2; for (var row = 0; row < ENEMY_ROWS; row++) { for (var col = 0; col < ENEMY_COLS; col++) { var enemy = new Enemy(); enemy.x = startX + col * (enemy.width + ENEMY_PADDING); enemy.y = ENEMY_START_Y + row * (enemy.height + ENEMY_PADDING); enemy.row = row; enemy.col = col; enemy.points = (ENEMY_ROWS - row) * 10; // Higher rows worth more points // Different enemy colors based on row if (row === 0) { enemy.children[0].tint = 0xff0000; // Top row red } else if (row === 1 || row === 2) { enemy.children[0].tint = 0xff6600; // Middle rows orange } enemies.push(enemy); game.addChild(enemy); } } } createEnemies(); // Play background music LK.playMusic('bgMusic', { loop: true }); // Game control event handlers game.down = function (x, y, obj) { dragActive = true; dragStartX = x; }; game.up = function (x, y, obj) { dragActive = false; }; game.move = function (x, y, obj) { if (dragActive && gameState === "playing") { // Move player based on drag var deltaX = x - dragStartX; if (Math.abs(deltaX) > 5) { // Threshold to prevent jitter if (deltaX > 0) { player.moveRight(); } else { player.moveLeft(); } dragStartX = x; } } }; // Create player bullet function shootPlayerBullet() { if (player.canShoot() && gameState === "playing") { var bullet = playerBulletPool.getBullet(); if (bullet) { bullet.reset(player.x, player.y - player.height / 2); activePlayerBullets++; player.resetShotTimer(); // Play shoot sound LK.getSound('playerShoot').play(); } } } // Create enemy bullet function shootEnemyBullet(enemy) { var bullet = enemyBulletPool.getBullet(); if (bullet) { bullet.reset(enemy.x, enemy.y + enemy.height / 2); activeEnemyBullets++; } } // Check if formation needs to move down and change direction function checkFormationBounds() { var moveDown = false; var minX = GAME_WIDTH; var maxX = 0; var enemyWidth = 0; // Check if there are any enemies before proceeding if (enemies.length === 0) { return false; } enemies.forEach(function (enemy) { if (enemy.x < minX) minX = enemy.x; if (enemy.x > maxX) maxX = enemy.x; enemyWidth = enemy.width; // Store width from any enemy for boundary checking }); // Using enemyWidth which is now properly set from actual enemies if (minX < enemyWidth / 2 && enemiesDirection === -1 || maxX > GAME_WIDTH - enemyWidth / 2 && enemiesDirection === 1) { moveDown = true; enemiesDirection *= -1; } return moveDown; } // Move enemy formation function moveEnemies() { var moveDown = checkFormationBounds(); enemies.forEach(function (enemy) { if (moveDown) { enemy.y += ENEMIES_MOVE_DOWN_AMOUNT; } enemy.x += enemiesDirection * enemiesSpeed; }); } // Check for collisions function checkCollisions() { var allPlayerBullets = playerBulletPool.getAll(); var allEnemyBullets = enemyBulletPool.getAll(); // Player bullets vs enemies for (var i = 0; i < allPlayerBullets.length; i++) { var bullet = allPlayerBullets[i]; if (!bullet.active) continue; // Check if bullet hits any enemy - using a more efficient method var hitEnemy = false; for (var j = enemies.length - 1; j >= 0; j--) { var enemy = enemies[j]; if (bullet.intersects(enemy)) { // Enemy hit score += enemy.points; scoreTxt.setText("Score: " + score); // Remove enemy game.removeChild(enemy); enemies.splice(j, 1); // Deactivate bullet bullet.active = false; bullet.visible = false; activePlayerBullets--; // Play explosion sound LK.getSound('enemyExplode').play(); // Flash screen effect LK.effects.flashObject(enemy, 0xffffff, 300); hitEnemy = true; break; // Bullet can only hit one enemy } } // Check if bullet hits any shield (only if it didn't hit an enemy) if (!hitEnemy && bullet.active) { for (var k = shields.length - 1; k >= 0; k--) { var shield = shields[k]; if (shield.active && bullet.intersects(shield)) { // Shield hit by player bullet shield.damage(); // Deactivate bullet bullet.active = false; bullet.visible = false; activePlayerBullets--; // Remove shield if destroyed if (!shield.active) { game.removeChild(shield); shields.splice(k, 1); } break; } } } } // Enemy bullets vs player and shields for (var i = 0; i < allEnemyBullets.length; i++) { var bullet = allEnemyBullets[i]; if (!bullet.active) continue; // Check player collision if (bullet.intersects(player) && gameState === "playing") { // Player hit lives--; livesTxt.setText("Lives: " + lives); // Deactivate bullet bullet.active = false; bullet.visible = false; activeEnemyBullets--; // Play hit sound LK.getSound('playerHit').play(); // Flash player effect LK.effects.flashObject(player, 0xff0000, 500); if (lives <= 0) { gameState = "gameover"; LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } continue; } // Check shield collision if (bullet.active) { for (var k = shields.length - 1; k >= 0; k--) { var shield = shields[k]; if (shield.active && bullet.intersects(shield)) { // Shield hit by enemy bullet shield.damage(); // Deactivate bullet bullet.active = false; bullet.visible = false; activeEnemyBullets--; if (!shield.active) { game.removeChild(shield); shields.splice(k, 1); } break; } } } } // Enemies vs bottom of screen // Only check this less frequently (every 10 frames) if (LK.ticks % 10 === 0) { for (var i = 0; i < enemies.length; i++) { if (enemies[i].y + enemies[i].height / 2 > player.y) { // Enemies reached player level - game over gameState = "gameover"; LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); break; } } } } // Start next wave function startNextWave() { wave++; waveTxt.setText("Wave: " + wave); // Increase enemy speed with each wave enemiesSpeed += WAVE_SPEED_INCREASE; // Reset all enemy bullets without removing them var allEnemyBullets = enemyBulletPool.getAll(); for (var i = 0; i < allEnemyBullets.length; i++) { if (allEnemyBullets[i].active) { allEnemyBullets[i].active = false; allEnemyBullets[i].visible = false; } } activeEnemyBullets = 0; // Create new enemy formation createEnemies(); } // With object pooling, we no longer need to clean up inactive objects // Main game update loop game.update = function () { // Calculate frame time for consistent speed regardless of framerate var currentTime = Date.now(); frameTime = currentTime - lastFrameTime; lastFrameTime = currentTime; if (gameState === "playing") { // Update player player.update(); // Auto shoot - less frequent check if (LK.ticks % 30 === 0) { shootPlayerBullet(); } // Move enemies enemyMoveTimer++; if (enemyMoveTimer >= enemyMoveInterval) { moveEnemies(); enemyMoveTimer = 0; } // Enemy shooting - only check every 10 frames if (enemies.length > 0 && LK.ticks % 10 === 0) { // Pre-calculate bottom enemies once per update var bottomEnemies = []; var columnsWithEnemies = {}; // Find bottom enemies in each column more efficiently for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var column = enemy.col; if (!columnsWithEnemies[column] || enemies[columnsWithEnemies[column]].row < enemy.row) { columnsWithEnemies[column] = i; } } // Get bottom enemies for (var col in columnsWithEnemies) { bottomEnemies.push(enemies[columnsWithEnemies[col]]); } // Random chance for enemies to shoot if (bottomEnemies.length > 0) { // Limit number of shots per frame var maxShots = Math.min(3, bottomEnemies.length); var shotCount = 0; for (var i = 0; i < bottomEnemies.length && shotCount < maxShots; i++) { if (Math.random() < bottomEnemies[i].shotChance * 2) { // Adjusted for less frequent checks shootEnemyBullet(bottomEnemies[i]); shotCount++; } } } } // Update bullets from pools var allPlayerBullets = playerBulletPool.getAll(); var allEnemyBullets = enemyBulletPool.getAll(); // Only update active bullets for (var i = 0; i < allPlayerBullets.length; i++) { if (allPlayerBullets[i].active) { allPlayerBullets[i].update(); } } for (var i = 0; i < allEnemyBullets.length; i++) { if (allEnemyBullets[i].active) { allEnemyBullets[i].update(); } } // Check collisions with optimized method checkCollisions(); // Check if wave cleared if (enemies.length === 0) { startNextWave(); } } };
===================================================================
--- original.js
+++ change.js
@@ -29,16 +29,24 @@
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 8; // Positive because it moves downward
- self.active = true;
+ self.active = false;
+ self.visible = false;
self.width = bulletGraphics.width;
self.height = bulletGraphics.height;
+ self.reset = function (x, y) {
+ self.x = x;
+ self.y = y;
+ self.active = true;
+ self.visible = true;
+ };
self.update = function () {
self.y += self.speed;
- // Destroy when off screen
+ // Deactivate when off screen
if (self.y > 2732 + self.height) {
self.active = false;
+ self.visible = false;
}
};
return self;
});
@@ -48,16 +56,24 @@
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -15; // Negative because it moves upward
- self.active = true;
+ self.active = false;
+ self.visible = false;
self.width = bulletGraphics.width;
self.height = bulletGraphics.height;
+ self.reset = function (x, y) {
+ self.x = x;
+ self.y = y;
+ self.active = true;
+ self.visible = true;
+ };
self.update = function () {
self.y += self.speed;
- // Destroy when off screen
+ // Deactivate when off screen
if (self.y < -self.height) {
self.active = false;
+ self.visible = false;
}
};
return self;
});
@@ -128,8 +144,32 @@
/****
* Game Code
****/
// Game constants
+var BulletPool = function BulletPool(bulletType, maxSize) {
+ var pool = [];
+ var self = this;
+ // Pre-create bullets
+ for (var i = 0; i < maxSize; i++) {
+ var bullet = new bulletType();
+ bullet.visible = false;
+ bullet.active = false;
+ pool.push(bullet);
+ }
+ self.getBullet = function () {
+ for (var i = 0; i < pool.length; i++) {
+ if (!pool[i].active) {
+ pool[i].active = true;
+ pool[i].visible = true;
+ return pool[i];
+ }
+ }
+ return null; // No bullets available
+ };
+ self.getAll = function () {
+ return pool;
+ };
+};
var GAME_WIDTH = 2048;
var GAME_HEIGHT = 2732;
var PLAYER_START_Y = GAME_HEIGHT - 200;
var SHIELD_Y = PLAYER_START_Y - 150;
@@ -140,11 +180,13 @@
var ENEMIES_MOVE_DOWN_AMOUNT = 30;
var WAVE_SPEED_INCREASE = 0.2;
// Game state
var player;
-var playerBullets = [];
+var playerBulletPool;
+var enemyBulletPool;
+var activePlayerBullets = 0;
+var activeEnemyBullets = 0;
var enemies = [];
-var enemyBullets = [];
var shields = [];
var score = 0;
var lives = 3;
var wave = 1;
@@ -154,8 +196,10 @@
var enemyMoveInterval = 30; // Frames between enemy movement
var gameState = "playing"; // playing, gameover
var dragActive = false;
var dragStartX = 0;
+var lastFrameTime = Date.now();
+var frameTime = 0;
// UI elements
var scoreTxt;
var livesTxt;
var waveTxt;
@@ -163,8 +207,20 @@
player = new PlayerShip();
player.x = GAME_WIDTH / 2;
player.y = PLAYER_START_Y;
game.addChild(player);
+// Initialize bullet pools
+playerBulletPool = new BulletPool(PlayerBullet, 20);
+enemyBulletPool = new BulletPool(EnemyBullet, 50);
+// Add all bullets to the game
+var allPlayerBullets = playerBulletPool.getAll();
+var allEnemyBullets = enemyBulletPool.getAll();
+for (var i = 0; i < allPlayerBullets.length; i++) {
+ game.addChild(allPlayerBullets[i]);
+}
+for (var i = 0; i < allEnemyBullets.length; i++) {
+ game.addChild(allEnemyBullets[i]);
+}
// Initialize shields
for (var i = 0; i < 3; i++) {
var shield = new Shield();
shield.x = GAME_WIDTH / 4 + GAME_WIDTH / 2 * (i / 2);
@@ -253,37 +309,42 @@
};
// Create player bullet
function shootPlayerBullet() {
if (player.canShoot() && gameState === "playing") {
- var bullet = new PlayerBullet();
- bullet.x = player.x;
- bullet.y = player.y - player.height / 2;
- playerBullets.push(bullet);
- game.addChild(bullet);
- player.resetShotTimer();
- // Play shoot sound
- LK.getSound('playerShoot').play();
+ var bullet = playerBulletPool.getBullet();
+ if (bullet) {
+ bullet.reset(player.x, player.y - player.height / 2);
+ activePlayerBullets++;
+ player.resetShotTimer();
+ // Play shoot sound
+ LK.getSound('playerShoot').play();
+ }
}
}
// Create enemy bullet
function shootEnemyBullet(enemy) {
- var bullet = new EnemyBullet();
- bullet.x = enemy.x;
- bullet.y = enemy.y + enemy.height / 2;
- enemyBullets.push(bullet);
- game.addChild(bullet);
+ var bullet = enemyBulletPool.getBullet();
+ if (bullet) {
+ bullet.reset(enemy.x, enemy.y + enemy.height / 2);
+ activeEnemyBullets++;
+ }
}
// Check if formation needs to move down and change direction
function checkFormationBounds() {
var moveDown = false;
var minX = GAME_WIDTH;
var maxX = 0;
var enemyWidth = 0;
+ // Check if there are any enemies before proceeding
+ if (enemies.length === 0) {
+ return false;
+ }
enemies.forEach(function (enemy) {
if (enemy.x < minX) minX = enemy.x;
if (enemy.x > maxX) maxX = enemy.x;
enemyWidth = enemy.width; // Store width from any enemy for boundary checking
});
+ // Using enemyWidth which is now properly set from actual enemies
if (minX < enemyWidth / 2 && enemiesDirection === -1 || maxX > GAME_WIDTH - enemyWidth / 2 && enemiesDirection === 1) {
moveDown = true;
enemiesDirection *= -1;
}
@@ -300,43 +361,49 @@
});
}
// Check for collisions
function checkCollisions() {
+ var allPlayerBullets = playerBulletPool.getAll();
+ var allEnemyBullets = enemyBulletPool.getAll();
// Player bullets vs enemies
- for (var i = playerBullets.length - 1; i >= 0; i--) {
- var bullet = playerBullets[i];
- // Check if bullet hits any enemy
+ for (var i = 0; i < allPlayerBullets.length; i++) {
+ var bullet = allPlayerBullets[i];
+ if (!bullet.active) continue;
+ // Check if bullet hits any enemy - using a more efficient method
+ var hitEnemy = false;
for (var j = enemies.length - 1; j >= 0; j--) {
var enemy = enemies[j];
- if (bullet.active && bullet.intersects(enemy)) {
+ if (bullet.intersects(enemy)) {
// Enemy hit
score += enemy.points;
scoreTxt.setText("Score: " + score);
// Remove enemy
game.removeChild(enemy);
enemies.splice(j, 1);
- // Remove bullet
+ // Deactivate bullet
bullet.active = false;
- game.removeChild(bullet);
- playerBullets.splice(i, 1);
+ bullet.visible = false;
+ activePlayerBullets--;
// Play explosion sound
LK.getSound('enemyExplode').play();
// Flash screen effect
LK.effects.flashObject(enemy, 0xffffff, 300);
+ hitEnemy = true;
break; // Bullet can only hit one enemy
}
}
- // Check if bullet hits any shield
- if (bullet.active) {
+ // Check if bullet hits any shield (only if it didn't hit an enemy)
+ if (!hitEnemy && bullet.active) {
for (var k = shields.length - 1; k >= 0; k--) {
var shield = shields[k];
if (shield.active && bullet.intersects(shield)) {
// Shield hit by player bullet
shield.damage();
- // Remove bullet
+ // Deactivate bullet
bullet.active = false;
- game.removeChild(bullet);
- playerBullets.splice(i, 1);
+ bullet.visible = false;
+ activePlayerBullets--;
+ // Remove shield if destroyed
if (!shield.active) {
game.removeChild(shield);
shields.splice(k, 1);
}
@@ -345,19 +412,20 @@
}
}
}
// Enemy bullets vs player and shields
- for (var i = enemyBullets.length - 1; i >= 0; i--) {
- var bullet = enemyBullets[i];
+ for (var i = 0; i < allEnemyBullets.length; i++) {
+ var bullet = allEnemyBullets[i];
+ if (!bullet.active) continue;
// Check player collision
- if (bullet.active && bullet.intersects(player) && gameState === "playing") {
+ if (bullet.intersects(player) && gameState === "playing") {
// Player hit
lives--;
livesTxt.setText("Lives: " + lives);
- // Remove bullet
+ // Deactivate bullet
bullet.active = false;
- game.removeChild(bullet);
- enemyBullets.splice(i, 1);
+ bullet.visible = false;
+ activeEnemyBullets--;
// Play hit sound
LK.getSound('playerHit').play();
// Flash player effect
LK.effects.flashObject(player, 0xff0000, 500);
@@ -368,33 +436,38 @@
}
continue;
}
// Check shield collision
- for (var k = shields.length - 1; k >= 0; k--) {
- var shield = shields[k];
- if (shield.active && bullet.active && bullet.intersects(shield)) {
- // Shield hit by enemy bullet
- shield.damage();
- // Remove bullet
- bullet.active = false;
- game.removeChild(bullet);
- enemyBullets.splice(i, 1);
- if (!shield.active) {
- game.removeChild(shield);
- shields.splice(k, 1);
+ if (bullet.active) {
+ for (var k = shields.length - 1; k >= 0; k--) {
+ var shield = shields[k];
+ if (shield.active && bullet.intersects(shield)) {
+ // Shield hit by enemy bullet
+ shield.damage();
+ // Deactivate bullet
+ bullet.active = false;
+ bullet.visible = false;
+ activeEnemyBullets--;
+ if (!shield.active) {
+ game.removeChild(shield);
+ shields.splice(k, 1);
+ }
+ break;
}
- break;
}
}
}
// Enemies vs bottom of screen
- for (var i = 0; i < enemies.length; i++) {
- if (enemies[i].y + enemies[i].height / 2 > player.y) {
- // Enemies reached player level - game over
- gameState = "gameover";
- LK.effects.flashScreen(0xff0000, 1000);
- LK.showGameOver();
- break;
+ // Only check this less frequently (every 10 frames)
+ if (LK.ticks % 10 === 0) {
+ for (var i = 0; i < enemies.length; i++) {
+ if (enemies[i].y + enemies[i].height / 2 > player.y) {
+ // Enemies reached player level - game over
+ gameState = "gameover";
+ LK.effects.flashScreen(0xff0000, 1000);
+ LK.showGameOver();
+ break;
+ }
}
}
}
// Start next wave
@@ -402,39 +475,31 @@
wave++;
waveTxt.setText("Wave: " + wave);
// Increase enemy speed with each wave
enemiesSpeed += WAVE_SPEED_INCREASE;
- // Clear any remaining enemy bullets
- for (var i = enemyBullets.length - 1; i >= 0; i--) {
- game.removeChild(enemyBullets[i]);
+ // Reset all enemy bullets without removing them
+ var allEnemyBullets = enemyBulletPool.getAll();
+ for (var i = 0; i < allEnemyBullets.length; i++) {
+ if (allEnemyBullets[i].active) {
+ allEnemyBullets[i].active = false;
+ allEnemyBullets[i].visible = false;
+ }
}
- enemyBullets = [];
+ activeEnemyBullets = 0;
// Create new enemy formation
createEnemies();
}
-// Clean up inactive objects
-function cleanupInactiveObjects() {
- // Clean up player bullets
- for (var i = playerBullets.length - 1; i >= 0; i--) {
- if (!playerBullets[i].active) {
- game.removeChild(playerBullets[i]);
- playerBullets.splice(i, 1);
- }
- }
- // Clean up enemy bullets
- for (var i = enemyBullets.length - 1; i >= 0; i--) {
- if (!enemyBullets[i].active) {
- game.removeChild(enemyBullets[i]);
- enemyBullets.splice(i, 1);
- }
- }
-}
+// With object pooling, we no longer need to clean up inactive objects
// Main game update loop
game.update = function () {
+ // Calculate frame time for consistent speed regardless of framerate
+ var currentTime = Date.now();
+ frameTime = currentTime - lastFrameTime;
+ lastFrameTime = currentTime;
if (gameState === "playing") {
// Update player
player.update();
- // Auto shoot
+ // Auto shoot - less frequent check
if (LK.ticks % 30 === 0) {
shootPlayerBullet();
}
// Move enemies
@@ -442,13 +507,14 @@
if (enemyMoveTimer >= enemyMoveInterval) {
moveEnemies();
enemyMoveTimer = 0;
}
- // Enemy shooting
- if (enemies.length > 0 && LK.ticks % 5 === 0) {
- // Find all enemies in the bottom row of each column
+ // Enemy shooting - only check every 10 frames
+ if (enemies.length > 0 && LK.ticks % 10 === 0) {
+ // Pre-calculate bottom enemies once per update
var bottomEnemies = [];
var columnsWithEnemies = {};
+ // Find bottom enemies in each column more efficiently
for (var i = 0; i < enemies.length; i++) {
var enemy = enemies[i];
var column = enemy.col;
if (!columnsWithEnemies[column] || enemies[columnsWithEnemies[column]].row < enemy.row) {
@@ -460,26 +526,36 @@
bottomEnemies.push(enemies[columnsWithEnemies[col]]);
}
// Random chance for enemies to shoot
if (bottomEnemies.length > 0) {
- for (var i = 0; i < bottomEnemies.length; i++) {
- if (Math.random() < bottomEnemies[i].shotChance) {
+ // Limit number of shots per frame
+ var maxShots = Math.min(3, bottomEnemies.length);
+ var shotCount = 0;
+ for (var i = 0; i < bottomEnemies.length && shotCount < maxShots; i++) {
+ if (Math.random() < bottomEnemies[i].shotChance * 2) {
+ // Adjusted for less frequent checks
shootEnemyBullet(bottomEnemies[i]);
+ shotCount++;
}
}
}
}
- // Update bullets
- for (var i = 0; i < playerBullets.length; i++) {
- playerBullets[i].update();
+ // Update bullets from pools
+ var allPlayerBullets = playerBulletPool.getAll();
+ var allEnemyBullets = enemyBulletPool.getAll();
+ // Only update active bullets
+ for (var i = 0; i < allPlayerBullets.length; i++) {
+ if (allPlayerBullets[i].active) {
+ allPlayerBullets[i].update();
+ }
}
- for (var i = 0; i < enemyBullets.length; i++) {
- enemyBullets[i].update();
+ for (var i = 0; i < allEnemyBullets.length; i++) {
+ if (allEnemyBullets[i].active) {
+ allEnemyBullets[i].update();
+ }
}
- // Check collisions
+ // Check collisions with optimized method
checkCollisions();
- // Clean up inactive objects
- cleanupInactiveObjects();
// Check if wave cleared
if (enemies.length === 0) {
startNextWave();
}
Top down 2d pixilated spaceship. In-Game asset. 2d. High contrast. No shadows
Enemy spaceship top down 2d pixilated and looking downwards. In-Game asset. 2d. High contrast. No shadows
Bullet 2d top down pixilated. In-Game asset. 2d. High contrast. No shadows
Bullet facing down and top Down 2d pixilated. In-Game asset. 2d. High contrast. No shadows
Sheid top down 2d pixilated. In-Game asset. 2d. High contrast. No shadows