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