/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Enemy = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 3;
self.health = 1;
self.update = function () {
self.y += self.speed;
};
return self;
});
var Player = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
self.fireRate = 10;
self.lastFireTick = 0;
self.rapidFireTimer = 0;
self.shieldTimer = 0;
self.update = function () {
// Auto-fire logic
var currentFireRate = self.rapidFireTimer > 0 ? 5 : self.fireRate;
if (LK.ticks - self.lastFireTick >= currentFireRate) {
self.fire();
self.lastFireTick = LK.ticks;
}
// Update power-up timers
if (self.rapidFireTimer > 0) {
self.rapidFireTimer--;
graphics.tint = 0xffaa00; // Orange tint for rapid fire
} else {
graphics.tint = 0xffffff; // Normal color
}
if (self.shieldTimer > 0) {
self.shieldTimer--;
graphics.alpha = 0.7 + 0.3 * Math.sin(LK.ticks * 0.3); // Pulsing shield effect
} else {
graphics.alpha = 1.0;
}
};
self.fire = function () {
var bullet = new PlayerBullet();
bullet.x = self.x;
bullet.y = self.y - 50;
playerBullets.push(bullet);
game.addChild(bullet);
LK.getSound('shoot').play();
};
self.activatePowerUp = function (type) {
if (type === 'rapidfire') {
self.rapidFireTimer = 300; // 5 seconds at 60fps
} else if (type === 'shield') {
self.shieldTimer = 600; // 10 seconds at 60fps
}
};
return self;
});
var PlayerBullet = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('playerBullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -12;
self.update = function () {
self.y += self.speed;
};
return self;
});
var PowerUp = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('powerup', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 2;
self.type = 'rapidfire'; // rapidfire, shield
self.update = function () {
self.y += self.speed;
// Gentle floating animation
graphics.rotation += 0.02;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000011
});
/****
* Game Code
****/
// Game variables
var player;
var enemies = [];
var playerBullets = [];
var powerUps = [];
var dragNode = null;
var gameSpeed = 1;
var enemySpawnRate = 60;
var powerUpSpawnRate = 900;
var difficultyTimer = 0;
// Create UI
var scoreTxt = new Text2('0', {
size: 80,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
var survivalTimeTxt = new Text2('Time: 0s', {
size: 60,
fill: 0xFFFFFF
});
survivalTimeTxt.anchor.set(1, 0);
survivalTimeTxt.x = -20;
survivalTimeTxt.y = 20;
LK.gui.topRight.addChild(survivalTimeTxt);
// Initialize player
player = game.addChild(new Player());
player.x = 1024;
player.y = 2200;
// Movement handling
function handleMove(x, y, obj) {
if (dragNode) {
dragNode.x = Math.max(50, Math.min(1998, x));
dragNode.y = Math.max(100, Math.min(2600, y));
}
}
game.move = handleMove;
game.down = function (x, y, obj) {
dragNode = player;
handleMove(x, y, obj);
};
game.up = function (x, y, obj) {
dragNode = null;
};
// Spawn functions
function spawnEnemy() {
var enemy = new Enemy();
enemy.x = Math.random() * 1900 + 74;
enemy.y = -30;
enemy.speed = 2 + Math.random() * 3 + gameSpeed;
enemies.push(enemy);
game.addChild(enemy);
}
function spawnPowerUp() {
var powerup = new PowerUp();
powerup.x = Math.random() * 1900 + 74;
powerup.y = -30;
powerup.type = Math.random() < 0.5 ? 'rapidfire' : 'shield';
powerUps.push(powerup);
game.addChild(powerup);
}
// Main game update
game.update = function () {
// Update survival time
var survivalTime = Math.floor(LK.ticks / 60);
survivalTimeTxt.setText('Time: ' + survivalTime + 's');
// Difficulty progression
difficultyTimer++;
if (difficultyTimer % 600 === 0) {
// Every 10 seconds
gameSpeed += 0.5;
enemySpawnRate = Math.max(20, enemySpawnRate - 3);
}
// Spawn enemies
if (LK.ticks % enemySpawnRate === 0) {
spawnEnemy();
}
// Spawn power-ups
if (LK.ticks % powerUpSpawnRate === 0) {
spawnPowerUp();
}
// Update and manage 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 bullet-enemy collisions
for (var j = enemies.length - 1; j >= 0; j--) {
var enemy = enemies[j];
if (bullet.intersects(enemy)) {
// Hit enemy
LK.setScore(LK.getScore() + 10);
scoreTxt.setText(LK.getScore());
LK.getSound('hit').play();
// Remove bullet and enemy
bullet.destroy();
playerBullets.splice(i, 1);
enemy.destroy();
enemies.splice(j, 1);
break;
}
}
bullet.lastY = bullet.y;
}
// Update and manage enemies
for (var i = enemies.length - 1; i >= 0; i--) {
var enemy = enemies[i];
if (enemy.lastY === undefined) enemy.lastY = enemy.y;
if (enemy.lastIntersecting === undefined) enemy.lastIntersecting = false;
// Remove enemies that go off screen
if (enemy.lastY <= 2762 && enemy.y > 2762) {
enemy.destroy();
enemies.splice(i, 1);
continue;
}
// Check player-enemy collision
var currentIntersecting = enemy.intersects(player);
if (!enemy.lastIntersecting && currentIntersecting) {
// Check if player has shield
if (player.shieldTimer > 0) {
// Shield absorbs hit
player.shieldTimer = 0;
LK.setScore(LK.getScore() + 5);
scoreTxt.setText(LK.getScore());
enemy.destroy();
enemies.splice(i, 1);
continue;
} else {
// Game over
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
return;
}
}
enemy.lastY = enemy.y;
enemy.lastIntersecting = currentIntersecting;
}
// Update and manage power-ups
for (var i = powerUps.length - 1; i >= 0; i--) {
var powerup = powerUps[i];
if (powerup.lastY === undefined) powerup.lastY = powerup.y;
if (powerup.lastIntersecting === undefined) powerup.lastIntersecting = false;
// Remove power-ups that go off screen
if (powerup.lastY <= 2762 && powerup.y > 2762) {
powerup.destroy();
powerUps.splice(i, 1);
continue;
}
// Check player-powerup collision
var currentIntersecting = powerup.intersects(player);
if (!powerup.lastIntersecting && currentIntersecting) {
// Collect power-up
player.activatePowerUp(powerup.type);
LK.getSound('powerup').play();
LK.setScore(LK.getScore() + 25);
scoreTxt.setText(LK.getScore());
powerup.destroy();
powerUps.splice(i, 1);
continue;
}
powerup.lastY = powerup.y;
powerup.lastIntersecting = currentIntersecting;
}
};
// Start background music
LK.playMusic('background'); ===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,278 @@
-/****
+/****
+* Plugins
+****/
+var tween = LK.import("@upit/tween.v1");
+
+/****
+* Classes
+****/
+var Enemy = Container.expand(function () {
+ var self = Container.call(this);
+ var graphics = self.attachAsset('enemy', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 3;
+ self.health = 1;
+ self.update = function () {
+ self.y += self.speed;
+ };
+ return self;
+});
+var Player = Container.expand(function () {
+ var self = Container.call(this);
+ var graphics = self.attachAsset('player', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.fireRate = 10;
+ self.lastFireTick = 0;
+ self.rapidFireTimer = 0;
+ self.shieldTimer = 0;
+ self.update = function () {
+ // Auto-fire logic
+ var currentFireRate = self.rapidFireTimer > 0 ? 5 : self.fireRate;
+ if (LK.ticks - self.lastFireTick >= currentFireRate) {
+ self.fire();
+ self.lastFireTick = LK.ticks;
+ }
+ // Update power-up timers
+ if (self.rapidFireTimer > 0) {
+ self.rapidFireTimer--;
+ graphics.tint = 0xffaa00; // Orange tint for rapid fire
+ } else {
+ graphics.tint = 0xffffff; // Normal color
+ }
+ if (self.shieldTimer > 0) {
+ self.shieldTimer--;
+ graphics.alpha = 0.7 + 0.3 * Math.sin(LK.ticks * 0.3); // Pulsing shield effect
+ } else {
+ graphics.alpha = 1.0;
+ }
+ };
+ self.fire = function () {
+ var bullet = new PlayerBullet();
+ bullet.x = self.x;
+ bullet.y = self.y - 50;
+ playerBullets.push(bullet);
+ game.addChild(bullet);
+ LK.getSound('shoot').play();
+ };
+ self.activatePowerUp = function (type) {
+ if (type === 'rapidfire') {
+ self.rapidFireTimer = 300; // 5 seconds at 60fps
+ } else if (type === 'shield') {
+ self.shieldTimer = 600; // 10 seconds at 60fps
+ }
+ };
+ return self;
+});
+var PlayerBullet = Container.expand(function () {
+ var self = Container.call(this);
+ var graphics = self.attachAsset('playerBullet', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = -12;
+ self.update = function () {
+ self.y += self.speed;
+ };
+ return self;
+});
+var PowerUp = Container.expand(function () {
+ var self = Container.call(this);
+ var graphics = self.attachAsset('powerup', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 2;
+ self.type = 'rapidfire'; // rapidfire, shield
+ self.update = function () {
+ self.y += self.speed;
+ // Gentle floating animation
+ graphics.rotation += 0.02;
+ };
+ return self;
+});
+
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000
-});
\ No newline at end of file
+ backgroundColor: 0x000011
+});
+
+/****
+* Game Code
+****/
+// Game variables
+var player;
+var enemies = [];
+var playerBullets = [];
+var powerUps = [];
+var dragNode = null;
+var gameSpeed = 1;
+var enemySpawnRate = 60;
+var powerUpSpawnRate = 900;
+var difficultyTimer = 0;
+// Create UI
+var scoreTxt = new Text2('0', {
+ size: 80,
+ fill: 0xFFFFFF
+});
+scoreTxt.anchor.set(0.5, 0);
+LK.gui.top.addChild(scoreTxt);
+var survivalTimeTxt = new Text2('Time: 0s', {
+ size: 60,
+ fill: 0xFFFFFF
+});
+survivalTimeTxt.anchor.set(1, 0);
+survivalTimeTxt.x = -20;
+survivalTimeTxt.y = 20;
+LK.gui.topRight.addChild(survivalTimeTxt);
+// Initialize player
+player = game.addChild(new Player());
+player.x = 1024;
+player.y = 2200;
+// Movement handling
+function handleMove(x, y, obj) {
+ if (dragNode) {
+ dragNode.x = Math.max(50, Math.min(1998, x));
+ dragNode.y = Math.max(100, Math.min(2600, y));
+ }
+}
+game.move = handleMove;
+game.down = function (x, y, obj) {
+ dragNode = player;
+ handleMove(x, y, obj);
+};
+game.up = function (x, y, obj) {
+ dragNode = null;
+};
+// Spawn functions
+function spawnEnemy() {
+ var enemy = new Enemy();
+ enemy.x = Math.random() * 1900 + 74;
+ enemy.y = -30;
+ enemy.speed = 2 + Math.random() * 3 + gameSpeed;
+ enemies.push(enemy);
+ game.addChild(enemy);
+}
+function spawnPowerUp() {
+ var powerup = new PowerUp();
+ powerup.x = Math.random() * 1900 + 74;
+ powerup.y = -30;
+ powerup.type = Math.random() < 0.5 ? 'rapidfire' : 'shield';
+ powerUps.push(powerup);
+ game.addChild(powerup);
+}
+// Main game update
+game.update = function () {
+ // Update survival time
+ var survivalTime = Math.floor(LK.ticks / 60);
+ survivalTimeTxt.setText('Time: ' + survivalTime + 's');
+ // Difficulty progression
+ difficultyTimer++;
+ if (difficultyTimer % 600 === 0) {
+ // Every 10 seconds
+ gameSpeed += 0.5;
+ enemySpawnRate = Math.max(20, enemySpawnRate - 3);
+ }
+ // Spawn enemies
+ if (LK.ticks % enemySpawnRate === 0) {
+ spawnEnemy();
+ }
+ // Spawn power-ups
+ if (LK.ticks % powerUpSpawnRate === 0) {
+ spawnPowerUp();
+ }
+ // Update and manage 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 bullet-enemy collisions
+ for (var j = enemies.length - 1; j >= 0; j--) {
+ var enemy = enemies[j];
+ if (bullet.intersects(enemy)) {
+ // Hit enemy
+ LK.setScore(LK.getScore() + 10);
+ scoreTxt.setText(LK.getScore());
+ LK.getSound('hit').play();
+ // Remove bullet and enemy
+ bullet.destroy();
+ playerBullets.splice(i, 1);
+ enemy.destroy();
+ enemies.splice(j, 1);
+ break;
+ }
+ }
+ bullet.lastY = bullet.y;
+ }
+ // Update and manage enemies
+ for (var i = enemies.length - 1; i >= 0; i--) {
+ var enemy = enemies[i];
+ if (enemy.lastY === undefined) enemy.lastY = enemy.y;
+ if (enemy.lastIntersecting === undefined) enemy.lastIntersecting = false;
+ // Remove enemies that go off screen
+ if (enemy.lastY <= 2762 && enemy.y > 2762) {
+ enemy.destroy();
+ enemies.splice(i, 1);
+ continue;
+ }
+ // Check player-enemy collision
+ var currentIntersecting = enemy.intersects(player);
+ if (!enemy.lastIntersecting && currentIntersecting) {
+ // Check if player has shield
+ if (player.shieldTimer > 0) {
+ // Shield absorbs hit
+ player.shieldTimer = 0;
+ LK.setScore(LK.getScore() + 5);
+ scoreTxt.setText(LK.getScore());
+ enemy.destroy();
+ enemies.splice(i, 1);
+ continue;
+ } else {
+ // Game over
+ LK.effects.flashScreen(0xff0000, 1000);
+ LK.showGameOver();
+ return;
+ }
+ }
+ enemy.lastY = enemy.y;
+ enemy.lastIntersecting = currentIntersecting;
+ }
+ // Update and manage power-ups
+ for (var i = powerUps.length - 1; i >= 0; i--) {
+ var powerup = powerUps[i];
+ if (powerup.lastY === undefined) powerup.lastY = powerup.y;
+ if (powerup.lastIntersecting === undefined) powerup.lastIntersecting = false;
+ // Remove power-ups that go off screen
+ if (powerup.lastY <= 2762 && powerup.y > 2762) {
+ powerup.destroy();
+ powerUps.splice(i, 1);
+ continue;
+ }
+ // Check player-powerup collision
+ var currentIntersecting = powerup.intersects(player);
+ if (!powerup.lastIntersecting && currentIntersecting) {
+ // Collect power-up
+ player.activatePowerUp(powerup.type);
+ LK.getSound('powerup').play();
+ LK.setScore(LK.getScore() + 25);
+ scoreTxt.setText(LK.getScore());
+ powerup.destroy();
+ powerUps.splice(i, 1);
+ continue;
+ }
+ powerup.lastY = powerup.y;
+ powerup.lastIntersecting = currentIntersecting;
+ }
+};
+// Start background music
+LK.playMusic('background');
\ No newline at end of file