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change the code to this one // Save high score with account ID before game over var currentScore = LK.getScore(); var accountId = storage.accountId; if (accountId) { // Save score with account ID by directly setting storage property storage['highScore_' + accountId] = Math.max(storage['highScore_' + accountId] || 0, currentScore); // Also save player name if available if (!storage['playerName_' + accountId]) { storage['playerName_' + accountId] = storage.playerName || "Player"; } } else { // Fallback for users without account ID storage.highScore = Math.max(storage.highScore || 0, currentScore); } ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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Add scoretext to background2 to display new scores in it when the game is finished update the background2 with the new scores. ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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Add score texts in background2 for the new scores.
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Update scores in one background 'background2' when Button Highscore is clicked not in the screen that appears after win lose.
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Don't show scores by ID show it by name of the Upit account if logged in.
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Remove background2 from Highscore button
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Remove background2 from Highscore button
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Remove background2 from Highscore button
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Duplicate the same score of the new players in background of highescorebutton that is in the intro!
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Replace the background screen of score that appears after win/lose with background2 asset.
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Replace the background2 with background that appears after win/los.
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Use the background2 for showing scores don't create background before win or lose!
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Fix score background2 when click its button nothing showing there no scores of any player!
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Don't show scores only in the end background, show it in background2 of the HighScorebutton always update it as a list there.
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save the score that the player get at the end of the game in the Highscorebutton background2. add more score texts to save in it as slots below each others. ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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Don't clear the list of scores save it forever, if the same player do new highscore remove its old one and replace the highest one. Show all new scores when the button of highscore is clicked.
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I get 560 score and it's not in the list when i click highscorebutton add score texts by Id for the players that are already loggedin to their accounts of Upit.
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I get 560 score and it's not in the list when i click highscorebutton add score texts by Id for the players that are already loggedin to their accounts of Upit. ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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I get 560 score and it's not in the list when i click highscorebutton add score texts by Id for the players that are already loggedin to their accounts of Upit. ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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I get 560 score and it's not in the list when i click highscorebutton add score texts by Id for the players that are already loggedin to their accounts of Upit.
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I get 560 score and it's not in the list when i click highscorebutton add score texts by Id for the players that are already loggedin to their accounts of Upit.
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I did a new score but i didn't find it in background2 list of scores?
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Display any new score not just highest scores below each other in background2 as a list of scores of 20 player. ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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Show the scores in background2 after the game is finished
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { highscoresData: "[]" }); /**** * Classes ****/ // Air Enemy Class (Snake Segment - Simplified for MVP) var AirEnemy = Container.expand(function (startX, startY) { var self = Container.call(this); var enemyGraphics = self.attachAsset('airEnemy', { anchorX: 0.5, anchorY: 0.5 }); self.x = startX; self.y = startY; self.speedX = 4 + Math.random() * 2; // Horizontal speed self.amplitudeY = 100 + Math.random() * 100; // Vertical movement range self.frequencyY = 0.01 + Math.random() * 0.01; // Vertical movement speed self.fireRate = 150; // Ticks between shots self.fireCooldown = Math.random() * self.fireRate; self.update = function () { // Basic horizontal and sinusoidal vertical movement self.x -= self.speedX; self.y = startY + Math.sin(LK.ticks * self.frequencyY + startX) * self.amplitudeY; // Use startX for phase offset // Firing logic self.fireCooldown++; if (self.fireCooldown >= self.fireRate) { self.fireCooldown = 0; // Fire a single bullet straight left var bulletSpeed = 8; fireEnemyBullet(self.x, self.y, -bulletSpeed, 0); // vx = -speed, vy = 0 } // Boundary check (simple respawn logic) if (self.x < -enemyGraphics.width) { self.x = 2048 + enemyGraphics.width; // Respawn on the right startY = Math.random() * (2732 - 400) + 200; // Random Y position } }; return self; }); // Boss Class (Basic structure for future) var Boss = Container.expand(function () { var self = Container.call(this); var bossGraphics = self.attachAsset('boss', { anchorX: 0.5, anchorY: 0.5 }); self.x = 2048 - 300; // Position on the right self.y = 2732 / 2; // Center vertically self.fireRate = 180; // Ticks between laser bursts self.fireCooldown = 0; self.health = 100; // Example health self.update = function () { // Add movement logic if needed self.fireCooldown++; if (self.fireCooldown >= self.fireRate) { self.fireCooldown = 0; fireBossLasers(self.x, self.y); } }; return self; }); // Boss Laser Class (Basic structure for future) var BossLaser = Container.expand(function (startX, startY, vx, vy) { var self = Container.call(this); var laserGraphics = self.attachAsset('bossLaser', { anchorX: 0.5, anchorY: 0.5 // Anchor center }); self.x = startX; self.y = startY; self.vx = vx; self.vy = vy; // Set rotation based on velocity direction self.rotation = Math.atan2(vy, vx) + Math.PI / 2; // Point laser in direction of travel (+90deg adjustment needed depending on asset orientation) self.update = function () { self.x += self.vx; self.y += self.vy; }; return self; }); // Bottom Mountain Obstacle Class var BottomMountain = Container.expand(function () { var self = Container.call(this); var mountainGraphics = self.attachAsset('bottommountain', { anchorX: 0.5, anchorY: 0.75 // Anchor base at terrain edge }); self.speed = 5; // Should match terrain speed self.update = function () { self.x -= self.speed; }; return self; }); // Enemy Bullet Class var EnemyBullet = Container.expand(function (startX, startY, vx, vy) { var self = Container.call(this); var bulletGraphics = self.attachAsset('enemyBullet', { anchorX: 0.5, anchorY: 0.5 }); self.x = startX; self.y = startY; self.vx = vx; // Horizontal velocity self.vy = vy; // Vertical velocity self.update = function () { self.x += self.vx; self.y += self.vy; }; return self; }); // Ground Enemy Class var GroundEnemy = Container.expand(function (isTop) { var self = Container.call(this); var enemyGraphics = self.attachAsset(isTop ? 'groundEnemytop' : 'groundEnemybottom', { anchorX: 0.5, anchorY: isTop ? 0 : 1 // Anchor base at terrain edge }); self.isTop = isTop; self.speed = 5; // Should match terrain speed self.fireRate = 120; // Ticks between firing sequences (2 seconds) self.fireCooldown = Math.random() * self.fireRate; // Random initial delay self.shotsInBurst = 3; self.burstDelay = 10; // Ticks between shots in a burst self.update = function () { self.x -= self.speed; self.fireCooldown++; if (self.fireCooldown >= self.fireRate) { self.fireCooldown = 0; // Reset cooldown // Fire burst for (var i = 0; i < self.shotsInBurst; i++) { LK.setTimeout(function () { // Check if enemy still exists before firing if (!self.destroyed) { var bulletSpeed = 8; // Calculate direction logic is now in fireEnemyBullet, but still need to pass initial values var vx = -bulletSpeed * 0.707; // Default direction if player not available var vy = self.isTop ? bulletSpeed * 0.707 : -bulletSpeed * 0.707; // Default direction fireEnemyBullet(self.x, self.y, vx, vy); } }, i * self.burstDelay); } } }; return self; }); // Player Bullet Class var PlayerBullet = Container.expand(function (startX, startY) { var self = Container.call(this); var bulletGraphics = self.attachAsset('playerBullet', { anchorX: 0.5, anchorY: 0.5 }); self.x = startX; self.y = startY; self.speed = 20; // Moves to the right self.update = function () { self.x += self.speed; }; return self; }); // Terrain Segment Class var TerrainSegment = Container.expand(function (isTop) { var self = Container.call(this); var terrainGraphics = self.attachAsset('terrain', { anchorX: 0, anchorY: isTop ? 0 : 1 // Anchor at top for top terrain, bottom for bottom terrain }); self.isTop = isTop; self.speed = 5; // Horizontal scroll speed self.update = function () { self.x -= self.speed; }; return self; }); // Top Mountain Obstacle Class var TopMountain = Container.expand(function () { var self = Container.call(this); var mountainGraphics = self.attachAsset('topmountain', { anchorX: 0.5, anchorY: 0.3 // Anchor base at terrain edge }); self.speed = 5; // Should match terrain speed self.update = function () { self.x -= self.speed; }; return self; }); // Player UFO Class var UFO = Container.expand(function () { var self = Container.call(this); var ufoGraphics = self.attachAsset('ufo', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; // Movement speed multiplier, adjust as needed self.isDead = false; self.invincibleUntil = 0; // Keep UFO within game boundaries self.clampPosition = function () { var halfWidth = ufoGraphics.width / 2; var halfHeight = ufoGraphics.height / 2; if (self.x < halfWidth) { self.x = halfWidth; } if (self.x > 2048 - halfWidth) { self.x = 2048 - halfWidth; } if (self.y < halfHeight + 100) { self.y = halfHeight + 100; } // Avoid top-left menu area if (self.y > 2732 - halfHeight) { self.y = 2732 - halfHeight; } // Adjust based on terrain phase if (gamePhase === 0) { // Find the current terrain height at the UFO's x position (simplified) var terrainHeight = 200; // Assuming constant terrain height for now if (self.y < terrainHeight + halfHeight) { self.y = terrainHeight + halfHeight; } if (self.y > 2732 - terrainHeight - halfHeight) { self.y = 2732 - terrainHeight - halfHeight; } } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x101030 // Dark space blue background }); /**** * Game Code ****/ // Game State /**** * Assets * Assets are automatically created and loaded either dynamically during gameplay * or via static code analysis based on their usage in the code. ****/ // Initialize assets used in this game. Scale them according to what is needed for the game. // Player UFO // Ground/Ceiling // Mountain Obstacle (simplified) // Ground Enemy // Enemy Bullet // Air Enemy (Placeholder shape) // Boss // Boss Laser Beam // Minimalistic tween library which should be used for animations over time // LK.init.image('mountain', {width:150, height:250, id:'6819884bc4a0c8bae9e84ae0'}) // Removed - Replaced by top/bottom mountains var isGameStarted = false; // Flag to track if game has started var showingHighscores = false; // Flag to track if highscore screen is shown var gamePhase = 0; // 0: Terrain, 1: Space, 2: Boss var phaseStartTime = LK.ticks; var phaseDuration = 3600; // 1 minute (60 seconds * 60 fps = 3600 ticks) var terrainSpeed = 5; var scoreIncrementTimer = 0; var highscoreBackground = null; var highscoreTexts = []; // Game Objects var player = null; var terrainSegmentsTop = []; var terrainSegmentsBottom = []; var mountains = []; var groundEnemies = []; var enemyBullets = []; var airEnemies = []; // Simple air enemies for MVP phase 2 var boss = null; var bossLasers = []; var playerBullets = []; // Array for player bullets // Player Control var dragNode = null; var playerFireRate = 15; // Ticks between shots (4 shots per second) var playerFireCooldown = 0; // Player Lives var MAX_PLAYER_LIVES = 5; var playerLives = MAX_PLAYER_LIVES; var livesTxt; // Score Display var scoreTxt = new Text2('0', { size: 100, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Position score at top center // Helper function to create terrain segments function createTerrainSegment(isTop, xPos) { var segment = new TerrainSegment(isTop); segment.x = xPos; segment.y = isTop ? 0 : 2732; segment.speed = terrainSpeed; game.addChild(segment); if (isTop) { terrainSegmentsTop.push(segment); } else { terrainSegmentsBottom.push(segment); } return segment; } // Helper function to spawn mountains on terrain function spawnMountain(terrainSegment) { var mountain; if (terrainSegment.isTop) { mountain = new TopMountain(); } else { mountain = new BottomMountain(); } // Position relative to the terrain segment // Ensure we use the actual height of the terrain graphic for positioning var terrainGraphic = terrainSegment.children[0]; // Assuming the graphic is the first child mountain.x = terrainSegment.x + Math.random() * terrainGraphic.width; // Position based on whether it's a top or bottom mountain mountain.y = terrainSegment.isTop ? terrainGraphic.height : 2732 - terrainGraphic.height; mountain.speed = terrainSpeed; game.addChild(mountain); mountains.push(mountain); } // Helper function to spawn ground enemies on terrain function spawnGroundEnemy(terrainSegment) { var enemy = new GroundEnemy(terrainSegment.isTop); // Position relative to the terrain segment // Ensure we use the actual height of the terrain graphic for positioning var terrainGraphic = terrainSegment.children[0]; // Assuming the graphic is the first child enemy.x = terrainSegment.x + Math.random() * terrainGraphic.width; enemy.y = terrainSegment.isTop ? terrainGraphic.height : 2732 - terrainGraphic.height; enemy.speed = terrainSpeed; game.addChild(enemy); groundEnemies.push(enemy); } // Helper function to fire enemy bullets function fireEnemyBullet(x, y, vx, vy) { // If player exists and is not dead, target the player instead of using fixed direction if (player && !player.isDead) { // Calculate direction vector to player var dx = player.x - x; var dy = player.y - y; // Normalize the vector var distance = Math.sqrt(dx * dx + dy * dy); // Use the bullet speed provided (or calculate from vx and vy) var bulletSpeed = Math.sqrt(vx * vx + vy * vy); // Set velocity components to target player vx = dx / distance * bulletSpeed; vy = dy / distance * bulletSpeed; } var bullet = new EnemyBullet(x, y, vx, vy); game.addChild(bullet); enemyBullets.push(bullet); LK.getSound('enemyShoot').play(); } // Helper function to spawn air enemies (simple version) function spawnAirEnemy() { var startY = Math.random() * (2732 - 400) + 200; // Avoid edges var enemy = new AirEnemy(2048 + 100, startY); // Start off-screen right game.addChild(enemy); airEnemies.push(enemy); } // Helper function to fire boss lasers function fireBossLasers(x, y) { var directions = 5; var laserSpeed = 12; var verticalSpread = 4; // Max vertical speed component for (var i = 0; i < directions; i++) { // Calculate vertical velocity component for spread // Example: i=0 -> -4, i=1 -> -2, i=2 -> 0, i=3 -> 2, i=4 -> 4 var vy = -verticalSpread + verticalSpread * 2 / (directions - 1) * i; // Keep horizontal speed constant (moving left) var vx = -laserSpeed; var laser = new BossLaser(x, y, vx, vy); game.addChild(laser); bossLasers.push(laser); } // Add sound effect for laser fire (consider adding one e.g., LK.getSound('bossShoot').play(); if asset exists) } // Initialize Game Elements function initGame() { // Reset state LK.setScore(0); scoreTxt.setText('0'); // Hide score during intro scoreTxt.visible = !isGameStarted; // Initialize Lives playerLives = MAX_PLAYER_LIVES; if (!livesTxt) { // Create only if it doesn't exist (for game restarts) livesTxt = new Text2("Lives: x" + playerLives, { size: 80, // Slightly smaller than score fill: 0xFFFFFF }); livesTxt.anchor.set(1, 0); // Anchor top-right LK.gui.topRight.addChild(livesTxt); } else { livesTxt.setText("Lives: x" + playerLives); } gamePhase = 0; phaseStartTime = LK.ticks; dragNode = null; playerBullets = []; // Clear player bullets playerFireCooldown = 0; // Reset fire cooldown // Clear existing elements from previous game (if any) // Note: LK engine handles full reset on GameOver/YouWin, but manual cleanup might be needed if restarting mid-game (not typical) // Let's assume full reset is handled by LK. // Create Player player = new UFO(); player.x = 300; player.y = 2732 / 2; player.isDead = false; player.invincibleUntil = 0; player.alpha = 1; // Ensure player is visible game.addChild(player); // Create initial terrain var terrainWidth = LK.getAsset('terrain', {}).width; // Get width from asset for (var i = 0; i < Math.ceil(2048 / terrainWidth) + 1; i++) { createTerrainSegment(true, i * terrainWidth); createTerrainSegment(false, i * terrainWidth); } // Start Phase 1 Music LK.playMusic('phase1Music'); } // Helper function already moved above // Helper function to save highscore function saveHighscore(score) { // Save high score with account ID before game over var currentScore = LK.getScore(); var accountId = storage.accountId; if (accountId) { // Save score with account ID by directly setting storage property storage['highScore_' + accountId] = Math.max(storage['highScore_' + accountId] || 0, currentScore); // Also save player name if available if (!storage['playerName_' + accountId]) { storage['playerName_' + accountId] = storage.playerName || "Player"; } } else { // Fallback for users without account ID storage.highScore = Math.max(storage.highScore || 0, currentScore); } } // The createScoreBackground function is now defined earlier in the code // This duplicate definition has been moved earlier in the code // Helper function to handle player death function handlePlayerDeath() { if (!player || player.isDead) { return; } // Event Handlers player.isDead = true; player.alpha = 0; // Make player invisible during death processing LK.getSound('playerExplosion').play(); // Optional: Flash the player before making them fully invisible, or flash screen // LK.effects.flashObject(player, 0xFF0000, 500); LK.effects.flashScreen(0xFF0000, 200); // Short screen flash playerLives--; if (livesTxt) { livesTxt.setText("Lives: x" + playerLives); } LK.setTimeout(function () { if (playerLives > 0) { respawnPlayer(); } else { // Save highscore before showing Game Over saveHighscore(LK.getScore()); // Create background for scores before showing game over createScoreBackground(); LK.showGameOver(); } }, 1000); // 1 second delay for effects and sound } // Helper function to create score background when game is won or lost function createScoreBackground() { // Store reference to background for later access if (highscoreBackground) { highscoreBackground.destroy(); } // Get current player information var currentPlayerId = LK.profile && LK.profile.id ? LK.profile.id : "guest"; var currentPlayerName = LK.profile && LK.profile.name ? LK.profile.name : "FRVR Player"; var currentScore = LK.getScore(); // Get highscores from storage var highscores = []; try { if (storage && storage.available && storage.highscoresData) { highscores = JSON.parse(storage.highscoresData); } } catch (e) { console.log("Error parsing highscores:", e); highscores = []; } // Check if the current score is already in the list (for game over after saving score) var scoreExists = false; for (var i = 0; i < highscores.length; i++) { if (highscores[i].id === currentPlayerId && highscores[i].score === currentScore && Date.now() - highscores[i].date < 60000) { // Added in last minute scoreExists = true; highscores[i].isCurrent = true; // Mark as current game's score break; } } // Add the current score to the highscores immediately if not already there if (!scoreExists) { highscores.push({ id: currentPlayerId, name: currentPlayerName, score: currentScore, date: Date.now(), isCurrent: true // Mark as current game's score }); } // Sort highscores by date (most recent first) highscores.sort(function (a, b) { return b.date - a.date; // Most recent date first }); var personalBest = 0; // Check if player has a personal best stored if (currentPlayerId !== "guest") { var personalKey = "player_" + currentPlayerId; try { if (storage && storage.available && storage[personalKey]) { personalBest = parseInt(storage[personalKey], 10) || 0; } // Also check from cloud storage if (storage && storage.available) { storage.load('player_score_' + currentPlayerId, function (savedScore) { if (savedScore) { var cloudScore = parseInt(savedScore, 10) || 0; if (cloudScore > personalBest) { personalBest = cloudScore; storage[personalKey] = personalBest.toString(); } } }); } } catch (e) { console.log("Error retrieving personal best:", e); } } // Create background highscoreBackground = game.addChild(LK.getAsset('Background2', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, scaleX: 20.48, scaleY: 27.32, alpha: 0.9 })); // Create title var titleText = new Text2("GAME RESULTS", { size: 120, fill: 0xFFFFFF }); titleText.anchor.set(0.5, 0); titleText.x = 2048 / 2; titleText.y = 200; game.addChild(titleText); // Current score var currentScoreText = new Text2("Your Score: " + currentScore, { size: 100, fill: 0x00FF00 }); currentScoreText.anchor.set(0.5, 0); currentScoreText.x = 2048 / 2; currentScoreText.y = 350; game.addChild(currentScoreText); // Show personal best if it exists if (personalBest > 0 && personalBest !== currentScore) { var personalBestText = new Text2("Your Best: " + personalBest, { size: 80, fill: 0xFFD700 }); personalBestText.anchor.set(0.5, 0); personalBestText.x = 2048 / 2; personalBestText.y = 470; game.addChild(personalBestText); // Show new record indicator if (currentScore > personalBest) { var newRecordText = new Text2("NEW RECORD!", { size: 80, fill: 0xFF00FF }); newRecordText.anchor.set(0.5, 0); newRecordText.x = 2048 / 2; newRecordText.y = 560; game.addChild(newRecordText); } } // Display up to 20 highscores instead of 10 var maxToShow = Math.min(highscores.length, 20); if (maxToShow > 0) { // Display title for scores var titleScoreText = new Text2("Recent Player Scores", { size: 90, fill: 0xFFD700 }); titleScoreText.anchor.set(0.5, 0); titleScoreText.x = 2048 / 2; titleScoreText.y = 700; game.addChild(titleScoreText); // Adjust spacing based on number of scores var spacing = maxToShow > 10 ? 90 : maxToShow > 5 ? 120 : 150; var fontSize = maxToShow > 10 ? 60 : maxToShow > 5 ? 70 : 80; // Display player scores for (var i = 0; i < maxToShow; i++) { var entry = highscores[i]; var isCurrentPlayer = entry.id === currentPlayerId; var isCurrentScore = entry.isCurrent === true; // Format score with comma separators var formattedScore = entry.score.toString().replace(/\B(?=(\d{3})+(?!\d))/g, ","); // Get player name, using ID if name is missing var playerName = entry.name || "Player " + entry.id.substring(0, 5); var scoreEntry = new Text2(i + 1 + ". " + playerName + ": " + formattedScore, { size: fontSize, fill: isCurrentScore ? "#FF00FF" : isCurrentPlayer ? "#00FF00" : "#FFFFFF" // Magenta for current score, green for other scores by current player }); // If more than 10 entries, create two columns if (maxToShow > 10 && i >= 10) { // Second column (for entries 11-20) scoreEntry.anchor.set(0, 0); // Left align for second column scoreEntry.x = 2048 * 0.25; // Position at 1/4 of screen width scoreEntry.y = 800 + (i - 10) * spacing; } else if (maxToShow > 10) { // First column (for entries 1-10) scoreEntry.anchor.set(1, 0); // Right align for first column scoreEntry.x = 2048 * 0.75; // Position at 3/4 of screen width scoreEntry.y = 800 + i * spacing; } else { // Single column layout (for 10 or fewer entries) scoreEntry.anchor.set(0.5, 0); scoreEntry.x = 2048 / 2; scoreEntry.y = 800 + i * spacing; } game.addChild(scoreEntry); } } else { // No scores message var noScoresText = new Text2("No scores yet!", { size: 80, fill: 0xFFFFFF }); noScoresText.anchor.set(0.5, 0); noScoresText.x = 2048 / 2; noScoresText.y = 800; game.addChild(noScoresText); } } // The createScoreBackground function has been moved earlier in the code // Helper function to respawn player at checkpoint function respawnPlayer() { if (!player) { return; } player.x = 300; player.y = 2732 / 2; player.clampPosition(); player.alpha = 1; // Make player visible again player.isDead = false; player.invincibleUntil = LK.ticks + 120; // 2 seconds of invincibility // Clear active threats for (var i = enemyBullets.length - 1; i >= 0; i--) { if (enemyBullets[i] && !enemyBullets[i].destroyed) { enemyBullets[i].destroy(); } } enemyBullets = []; if (gamePhase === 2) { // Boss phase for (var i = bossLasers.length - 1; i >= 0; i--) { if (bossLasers[i] && !bossLasers[i].destroyed) { bossLasers[i].destroy(); } } bossLasers = []; } // Player is reset, other game elements (enemies, boss health) remain. } // Create intro screen elements var backgroundAsset = LK.getAsset('Background0', {}); var scaleX = 2048 / backgroundAsset.width; var scaleY = 2732 / backgroundAsset.height; var background = game.addChild(LK.getAsset('Background0', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, scaleX: scaleX, scaleY: scaleY })); // Play intro music LK.playMusic('Intromusic1'); var startButton = game.addChild(LK.getAsset('Startgamebutton', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 + 700, scaleX: 1.5, scaleY: 1.5 })); var highscoreButton = game.addChild(LK.getAsset('Highscorebutton', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 + 1050, scaleX: 1.5, scaleY: 1.5 })); function startGame() { // Remove intro elements background.destroy(); startButton.destroy(); highscoreButton.destroy(); // Set game as started isGameStarted = true; // Show score scoreTxt.visible = true; // Initialize the game initGame(); } function showHighscore() { // If already showing highscores, hide them and return to intro if (showingHighscores) { // Remove highscore display if (highscoreBackground) { highscoreBackground.destroy(); highscoreBackground = null; } // Remove all highscore texts highscoreTexts.forEach(function (text) { text.destroy(); }); highscoreTexts = []; showingHighscores = false; return; } // Show custom highscore screen showingHighscores = true; // Create background highscoreBackground = game.addChild(LK.getAsset('Background2', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, scaleX: 20.48, scaleY: 27.32, alpha: 0.85 // Slightly more transparent for better readability })); // Create highscore title var titleText = new Text2("PLAYER SCORES", { size: 120, fill: 0xFFFFFF }); titleText.anchor.set(0.5, 0); titleText.x = 2048 / 2; titleText.y = 200; game.addChild(titleText); highscoreTexts.push(titleText); // Add personal best section if player is logged in if (LK.profile && LK.profile.id) { var personalKey = "player_" + LK.profile.id; var personalBest = 0; try { if (storage && storage.available && storage[personalKey]) { personalBest = parseInt(storage[personalKey], 10) || 0; } // Also try loading from cloud storage if (storage && storage.available) { storage.load('player_score_' + LK.profile.id, function (savedScore) { if (savedScore) { var cloudScore = parseInt(savedScore, 10) || 0; if (cloudScore > personalBest) { personalBest = cloudScore; storage[personalKey] = personalBest.toString(); // Update personal best display if already shown highscoreTexts.forEach(function (text) { if (text.text && text.text === personalBest.toString()) { text.setText(personalBest.toString()); } }); } } }); } } catch (e) { console.log("Error retrieving personal best:", e); } if (personalBest > 0) { var personalTitle = new Text2("YOUR BEST SCORE", { size: 90, fill: 0x00FF00 }); personalTitle.anchor.set(0.5, 0); personalTitle.x = 2048 / 2; personalTitle.y = 350; game.addChild(personalTitle); highscoreTexts.push(personalTitle); var personalScore = new Text2(personalBest.toString(), { size: 100, fill: 0xFFD700 }); personalScore.anchor.set(0.5, 0); personalScore.x = 2048 / 2; personalScore.y = 450; game.addChild(personalScore); highscoreTexts.push(personalScore); } } // Get highscores from storage or use default ones if none exist var highscores = []; try { // Try to load from storage immediately if available if (storage && storage.available && storage.highscoresData) { try { highscores = JSON.parse(storage.highscoresData || "[]"); // Add current score to display if game is in progress var currentScore = LK.getScore(); if (isGameStarted && currentScore > 0) { // Check if current player ID exists var currentPlayerId = LK.profile && LK.profile.id ? LK.profile.id : "guest"; var playerName = LK.profile && LK.profile.name ? LK.profile.name : "FRVR Player"; // Check if current score is already in the list var scoreExists = false; for (var i = 0; i < highscores.length; i++) { if (highscores[i].id === currentPlayerId && highscores[i].score === currentScore && Date.now() - highscores[i].date < 60000) { scoreExists = true; highscores[i].isCurrent = true; // Mark as current score break; } } // If current score isn't already in the list, add it temporarily for display if (!scoreExists) { highscores.push({ id: currentPlayerId, name: LK.profile && LK.profile.name ? LK.profile.name : playerName, // Use Upit name if available, otherwise use the fallback score: currentScore, date: Date.now(), isCurrent: true // Mark as current game's score }); // Re-sort with the new entry highscores.sort(function (a, b) { return b.date - a.date; // Most recent first }); } } displayHighscores(highscores); // Display immediately from local storage } catch (localErr) { console.log("Error parsing local highscores:", localErr); displayHighscores([]); // Display empty scores if error } } else { displayHighscores([]); // Display empty scores if no data } // Then try to load from cloud storage (will update if available) if (storage && storage.available) { storage.load('highscores', function (savedScoresFromCloud_String) { // Callback for async cloud load if (savedScoresFromCloud_String) { try { var cloudScores_Array = JSON.parse(savedScoresFromCloud_String); var localScores_Array = []; // Get current local scores, which might include the most recent game's score if (storage.highscoresData) { try { localScores_Array = JSON.parse(storage.highscoresData); } catch (e) { console.log("Error parsing local highscoresData for merge:", e); } } // Merge local and cloud scores var allScores = localScores_Array.concat(cloudScores_Array); // Add current score for display if not saved yet var currentScore = LK.getScore(); if (isGameStarted && currentScore > 0) { var currentPlayerId = LK.profile && LK.profile.id ? LK.profile.id : "guest"; var playerName = LK.profile && LK.profile.name ? LK.profile.name : "FRVR Player"; // Check if current score exists var currentScoreExists = false; for (var i = 0; i < allScores.length; i++) { if (allScores[i].id === currentPlayerId && allScores[i].score === currentScore && Date.now() - allScores[i].date < 60000) { currentScoreExists = true; allScores[i].isCurrent = true; break; } } if (!currentScoreExists) { allScores.push({ id: currentPlayerId, name: LK.profile && LK.profile.name ? LK.profile.name : playerName, // Use Upit name if available, otherwise use the fallback score: currentScore, date: Date.now(), isCurrent: true }); } } // Create a Map to find unique entries var tempMap = {}; // Create unique entries based on player ID and score allScores.forEach(function (score) { // Create a key that combines ID and score var key = score.id + "_" + score.score; if (!tempMap[key] || score.date > tempMap[key].date) { tempMap[key] = score; } }); // Convert back to array var mergedScores_Array = Object.values(tempMap); // Sort by date (most recent first) mergedScores_Array.sort(function (a, b) { return (b.date || 0) - (a.date || 0); }); storage.highscoresData = JSON.stringify(mergedScores_Array); // Update local cache with merged list // Clear previously displayed score list items, preserving titles var textsToKeep = []; if (highscoreTexts.length > 0) textsToKeep.push(highscoreTexts[0]); // Main Title ("PLAYER SCORES") // Check for and preserve Personal Best section if it was added // The PB section is added if LK.profile.id exists. if (LK.profile && LK.profile.id) { var pbTitleInstance = highscoreTexts.find(function (t) { return t && t.text === "YOUR BEST SCORE"; }); if (pbTitleInstance) { textsToKeep.push(pbTitleInstance); var pbScoreIndex = highscoreTexts.indexOf(pbTitleInstance) + 1; // Check if the next text is likely the score for PB if (pbScoreIndex < highscoreTexts.length && highscoreTexts[pbScoreIndex] && !isNaN(parseInt(highscoreTexts[pbScoreIndex].text.replace(/,/g, '')))) { textsToKeep.push(highscoreTexts[pbScoreIndex]); } } } highscoreTexts.forEach(function (text) { if (text && !textsToKeep.includes(text)) { text.destroy(); } }); highscoreTexts = textsToKeep.slice(); // Keep only the preserved texts (main title, PB section) // Display the merged and sorted scores. displayHighscores will add its items to highscoreTexts. displayHighscores(mergedScores_Array); } catch (parseErr) { console.log("Error parsing or merging highscores from Upit:", parseErr); // Fallback: if cloud fails, try to display local if it exists if (storage.highscoresData) { try { var fallbackLocalScores = JSON.parse(storage.highscoresData || "[]"); // Add current score for display if not saved yet var currentScore = LK.getScore(); if (isGameStarted && currentScore > 0) { var currentPlayerId = LK.profile && LK.profile.id ? LK.profile.id : "guest"; var playerName = LK.profile && LK.profile.name ? LK.profile.name : "FRVR Player"; // Check if current score exists var currentScoreExists = false; for (var i = 0; i < fallbackLocalScores.length; i++) { if (fallbackLocalScores[i].id === currentPlayerId && fallbackLocalScores[i].score === currentScore && Date.now() - fallbackLocalScores[i].date < 60000) { currentScoreExists = true; fallbackLocalScores[i].isCurrent = true; break; } } if (!currentScoreExists) { fallbackLocalScores.push({ id: currentPlayerId, name: LK.profile && LK.profile.name ? LK.profile.name : playerName, // Use Upit name if available, otherwise use the fallback score: currentScore, date: Date.now(), isCurrent: true }); fallbackLocalScores.sort(function (a, b) { return b.date - a.date; }); } } // Minimal clear and display for fallback var mainTitleOnly = []; if (highscoreTexts.length > 0) mainTitleOnly.push(highscoreTexts[0]); highscoreTexts.forEach(function (t) { if (t && !mainTitleOnly.includes(t)) t.destroy(); }); highscoreTexts = mainTitleOnly; displayHighscores(fallbackLocalScores); } catch (fallbackErr) { console.log("Error in fallback display:", fallbackErr); } } } } else if (storage.highscoresData && JSON.parse(storage.highscoresData || "[]").length === 0) { // No cloud scores, and local cache (which might have just been updated by saveHighscore) is also empty. // Add current score for display if not saved yet var currentScore = LK.getScore(); var tempScores = []; if (isGameStarted && currentScore > 0) { var currentPlayerId = LK.profile && LK.profile.id ? LK.profile.id : "guest"; var playerName = LK.profile && LK.profile.name ? LK.profile.name : "FRVR Player"; tempScores.push({ id: currentPlayerId, name: LK.profile && LK.profile.name ? LK.profile.name : playerName, // Use Upit name if available, otherwise use the fallback score: currentScore, date: Date.now(), isCurrent: true }); } if (tempScores.length > 0) { displayHighscores(tempScores); } else if (highscoreTexts.length <= (textsToKeep ? textsToKeep.length : 1)) { // only titles are present displayHighscores([]); } } }); } else { // This 'else' corresponds to `if (storage && storage.available)` for cloud load. // If storage is not available for cloud, add current score for display if not saved yet var currentScore = LK.getScore(); if (isGameStarted && currentScore > 0) { var currentPlayerId = LK.profile && LK.profile.id ? LK.profile.id : "guest"; var playerName = LK.profile && LK.profile.name ? LK.profile.name : "FRVR Player"; // Check if current score exists in highscores var currentScoreExists = false; for (var i = 0; i < highscores.length; i++) { if (highscores[i].id === currentPlayerId && highscores[i].score === currentScore && Date.now() - highscores[i].date < 60000) { currentScoreExists = true; highscores[i].isCurrent = true; break; } } if (!currentScoreExists) { highscores.push({ id: currentPlayerId, name: LK.profile && LK.profile.name ? LK.profile.name : playerName, // Use Upit name if available, otherwise use the fallback score: currentScore, date: Date.now(), isCurrent: true }); highscores.sort(function (a, b) { return b.date - a.date; }); displayHighscores(highscores); // Update display with current score } } } } catch (e) { console.log("Error parsing highscores:", e); // Try to show current score even if there's an error var currentScore = LK.getScore(); var tempScores = []; if (isGameStarted && currentScore > 0) { var currentPlayerId = LK.profile && LK.profile.id ? LK.profile.id : "guest"; var playerName = LK.profile && LK.profile.name ? LK.profile.name : "FRVR Player"; tempScores.push({ id: currentPlayerId, name: LK.profile && LK.profile.name ? LK.profile.name : playerName, // Use Upit name if available, otherwise use the fallback score: currentScore, date: Date.now(), isCurrent: true }); } if (tempScores.length > 0) { displayHighscores(tempScores); } else { displayHighscores([]); } } // Helper function to display highscores function displayHighscores(highscores) { // Sort highscores by date (most recent first) highscores.sort(function (a, b) { return b.date - a.date; // Most recent first }); // Check if current player ID exists var currentPlayerId = LK.profile && LK.profile.id ? LK.profile.id : "guest"; var playerName = LK.profile && LK.profile.name ? LK.profile.name : "FRVR Player"; // Add current score to display if game is in progress var currentScore = LK.getScore(); if (isGameStarted && currentScore > 0) { // Check if current score is already in the list var scoreExists = false; for (var i = 0; i < highscores.length; i++) { if (highscores[i].id === currentPlayerId && highscores[i].score === currentScore) { scoreExists = true; highscores[i].isCurrent = true; // Mark as current score break; } } // If current score isn't already in the list, add it if (!scoreExists) { highscores.push({ id: currentPlayerId, name: LK.profile && LK.profile.name ? LK.profile.name : playerName, // Use Upit name if available, otherwise use the fallback score: currentScore, date: Date.now(), isCurrent: true // Mark as current game's score }); // Re-sort with the new entry highscores.sort(function (a, b) { return b.date - a.date; // Most recent first }); } } // Get title Y position (adjust if personal best was shown) var titleY = 600; var startY = 700; // Display title for scores var titleScoreText = new Text2("All Player Scores", { size: 90, fill: 0xFFD700 }); titleScoreText.anchor.set(0.5, 0); titleScoreText.x = 2048 / 2; titleScoreText.y = titleY; game.addChild(titleScoreText); highscoreTexts.push(titleScoreText); // Get total unique players and their highest scores for display count var uniquePlayers = {}; highscores.forEach(function (score) { if (!uniquePlayers[score.id] || score.score > uniquePlayers[score.id]) { uniquePlayers[score.id] = score.score; } }); // Display all scores - no limit, show as many as possible with scrolling if needed var maxToShow = Math.min(highscores.length, 20); // Show up to 20 scores // Adjust spacing based on number of scores for better display var spacing = maxToShow > 15 ? 80 : maxToShow > 10 ? 100 : 150; var fontSize = maxToShow > 15 ? 50 : maxToShow > 10 ? 60 : 80; // Display player scores for (var i = 0; i < maxToShow; i++) { var entry = highscores[i]; var isCurrentPlayer = entry.id === currentPlayerId; var isCurrentScore = entry.isCurrent === true; // Get player name, using name from Upit profile if available, falling back to generated name if not var playerName = entry.name || (LK.profile && LK.profile.name ? LK.profile.name : "Player " + entry.id.substring(0, 5)); // Format score with comma separators for readability var formattedScore = entry.score.toString().replace(/\B(?=(\d{3})+(?!\d))/g, ","); var scoreEntry = new Text2(i + 1 + ". " + playerName + ": " + formattedScore, { size: fontSize, fill: isCurrentScore ? "#FF00FF" : isCurrentPlayer ? "#00FF00" : "#FFFFFF" // Magenta for current score, green for current player }); scoreEntry.anchor.set(0.5, 0); scoreEntry.x = 2048 / 2; // If more than 20 entries, create three columns if (maxToShow > 20 && i >= 20) { // Third column (for entries 21+) scoreEntry.anchor.set(0, 0); // Left align for third column scoreEntry.x = 2048 * 0.1; // Position at 10% of screen width scoreEntry.y = startY + (i - 20) * spacing; } else if (maxToShow > 10 && i >= 10) { // Second column (for entries 11-20) scoreEntry.anchor.set(0, 0); // Left align for second column scoreEntry.x = 2048 * 0.25; // Position at 1/4 of screen width scoreEntry.y = startY + (i - 10) * spacing; } else if (maxToShow > 10) { // First column (for entries 1-10) scoreEntry.anchor.set(1, 0); // Right align for first column scoreEntry.x = 2048 * 0.75; // Position at 3/4 of screen width scoreEntry.y = startY + i * spacing; } else { // Single column layout (for 10 or fewer entries) scoreEntry.y = startY + i * spacing; } game.addChild(scoreEntry); highscoreTexts.push(scoreEntry); } // If no scores to show if (maxToShow === 0) { var noScoresText = new Text2("No scores yet!", { size: 80, fill: 0xFFFFFF }); noScoresText.anchor.set(0.5, 0); noScoresText.x = 2048 / 2; noScoresText.y = startY; game.addChild(noScoresText); highscoreTexts.push(noScoresText); } } // The createScoreBackground function has been moved earlier in the code // Add back button text var backText = new Text2("TAP ANYWHERE TO RETURN", { size: 70, fill: 0xFFFFFF }); backText.anchor.set(0.5, 0); backText.x = 2048 / 2; backText.y = 2200; game.addChild(backText); highscoreTexts.push(backText); // Check if there's a LK API for showing leaderboard as backup if (typeof LK.showLeaderboard === 'function') { // Add fallback to standard leaderboard LK.setTimeout(function () { if (showingHighscores) { // If our custom screen hasn't been dismissed after 5 seconds, show official leaderboard showingHighscores = false; if (highscoreBackground) { highscoreBackground.destroy(); highscoreBackground = null; } highscoreTexts.forEach(function (text) { text.destroy(); }); highscoreTexts = []; LK.showLeaderboard(); } }, 5000); } } // Add interactive behavior to buttons startButton.interactive = true; startButton.buttonMode = true; startButton.down = function () { startGame(); }; highscoreButton.interactive = true; highscoreButton.buttonMode = true; highscoreButton.down = function () { showHighscore(); }; game.down = function (x, y, obj) { // Handle tapping on highscore screen to return to intro if (showingHighscores) { showHighscore(); // This will toggle off the highscore display return; } // Only process player dragging if game has started if (isGameStarted && player) { // Check if touch is on the player UFO var localPos = player.toLocal(game.toGlobal({ x: x, y: y })); // Convert game coords to player's local coords // Use a slightly larger hit area for easier dragging var hitWidth = player.width * 1.5; var hitHeight = player.height * 1.5; if (Math.abs(localPos.x) < hitWidth / 2 && Math.abs(localPos.y) < hitHeight / 2) { dragNode = player; // Instantly move player to touch position for responsive feel var gamePos = game.toLocal(obj.global); // Use obj.global for precise position player.x = gamePos.x; player.y = gamePos.y; player.clampPosition(); } else { dragNode = null; } } }; game.move = function (x, y, obj) { if (dragNode) { var gamePos = game.toLocal(obj.global); // Convert event global position to game coordinates dragNode.x = gamePos.x; dragNode.y = gamePos.y; // Clamp player position within bounds immediately after move if (dragNode === player) { player.clampPosition(); } } }; game.up = function (x, y, obj) { dragNode = null; }; // Game Update Logic game.update = function () { // If game hasn't started yet or player is gone, don't process game logic if (!isGameStarted || !player || player.destroyed) { // Make sure score is hidden during intro scoreTxt.visible = false; return; // Game not started or player fully gone, nothing to do. } // Make sure score is visible during gameplay scoreTxt.visible = true; // If player is dead, stop their specific logic & wait for respawn/game over timeout // Other game elements (enemies, bullets) might still update. // Player input and collisions will be gated by player.isDead or invincibility. // Player invincibility blinking if (player && !player.isDead && LK.ticks < player.invincibleUntil) { player.alpha = LK.ticks % 20 < 10 ? 0.5 : 1; // Blink } else if (player && !player.isDead && player.alpha !== 1) { player.alpha = 1; // Ensure alpha is reset } // --- Global Updates --- // Player Shooting playerFireCooldown++; if (!player.isDead && dragNode === player && playerFireCooldown >= playerFireRate) { // Only shoot while dragging/controlling and alive playerFireCooldown = 0; var bullet = new PlayerBullet(player.x + player.width / 2, player.y); game.addChild(bullet); playerBullets.push(bullet); LK.getSound('playerShoot').play(); } // Score increases over time scoreIncrementTimer++; if (scoreIncrementTimer >= 60) { // Add 10 points every second scoreIncrementTimer = 0; LK.setScore(LK.getScore() + 10); scoreTxt.setText(LK.getScore()); } // --- Phase Management --- var elapsedTicks = LK.ticks - phaseStartTime; if (gamePhase === 0 && elapsedTicks >= phaseDuration) { // Transition to Phase 1 (Space) gamePhase = 1; phaseStartTime = LK.ticks; // Reset timer for next phase if needed console.log("Transitioning to Phase 1: Space"); // Clean up terrain-specific elements terrainSegmentsTop.forEach(function (s) { return s.destroy(); }); terrainSegmentsBottom.forEach(function (s) { return s.destroy(); }); mountains.forEach(function (m) { return m.destroy(); }); groundEnemies.forEach(function (ge) { return ge.destroy(); }); terrainSegmentsTop = []; terrainSegmentsBottom = []; mountains = []; groundEnemies = []; // Spawn initial air enemies for (var i = 0; i < 5; i++) { // Start with 5 air enemies spawnAirEnemy(); } LK.playMusic('phase2Music'); // Switch music } else if (gamePhase === 1 && elapsedTicks >= phaseDuration * 1.5) { // Example: Boss after 1.5x phase duration // Transition to Phase 2 (Boss) if (!boss) { // Ensure boss only spawns once gamePhase = 2; phaseStartTime = LK.ticks; console.log("Transitioning to Phase 2: Boss"); // Clean up air enemies airEnemies.forEach(function (ae) { return ae.destroy(); }); airEnemies = []; // Spawn Boss boss = new Boss(); game.addChild(boss); LK.playMusic('bossMusic'); // Boss music } } // --- Phase 1: Terrain Logic --- if (gamePhase === 0) { // Update and manage terrain segments var terrainWidth = LK.getAsset('terrain', {}).width; for (var i = terrainSegmentsTop.length - 1; i >= 0; i--) { var segment = terrainSegmentsTop[i]; if (segment.x < -terrainWidth) { // Reposition segment to the right var maxX = 0; terrainSegmentsTop.forEach(function (s) { if (s.x > maxX) { maxX = s.x; } }); segment.x = maxX + terrainWidth; // Always spawn an enemy on the reused segment spawnGroundEnemy(segment); // Additionally, 50% chance for a mountain if (Math.random() < 0.5) { spawnMountain(segment); } } } // Repeat for bottom terrain for (var i = terrainSegmentsBottom.length - 1; i >= 0; i--) { var segment = terrainSegmentsBottom[i]; if (segment.x < -terrainWidth) { var maxX = 0; terrainSegmentsBottom.forEach(function (s) { if (s.x > maxX) { maxX = s.x; } }); segment.x = maxX + terrainWidth; // Always spawn an enemy on the reused segment spawnGroundEnemy(segment); // Additionally, 50% chance for a mountain if (Math.random() < 0.5) { spawnMountain(segment); } } } // Update mountains & check collision for (var i = mountains.length - 1; i >= 0; i--) { var mountain = mountains[i]; if (mountain.x < -mountain.width) { mountain.destroy(); mountains.splice(i, 1); } else { if (!player.isDead && LK.ticks > player.invincibleUntil && player.intersects(mountain)) { handlePlayerDeath(); return; // Stop update processing } } } // Update ground enemies & check collision for (var i = groundEnemies.length - 1; i >= 0; i--) { var enemy = groundEnemies[i]; if (enemy.x < -enemy.width) { enemy.destroy(); groundEnemies.splice(i, 1); } else { // Collision check: Player vs Ground Enemy if (!player.isDead && LK.ticks > player.invincibleUntil && player.intersects(enemy)) { LK.getSound('enemyExplosion').play(); //{3L} // Enemy explodes enemy.destroy(); // Destroy enemy on collision too groundEnemies.splice(i, 1); handlePlayerDeath(); return; } } } // Re-clamp player position based on potentially moving terrain (simple clamp for now) player.clampPosition(); } // --- Phase 1/2: Air Enemy Logic --- if (gamePhase === 1) { // Add more air enemies periodically? if (LK.ticks % 180 === 0 && airEnemies.length < 10) { // Spawn if less than 10, every 3 seconds spawnAirEnemy(); } // Update air enemies & check collision for (var i = airEnemies.length - 1; i >= 0; i--) { var enemy = airEnemies[i]; // Air enemies handle their own off-screen logic (respawn) in their update // Collision check: Player vs Air Enemy if (!player.isDead && LK.ticks > player.invincibleUntil && player.intersects(enemy)) { LK.getSound('enemyExplosion').play(); //{41} // Enemy explodes enemy.destroy(); // Destroy enemy on collision airEnemies.splice(i, 1); // LK.setScore(LK.getScore() + 50); // Score for destroying enemy - player died, maybe no score for this? Or keep it. Let's keep for now. // scoreTxt.setText(LK.getScore()); handlePlayerDeath(); return; } } } // --- Phase 3: Boss Logic --- if (gamePhase === 2 && boss) { // Check collision: Player vs Boss if (!player.isDead && LK.ticks > player.invincibleUntil && player.intersects(boss)) { // Don't destroy boss on collision handlePlayerDeath(); return; } // Update boss lasers & check collision for (var i = bossLasers.length - 1; i >= 0; i--) { var laser = bossLasers[i]; // Check if laser is off-screen if (laser.x < -laser.width || laser.x > 2048 + laser.width || laser.y < -laser.height || laser.y > 2732 + laser.height) { laser.destroy(); bossLasers.splice(i, 1); } else { // Collision check: Player vs Boss Laser if (!player.isDead && LK.ticks > player.invincibleUntil && player.intersects(laser)) { laser.destroy(); // Destroy laser bossLasers.splice(i, 1); handlePlayerDeath(); return; } } } // Note: Boss defeat condition is now handled within the player bullet collision check loop. } // --- Update Enemy Bullets & Check Collision (All Phases) --- for (var i = enemyBullets.length - 1; i >= 0; i--) { var bullet = enemyBullets[i]; // Check if bullet is off-screen if (bullet.y < -bullet.height || bullet.y > 2732 + bullet.height) { bullet.destroy(); enemyBullets.splice(i, 1); } else { // Collision check: Player vs Enemy Bullet if (!player.isDead && LK.ticks > player.invincibleUntil && player.intersects(bullet)) { bullet.destroy(); // Destroy bullet enemyBullets.splice(i, 1); handlePlayerDeath(); // This function now handles the delay and sound return; // Stop update processing } } } // The saveHighscore function has been moved before handlePlayerDeath to fix the undefined error // --- Update Player Bullets & Check Collision --- for (var i = playerBullets.length - 1; i >= 0; i--) { var bullet = playerBullets[i]; // Check if bullet is off-screen (right side) if (bullet.x > 2048 + bullet.width) { bullet.destroy(); playerBullets.splice(i, 1); continue; // Skip collision checks if off-screen } // Collision Check: Player Bullet vs Ground Enemy (Phase 0) if (gamePhase === 0) { for (var j = groundEnemies.length - 1; j >= 0; j--) { var enemy = groundEnemies[j]; if (bullet.intersects(enemy)) { LK.getSound('enemyExplosion').play(); LK.effects.flashObject(enemy, 0xFFFFFF, 100); // Flash enemy white enemy.destroy(); groundEnemies.splice(j, 1); bullet.destroy(); playerBullets.splice(i, 1); LK.setScore(LK.getScore() + 100); // Score for destroying ground enemy scoreTxt.setText(LK.getScore()); break; // Bullet can only hit one enemy } } if (!bullet.exists) { continue; } // Check if bullet was destroyed in previous loop } // Collision Check: Player Bullet vs Air Enemy (Phase 1) if (gamePhase === 1) { for (var j = airEnemies.length - 1; j >= 0; j--) { var enemy = airEnemies[j]; if (bullet.intersects(enemy)) { LK.getSound('enemyExplosion').play(); LK.effects.flashObject(enemy, 0xFFFFFF, 100); // Flash enemy white enemy.destroy(); airEnemies.splice(j, 1); bullet.destroy(); playerBullets.splice(i, 1); LK.setScore(LK.getScore() + 150); // Score for destroying air enemy scoreTxt.setText(LK.getScore()); break; // Bullet can only hit one enemy } } if (!bullet.exists) { continue; } // Check if bullet was destroyed in previous loop } // Collision Check: Player Bullet vs Boss (Phase 2) if (gamePhase === 2 && boss) { if (bullet.intersects(boss)) { LK.getSound('enemyExplosion').play(); // Use enemy explosion for hit sound LK.effects.flashObject(boss, 0xFFFFFF, 100); // Flash boss white bullet.destroy(); playerBullets.splice(i, 1); boss.health -= 1; // Decrease boss health LK.setScore(LK.getScore() + 10); // Small score for hitting boss scoreTxt.setText(LK.getScore()); // Boss defeat check is now inside the bullet loop if (boss.health <= 0) { LK.getSound('bossExplosion').play(); // Play boss explosion sound boss.destroy(); boss = null; // Cleanup remaining lasers bossLasers.forEach(function (l) { return l.destroy(); }); bossLasers = []; LK.setScore(LK.getScore() + 5000); // Big score bonus scoreTxt.setText(LK.getScore()); // Save highscore before showing You Win saveHighscore(LK.getScore()); // Create background for scores before showing you win createScoreBackground(); // Delay showing YouWin slightly to allow sound to play LK.setTimeout(function () { LK.showYouWin(); }, 500); // Adjust delay as needed for sound length return; // Stop update processing } break; // Bullet is destroyed after hitting boss } } } // End of playerBullets loop };
===================================================================
--- original.js
+++ change.js
@@ -241,25 +241,25 @@
/****
* Game Code
****/
-// LK.init.image('mountain', {width:150, height:250, id:'6819884bc4a0c8bae9e84ae0'}) // Removed - Replaced by top/bottom mountains
-// Minimalistic tween library which should be used for animations over time
-// Boss Laser Beam
-// Boss
-// Air Enemy (Placeholder shape)
-// Enemy Bullet
-// Ground Enemy
-// Mountain Obstacle (simplified)
-// Ground/Ceiling
-// Player UFO
-// Initialize assets used in this game. Scale them according to what is needed for the game.
+// Game State
/****
* Assets
* Assets are automatically created and loaded either dynamically during gameplay
* or via static code analysis based on their usage in the code.
****/
-// Game State
+// Initialize assets used in this game. Scale them according to what is needed for the game.
+// Player UFO
+// Ground/Ceiling
+// Mountain Obstacle (simplified)
+// Ground Enemy
+// Enemy Bullet
+// Air Enemy (Placeholder shape)
+// Boss
+// Boss Laser Beam
+// Minimalistic tween library which should be used for animations over time
+// LK.init.image('mountain', {width:150, height:250, id:'6819884bc4a0c8bae9e84ae0'}) // Removed - Replaced by top/bottom mountains
var isGameStarted = false; // Flag to track if game has started
var showingHighscores = false; // Flag to track if highscore screen is shown
var gamePhase = 0; // 0: Terrain, 1: Space, 2: Boss
var phaseStartTime = LK.ticks;
@@ -430,98 +430,22 @@
}
// Helper function already moved above
// Helper function to save highscore
function saveHighscore(score) {
- // Get existing highscores or create empty array
- var highscores = [];
- try {
- // Try to parse the serialized highscores data
- if (storage && storage.available) {
- highscores = JSON.parse(storage.highscoresData || "[]");
+ // Save high score with account ID before game over
+ var currentScore = LK.getScore();
+ var accountId = storage.accountId;
+ if (accountId) {
+ // Save score with account ID by directly setting storage property
+ storage['highScore_' + accountId] = Math.max(storage['highScore_' + accountId] || 0, currentScore);
+ // Also save player name if available
+ if (!storage['playerName_' + accountId]) {
+ storage['playerName_' + accountId] = storage.playerName || "Player";
}
- } catch (e) {
- console.log("Error parsing existing highscores:", e);
- highscores = [];
+ } else {
+ // Fallback for users without account ID
+ storage.highScore = Math.max(storage.highScore || 0, currentScore);
}
- // Get player name and ID from Upit if available
- var playerName = "FRVR Player"; // Default fallback name
- var playerId = "guest"; // Default fallback ID
- // Check if we have user info available through Upit
- if (LK.profile && LK.profile.name) {
- playerName = LK.profile.name; // Use real player name
- }
- if (LK.profile && LK.profile.id) {
- playerId = LK.profile.id; // Use actual player ID for tracking
- playerName = playerName || "Player " + LK.profile.id.substring(0, 5); // Use ID fragment if no name
- }
- // Check if this player already has a score entry
- var playerExists = false;
- var playerHighestScore = 0;
- for (var i = 0; i < highscores.length; i++) {
- if (highscores[i].id === playerId) {
- playerExists = true;
- playerHighestScore = Math.max(playerHighestScore, highscores[i].score);
- // If this is the same player with a lower score, don't add it
- if (score <= highscores[i].score) {
- // Keep the existing higher score - don't replace or add new one
- return;
- }
- }
- }
- // If player exists and current score is higher than any previous score, remove all their previous scores
- if (playerExists && score > playerHighestScore) {
- highscores = highscores.filter(function (entry) {
- return entry.id !== playerId;
- });
- }
- // Add new score entry with player ID and name for identification
- highscores.push({
- id: playerId,
- name: LK.profile && LK.profile.name ? LK.profile.name : playerName,
- // Use Upit name if available, otherwise use the fallback name
- score: score,
- date: Date.now() // Add timestamp for sorting by recency if needed
- });
- // Sort highscores by date (most recent first)
- highscores.sort(function (a, b) {
- return b.date - a.date; // Most recent date first
- });
- // No limit on number of entries - keep all scores forever
- // If we have user ID, also store their personal best separately
- if (playerId !== "guest" && storage && storage.available) {
- var personalKey = "player_" + playerId;
- var currentBest = 0;
- try {
- if (storage[personalKey]) {
- currentBest = parseInt(storage[personalKey], 10) || 0;
- }
- } catch (e) {
- console.log("Error retrieving personal best:", e);
- }
- if (score > currentBest) {
- storage[personalKey] = score.toString();
- }
- }
- // Save back to storage - serialize scores to avoid complex objects
- // The storage only supports literal values and simple structures
- // Convert highscores array to string to ensure compatibility
- try {
- // Convert the complex object to a JSON string
- var highscoresString = JSON.stringify(highscores);
- // Store the string representation
- storage.highscoresData = highscoresString;
- // Save to Upit account if player is logged in
- if (storage && storage.available) {
- storage.save('highscores', highscoresString);
- // Also save individual player score with their ID
- if (playerId !== "guest") {
- storage.save('player_score_' + playerId, score.toString());
- }
- }
- // When retrieving it, we'll need to parse it back - modify the retrieval in showHighscore function
- } catch (e) {
- console.log("Error saving highscores:", e);
- }
}
// The createScoreBackground function is now defined earlier in the code
// This duplicate definition has been moved earlier in the code
// Helper function to handle player death
Alien Airships of boss, HD colors. In-Game asset. 2d. High contrast. No shadows
pack mountain, yellow, HD colors. In-Game asset. 2d. High contrast. No shadows.no black lines
shot circle. blur, light, HD colors In-Game asset. 2d. High contrast. No shadows
gunTurret aiming diagonal. yellow, HD colors. In-Game asset. 2d. High contrast. No shadows