User prompt
Play the sound explosion of boss before win statue
User prompt
change the word Deaths with lives
User prompt
Add death times before game over like death x 5 when player UFO destroyed start from last checkpoint where destroyed make text x 5 on the top right side of the screen
User prompt
when destroyed by enemyBullet too
User prompt
play the sound of playerExplosion then do gameover
User prompt
Make the sound playerExplosion for the player when destroyed. Make the sound enemyExplotion for groundEnemy and airEnemy.
User prompt
Add the sounds of playerexplosion and enemyexplosion to the game
User prompt
Add more enemies to the empty grounds
Code edit (8 edits merged)
Please save this source code
User prompt
Do separated code for topmountain and bottommountain for this Bottommountain: anchorX: 0.5, anchorY: isTop ? 0 : 0.9 // Anchor base at terrain edge Topmountain: anchorX: 0.5, anchorY: isTop ? 0 : -0.9 // Anchor base at terrain edge
Initial prompt
Please save this source code
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * 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('groundEnemy', { 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; var vx = -bulletSpeed * 0.707; // Move left var vy = self.isTop ? bulletSpeed * 0.707 : -bulletSpeed * 0.707; // Move down if top, up if bottom 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 ****/ // 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. /**** * 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 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; // 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) { 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'); // 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 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 { LK.showGameOver(); } }, 1000); // 1 second delay for effects and sound } // 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. } // Call initGame to set up the initial state initGame(); game.down = function (x, y, obj) { // 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 (!player || player.destroyed) { return; // Player fully gone, nothing to do. } // 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 } } } // --- 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('enemyExplosion').play(); // Big explosion 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()); LK.showYouWin(); return; // Stop update processing } break; // Bullet is destroyed after hitting boss } } } // End of playerBullets loop };
===================================================================
--- original.js
+++ change.js
@@ -369,17 +369,17 @@
// Initialize Lives
playerLives = MAX_PLAYER_LIVES;
if (!livesTxt) {
// Create only if it doesn't exist (for game restarts)
- livesTxt = new Text2("Deaths: x" + playerLives, {
+ 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("Deaths: x" + playerLives);
+ livesTxt.setText("Lives: x" + playerLives);
}
gamePhase = 0;
phaseStartTime = LK.ticks;
dragNode = null;
@@ -418,9 +418,9 @@
// LK.effects.flashObject(player, 0xFF0000, 500);
LK.effects.flashScreen(0xFF0000, 200); // Short screen flash
playerLives--;
if (livesTxt) {
- livesTxt.setText("Deaths: x" + playerLives);
+ livesTxt.setText("Lives: x" + playerLives);
}
LK.setTimeout(function () {
if (playerLives > 0) {
respawnPlayer();
Alien Airships of boss, HD colors. In-Game asset. 2d. High contrast. No shadows
gunTurret. yellow, 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