User prompt
fit background0 to the screen
User prompt
Please fix the bug: 'Timeout.tick error: saveHighscore is not defined' in or related to this line: 'saveHighscore(LK.getScore());' Line Number: 478
User prompt
Please fix the bug: 'Timeout.tick error: saveHighscore is not defined' in or related to this line: 'saveHighscore(LK.getScore());' Line Number: 478 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Please fix the bug: 'Timeout.tick error: saveHighscore is not defined' in or related to this line: 'saveHighscore(LK.getScore());' Line Number: 478
User prompt
Please fix the bug: 'Timeout.tick error: saveHighscore is not defined' in or related to this line: 'saveHighscore(LK.getScore());' Line Number: 477
User prompt
Please fix the bug: 'Timeout.tick error: saveHighscore is not defined' in or related to this line: 'saveHighscore(LK.getScore());' Line Number: 477
User prompt
Add the new score to the list always don't do default players names do real logged in players to upit.
User prompt
Please fix the bug: 'Error: Invalid value. Only literals or 1-level deep objects/arrays containing literals are allowed.' in or related to this line: 'storage.highscores = simplifiedHighscores;' Line Number: 959
User prompt
Hide score when intro, show it after the game is started.
User prompt
Please fix the bug: 'Error: Invalid value. Only literals or 1-level deep objects/arrays containing literals are allowed.' in or related to this line: 'storage.highscores = highscores;' Line Number: 947 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
add background2 for highscore when highescorebutton is clicked, show highscores by names of the players when they are logged in to Upit account, show Highest score on the top. ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Please fix the bug: 'Uncaught TypeError: LK.showHighscores is not a function' in or related to this line: 'LK.showHighscores();' Line Number: 542
User prompt
Please fix the bug: 'Uncaught TypeError: LK.showLeaderboard is not a function' in or related to this line: 'LK.showLeaderboard();' Line Number: 542
User prompt
Add startgamebutton,Highscorebutton, background0 for the intro before the game start.
User prompt
make the fire go to the UFO player for the groundEnemybottom and groundEnemytop like making them shooting the player when they respawned on the screen.
User prompt
make the fire more diagonal to the right for the groundEnemybottom and groundEnemytop
User prompt
make the fire more diagonal to the left for the groundEnemybottom and groundEnemytop
User prompt
make the fire more diagonal for the groundEnemybottom and groundEnemytop
User prompt
remove the groundEnemy that been replaced
User prompt
Replace groundEnemy with groundEnemybottom for bottom ground and groundEnemytop for top ground
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
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.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(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
****/
// 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 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 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());
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.
}
// Create intro screen elements
var background = game.addChild(LK.getAsset('Background0', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2,
scaleX: 20.48,
scaleY: 27.32
}));
var startButton = game.addChild(LK.getAsset('Startgamebutton', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2 - 200,
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 + 200,
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
}));
// Create highscore title
var titleText = new Text2("HIGHSCORES", {
size: 120,
fill: 0xFFFFFF
});
titleText.anchor.set(0.5, 0);
titleText.x = 2048 / 2;
titleText.y = 200;
game.addChild(titleText);
highscoreTexts.push(titleText);
// Get highscores from storage or use default ones if none exist
var highscores = storage.highscores || [{
name: "FRVR Player",
score: 12500
}, {
name: "Guest",
score: 10000
}, {
name: "Anonymous",
score: 7500
}, {
name: "Player 4",
score: 5000
}, {
name: "Player 5",
score: 2500
}];
// Sort highscores by score (descending)
highscores.sort(function (a, b) {
return b.score - a.score;
});
// Display top 5 highscores
var maxToShow = Math.min(highscores.length, 5);
for (var i = 0; i < maxToShow; i++) {
var scoreEntry = new Text2(i + 1 + ". " + highscores[i].name + ": " + highscores[i].score, {
size: 80,
fill: i === 0 ? "#FFD700" : "#FFFFFF" // Gold for highest score
});
scoreEntry.anchor.set(0.5, 0);
scoreEntry.x = 2048 / 2;
scoreEntry.y = 400 + i * 150;
game.addChild(scoreEntry);
highscoreTexts.push(scoreEntry);
}
// 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) {
return; // Game not started or 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
}
}
}
// Helper function to save highscore
function saveHighscore(score) {
// Get existing highscores or create empty array
var highscores = storage.highscores || [];
// Add new score with player name (use FRVR Player as default)
var playerName = "FRVR Player";
// Add new score entry
highscores.push({
name: playerName,
score: score
});
// Sort highscores by score (descending)
highscores.sort(function (a, b) {
return b.score - a.score;
});
// Keep only top 10 scores
if (highscores.length > 10) {
highscores = highscores.slice(0, 10);
}
// Save back to storage
storage.highscores = highscores;
}
// --- 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());
// 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
@@ -1,8 +1,9 @@
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
+var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
@@ -256,13 +257,16 @@
* or via static code analysis based on their usage in the code.
****/
// Game State
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 = [];
@@ -441,8 +445,10 @@
LK.setTimeout(function () {
if (playerLives > 0) {
respawnPlayer();
} else {
+ // Save highscore before showing Game Over
+ saveHighscore(LK.getScore());
LK.showGameOver();
}
}, 1000); // 1 second delay for effects and sound
}
@@ -512,9 +518,107 @@
// Initialize the game
initGame();
}
function showHighscore() {
- LK.showLeaderboard();
+ // 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
+ }));
+ // Create highscore title
+ var titleText = new Text2("HIGHSCORES", {
+ size: 120,
+ fill: 0xFFFFFF
+ });
+ titleText.anchor.set(0.5, 0);
+ titleText.x = 2048 / 2;
+ titleText.y = 200;
+ game.addChild(titleText);
+ highscoreTexts.push(titleText);
+ // Get highscores from storage or use default ones if none exist
+ var highscores = storage.highscores || [{
+ name: "FRVR Player",
+ score: 12500
+ }, {
+ name: "Guest",
+ score: 10000
+ }, {
+ name: "Anonymous",
+ score: 7500
+ }, {
+ name: "Player 4",
+ score: 5000
+ }, {
+ name: "Player 5",
+ score: 2500
+ }];
+ // Sort highscores by score (descending)
+ highscores.sort(function (a, b) {
+ return b.score - a.score;
+ });
+ // Display top 5 highscores
+ var maxToShow = Math.min(highscores.length, 5);
+ for (var i = 0; i < maxToShow; i++) {
+ var scoreEntry = new Text2(i + 1 + ". " + highscores[i].name + ": " + highscores[i].score, {
+ size: 80,
+ fill: i === 0 ? "#FFD700" : "#FFFFFF" // Gold for highest score
+ });
+ scoreEntry.anchor.set(0.5, 0);
+ scoreEntry.x = 2048 / 2;
+ scoreEntry.y = 400 + i * 150;
+ game.addChild(scoreEntry);
+ highscoreTexts.push(scoreEntry);
+ }
+ // 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;
@@ -526,8 +630,13 @@
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({
@@ -787,8 +896,30 @@
return; // Stop update processing
}
}
}
+ // Helper function to save highscore
+ function saveHighscore(score) {
+ // Get existing highscores or create empty array
+ var highscores = storage.highscores || [];
+ // Add new score with player name (use FRVR Player as default)
+ var playerName = "FRVR Player";
+ // Add new score entry
+ highscores.push({
+ name: playerName,
+ score: score
+ });
+ // Sort highscores by score (descending)
+ highscores.sort(function (a, b) {
+ return b.score - a.score;
+ });
+ // Keep only top 10 scores
+ if (highscores.length > 10) {
+ highscores = highscores.slice(0, 10);
+ }
+ // Save back to storage
+ storage.highscores = highscores;
+ }
// --- 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)
@@ -858,8 +989,10 @@
});
bossLasers = [];
LK.setScore(LK.getScore() + 5000); // Big score bonus
scoreTxt.setText(LK.getScore());
+ // Save highscore before showing You Win
+ saveHighscore(LK.getScore());
// Delay showing YouWin slightly to allow sound to play
LK.setTimeout(function () {
LK.showYouWin();
}, 500); // Adjust delay as needed for sound length
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
Square & diagonal tank enemies from the future have 4 turrets on its 4 sides, HD colors. In-Game asset. 2d. High contrast. No shadows