User prompt
Add area4 for level2 on space have no grounds have small terrains 300x100px & time closer to the top by 400px time closer to the bottom by 400px, that terrains have one moving tank horizontal go to the left and to the right repeatedly.
User prompt
there is no score saved from recent game! ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Remove Highscore background that is in highscore button and add the score background that appears at the last of the game or when gameover to show the recent score gameplay.
User prompt
Add area3 in level2 with 7 enemies respawning like serpent of 7 enemies ships they reach the middle of the screen then they back diagonal at top right or bottom right then they go again to pass the player, respawn the serpent of 7 enemiesships 1 to 2 max at once.
User prompt
let the vertical wall that have 4 enemies taller to 1000
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reduce the shooting time each 3 shots in level2 for the turrets enemies
User prompt
remove the score background don't show it only if game is ended or lives x 0.
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Create level2 with another assets when boss is killed go to level2 : The first area of 500 miles have grounds from bottom and top as in level one but between it not mountains add vertical walls each distance of 50 miles respawn a wall can be destroyed by shooting its 4 enemies, the wall have 4 turrets expanded on it & can shoot as in level one but with blue color shots. The second area of 500 miles have different enemies like diagonal square in the middle of the screen can shoot from the 4 side at once, respawn this diagonal enemy each 50 miles and on the grounds do tanks each distance of 10 miles. Add new assets for level 2 including vertical walls, wall turrets, diagonal enemies, tanks, and blue bullets.
User prompt
Show only Highscores in background2 when Highscorebutton is clicked
User prompt
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
User prompt
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
User prompt
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.
User prompt
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!
User prompt
Fix score background2 when click its button nothing showing there no scores of any player!
User prompt
Don't show scores only in the end background, show it in background2 of the HighScorebutton always update it as a list there.
User prompt
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
User prompt
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.
/**** * 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; }); // DiagonalEnemy Class for Level 2 var DiagonalEnemy = Container.expand(function (xPos, yPos) { var self = Container.call(this); var graphics = self.attachAsset('diagonalEnemy', { anchorX: 0.5, anchorY: 0.5 }); graphics.rotation = Math.PI / 4; self.x = xPos; self.y = yPos; self.speed = terrainSpeed + 1; // Slightly faster than terrain self.health = 4; self.fireRate = 160; self.fireCooldown = Math.random() * self.fireRate; self.isDestroyed = false; self.update = function () { if (self.isDestroyed) return; self.x -= self.speed; self.fireCooldown++; if (self.fireCooldown >= self.fireRate) { self.fireCooldown = 0; var bulletSpeed = 7; fireEnemyBullet(self.x, self.y, bulletSpeed, 0, 'enemyBulletBlue'); // Right fireEnemyBullet(self.x, self.y, -bulletSpeed, 0, 'enemyBulletBlue'); // Left fireEnemyBullet(self.x, self.y, 0, bulletSpeed, 'enemyBulletBlue'); // Down fireEnemyBullet(self.x, self.y, 0, -bulletSpeed, 'enemyBulletBlue'); // Up } }; self.takeDamage = function () { if (self.isDestroyed) return false; self.health--; LK.effects.flashObject(self, 0xFFFFFF, 100); if (self.health <= 0) { self.isDestroyed = true; LK.getSound('enemyExplosion').play(); var index = diagonalEnemies.indexOf(self); if (index > -1) { diagonalEnemies.splice(index, 1); } self.destroy(); return true; } return false; }; return self; }); // Enemy Bullet Class var EnemyBullet = Container.expand(function (startX, startY, vx, vy, assetId) { var self = Container.call(this); // Added assetId var bulletGraphics = self.attachAsset(assetId || 'enemyBullet', { // Use assetId or default 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; }); var SerpentEnemyShip = Container.expand(function (formation, relX, relY) { var self = Container.call(this); var graphics = self.attachAsset('serpentEnemyShip', { // Or 'airEnemy' if using that asset ID directly anchorX: 0.5, anchorY: 0.5 }); self.parentFormation = formation; self.x = relX; // Relative X to formation anchor self.y = relY; // Relative Y to formation anchor self.health = 2; self.fireRate = 140; // Slightly slower than some other enemies self.fireCooldown = Math.random() * self.fireRate; self.isDestroyed = false; // update() is not strictly needed here if all positioning is handled by parentFormation setting self.x/y // However, firing logic will be here. self.updateShipLogic = function () { if (self.isDestroyed || !self.parentFormation || self.parentFormation.isDestroyed) { if (!self.isDestroyed) self.destroy(); return; } // Firing logic self.fireCooldown++; if (self.fireCooldown >= self.fireRate && player && !player.isDead) { self.fireCooldown = 0; // Calculate global position for bullet spawn var globalPos = self.parentFormation.toGlobal(self.position); var gamePos = game.toLocal(globalPos); var bulletSpeed = 7; // Basic targeting or straight shot var vx = -bulletSpeed; var vy = 0; if (player && !player.isDead) { var dx = player.x - gamePos.x; var dy = player.y - gamePos.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 0) { vx = dx / dist * bulletSpeed; vy = dy / dist * bulletSpeed; } } fireEnemyBullet(gamePos.x, gamePos.y, vx, vy, 'enemyBulletBlue'); } }; self.takeDamage = function () { if (self.isDestroyed) return false; self.health--; LK.effects.flashObject(self, 0xFFFFFF, 100); if (self.health <= 0) { self.isDestroyed = true; LK.getSound('enemyExplosion').play(); if (self.parentFormation) { self.parentFormation.shipDestroyed(self); } self.destroy(); return true; } return false; }; return self; }); var SerpentFormation = Container.expand(function () { var self = Container.call(this); self.ships = []; self.stage = 0; // 0: approach, 1: retreat, 2: pass, 3: offscreen/done self.anchorX = 2048 + 400; // Initial X off-screen right self.anchorY = 2732 / 2 + (Math.random() * 600 - 300); // Initial Y with some variance self.x = self.anchorX; self.y = self.anchorY; self.targetAnchorX = 0; self.targetAnchorY = 0; self.movementSpeed = 6; self.retreatDirection = Math.random() < 0.5 ? 1 : -1; // 1 for bottom-right, -1 for top-right var APPROACH_TARGET_X = 1024; var RETREAT_DELTA_X = 500; var RETREAT_DELTA_Y = 700; var PASS_TARGET_X = -600; // Further off-screen left var SERPENT_SHIP_OFFSETS = [{ x: 0, y: 0 }, { x: -70, y: 35 }, { x: -140, y: -35 }, { x: -210, y: 70 }, { x: -280, y: -70 }, { x: -350, y: 105 }, { x: -420, y: -105 }]; self.initializeShips = function () { for (var i = 0; i < 7; i++) { var offset = SERPENT_SHIP_OFFSETS[i]; var ship = new SerpentEnemyShip(self, offset.x, offset.y); self.addChild(ship); // Add ship as child of the formation container self.ships.push(ship); } }; self.setMovementStage = function (newStage) { self.stage = newStage; switch (self.stage) { case 0: // Approach self.targetAnchorX = APPROACH_TARGET_X; self.targetAnchorY = self.anchorY; // Maintain initial Y for approach break; case 1: // Diagonal Retreat self.targetAnchorX = self.anchorX + RETREAT_DELTA_X; self.targetAnchorY = self.anchorY + self.retreatDirection * RETREAT_DELTA_Y; break; case 2: // Forward Pass self.targetAnchorX = PASS_TARGET_X; // self.targetAnchorY remains from retreat or can be adjusted break; case 3: // Done // No target, just indicates it's finished its path break; } }; self.update = function () { if (self.stage === 3) return; // Done moving var dx = self.targetAnchorX - self.x; var dy = self.targetAnchorY - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < self.movementSpeed * 1.5) { // Reached target for current stage self.x = self.targetAnchorX; self.y = self.targetAnchorY; self.anchorX = self.x; // Update internal anchor tracking self.anchorY = self.y; self.setMovementStage(self.stage + 1); } else { self.x += dx / dist * self.movementSpeed; self.y += dy / dist * self.movementSpeed; self.anchorX = self.x; self.anchorY = self.y; } // Update individual ships' logic (like firing) for (var i = self.ships.length - 1; i >= 0; i--) { var ship = self.ships[i]; if (ship.isDestroyed) { // Ship already removed itself from parent (self) and called shipDestroyed } else { ship.updateShipLogic(); } } if (self.stage === 3 && self.x < PASS_TARGET_X + SERPENT_SHIP_OFFSETS[SERPENT_SHIP_OFFSETS.length - 1].x - 200) { // Check if fully off-screen // Handled by isDone check in main game loop } }; self.shipDestroyed = function (ship) { var index = self.ships.indexOf(ship); if (index > -1) { self.ships.splice(index, 1); } // If the formation itself is a container, the ship's destroy method handles removing from parent. }; self.isDone = function () { // Formation is done if all ships are destroyed OR if it has completed its path and is off-screen if (self.ships.length === 0) return true; // Check based on the leader (first ship offset) being sufficiently off-screen var leaderGlobalX = self.x + SERPENT_SHIP_OFFSETS[0].x; if (self.stage === 3 && leaderGlobalX < PASS_TARGET_X + SERPENT_SHIP_OFFSETS[0].x - 100) { // Check leader's x pos return true; } return false; }; // Initialize self.initializeShips(); self.setMovementStage(0); // Start with approaching stage return self; }); // Tank Class for Level 2 var Tank = Container.expand(function (isTop, initialX) { var self = Container.call(this); var terrainHeight = 200; // Assuming same terrain height as level 1 var graphics = self.attachAsset('tank', { anchorX: 0.5, anchorY: isTop ? 0 : 1 }); self.x = initialX; self.y = isTop ? terrainHeight : 2732 - terrainHeight; self.isTop = isTop; self.speed = terrainSpeed; self.health = 6; // Tanks are sturdy self.fireRate = 170; self.fireCooldown = Math.random() * self.fireRate; self.isDestroyed = false; self.update = function () { if (self.isDestroyed) return; self.x -= self.speed; self.fireCooldown++; if (self.fireCooldown >= self.fireRate) { self.fireCooldown = 0; var bulletSpeed = 8; var vx = -bulletSpeed * 0.707; // Aim slightly forward var vyDirection = self.isTop ? bulletSpeed * 0.707 : -bulletSpeed * 0.707; fireEnemyBullet(self.x, self.y, vx, vyDirection, 'enemyBulletBlue'); } }; self.takeDamage = function () { if (self.isDestroyed) return false; self.health--; LK.effects.flashObject(self, 0xFFFFFF, 100); if (self.health <= 0) { self.isDestroyed = true; LK.getSound('enemyExplosion').play(); var index = tanks.indexOf(self); if (index > -1) { tanks.splice(index, 1); } self.destroy(); return true; } return false; }; 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 (Level 1 Phase 0 or if it's Level 2 which also has terrain) if (gamePhase === 0 || currentLevel === 2) { // 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; }); // VerticalWall Class for Level 2 var VerticalWall = Container.expand(function (xPos) { var self = Container.call(this); var wallGraphicAsset = LK.getAsset('verticalWall', {}); var graphics = self.attachAsset('verticalWall', { anchorX: 0.5, anchorY: 0.5 }); self.width = wallGraphicAsset.width; // Store actual width for calculations self.height = wallGraphicAsset.height; // Store actual height self.x = xPos; self.y = 2732 / 2; self.speed = terrainSpeed; self.turrets = []; self.activeTurrets = 4; self.isDestroyed = false; // Wall graphics anchor is 0.5, 0.5. // Turrets are positioned on the front-facing side of the wall. // Spread 4 turrets along the height. var turretPositions = [-0.35 * self.height, -0.15 * self.height, 0.15 * self.height, 0.35 * self.height]; // Relative Y from center for (var i = 0; i < 4; i++) { // Turrets are on the "front" (left edge for player) of the wall var turret = new WallTurret(self, -0.4, turretPositions[i]); // relX as factor of half-width, relY absolute self.turrets.push(turret); game.addChild(turret); } self.update = function () { if (self.isDestroyed) return; self.x -= self.speed; }; self.turretDestroyed = function (turret) { if (self.isDestroyed) return; self.activeTurrets--; if (self.activeTurrets <= 0) { self.isDestroyed = true; LK.getSound('bossExplosion').play(); var wallIndex = verticalWalls.indexOf(self); if (wallIndex > -1) { verticalWalls.splice(wallIndex, 1); } // Ensure remaining turrets are cleaned up if any edge case self.turrets.forEach(function (t) { if (t && !t.isDestroyed) t.destroy(); }); self.destroy(); } }; return self; }); // WallTurret Class for Level 2 var WallTurret = Container.expand(function (wall, relX, relY) { var self = Container.call(this); var graphics = self.attachAsset('wallTurret', { anchorX: 0.5, anchorY: 0.5 }); self.parentWall = wall; self.relX = relX; self.relY = relY; self.health = 2; // Turrets are a bit tougher self.fireRate = 130; // Initial and current fire rate self.minFireRate = 60; // Minimum fire rate (e.g., 60 ticks = 1 shot per second) self.fireRateReductionAmount = 15; // Amount to reduce fireRate by each time self.shotsFiredCount = 0; // Counter for total shots fired by this turret self.shotsPerRateReduction = 3; // Reduce fire rate every this many shots self.fireCooldown = Math.random() * self.fireRate; self.isDestroyed = false; self.update = function () { if (self.isDestroyed || !self.parentWall || self.parentWall.isDestroyed) { if (!self.isDestroyed) self.destroy(); // Self-cleanup if parent is gone return; } // Update position relative to the moving wall self.x = self.parentWall.x + self.relX * (self.parentWall.width / 2); // relX is factor of half-width self.y = self.parentWall.y + self.relY; self.fireCooldown++; if (self.fireCooldown >= self.fireRate) { self.fireCooldown = 0; fireEnemyBullet(self.x, self.y, -9, 0, 'enemyBulletBlue'); // Shoots blue bullets left self.shotsFiredCount++; // Check if it's time to reduce the fire rate if (self.shotsFiredCount > 0 && self.shotsFiredCount % self.shotsPerRateReduction === 0) { if (self.fireRate > self.minFireRate) { self.fireRate = Math.max(self.fireRate - self.fireRateReductionAmount, self.minFireRate); // The fire cooldown will naturally be shorter for the next cycle due to the reduced self.fireRate } } } }; self.takeDamage = function () { if (self.isDestroyed) return false; self.health--; LK.effects.flashObject(self, 0xFFFFFF, 100); if (self.health <= 0) { self.isDestroyed = true; LK.getSound('enemyExplosion').play(); if (self.parentWall && !self.parentWall.isDestroyed) { self.parentWall.turretDestroyed(self); } self.destroy(); return true; } return false; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x101030 // Dark space blue background }); /**** * Game Code ****/ // Reusing airEnemy asset for serpent ship // Placeholder for Level 2 music // Deep Sky Blue // Forest Green // Dark Orange // Grey turret // Brownish wall // Level 2 Assets // 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; // Level 2 State and Constants var currentLevel = 1; var level2Progress = 0; // In pixels, for current level 2 progression var level2Started = false; var lastWallSpawnProgress = 0; var lastDiagonalEnemySpawnProgress = 0; var lastTankSpawnProgress = 0; var verticalWalls = []; var diagonalEnemies = []; var tanks = []; // enemyBulletsBlue will use the existing enemyBullets array var PIXELS_PER_MILE = 250; // Adjusted for gameplay feel var LEVEL2_AREA1_END_MILES = 500; var LEVEL2_AREA2_DURATION_MILES = 500; // Duration of Area 2 var WALL_SPAWN_INTERVAL_MILES = 50; var DIAGONAL_ENEMY_SPAWN_INTERVAL_MILES = 50; var TANK_SPAWN_INTERVAL_MILES = 10; // Level 2 Area 3: Serpent Formations var serpentFormations = []; var MAX_SERPENT_FORMATIONS = 2; // Max 1-2 active at once var lastSerpentSpawnProgress = 0; // Tracks level2Progress for serpent spawning var SERPENT_SPAWN_INTERVAL_MILES = 100; // Spawn a new serpent formation every 100 miles in Area 3 var LEVEL2_AREA3_DURATION_MILES = 700; // Duration of Area 3 // 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, assetId) { // Added assetId parameter // 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 if assetId is for styling only) // For simplicity, let's assume the passed vx,vy define the base speed. var baseSpeed = Math.sqrt(vx * vx + vy * vy); if (distance > 0 && baseSpeed > 0) { // Ensure distance and baseSpeed are valid vx = dx / distance * baseSpeed; vy = dy / distance * baseSpeed; } // If player is not available or too close, use original vx, vy } var bullet = new EnemyBullet(x, y, vx, vy, assetId); // Pass assetId to constructor 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'); } function initLevel2() { if (level2Started) return; level2Started = true; currentLevel = 2; // Explicitly set, though might be set at transition point too level2Progress = 0; // Reset progress for Level 2 console.log("Initializing Level 2"); LK.playMusic('level2Music'); // Play Level 2 music // Clean up any remaining Level 1 specific elements like air enemies airEnemies.forEach(function (ae) { if (ae && !ae.destroyed) ae.destroy(); }); airEnemies = []; // Boss should already be gone if (boss && !boss.destroyed) boss.destroy(); boss = null; bossLasers.forEach(function (l) { if (l && !l.destroyed) l.destroy(); }); bossLasers = []; // Reset spawn progress markers for Level 2 elements lastWallSpawnProgress = 0; lastDiagonalEnemySpawnProgress = 0; lastTankSpawnProgress = 0; // Ensure terrain continues if it was cleared (e.g., after boss fight if phases stopped it) // The main terrain update loop should be modified to run during currentLevel === 2 var terrainWidth = LK.getAsset('terrain', {}).width; var screenWidth = 2048; var numSegmentsNeeded = Math.ceil(screenWidth / terrainWidth) + 1; if (terrainSegmentsTop.length < numSegmentsNeeded) { for (var i = terrainSegmentsTop.length; i < numSegmentsNeeded; i++) { var xPos = i * terrainWidth; // Find max X of existing segments to append correctly if (terrainSegmentsTop.length > 0) { xPos = terrainSegmentsTop.reduce(function (max, s) { return s.x > max ? s.x : max; }, 0) + terrainWidth; } createTerrainSegment(true, xPos); } } if (terrainSegmentsBottom.length < numSegmentsNeeded) { for (var i = terrainSegmentsBottom.length; i < numSegmentsNeeded; i++) { var xPos = i * terrainWidth; if (terrainSegmentsBottom.length > 0) { xPos = terrainSegmentsBottom.reduce(function (max, s) { return s.x > max ? s.x : max; }, 0) + terrainWidth; } createTerrainSegment(false, xPos); } } // Announce Level 2 Start (Optional visual cue) var level2Text = new Text2("LEVEL 2", { size: 150, fill: 0xFFFF00 }); level2Text.anchor.set(0.5, 0.5); level2Text.x = 2048 / 2; level2Text.y = 2732 / 3; game.addChild(level2Text); LK.setTimeout(function () { if (level2Text && !level2Text.destroyed) level2Text.destroy(); }, 3000); // Display for 3 seconds // gamePhase variable might be set to a new value (e.g., 3) if other systems rely on it. // For now, currentLevel = 2 will gate Level 2 logic. gamePhase = 3; // Indicate a new phase distinct from level 1's 0, 1, 2. } // 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 using Background2 asset 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) { // Check if we need to initialize level 2 due to a reload/restart mid-level 2 // This is an edge case, main L2 init is after boss defeat. // if (currentLevel === 2 && !level2Started && isGameStarted && player) { initLevel2(); } // 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; // Initialize Level 2 if conditions are met (transitioned from Level 1) if (currentLevel === 2 && !level2Started && isGameStarted && player && !player.isDead) { initLevel2(); } // 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()); } // Increment distance scrolled (used by Level 2) if (player && !player.isDead) { // Only scroll if player is active and game is running // gameDistanceScrolled += terrainSpeed; // This was for overall game, level2Progress is specific if (currentLevel === 2 && level2Started) { level2Progress += terrainSpeed; } } // --- 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 } } // --- Terrain Logic (Active in Level 1 Phase 0 and throughout Level 2) --- if (gamePhase === 0 || currentLevel === 2) { // 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 as a milestone for defeating the boss saveHighscore(LK.getScore()); // Transition to Level 2 currentLevel = 2; level2Started = false; // Flag to trigger initLevel2() once at the start of next update cycle // Note: Removed createScoreBackground(); call here as game transitions to Level 2 LK.setScore(LK.getScore() + 5000); // Bonus for defeating boss (applied again, consider if this is intended or consolidate) scoreTxt.setText(LK.getScore()); // saveHighscore(LK.getScore()); // Score is already saved above, this might be redundant unless intended for separate tracking // Clear boss specific elements if (boss && !boss.destroyed) boss.destroy(); boss = null; bossLasers.forEach(function (l) { if (l && !l.destroyed) l.destroy(); }); bossLasers = []; console.log("Boss defeated! Preparing Level 2."); // initLevel2() will be called in the next game.update() loop at the top return; // Stop update processing this frame to allow initLevel2 to run cleanly } break; // Bullet is destroyed after hitting boss } } // --- Level 2 Logic --- if (currentLevel === 2 && level2Started) { var LEVEL2_AREA1_END_PX = LEVEL2_AREA1_END_MILES * PIXELS_PER_MILE; var LEVEL2_AREA2_END_PX = (LEVEL2_AREA1_END_MILES + LEVEL2_AREA2_DURATION_MILES) * PIXELS_PER_MILE; var LEVEL2_FINAL_END_PX = (LEVEL2_AREA1_END_MILES + LEVEL2_AREA2_DURATION_MILES + LEVEL2_AREA3_DURATION_MILES) * PIXELS_PER_MILE; // --- Level 2, Area 1 (Vertical Walls) --- if (level2Progress < LEVEL2_AREA1_END_PX) { if (level2Progress > lastWallSpawnProgress + WALL_SPAWN_INTERVAL_MILES * PIXELS_PER_MILE) { lastWallSpawnProgress = level2Progress; var wall = new VerticalWall(2048 + 200); // Spawn off-screen right game.addChild(wall); verticalWalls.push(wall); } } // --- Level 2, Area 2 (Diagonal Enemies, Tanks) --- else if (level2Progress < LEVEL2_AREA2_END_PX) { // Clear any remaining walls from Area 1 when transitioning if (verticalWalls.length > 0 && level2Progress >= LEVEL2_AREA1_END_PX && level2Progress < LEVEL2_AREA1_END_PX + terrainSpeed * 2) { verticalWalls.forEach(function (w) { if (w && !w.isDestroyed) { w.turrets.forEach(function (t) { if (t && !t.isDestroyed) t.destroy(); }); w.destroy(); } }); verticalWalls = []; } if (level2Progress > lastDiagonalEnemySpawnProgress + DIAGONAL_ENEMY_SPAWN_INTERVAL_MILES * PIXELS_PER_MILE) { lastDiagonalEnemySpawnProgress = level2Progress; var diagEnemy = new DiagonalEnemy(2048 + 150, 2732 / 2); game.addChild(diagEnemy); diagonalEnemies.push(diagEnemy); } if (level2Progress > lastTankSpawnProgress + TANK_SPAWN_INTERVAL_MILES * PIXELS_PER_MILE) { lastTankSpawnProgress = level2Progress; var tankTop = new Tank(true, 2048 + 100); var tankBottom = new Tank(false, 2048 + 100); game.addChild(tankTop); game.addChild(tankBottom); tanks.push(tankTop); tanks.push(tankBottom); } } // --- Level 2, Area 3 (Serpent Formations) --- else if (level2Progress < LEVEL2_FINAL_END_PX) { // Clear any remaining Diagonal Enemies and Tanks from Area 2 if ((diagonalEnemies.length > 0 || tanks.length > 0) && level2Progress >= LEVEL2_AREA2_END_PX && level2Progress < LEVEL2_AREA2_END_PX + terrainSpeed * 2) { diagonalEnemies.forEach(function (de) { if (de && !de.isDestroyed) de.destroy(); }); diagonalEnemies = []; tanks.forEach(function (t) { if (t && !t.isDestroyed) t.destroy(); }); tanks = []; } // Spawn Serpent Formations if (serpentFormations.length < MAX_SERPENT_FORMATIONS && level2Progress > lastSerpentSpawnProgress + SERPENT_SPAWN_INTERVAL_MILES * PIXELS_PER_MILE) { lastSerpentSpawnProgress = level2Progress; var newSerpent = new SerpentFormation(); game.addChild(newSerpent); // The formation is a Container serpentFormations.push(newSerpent); } } // --- Level 2 Completed --- else { if (player && !player.isDead) { // Ensure win condition only if player alive console.log("Level 2 Complete!"); // Clean up any remaining serpent formations serpentFormations.forEach(function (sf) { if (sf && !sf.isDestroyed()) sf.destroy(); }); serpentFormations = []; saveHighscore(LK.getScore()); createScoreBackground(); LK.setTimeout(function () { LK.showYouWin(); // Game ends after Level 2 (Area 3) }, 500); player.isDead = true; // Prevent further actions return; } } // Update and Collision for Level 2 Elements // Vertical Walls (and their turrets) for (var i = verticalWalls.length - 1; i >= 0; i--) { var wall = verticalWalls[i]; if (wall.isDestroyed) { // Already handled by wall itself // verticalWalls.splice(i, 1); // Wall removes itself from array continue; } if (wall.x < -wall.width) { // Off-screen left wall.turrets.forEach(function (t) { if (t && !t.isDestroyed) t.destroy(); }); wall.destroy(); verticalWalls.splice(i, 1); } else if (!player.isDead && LK.ticks > player.invincibleUntil && player.intersects(wall)) { handlePlayerDeath(); return; } } // Turrets are updated via their own class or Wall. Bullets handled by main enemyBullets loop. // Diagonal Enemies for (var i = diagonalEnemies.length - 1; i >= 0; i--) { var diagEnemy = diagonalEnemies[i]; if (diagEnemy.isDestroyed) { // diagonalEnemies.splice(i, 1); // Enemy removes itself continue; } if (diagEnemy.x < -diagEnemy.width) { diagEnemy.destroy(); diagonalEnemies.splice(i, 1); } else if (!player.isDead && LK.ticks > player.invincibleUntil && player.intersects(diagEnemy)) { diagEnemy.takeDamage(); handlePlayerDeath(); return; } } // Tanks for (var i = tanks.length - 1; i >= 0; i--) { var tank = tanks[i]; if (tank.isDestroyed) { // tanks.splice(i, 1); // Enemy removes itself continue; } if (tank.x < -tank.width) { tank.destroy(); tanks.splice(i, 1); } else if (!player.isDead && LK.ticks > player.invincibleUntil && player.intersects(tank)) { tank.takeDamage(); handlePlayerDeath(); return; } } // Update Serpent Formations (Area 3 specific, but update loop runs for all formations) for (var i = serpentFormations.length - 1; i >= 0; i--) { var serpent = serpentFormations[i]; // serpent.update(); // Already called because it's a child of game if (serpent.isDone()) { serpent.destroy(); serpentFormations.splice(i, 1); } else { // Player collision with individual serpent ships if (!player.isDead && LK.ticks > player.invincibleUntil) { for (var j = serpent.ships.length - 1; j >= 0; j--) { var ship = serpent.ships[j]; if (!ship.isDestroyed) { // Need to get global position of the ship for intersection check var shipGlobalPos = serpent.toGlobal(ship.position); var shipGameAreaRect = new Rectangle(shipGlobalPos.x - ship.width / 2, shipGlobalPos.y - ship.height / 2, ship.width, ship.height); // Create a temporary object for player bounds for intersects method if player itself isn't a simple rectangle var playerBounds = new Rectangle(player.x - player.width / 2, player.y - player.height / 2, player.width, player.height); // AABB intersection check if (playerBounds.x < shipGameAreaRect.x + shipGameAreaRect.width && playerBounds.x + playerBounds.width > shipGameAreaRect.x && playerBounds.y < shipGameAreaRect.y + shipGameAreaRect.height && playerBounds.y + playerBounds.height > shipGameAreaRect.y) { ship.takeDamage(); // Serpent ship takes damage handlePlayerDeath(); // Player also dies return; // Stop further processing this frame } } } } } } } // End if (currentLevel === 2 && level2Started) // --- Update Player Bullets & Check Collision --- (Continued with Level 2 targets) // (This section is appended to the existing playerBullets loop, before the final closing brace of the loop) // The existing player bullet loop needs to be modified to include these checks. // This block should be inserted *inside* the `for (var i = playerBullets.length - 1; i >= 0; i--)` loop for player bullets, // after existing collision checks or as part of a conditional block for `currentLevel === 2`. // Existing player bullet loop: // for (var i = playerBullets.length - 1; i >= 0; i--) { // var bullet = playerBullets[i]; // ... // if (gamePhase === 2 && boss) { ... } // Existing boss collision // // ADD LEVEL 2 COLLISION LOGIC HERE: if (currentLevel === 2 && bullet.exists) { // Check bullet.exists in case prior collision destroyed it // Vs WallTurrets (part of VerticalWalls) for (var k = verticalWalls.length - 1; k >= 0; k--) { var wall = verticalWalls[k]; if (wall.isDestroyed) continue; for (var l = wall.turrets.length - 1; l >= 0; l--) { var turret = wall.turrets[l]; if (turret.isDestroyed) continue; if (bullet.intersects(turret)) { if (turret.takeDamage()) { // true if destroyed LK.setScore(LK.getScore() + 75); scoreTxt.setText(LK.getScore()); } bullet.destroy(); playerBullets.splice(i, 1); break; } } if (!bullet.exists) break; } if (!bullet.exists) continue; // To next player bullet if this one was destroyed // Vs DiagonalEnemies for (var k = diagonalEnemies.length - 1; k >= 0; k--) { var diagEnemy = diagonalEnemies[k]; if (diagEnemy.isDestroyed) continue; if (bullet.intersects(diagEnemy)) { if (diagEnemy.takeDamage()) { LK.setScore(LK.getScore() + 250); scoreTxt.setText(LK.getScore()); } bullet.destroy(); playerBullets.splice(i, 1); break; } } if (!bullet.exists) continue; // Vs Tanks for (var k = tanks.length - 1; k >= 0; k--) { var tank = tanks[k]; if (tank.isDestroyed) continue; if (bullet.intersects(tank)) { if (tank.takeDamage()) { LK.setScore(LK.getScore() + 175); scoreTxt.setText(LK.getScore()); } bullet.destroy(); playerBullets.splice(i, 1); break; } } if (!bullet.exists) continue; // Vs SerpentEnemyShips (within SerpentFormations) if (bullet.exists) { // Check again in case previous collision destroyed it for (var k = serpentFormations.length - 1; k >= 0; k--) { var formation = serpentFormations[k]; if (formation.isDestroyed()) continue; for (var l = formation.ships.length - 1; l >= 0; l--) { var serpentShip = formation.ships[l]; if (serpentShip.isDestroyed) continue; // Get global position of the serpent ship for accurate intersection var shipGlobalPos = formation.toGlobal(serpentShip.position); // Create a temporary rectangle for the serpent ship in game coordinates // Assuming serpentShip.width and serpentShip.height are available (from its graphic) var serpentShipGameRect = new Rectangle(shipGlobalPos.x - serpentShip.width / 2, shipGlobalPos.y - serpentShip.height / 2, serpentShip.width, serpentShip.height); // Create a temporary rectangle for the bullet var bulletRect = new Rectangle(bullet.x - bullet.width / 2, bullet.y - bullet.height / 2, bullet.width, bullet.height); // Manual AABB intersection check if (bulletRect.x < serpentShipGameRect.x + serpentShipGameRect.width && bulletRect.x + bulletRect.width > serpentShipGameRect.x && bulletRect.y < serpentShipGameRect.y + serpentShipGameRect.height && bulletRect.y + bulletRect.height > serpentShipGameRect.y) { if (serpentShip.takeDamage()) { // true if destroyed LK.setScore(LK.getScore() + 200); // Score for serpent ship scoreTxt.setText(LK.getScore()); } bullet.destroy(); playerBullets.splice(i, 1); break; // Bullet hits one serpent ship } } if (!bullet.exists) break; // If bullet was destroyed, move to next player bullet } } if (!bullet.exists) continue; // To next player bullet } // } // End of playerBullets loop (this closing brace is illustrative, don't add a new one) } // End of playerBullets loop };
===================================================================
--- original.js
+++ change.js
@@ -211,8 +211,194 @@
self.x += self.speed;
};
return self;
});
+var SerpentEnemyShip = Container.expand(function (formation, relX, relY) {
+ var self = Container.call(this);
+ var graphics = self.attachAsset('serpentEnemyShip', {
+ // Or 'airEnemy' if using that asset ID directly
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.parentFormation = formation;
+ self.x = relX; // Relative X to formation anchor
+ self.y = relY; // Relative Y to formation anchor
+ self.health = 2;
+ self.fireRate = 140; // Slightly slower than some other enemies
+ self.fireCooldown = Math.random() * self.fireRate;
+ self.isDestroyed = false;
+ // update() is not strictly needed here if all positioning is handled by parentFormation setting self.x/y
+ // However, firing logic will be here.
+ self.updateShipLogic = function () {
+ if (self.isDestroyed || !self.parentFormation || self.parentFormation.isDestroyed) {
+ if (!self.isDestroyed) self.destroy();
+ return;
+ }
+ // Firing logic
+ self.fireCooldown++;
+ if (self.fireCooldown >= self.fireRate && player && !player.isDead) {
+ self.fireCooldown = 0;
+ // Calculate global position for bullet spawn
+ var globalPos = self.parentFormation.toGlobal(self.position);
+ var gamePos = game.toLocal(globalPos);
+ var bulletSpeed = 7;
+ // Basic targeting or straight shot
+ var vx = -bulletSpeed;
+ var vy = 0;
+ if (player && !player.isDead) {
+ var dx = player.x - gamePos.x;
+ var dy = player.y - gamePos.y;
+ var dist = Math.sqrt(dx * dx + dy * dy);
+ if (dist > 0) {
+ vx = dx / dist * bulletSpeed;
+ vy = dy / dist * bulletSpeed;
+ }
+ }
+ fireEnemyBullet(gamePos.x, gamePos.y, vx, vy, 'enemyBulletBlue');
+ }
+ };
+ self.takeDamage = function () {
+ if (self.isDestroyed) return false;
+ self.health--;
+ LK.effects.flashObject(self, 0xFFFFFF, 100);
+ if (self.health <= 0) {
+ self.isDestroyed = true;
+ LK.getSound('enemyExplosion').play();
+ if (self.parentFormation) {
+ self.parentFormation.shipDestroyed(self);
+ }
+ self.destroy();
+ return true;
+ }
+ return false;
+ };
+ return self;
+});
+var SerpentFormation = Container.expand(function () {
+ var self = Container.call(this);
+ self.ships = [];
+ self.stage = 0; // 0: approach, 1: retreat, 2: pass, 3: offscreen/done
+ self.anchorX = 2048 + 400; // Initial X off-screen right
+ self.anchorY = 2732 / 2 + (Math.random() * 600 - 300); // Initial Y with some variance
+ self.x = self.anchorX;
+ self.y = self.anchorY;
+ self.targetAnchorX = 0;
+ self.targetAnchorY = 0;
+ self.movementSpeed = 6;
+ self.retreatDirection = Math.random() < 0.5 ? 1 : -1; // 1 for bottom-right, -1 for top-right
+ var APPROACH_TARGET_X = 1024;
+ var RETREAT_DELTA_X = 500;
+ var RETREAT_DELTA_Y = 700;
+ var PASS_TARGET_X = -600; // Further off-screen left
+ var SERPENT_SHIP_OFFSETS = [{
+ x: 0,
+ y: 0
+ }, {
+ x: -70,
+ y: 35
+ }, {
+ x: -140,
+ y: -35
+ }, {
+ x: -210,
+ y: 70
+ }, {
+ x: -280,
+ y: -70
+ }, {
+ x: -350,
+ y: 105
+ }, {
+ x: -420,
+ y: -105
+ }];
+ self.initializeShips = function () {
+ for (var i = 0; i < 7; i++) {
+ var offset = SERPENT_SHIP_OFFSETS[i];
+ var ship = new SerpentEnemyShip(self, offset.x, offset.y);
+ self.addChild(ship); // Add ship as child of the formation container
+ self.ships.push(ship);
+ }
+ };
+ self.setMovementStage = function (newStage) {
+ self.stage = newStage;
+ switch (self.stage) {
+ case 0:
+ // Approach
+ self.targetAnchorX = APPROACH_TARGET_X;
+ self.targetAnchorY = self.anchorY; // Maintain initial Y for approach
+ break;
+ case 1:
+ // Diagonal Retreat
+ self.targetAnchorX = self.anchorX + RETREAT_DELTA_X;
+ self.targetAnchorY = self.anchorY + self.retreatDirection * RETREAT_DELTA_Y;
+ break;
+ case 2:
+ // Forward Pass
+ self.targetAnchorX = PASS_TARGET_X;
+ // self.targetAnchorY remains from retreat or can be adjusted
+ break;
+ case 3:
+ // Done
+ // No target, just indicates it's finished its path
+ break;
+ }
+ };
+ self.update = function () {
+ if (self.stage === 3) return; // Done moving
+ var dx = self.targetAnchorX - self.x;
+ var dy = self.targetAnchorY - self.y;
+ var dist = Math.sqrt(dx * dx + dy * dy);
+ if (dist < self.movementSpeed * 1.5) {
+ // Reached target for current stage
+ self.x = self.targetAnchorX;
+ self.y = self.targetAnchorY;
+ self.anchorX = self.x; // Update internal anchor tracking
+ self.anchorY = self.y;
+ self.setMovementStage(self.stage + 1);
+ } else {
+ self.x += dx / dist * self.movementSpeed;
+ self.y += dy / dist * self.movementSpeed;
+ self.anchorX = self.x;
+ self.anchorY = self.y;
+ }
+ // Update individual ships' logic (like firing)
+ for (var i = self.ships.length - 1; i >= 0; i--) {
+ var ship = self.ships[i];
+ if (ship.isDestroyed) {
+ // Ship already removed itself from parent (self) and called shipDestroyed
+ } else {
+ ship.updateShipLogic();
+ }
+ }
+ if (self.stage === 3 && self.x < PASS_TARGET_X + SERPENT_SHIP_OFFSETS[SERPENT_SHIP_OFFSETS.length - 1].x - 200) {
+ // Check if fully off-screen
+ // Handled by isDone check in main game loop
+ }
+ };
+ self.shipDestroyed = function (ship) {
+ var index = self.ships.indexOf(ship);
+ if (index > -1) {
+ self.ships.splice(index, 1);
+ }
+ // If the formation itself is a container, the ship's destroy method handles removing from parent.
+ };
+ self.isDone = function () {
+ // Formation is done if all ships are destroyed OR if it has completed its path and is off-screen
+ if (self.ships.length === 0) return true;
+ // Check based on the leader (first ship offset) being sufficiently off-screen
+ var leaderGlobalX = self.x + SERPENT_SHIP_OFFSETS[0].x;
+ if (self.stage === 3 && leaderGlobalX < PASS_TARGET_X + SERPENT_SHIP_OFFSETS[0].x - 100) {
+ // Check leader's x pos
+ return true;
+ }
+ return false;
+ };
+ // Initialize
+ self.initializeShips();
+ self.setMovementStage(0); // Start with approaching stage
+ return self;
+});
// Tank Class for Level 2
var Tank = Container.expand(function (isTop, initialX) {
var self = Container.call(this);
var terrainHeight = 200; // Assuming same terrain height as level 1
@@ -441,8 +627,9 @@
/****
* Game Code
****/
+// Reusing airEnemy asset for serpent ship
// Placeholder for Level 2 music
// Deep Sky Blue
// Forest Green
// Dark Orange
@@ -506,8 +693,14 @@
var LEVEL2_AREA2_DURATION_MILES = 500; // Duration of Area 2
var WALL_SPAWN_INTERVAL_MILES = 50;
var DIAGONAL_ENEMY_SPAWN_INTERVAL_MILES = 50;
var TANK_SPAWN_INTERVAL_MILES = 10;
+// Level 2 Area 3: Serpent Formations
+var serpentFormations = [];
+var MAX_SERPENT_FORMATIONS = 2; // Max 1-2 active at once
+var lastSerpentSpawnProgress = 0; // Tracks level2Progress for serpent spawning
+var SERPENT_SPAWN_INTERVAL_MILES = 100; // Spawn a new serpent formation every 100 miles in Area 3
+var LEVEL2_AREA3_DURATION_MILES = 700; // Duration of Area 3
// Player Lives
var MAX_PLAYER_LIVES = 5;
var playerLives = MAX_PLAYER_LIVES;
var livesTxt;
@@ -1906,9 +2099,10 @@
}
// --- Level 2 Logic ---
if (currentLevel === 2 && level2Started) {
var LEVEL2_AREA1_END_PX = LEVEL2_AREA1_END_MILES * PIXELS_PER_MILE;
- var LEVEL2_TOTAL_DURATION_PX = (LEVEL2_AREA1_END_MILES + LEVEL2_AREA2_DURATION_MILES) * PIXELS_PER_MILE;
+ var LEVEL2_AREA2_END_PX = (LEVEL2_AREA1_END_MILES + LEVEL2_AREA2_DURATION_MILES) * PIXELS_PER_MILE;
+ var LEVEL2_FINAL_END_PX = (LEVEL2_AREA1_END_MILES + LEVEL2_AREA2_DURATION_MILES + LEVEL2_AREA3_DURATION_MILES) * PIXELS_PER_MILE;
// --- Level 2, Area 1 (Vertical Walls) ---
if (level2Progress < LEVEL2_AREA1_END_PX) {
if (level2Progress > lastWallSpawnProgress + WALL_SPAWN_INTERVAL_MILES * PIXELS_PER_MILE) {
lastWallSpawnProgress = level2Progress;
@@ -1917,12 +2111,11 @@
verticalWalls.push(wall);
}
}
// --- Level 2, Area 2 (Diagonal Enemies, Tanks) ---
- else if (level2Progress < LEVEL2_TOTAL_DURATION_PX) {
+ else if (level2Progress < LEVEL2_AREA2_END_PX) {
// Clear any remaining walls from Area 1 when transitioning
if (verticalWalls.length > 0 && level2Progress >= LEVEL2_AREA1_END_PX && level2Progress < LEVEL2_AREA1_END_PX + terrainSpeed * 2) {
- // Buffer for transition
verticalWalls.forEach(function (w) {
if (w && !w.isDestroyed) {
w.turrets.forEach(function (t) {
if (t && !t.isDestroyed) t.destroy();
@@ -1946,17 +2139,44 @@
game.addChild(tankBottom);
tanks.push(tankTop);
tanks.push(tankBottom);
}
- } else {
- // Level 2 Completed
+ }
+ // --- Level 2, Area 3 (Serpent Formations) ---
+ else if (level2Progress < LEVEL2_FINAL_END_PX) {
+ // Clear any remaining Diagonal Enemies and Tanks from Area 2
+ if ((diagonalEnemies.length > 0 || tanks.length > 0) && level2Progress >= LEVEL2_AREA2_END_PX && level2Progress < LEVEL2_AREA2_END_PX + terrainSpeed * 2) {
+ diagonalEnemies.forEach(function (de) {
+ if (de && !de.isDestroyed) de.destroy();
+ });
+ diagonalEnemies = [];
+ tanks.forEach(function (t) {
+ if (t && !t.isDestroyed) t.destroy();
+ });
+ tanks = [];
+ }
+ // Spawn Serpent Formations
+ if (serpentFormations.length < MAX_SERPENT_FORMATIONS && level2Progress > lastSerpentSpawnProgress + SERPENT_SPAWN_INTERVAL_MILES * PIXELS_PER_MILE) {
+ lastSerpentSpawnProgress = level2Progress;
+ var newSerpent = new SerpentFormation();
+ game.addChild(newSerpent); // The formation is a Container
+ serpentFormations.push(newSerpent);
+ }
+ }
+ // --- Level 2 Completed ---
+ else {
if (player && !player.isDead) {
// Ensure win condition only if player alive
console.log("Level 2 Complete!");
+ // Clean up any remaining serpent formations
+ serpentFormations.forEach(function (sf) {
+ if (sf && !sf.isDestroyed()) sf.destroy();
+ });
+ serpentFormations = [];
saveHighscore(LK.getScore());
createScoreBackground();
LK.setTimeout(function () {
- LK.showYouWin(); // Game ends after Level 2
+ LK.showYouWin(); // Game ends after Level 2 (Area 3)
}, 500);
player.isDead = true; // Prevent further actions
return;
}
@@ -2014,8 +2234,37 @@
handlePlayerDeath();
return;
}
}
+ // Update Serpent Formations (Area 3 specific, but update loop runs for all formations)
+ for (var i = serpentFormations.length - 1; i >= 0; i--) {
+ var serpent = serpentFormations[i];
+ // serpent.update(); // Already called because it's a child of game
+ if (serpent.isDone()) {
+ serpent.destroy();
+ serpentFormations.splice(i, 1);
+ } else {
+ // Player collision with individual serpent ships
+ if (!player.isDead && LK.ticks > player.invincibleUntil) {
+ for (var j = serpent.ships.length - 1; j >= 0; j--) {
+ var ship = serpent.ships[j];
+ if (!ship.isDestroyed) {
+ // Need to get global position of the ship for intersection check
+ var shipGlobalPos = serpent.toGlobal(ship.position);
+ var shipGameAreaRect = new Rectangle(shipGlobalPos.x - ship.width / 2, shipGlobalPos.y - ship.height / 2, ship.width, ship.height);
+ // Create a temporary object for player bounds for intersects method if player itself isn't a simple rectangle
+ var playerBounds = new Rectangle(player.x - player.width / 2, player.y - player.height / 2, player.width, player.height);
+ // AABB intersection check
+ if (playerBounds.x < shipGameAreaRect.x + shipGameAreaRect.width && playerBounds.x + playerBounds.width > shipGameAreaRect.x && playerBounds.y < shipGameAreaRect.y + shipGameAreaRect.height && playerBounds.y + playerBounds.height > shipGameAreaRect.y) {
+ ship.takeDamage(); // Serpent ship takes damage
+ handlePlayerDeath(); // Player also dies
+ return; // Stop further processing this frame
+ }
+ }
+ }
+ }
+ }
+ }
} // End if (currentLevel === 2 && level2Started)
// --- Update Player Bullets & Check Collision --- (Continued with Level 2 targets)
// (This section is appended to the existing playerBullets loop, before the final closing brace of the loop)
// The existing player bullet loop needs to be modified to include these checks.
@@ -2079,8 +2328,40 @@
break;
}
}
if (!bullet.exists) continue;
+ // Vs SerpentEnemyShips (within SerpentFormations)
+ if (bullet.exists) {
+ // Check again in case previous collision destroyed it
+ for (var k = serpentFormations.length - 1; k >= 0; k--) {
+ var formation = serpentFormations[k];
+ if (formation.isDestroyed()) continue;
+ for (var l = formation.ships.length - 1; l >= 0; l--) {
+ var serpentShip = formation.ships[l];
+ if (serpentShip.isDestroyed) continue;
+ // Get global position of the serpent ship for accurate intersection
+ var shipGlobalPos = formation.toGlobal(serpentShip.position);
+ // Create a temporary rectangle for the serpent ship in game coordinates
+ // Assuming serpentShip.width and serpentShip.height are available (from its graphic)
+ var serpentShipGameRect = new Rectangle(shipGlobalPos.x - serpentShip.width / 2, shipGlobalPos.y - serpentShip.height / 2, serpentShip.width, serpentShip.height);
+ // Create a temporary rectangle for the bullet
+ var bulletRect = new Rectangle(bullet.x - bullet.width / 2, bullet.y - bullet.height / 2, bullet.width, bullet.height);
+ // Manual AABB intersection check
+ if (bulletRect.x < serpentShipGameRect.x + serpentShipGameRect.width && bulletRect.x + bulletRect.width > serpentShipGameRect.x && bulletRect.y < serpentShipGameRect.y + serpentShipGameRect.height && bulletRect.y + bulletRect.height > serpentShipGameRect.y) {
+ if (serpentShip.takeDamage()) {
+ // true if destroyed
+ LK.setScore(LK.getScore() + 200); // Score for serpent ship
+ scoreTxt.setText(LK.getScore());
+ }
+ bullet.destroy();
+ playerBullets.splice(i, 1);
+ break; // Bullet hits one serpent ship
+ }
+ }
+ if (!bullet.exists) break; // If bullet was destroyed, move to next player bullet
+ }
+ }
+ if (!bullet.exists) continue; // To next player bullet
}
// } // End of playerBullets loop (this closing brace is illustrative, don't add a new one)
} // End of playerBullets loop
};
\ No newline at end of file
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