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