/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var Asteroid = Container.expand(function () { var self = Container.call(this); var asteroidTypes = ['asteroid_large', 'asteroid_medium', 'asteroid_small']; var asteroidType = asteroidTypes[Math.floor(Math.random() * asteroidTypes.length)]; var asteroid = self.attachAsset(asteroidType, { anchorX: 0.5, anchorY: 0.5 }); asteroid.alpha = 0.6 + Math.random() * 0.4; self.speed = 0.5 + Math.random() * 1.5; self.rotationSpeed = (Math.random() - 0.5) * 0.03; self.driftX = (Math.random() - 0.5) * 0.8; self.update = function () { self.y += self.speed; self.x += self.driftX; self.rotation += self.rotationSpeed; if (self.y > 2800) { self.y = -100; self.x = Math.random() * 2048; } // Keep asteroids within screen bounds if (self.x < -50) self.x = 2098; if (self.x > 2098) self.x = -50; }; return self; }); var BossShip = Container.expand(function () { var self = Container.call(this); var shipBody = self.attachAsset('boss_ship_body', { anchorX: 0.5, anchorY: 0.5 }); var shipNose = self.attachAsset('boss_ship_nose', { anchorX: 0.5, anchorY: 0.5 }); shipNose.y = 80; var shipWingLeft = self.attachAsset('boss_ship_wing_left', { anchorX: 0.5, anchorY: 0.5 }); shipWingLeft.x = -80; shipWingLeft.y = -10; var shipWingRight = self.attachAsset('boss_ship_wing_right', { anchorX: 0.5, anchorY: 0.5 }); shipWingRight.x = 80; shipWingRight.y = -10; var shipCockpit = self.attachAsset('boss_ship_cockpit', { anchorX: 0.5, anchorY: 0.5 }); shipCockpit.y = 20; var thrusterMain = self.attachAsset('boss_thruster_main', { anchorX: 0.5, anchorY: 1.0 }); thrusterMain.y = -125; thrusterMain.alpha = 0.8; var thrusterLeft = self.attachAsset('boss_thruster_left', { anchorX: 0.5, anchorY: 1.0 }); thrusterLeft.x = -50; thrusterLeft.y = -100; thrusterLeft.alpha = 0.7; var thrusterRight = self.attachAsset('boss_thruster_right', { anchorX: 0.5, anchorY: 1.0 }); thrusterRight.x = 50; thrusterRight.y = -100; thrusterRight.alpha = 0.7; self.speed = 2; self.health = 500; self.maxHealth = 500; self.lastShootTime = 0; self.shootDelay = 80; self.directionX = 1; self.movePattern = 0; self.moveTimer = 0; self.isBoss = true; self.update = function () { // Boss movement patterns self.moveTimer++; if (self.moveTimer % 180 == 0) { self.movePattern = Math.floor(Math.random() * 3); } // Different movement patterns if (self.movePattern == 0) { // Side to side movement self.x += self.directionX * 3; if (self.x <= 200 || self.x >= 1848) { self.directionX *= -1; } } else if (self.movePattern == 1) { // Circular movement self.x += Math.sin(self.moveTimer * 0.05) * 4; self.y += Math.cos(self.moveTimer * 0.03) * 2; } else { // Aggressive forward movement self.y += self.speed * 2; self.x += Math.sin(self.moveTimer * 0.08) * 2; } // Keep boss on screen if (self.x < 100) self.x = 100; if (self.x > 1948) self.x = 1948; if (self.y < 100) self.y = 100; if (self.y > 800) self.y = 800; // Thruster effects thrusterMain.alpha = 0.5 + Math.random() * 0.5; thrusterLeft.alpha = 0.4 + Math.random() * 0.4; thrusterRight.alpha = 0.4 + Math.random() * 0.4; // Boss shooting pattern - multiple bullets if (LK.ticks - self.lastShootTime > self.shootDelay) { // Shoot 5 bullets in spread pattern for (var i = 0; i < 5; i++) { var bullet = new EnemyBullet(); bullet.x = self.x + (i - 2) * 40; bullet.y = self.y + 100; bullet.speed = 10 + Math.random() * 4; enemyBullets.push(bullet); game.addChild(bullet); } self.lastShootTime = LK.ticks; } }; return self; }); var EnemyBullet = Container.expand(function () { var self = Container.call(this); var bullet = self.attachAsset('enemy_bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 8; self.lastY = 0; self.update = function () { self.lastY = self.y; self.y += self.speed; }; return self; }); var EnemyShip = Container.expand(function () { var self = Container.call(this); var shipBody = self.attachAsset('g_arttrma_hzl_ate', { anchorX: 0.5, anchorY: 0.5 }); var thrusterMain = self.attachAsset('enemy_thruster_main', { anchorX: 0.5, anchorY: 1.0 }); thrusterMain.y = -40; thrusterMain.alpha = 0.7; var thrusterLeft = self.attachAsset('enemy_thruster_left', { anchorX: 0.5, anchorY: 1.0 }); thrusterLeft.x = -20; thrusterLeft.y = -35; thrusterLeft.alpha = 0.6; var thrusterRight = self.attachAsset('enemy_thruster_right', { anchorX: 0.5, anchorY: 1.0 }); thrusterRight.x = 20; thrusterRight.y = -35; thrusterRight.alpha = 0.6; self.speed = 3; self.health = 50; self.lastShootTime = 0; self.shootDelay = 300 + Math.random() * 200; self.directionX = Math.random() > 0.5 ? 1 : -1; self.update = function () { // Move down and side to side self.y += self.speed; self.x += self.directionX * 2; // Change direction at screen edges if (self.x <= 100 || self.x >= 1948) { self.directionX *= -1; } // Thruster effect thrusterMain.alpha = 0.4 + Math.random() * 0.4; thrusterLeft.alpha = 0.3 + Math.random() * 0.3; thrusterRight.alpha = 0.3 + Math.random() * 0.3; // Shoot randomly if (LK.ticks - self.lastShootTime > self.shootDelay) { var bullet = new EnemyBullet(); bullet.x = self.x; bullet.y = self.y + 50; enemyBullets.push(bullet); game.addChild(bullet); self.lastShootTime = LK.ticks; self.shootDelay = 300 + Math.random() * 200; } }; return self; }); var ExplosionParticle = Container.expand(function () { var self = Container.call(this); var particle = self.attachAsset('explosion_particle', { anchorX: 0.5, anchorY: 0.5 }); self.velocityX = (Math.random() - 0.5) * 20; self.velocityY = (Math.random() - 0.5) * 20; self.life = 30; self.update = function () { self.x += self.velocityX; self.y += self.velocityY; self.life--; self.alpha = self.life / 30; particle.scaleX = self.life / 30; particle.scaleY = self.life / 30; }; return self; }); var HealthPowerUp = Container.expand(function () { var self = Container.call(this); var powerupBody = self.attachAsset('powerup_health', { anchorX: 0.5, anchorY: 0.5 }); var powerupCore = self.attachAsset('powerup_health_core', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 4; self.rotationSpeed = 0.1; self.pulseTimer = 0; self.type = 'health'; self.healthAmount = 30; self.update = function () { self.y += self.speed; self.rotation += self.rotationSpeed; self.pulseTimer += 0.2; var pulse = Math.sin(self.pulseTimer) * 0.3 + 0.7; powerupBody.alpha = pulse; powerupCore.alpha = pulse + 0.3; }; return self; }); var Planet = Container.expand(function () { var self = Container.call(this); var planetTypes = ['planet_large', 'planet_medium', 'planet_small']; var planetType = planetTypes[Math.floor(Math.random() * planetTypes.length)]; var planet = self.attachAsset(planetType, { anchorX: 0.5, anchorY: 0.5 }); planet.alpha = 0.3 + Math.random() * 0.4; self.speed = 1 + Math.random() * 2; self.rotationSpeed = (Math.random() - 0.5) * 0.02; self.update = function () { self.y += self.speed; self.rotation += self.rotationSpeed; if (self.y > 2800) { self.y = -150; self.x = Math.random() * 2048; } }; return self; }); var PlayerBullet = Container.expand(function () { var self = Container.call(this); var bullet = self.attachAsset('player_bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -12; self.lastY = 0; self.update = function () { self.lastY = self.y; self.y += self.speed; }; return self; }); var PlayerShip = Container.expand(function () { var self = Container.call(this); var shipBody = self.attachAsset('uzaygemisi', { anchorX: 0.5, anchorY: 0.5 }); var thrusterMain = self.attachAsset('player_thruster_main', { anchorX: 0.5, anchorY: 0 }); thrusterMain.y = 50; thrusterMain.alpha = 0.8; var thrusterLeft = self.attachAsset('player_thruster_left', { anchorX: 0.5, anchorY: 0 }); thrusterLeft.x = -25; thrusterLeft.y = 45; thrusterLeft.alpha = 0.7; var thrusterRight = self.attachAsset('player_thruster_right', { anchorX: 0.5, anchorY: 0 }); thrusterRight.x = 25; thrusterRight.y = 45; thrusterRight.alpha = 0.7; self.speed = 8; self.health = 100; self.lastShootTime = 0; self.shootDelay = 100; self.shotsPerBurst = 1; self.activateRapidFire = function () { self.shootDelay = 30; self.shotsPerBurst = 3; rapidFireActive = true; rapidFireEndTime = LK.ticks + 600; }; self.deactivateRapidFire = function () { self.shootDelay = originalShootDelay; self.shotsPerBurst = 1; rapidFireActive = false; }; self.update = function () { // Keep ship on screen if (self.x < 40) self.x = 40; if (self.x > 2008) self.x = 2008; if (self.y < 100) self.y = 100; if (self.y > 2632) self.y = 2632; // Thruster effect thrusterMain.alpha = 0.5 + Math.random() * 0.5; thrusterLeft.alpha = 0.4 + Math.random() * 0.4; thrusterRight.alpha = 0.4 + Math.random() * 0.4; }; self.shoot = function () { if (LK.ticks - self.lastShootTime > self.shootDelay) { for (var s = 0; s < self.shotsPerBurst; s++) { var bullet = new PlayerBullet(); bullet.x = self.x + (s - Math.floor(self.shotsPerBurst / 2)) * 25; bullet.y = self.y - 60; playerBullets.push(bullet); game.addChild(bullet); } self.lastShootTime = LK.ticks; LK.getSound('shoot').play(); } }; return self; }); var PowerUp = Container.expand(function () { var self = Container.call(this); var powerupBody = self.attachAsset('powerup_rapid_fire', { anchorX: 0.5, anchorY: 0.5 }); var powerupCore = self.attachAsset('powerup_core', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 4; self.rotationSpeed = 0.1; self.pulseTimer = 0; self.type = 'rapidfire'; self.shotsPerBurst = 3; self.update = function () { self.y += self.speed; self.rotation += self.rotationSpeed; self.pulseTimer += 0.2; var pulse = Math.sin(self.pulseTimer) * 0.3 + 0.7; powerupBody.alpha = pulse; powerupCore.alpha = pulse + 0.3; }; return self; }); var Star = Container.expand(function () { var self = Container.call(this); var star = self.attachAsset('star', { anchorX: 0.5, anchorY: 0.5 }); star.alpha = 0.5 + Math.random() * 0.5; self.speed = 2 + Math.random() * 3; self.update = function () { self.y += self.speed; if (self.y > 2800) { self.y = -50; self.x = Math.random() * 2048; } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000011 }); /**** * Game Code ****/ // Load saved game data var savedHighScore = storage.highScore || 0; var savedTotalGamesPlayed = storage.totalGamesPlayed || 0; var savedTotalEnemiesDestroyed = storage.totalEnemiesDestroyed || 0; var savedTotalBossesDefeated = storage.totalBossesDefeated || 0; var savedDifficultyLevel = storage.difficultyLevel || 1; var player; var enemies = []; var playerBullets = []; var enemyBullets = []; var stars = []; var planets = []; var asteroids = []; var explosions = []; var powerUps = []; var scoreTxt; var healthTxt; var isDragging = false; var dragStartX = 0; var dragStartY = 0; var enemySpawnTimer = 0; var powerUpSpawnTimer = 0; var waveNumber = 1; var enemiesPerWave = 3; var rapidFireActive = false; var rapidFireEndTime = 0; var originalShootDelay = 100; var difficultyLevel = 1; var lastDifficultyScore = 0; var lastHealthBonusScore = 0; var bosses = []; var lastBossScore = 0; var bossSpawnInterval = 1000; var bossHealthTxt; var currentGameEnemiesDestroyed = 0; var currentGameBossesDefeated = 0; var gameStartTime = LK.ticks; // Create starfield background for (var i = 0; i < 50; i++) { var star = new Star(); star.x = Math.random() * 2048; star.y = Math.random() * 2732; stars.push(star); game.addChild(star); } // Create planets background - removed spinning spaceship // Create asteroids background for (var i = 0; i < 12; i++) { var asteroid = new Asteroid(); asteroid.x = Math.random() * 2048; asteroid.y = Math.random() * 2732; asteroids.push(asteroid); game.addChild(asteroid); } // Create player ship player = new PlayerShip(); player.x = 1024; player.y = 2200; game.addChild(player); // Create UI scoreTxt = new Text2('Score: 0', { size: 60, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); scoreTxt.setText('Score: ' + LK.getScore()); LK.gui.top.addChild(scoreTxt); healthTxt = new Text2('Health: 100', { size: 50, fill: 0x00FF00 }); healthTxt.anchor.set(0, 0); healthTxt.x = 120; healthTxt.y = 20; LK.gui.topLeft.addChild(healthTxt); // Boss health display (initially hidden) bossHealthTxt = new Text2('Boss Health: 500', { size: 45, fill: 0xFF0000 }); bossHealthTxt.anchor.set(0.5, 0); bossHealthTxt.x = 0; bossHealthTxt.y = 80; bossHealthTxt.visible = false; LK.gui.top.addChild(bossHealthTxt); // Game title display var gameTitleTxt = new Text2('Galaxy Destroyer', { size: 70, fill: 0x00FFFF }); gameTitleTxt.anchor.set(0.5, 0); gameTitleTxt.x = 0; gameTitleTxt.y = 150; LK.gui.top.addChild(gameTitleTxt); // High score display var highScoreTxt = new Text2('High Score: ' + savedHighScore, { size: 40, fill: 0xFFD700 }); highScoreTxt.anchor.set(1, 0); highScoreTxt.x = -20; highScoreTxt.y = 20; LK.gui.topRight.addChild(highScoreTxt); // Touch controls game.down = function (x, y, obj) { isDragging = true; dragStartX = x; dragStartY = y; player.shoot(); }; game.move = function (x, y, obj) { if (isDragging) { player.x = x; player.y = y; } }; game.up = function (x, y, obj) { isDragging = false; }; game.update = function () { // Check rapid fire duration if (rapidFireActive && LK.ticks >= rapidFireEndTime) { player.deactivateRapidFire(); } // Spawn enemies enemySpawnTimer++; var spawnRate = superChallengeMode ? 30 : 120; // Much faster spawning after 500 score if (enemySpawnTimer >= spawnRate) { var maxEnemies = superChallengeMode ? enemiesPerWave * 3 : enemiesPerWave; // Allow 3x more enemies if (enemies.length < maxEnemies) { var enemy = new EnemyShip(); enemy.x = Math.random() * 1800 + 100; enemy.y = -50; // Apply difficulty scaling if (superChallengeMode) { // Super challenging mode: extremely fast, tanky enemies with rapid fire enemy.speed = 8 + (difficultyLevel - 1) * 1.5; enemy.health = 150 + (difficultyLevel - 1) * 25; enemy.shootDelay = Math.max(50, 80 - (difficultyLevel - 1) * 10); } else { enemy.speed = 3 + (difficultyLevel - 1) * 0.5; enemy.health = 50 + (difficultyLevel - 1) * 10; enemy.shootDelay = Math.max(100, 300 - (difficultyLevel - 1) * 30); } enemies.push(enemy); game.addChild(enemy); } enemySpawnTimer = 0; } // Spawn power-ups powerUpSpawnTimer++; if (powerUpSpawnTimer >= 900) { if (Math.random() < 0.7) { var powerUp = new PowerUp(); powerUp.x = Math.random() * 1800 + 100; powerUp.y = -50; powerUps.push(powerUp); game.addChild(powerUp); } powerUpSpawnTimer = 0; } // Spawn health bonus every 250 score if (currentScore >= lastHealthBonusScore + 250) { var healthPowerUp = new HealthPowerUp(); healthPowerUp.x = Math.random() * 1800 + 100; healthPowerUp.y = -50; powerUps.push(healthPowerUp); game.addChild(healthPowerUp); lastHealthBonusScore = Math.floor(currentScore / 250) * 250; } // Spawn boss every 1000 score if (currentScore >= lastBossScore + bossSpawnInterval && bosses.length == 0) { var boss = new BossShip(); boss.x = 1024; boss.y = 200; bosses.push(boss); game.addChild(boss); lastBossScore = Math.floor(currentScore / bossSpawnInterval) * bossSpawnInterval; bossHealthTxt.visible = true; bossHealthTxt.setText('Boss Health: ' + boss.health); } // Update player bullets for (var i = playerBullets.length - 1; i >= 0; i--) { var bullet = playerBullets[i]; if (bullet.lastY >= -50 && bullet.y < -50) { bullet.destroy(); playerBullets.splice(i, 1); continue; } bullet.lastY = bullet.y; } // Update enemy bullets for (var i = enemyBullets.length - 1; i >= 0; i--) { var bullet = enemyBullets[i]; if (bullet.lastY <= 2800 && bullet.y > 2800) { bullet.destroy(); enemyBullets.splice(i, 1); continue; } bullet.lastY = bullet.y; } // Update enemies for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; if (enemy.y > 2800) { enemy.destroy(); enemies.splice(i, 1); continue; } } // Update bosses for (var i = bosses.length - 1; i >= 0; i--) { var boss = bosses[i]; if (boss.y > 2800) { boss.destroy(); bosses.splice(i, 1); bossHealthTxt.visible = false; continue; } // Update boss health display if (bossHealthTxt.visible) { bossHealthTxt.setText('Boss Health: ' + boss.health); } } // Update explosions for (var i = explosions.length - 1; i >= 0; i--) { var explosion = explosions[i]; if (explosion.life <= 0) { explosion.destroy(); explosions.splice(i, 1); } } // Update power-ups for (var i = powerUps.length - 1; i >= 0; i--) { var powerUp = powerUps[i]; if (powerUp.y > 2800) { powerUp.destroy(); powerUps.splice(i, 1); continue; } // Check collision with player if (powerUp.intersects(player)) { if (powerUp.type === 'rapidfire') { player.activateRapidFire(); } else if (powerUp.type === 'health') { player.health = Math.min(player.health + powerUp.healthAmount, 100); healthTxt.setText('Health: ' + player.health); if (player.health > 30) { healthTxt.tint = 0x00FF00; } } LK.getSound('powerup').play(); powerUp.destroy(); powerUps.splice(i, 1); } } // Check player bullet vs enemy collisions for (var i = playerBullets.length - 1; i >= 0; i--) { var bullet = playerBullets[i]; for (var j = enemies.length - 1; j >= 0; j--) { var enemy = enemies[j]; if (bullet.intersects(enemy)) { // Create explosion for (var k = 0; k < 8; k++) { var particle = new ExplosionParticle(); particle.x = enemy.x; particle.y = enemy.y; explosions.push(particle); game.addChild(particle); } LK.setScore(LK.getScore() + 10); currentGameEnemiesDestroyed++; LK.getSound('explosion').play(); bullet.destroy(); playerBullets.splice(i, 1); enemy.destroy(); enemies.splice(j, 1); break; } } // Check bullet vs boss collisions for (var j = bosses.length - 1; j >= 0; j--) { var boss = bosses[j]; if (bullet.intersects(boss)) { boss.health -= 25; // Create explosion for (var k = 0; k < 5; k++) { var particle = new ExplosionParticle(); particle.x = bullet.x; particle.y = bullet.y; explosions.push(particle); game.addChild(particle); } LK.getSound('hit').play(); bullet.destroy(); playerBullets.splice(i, 1); // Boss defeated if (boss.health <= 0) { // Massive explosion for (var k = 0; k < 20; k++) { var particle = new ExplosionParticle(); particle.x = boss.x + (Math.random() - 0.5) * 200; particle.y = boss.y + (Math.random() - 0.5) * 200; explosions.push(particle); game.addChild(particle); } LK.setScore(LK.getScore() + 500); currentGameBossesDefeated++; LK.getSound('explosion').play(); boss.destroy(); bosses.splice(j, 1); bossHealthTxt.visible = false; } break; } } } // Check enemy bullet vs player collisions for (var i = enemyBullets.length - 1; i >= 0; i--) { var bullet = enemyBullets[i]; if (bullet.intersects(player)) { player.health -= 10; healthTxt.setText('Health: ' + player.health); if (player.health <= 0) { healthTxt.tint = 0xFF0000; } else if (player.health <= 30) { healthTxt.tint = 0xFFFF00; } LK.getSound('hit').play(); bullet.destroy(); enemyBullets.splice(i, 1); if (player.health <= 0) { // Save game statistics before game over var currentScore = LK.getScore(); if (currentScore > savedHighScore) { storage.highScore = currentScore; } storage.totalGamesPlayed = savedTotalGamesPlayed + 1; storage.totalEnemiesDestroyed = savedTotalEnemiesDestroyed + currentGameEnemiesDestroyed; storage.totalBossesDefeated = savedTotalBossesDefeated + currentGameBossesDefeated; storage.difficultyLevel = Math.max(savedDifficultyLevel, difficultyLevel); LK.showGameOver(); } } } // Check enemy vs player collisions for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; if (enemy.intersects(player)) { player.health -= 20; healthTxt.setText('Health: ' + player.health); if (player.health <= 0) { healthTxt.tint = 0xFF0000; } else if (player.health <= 30) { healthTxt.tint = 0xFFFF00; } LK.getSound('hit').play(); enemy.destroy(); enemies.splice(i, 1); if (player.health <= 0) { // Save game statistics before game over var currentScore = LK.getScore(); if (currentScore > savedHighScore) { storage.highScore = currentScore; } storage.totalGamesPlayed = savedTotalGamesPlayed + 1; storage.totalEnemiesDestroyed = savedTotalEnemiesDestroyed + currentGameEnemiesDestroyed; storage.totalBossesDefeated = savedTotalBossesDefeated + currentGameBossesDefeated; storage.difficultyLevel = Math.max(savedDifficultyLevel, difficultyLevel); LK.showGameOver(); } } } // Check boss vs player collisions for (var i = bosses.length - 1; i >= 0; i--) { var boss = bosses[i]; if (boss.intersects(player)) { player.health -= 30; healthTxt.setText('Health: ' + player.health); if (player.health <= 0) { healthTxt.tint = 0xFF0000; } else if (player.health <= 30) { healthTxt.tint = 0xFFFF00; } LK.getSound('hit').play(); if (player.health <= 0) { // Save game statistics before game over var currentScore = LK.getScore(); if (currentScore > savedHighScore) { storage.highScore = currentScore; } storage.totalGamesPlayed = savedTotalGamesPlayed + 1; storage.totalEnemiesDestroyed = savedTotalEnemiesDestroyed + currentGameEnemiesDestroyed; storage.totalBossesDefeated = savedTotalBossesDefeated + currentGameBossesDefeated; storage.difficultyLevel = Math.max(savedDifficultyLevel, difficultyLevel); LK.showGameOver(); } } } // Update difficulty level every 150 points var currentScore = LK.getScore(); if (currentScore >= lastDifficultyScore + 150) { difficultyLevel++; lastDifficultyScore = Math.floor(currentScore / 150) * 150; } // Super challenging mode after 500 score var superChallengeMode = currentScore >= 500; // Check for wave completion if (enemies.length === 0 && enemySpawnTimer >= 120) { waveNumber++; enemiesPerWave = Math.min(waveNumber + 2, 8); // Restore some health on wave completion player.health = Math.min(player.health + 20, 100); healthTxt.setText('Health: ' + player.health); if (player.health > 30) { healthTxt.tint = 0x00FF00; } } // Win condition if (LK.getScore() >= 100000) { // Save game statistics before win var currentScore = LK.getScore(); if (currentScore > savedHighScore) { storage.highScore = currentScore; } storage.totalGamesPlayed = savedTotalGamesPlayed + 1; storage.totalEnemiesDestroyed = savedTotalEnemiesDestroyed + currentGameEnemiesDestroyed; storage.totalBossesDefeated = savedTotalBossesDefeated + currentGameBossesDefeated; storage.difficultyLevel = Math.max(savedDifficultyLevel, difficultyLevel); LK.showYouWin(); } // Update score display scoreTxt.setText('Score: ' + LK.getScore()); };
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
var Asteroid = Container.expand(function () {
var self = Container.call(this);
var asteroidTypes = ['asteroid_large', 'asteroid_medium', 'asteroid_small'];
var asteroidType = asteroidTypes[Math.floor(Math.random() * asteroidTypes.length)];
var asteroid = self.attachAsset(asteroidType, {
anchorX: 0.5,
anchorY: 0.5
});
asteroid.alpha = 0.6 + Math.random() * 0.4;
self.speed = 0.5 + Math.random() * 1.5;
self.rotationSpeed = (Math.random() - 0.5) * 0.03;
self.driftX = (Math.random() - 0.5) * 0.8;
self.update = function () {
self.y += self.speed;
self.x += self.driftX;
self.rotation += self.rotationSpeed;
if (self.y > 2800) {
self.y = -100;
self.x = Math.random() * 2048;
}
// Keep asteroids within screen bounds
if (self.x < -50) self.x = 2098;
if (self.x > 2098) self.x = -50;
};
return self;
});
var BossShip = Container.expand(function () {
var self = Container.call(this);
var shipBody = self.attachAsset('boss_ship_body', {
anchorX: 0.5,
anchorY: 0.5
});
var shipNose = self.attachAsset('boss_ship_nose', {
anchorX: 0.5,
anchorY: 0.5
});
shipNose.y = 80;
var shipWingLeft = self.attachAsset('boss_ship_wing_left', {
anchorX: 0.5,
anchorY: 0.5
});
shipWingLeft.x = -80;
shipWingLeft.y = -10;
var shipWingRight = self.attachAsset('boss_ship_wing_right', {
anchorX: 0.5,
anchorY: 0.5
});
shipWingRight.x = 80;
shipWingRight.y = -10;
var shipCockpit = self.attachAsset('boss_ship_cockpit', {
anchorX: 0.5,
anchorY: 0.5
});
shipCockpit.y = 20;
var thrusterMain = self.attachAsset('boss_thruster_main', {
anchorX: 0.5,
anchorY: 1.0
});
thrusterMain.y = -125;
thrusterMain.alpha = 0.8;
var thrusterLeft = self.attachAsset('boss_thruster_left', {
anchorX: 0.5,
anchorY: 1.0
});
thrusterLeft.x = -50;
thrusterLeft.y = -100;
thrusterLeft.alpha = 0.7;
var thrusterRight = self.attachAsset('boss_thruster_right', {
anchorX: 0.5,
anchorY: 1.0
});
thrusterRight.x = 50;
thrusterRight.y = -100;
thrusterRight.alpha = 0.7;
self.speed = 2;
self.health = 500;
self.maxHealth = 500;
self.lastShootTime = 0;
self.shootDelay = 80;
self.directionX = 1;
self.movePattern = 0;
self.moveTimer = 0;
self.isBoss = true;
self.update = function () {
// Boss movement patterns
self.moveTimer++;
if (self.moveTimer % 180 == 0) {
self.movePattern = Math.floor(Math.random() * 3);
}
// Different movement patterns
if (self.movePattern == 0) {
// Side to side movement
self.x += self.directionX * 3;
if (self.x <= 200 || self.x >= 1848) {
self.directionX *= -1;
}
} else if (self.movePattern == 1) {
// Circular movement
self.x += Math.sin(self.moveTimer * 0.05) * 4;
self.y += Math.cos(self.moveTimer * 0.03) * 2;
} else {
// Aggressive forward movement
self.y += self.speed * 2;
self.x += Math.sin(self.moveTimer * 0.08) * 2;
}
// Keep boss on screen
if (self.x < 100) self.x = 100;
if (self.x > 1948) self.x = 1948;
if (self.y < 100) self.y = 100;
if (self.y > 800) self.y = 800;
// Thruster effects
thrusterMain.alpha = 0.5 + Math.random() * 0.5;
thrusterLeft.alpha = 0.4 + Math.random() * 0.4;
thrusterRight.alpha = 0.4 + Math.random() * 0.4;
// Boss shooting pattern - multiple bullets
if (LK.ticks - self.lastShootTime > self.shootDelay) {
// Shoot 5 bullets in spread pattern
for (var i = 0; i < 5; i++) {
var bullet = new EnemyBullet();
bullet.x = self.x + (i - 2) * 40;
bullet.y = self.y + 100;
bullet.speed = 10 + Math.random() * 4;
enemyBullets.push(bullet);
game.addChild(bullet);
}
self.lastShootTime = LK.ticks;
}
};
return self;
});
var EnemyBullet = Container.expand(function () {
var self = Container.call(this);
var bullet = self.attachAsset('enemy_bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 8;
self.lastY = 0;
self.update = function () {
self.lastY = self.y;
self.y += self.speed;
};
return self;
});
var EnemyShip = Container.expand(function () {
var self = Container.call(this);
var shipBody = self.attachAsset('g_arttrma_hzl_ate', {
anchorX: 0.5,
anchorY: 0.5
});
var thrusterMain = self.attachAsset('enemy_thruster_main', {
anchorX: 0.5,
anchorY: 1.0
});
thrusterMain.y = -40;
thrusterMain.alpha = 0.7;
var thrusterLeft = self.attachAsset('enemy_thruster_left', {
anchorX: 0.5,
anchorY: 1.0
});
thrusterLeft.x = -20;
thrusterLeft.y = -35;
thrusterLeft.alpha = 0.6;
var thrusterRight = self.attachAsset('enemy_thruster_right', {
anchorX: 0.5,
anchorY: 1.0
});
thrusterRight.x = 20;
thrusterRight.y = -35;
thrusterRight.alpha = 0.6;
self.speed = 3;
self.health = 50;
self.lastShootTime = 0;
self.shootDelay = 300 + Math.random() * 200;
self.directionX = Math.random() > 0.5 ? 1 : -1;
self.update = function () {
// Move down and side to side
self.y += self.speed;
self.x += self.directionX * 2;
// Change direction at screen edges
if (self.x <= 100 || self.x >= 1948) {
self.directionX *= -1;
}
// Thruster effect
thrusterMain.alpha = 0.4 + Math.random() * 0.4;
thrusterLeft.alpha = 0.3 + Math.random() * 0.3;
thrusterRight.alpha = 0.3 + Math.random() * 0.3;
// Shoot randomly
if (LK.ticks - self.lastShootTime > self.shootDelay) {
var bullet = new EnemyBullet();
bullet.x = self.x;
bullet.y = self.y + 50;
enemyBullets.push(bullet);
game.addChild(bullet);
self.lastShootTime = LK.ticks;
self.shootDelay = 300 + Math.random() * 200;
}
};
return self;
});
var ExplosionParticle = Container.expand(function () {
var self = Container.call(this);
var particle = self.attachAsset('explosion_particle', {
anchorX: 0.5,
anchorY: 0.5
});
self.velocityX = (Math.random() - 0.5) * 20;
self.velocityY = (Math.random() - 0.5) * 20;
self.life = 30;
self.update = function () {
self.x += self.velocityX;
self.y += self.velocityY;
self.life--;
self.alpha = self.life / 30;
particle.scaleX = self.life / 30;
particle.scaleY = self.life / 30;
};
return self;
});
var HealthPowerUp = Container.expand(function () {
var self = Container.call(this);
var powerupBody = self.attachAsset('powerup_health', {
anchorX: 0.5,
anchorY: 0.5
});
var powerupCore = self.attachAsset('powerup_health_core', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 4;
self.rotationSpeed = 0.1;
self.pulseTimer = 0;
self.type = 'health';
self.healthAmount = 30;
self.update = function () {
self.y += self.speed;
self.rotation += self.rotationSpeed;
self.pulseTimer += 0.2;
var pulse = Math.sin(self.pulseTimer) * 0.3 + 0.7;
powerupBody.alpha = pulse;
powerupCore.alpha = pulse + 0.3;
};
return self;
});
var Planet = Container.expand(function () {
var self = Container.call(this);
var planetTypes = ['planet_large', 'planet_medium', 'planet_small'];
var planetType = planetTypes[Math.floor(Math.random() * planetTypes.length)];
var planet = self.attachAsset(planetType, {
anchorX: 0.5,
anchorY: 0.5
});
planet.alpha = 0.3 + Math.random() * 0.4;
self.speed = 1 + Math.random() * 2;
self.rotationSpeed = (Math.random() - 0.5) * 0.02;
self.update = function () {
self.y += self.speed;
self.rotation += self.rotationSpeed;
if (self.y > 2800) {
self.y = -150;
self.x = Math.random() * 2048;
}
};
return self;
});
var PlayerBullet = Container.expand(function () {
var self = Container.call(this);
var bullet = self.attachAsset('player_bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -12;
self.lastY = 0;
self.update = function () {
self.lastY = self.y;
self.y += self.speed;
};
return self;
});
var PlayerShip = Container.expand(function () {
var self = Container.call(this);
var shipBody = self.attachAsset('uzaygemisi', {
anchorX: 0.5,
anchorY: 0.5
});
var thrusterMain = self.attachAsset('player_thruster_main', {
anchorX: 0.5,
anchorY: 0
});
thrusterMain.y = 50;
thrusterMain.alpha = 0.8;
var thrusterLeft = self.attachAsset('player_thruster_left', {
anchorX: 0.5,
anchorY: 0
});
thrusterLeft.x = -25;
thrusterLeft.y = 45;
thrusterLeft.alpha = 0.7;
var thrusterRight = self.attachAsset('player_thruster_right', {
anchorX: 0.5,
anchorY: 0
});
thrusterRight.x = 25;
thrusterRight.y = 45;
thrusterRight.alpha = 0.7;
self.speed = 8;
self.health = 100;
self.lastShootTime = 0;
self.shootDelay = 100;
self.shotsPerBurst = 1;
self.activateRapidFire = function () {
self.shootDelay = 30;
self.shotsPerBurst = 3;
rapidFireActive = true;
rapidFireEndTime = LK.ticks + 600;
};
self.deactivateRapidFire = function () {
self.shootDelay = originalShootDelay;
self.shotsPerBurst = 1;
rapidFireActive = false;
};
self.update = function () {
// Keep ship on screen
if (self.x < 40) self.x = 40;
if (self.x > 2008) self.x = 2008;
if (self.y < 100) self.y = 100;
if (self.y > 2632) self.y = 2632;
// Thruster effect
thrusterMain.alpha = 0.5 + Math.random() * 0.5;
thrusterLeft.alpha = 0.4 + Math.random() * 0.4;
thrusterRight.alpha = 0.4 + Math.random() * 0.4;
};
self.shoot = function () {
if (LK.ticks - self.lastShootTime > self.shootDelay) {
for (var s = 0; s < self.shotsPerBurst; s++) {
var bullet = new PlayerBullet();
bullet.x = self.x + (s - Math.floor(self.shotsPerBurst / 2)) * 25;
bullet.y = self.y - 60;
playerBullets.push(bullet);
game.addChild(bullet);
}
self.lastShootTime = LK.ticks;
LK.getSound('shoot').play();
}
};
return self;
});
var PowerUp = Container.expand(function () {
var self = Container.call(this);
var powerupBody = self.attachAsset('powerup_rapid_fire', {
anchorX: 0.5,
anchorY: 0.5
});
var powerupCore = self.attachAsset('powerup_core', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 4;
self.rotationSpeed = 0.1;
self.pulseTimer = 0;
self.type = 'rapidfire';
self.shotsPerBurst = 3;
self.update = function () {
self.y += self.speed;
self.rotation += self.rotationSpeed;
self.pulseTimer += 0.2;
var pulse = Math.sin(self.pulseTimer) * 0.3 + 0.7;
powerupBody.alpha = pulse;
powerupCore.alpha = pulse + 0.3;
};
return self;
});
var Star = Container.expand(function () {
var self = Container.call(this);
var star = self.attachAsset('star', {
anchorX: 0.5,
anchorY: 0.5
});
star.alpha = 0.5 + Math.random() * 0.5;
self.speed = 2 + Math.random() * 3;
self.update = function () {
self.y += self.speed;
if (self.y > 2800) {
self.y = -50;
self.x = Math.random() * 2048;
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000011
});
/****
* Game Code
****/
// Load saved game data
var savedHighScore = storage.highScore || 0;
var savedTotalGamesPlayed = storage.totalGamesPlayed || 0;
var savedTotalEnemiesDestroyed = storage.totalEnemiesDestroyed || 0;
var savedTotalBossesDefeated = storage.totalBossesDefeated || 0;
var savedDifficultyLevel = storage.difficultyLevel || 1;
var player;
var enemies = [];
var playerBullets = [];
var enemyBullets = [];
var stars = [];
var planets = [];
var asteroids = [];
var explosions = [];
var powerUps = [];
var scoreTxt;
var healthTxt;
var isDragging = false;
var dragStartX = 0;
var dragStartY = 0;
var enemySpawnTimer = 0;
var powerUpSpawnTimer = 0;
var waveNumber = 1;
var enemiesPerWave = 3;
var rapidFireActive = false;
var rapidFireEndTime = 0;
var originalShootDelay = 100;
var difficultyLevel = 1;
var lastDifficultyScore = 0;
var lastHealthBonusScore = 0;
var bosses = [];
var lastBossScore = 0;
var bossSpawnInterval = 1000;
var bossHealthTxt;
var currentGameEnemiesDestroyed = 0;
var currentGameBossesDefeated = 0;
var gameStartTime = LK.ticks;
// Create starfield background
for (var i = 0; i < 50; i++) {
var star = new Star();
star.x = Math.random() * 2048;
star.y = Math.random() * 2732;
stars.push(star);
game.addChild(star);
}
// Create planets background - removed spinning spaceship
// Create asteroids background
for (var i = 0; i < 12; i++) {
var asteroid = new Asteroid();
asteroid.x = Math.random() * 2048;
asteroid.y = Math.random() * 2732;
asteroids.push(asteroid);
game.addChild(asteroid);
}
// Create player ship
player = new PlayerShip();
player.x = 1024;
player.y = 2200;
game.addChild(player);
// Create UI
scoreTxt = new Text2('Score: 0', {
size: 60,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
scoreTxt.setText('Score: ' + LK.getScore());
LK.gui.top.addChild(scoreTxt);
healthTxt = new Text2('Health: 100', {
size: 50,
fill: 0x00FF00
});
healthTxt.anchor.set(0, 0);
healthTxt.x = 120;
healthTxt.y = 20;
LK.gui.topLeft.addChild(healthTxt);
// Boss health display (initially hidden)
bossHealthTxt = new Text2('Boss Health: 500', {
size: 45,
fill: 0xFF0000
});
bossHealthTxt.anchor.set(0.5, 0);
bossHealthTxt.x = 0;
bossHealthTxt.y = 80;
bossHealthTxt.visible = false;
LK.gui.top.addChild(bossHealthTxt);
// Game title display
var gameTitleTxt = new Text2('Galaxy Destroyer', {
size: 70,
fill: 0x00FFFF
});
gameTitleTxt.anchor.set(0.5, 0);
gameTitleTxt.x = 0;
gameTitleTxt.y = 150;
LK.gui.top.addChild(gameTitleTxt);
// High score display
var highScoreTxt = new Text2('High Score: ' + savedHighScore, {
size: 40,
fill: 0xFFD700
});
highScoreTxt.anchor.set(1, 0);
highScoreTxt.x = -20;
highScoreTxt.y = 20;
LK.gui.topRight.addChild(highScoreTxt);
// Touch controls
game.down = function (x, y, obj) {
isDragging = true;
dragStartX = x;
dragStartY = y;
player.shoot();
};
game.move = function (x, y, obj) {
if (isDragging) {
player.x = x;
player.y = y;
}
};
game.up = function (x, y, obj) {
isDragging = false;
};
game.update = function () {
// Check rapid fire duration
if (rapidFireActive && LK.ticks >= rapidFireEndTime) {
player.deactivateRapidFire();
}
// Spawn enemies
enemySpawnTimer++;
var spawnRate = superChallengeMode ? 30 : 120; // Much faster spawning after 500 score
if (enemySpawnTimer >= spawnRate) {
var maxEnemies = superChallengeMode ? enemiesPerWave * 3 : enemiesPerWave; // Allow 3x more enemies
if (enemies.length < maxEnemies) {
var enemy = new EnemyShip();
enemy.x = Math.random() * 1800 + 100;
enemy.y = -50;
// Apply difficulty scaling
if (superChallengeMode) {
// Super challenging mode: extremely fast, tanky enemies with rapid fire
enemy.speed = 8 + (difficultyLevel - 1) * 1.5;
enemy.health = 150 + (difficultyLevel - 1) * 25;
enemy.shootDelay = Math.max(50, 80 - (difficultyLevel - 1) * 10);
} else {
enemy.speed = 3 + (difficultyLevel - 1) * 0.5;
enemy.health = 50 + (difficultyLevel - 1) * 10;
enemy.shootDelay = Math.max(100, 300 - (difficultyLevel - 1) * 30);
}
enemies.push(enemy);
game.addChild(enemy);
}
enemySpawnTimer = 0;
}
// Spawn power-ups
powerUpSpawnTimer++;
if (powerUpSpawnTimer >= 900) {
if (Math.random() < 0.7) {
var powerUp = new PowerUp();
powerUp.x = Math.random() * 1800 + 100;
powerUp.y = -50;
powerUps.push(powerUp);
game.addChild(powerUp);
}
powerUpSpawnTimer = 0;
}
// Spawn health bonus every 250 score
if (currentScore >= lastHealthBonusScore + 250) {
var healthPowerUp = new HealthPowerUp();
healthPowerUp.x = Math.random() * 1800 + 100;
healthPowerUp.y = -50;
powerUps.push(healthPowerUp);
game.addChild(healthPowerUp);
lastHealthBonusScore = Math.floor(currentScore / 250) * 250;
}
// Spawn boss every 1000 score
if (currentScore >= lastBossScore + bossSpawnInterval && bosses.length == 0) {
var boss = new BossShip();
boss.x = 1024;
boss.y = 200;
bosses.push(boss);
game.addChild(boss);
lastBossScore = Math.floor(currentScore / bossSpawnInterval) * bossSpawnInterval;
bossHealthTxt.visible = true;
bossHealthTxt.setText('Boss Health: ' + boss.health);
}
// Update player bullets
for (var i = playerBullets.length - 1; i >= 0; i--) {
var bullet = playerBullets[i];
if (bullet.lastY >= -50 && bullet.y < -50) {
bullet.destroy();
playerBullets.splice(i, 1);
continue;
}
bullet.lastY = bullet.y;
}
// Update enemy bullets
for (var i = enemyBullets.length - 1; i >= 0; i--) {
var bullet = enemyBullets[i];
if (bullet.lastY <= 2800 && bullet.y > 2800) {
bullet.destroy();
enemyBullets.splice(i, 1);
continue;
}
bullet.lastY = bullet.y;
}
// Update enemies
for (var i = enemies.length - 1; i >= 0; i--) {
var enemy = enemies[i];
if (enemy.y > 2800) {
enemy.destroy();
enemies.splice(i, 1);
continue;
}
}
// Update bosses
for (var i = bosses.length - 1; i >= 0; i--) {
var boss = bosses[i];
if (boss.y > 2800) {
boss.destroy();
bosses.splice(i, 1);
bossHealthTxt.visible = false;
continue;
}
// Update boss health display
if (bossHealthTxt.visible) {
bossHealthTxt.setText('Boss Health: ' + boss.health);
}
}
// Update explosions
for (var i = explosions.length - 1; i >= 0; i--) {
var explosion = explosions[i];
if (explosion.life <= 0) {
explosion.destroy();
explosions.splice(i, 1);
}
}
// Update power-ups
for (var i = powerUps.length - 1; i >= 0; i--) {
var powerUp = powerUps[i];
if (powerUp.y > 2800) {
powerUp.destroy();
powerUps.splice(i, 1);
continue;
}
// Check collision with player
if (powerUp.intersects(player)) {
if (powerUp.type === 'rapidfire') {
player.activateRapidFire();
} else if (powerUp.type === 'health') {
player.health = Math.min(player.health + powerUp.healthAmount, 100);
healthTxt.setText('Health: ' + player.health);
if (player.health > 30) {
healthTxt.tint = 0x00FF00;
}
}
LK.getSound('powerup').play();
powerUp.destroy();
powerUps.splice(i, 1);
}
}
// Check player bullet vs enemy collisions
for (var i = playerBullets.length - 1; i >= 0; i--) {
var bullet = playerBullets[i];
for (var j = enemies.length - 1; j >= 0; j--) {
var enemy = enemies[j];
if (bullet.intersects(enemy)) {
// Create explosion
for (var k = 0; k < 8; k++) {
var particle = new ExplosionParticle();
particle.x = enemy.x;
particle.y = enemy.y;
explosions.push(particle);
game.addChild(particle);
}
LK.setScore(LK.getScore() + 10);
currentGameEnemiesDestroyed++;
LK.getSound('explosion').play();
bullet.destroy();
playerBullets.splice(i, 1);
enemy.destroy();
enemies.splice(j, 1);
break;
}
}
// Check bullet vs boss collisions
for (var j = bosses.length - 1; j >= 0; j--) {
var boss = bosses[j];
if (bullet.intersects(boss)) {
boss.health -= 25;
// Create explosion
for (var k = 0; k < 5; k++) {
var particle = new ExplosionParticle();
particle.x = bullet.x;
particle.y = bullet.y;
explosions.push(particle);
game.addChild(particle);
}
LK.getSound('hit').play();
bullet.destroy();
playerBullets.splice(i, 1);
// Boss defeated
if (boss.health <= 0) {
// Massive explosion
for (var k = 0; k < 20; k++) {
var particle = new ExplosionParticle();
particle.x = boss.x + (Math.random() - 0.5) * 200;
particle.y = boss.y + (Math.random() - 0.5) * 200;
explosions.push(particle);
game.addChild(particle);
}
LK.setScore(LK.getScore() + 500);
currentGameBossesDefeated++;
LK.getSound('explosion').play();
boss.destroy();
bosses.splice(j, 1);
bossHealthTxt.visible = false;
}
break;
}
}
}
// Check enemy bullet vs player collisions
for (var i = enemyBullets.length - 1; i >= 0; i--) {
var bullet = enemyBullets[i];
if (bullet.intersects(player)) {
player.health -= 10;
healthTxt.setText('Health: ' + player.health);
if (player.health <= 0) {
healthTxt.tint = 0xFF0000;
} else if (player.health <= 30) {
healthTxt.tint = 0xFFFF00;
}
LK.getSound('hit').play();
bullet.destroy();
enemyBullets.splice(i, 1);
if (player.health <= 0) {
// Save game statistics before game over
var currentScore = LK.getScore();
if (currentScore > savedHighScore) {
storage.highScore = currentScore;
}
storage.totalGamesPlayed = savedTotalGamesPlayed + 1;
storage.totalEnemiesDestroyed = savedTotalEnemiesDestroyed + currentGameEnemiesDestroyed;
storage.totalBossesDefeated = savedTotalBossesDefeated + currentGameBossesDefeated;
storage.difficultyLevel = Math.max(savedDifficultyLevel, difficultyLevel);
LK.showGameOver();
}
}
}
// Check enemy vs player collisions
for (var i = enemies.length - 1; i >= 0; i--) {
var enemy = enemies[i];
if (enemy.intersects(player)) {
player.health -= 20;
healthTxt.setText('Health: ' + player.health);
if (player.health <= 0) {
healthTxt.tint = 0xFF0000;
} else if (player.health <= 30) {
healthTxt.tint = 0xFFFF00;
}
LK.getSound('hit').play();
enemy.destroy();
enemies.splice(i, 1);
if (player.health <= 0) {
// Save game statistics before game over
var currentScore = LK.getScore();
if (currentScore > savedHighScore) {
storage.highScore = currentScore;
}
storage.totalGamesPlayed = savedTotalGamesPlayed + 1;
storage.totalEnemiesDestroyed = savedTotalEnemiesDestroyed + currentGameEnemiesDestroyed;
storage.totalBossesDefeated = savedTotalBossesDefeated + currentGameBossesDefeated;
storage.difficultyLevel = Math.max(savedDifficultyLevel, difficultyLevel);
LK.showGameOver();
}
}
}
// Check boss vs player collisions
for (var i = bosses.length - 1; i >= 0; i--) {
var boss = bosses[i];
if (boss.intersects(player)) {
player.health -= 30;
healthTxt.setText('Health: ' + player.health);
if (player.health <= 0) {
healthTxt.tint = 0xFF0000;
} else if (player.health <= 30) {
healthTxt.tint = 0xFFFF00;
}
LK.getSound('hit').play();
if (player.health <= 0) {
// Save game statistics before game over
var currentScore = LK.getScore();
if (currentScore > savedHighScore) {
storage.highScore = currentScore;
}
storage.totalGamesPlayed = savedTotalGamesPlayed + 1;
storage.totalEnemiesDestroyed = savedTotalEnemiesDestroyed + currentGameEnemiesDestroyed;
storage.totalBossesDefeated = savedTotalBossesDefeated + currentGameBossesDefeated;
storage.difficultyLevel = Math.max(savedDifficultyLevel, difficultyLevel);
LK.showGameOver();
}
}
}
// Update difficulty level every 150 points
var currentScore = LK.getScore();
if (currentScore >= lastDifficultyScore + 150) {
difficultyLevel++;
lastDifficultyScore = Math.floor(currentScore / 150) * 150;
}
// Super challenging mode after 500 score
var superChallengeMode = currentScore >= 500;
// Check for wave completion
if (enemies.length === 0 && enemySpawnTimer >= 120) {
waveNumber++;
enemiesPerWave = Math.min(waveNumber + 2, 8);
// Restore some health on wave completion
player.health = Math.min(player.health + 20, 100);
healthTxt.setText('Health: ' + player.health);
if (player.health > 30) {
healthTxt.tint = 0x00FF00;
}
}
// Win condition
if (LK.getScore() >= 100000) {
// Save game statistics before win
var currentScore = LK.getScore();
if (currentScore > savedHighScore) {
storage.highScore = currentScore;
}
storage.totalGamesPlayed = savedTotalGamesPlayed + 1;
storage.totalEnemiesDestroyed = savedTotalEnemiesDestroyed + currentGameEnemiesDestroyed;
storage.totalBossesDefeated = savedTotalBossesDefeated + currentGameBossesDefeated;
storage.difficultyLevel = Math.max(savedDifficultyLevel, difficultyLevel);
LK.showYouWin();
}
// Update score display
scoreTxt.setText('Score: ' + LK.getScore());
};
uzay gemisi. In-Game asset. 2d. High contrast. No shadows
beyaz renkli yıldız. In-Game asset. 2d. High contrast. No shadows
jüpiter. In-Game asset. 2d. High contrast. No shadows
satürn. In-Game asset. 2d. High contrast. No shadows
dünya. In-Game asset. 2d. High contrast. No shadows
asteroit. In-Game asset. 2d. High contrast. No shadows
bonus. In-Game asset. 2d. High contrast. No shadows
mermi. In-Game asset. 2d. High contrast. No shadows
patlama. In-Game asset. 2d. High contrast. No shadows