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Please fix the bug: 'TypeError: bossBullets[i].update is not a function' in or related to this line: 'bossBullets[i].update();' Line Number: 848
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Please fix the bug: 'TypeError: bossBullets[i].update is not a function' in or related to this line: 'bossBullets[i].update();' Line Number: 848
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Please fix the bug: 'TypeError: bossBullets[i].update is not a function' in or related to this line: 'bossBullets[i].update();' Line Number: 848
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Please fix the bug: 'TypeError: self.explode is not a function' in or related to this line: 'self.explode();' Line Number: 104
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Please fix the bug: 'TypeError: enemyShips[l].hit is not a function' in or related to this line: 'var destroyed = enemyShips[l].hit();' Line Number: 938
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Please fix the bug: 'TypeError: enemyShips[j].update is not a function' in or related to this line: 'enemyShips[j].update();' Line Number: 921
Code edit (5 edits merged)
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Please fix the bug: 'TypeError: enemyShips[l].hit is not a function' in or related to this line: 'var destroyed = enemyShips[l].hit();' Line Number: 918
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Please fix the bug: 'TypeError: enemyShips[j].update is not a function' in or related to this line: 'enemyShips[j].update();' Line Number: 901
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Vadd that in any every 2 multiple of wave like wave 2,4,... add that enemy ship not run only they present in rows and coloums (like a war present in 4x6 and in which some of them fire enemy bullets)
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add that in any every 2 multiple of wave like wave 2,4,... add that enemy ship not run only they present in rows and coloums
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suggest improvement
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Please fix the bug: 'ReferenceError: bulletPool is not defined' in or related to this line: 'bulletPool.push(bullet); // Return it to the pool' Line Number: 845
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Please fix the bug: 'ReferenceError: returnBullet is not defined' in or related to this line: 'returnBullet(self); // Return bullet to the pool if it goes off-screen' Line Number: 596
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Please fix the bug: 'ReferenceError: powerUps is not defined' in or related to this line: 'for (var i = 0; i < powerUps.length; i++) {' Line Number: 788
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now add power up that increse fire rate appearn in boss fight and also increase boss health
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add sound for fire
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after each wave background change
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add background
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/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Class for boss bullets with proper destruction
var BossBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('bossBullet', {
anchorX: 0.5,
anchorY: 0.5
});
bulletGraphics.alpha = 0;
tween(bulletGraphics, {
alpha: 1
}, {
duration: 100
});
self.speed = 10;
self.update = function () {
self.y += self.speed;
if (self.y > 2732 + bulletGraphics.height) {
tween(bulletGraphics, {
alpha: 0
}, {
duration: 200,
onFinish: function onFinish() {
self.destroy();
var index = bossBullets.indexOf(self);
if (index !== -1) {
bossBullets.splice(index, 1);
}
}
});
}
};
return self;
});
// Class for enemy ships with enhanced animation and movement patterns
var EnemyShip = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemyShip', {
anchorX: 0.5,
anchorY: 0.5
});
// Enhanced spawn animation: Spiral entry with rotation
enemyGraphics.scale.set(0);
enemyGraphics.alpha = 0;
enemyGraphics.rotation = Math.PI * 2; // Start with a full rotation
// Sequence of animations for more interesting entry
tween(enemyGraphics, {
alpha: 1,
rotation: 0
}, {
duration: 800,
easing: tween.easeOutQuad
});
tween(enemyGraphics.scale, {
x: 1.2,
y: 1.2
}, {
duration: 600,
easing: tween.easeOutBack,
onFinish: function onFinish() {
tween(enemyGraphics.scale, {
x: 1,
y: 1
}, {
duration: 300,
easing: tween.easeInOutQuad
});
}
});
self.speed = 3 + Math.random() * 2; // Slight variation in speed
self.driftAmount = 3 + Math.random() * 2; // Enhanced side drift range with randomness
self.driftSpeed = 50 + Math.random() * 30; // More variation in drift speed
self.health = 3; // Increase health to 3 for basic enemies
self.movementPattern = Math.floor(Math.random() * 3); // Random movement pattern (0, 1, or 2)
self.startX = 0; // Will be set when enemy is added to stage
self.startTime = LK.ticks; // Remember when enemy was created for time-based patterns
self.hit = function () {
self.health -= 1;
if (self.health <= 0) {
self.explode();
return true; // Enemy destroyed
}
// Enhanced hit effect: Shake and flash
var originalX = self.x;
var shakeTimes = 0;
var shakeInterval = LK.setInterval(function () {
self.x = originalX + (Math.random() * 20 - 10);
shakeTimes++;
if (shakeTimes >= 5) {
LK.clearInterval(shakeInterval);
self.x = originalX;
}
}, 50);
// Flash red then back to normal
enemyGraphics.tint = 0xFF0000;
tween(enemyGraphics, {
alpha: 0.5
}, {
duration: 100,
onFinish: function onFinish() {
tween(enemyGraphics, {
alpha: 1
}, {
duration: 100,
onFinish: function onFinish() {
enemyGraphics.tint = 0xFFFFFF; // Reset tint
}
});
}
});
return false; // Enemy still alive
};
self.explode = function () {
// Create explosion effect before destroying
var explosion = new Container();
var explosionGraphics = explosion.attachAsset('explosion', {
anchorX: 0.5,
anchorY: 0.5
});
explosion.x = self.x;
explosion.y = self.y;
explosionGraphics.scale.set(0.1);
explosionGraphics.alpha = 0.8;
game.addChild(explosion);
// Animate explosion
tween(explosionGraphics.scale, {
x: 1.5,
y: 1.5
}, {
duration: 500,
easing: tween.easeOutQuad
});
tween(explosionGraphics, {
alpha: 0
}, {
duration: 800,
onFinish: function onFinish() {
explosion.destroy();
}
});
// Remove enemy
self.destroy();
enemyShips.splice(enemyShips.indexOf(self), 1);
// Add score
increaseScore(self.scoreValue || 1);
};
self.update = function () {
var timeSinceSpawn = LK.ticks - self.startTime;
// Apply different movement patterns based on enemy type
switch (self.movementPattern) {
case 0:
// Standard vertical movement with sine wave drift
self.y += self.speed;
self.x = self.startX + Math.sin((LK.ticks - self.startTime) / self.driftSpeed) * self.driftAmount;
break;
case 1:
// Zigzag pattern
self.y += self.speed;
self.x = self.startX + Math.sin(LK.ticks / (self.driftSpeed * 0.5)) * self.driftAmount * 10;
// Rotate ship to match movement direction
var angleOffset = Math.cos(LK.ticks / (self.driftSpeed * 0.5)) * 0.2;
enemyGraphics.rotation = angleOffset;
break;
case 2:
// Circular pattern
self.y += self.speed * 0.7; // Slower vertical movement
var circleRadius = 50 + Math.random() * 30;
self.x = self.startX + Math.sin(timeSinceSpawn / (self.driftSpeed * 0.8)) * circleRadius;
// Add slight rotation for visual effect
enemyGraphics.rotation = Math.sin(timeSinceSpawn / 500) * 0.1;
break;
}
// Destroy if off-screen with enhanced fade-out effect
if (self.getChildAt(0).height && self.y > 2732 + self.getChildAt(0).height / 2) {
tween(enemyGraphics, {
alpha: 0,
rotation: Math.PI // Rotate while fading out
}, {
duration: 500,
easing: tween.quadraticIn,
onFinish: function onFinish() {
self.destroy();
var index = enemyShips.indexOf(self);
if (index !== -1) {
enemyShips.splice(index, 1);
}
}
});
}
};
return self;
});
// Class for tougher enemy ships with enhanced boss behaviors
var BossEnemy = EnemyShip.expand(function () {
var self = EnemyShip.call(this);
self.getChildAt(0).destroy(); // Remove the default enemy ship graphic
var bossGraphics = self.attachAsset('bossShip', {
// Attach new boss ship graphic
anchorX: 0.5,
anchorY: 0.5
});
// Make boss larger with pulsing effect
self.getChildAt(0).scale.set(0);
// More impressive boss entrance
tween(self.getChildAt(0).scale, {
x: 1.8,
y: 1.8
}, {
duration: 1200,
easing: tween.easeOutElastic
});
// Pulsing effect for the boss
LK.setInterval(function () {
tween(bossGraphics, {
alpha: 0.7
}, {
duration: 400,
onFinish: function onFinish() {
tween(bossGraphics, {
alpha: 1
}, {
duration: 400
});
}
});
}, 1000);
// Make boss tougher
self.health = 15; // Increased boss health for more challenge
self.maxHealth = 15; // Store max health for phase transitions
self.speed = 1.5;
self.scoreValue = 10; // Increased score value
self.phase = 1; // Boss has multiple phases
self.movementPattern = 3; // Special boss pattern
self.attackCooldown = 0;
self.attackType = 0; // Different attack types
// Boss attack patterns
self.shoot = function () {
// Different attack patterns based on boss phase
switch (self.attackType) {
case 0:
// Single shot
var bullet = new BossBullet();
bullet.x = self.x;
bullet.y = self.y + self.getChildAt(0).height / 2;
bullet.speed = 10;
game.addChild(bullet);
bossBullets.push(bullet);
break;
case 1:
// Triple shot spread
for (var i = -1; i <= 1; i++) {
var bullet = new BossBullet();
bullet.x = self.x + i * 50;
bullet.y = self.y + self.getChildAt(0).height / 2;
bullet.speed = 8;
game.addChild(bullet);
bossBullets.push(bullet);
}
break;
case 2:
// Circle shot
var bulletCount = 8;
for (var i = 0; i < bulletCount; i++) {
var angle = Math.PI * 2 / bulletCount * i;
var bullet = new BossBullet();
bullet.x = self.x;
bullet.y = self.y;
// Initial position adjustment for circle pattern
bullet.x += Math.cos(angle) * 70;
bullet.y += Math.sin(angle) * 70;
// Custom update for circular bullets
var originalUpdate = bullet.update;
bullet.angle = angle;
bullet.update = function () {
this.x += Math.cos(this.angle) * 5;
this.y += Math.sin(this.angle) * 5;
// Call original update for off-screen checks
originalUpdate.call(this);
};
game.addChild(bullet);
bossBullets.push(bullet);
}
break;
}
// Visual effect for shooting
var flash = new Container();
var flashGraphics = flash.attachAsset('flash', {
anchorX: 0.5,
anchorY: 0.5
});
flash.x = self.x;
flash.y = self.y + self.getChildAt(0).height / 3;
flash.scale.set(2);
game.addChild(flash);
tween(flash, {
alpha: 0,
scale: 3
}, {
duration: 300,
onFinish: function onFinish() {
flash.destroy();
}
});
};
// Override update method for boss-specific behavior
var parentUpdate = self.update;
self.update = function () {
// Update phase based on health percentage
var healthPercent = self.health / self.maxHealth;
if (healthPercent < 0.65 && self.phase === 1) {
self.transitionToPhase(2);
} else if (healthPercent < 0.3 && self.phase === 2) {
self.transitionToPhase(3);
}
// Phase-specific movement patterns
switch (self.phase) {
case 1:
// Phase 1: Hover at top, side to side
if (self.y < 400) {
self.y += self.speed;
} else {
// Wide side-to-side movement
self.x = 2048 / 2 + Math.sin(LK.ticks / 100) * 800;
// Attack cooldown
self.attackCooldown--;
if (self.attackCooldown <= 0) {
self.attackType = 0; // Single shot in phase 1
self.shoot();
self.attackCooldown = 120; // Faster attacks in phase 1
}
}
break;
case 2:
// Phase 2: Aggressive movement, triple shots
// Figure-8 movement pattern
var t = LK.ticks / 150;
self.x = 2048 / 2 + Math.sin(t) * 600;
self.y = 500 + Math.sin(t * 2) * 200;
// Boss slightly tilts in direction of movement
var dx = Math.cos(t) * 600;
var tilt = dx * 0.0001;
bossGraphics.rotation = tilt;
// Attack cooldown
self.attackCooldown--;
if (self.attackCooldown <= 0) {
self.attackType = 1; // Triple shot in phase 2
self.shoot();
self.attackCooldown = 100;
}
break;
case 3:
// Phase 3: Erratic movement, circle shots
// Erratic movement
var t = LK.ticks / 100;
self.x = 2048 / 2 + Math.sin(t) * 500 + Math.cos(t * 2.5) * 300;
self.y = 500 + Math.sin(t * 1.5) * 300;
// Dramatic rotation
bossGraphics.rotation = Math.sin(t) * 0.2;
// Attack cooldown - mix of attack types
self.attackCooldown--;
if (self.attackCooldown <= 0) {
// Alternate between triple and circle shots
self.attackType = LK.ticks % 300 < 150 ? 1 : 2;
self.shoot();
self.attackCooldown = 80; // Even faster attacks in final phase
}
break;
}
};
// Phase transition effects
self.transitionToPhase = function (newPhase) {
self.phase = newPhase;
// Visual effect for phase transition
bossGraphics.tint = 0xFF0000;
// Dramatic shake effect
var originalX = self.x;
var originalY = self.y;
var shakeAmount = 30;
var shakeTimes = 0;
var shakeInterval = LK.setInterval(function () {
self.x = originalX + (Math.random() * shakeAmount - shakeAmount / 2);
self.y = originalY + (Math.random() * shakeAmount - shakeAmount / 2);
shakeAmount *= 0.8;
shakeTimes++;
if (shakeTimes >= 12) {
LK.clearInterval(shakeInterval);
self.x = originalX;
self.y = originalY;
// Reset tint after shake
tween(bossGraphics, {
tint: 0xFFFFFF
}, {
duration: 500
});
}
}, 50);
// Phase transition announcement
var phaseText = new Text2('PHASE ' + newPhase, {
size: 200,
fill: 0xFF0000
});
phaseText.anchor.set(0.5, 0.5);
phaseText.x = 2048 / 2;
phaseText.y = 2732 / 2;
phaseText.alpha = 0;
game.addChild(phaseText);
// Animate phase text
tween(phaseText, {
alpha: 1
}, {
duration: 300,
onFinish: function onFinish() {
tween(phaseText, {
alpha: 0,
y: phaseText.y - 100
}, {
duration: 700,
delay: 500,
onFinish: function onFinish() {
phaseText.destroy();
}
});
}
});
// Create surrounding explosions for dramatic effect
for (var i = 0; i < 8; i++) {
var delay = i * 100;
LK.setTimeout(function () {
var explosion = new Container();
var explosionGraphics = explosion.attachAsset('explosion', {
anchorX: 0.5,
anchorY: 0.5
});
var angle = Math.random() * Math.PI * 2;
var distance = 150 + Math.random() * 150;
explosion.x = self.x + Math.cos(angle) * distance;
explosion.y = self.y + Math.sin(angle) * distance;
explosionGraphics.scale.set(0.5);
game.addChild(explosion);
tween(explosionGraphics.scale, {
x: 1.5,
y: 1.5
}, {
duration: 500
});
tween(explosionGraphics, {
alpha: 0
}, {
duration: 800,
onFinish: function onFinish() {
explosion.destroy();
}
});
}, delay);
}
};
// Override hit method for boss-specific effect
var parentHit = self.hit;
self.hit = function () {
// Flash the boss with a different color on each hit
var hitColors = [0xFF0000, 0x00FF00, 0x0000FF, 0xFFFF00, 0xFF00FF];
var colorIndex = Math.floor(Math.random() * hitColors.length);
bossGraphics.tint = hitColors[colorIndex];
// Flash the screen slightly
var flashOverlay = new Container();
var flashGraphics = flashOverlay.attachAsset('flash', {
anchorX: 0.5,
anchorY: 0.5
});
flashOverlay.x = 2048 / 2;
flashOverlay.y = 2732 / 2;
flashOverlay.scale.set(3);
flashOverlay.alpha = 0.3;
game.addChild(flashOverlay);
// Remove the flash overlay
LK.setTimeout(function () {
game.removeChild(flashOverlay);
flashOverlay.destroy();
}, 100);
// Reset tint after a short delay
LK.setTimeout(function () {
bossGraphics.tint = 0xFFFFFF;
}, 200);
return parentHit.call(self);
};
// Enhanced explode method for epic boss death
var parentExplode = self.explode;
self.explode = function () {
// Create multiple explosions in sequence
var explosionCount = 20;
var interval = LK.setInterval(function () {
var explosion = new Container();
var explosionGraphics = explosion.attachAsset('explosion', {
anchorX: 0.5,
anchorY: 0.5
});
explosion.x = self.x + (Math.random() * 200 - 100);
explosion.y = self.y + (Math.random() * 200 - 100);
var randomScale = 0.5 + Math.random() * 1.5;
explosionGraphics.scale.set(randomScale);
game.addChild(explosion);
tween(explosionGraphics, {
alpha: 0
}, {
duration: 1000,
onFinish: function onFinish() {
explosion.destroy();
}
});
explosionCount--;
if (explosionCount <= 0) {
LK.clearInterval(interval);
// Add special reward text
var victoryText = new Text2('BOSS DEFEATED!', {
size: 250,
fill: 0xFFD700 // Gold color
});
victoryText.anchor.set(0.5, 0.5);
victoryText.x = 2048 / 2;
victoryText.y = 2732 / 2;
victoryText.alpha = 0;
game.addChild(victoryText);
tween(victoryText, {
alpha: 1,
y: victoryText.y - 50
}, {
duration: 800,
easing: tween.easeOutElastic,
onFinish: function onFinish() {
LK.setTimeout(function () {
tween(victoryText, {
alpha: 0,
y: victoryText.y - 100
}, {
duration: 1000,
onFinish: function onFinish() {
victoryText.destroy();
}
});
}, 1500);
}
});
// Finally call parent explode to remove boss and add score
parentExplode.call(self);
// Add bonus score for defeating boss
increaseScore(20);
}
}, 150);
};
return self;
});
// Class for player bullets with proper destruction
var PlayerBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('playerBullet', {
anchorX: 0.5,
anchorY: 0.5
});
// Enhanced bullet appearance
bulletGraphics.alpha = 0;
tween(bulletGraphics, {
alpha: 1
}, {
duration: 100
});
self.speed = -15;
self.update = function () {
self.y += self.speed;
// Add slight wobble to bullets
self.x += Math.sin(LK.ticks / 10) * 0.5;
if (self.y < -bulletGraphics.height) {
// Fade out bullets that miss
tween(bulletGraphics, {
alpha: 0
}, {
duration: 200,
onFinish: function onFinish() {
self.destroy();
var index = playerBullets.indexOf(self);
if (index !== -1) {
playerBullets.splice(index, 1);
}
}
});
}
};
return self;
});
// Class for the player's ship with enhanced movement and effects
var PlayerShip = Container.expand(function () {
var self = Container.call(this);
var shipGraphics = self.attachAsset('playerShip', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 10;
self.canShoot = true; // Prevents spam shooting
self.shootCooldown = 150; // Reduced cooldown for faster shooting
self.lives = 3; // Player starts with 3 lives
self.invulnerable = false; // Invulnerability after being hit
self.targetX = null; // Target X position for smooth movement
self.targetY = null; // Target Y position for smooth movement
// Player ship entrance animation
shipGraphics.alpha = 0;
shipGraphics.y = 100;
tween(shipGraphics, {
alpha: 1,
y: 0
}, {
duration: 1000,
easing: tween.easeOutQuad
});
self.shoot = function () {
if (self.canShoot) {
var bullet = new PlayerBullet();
bullet.x = self.x;
bullet.y = self.y - shipGraphics.height / 2;
game.addChild(bullet);
playerBullets.push(bullet);
// Add muzzle flash effect
var flash = new Container();
var flashGraphics = flash.attachAsset('flash', {
anchorX: 0.5,
anchorY: 0.5
});
flash.x = self.x;
flash.y = self.y - shipGraphics.height / 2;
game.addChild(flash);
// Animate and remove flash
tween(flash.scale, {
x: 0,
y: 0
}, {
duration: 200,
onFinish: function onFinish() {
flash.destroy();
}
});
// Add slight recoil effect
tween(shipGraphics, {
y: 5
}, {
duration: 50,
onFinish: function onFinish() {
tween(shipGraphics, {
y: 0
}, {
duration: 100
});
}
});
self.canShoot = false;
LK.setTimeout(function () {
self.canShoot = true;
}, self.shootCooldown);
}
};
self.hit = function () {
if (self.invulnerable) {
return;
}
self.lives--;
updateLivesDisplay();
if (self.lives <= 0) {
// Add dramatic death animation
var explosions = 5;
var explodeInterval = LK.setInterval(function () {
var explosion = new Container();
var explosionGraphics = explosion.attachAsset('explosion', {
anchorX: 0.5,
anchorY: 0.5
});
explosion.x = self.x + (Math.random() * 100 - 50);
explosion.y = self.y + (Math.random() * 100 - 50);
explosionGraphics.scale.set(0.1);
explosionGraphics.alpha = 0.8;
game.addChild(explosion);
tween(explosionGraphics.scale, {
x: 1,
y: 1
}, {
duration: 500
});
tween(explosionGraphics, {
alpha: 0
}, {
duration: 800,
onFinish: function onFinish() {
explosion.destroy();
}
});
explosions--;
if (explosions <= 0) {
LK.clearInterval(explodeInterval);
self.visible = false;
LK.showGameOver();
}
}, 150);
return;
}
// Make player invulnerable temporarily
self.invulnerable = true;
// Enhanced hit effect with shake
var originalX = self.x;
var shakeAmount = 15;
var shakeTimes = 0;
var shakeInterval = LK.setInterval(function () {
self.x = originalX + (Math.random() * shakeAmount - shakeAmount / 2);
shakeAmount *= 0.9;
shakeTimes++;
if (shakeTimes >= 10) {
LK.clearInterval(shakeInterval);
self.x = originalX;
}
}, 50);
// Flash effect
var flashCount = 0;
var flashInterval = LK.setInterval(function () {
shipGraphics.alpha = shipGraphics.alpha === 1 ? 0.3 : 1;
flashCount++;
if (flashCount >= 10) {
LK.clearInterval(flashInterval);
shipGraphics.alpha = 1;
self.invulnerable = false;
}
}, 150);
};
// Move player ship to target position with smooth animation
self.moveToPosition = function (x, y) {
self.targetX = x;
self.targetY = y;
};
self.update = function () {
// Smooth movement toward target position
if (self.targetX !== null && self.targetY !== null) {
var dx = self.targetX - self.x;
var dy = self.targetY - self.y;
// Only move if the distance is significant
if (Math.abs(dx) > 1 || Math.abs(dy) > 1) {
self.x += dx * 0.1;
self.y += dy * 0.1;
// Slight tilt effect based on horizontal movement
var tiltAmount = -dx * 0.0005;
tiltAmount = Math.max(-0.2, Math.min(0.2, tiltAmount));
shipGraphics.rotation = tiltAmount;
} else {
// Reached target, reset rotation
shipGraphics.rotation = 0;
}
}
// Check for collisions with enemies if not invulnerable
if (!self.invulnerable) {
// Check collisions with enemy ships
for (var i = 0; i < enemyShips.length; i++) {
if (self.intersects(enemyShips[i])) {
self.hit();
enemyShips[i].explode();
break;
}
}
// Check collisions with boss bullets
for (var j = 0; j < bossBullets.length; j++) {
if (bossBullets[j] && self.intersects(bossBullets[j])) {
self.hit();
// Remove the bullet
bossBullets[j].destroy();
bossBullets.splice(j, 1);
break;
}
}
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
/****
* Game Variables
****/
var playerBullets = [];
var bossBullets = [];
var enemyShips = [];
var player = game.addChild(new PlayerShip());
player.x = 2048 / 2;
player.y = 2732 - 200;
// Score Display
var scoreText = new Text2('0', {
size: 150,
fill: 0xFFFFFF
});
scoreText.anchor.set(0.5, 0);
scoreText.x = 2048 / 2;
scoreText.y = 50;
LK.gui.top.addChild(scoreText);
// Lives Display
var livesText = new Text2('Lives: 3', {
size: 100,
fill: 0xFFFFFF
});
livesText.anchor.set(0, 0);
livesText.x = 50;
livesText.y = 50;
LK.gui.top.addChild(livesText);
// Wave Display
var waveText = new Text2('Wave: 1', {
size: 100,
fill: 0xFFFFFF
});
waveText.anchor.set(1, 0);
waveText.x = 2048 - 50;
waveText.y = 50;
LK.gui.top.addChild(waveText);
// Wave Variables
var waveNumber = 1;
var enemiesPerWave = 5;
var enemiesSpawned = 0;
var waveInProgress = true;
var waveCooldown = false;
// Helper Functions
function updateLivesDisplay() {
livesText.setText('Lives: ' + player.lives);
}
function increaseScore(amount) {
LK.setScore(LK.getScore() + amount);
scoreText.setText(LK.getScore());
}
function updateWaveDisplay() {
waveText.setText('Wave: ' + waveNumber);
}
// Function to spawn enemies in waves with enhanced patterns
function spawnEnemy() {
if (!waveInProgress || waveCooldown) {
return;
}
if (enemiesSpawned < enemiesPerWave) {
var enemy;
// Every 3 waves, add a boss
if (waveNumber > 0 && waveNumber % 3 === 0 && enemiesSpawned === enemiesPerWave - 1) {
enemy = new BossEnemy();
enemy.x = 2048 / 2; // Boss appears in center
} else {
enemy = new EnemyShip();
enemy.x = 200 + Math.random() * (2048 - 400); // Random position, avoiding edges
}
enemy.startX = enemy.x; // Store starting X for movement patterns
enemy.y = -100;
game.addChild(enemy);
enemyShips.push(enemy);
enemiesSpawned++;
if (enemiesSpawned >= enemiesPerWave) {
waveInProgress = false;
}
}
}
function startNextWave() {
waveNumber++;
updateWaveDisplay();
enemiesPerWave += 2; // Increase difficulty each wave
enemiesSpawned = 0;
waveInProgress = true;
// Enhanced wave announcement with scaling and color
var newWaveText = new Text2('WAVE ' + waveNumber, {
size: 250,
fill: 0x00FFFF
});
newWaveText.anchor.set(0.5, 0.5);
newWaveText.x = 2048 / 2;
newWaveText.y = 2732 / 2;
newWaveText.scale.set(0.5);
game.addChild(newWaveText);
// Animate and remove wave text
tween(newWaveText.scale, {
x: 1.8,
y: 1.8
}, {
duration: 800,
easing: tween.easeOutElastic,
onFinish: function onFinish() {
tween(newWaveText, {
alpha: 0,
y: newWaveText.y - 100
}, {
duration: 500,
easing: tween.easeInQuad,
onFinish: function onFinish() {
newWaveText.destroy();
}
});
}
});
}
// Game update loop
game.update = function () {
// Update player
player.update();
// Update player bullets
for (var i = playerBullets.length - 1; i >= 0; i--) {
if (playerBullets[i]) {
playerBullets[i].update();
}
}
// Update boss bullets
for (var i = bossBullets.length - 1; i >= 0; i--) {
if (bossBullets[i]) {
bossBullets[i].update();
}
}
for (var j = enemyShips.length - 1; j >= 0; j--) {
if (enemyShips[j]) {
enemyShips[j].update();
}
}
// Check for collisions between player bullets and enemy ships
for (var k = playerBullets.length - 1; k >= 0; k--) {
if (!playerBullets[k]) {
continue;
}
for (var l = enemyShips.length - 1; l >= 0; l--) {
if (!enemyShips[l]) {
continue;
}
if (playerBullets[k] && enemyShips[l] && playerBullets[k].intersects(enemyShips[l])) {
// Enemy hit by bullet
var destroyed = enemyShips[l].hit();
// Remove bullet
playerBullets[k].destroy();
playerBullets.splice(k, 1);
break;
}
}
}
// Spawn enemies periodically
if (LK.ticks % 60 === 0) {
spawnEnemy();
}
// Check if wave is complete and start next wave
if (!waveInProgress && enemyShips.length === 0 && !waveCooldown) {
waveCooldown = true;
LK.setTimeout(function () {
startNextWave();
waveCooldown = false;
}, 2000);
}
};
// Handle player movement - Update to allow free movement
game.move = function (x, y, obj) {
// Set target position for smooth movement anywhere on screen
player.moveToPosition(x, y);
};
// Handle shooting
game.down = function (x, y, obj) {
player.shoot();
};
// Continuous shooting for the player ship
var shootingInterval = LK.setInterval(function () {
player.shoot();
}, 150); // Match the reduced cooldown
A 2D top-down view of a futuristic player spaceship with a streamlined silver and blue body, glowing thrusters, and dual laser cannons. The design is sleek and modern for a space shooter game. Single Game Texture. 2d. Blank background. High contrast. No shadows
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A vibrant and dynamic 2D space background for a top-down space shooter game. The scene features a deep, dark space filled with glowing nebulae in shades of blue and purple, scattered distant stars, and swirling cosmic dust. A subtle parallax effect is suggested with faintly glowing planets and asteroids in the background. The atmosphere is slightly mysterious and futuristic, with soft light gradients to create depth. The overall tone is immersive but does not distract from gameplay, ensuring clear visibility of player and enemy ships.. Single Game Texture. Blank background. High contrast. No shadows
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