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add that bg sound always play in loop and increase volume
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add a bg sound
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add sound after any ship distroy
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this is very near even power up not seen
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the power is sqawn from top add that it sqwan very near to player ship
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power up added in right wave but pls sqwan power up after all enemy of odd wave killed or go off screen in the last sqwan power up
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'powerUp.x = enemyShips[l].x;' Line Number: 1045
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no add that if player kill last enemy ship of each wave then power up sqawn
Code edit (1 edits merged)
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increase time of power up
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no pls add in odd wave
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add that in every even wave power up will sqawn
Code edit (3 edits merged)
Please save this source code
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deacrese health of enemy ship
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in crease boss health so it difficult to defeat
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boss is appear but it not shoot and disappear automatically pls solve
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add that in every 5th wave boss is appaer after in that wave all enemy ship off the screen and then a warning message is seen and then boss appears
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I want to enhance the boss fight with the following improvements: 🔥 Boss Behavior Enhancements: More Dynamic Movement: Add unpredictable, erratic movement patterns (zig-zag, sudden dashes). Introduce teleportation or temporary invisibility. New Attack Patterns: A laser beam attack that charges up before firing in a straight line. Bullet hell-style attacks where the boss shoots in circular or spiral patterns. A summoning ability where the boss calls in minions. Phase-Based Strategy: At 50% HP, the boss changes attack patterns (e.g., becomes faster or shoots more frequently). At 25% HP, the boss enters a rage mode, increasing attack speed and firing unpredictably. Interactive Weak Points: Instead of just depleting health, the player must destroy specific weak points (e.g., boss core, energy shields). Weak points appear for a limited time and require precise timing to hit.
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the enemy ship go out of screen if new wave start then all previous enemy ship were killed or reemoved automatically
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now add that no matter plaayer kill all the enemy then new wave sqawn add instead of this add that when all the enemy ship run and go outside the screen the new wave sqawn
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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 && !self.removed) { self.removed = true; tween(bulletGraphics, { alpha: 0 }, { duration: 200, onFinish: function onFinish() { self.destroy(); var index = bossBullets.indexOf(self); if (index !== -1) { bossBullets.splice(index, 1); } } }); } }; self.removed = false; return self; }); // Class for enemy bullets with increased speed var EnemyBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('enemyBullet', { anchorX: 0.5, anchorY: 0.5 }); self._move_migrated = function () { self.y += 10; // Increased bullet speed if (self.y > 2732) { self.destroy(); // Destroy if off-screen } }; 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 }); self.speed = 4; // Increased downward speed self.health = 5; // Increased health self._move_migrated = function () { self.y += self.speed; // Move downwards faster if (self.y > 2732) { self.destroy(); // Destroy if off-screen } self.x += Math.sin(self.y / 50) * 5; // Horizontal oscillation }; // Randomly decide if this enemy will shoot if (Math.random() < 0.7) { // Increased chance to shoot self.canShoot = true; } self.update = function () { self._move_migrated(); }; self.hit = function () { self.health--; if (self.health <= 0) { self.explode(); return true; // Indicate that the enemy was destroyed } return false; // Indicate that the enemy was not destroyed }; self.explode = function () { // Create explosion effect var explosion = new Container(); var explosionGraphics = explosion.attachAsset('explosion', { anchorX: 0.5, anchorY: 0.5 }); explosion.x = self.x; explosion.y = self.y; game.addChild(explosion); tween(explosionGraphics, { alpha: 0 }, { duration: 1000, onFinish: function onFinish() { explosion.destroy(); } }); // Remove enemy ship 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 = 20; // Further increased boss health for more challenge self.maxHealth = 20; // 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 && !self.removed) { self.removed = true; // 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); } } }); } }; self.removed = false; 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); // Play shooting sound effect LK.getSound('shoot').play(); // 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 for collisions with enemy ships for (var i = 0; i < enemyShips.length; i++) { if (self.intersects(enemyShips[i])) { self.hit(); enemyShips[i].explode(); break; } } // Check for collisions with power-ups for (var i = 0; i < powerUps.length; i++) { if (self.intersects(powerUps[i])) { if (powerUps[i].type === 'fireRate') { self.shootCooldown = 75; // Increase fire rate LK.setTimeout(function () { self.shootCooldown = 150; // Reset fire rate after 10 seconds }, 10000); } powerUps[i].destroy(); powerUps.splice(i, 1); } } // 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; }); // Class for power-up items var PowerUp = Container.expand(function () { var self = Container.call(this); var powerUpGraphics = self.attachAsset('powerUp', { anchorX: 0.5, anchorY: 0.5 }); self.type = 'fireRate'; // Type of power-up self.update = function () { self.y += 5; // Move power-up downwards if (self.y > 2732 + powerUpGraphics.height && !self.removed) { self.removed = true; self.destroy(); } }; self.removed = false; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ var background = LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); game.addChild(background); /**** * Game Variables ****/ var playerBullets = []; var powerUps = []; 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) { if (waveNumber % 2 === 0) { // Create a grid of stationary enemy ships var rows = 3; // Set to 3 rows var cols = 5; // Set to 5 columns var spacingX = (2048 - 190 * cols) / (cols + 1); // Adjust spacing to fit within screen var spacingY = 500 / (rows + 1); for (var row = 0; row < rows; row++) { for (var col = 0; col < cols; col++) { var enemy = new EnemyShip(); enemy.x = spacingX * (col + 1) + 190 / 2; // Center enemy ship enemy.y = spacingY * (row + 1) + 100; // Adjust Y position to center vertically game.addChild(enemy); enemyShips.push(enemy); } } enemiesSpawned = enemiesPerWave; // Skip further spawning waveInProgress = false; return; } // Spawn regular enemies for odd waves var enemy = new EnemyShip(); enemy.x = 200 + Math.random() * (2048 - 400); // Random position, avoiding edges enemy.y = -100; // Start off-screen game.addChild(enemy); enemyShips.push(enemy); enemiesSpawned++; if (enemiesSpawned >= enemiesPerWave) { waveInProgress = false; } } } // Function to start the next wave with enhanced announcement function startNextWave() { waveNumber++; updateWaveDisplay(); // Remove all existing enemy ships enemyShips.forEach(function (enemy) { enemy.destroy(); }); enemyShips = []; // Increase difficulty parameters enemiesPerWave += 2; // Increase number of enemies per wave EnemyShip.prototype.speed += 0.5; // Increase speed by 0.5 each wave EnemyShip.prototype.health += 1; // Increase health by 1 each wave enemiesSpawned = 0; waveInProgress = true; // Change background after each wave var backgroundId = 'background'; if (waveNumber % 3 === 1) { backgroundId = 'background2'; } else if (waveNumber % 3 === 2) { backgroundId = 'background3'; } else if (waveNumber % 3 === 0) { backgroundId = 'background4'; } background.destroy(); background = LK.getAsset(backgroundId, { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); game.addChildAt(background, 0); // 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 var allEnemiesOffScreen = enemyShips.every(function (enemy) { return enemy.y > 2732; }); if (!waveInProgress && allEnemiesOffScreen && !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
===================================================================
--- original.js
+++ change.js
@@ -844,8 +844,13 @@
// Function to start the next wave with enhanced announcement
function startNextWave() {
waveNumber++;
updateWaveDisplay();
+ // Remove all existing enemy ships
+ enemyShips.forEach(function (enemy) {
+ enemy.destroy();
+ });
+ enemyShips = [];
// Increase difficulty parameters
enemiesPerWave += 2; // Increase number of enemies per wave
EnemyShip.prototype.speed += 0.5; // Increase speed by 0.5 each wave
EnemyShip.prototype.health += 1; // Increase health by 1 each wave
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
A 2D top-down view of an alien spaceship with a dark metallic body, glowing red energy cores, and sharp angular wings. The design is sleek and futuristic, suitable for a space shooter game.. Single Game Texture. 2d. Blank background. High contrast. No shadows
A 2D top-down view of a futuristic energy bullet for a space shooter game. The bullet is a glowing blue plasma projectile with a sleek, elongated shape and a slight energy trail behind it. The design is simple, bright, and high-speed-looking, suitable for fast-paced shooting gameplay. Single Game Texture. In-Game asset. Blank background. High contrast. No shadows
A 2D top-down view of a futuristic energy bullet for a space shooter game. The bullet is a glowing red plasma projectile elongated shape and a slight energy trail behind it. The design is simple, bright, and high-speed-looking, suitable for fast-paced shooting gameplay. Single Game Texture. In-Game asset. Blank background. High contrast. No shadows
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
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
powerup boll. Single Game Texture. Blank background. High contrast. No shadows