/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Asteroid var Asteroid = Container.expand(function () { var self = Container.call(this); var rock = self.attachAsset('asteroid', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10 + Math.random() * 6; self.rotationSpeed = (Math.random() - 0.5) * 0.1; self.update = function () { self.y += self.speed; rock.rotation += self.rotationSpeed; }; return self; }); // Enemy bullet var EnemyBullet = Container.expand(function () { var self = Container.call(this); var bullet = self.attachAsset('enemyBullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 18; self.update = function () { self.y += self.speed; }; return self; }); // Enemy ship var EnemyShip = Container.expand(function () { var self = Container.call(this); var enemy = self.attachAsset('enemyShip', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 6 + Math.random() * 4; self.shootCooldown = 60 + Math.floor(Math.random() * 60); self.radius = enemy.width * 0.5; self.update = function () { self.y += self.speed; self.shootCooldown--; }; return self; }); // Player bullet var PlayerBullet = Container.expand(function () { var self = Container.call(this); var bullet = self.attachAsset('playerBullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -32; self.update = function () { self.y += self.speed; }; return self; }); // Powerup var Powerup = Container.expand(function () { var self = Container.call(this); var p = self.attachAsset('powerup', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 8; self.type = 'invincible'; self.update = function () { self.y += self.speed; }; return self; }); // Player spaceship var Spaceship = Container.expand(function () { var self = Container.call(this); var ship = self.attachAsset('spaceship', { anchorX: 0.5, anchorY: 0.5 }); self.radius = ship.width * 0.5; self.invincible = false; self.invincibleTimer = 0; self.update = function () { if (self.invincible) { self.invincibleTimer--; if (self.invincibleTimer <= 0) { self.invincible = false; ship.alpha = 1; } else { ship.alpha = LK.ticks % 10 < 5 ? 0.5 : 1; } } }; self.makeInvincible = function (duration) { self.invincible = true; self.invincibleTimer = duration; ship.alpha = 0.5; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000010 }); /**** * Game Code ****/ // Powerup // Asteroid // Enemy bullet // Enemy ship // Player bullet // Spaceship (player) // Game variables var player; var playerBullets = []; var enemies = []; var enemyBullets = []; var asteroids = []; var powerups = []; var dragNode = null; var lastPlayerX = 0, lastPlayerY = 0; var canShoot = true; var shootCooldown = 0; var score = 0; var scoreTxt = new Text2('0', { size: 120, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); function spawnPlayer() { player = new Spaceship(); player.x = 2048 / 2; player.y = 2732 - 350; game.addChild(player); } function spawnEnemy() { var enemy = new EnemyShip(); enemy.x = 200 + Math.random() * (2048 - 400); enemy.y = -100; enemies.push(enemy); game.addChild(enemy); } function spawnAsteroid() { var asteroid = new Asteroid(); asteroid.x = 150 + Math.random() * (2048 - 300); asteroid.y = -100; asteroids.push(asteroid); game.addChild(asteroid); } function spawnPowerup() { var powerup = new Powerup(); powerup.x = 200 + Math.random() * (2048 - 400); powerup.y = -80; powerups.push(powerup); game.addChild(powerup); } function firePlayerBullet() { if (!player || player.invincible) return; var bullet = new PlayerBullet(); bullet.x = player.x; bullet.y = player.y - player.radius; playerBullets.push(bullet); game.addChild(bullet); } function fireEnemyBullet(enemy) { var bullet = new EnemyBullet(); bullet.x = enemy.x; bullet.y = enemy.y + enemy.radius; enemyBullets.push(bullet); game.addChild(bullet); } function resetGame() { // Not needed, handled by LK.showGameOver } // Dragging and shooting game.down = function (x, y, obj) { if (!player) return; dragNode = player; lastPlayerX = x; lastPlayerY = y; }; game.up = function (x, y, obj) { dragNode = null; }; function handleMove(x, y, obj) { if (dragNode === player) { // Clamp to game area, avoid top 100px (menu) var minX = player.radius + 20; var maxX = 2048 - player.radius - 20; var minY = 120 + player.radius; var maxY = 2732 - player.radius - 20; player.x = Math.max(minX, Math.min(maxX, x)); player.y = Math.max(minY, Math.min(maxY, y)); } } game.move = handleMove; // Tap to shoot (on any area) game.tap = function (x, y, obj) { if (canShoot && !player.invincible) { firePlayerBullet(); canShoot = false; shootCooldown = 10; } }; // Main update loop game.update = function () { // Player shooting cooldown if (!canShoot) { shootCooldown--; if (shootCooldown <= 0) { canShoot = true; } } // Update player if (player) player.update(); // Update and remove player bullets for (var i = playerBullets.length - 1; i >= 0; i--) { var b = playerBullets[i]; b.update(); if (b.y < -80) { b.destroy(); playerBullets.splice(i, 1); continue; } // Check collision with enemies for (var j = enemies.length - 1; j >= 0; j--) { var e = enemies[j]; if (b.intersects(e)) { // Destroy both b.destroy(); playerBullets.splice(i, 1); e.destroy(); enemies.splice(j, 1); score += 100; scoreTxt.setText(score); break; } } } // Update and remove enemies for (var i = enemies.length - 1; i >= 0; i--) { var e = enemies[i]; e.update(); if (e.y > 2732 + 100) { e.destroy(); enemies.splice(i, 1); continue; } // Enemy shooting if (e.shootCooldown <= 0) { fireEnemyBullet(e); e.shootCooldown = 90 + Math.floor(Math.random() * 60); } // Collision with player if (player && !player.invincible && e.intersects(player)) { LK.effects.flashScreen(0xff0000, 800); LK.showGameOver(); return; } } // Update and remove enemy bullets for (var i = enemyBullets.length - 1; i >= 0; i--) { var b = enemyBullets[i]; b.update(); if (b.y > 2732 + 80) { b.destroy(); enemyBullets.splice(i, 1); continue; } // Collision with player if (player && !player.invincible && b.intersects(player)) { LK.effects.flashScreen(0xff0000, 800); LK.showGameOver(); return; } } // Update and remove asteroids for (var i = asteroids.length - 1; i >= 0; i--) { var a = asteroids[i]; a.update(); if (a.y > 2732 + 100) { a.destroy(); asteroids.splice(i, 1); continue; } // Collision with player if (player && !player.invincible && a.intersects(player)) { LK.effects.flashScreen(0xff0000, 800); LK.showGameOver(); return; } } // Update and remove powerups for (var i = powerups.length - 1; i >= 0; i--) { var p = powerups[i]; p.update(); if (p.y > 2732 + 80) { p.destroy(); powerups.splice(i, 1); continue; } // Collision with player if (player && p.intersects(player)) { player.makeInvincible(120); p.destroy(); powerups.splice(i, 1); score += 250; scoreTxt.setText(score); continue; } } // Spawning logic if (LK.ticks % 60 === 0) { spawnEnemy(); } if (LK.ticks % 120 === 0) { spawnAsteroid(); } if (LK.ticks % 600 === 0) { spawnPowerup(); } }; // Start game spawnPlayer();
===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,338 @@
-/****
+/****
+* Plugins
+****/
+var tween = LK.import("@upit/tween.v1");
+
+/****
+* Classes
+****/
+// Asteroid
+var Asteroid = Container.expand(function () {
+ var self = Container.call(this);
+ var rock = self.attachAsset('asteroid', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 10 + Math.random() * 6;
+ self.rotationSpeed = (Math.random() - 0.5) * 0.1;
+ self.update = function () {
+ self.y += self.speed;
+ rock.rotation += self.rotationSpeed;
+ };
+ return self;
+});
+// Enemy bullet
+var EnemyBullet = Container.expand(function () {
+ var self = Container.call(this);
+ var bullet = self.attachAsset('enemyBullet', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 18;
+ self.update = function () {
+ self.y += self.speed;
+ };
+ return self;
+});
+// Enemy ship
+var EnemyShip = Container.expand(function () {
+ var self = Container.call(this);
+ var enemy = self.attachAsset('enemyShip', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 6 + Math.random() * 4;
+ self.shootCooldown = 60 + Math.floor(Math.random() * 60);
+ self.radius = enemy.width * 0.5;
+ self.update = function () {
+ self.y += self.speed;
+ self.shootCooldown--;
+ };
+ return self;
+});
+// Player bullet
+var PlayerBullet = Container.expand(function () {
+ var self = Container.call(this);
+ var bullet = self.attachAsset('playerBullet', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = -32;
+ self.update = function () {
+ self.y += self.speed;
+ };
+ return self;
+});
+// Powerup
+var Powerup = Container.expand(function () {
+ var self = Container.call(this);
+ var p = self.attachAsset('powerup', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 8;
+ self.type = 'invincible';
+ self.update = function () {
+ self.y += self.speed;
+ };
+ return self;
+});
+// Player spaceship
+var Spaceship = Container.expand(function () {
+ var self = Container.call(this);
+ var ship = self.attachAsset('spaceship', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.radius = ship.width * 0.5;
+ self.invincible = false;
+ self.invincibleTimer = 0;
+ self.update = function () {
+ if (self.invincible) {
+ self.invincibleTimer--;
+ if (self.invincibleTimer <= 0) {
+ self.invincible = false;
+ ship.alpha = 1;
+ } else {
+ ship.alpha = LK.ticks % 10 < 5 ? 0.5 : 1;
+ }
+ }
+ };
+ self.makeInvincible = function (duration) {
+ self.invincible = true;
+ self.invincibleTimer = duration;
+ ship.alpha = 0.5;
+ };
+ return self;
+});
+
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000
-});
\ No newline at end of file
+ backgroundColor: 0x000010
+});
+
+/****
+* Game Code
+****/
+// Powerup
+// Asteroid
+// Enemy bullet
+// Enemy ship
+// Player bullet
+// Spaceship (player)
+// Game variables
+var player;
+var playerBullets = [];
+var enemies = [];
+var enemyBullets = [];
+var asteroids = [];
+var powerups = [];
+var dragNode = null;
+var lastPlayerX = 0,
+ lastPlayerY = 0;
+var canShoot = true;
+var shootCooldown = 0;
+var score = 0;
+var scoreTxt = new Text2('0', {
+ size: 120,
+ fill: 0xFFFFFF
+});
+scoreTxt.anchor.set(0.5, 0);
+LK.gui.top.addChild(scoreTxt);
+function spawnPlayer() {
+ player = new Spaceship();
+ player.x = 2048 / 2;
+ player.y = 2732 - 350;
+ game.addChild(player);
+}
+function spawnEnemy() {
+ var enemy = new EnemyShip();
+ enemy.x = 200 + Math.random() * (2048 - 400);
+ enemy.y = -100;
+ enemies.push(enemy);
+ game.addChild(enemy);
+}
+function spawnAsteroid() {
+ var asteroid = new Asteroid();
+ asteroid.x = 150 + Math.random() * (2048 - 300);
+ asteroid.y = -100;
+ asteroids.push(asteroid);
+ game.addChild(asteroid);
+}
+function spawnPowerup() {
+ var powerup = new Powerup();
+ powerup.x = 200 + Math.random() * (2048 - 400);
+ powerup.y = -80;
+ powerups.push(powerup);
+ game.addChild(powerup);
+}
+function firePlayerBullet() {
+ if (!player || player.invincible) return;
+ var bullet = new PlayerBullet();
+ bullet.x = player.x;
+ bullet.y = player.y - player.radius;
+ playerBullets.push(bullet);
+ game.addChild(bullet);
+}
+function fireEnemyBullet(enemy) {
+ var bullet = new EnemyBullet();
+ bullet.x = enemy.x;
+ bullet.y = enemy.y + enemy.radius;
+ enemyBullets.push(bullet);
+ game.addChild(bullet);
+}
+function resetGame() {
+ // Not needed, handled by LK.showGameOver
+}
+// Dragging and shooting
+game.down = function (x, y, obj) {
+ if (!player) return;
+ dragNode = player;
+ lastPlayerX = x;
+ lastPlayerY = y;
+};
+game.up = function (x, y, obj) {
+ dragNode = null;
+};
+function handleMove(x, y, obj) {
+ if (dragNode === player) {
+ // Clamp to game area, avoid top 100px (menu)
+ var minX = player.radius + 20;
+ var maxX = 2048 - player.radius - 20;
+ var minY = 120 + player.radius;
+ var maxY = 2732 - player.radius - 20;
+ player.x = Math.max(minX, Math.min(maxX, x));
+ player.y = Math.max(minY, Math.min(maxY, y));
+ }
+}
+game.move = handleMove;
+// Tap to shoot (on any area)
+game.tap = function (x, y, obj) {
+ if (canShoot && !player.invincible) {
+ firePlayerBullet();
+ canShoot = false;
+ shootCooldown = 10;
+ }
+};
+// Main update loop
+game.update = function () {
+ // Player shooting cooldown
+ if (!canShoot) {
+ shootCooldown--;
+ if (shootCooldown <= 0) {
+ canShoot = true;
+ }
+ }
+ // Update player
+ if (player) player.update();
+ // Update and remove player bullets
+ for (var i = playerBullets.length - 1; i >= 0; i--) {
+ var b = playerBullets[i];
+ b.update();
+ if (b.y < -80) {
+ b.destroy();
+ playerBullets.splice(i, 1);
+ continue;
+ }
+ // Check collision with enemies
+ for (var j = enemies.length - 1; j >= 0; j--) {
+ var e = enemies[j];
+ if (b.intersects(e)) {
+ // Destroy both
+ b.destroy();
+ playerBullets.splice(i, 1);
+ e.destroy();
+ enemies.splice(j, 1);
+ score += 100;
+ scoreTxt.setText(score);
+ break;
+ }
+ }
+ }
+ // Update and remove enemies
+ for (var i = enemies.length - 1; i >= 0; i--) {
+ var e = enemies[i];
+ e.update();
+ if (e.y > 2732 + 100) {
+ e.destroy();
+ enemies.splice(i, 1);
+ continue;
+ }
+ // Enemy shooting
+ if (e.shootCooldown <= 0) {
+ fireEnemyBullet(e);
+ e.shootCooldown = 90 + Math.floor(Math.random() * 60);
+ }
+ // Collision with player
+ if (player && !player.invincible && e.intersects(player)) {
+ LK.effects.flashScreen(0xff0000, 800);
+ LK.showGameOver();
+ return;
+ }
+ }
+ // Update and remove enemy bullets
+ for (var i = enemyBullets.length - 1; i >= 0; i--) {
+ var b = enemyBullets[i];
+ b.update();
+ if (b.y > 2732 + 80) {
+ b.destroy();
+ enemyBullets.splice(i, 1);
+ continue;
+ }
+ // Collision with player
+ if (player && !player.invincible && b.intersects(player)) {
+ LK.effects.flashScreen(0xff0000, 800);
+ LK.showGameOver();
+ return;
+ }
+ }
+ // Update and remove asteroids
+ for (var i = asteroids.length - 1; i >= 0; i--) {
+ var a = asteroids[i];
+ a.update();
+ if (a.y > 2732 + 100) {
+ a.destroy();
+ asteroids.splice(i, 1);
+ continue;
+ }
+ // Collision with player
+ if (player && !player.invincible && a.intersects(player)) {
+ LK.effects.flashScreen(0xff0000, 800);
+ LK.showGameOver();
+ return;
+ }
+ }
+ // Update and remove powerups
+ for (var i = powerups.length - 1; i >= 0; i--) {
+ var p = powerups[i];
+ p.update();
+ if (p.y > 2732 + 80) {
+ p.destroy();
+ powerups.splice(i, 1);
+ continue;
+ }
+ // Collision with player
+ if (player && p.intersects(player)) {
+ player.makeInvincible(120);
+ p.destroy();
+ powerups.splice(i, 1);
+ score += 250;
+ scoreTxt.setText(score);
+ continue;
+ }
+ }
+ // Spawning logic
+ if (LK.ticks % 60 === 0) {
+ spawnEnemy();
+ }
+ if (LK.ticks % 120 === 0) {
+ spawnAsteroid();
+ }
+ if (LK.ticks % 600 === 0) {
+ spawnPowerup();
+ }
+};
+// Start game
+spawnPlayer();
\ No newline at end of file