/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Boss ship
var BossShip = Container.expand(function () {
var self = Container.call(this);
var bossSprite = self.attachAsset('enemyShip', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2.2,
scaleY: 2.2
});
self.radius = bossSprite.width * 0.5;
self.hp = 20;
self.update = function () {
// Boss movement: simple horizontal oscillation
if (!self.dir) self.dir = 1;
self.x += self.dir * 10;
if (self.x > 2048 - self.radius - 40) self.dir = -1;
if (self.x < self.radius + 40) self.dir = 1;
// Boss shooting logic
if (self.shootCooldown === undefined) self.shootCooldown = 86;
self.shootCooldown--;
if (self.shootCooldown <= 0) {
// Fire 3-way spread
for (var i = 0; i < 3; i++) {
var bullet = new EnemyBullet();
bullet.x = self.x;
bullet.y = self.y + self.radius;
// Add spread: -0.2, 0, +0.2 radians
bullet.angle = -0.2 + 0.2 * i;
bullet.update = function (origUpdate, angle) {
return function () {
this.x += Math.sin(angle) * 12;
this.y += Math.cos(angle) * this.speed;
};
}(bullet.update, bullet.angle);
if (typeof enemyBullets !== "undefined") {
enemyBullets.push(bullet);
}
if (typeof game !== "undefined") {
game.addChild(bullet);
}
}
self.shootCooldown = 86;
}
};
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 = 3 + Math.random() * 2;
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;
});
// 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.update = function () {};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000010
});
/****
* Game Code
****/
// Game variables
// Spaceship (player)
// Player bullet
// Enemy ship
// Enemy bullet
// Asteroid
// Powerup
// Add background image to the game scene
function spawnBoss() {
if (bossActive) return;
boss = new BossShip();
boss.x = 2048 / 2;
boss.y = 400;
bossActive = true;
game.addChild(boss);
}
var background = LK.getAsset('background', {
anchorX: 0,
anchorY: 0,
x: 0,
y: 0
});
game.addChild(background);
var player;
var playerBullets = [];
var enemies = [];
var enemyBullets = [];
// Boss variables must be defined in global scope for all functions to access
var boss = null;
var bossActive = false;
var dragNode = null;
var lastPlayerX = 0,
lastPlayerY = 0;
var canShoot = true;
var shootCooldown = 0;
var score = 0;
// Player lives
var playerLives = 3;
var livesTxt = new Text2('♥ x3', {
size: 90,
fill: 0xFF4444
});
livesTxt.anchor.set(0.5, 0);
livesTxt.x = 2048 / 2;
LK.gui.top.addChild(livesTxt);
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 firePlayerBullet() {
if (!player || player.invincible) return;
if (player.tripleShot && player.tripleShot > 0) {
// Fire 3-way spread
for (var i = 0; i < 3; i++) {
var bullet = new PlayerBullet();
bullet.x = player.x;
bullet.y = player.y - player.radius;
// Add spread: -0.2, 0, +0.2 radians
bullet.angle = -0.2 + 0.2 * i;
bullet.update = function (origUpdate, angle) {
return function () {
this.x += Math.sin(angle) * 16;
this.y += Math.cos(angle) * this.speed;
};
}(bullet.update, bullet.angle);
playerBullets.push(bullet);
game.addChild(bullet);
}
player.tripleShot--;
if (player.tripleShot <= 0) {
player.tripleShot = 0;
}
} else {
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;
// Automatic player bullet firing handled in game.update (removed tap-to-shoot)
// Main update loop
game.update = function () {
// Player automatic shooting
if (!player.invincible) {
if (!canShoot) {
shootCooldown--;
if (shootCooldown <= 0) {
canShoot = true;
}
}
if (canShoot) {
firePlayerBullet();
canShoot = false;
shootCooldown = 10;
}
}
// 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);
// 100% chance to drop 3-way shot powerup
if (typeof spawnPowerup === "function") {
spawnPowerup(e.x, e.y);
}
score += 1;
scoreTxt.setText(score);
// Boss spawn check: every 30 points
if (score % 30 === 0 && score > 0) {
if (typeof spawnBoss === "function") {
spawnBoss();
}
}
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);
// Increase cooldown for less frequent enemy bullets
e.shootCooldown = 180 + Math.floor(Math.random() * 90);
}
// Collision with player
if (player && !player.invincible && e.intersects(player)) {
LK.effects.flashScreen(0xff0000, 800);
playerLives--;
livesTxt.setText('♥ x' + playerLives);
if (playerLives <= 0) {
LK.showGameOver();
return;
} else {
// Respawn player
player.destroy();
spawnPlayer();
return;
}
}
}
// Powerup collision with player (player must collect the powerup)
if (typeof powerups !== "undefined") {
for (var k = powerups.length - 1; k >= 0; k--) {
var p = powerups[k];
if (player && p.intersects(player)) {
// Grant triple shot for 10 shots
player.tripleShot = 10;
p.destroy();
powerups.splice(k, 1);
}
}
}
// 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);
playerLives--;
livesTxt.setText('♥ x' + playerLives);
// score += 1; // Removed: No score for being hit by enemy bullet
// scoreTxt.setText(score);
b.destroy();
enemyBullets.splice(i, 1);
if (playerLives <= 0) {
LK.showGameOver();
return;
} else {
// Respawn player
player.destroy();
spawnPlayer();
return;
}
}
}
// Boss logic
if (bossActive && boss) {
boss.update();
// Boss collision with player bullets
for (var i = playerBullets.length - 1; i >= 0; i--) {
var b = playerBullets[i];
if (b.intersects(boss)) {
b.destroy();
playerBullets.splice(i, 1);
boss.hp--;
if (boss.hp <= 0) {
boss.destroy();
boss = null;
bossActive = false;
score += 5;
scoreTxt.setText(score);
break;
}
}
}
// Boss collision with player
if (player && !player.invincible && boss && boss.intersects(player)) {
LK.effects.flashScreen(0xff0000, 1000);
playerLives--;
livesTxt.setText('♥ x' + playerLives);
if (playerLives <= 0) {
LK.showGameOver();
return;
} else {
player.destroy();
spawnPlayer();
return;
}
}
}
// Spawning logic
if (LK.ticks % 60 === 0 && !bossActive) {
spawnEnemy();
}
};
// Start game
spawnPlayer(); /****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Boss ship
var BossShip = Container.expand(function () {
var self = Container.call(this);
var bossSprite = self.attachAsset('enemyShip', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2.2,
scaleY: 2.2
});
self.radius = bossSprite.width * 0.5;
self.hp = 20;
self.update = function () {
// Boss movement: simple horizontal oscillation
if (!self.dir) self.dir = 1;
self.x += self.dir * 10;
if (self.x > 2048 - self.radius - 40) self.dir = -1;
if (self.x < self.radius + 40) self.dir = 1;
// Boss shooting logic
if (self.shootCooldown === undefined) self.shootCooldown = 86;
self.shootCooldown--;
if (self.shootCooldown <= 0) {
// Fire 3-way spread
for (var i = 0; i < 3; i++) {
var bullet = new EnemyBullet();
bullet.x = self.x;
bullet.y = self.y + self.radius;
// Add spread: -0.2, 0, +0.2 radians
bullet.angle = -0.2 + 0.2 * i;
bullet.update = function (origUpdate, angle) {
return function () {
this.x += Math.sin(angle) * 12;
this.y += Math.cos(angle) * this.speed;
};
}(bullet.update, bullet.angle);
if (typeof enemyBullets !== "undefined") {
enemyBullets.push(bullet);
}
if (typeof game !== "undefined") {
game.addChild(bullet);
}
}
self.shootCooldown = 86;
}
};
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 = 3 + Math.random() * 2;
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;
});
// 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.update = function () {};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000010
});
/****
* Game Code
****/
// Game variables
// Spaceship (player)
// Player bullet
// Enemy ship
// Enemy bullet
// Asteroid
// Powerup
// Add background image to the game scene
function spawnBoss() {
if (bossActive) return;
boss = new BossShip();
boss.x = 2048 / 2;
boss.y = 400;
bossActive = true;
game.addChild(boss);
}
var background = LK.getAsset('background', {
anchorX: 0,
anchorY: 0,
x: 0,
y: 0
});
game.addChild(background);
var player;
var playerBullets = [];
var enemies = [];
var enemyBullets = [];
// Boss variables must be defined in global scope for all functions to access
var boss = null;
var bossActive = false;
var dragNode = null;
var lastPlayerX = 0,
lastPlayerY = 0;
var canShoot = true;
var shootCooldown = 0;
var score = 0;
// Player lives
var playerLives = 3;
var livesTxt = new Text2('♥ x3', {
size: 90,
fill: 0xFF4444
});
livesTxt.anchor.set(0.5, 0);
livesTxt.x = 2048 / 2;
LK.gui.top.addChild(livesTxt);
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 firePlayerBullet() {
if (!player || player.invincible) return;
if (player.tripleShot && player.tripleShot > 0) {
// Fire 3-way spread
for (var i = 0; i < 3; i++) {
var bullet = new PlayerBullet();
bullet.x = player.x;
bullet.y = player.y - player.radius;
// Add spread: -0.2, 0, +0.2 radians
bullet.angle = -0.2 + 0.2 * i;
bullet.update = function (origUpdate, angle) {
return function () {
this.x += Math.sin(angle) * 16;
this.y += Math.cos(angle) * this.speed;
};
}(bullet.update, bullet.angle);
playerBullets.push(bullet);
game.addChild(bullet);
}
player.tripleShot--;
if (player.tripleShot <= 0) {
player.tripleShot = 0;
}
} else {
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;
// Automatic player bullet firing handled in game.update (removed tap-to-shoot)
// Main update loop
game.update = function () {
// Player automatic shooting
if (!player.invincible) {
if (!canShoot) {
shootCooldown--;
if (shootCooldown <= 0) {
canShoot = true;
}
}
if (canShoot) {
firePlayerBullet();
canShoot = false;
shootCooldown = 10;
}
}
// 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);
// 100% chance to drop 3-way shot powerup
if (typeof spawnPowerup === "function") {
spawnPowerup(e.x, e.y);
}
score += 1;
scoreTxt.setText(score);
// Boss spawn check: every 30 points
if (score % 30 === 0 && score > 0) {
if (typeof spawnBoss === "function") {
spawnBoss();
}
}
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);
// Increase cooldown for less frequent enemy bullets
e.shootCooldown = 180 + Math.floor(Math.random() * 90);
}
// Collision with player
if (player && !player.invincible && e.intersects(player)) {
LK.effects.flashScreen(0xff0000, 800);
playerLives--;
livesTxt.setText('♥ x' + playerLives);
if (playerLives <= 0) {
LK.showGameOver();
return;
} else {
// Respawn player
player.destroy();
spawnPlayer();
return;
}
}
}
// Powerup collision with player (player must collect the powerup)
if (typeof powerups !== "undefined") {
for (var k = powerups.length - 1; k >= 0; k--) {
var p = powerups[k];
if (player && p.intersects(player)) {
// Grant triple shot for 10 shots
player.tripleShot = 10;
p.destroy();
powerups.splice(k, 1);
}
}
}
// 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);
playerLives--;
livesTxt.setText('♥ x' + playerLives);
// score += 1; // Removed: No score for being hit by enemy bullet
// scoreTxt.setText(score);
b.destroy();
enemyBullets.splice(i, 1);
if (playerLives <= 0) {
LK.showGameOver();
return;
} else {
// Respawn player
player.destroy();
spawnPlayer();
return;
}
}
}
// Boss logic
if (bossActive && boss) {
boss.update();
// Boss collision with player bullets
for (var i = playerBullets.length - 1; i >= 0; i--) {
var b = playerBullets[i];
if (b.intersects(boss)) {
b.destroy();
playerBullets.splice(i, 1);
boss.hp--;
if (boss.hp <= 0) {
boss.destroy();
boss = null;
bossActive = false;
score += 5;
scoreTxt.setText(score);
break;
}
}
}
// Boss collision with player
if (player && !player.invincible && boss && boss.intersects(player)) {
LK.effects.flashScreen(0xff0000, 1000);
playerLives--;
livesTxt.setText('♥ x' + playerLives);
if (playerLives <= 0) {
LK.showGameOver();
return;
} else {
player.destroy();
spawnPlayer();
return;
}
}
}
// Spawning logic
if (LK.ticks % 60 === 0 && !bossActive) {
spawnEnemy();
}
};
// Start game
spawnPlayer();