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User prompt
enemy bullets should have a unique sprite
User prompt
boss bullets should rotate
User prompt
boss bullets should rotate
User prompt
The white overlay should dissapear sooner
User prompt
Enemies should also not be hit by other enemies bullets
User prompt
implement that enemies cannot be hit by their own bullets
User prompt
Floating enemies shoot at the player every 3 seconds
User prompt
the bullets of bosses have a unique sprite
User prompt
implement explosion sound when enemies die
Code edit (3 edits merged)
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User prompt
implement explosion sound when enemies die
Code edit (2 edits merged)
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User prompt
implement explosion sound when enemies are killed
Code edit (1 edits merged)
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/****
* Classes
****/
var AsteroidBelt = Container.expand(function () {
var self = Container.call(this);
self.asteroids = [];
self.spawnAsteroids = function () {
for (var i = 0; i < 4 + Math.random() * 6; i++) {
var asteroid = new Enemy1();
asteroid.x = Math.random() * 2048;
asteroid.y = -50 - i * 100; // Stagger the asteroids vertically
self.asteroids.push(asteroid);
game.addChild(asteroid);
enemies.push(asteroid);
}
};
self.update = function () {
for (var i = self.asteroids.length - 1; i >= 0; i--) {
self.asteroids[i].update();
if (self.asteroids[i].y > 2732 + 50) {
self.asteroids[i].destroy();
self.asteroids.splice(i, 1);
}
}
};
});
// Blink effect class
var BlinkEffect = Container.expand(function () {
var self = Container.call(this);
self.blink = function (target, times, duration) {
var blinkInterval = duration / (times * 2);
var blinkCount = 0;
var blinkTimer = LK.setInterval(function () {
target.alpha = target.alpha === 1 ? 0 : 1;
blinkCount++;
if (blinkCount >= times * 2) {
LK.clearInterval(blinkTimer);
target.alpha = 1; // Ensure the target is visible at the end
}
}, blinkInterval);
};
});
var BossBullet = Container.expand(function (owner) {
var self = Container.call(this);
self.owner = owner;
var bulletGraphics = self.attachAsset('bossBullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5; // Speed of the boss bullet
self.update = function () {
self.y += self.speed;
self.rotation += 0.1; // Add rotation effect
// Destroy bullet if it goes off screen
if (self.y > 2732 + 50) {
self.destroy();
bossBullets.splice(bossBullets.indexOf(self), 1);
}
};
});
var BossEnemy = Container.expand(function () {
var self = Container.call(this);
var bossGraphics = self.attachAsset('boss1', {
anchorX: 0.5,
anchorY: 0.5
});
self.origSpeedX = 2 + Math.random() * 3; // Random horizontal speed between 2 and 5
self.origSpeedY = 1 + Math.random() * 2; // Random vertical speed between 1 and 3
self.speedX = self.origSpeedX;
self.speedY = self.origSpeedY;
self.health = 100; // Boss health
self.barWidth = 600;
self.healthBar = self.attachAsset('bossHealthBar', {
anchorX: 0,
anchorY: 1.0,
x: -self.barWidth / 2,
y: -bossGraphics.height / 2 - 15 // Position the health bar above the boss
});
self.shootingPeriod = true; // Initialize shooting period
self.shootingTimer = 0; // Initialize shooting timer
self.update = function () {
self.shootingTimer++;
if (self.shootingTimer > 300) {
// Switch period every 5 seconds (300 ticks)
self.shootingPeriod = !self.shootingPeriod;
self.shootingTimer = 0;
}
self.healthBar.width = self.health / 100 * self.barWidth; // Update health bar width based on health
self.x += self.speedX * Math.sin(LK.ticks / 50);
self.y += self.speedY + self.speedY * Math.cos(LK.ticks / 50);
// Bounce off the edges of the screen
if (self.x < 0 || self.x > 2048) {
self.speedX *= -1;
}
if (self.y < 600 && self.speedY < 0) {
self.speedY = self.origSpeedY;
} else if (self.y > 1200 && self.speedY > 0) {
self.speedY = -self.origSpeedY;
}
// Boss shooting logic
if (self.shootingPeriod && LK.ticks % 60 == 0) {
// Shoot every second
var bossBullet = new BossBullet(self);
bossBullet.x = self.x;
bossBullet.y = self.y + bossGraphics.height / 2;
game.addChild(bossBullet);
bossBullets.push(bossBullet);
}
};
self.takeDamage = function (damage) {
self.health -= damage;
var redBoss = self.attachAsset('boss1', {
anchorX: 0.5,
anchorY: 0.5
});
redBoss.tint = 0xff0000;
redBoss.alpha = 0;
var blinkEffect = new BlinkEffect();
blinkEffect.blink(redBoss, 3, 500);
LK.setTimeout(function () {
redBoss.destroy();
}, 500);
if (self.health <= 0) {
enemies.splice(enemies.indexOf(self), 1);
// Remove all boss bullets
for (var i = bossBullets.length - 1; i >= 0; i--) {
bossBullets[i].destroy();
bossBullets.splice(i, 1);
}
self.destroy();
// Stop the boss background music
bossBackgroundMusic.stop();
// Resume the regular background music
backgroundMusic.play();
}
};
});
var BossEnemy2 = Container.expand(function () {
var self = Container.call(this);
var bossGraphics = self.attachAsset('boss2', {
anchorX: 0.5,
anchorY: 0.5
});
self.origSpeedX = 2 + Math.random() * 3; // Random horizontal speed between 2 and 5
self.origSpeedY = 1 + Math.random() * 2; // Random vertical speed between 1 and 3
self.speedX = self.origSpeedX;
self.speedY = self.origSpeedY;
self.health = 150; // Boss health
self.barWidth = 600;
self.healthBar = self.attachAsset('bossHealthBar', {
anchorX: 0,
anchorY: 1.0,
x: -self.barWidth / 2,
y: -bossGraphics.height / 2 - 15 // Position the health bar above the boss
});
self.shootingPeriod = true; // Initialize shooting period
self.shootingTimer = 0; // Initialize shooting timer
self.update = function () {
self.shootingTimer++;
if (self.shootingTimer > 300) {
// Switch period every 5 seconds (300 ticks)
self.shootingPeriod = !self.shootingPeriod;
self.shootingTimer = 0;
}
self.healthBar.width = self.health / 150 * self.barWidth; // Update health bar width based on health
self.x += self.speedX * Math.sin(LK.ticks / 50);
self.y += self.speedY + self.speedY * Math.cos(LK.ticks / 50);
// Bounce off the edges of the screen
if (self.x < 0 || self.x > 2048) {
self.speedX *= -1;
}
if (self.y < 600 && self.speedY < 0) {
self.speedY = self.origSpeedY;
} else if (self.y > 1200 && self.speedY > 0) {
self.speedY = -self.origSpeedY;
}
// Boss shooting logic
if (self.shootingPeriod && LK.ticks % 60 == 0) {
// Shoot every second
var bossBullet = new BossBullet();
bossBullet.x = self.x;
bossBullet.y = self.y + bossGraphics.height / 2;
game.addChild(bossBullet);
bossBullets.push(bossBullet);
}
};
self.takeDamage = function (damage) {
self.health -= damage;
var redBoss = self.attachAsset('boss2', {
anchorX: 0.5,
anchorY: 0.5
});
redBoss.tint = 0xff0000;
redBoss.alpha = 0;
var blinkEffect = new BlinkEffect();
blinkEffect.blink(redBoss, 3, 500);
LK.setTimeout(function () {
redBoss.destroy();
}, 500);
if (self.health <= 0) {
enemies.splice(enemies.indexOf(self), 1);
// Remove all boss bullets
for (var i = bossBullets.length - 1; i >= 0; i--) {
bossBullets[i].destroy();
bossBullets.splice(i, 1);
}
self.destroy();
// Stop the boss background music
bossBackgroundMusic.stop();
// Resume the regular background music
backgroundMusic.play();
}
};
});
var BossEnemy3 = Container.expand(function () {
var self = Container.call(this);
var bossGraphics = self.attachAsset('boss3', {
anchorX: 0.5,
anchorY: 0.5
});
self.origSpeedX = 2 + Math.random() * 3; // Random horizontal speed between 2 and 5
self.origSpeedY = 1 + Math.random() * 2; // Random vertical speed between 1 and 3
self.speedX = self.origSpeedX;
self.speedY = self.origSpeedY;
self.health = 200; // Boss health
self.barWidth = 600;
self.healthBar = self.attachAsset('bossHealthBar', {
anchorX: 0,
anchorY: 1.0,
x: -self.barWidth / 2,
y: -bossGraphics.height / 2 - 15 // Position the health bar above the boss
});
self.shootingPeriod = true; // Initialize shooting period
self.shootingTimer = 0; // Initialize shooting timer
self.update = function () {
self.shootingTimer++;
if (self.shootingTimer > 300) {
// Switch period every 5 seconds (300 ticks)
self.shootingPeriod = !self.shootingPeriod;
self.shootingTimer = 0;
}
self.healthBar.width = self.health / 200 * self.barWidth; // Update health bar width based on health
self.x += self.speedX * Math.sin(LK.ticks / 50);
self.y += self.speedY + self.speedY * Math.cos(LK.ticks / 50);
// Bounce off the edges of the screen
if (self.x < 0 || self.x > 2048) {
self.speedX *= -1;
}
if (self.y < 600 && self.speedY < 0) {
self.speedY = self.origSpeedY;
} else if (self.y > 1200 && self.speedY > 0) {
self.speedY = -self.origSpeedY;
}
// Boss shooting logic
if (self.shootingPeriod && LK.ticks % 60 == 0) {
// Shoot every second
var bossBullet = new BossBullet();
bossBullet.x = self.x;
bossBullet.y = self.y + bossGraphics.height / 2;
game.addChild(bossBullet);
bossBullets.push(bossBullet);
}
};
self.takeDamage = function (damage) {
self.health -= damage;
var redBoss = self.attachAsset('boss3', {
anchorX: 0.5,
anchorY: 0.5
});
redBoss.tint = 0xff0000;
redBoss.alpha = 0;
var blinkEffect = new BlinkEffect();
blinkEffect.blink(redBoss, 3, 500);
LK.setTimeout(function () {
redBoss.destroy();
}, 500);
if (self.health <= 0) {
enemies.splice(enemies.indexOf(self), 1);
// Remove all boss bullets
for (var i = bossBullets.length - 1; i >= 0; i--) {
bossBullets[i].destroy();
bossBullets.splice(i, 1);
}
self.destroy();
// Stop the boss background music
bossBackgroundMusic.stop();
// Resume the regular background music
backgroundMusic.play();
}
};
});
//<Assets used in the game will automatically appear here>
// Bullet class
var Bullet = Container.expand(function (owner) {
var self = Container.call(this);
self.owner = owner;
var bulletGraphics = self.attachAsset(owner instanceof Player ? 'bullet' : 'enemyBullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -10 - Math.random() * 5; // Random speed between -10 and -15
self.update = function () {
self.y += self.speed;
if (LK.ticks % 8 != 0) {
return;
}
// Create particle trail effect with varying colors and sizes
var colors = [0xff0000, 0x00ff00, 0xffff00, 0xff00ff, 0x00ffff];
var randomColor = colors[Math.floor(Math.random() * colors.length)];
var randomScale = 0.8 + Math.random() * 1.5;
for (var i = 0; i < 1; i++) {
var trailParticle = LK.getAsset('star', {
anchorX: 0.5,
anchorY: 0.5,
x: self.x + (Math.random() - 0.5) * 15,
y: self.y + 50 + (Math.random() - 0.5) * 15,
alpha: 1,
scaleX: randomScale * 1.2,
scaleY: randomScale * 1.2,
tint: randomColor
});
trailParticle.update = function () {
this.alpha -= 0.02; // Fade out slower
this.rotation += 0.1; // Add rotation effect
if (this.alpha <= 0) {
this.destroy();
}
};
game.addChildAt(trailParticle, game.getChildIndex(self));
}
};
});
// Enemy class
var Enemy1 = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemy1', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 3 + Math.random() * 3; // Random speed between 5 and 10
self.update = function () {
self.y += self.speed + LK.ticks / 10000; // Increase speed over time
};
});
var Enemy2 = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemy2', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5 + Math.random() * 5; // Random speed between 5 and 10
self.update = function () {
self.y += self.speed + LK.ticks / 10000; // Increase speed over time
self.x += Math.sin(LK.ticks / 100) * 5; // Add a sine wave movement pattern
};
});
var Enemy3 = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemy3', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5 + Math.random() * 5; // Random speed between 5 and 10
self.update = function () {
self.y += self.speed + LK.ticks / 10000; // Increase speed over time
self.x += Math.cos(LK.ticks / 100) * 5; // Add a cosine wave movement pattern
};
});
// Explosion class
var Explosion = Container.expand(function () {
var self = Container.call(this);
var explosionGraphics = self.attachAsset('explosion', {
anchorX: 0.5,
anchorY: 0.5
});
// Initialize particles array
self.particles = [];
// Create particles
for (var i = 0; i < 50; i++) {
var particle = self.attachAsset('explosionParticle', {
anchorX: 0.5,
anchorY: 0.5,
x: Math.random() * explosionGraphics.width - explosionGraphics.width / 2,
y: Math.random() * explosionGraphics.height - explosionGraphics.height / 2
});
particle.speedX = Math.random() * 2 - 1;
particle.speedY = Math.random() * 2 - 1;
self.particles.push(particle);
}
self.update = function () {
self.alpha -= 0.02; // Fade out
explosionGraphics.scale.x += 0.05; // Scale up faster
explosionGraphics.scale.y += 0.05; // Scale up faster
// Update particles
for (var i = self.particles.length - 1; i >= 0; i--) {
self.particles[i].x += self.particles[i].speedX * 5; // Increase speed
self.particles[i].y += self.particles[i].speedY * 5; // Increase speed
self.particles[i].rotation += 0.2; // Add rotation
self.particles[i].alpha -= 0.04;
if (self.particles[i].alpha <= 0) {
self.particles[i].destroy();
self.particles.splice(i, 1);
}
}
if (self.alpha <= 0) {
self.destroy();
}
};
});
// FloatingEnemy class
var FloatingEnemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('floatingEnemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.origSpeedX = 2 + Math.random() * 3; // Random horizontal speed between 2 and 5
self.origSpeedY = 1 + Math.random() * 2; // Random vertical speed between 1 and 3
self.speedX = self.origSpeedX;
self.speedY = self.origSpeedY;
self.shootingTimer = 0; // Initialize shooting timer
self.update = function () {
self.shootingTimer++;
if (self.shootingTimer >= 180) {
// Shoot every 3 seconds (180 ticks)
var enemyBullet = new Bullet(self);
enemyBullet.x = self.x;
enemyBullet.y = self.y + enemyGraphics.height / 2;
enemyBullet.speed = 5; // Set bullet speed
game.addChild(enemyBullet);
bullets.push(enemyBullet);
self.shootingTimer = 0; // Reset shooting timer
}
self.x += self.speedX * Math.sin(LK.ticks / 50);
self.y += self.speedY + self.speedY * Math.cos(LK.ticks / 50);
// Bounce off the edges of the screen
if (self.x < 0 || self.x > 2048) {
self.speedX *= -1;
}
if (self.y < 600 && self.speedY < 0) {
console.log("enemy out of top");
self.speedY = self.origSpeedY;
} else if (self.y > 1200 && self.speedY > 0) {
self.speedY = -self.origSpeedY;
}
};
});
// Player class
var Player = Container.expand(function () {
var self = Container.call(this);
self.baseSpeed = 10;
self.speed = self.baseSpeed;
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
self.shoot = function () {
if (game.isLevelingUp) {
return;
}
var bullet1 = new Bullet();
bullet1.x = self.x - 20; // Adjust position for dual cannon
bullet1.y = self.y - playerGraphics.height / 2;
bullets.push(bullet1);
game.addChild(bullet1);
if (powerUpActive) {
var bullet2 = new Bullet();
bullet2.x = self.x + 20; // Adjust position for dual cannon
bullet2.y = self.y - playerGraphics.height / 2;
bullets.push(bullet2);
game.addChild(bullet2);
}
// Play shooting sound
LK.getSound('shootingSound').play();
// Add shooting effect
var shootingEffect = self.attachAsset('shootingEffect', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: -playerGraphics.height / 2
});
var fadeOutInterval = LK.setInterval(function () {
shootingEffect.alpha -= 0.1;
if (shootingEffect.alpha <= 0) {
LK.clearInterval(fadeOutInterval);
shootingEffect.destroy();
}
}, 20);
// Add bounceback effect
self.y += 20; // Move player down by 20 pixels
LK.setTimeout(function () {
self.y = 2732 - 200; // Reset player y position to main position
}, 100);
// Add particle trail effect with varying colors and sizes
var colors = [0xff0000, 0x00ff00, 0x0000ff, 0xffff00, 0xff00ff, 0x00ffff];
var randomColor = colors[Math.floor(Math.random() * colors.length)];
var randomScale = 4 + Math.random() * 4;
for (var i = 0; i < 3; i++) {
var trailParticle = LK.getAsset('star', {
anchorX: 0.5,
anchorY: 0.5,
x: self.x + (Math.random() - 0.5) * 15,
y: self.y + 50 + (Math.random() - 0.5) * 15,
alpha: 0.8,
scaleX: randomScale * 1.2,
scaleY: randomScale * 1.2,
tint: randomColor
});
trailParticle.update = function () {
this.alpha -= 0.05; // Fade out slower
this.rotation += 0.1; // Add rotation effect
if (this.alpha <= 0) {
this.destroy();
}
};
game.addChildAt(trailParticle, 0);
}
};
});
// PowerUpCannons class
var PowerUpCannons = Container.expand(function () {
var self = Container.call(this);
var powerUpGraphics = self.attachAsset('powerUp_cannons', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
self.y += 5;
};
});
// PowerUpSpeed class
var PowerUpSpeed = Container.expand(function () {
var self = Container.call(this);
var powerUpGraphics = self.attachAsset('powerUp_speed', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
self.y += 5;
};
});
// Progress Bar class
var ProgressBar = Container.expand(function () {
var self = Container.call(this);
var progressBarGraphics = self.attachAsset('progressBar', {
anchorX: 0.0,
anchorY: 0.0
});
self.lastLevelUp = 0;
self.reset = function () {
progressBarGraphics.width = 0;
self.lastLevelUp = LK.ticks;
};
self.update = function () {
progressBarGraphics.width = (LK.ticks - self.lastLevelUp) / 1000 * 2048; // Fill the progress bar over time
};
});
// Star class
var Star = Container.expand(function () {
var self = Container.call(this);
var starGraphics = self.attachAsset('star', {
anchorX: 0.5,
anchorY: 0.5
});
starGraphics.scale.set(1 + .2 * Math.random());
self.speed = 0.5 + Math.random() * 1.5; // Random speed between 0.5 and 2
self.update = function () {
self.y += self.speed;
if (self.y > 2732 + 50) {
self.y = -50;
}
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
var bossBackgroundMusic = LK.getSound('bossBackgroundMusic');
var asteroidBelt; // Initialize asteroidBelt variable
// Play background music when the game starts
var backgroundMusic = LK.getSound('backgroundMusic');
backgroundMusic.loop = true;
backgroundMusic.play();
// Add initial text 'Tap to shoot and turn!' when the game starts
var initialText = new Text2('Tap to shoot and turn!', {
size: 150,
fill: "#ffffff"
});
initialText.anchor.set(0.5, 0.5);
initialText.x = 2048 / 2;
initialText.y = 2732 / 2 + 500;
game.addChild(initialText);
// Remove the initial text after 3 seconds
LK.setTimeout(function () {
initialText.destroy();
}, 3000);
// Initialize stars array
var stars = [];
// Add stars to the game
for (var i = 0; i < 100; i++) {
var star = new Star();
star.x = Math.random() * 2048;
star.y = Math.random() * 2732;
stars.push(star);
game.addChild(star);
}
// Initialize arrays and variables
var bullets = [];
var enemies = [];
var bossBullets = []; // Initialize bossBullets array
var powerUpActive = 0; // Initialize powerUpActive variable
var speedPowerUpActive = 0;
var enemySpawnCounter = 0; // Initialize enemy spawn counter
var powerUps = []; // Initialize powerUps array
var player = game.addChild(new Player());
player.x = 2048 / 2;
player.y = 2732 - 200;
var playerDirection = 1;
// Score display
var score = 0;
var scoreTxt = new Text2('0', {
size: 150,
fill: "#ffffff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
var level = 1;
// Initialize progress bar
var progressBar = game.addChild(new ProgressBar());
progressBar.y = 0;
var isMouseDown = false;
// Event listener for mouse down
game.down = function (x, y, obj) {
player.shoot();
playerDirection *= -1;
isMouseDown = true;
};
// Event listener for mouse up
game.up = function (x, y, obj) {
isMouseDown = false;
};
var speedPowerUpMultiplier = .2;
// Update game state
game.update = function () {
progressBar.update();
// Update player's position with speed boost if power-up is active
//if (isMouseDown) {
if (!game.isLevelingUp) {
player.x += (player.speed + speedPowerUpActive * speedPowerUpMultiplier * player.speed) * playerDirection;
}
// }
// Wrap player's position around the screen
if (player.x > 2048 + player.width / 2) {
player.x = -player.width / 2;
} else if (player.x < -player.width / 2) {
player.x = 2048 + player.width / 2;
// Change direction if player hits the edge
}
var colors = [0xff0000, 0x00ff00, 0x0000ff, 0xffff00, 0xff00ff, 0x00ffff];
var randomColor = colors[Math.floor(Math.random() * colors.length)];
var randomScale = 0.8 + Math.random() * 1.5;
for (var i = 0; i < 3; i++) {
var trailParticle = LK.getAsset('star', {
anchorX: 0.5,
anchorY: 0.5,
x: player.x + (Math.random() - 0.5) * 15,
y: player.y + 50 + (Math.random() - 0.5) * 15,
alpha: 0.8,
scaleX: randomScale * 1.2,
scaleY: randomScale * 1.2,
tint: randomColor
});
trailParticle.update = function () {
this.alpha -= 0.05; // Fade out slower
this.rotation += 0.1; // Add rotation effect
if (this.alpha <= 0) {
this.destroy();
}
};
game.addChildAt(trailParticle, game.getChildIndex(player));
}
if (speedPowerUpActive) {
var colors = [0xff0000, 0x00ff00, 0x0000ff, 0xffff00, 0xff00ff, 0x00ffff];
var randomColor = colors[Math.floor(Math.random() * colors.length)];
var randomScale = 0.8 + Math.random() * 1.5;
for (var i = 0; i < 3; i++) {
var trailParticle = LK.getAsset('star', {
anchorX: 0.5,
anchorY: 0.5,
x: player.x + (Math.random() - 0.5) * 15,
y: player.y + 50 + (Math.random() - 0.5) * 15,
alpha: 0.8,
scaleX: randomScale * 1.2,
scaleY: randomScale * 1.2,
tint: randomColor
});
trailParticle.update = function () {
this.alpha -= 0.05; // Fade out slower
this.rotation += 0.1; // Add rotation effect
if (this.alpha <= 0) {
this.destroy();
}
};
game.addChild(trailParticle);
}
}
// Update bullets
for (var i = bullets.length - 1; i >= 0; i--) {
bullets[i].update();
if (bullets[i].y < -50 || bullets[i].y > 2732 + 50) {
bullets[i].destroy();
bullets.splice(i, 1);
}
}
// Update boss bullets
for (var i = bossBullets.length - 1; i >= 0; i--) {
bossBullets[i].update();
if (bossBullets[i] && bossBullets[i].intersects(player)) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
}
// Update enemies
for (var j = enemies.length - 1; j >= 0; j--) {
enemies[j].update();
if (enemies[j].y > 2732 + 50) {
enemies[j].destroy();
enemies.splice(j, 1);
}
}
// Check for collisions
for (var k = bullets.length - 1; k >= 0; k--) {
for (var l = enemies.length - 1; l >= 0; l--) {
if (bullets[k].intersects(enemies[l]) && bullets[k].owner !== enemies[l] && !(bullets[k].owner instanceof Enemy1 || bullets[k].owner instanceof Enemy2 || bullets[k].owner instanceof Enemy3 || bullets[k].owner instanceof FloatingEnemy || bullets[k].owner instanceof BossEnemy || bullets[k].owner instanceof BossEnemy2 || bullets[k].owner instanceof BossEnemy3)) {
if (enemies[l] instanceof BossEnemy || enemies[l] instanceof BossEnemy2 || enemies[l] instanceof BossEnemy3) {
enemies[l].takeDamage(10); // Boss takes 10 damage per bullet
bullets[k].destroy();
bullets.splice(k, 1);
break;
}
var explosion = new Explosion();
explosion.x = enemies[l].x;
explosion.y = enemies[l].y;
game.addChild(explosion);
bullets[k].destroy();
// Play explosion sound
LK.getSound('explosionSound').play();
if (enemies[l] instanceof Enemy1) {
enemies[l].destroy();
score += 1;
} else if (enemies[l] instanceof Enemy2) {
enemies[l].destroy();
score += 2;
} else if (enemies[l] instanceof Enemy3) {
enemies[l].destroy();
score += 3;
} else if (enemies[l] instanceof FloatingEnemy) {
enemies[l].destroy();
score += 4;
}
bullets.splice(k, 1);
enemies.splice(l, 1);
scoreTxt.setText(score);
break;
}
}
}
// Update powerUps
for (var i = powerUps.length - 1; i >= 0; i--) {
powerUps[i].update();
if (powerUps[i].y > 2732 + 50) {
powerUps[i].destroy();
powerUps.splice(i, 1);
}
}
// Spawn asteroid belt occasionally
if (LK.ticks % 600 == 500 && progressBar.width < 2040) {
// Every 10 seconds
asteroidBelt = new AsteroidBelt();
asteroidBelt.spawnAsteroids();
}
// Spawn enemies and occasionally power-ups
if (LK.ticks % 60 == 0 && progressBar.width < 2040) {
var enemyType = Math.floor(Math.random() * 4) + 1; // Randomly select an enemy type
var enemy;
switch (enemyType) {
case 1:
enemy = new Enemy1();
break;
case 2:
enemy = new Enemy2();
break;
case 3:
enemy = new Enemy3();
break;
case 4:
enemy = new FloatingEnemy();
break;
}
enemy.x = Math.random() * 2048;
enemy.y = -50;
enemies.push(enemy);
game.addChild(enemy);
enemySpawnCounter++;
}
// Spawn a power-up every 10th enemy with cooldown mechanism
if (enemySpawnCounter % 10 == 0 && progressBar.width < 2048 && !game.powerUpCooldown) {
var powerUpType = Math.random() < 0.5 ? PowerUpSpeed : PowerUpCannons; // Randomly select power-up type
var powerUp = new powerUpType();
powerUp.x = Math.random() * 2048;
powerUp.y = -50;
powerUps.push(powerUp);
game.addChild(powerUp);
game.powerUpCooldown = true;
LK.setTimeout(function () {
game.powerUpCooldown = false;
}, 10000); // 10 seconds cooldown
}
// Check for powerUp collision with player
for (var n = powerUps.length - 1; n >= 0; n--) {
if (powerUps[n].intersects(player)) {
if (powerUps[n] instanceof PowerUpSpeed) {
player.speed = player.baseSpeed * 1.25; // Double the player's speed
speedPowerUpActive = 1;
LK.setTimeout(function () {
player.speed = player.baseSpeed; // Reset speed after 10 seconds
speedPowerUpActive = 0;
}, 10000);
} else if (powerUps[n] instanceof PowerUpCannons) {
powerUpActive = 1; // Activate dual cannons
LK.setTimeout(function () {
powerUpActive = 0; // Deactivate dual cannons after 10 seconds
}, 10000);
}
powerUps[n].destroy();
powerUps.splice(n, 1);
}
}
// Update asteroid belt
if (asteroidBelt) {
asteroidBelt.update();
}
// Update stars
for (var i = stars.length - 1; i >= 0; i--) {
stars[i].update();
}
// Check if the progress bar is full
if (game.isLevelingUp) {
// Speed boost effect for stars
game.starSpeedIncrease++;
for (var i = stars.length - 1; i >= 0; i--) {
stars[i].speed++; // Increase speed by 5 times
}
}
if (progressBar.width >= 2048 && enemies.length == 0 && !game.isLevelingUp) {
if (!game.hasBossThisLevel) {
// Stop the regular background music
backgroundMusic.stop();
// Play the boss background music
bossBackgroundMusic.loop = true;
bossBackgroundMusic.play();
var bossType = level % 3; // Cycle through 3 different bosses
var bossEnemy;
switch (bossType) {
case 0:
bossEnemy = new BossEnemy();
break;
case 1:
bossEnemy = new BossEnemy2();
break;
case 2:
bossEnemy = new BossEnemy3();
break;
}
bossEnemy.x = 2048 / 2;
bossEnemy.y = -50;
enemies.push(bossEnemy);
game.addChild(bossEnemy);
game.hasBossThisLevel = true;
return;
}
game.isLevelingUp = true;
game.starSpeedIncrease = 0;
var initialPlayerY = player.y;
var targetPlayerY = -player.height; // Move player out of the top of the screen
var levelUpDuration = 3000; // 3 seconds
var overlay = new Container();
var overlayGraphics = overlay.attachAsset('progressBar', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2,
alpha: 0
});
overlayGraphics.width = overlayGraphics.height = 3000;
game.addChild(overlay);
// Move player upwards and fade in overlay
var moveUpInterval = LK.setInterval(function () {
player.y -= 300 / (levelUpDuration / 60); // Move up in 60 frames per second
player.x += (2048 / 2 - player.x) / (levelUpDuration / 60); // Move X position to center
}, 1000 / 60);
// Reset player position after moving up
LK.setTimeout(function () {
LK.clearInterval(moveUpInterval);
var secondMoveUpInterval = LK.setInterval(function () {
overlayGraphics.alpha += 1 / (levelUpDuration / 60); // Fade in overlay
}, 500 / 60);
LK.setTimeout(function () {
LK.clearInterval(secondMoveUpInterval);
player.y = initialPlayerY;
player.x = 2048 / 2; // Reset X position to center
overlayGraphics.destroy(); // Remove overlay
// Blink player 3 times when a new level starts
var blinkEffect = new BlinkEffect();
blinkEffect.blink(player, 3, 1000); // Blink 3 times over 1 second
}, levelUpDuration);
}, levelUpDuration);
game.isLevelingUp = true;
game.starSpeedIncrease = 0;
// Reset star speed after 3 seconds
LK.setTimeout(function () {
for (var i = stars.length - 1; i >= 0; i--) {
stars[i].speed -= game.starSpeedIncrease; // Reset speed to original
}
// Increase the player's speed
player.speed += 1;
// List of nice colors
var colors = [0x000080, 0x008000, 0x800000, 0x808000, 0x800080, 0x008080];
// Select a random color from the list
var randomColor = colors[Math.floor(Math.random() * colors.length)];
// Change the background color
game.setBackgroundColor(randomColor);
// Show a popup with fade-in and fade-out effects
var levelTextBackground = new Container();
var levelText = new Text2('Level ' + (level + 1), {
size: 300,
fill: "#ffffff"
});
levelText.anchor.set(0.5, 0.5);
levelTextBackground.addChild(levelText);
levelTextBackground.x = 2048 / 2;
levelTextBackground.y = 2732 / 2;
levelTextBackground.alpha = 0; // Start with invisible
game.addChild(levelTextBackground);
// Fade-in effect
var fadeInInterval = LK.setInterval(function () {
levelTextBackground.alpha += 0.05;
if (levelTextBackground.alpha >= 1) {
LK.clearInterval(fadeInInterval);
}
}, 50);
// Remove the text after 2 seconds with fade-out effect
LK.setTimeout(function () {
var fadeOutInterval = LK.setInterval(function () {
levelTextBackground.alpha -= 0.05;
if (levelTextBackground.alpha <= 0) {
LK.clearInterval(fadeOutInterval);
levelTextBackground.destroy();
}
}, 50);
}, 2000);
level++;
// Reset the progress bar
progressBar.reset();
game.hasBossThisLevel = false;
game.isLevelingUp = false;
player.y = initialPlayerY;
}, 7000);
// Play a level up sound
LK.getSound('levelUp').play();
}
// Check for game over
for (var m = enemies.length - 1; m >= 0; m--) {
if (enemies[m].intersects(player)) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
}
}; ===================================================================
--- original.js
+++ change.js
@@ -645,15 +645,16 @@
// Event listener for mouse up
game.up = function (x, y, obj) {
isMouseDown = false;
};
+var speedPowerUpMultiplier = .2;
// Update game state
game.update = function () {
progressBar.update();
// Update player's position with speed boost if power-up is active
//if (isMouseDown) {
if (!game.isLevelingUp) {
- player.x += (player.speed + speedPowerUpActive * player.speed) * playerDirection;
+ player.x += (player.speed + speedPowerUpActive * speedPowerUpMultiplier * player.speed) * playerDirection;
}
// }
// Wrap player's position around the screen
if (player.x > 2048 + player.width / 2) {
explosion toony. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
SKULL BALL. A ball with a skull on, billard ball with skull. Studio Ghibli. Ghibli style. Mobile game. Colorful. hand drawn. cute. fun. In-Game asset. 2d. Blank background. High contrast. No shadows.