User prompt
seviye numarasını ortala
Code edit (1 edits merged)
Please save this source code
User prompt
seviye yazısını sağa kaydır
User prompt
seviye numarasını seviye yazısı ile seviye barının tam ortasına yerleştir
User prompt
seviye çubuğunu x ekseninde sola kayıd
User prompt
seviye yazısı ile seviye numarası yan yana olsun
User prompt
seviye barı seviye yazısının hemen bitişiğinde olsun
User prompt
bütün seviyelerdeki düşmanlar 2 mermide ölsün
User prompt
numara ile seviye barı seviye yazısının hemen sağ bitişiğinde olsun
User prompt
seviye sayısının sağ yanında hangi seviyede olsugumuz yazsın
User prompt
bu seviye çubugu daha büyük olsun
User prompt
seviye yazısının yanında içi her kill aldıgımızda dolan bir seviye çubugu olsun
User prompt
her kill seviye çubugunun içini boyasın
User prompt
seviye çubugunun içini doldurdugunu görelim
User prompt
her kill aldığımızda level barın içi kırmızı renkle dolsun
User prompt
her kill aldıgımızda seviye çubugunun içi dolsun
User prompt
seviye çubuğunun içi mavi renkle dolsun
User prompt
seviye çubuğu daha güzel gözüksün
User prompt
hangi seviyede oldugumuz seviye çubugunun solunda olsun
User prompt
solunda olsun
User prompt
seviye çubuğunun yanında hangi seviyede oldugumuz yazsın
User prompt
seviye çubuğunun dolum rengi mavi olsun
User prompt
seviye çubuğu her kill aldığımızda dolsun
User prompt
seviye çubugunun dolma rengi mavi olsun
User prompt
seviye çubuğu biraz daha solda olsun
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Alien class var Alien = Container.expand(function () { var self = Container.call(this); var alienAsset = self.attachAsset('alien', { anchorX: 0.5, anchorY: 0.5 }); self.width = alienAsset.width; self.height = alienAsset.height; self.hp = 2; // Each alien takes 2 hits (all aliens always 2 hits) self.isHit = false; self.hitTween = null; // For hit flash self.flash = function () { // If a previous hitTween is running, stop it if (self.hitTween) { tween.stop(alienAsset, { tint: true }); } // Set alien to red tint alienAsset.tint = 0xff5252; // Tween back to normal color (no tint) over 120ms self.hitTween = tween(alienAsset, { tint: 0xffffff }, { duration: 120, easing: tween.linear, onFinish: function onFinish() { self.hitTween = null; } }); }; // For movement self.speed = 8 + Math.random() * 4; // Slightly random speed self.update = function () { // Only move downwards, do not follow rocket's x position self.y += self.speed; }; return self; }); // Bigger Alien class (for level > 3, 3 hits to kill, larger) var BiggerAlien = Container.expand(function () { var self = Container.call(this); var alienAsset = self.attachAsset('alien', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); self.width = alienAsset.width * 1.5; self.height = alienAsset.height * 1.5; self.hp = 2; // Takes 2 hits (all enemies always 2 hits) self.isHit = false; self.hitTween = null; self.flash = function () { if (self.hitTween) { tween.stop(alienAsset, { tint: true }); } alienAsset.tint = 0xff5252; self.hitTween = tween(alienAsset, { tint: 0xffffff }, { duration: 120, easing: tween.linear, onFinish: function onFinish() { self.hitTween = null; } }); }; // For movement self.speed = 10 + Math.random() * 2; // Slightly slower than strong alien self.update = function () { self.y += self.speed; }; return self; }); // Boss Alien class (for level 7) var BossAlien = Container.expand(function () { var self = Container.call(this); var bossAsset = self.attachAsset('alien', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.7, scaleY: 1.7 }); self.width = bossAsset.width * 1.7; self.height = bossAsset.height * 1.7; self.hp = 2; // Boss takes 2 hits (all enemies always 2 hits) self.isHit = false; self.hitTween = null; self.flash = function () { if (self.hitTween) { tween.stop(bossAsset, { tint: true }); } bossAsset.tint = 0xff5252; self.hitTween = tween(bossAsset, { tint: 0xffffff }, { duration: 120, easing: tween.linear, onFinish: function onFinish() { self.hitTween = null; } }); }; self.speed = 10; // Boss is faster self.update = function () { // Only move downwards, do not follow rocket's x position self.y += self.speed; }; return self; }); // Bullet class var Bullet = Container.expand(function () { var self = Container.call(this); var bulletAsset = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -32; // Upwards self.power = bulletPower; // Set bullet power at creation self.update = function () { self.y += self.speed; }; return self; }); // Enemy bullet class (alien shoots at player) var EnemyBullet = Container.expand(function () { var self = Container.call(this); var bulletAsset = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); bulletAsset.tint = 0xff5252; // Red tint for enemy bullets self.speed = 18; // Downwards, slower than player bullet self.update = function () { self.y += self.speed; }; return self; }); // Rocket (player) class var Rocket = Container.expand(function () { var self = Container.call(this); var rocketAsset = self.attachAsset('rocket', { anchorX: 0.5, anchorY: 0.5 }); self.width = rocketAsset.width; self.height = rocketAsset.height; // For hit flash self.flashTween = null; // Show hit flash self.flash = function () { // If a previous flashTween is running, stop it if (self.flashTween) { tween.stop(rocketAsset, { tint: true }); } // Set rocket to reddish tint rocketAsset.tint = 0xff5252; // Tween back to normal color (white) over 200ms self.flashTween = tween(rocketAsset, { tint: 0xffffff }, { duration: 200, easing: tween.linear, onFinish: function onFinish() { self.flashTween = null; } }); }; return self; }); // Star class for animated background stars var Star = Container.expand(function () { var self = Container.call(this); // Use a larger ellipse for the star to make it more visible var size = 6 + Math.random() * 8; // Increased min and max size var starAsset = self.attachAsset('alien', { anchorX: 0.5, anchorY: 0.5, scaleX: size / 160, scaleY: size / 160 }); // Brighter color choices for more visibility var colorChoices = [0xffffff, 0xe3f2fd, 0xfffde7, 0xb3e5fc, 0xfff9c4]; starAsset.tint = colorChoices[Math.floor(Math.random() * colorChoices.length)]; self.width = size; self.height = size; self.speed = 2.5 + Math.random() * 4.5; // Higher minimum alpha for more visible stars self.alpha = 0.7 + Math.random() * 0.3; self.update = function () { self.y += self.speed; if (self.y > GAME_HEIGHT + 10) { // Respawn at top self.y = -10; self.x = 10 + Math.random() * (GAME_WIDTH - 20); self.speed = 2.5 + Math.random() * 4.5; self.alpha = 0.7 + Math.random() * 0.3; } }; return self; }); // Strong Alien class (tougher, faster) var StrongAlien = Container.expand(function () { var self = Container.call(this); var alienAsset = self.attachAsset('alien', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.2, scaleY: 1.2 }); self.width = alienAsset.width * 1.2; self.height = alienAsset.height * 1.2; self.hp = 2; // Strong alien takes 2 hits (all enemies always 2 hits) self.isHit = false; self.hitTween = null; self.flash = function () { if (self.hitTween) { tween.stop(alienAsset, { tint: true }); } alienAsset.tint = 0xff5252; self.hitTween = tween(alienAsset, { tint: 0xffffff }, { duration: 120, easing: tween.linear, onFinish: function onFinish() { self.hitTween = null; } }); }; // For movement self.speed = 12 + Math.random() * 3; // Stronger and faster self.update = function () { // Only move downwards, do not follow rocket's x position self.y += self.speed; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Life bar background // Life bar // Alien hit flash // Bullet // Alien (enemy) // Rocket (player) // Game constants var GAME_WIDTH = 2048; var GAME_HEIGHT = 2732; // --- Starfield background --- var stars = []; var STAR_COUNT = 60; for (var i = 0; i < STAR_COUNT; ++i) { var star = new Star(); star.x = 10 + Math.random() * (GAME_WIDTH - 20); star.y = Math.random() * GAME_HEIGHT; stars.push(star); game.addChildAt(star, 0); // Add behind all other objects } var ROCKET_START_LIFE = 5; var LEVEL_TO_BOSS = 7; // Game state var rocket = null; var bullets = []; var aliens = []; var level = 1; var rocketLife = ROCKET_START_LIFE; var bulletPower = 1; // Bullet power, increases every level var canShoot = true; var shootCooldown = 0; var dragNode = null; var lastMoveX = 0; var lastMoveY = 0; var score = 0; var bossSpawned = false; var enemyBullets = []; // Track enemy bullets // GUI elements var scoreTxt = new Text2('0', { size: 90, fill: "#fff" }); scoreTxt.anchor.set(0.5, 1); // Ensure score is always visible scoreTxt.alpha = 1; scoreTxt.visible = true; // Position the score text horizontally aligned with the rocket, above it scoreTxt.x = GAME_WIDTH / 2; scoreTxt.y = GAME_HEIGHT - 400 - (rocket ? rocket.height / 2 : 110) - 40; // 40px above rocket top, fallback if rocket not yet created LK.gui.top.addChild(scoreTxt); if (LK.gui.top.children && LK.gui.top.children.length > 1) { LK.gui.top.setChildIndex(scoreTxt, LK.gui.top.children.length - 1); } // New health bar will be created below // updateLevelBar and updateLevelText helpers removed as level bar is no longer shown // Helper to update score text function updateScoreText() { scoreTxt.setText(score); // updateLevelBar removed } // Spawn a new alien function spawnAlien() { var alien; if (level === LEVEL_TO_BOSS && !bossSpawned) { alien = new BossAlien(); alien.hp = 2; // Boss always 2 hits bossSpawned = true; } else { // 20% chance to spawn a BiggerAlien after level 3, 30% StrongAlien, otherwise normal Alien if (level > 3 && Math.random() < 0.2) { alien = new BiggerAlien(); alien.hp = 2; // Always 2 hits for bigger alien } else if (Math.random() < 0.3 && level > 2) { alien = new StrongAlien(); alien.hp = 2; // Always 2 hits for strong alien } else { alien = new Alien(); alien.hp = 2; // Always 2 hits for normal alien } } // Random x, but keep inside screen var margin = 120; alien.x = margin + Math.random() * (GAME_WIDTH - margin * 2); alien.y = -alien.height / 2; aliens.push(alien); game.addChild(alien); } // Reset game state function resetGame() { // Remove all bullets and aliens for (var i = 0; i < bullets.length; ++i) { bullets[i].destroy(); } for (var j = 0; j < aliens.length; ++j) { aliens[j].destroy(); } for (var k = 0; k < enemyBullets.length; ++k) { enemyBullets[k].destroy(); } bullets = []; aliens = []; enemyBullets = []; level = 1; rocketLife = ROCKET_START_LIFE; canShoot = true; shootCooldown = 0; dragNode = null; lastMoveX = 0; lastMoveY = 0; score = 0; bossSpawned = false; // updateLevelText and updateLevelBar removed updateScoreText(); updateHealthBar(); } // Initialize rocket rocket = new Rocket(); rocket.x = GAME_WIDTH / 2; rocket.y = GAME_HEIGHT - 400; game.addChild(rocket); // --- Rocket health bar that follows rocket --- var rocketLifeBarBg = LK.getAsset('lifeBarBg', { anchorX: 0.5, anchorY: 0, x: 0, y: 0, width: 220, height: 18 }); var rocketLifeBar = LK.getAsset('lifeBar', { anchorX: 0, anchorY: 0, x: -110, y: 0, width: 220, height: 18 }); var rocketLifeBarContainer = new Container(); rocketLifeBarContainer.addChild(rocketLifeBarBg); rocketLifeBarContainer.addChild(rocketLifeBar); rocketLifeBarContainer.x = rocket.x; rocketLifeBarContainer.y = rocket.y + rocket.height / 2 + 12; // 12px below rocket game.addChild(rocketLifeBarContainer); // Move scoreTxt to be above the rocket, horizontally aligned scoreTxt.x = rocket.x; scoreTxt.y = rocket.y - rocket.height / 2 - 40; // 40px above rocket top // --- New Health Bar (top center) --- var healthBarBg = LK.getAsset('lifeBarBg', { anchorX: 0.5, anchorY: 0.5, width: 440, height: 44, x: 0, y: 0 }); var healthBar = LK.getAsset('lifeBar', { anchorX: 0, anchorY: 0.5, width: 400, height: 36, x: -200, y: 0 }); var healthBarContainer = new Container(); healthBarContainer.addChild(healthBarBg); healthBarContainer.addChild(healthBar); healthBarContainer.x = GAME_WIDTH / 2; healthBarContainer.y = 110; LK.gui.top.addChild(healthBarContainer); // Helper to update health bar function updateHealthBar() { var percent = rocketLife / ROCKET_START_LIFE; if (percent < 0) percent = 0; if (percent > 1) percent = 1; healthBar.width = 400 * percent; if (percent > 0.5) { healthBar.tint = 0x43a047; } else if (percent > 0.2) { healthBar.tint = 0xffc107; } else { healthBar.tint = 0xd32f2f; } } // Initial GUI // updateLevelText and updateLevelBar removed updateScoreText(); updateHealthBar(); // Touch/move controls game.down = function (x, y, obj) { // Only start drag if touch is on rocket var local = rocket.toLocal(game.toGlobal({ x: x, y: y })); if (local.x > -rocket.width / 2 && local.x < rocket.width / 2 && local.y > -rocket.height / 2 && local.y < rocket.height / 2) { dragNode = rocket; lastMoveX = x; lastMoveY = y; } }; game.move = function (x, y, obj) { // Always move the rocket to the mouse/touch position, clamped to screen var newX = x; var halfW = rocket && rocket.width ? rocket.width / 2 : 70; // fallback to 70 if rocket is null if (newX < halfW) newX = halfW; if (newX > GAME_WIDTH - halfW) newX = GAME_WIDTH - halfW; if (rocket) { rocket.x = newX; // Y position stays fixed at the starting Y rocket.y = GAME_HEIGHT - 400; } lastMoveX = x; lastMoveY = y; }; game.up = function (x, y, obj) { dragNode = null; }; // Tap to shoot (left mouse button or tap) game.down = function (x, y, obj) { // Only start drag if touch is on rocket var local = rocket.toLocal(game.toGlobal({ x: x, y: y })); if (local.x > -rocket.width / 2 && local.x < rocket.width / 2 && local.y > -rocket.height / 2 && local.y < rocket.height / 2) { dragNode = rocket; lastMoveX = x; lastMoveY = y; } // Always allow shooting with left mouse button/tap, regardless of drag state if (canShoot) { shootBullet(); } }; // Shoot bullet function shootBullet() { if (!canShoot) return; var bullet = new Bullet(); bullet.x = rocket.x; bullet.y = rocket.y - rocket.height / 2 - 20; bullets.push(bullet); game.addChild(bullet); canShoot = false; shootCooldown = 10; // 10 ticks cooldown } // Main update loop game.update = function () { // Shooting cooldown if (!canShoot) { shootCooldown--; if (shootCooldown <= 0) { canShoot = true; } } // Update stars for (var si = 0; si < stars.length; ++si) { stars[si].update(); } // Keep score counter aligned with rocket scoreTxt.x = rocket.x; scoreTxt.y = rocket.y - rocket.height / 2 - 40; // 40px above rocket top // Move rocket health bar with rocket if (typeof rocketLifeBarContainer !== "undefined") { rocketLifeBarContainer.x = rocket.x; rocketLifeBarContainer.y = rocket.y + rocket.height / 2 + 12; // 12px below rocket // Update width and color var percent = rocketLife / ROCKET_START_LIFE; if (percent < 0) percent = 0; rocketLifeBar.width = 220 * percent; if (percent > 0.5) { rocketLifeBar.tint = 0x43a047; } else if (percent > 0.2) { rocketLifeBar.tint = 0xffc107; } else { rocketLifeBar.tint = 0xd32f2f; } // Do NOT change rocket color based on health } // (level bar stays fixed in GUI, do not move with rocket) // Update bullets for (var i = bullets.length - 1; i >= 0; --i) { var b = bullets[i]; b.update(); // Remove if off screen if (b.y < -100) { b.destroy(); bullets.splice(i, 1); continue; } } // Update aliens for (var j = aliens.length - 1; j >= 0; --j) { var a = aliens[j]; a.update(); // Remove if off screen if (a.y > GAME_HEIGHT + 200) { a.destroy(); aliens.splice(j, 1); continue; } // Alien shooting logic: all aliens shoot every eligible tick (no randomness, no alignment check) if (level > 1 && a.y > 0 && a.y < GAME_HEIGHT - 400) { if (LK.ticks % Math.max(60 - level * 4, 18) === 0) { var enemyBullet = new EnemyBullet(); enemyBullet.x = a.x; enemyBullet.y = a.y + a.height / 2 + 10; enemyBullets.push(enemyBullet); game.addChild(enemyBullet); } } // Check collision with rocket (alien-rocket contact) if (a.intersects(rocket)) { if (rocketLife > 0) { rocketLife--; updateHealthBar(); rocket.flash(); // Destroy rocket if it has taken 5 damage if (rocketLife <= 0) { if (rocket && typeof rocket.destroy === "function") { rocket.destroy(); rocket = null; } } } // Remove alien on contact a.destroy(); aliens.splice(j, 1); // Check for game over if (rocketLife <= 0) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); return; } } // No alien-rocket collision: aliens do not damage rocket by contact } // Update enemy bullets for (var eb = enemyBullets.length - 1; eb >= 0; --eb) { var ebull = enemyBullets[eb]; ebull.update(); // Remove if off screen if (ebull.y > GAME_HEIGHT + 100) { ebull.destroy(); enemyBullets.splice(eb, 1); continue; } // Check collision with rocket if (ebull.intersects(rocket)) { if (rocketLife > 0) { rocketLife -= 0.5; updateHealthBar(); rocket.flash(); // Destroy rocket if it has taken 5 damage if (rocketLife <= 0) { if (rocket && typeof rocket.destroy === "function") { rocket.destroy(); rocket = null; } } } ebull.destroy(); enemyBullets.splice(eb, 1); // Check for game over if (rocketLife <= 0) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); return; } } } // Bullet-alien collisions for (var i2 = bullets.length - 1; i2 >= 0; --i2) { var b2 = bullets[i2]; for (var j2 = aliens.length - 1; j2 >= 0; --j2) { var a2 = aliens[j2]; if (b2.intersects(a2)) { a2.hp -= b2.power !== undefined ? b2.power : 1; // Use bullet power, fallback to 1 a2.flash(); b2.destroy(); bullets.splice(i2, 1); if (a2.hp <= 0) { a2.destroy(); aliens.splice(j2, 1); score++; updateScoreText(); // Increase level every 10 kills if (level < LEVEL_TO_BOSS && score % 10 === 0) { level++; bulletPower++; // Increase bullet power each level rocketLife = ROCKET_START_LIFE; // Full heal on level up updateHealthBar(); // Star explosion effect at center of screen for (var sx = 0; sx < 18; ++sx) { (function (sx) { var star = new Star(); star.x = GAME_WIDTH / 2; star.y = GAME_HEIGHT / 2; // Give each star a random direction and speed var angle = Math.PI * 2 * (sx / 18); var speed = 18 + Math.random() * 12; var vx = Math.cos(angle) * speed; var vy = Math.sin(angle) * speed; var life = 32 + Math.floor(Math.random() * 16); var tick = 0; // Animate star outward and fade out star.update = function () { star.x += vx; star.y += vy; star.alpha -= 0.025; tick++; if (tick > life || star.alpha <= 0) { star.destroy(); } }; game.addChild(star); })(sx); } // Change all background star colors var colorChoices = [0xffffff, 0xe3f2fd, 0xfffde7, 0xb3e5fc, 0xfff9c4, 0xffb3c6, 0xc5e1a5, 0xffcc80, 0x90caf9, 0xf8bbd0]; for (var sc = 0; sc < stars.length; ++sc) { var starObj = stars[sc]; // Only change tint if starObj has children and a valid asset if (starObj.children && starObj.children.length > 0 && starObj.children[0]) { var newColor = colorChoices[Math.floor(Math.random() * colorChoices.length)]; starObj.children[0].tint = newColor; } } // Add more stars to the background on each level up var additionalStars = 8; // Number of stars to add per level up for (var addStar = 0; addStar < additionalStars; ++addStar) { var newStar = new Star(); newStar.x = 10 + Math.random() * (GAME_WIDTH - 20); newStar.y = Math.random() * GAME_HEIGHT; stars.push(newStar); game.addChildAt(newStar, 0); // Add behind all other objects } } // If boss defeated, win if (level === LEVEL_TO_BOSS && bossSpawned && aliens.length === 0) { LK.effects.flashScreen(0x00e676, 1000); LK.showYouWin(); return; } } break; } } } // Alien spawn logic if (level < LEVEL_TO_BOSS) { // Increase max aliens on screen as level increases var maxAliens = 2 + Math.floor((level - 1) / 2); // +1 every 2 levels (2,3,4,5...) // Increase spawn rate as level increases var spawnRate = Math.max(1, 1 + Math.floor((level - 1) / 2)); // +1 spawn per 2 levels if (aliens.length < maxAliens && LK.ticks % (60 - level * 4) === 0) { for (var s = 0; s < spawnRate && aliens.length < maxAliens; ++s) { spawnAlien(); } } } else if (level === LEVEL_TO_BOSS && !bossSpawned) { // Spawn boss spawnAlien(); } }; // --- Level Bar (top center) --- var levelBarBg = LK.getAsset('lifeBarBg', { anchorX: 0.5, anchorY: 0.5, width: 440, height: 44, x: 0, y: 0 }); var levelBar = LK.getAsset('lifeBar', { anchorX: 0, anchorY: 0.5, width: 400, height: 36, x: -200, y: 0 }); var levelBarContainer = new Container(); levelBarContainer.addChild(levelBarBg); levelBarContainer.addChild(levelBar); // Place the level bar to the right of the pause button (top left 100x100 reserved, bar starts at x=80) levelBarContainer.x = 80 + levelBarBg.width / 2; levelBarContainer.y = 66; // Vertically aligned with pause button, but not overlapping LK.gui.top.addChild(levelBarContainer); // Helper to update level bar function updateLevelBar() { // Progress to next level: score % 10 (10 kills per level) var progress = score % 10 / 10; if (progress < 0) progress = 0; if (progress > 1) progress = 1; levelBar.width = 400 * progress; // Color: green if almost full, yellow if mid, red if low if (progress > 0.7) { levelBar.tint = 0x43a047; } else if (progress > 0.3) { levelBar.tint = 0xffc107; } else { levelBar.tint = 0xd32f2f; } } // Update level bar on score change and level up var oldUpdateScoreText = updateScoreText; updateLevelBar(); // Initial spawn spawnAlien();
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Alien class
var Alien = Container.expand(function () {
var self = Container.call(this);
var alienAsset = self.attachAsset('alien', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = alienAsset.width;
self.height = alienAsset.height;
self.hp = 2; // Each alien takes 2 hits (all aliens always 2 hits)
self.isHit = false;
self.hitTween = null;
// For hit flash
self.flash = function () {
// If a previous hitTween is running, stop it
if (self.hitTween) {
tween.stop(alienAsset, {
tint: true
});
}
// Set alien to red tint
alienAsset.tint = 0xff5252;
// Tween back to normal color (no tint) over 120ms
self.hitTween = tween(alienAsset, {
tint: 0xffffff
}, {
duration: 120,
easing: tween.linear,
onFinish: function onFinish() {
self.hitTween = null;
}
});
};
// For movement
self.speed = 8 + Math.random() * 4; // Slightly random speed
self.update = function () {
// Only move downwards, do not follow rocket's x position
self.y += self.speed;
};
return self;
});
// Bigger Alien class (for level > 3, 3 hits to kill, larger)
var BiggerAlien = Container.expand(function () {
var self = Container.call(this);
var alienAsset = self.attachAsset('alien', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.5,
scaleY: 1.5
});
self.width = alienAsset.width * 1.5;
self.height = alienAsset.height * 1.5;
self.hp = 2; // Takes 2 hits (all enemies always 2 hits)
self.isHit = false;
self.hitTween = null;
self.flash = function () {
if (self.hitTween) {
tween.stop(alienAsset, {
tint: true
});
}
alienAsset.tint = 0xff5252;
self.hitTween = tween(alienAsset, {
tint: 0xffffff
}, {
duration: 120,
easing: tween.linear,
onFinish: function onFinish() {
self.hitTween = null;
}
});
};
// For movement
self.speed = 10 + Math.random() * 2; // Slightly slower than strong alien
self.update = function () {
self.y += self.speed;
};
return self;
});
// Boss Alien class (for level 7)
var BossAlien = Container.expand(function () {
var self = Container.call(this);
var bossAsset = self.attachAsset('alien', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.7,
scaleY: 1.7
});
self.width = bossAsset.width * 1.7;
self.height = bossAsset.height * 1.7;
self.hp = 2; // Boss takes 2 hits (all enemies always 2 hits)
self.isHit = false;
self.hitTween = null;
self.flash = function () {
if (self.hitTween) {
tween.stop(bossAsset, {
tint: true
});
}
bossAsset.tint = 0xff5252;
self.hitTween = tween(bossAsset, {
tint: 0xffffff
}, {
duration: 120,
easing: tween.linear,
onFinish: function onFinish() {
self.hitTween = null;
}
});
};
self.speed = 10; // Boss is faster
self.update = function () {
// Only move downwards, do not follow rocket's x position
self.y += self.speed;
};
return self;
});
// Bullet class
var Bullet = Container.expand(function () {
var self = Container.call(this);
var bulletAsset = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -32; // Upwards
self.power = bulletPower; // Set bullet power at creation
self.update = function () {
self.y += self.speed;
};
return self;
});
// Enemy bullet class (alien shoots at player)
var EnemyBullet = Container.expand(function () {
var self = Container.call(this);
var bulletAsset = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
bulletAsset.tint = 0xff5252; // Red tint for enemy bullets
self.speed = 18; // Downwards, slower than player bullet
self.update = function () {
self.y += self.speed;
};
return self;
});
// Rocket (player) class
var Rocket = Container.expand(function () {
var self = Container.call(this);
var rocketAsset = self.attachAsset('rocket', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = rocketAsset.width;
self.height = rocketAsset.height;
// For hit flash
self.flashTween = null;
// Show hit flash
self.flash = function () {
// If a previous flashTween is running, stop it
if (self.flashTween) {
tween.stop(rocketAsset, {
tint: true
});
}
// Set rocket to reddish tint
rocketAsset.tint = 0xff5252;
// Tween back to normal color (white) over 200ms
self.flashTween = tween(rocketAsset, {
tint: 0xffffff
}, {
duration: 200,
easing: tween.linear,
onFinish: function onFinish() {
self.flashTween = null;
}
});
};
return self;
});
// Star class for animated background stars
var Star = Container.expand(function () {
var self = Container.call(this);
// Use a larger ellipse for the star to make it more visible
var size = 6 + Math.random() * 8; // Increased min and max size
var starAsset = self.attachAsset('alien', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: size / 160,
scaleY: size / 160
});
// Brighter color choices for more visibility
var colorChoices = [0xffffff, 0xe3f2fd, 0xfffde7, 0xb3e5fc, 0xfff9c4];
starAsset.tint = colorChoices[Math.floor(Math.random() * colorChoices.length)];
self.width = size;
self.height = size;
self.speed = 2.5 + Math.random() * 4.5;
// Higher minimum alpha for more visible stars
self.alpha = 0.7 + Math.random() * 0.3;
self.update = function () {
self.y += self.speed;
if (self.y > GAME_HEIGHT + 10) {
// Respawn at top
self.y = -10;
self.x = 10 + Math.random() * (GAME_WIDTH - 20);
self.speed = 2.5 + Math.random() * 4.5;
self.alpha = 0.7 + Math.random() * 0.3;
}
};
return self;
});
// Strong Alien class (tougher, faster)
var StrongAlien = Container.expand(function () {
var self = Container.call(this);
var alienAsset = self.attachAsset('alien', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.2,
scaleY: 1.2
});
self.width = alienAsset.width * 1.2;
self.height = alienAsset.height * 1.2;
self.hp = 2; // Strong alien takes 2 hits (all enemies always 2 hits)
self.isHit = false;
self.hitTween = null;
self.flash = function () {
if (self.hitTween) {
tween.stop(alienAsset, {
tint: true
});
}
alienAsset.tint = 0xff5252;
self.hitTween = tween(alienAsset, {
tint: 0xffffff
}, {
duration: 120,
easing: tween.linear,
onFinish: function onFinish() {
self.hitTween = null;
}
});
};
// For movement
self.speed = 12 + Math.random() * 3; // Stronger and faster
self.update = function () {
// Only move downwards, do not follow rocket's x position
self.y += self.speed;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
// Life bar background
// Life bar
// Alien hit flash
// Bullet
// Alien (enemy)
// Rocket (player)
// Game constants
var GAME_WIDTH = 2048;
var GAME_HEIGHT = 2732;
// --- Starfield background ---
var stars = [];
var STAR_COUNT = 60;
for (var i = 0; i < STAR_COUNT; ++i) {
var star = new Star();
star.x = 10 + Math.random() * (GAME_WIDTH - 20);
star.y = Math.random() * GAME_HEIGHT;
stars.push(star);
game.addChildAt(star, 0); // Add behind all other objects
}
var ROCKET_START_LIFE = 5;
var LEVEL_TO_BOSS = 7;
// Game state
var rocket = null;
var bullets = [];
var aliens = [];
var level = 1;
var rocketLife = ROCKET_START_LIFE;
var bulletPower = 1; // Bullet power, increases every level
var canShoot = true;
var shootCooldown = 0;
var dragNode = null;
var lastMoveX = 0;
var lastMoveY = 0;
var score = 0;
var bossSpawned = false;
var enemyBullets = []; // Track enemy bullets
// GUI elements
var scoreTxt = new Text2('0', {
size: 90,
fill: "#fff"
});
scoreTxt.anchor.set(0.5, 1);
// Ensure score is always visible
scoreTxt.alpha = 1;
scoreTxt.visible = true;
// Position the score text horizontally aligned with the rocket, above it
scoreTxt.x = GAME_WIDTH / 2;
scoreTxt.y = GAME_HEIGHT - 400 - (rocket ? rocket.height / 2 : 110) - 40; // 40px above rocket top, fallback if rocket not yet created
LK.gui.top.addChild(scoreTxt);
if (LK.gui.top.children && LK.gui.top.children.length > 1) {
LK.gui.top.setChildIndex(scoreTxt, LK.gui.top.children.length - 1);
}
// New health bar will be created below
// updateLevelBar and updateLevelText helpers removed as level bar is no longer shown
// Helper to update score text
function updateScoreText() {
scoreTxt.setText(score);
// updateLevelBar removed
}
// Spawn a new alien
function spawnAlien() {
var alien;
if (level === LEVEL_TO_BOSS && !bossSpawned) {
alien = new BossAlien();
alien.hp = 2; // Boss always 2 hits
bossSpawned = true;
} else {
// 20% chance to spawn a BiggerAlien after level 3, 30% StrongAlien, otherwise normal Alien
if (level > 3 && Math.random() < 0.2) {
alien = new BiggerAlien();
alien.hp = 2; // Always 2 hits for bigger alien
} else if (Math.random() < 0.3 && level > 2) {
alien = new StrongAlien();
alien.hp = 2; // Always 2 hits for strong alien
} else {
alien = new Alien();
alien.hp = 2; // Always 2 hits for normal alien
}
}
// Random x, but keep inside screen
var margin = 120;
alien.x = margin + Math.random() * (GAME_WIDTH - margin * 2);
alien.y = -alien.height / 2;
aliens.push(alien);
game.addChild(alien);
}
// Reset game state
function resetGame() {
// Remove all bullets and aliens
for (var i = 0; i < bullets.length; ++i) {
bullets[i].destroy();
}
for (var j = 0; j < aliens.length; ++j) {
aliens[j].destroy();
}
for (var k = 0; k < enemyBullets.length; ++k) {
enemyBullets[k].destroy();
}
bullets = [];
aliens = [];
enemyBullets = [];
level = 1;
rocketLife = ROCKET_START_LIFE;
canShoot = true;
shootCooldown = 0;
dragNode = null;
lastMoveX = 0;
lastMoveY = 0;
score = 0;
bossSpawned = false;
// updateLevelText and updateLevelBar removed
updateScoreText();
updateHealthBar();
}
// Initialize rocket
rocket = new Rocket();
rocket.x = GAME_WIDTH / 2;
rocket.y = GAME_HEIGHT - 400;
game.addChild(rocket);
// --- Rocket health bar that follows rocket ---
var rocketLifeBarBg = LK.getAsset('lifeBarBg', {
anchorX: 0.5,
anchorY: 0,
x: 0,
y: 0,
width: 220,
height: 18
});
var rocketLifeBar = LK.getAsset('lifeBar', {
anchorX: 0,
anchorY: 0,
x: -110,
y: 0,
width: 220,
height: 18
});
var rocketLifeBarContainer = new Container();
rocketLifeBarContainer.addChild(rocketLifeBarBg);
rocketLifeBarContainer.addChild(rocketLifeBar);
rocketLifeBarContainer.x = rocket.x;
rocketLifeBarContainer.y = rocket.y + rocket.height / 2 + 12; // 12px below rocket
game.addChild(rocketLifeBarContainer);
// Move scoreTxt to be above the rocket, horizontally aligned
scoreTxt.x = rocket.x;
scoreTxt.y = rocket.y - rocket.height / 2 - 40; // 40px above rocket top
// --- New Health Bar (top center) ---
var healthBarBg = LK.getAsset('lifeBarBg', {
anchorX: 0.5,
anchorY: 0.5,
width: 440,
height: 44,
x: 0,
y: 0
});
var healthBar = LK.getAsset('lifeBar', {
anchorX: 0,
anchorY: 0.5,
width: 400,
height: 36,
x: -200,
y: 0
});
var healthBarContainer = new Container();
healthBarContainer.addChild(healthBarBg);
healthBarContainer.addChild(healthBar);
healthBarContainer.x = GAME_WIDTH / 2;
healthBarContainer.y = 110;
LK.gui.top.addChild(healthBarContainer);
// Helper to update health bar
function updateHealthBar() {
var percent = rocketLife / ROCKET_START_LIFE;
if (percent < 0) percent = 0;
if (percent > 1) percent = 1;
healthBar.width = 400 * percent;
if (percent > 0.5) {
healthBar.tint = 0x43a047;
} else if (percent > 0.2) {
healthBar.tint = 0xffc107;
} else {
healthBar.tint = 0xd32f2f;
}
}
// Initial GUI
// updateLevelText and updateLevelBar removed
updateScoreText();
updateHealthBar();
// Touch/move controls
game.down = function (x, y, obj) {
// Only start drag if touch is on rocket
var local = rocket.toLocal(game.toGlobal({
x: x,
y: y
}));
if (local.x > -rocket.width / 2 && local.x < rocket.width / 2 && local.y > -rocket.height / 2 && local.y < rocket.height / 2) {
dragNode = rocket;
lastMoveX = x;
lastMoveY = y;
}
};
game.move = function (x, y, obj) {
// Always move the rocket to the mouse/touch position, clamped to screen
var newX = x;
var halfW = rocket && rocket.width ? rocket.width / 2 : 70; // fallback to 70 if rocket is null
if (newX < halfW) newX = halfW;
if (newX > GAME_WIDTH - halfW) newX = GAME_WIDTH - halfW;
if (rocket) {
rocket.x = newX;
// Y position stays fixed at the starting Y
rocket.y = GAME_HEIGHT - 400;
}
lastMoveX = x;
lastMoveY = y;
};
game.up = function (x, y, obj) {
dragNode = null;
};
// Tap to shoot (left mouse button or tap)
game.down = function (x, y, obj) {
// Only start drag if touch is on rocket
var local = rocket.toLocal(game.toGlobal({
x: x,
y: y
}));
if (local.x > -rocket.width / 2 && local.x < rocket.width / 2 && local.y > -rocket.height / 2 && local.y < rocket.height / 2) {
dragNode = rocket;
lastMoveX = x;
lastMoveY = y;
}
// Always allow shooting with left mouse button/tap, regardless of drag state
if (canShoot) {
shootBullet();
}
};
// Shoot bullet
function shootBullet() {
if (!canShoot) return;
var bullet = new Bullet();
bullet.x = rocket.x;
bullet.y = rocket.y - rocket.height / 2 - 20;
bullets.push(bullet);
game.addChild(bullet);
canShoot = false;
shootCooldown = 10; // 10 ticks cooldown
}
// Main update loop
game.update = function () {
// Shooting cooldown
if (!canShoot) {
shootCooldown--;
if (shootCooldown <= 0) {
canShoot = true;
}
}
// Update stars
for (var si = 0; si < stars.length; ++si) {
stars[si].update();
}
// Keep score counter aligned with rocket
scoreTxt.x = rocket.x;
scoreTxt.y = rocket.y - rocket.height / 2 - 40; // 40px above rocket top
// Move rocket health bar with rocket
if (typeof rocketLifeBarContainer !== "undefined") {
rocketLifeBarContainer.x = rocket.x;
rocketLifeBarContainer.y = rocket.y + rocket.height / 2 + 12; // 12px below rocket
// Update width and color
var percent = rocketLife / ROCKET_START_LIFE;
if (percent < 0) percent = 0;
rocketLifeBar.width = 220 * percent;
if (percent > 0.5) {
rocketLifeBar.tint = 0x43a047;
} else if (percent > 0.2) {
rocketLifeBar.tint = 0xffc107;
} else {
rocketLifeBar.tint = 0xd32f2f;
}
// Do NOT change rocket color based on health
}
// (level bar stays fixed in GUI, do not move with rocket)
// Update bullets
for (var i = bullets.length - 1; i >= 0; --i) {
var b = bullets[i];
b.update();
// Remove if off screen
if (b.y < -100) {
b.destroy();
bullets.splice(i, 1);
continue;
}
}
// Update aliens
for (var j = aliens.length - 1; j >= 0; --j) {
var a = aliens[j];
a.update();
// Remove if off screen
if (a.y > GAME_HEIGHT + 200) {
a.destroy();
aliens.splice(j, 1);
continue;
}
// Alien shooting logic: all aliens shoot every eligible tick (no randomness, no alignment check)
if (level > 1 && a.y > 0 && a.y < GAME_HEIGHT - 400) {
if (LK.ticks % Math.max(60 - level * 4, 18) === 0) {
var enemyBullet = new EnemyBullet();
enemyBullet.x = a.x;
enemyBullet.y = a.y + a.height / 2 + 10;
enemyBullets.push(enemyBullet);
game.addChild(enemyBullet);
}
}
// Check collision with rocket (alien-rocket contact)
if (a.intersects(rocket)) {
if (rocketLife > 0) {
rocketLife--;
updateHealthBar();
rocket.flash();
// Destroy rocket if it has taken 5 damage
if (rocketLife <= 0) {
if (rocket && typeof rocket.destroy === "function") {
rocket.destroy();
rocket = null;
}
}
}
// Remove alien on contact
a.destroy();
aliens.splice(j, 1);
// Check for game over
if (rocketLife <= 0) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
return;
}
}
// No alien-rocket collision: aliens do not damage rocket by contact
}
// Update enemy bullets
for (var eb = enemyBullets.length - 1; eb >= 0; --eb) {
var ebull = enemyBullets[eb];
ebull.update();
// Remove if off screen
if (ebull.y > GAME_HEIGHT + 100) {
ebull.destroy();
enemyBullets.splice(eb, 1);
continue;
}
// Check collision with rocket
if (ebull.intersects(rocket)) {
if (rocketLife > 0) {
rocketLife -= 0.5;
updateHealthBar();
rocket.flash();
// Destroy rocket if it has taken 5 damage
if (rocketLife <= 0) {
if (rocket && typeof rocket.destroy === "function") {
rocket.destroy();
rocket = null;
}
}
}
ebull.destroy();
enemyBullets.splice(eb, 1);
// Check for game over
if (rocketLife <= 0) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
return;
}
}
}
// Bullet-alien collisions
for (var i2 = bullets.length - 1; i2 >= 0; --i2) {
var b2 = bullets[i2];
for (var j2 = aliens.length - 1; j2 >= 0; --j2) {
var a2 = aliens[j2];
if (b2.intersects(a2)) {
a2.hp -= b2.power !== undefined ? b2.power : 1; // Use bullet power, fallback to 1
a2.flash();
b2.destroy();
bullets.splice(i2, 1);
if (a2.hp <= 0) {
a2.destroy();
aliens.splice(j2, 1);
score++;
updateScoreText();
// Increase level every 10 kills
if (level < LEVEL_TO_BOSS && score % 10 === 0) {
level++;
bulletPower++; // Increase bullet power each level
rocketLife = ROCKET_START_LIFE; // Full heal on level up
updateHealthBar();
// Star explosion effect at center of screen
for (var sx = 0; sx < 18; ++sx) {
(function (sx) {
var star = new Star();
star.x = GAME_WIDTH / 2;
star.y = GAME_HEIGHT / 2;
// Give each star a random direction and speed
var angle = Math.PI * 2 * (sx / 18);
var speed = 18 + Math.random() * 12;
var vx = Math.cos(angle) * speed;
var vy = Math.sin(angle) * speed;
var life = 32 + Math.floor(Math.random() * 16);
var tick = 0;
// Animate star outward and fade out
star.update = function () {
star.x += vx;
star.y += vy;
star.alpha -= 0.025;
tick++;
if (tick > life || star.alpha <= 0) {
star.destroy();
}
};
game.addChild(star);
})(sx);
}
// Change all background star colors
var colorChoices = [0xffffff, 0xe3f2fd, 0xfffde7, 0xb3e5fc, 0xfff9c4, 0xffb3c6, 0xc5e1a5, 0xffcc80, 0x90caf9, 0xf8bbd0];
for (var sc = 0; sc < stars.length; ++sc) {
var starObj = stars[sc];
// Only change tint if starObj has children and a valid asset
if (starObj.children && starObj.children.length > 0 && starObj.children[0]) {
var newColor = colorChoices[Math.floor(Math.random() * colorChoices.length)];
starObj.children[0].tint = newColor;
}
}
// Add more stars to the background on each level up
var additionalStars = 8; // Number of stars to add per level up
for (var addStar = 0; addStar < additionalStars; ++addStar) {
var newStar = new Star();
newStar.x = 10 + Math.random() * (GAME_WIDTH - 20);
newStar.y = Math.random() * GAME_HEIGHT;
stars.push(newStar);
game.addChildAt(newStar, 0); // Add behind all other objects
}
}
// If boss defeated, win
if (level === LEVEL_TO_BOSS && bossSpawned && aliens.length === 0) {
LK.effects.flashScreen(0x00e676, 1000);
LK.showYouWin();
return;
}
}
break;
}
}
}
// Alien spawn logic
if (level < LEVEL_TO_BOSS) {
// Increase max aliens on screen as level increases
var maxAliens = 2 + Math.floor((level - 1) / 2); // +1 every 2 levels (2,3,4,5...)
// Increase spawn rate as level increases
var spawnRate = Math.max(1, 1 + Math.floor((level - 1) / 2)); // +1 spawn per 2 levels
if (aliens.length < maxAliens && LK.ticks % (60 - level * 4) === 0) {
for (var s = 0; s < spawnRate && aliens.length < maxAliens; ++s) {
spawnAlien();
}
}
} else if (level === LEVEL_TO_BOSS && !bossSpawned) {
// Spawn boss
spawnAlien();
}
};
// --- Level Bar (top center) ---
var levelBarBg = LK.getAsset('lifeBarBg', {
anchorX: 0.5,
anchorY: 0.5,
width: 440,
height: 44,
x: 0,
y: 0
});
var levelBar = LK.getAsset('lifeBar', {
anchorX: 0,
anchorY: 0.5,
width: 400,
height: 36,
x: -200,
y: 0
});
var levelBarContainer = new Container();
levelBarContainer.addChild(levelBarBg);
levelBarContainer.addChild(levelBar);
// Place the level bar to the right of the pause button (top left 100x100 reserved, bar starts at x=80)
levelBarContainer.x = 80 + levelBarBg.width / 2;
levelBarContainer.y = 66; // Vertically aligned with pause button, but not overlapping
LK.gui.top.addChild(levelBarContainer);
// Helper to update level bar
function updateLevelBar() {
// Progress to next level: score % 10 (10 kills per level)
var progress = score % 10 / 10;
if (progress < 0) progress = 0;
if (progress > 1) progress = 1;
levelBar.width = 400 * progress;
// Color: green if almost full, yellow if mid, red if low
if (progress > 0.7) {
levelBar.tint = 0x43a047;
} else if (progress > 0.3) {
levelBar.tint = 0xffc107;
} else {
levelBar.tint = 0xd32f2f;
}
}
// Update level bar on score change and level up
var oldUpdateScoreText = updateScoreText;
updateLevelBar();
// Initial spawn
spawnAlien();