User prompt
Add a heart instead of text to the life section of the game
User prompt
Add a main menu to the game and have a start game button and a settings menu in the main menu and a settings menu where we can increase or decrease the game's volume ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Add a health system to your fighter jet, reduce by one every time you die
User prompt
Add 2 guns to the left and right sides of the fighter plane
User prompt
Add a system where we can control the fighter jet halfway across the screen
Initial prompt
Provide the ability to control fighter jets
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Alien = Container.expand(function (size) { var self = Container.call(this); self.size = size || 1; self.health = size; self.maxHealth = size; var assetName = 'alien' + size; var alienGraphics = self.attachAsset(assetName, { anchorX: 0.5, anchorY: 0.5 }); self.speed = Math.random() * 3 + 2; self.lastShot = 0; self.shootDelay = 60 + Math.random() * 120; // AI behavior properties self.aiType = Math.floor(Math.random() * 4); // 0: aggressive, 1: evasive, 2: patrol, 3: formation self.baseX = self.x; self.patrolDirection = Math.random() < 0.5 ? -1 : 1; self.evasionTimer = 0; self.formationOffset = Math.random() * Math.PI * 2; self.aggressionLevel = Math.random() * 0.5 + 0.5; // 0.5 to 1.0 self.update = function () { self.y += self.speed; // AI Movement Behaviors if (self.aiType === 0) { // Aggressive: Move directly toward player with increasing speed var playerDistance = player.x - self.x; var horizontalSpeed = Math.min(Math.abs(playerDistance) * 0.02 * self.aggressionLevel, 2.5); if (playerDistance > 0) { self.x += horizontalSpeed; } else if (playerDistance < 0) { self.x -= horizontalSpeed; } // Increase speed when close to player if (Math.abs(playerDistance) < 200) { self.speed += 0.1; } } else if (self.aiType === 1) { // Evasive: Move away from player bullets and use unpredictable movement self.evasionTimer++; var nearbyBullet = false; for (var b = 0; b < playerBullets.length; b++) { var bullet = playerBullets[b]; var bulletDistance = Math.sqrt(Math.pow(bullet.x - self.x, 2) + Math.pow(bullet.y - self.y, 2)); if (bulletDistance < 150) { nearbyBullet = true; // Evade away from bullet if (bullet.x < self.x) { self.x += 3; } else { self.x -= 3; } break; } } // Random evasive movement when no immediate threat if (!nearbyBullet && self.evasionTimer % 60 === 0) { self.x += (Math.random() - 0.5) * 100; } } else if (self.aiType === 2) { // Patrol: Move in horizontal patterns while slowly tracking player var patrolSpeed = 1.5; self.x += self.patrolDirection * patrolSpeed; if (self.x < 200 || self.x > 1848) { self.patrolDirection *= -1; } // Slight player tracking var playerDistance = player.x - self.x; var trackingSpeed = Math.min(Math.abs(playerDistance) * 0.005, 0.5); if (playerDistance > 0) { self.x += trackingSpeed; } else if (playerDistance < 0) { self.x -= trackingSpeed; } } else if (self.aiType === 3) { // Formation: Move in coordinated patterns with other aliens var formationSpeed = Math.sin((LK.ticks + self.formationOffset) * 0.05) * 2; self.x += formationSpeed; // Maintain formation spacing for (var a = 0; a < aliens.length; a++) { var otherAlien = aliens[a]; if (otherAlien !== self && otherAlien.aiType === 3) { var distance = Math.abs(otherAlien.x - self.x); if (distance < 120 && distance > 0) { if (otherAlien.x > self.x) { self.x -= 1; } else { self.x += 1; } } } } } // Keep aliens within screen bounds self.x = Math.max(50, Math.min(1998, self.x)); // AI Shooting Behavior self.lastShot++; var shootChance = 1.0; var playerDistance = Math.sqrt(Math.pow(player.x - self.x, 2) + Math.pow(player.y - self.y, 2)); // Adjust shooting based on AI type and player proximity if (self.aiType === 0) { // Aggressive aliens shoot more frequently when close to player if (playerDistance < 300) { shootChance = 1.5; self.shootDelay = 40 + Math.random() * 60; } } else if (self.aiType === 1) { // Evasive aliens shoot less frequently but more accurately shootChance = 0.7; self.shootDelay = 80 + Math.random() * 100; } else if (self.aiType === 2) { // Patrol aliens have steady firing rate shootChance = 0.9; } else if (self.aiType === 3) { // Formation aliens coordinate volleys if (LK.ticks % 120 < 20) { shootChance = 2.0; // Synchronized bursts } else { shootChance = 0.3; } } if (self.lastShot >= self.shootDelay * (1 / shootChance) && self.y > 100 && self.y < 2000) { self.lastShot = 0; self.shootDelay = 60 + Math.random() * 120; // Smart targeting for larger aliens if (self.size >= 3) { // Predictive shooting - aim where player will be var bulletSpeed = 20; var timeToReach = Math.abs(self.y - player.y) / bulletSpeed; var predictedPlayerX = player.x; if (dragNode) { // If player is moving, predict movement var playerVelocity = player.x - (player.lastX || player.x) || 0; predictedPlayerX = player.x + playerVelocity * timeToReach; } var bullet = new AlienBullet(); bullet.x = self.x; bullet.y = self.y + 30; // Add slight targeting adjustment var targetOffset = (predictedPlayerX - self.x) * 0.1; bullet.targetOffsetX = Math.max(-2, Math.min(2, targetOffset)); alienBullets.push(bullet); game.addChild(bullet); } else { // Regular shooting for smaller aliens var bullet = new AlienBullet(); bullet.x = self.x; bullet.y = self.y + 30; alienBullets.push(bullet); game.addChild(bullet); } } // Store last position for movement prediction self.lastX = self.x; }; self.takeDamage = function () { self.health--; if (self.health <= 0) { return true; // Destroyed } return false; }; return self; }); var AlienBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('alienBullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 20; self.targetOffsetX = 0; // For smart targeting self.homingStrength = 0; // For advanced bullets self.update = function () { self.y += self.speed; // Apply horizontal targeting offset for smart bullets if (self.targetOffsetX !== 0) { self.x += self.targetOffsetX; self.targetOffsetX *= 0.95; // Gradually reduce offset } // Light homing behavior for bullets from larger aliens if (self.homingStrength > 0) { var playerDistance = player.x - self.x; var homingForce = Math.sign(playerDistance) * Math.min(Math.abs(playerDistance) * 0.01, 1) * self.homingStrength; self.x += homingForce; self.homingStrength *= 0.98; // Gradually reduce homing } }; return self; }); var Bomb = Container.expand(function () { var self = Container.call(this); var bombGraphics = self.attachAsset('bomb', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 8; self.explosionRadius = 250; // 0.5cm area converted to pixels self.fuseTime = 180; // 3 seconds at 60fps self.currentFuse = 0; self.hasExploded = false; self.update = function () { self.y += self.speed; self.currentFuse++; // Pulsing animation as fuse burns down var pulseScale = 1 + Math.sin(self.currentFuse * 0.3) * 0.2; bombGraphics.scaleX = pulseScale; bombGraphics.scaleY = pulseScale; // Explode after fuse time if (self.currentFuse >= self.fuseTime && !self.hasExploded) { self.explode(); } }; self.explode = function () { self.hasExploded = true; // Flash explosion effect LK.effects.flashScreen(0xffa500, 300); // Destroy all aliens within explosion radius for (var i = aliens.length - 1; i >= 0; i--) { var alien = aliens[i]; var distance = Math.sqrt(Math.pow(alien.x - self.x, 2) + Math.pow(alien.y - self.y, 2)); if (distance <= self.explosionRadius) { LK.setScore(LK.getScore() + alien.size * 5); alien.destroy(); aliens.splice(i, 1); } } // Create explosion visual effect using tween tween(bombGraphics, { scaleX: 5, scaleY: 5, alpha: 0 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { // Remove bomb after explosion animation for (var i = bombs.length - 1; i >= 0; i--) { if (bombs[i] === self) { self.destroy(); bombs.splice(i, 1); break; } } } }); }; return self; }); var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.fireRate = 15; self.weaponLevel = 1; self.lastShot = 0; return self; }); var PlayerBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('playerBullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -18; self.update = function () { self.y += self.speed; }; return self; }); var PowerUp = Container.expand(function () { var self = Container.call(this); var powerupGraphics = self.attachAsset('powerup', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 3; self.bobOffset = Math.random() * Math.PI * 2; self.update = function () { self.y += self.speed; self.x += Math.sin((LK.ticks + self.bobOffset) * 0.1) * 2; powerupGraphics.rotation += 0.05; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000033 }); /**** * Game Code ****/ var player = game.addChild(new Player()); player.x = 2048 / 2; player.y = 2400; player.lastX = player.x; var playerBullets = []; var aliens = []; var alienBullets = []; var powerups = []; var bombs = []; var waveTimer = 0; var difficultyLevel = 1; var alienSpawnRate = 180; var bombTimer = 0; var bombSpawnRate = 600; // 10 seconds at 60fps // UI Elements var scoreTxt = new Text2('0', { size: 80, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); scoreTxt.y = 100; var weaponTxt = new Text2('Weapon Level: 1', { size: 50, fill: 0x00FF00 }); weaponTxt.anchor.set(0, 0); LK.gui.topRight.addChild(weaponTxt); weaponTxt.x = -350; weaponTxt.y = 50; // Player controls var playerControls = { moveLeft: false, moveRight: false, moveUp: false, moveDown: false, speed: 8 }; var controlZones = { left: { x: 0, y: 1366, width: 512, height: 1366 }, right: { x: 1536, y: 1366, width: 512, height: 1366 }, up: { x: 512, y: 1366, width: 1024, height: 341 }, down: { x: 512, y: 2391, width: 1024, height: 341 } }; function isInZone(x, y, zone) { return x >= zone.x && x <= zone.x + zone.width && y >= zone.y && y <= zone.y + zone.height; } function handleMove(x, y, obj) { // Reset all controls playerControls.moveLeft = false; playerControls.moveRight = false; playerControls.moveUp = false; playerControls.moveDown = false; // Check which control zone is being touched if (isInZone(x, y, controlZones.left)) { playerControls.moveLeft = true; } if (isInZone(x, y, controlZones.right)) { playerControls.moveRight = true; } if (isInZone(x, y, controlZones.up)) { playerControls.moveUp = true; } if (isInZone(x, y, controlZones.down)) { playerControls.moveDown = true; } } game.move = handleMove; game.down = function (x, y, obj) { handleMove(x, y, obj); }; game.up = function (x, y, obj) { // Reset all controls when touch is released playerControls.moveLeft = false; playerControls.moveRight = false; playerControls.moveUp = false; playerControls.moveDown = false; }; // Spawn alien function function spawnAlien() { var size = 1; var rand = Math.random(); if (difficultyLevel >= 3 && rand < 0.1) size = 5;else if (difficultyLevel >= 2 && rand < 0.2) size = 4;else if (difficultyLevel >= 2 && rand < 0.35) size = 3;else if (rand < 0.5) size = 2; var alien = new Alien(size); alien.x = Math.random() * 1800 + 124; alien.y = -100; alien.baseX = alien.x; // Set initial base position for AI // Set AI type based on difficulty and alien size if (difficultyLevel >= 4) { // Higher difficulty: more aggressive and formation AI if (size >= 4) { alien.aiType = Math.random() < 0.4 ? 0 : 3; // Aggressive or Formation } else { alien.aiType = Math.floor(Math.random() * 4); // All types available } } else if (difficultyLevel >= 2) { // Medium difficulty: introduce evasive and patrol alien.aiType = Math.floor(Math.random() * 3); // No formation yet } else { // Low difficulty: mostly aggressive and patrol alien.aiType = Math.random() < 0.7 ? 0 : 2; // Aggressive or Patrol } // Larger aliens get enhanced capabilities if (size >= 3) { alien.aggressionLevel = Math.min(1.0, alien.aggressionLevel + 0.3); } aliens.push(alien); game.addChild(alien); } // Player shooting function playerShoot() { if (LK.ticks - player.lastShot >= player.fireRate) { player.lastShot = LK.ticks; if (player.weaponLevel === 1) { var bullet = new PlayerBullet(); bullet.x = player.x; bullet.y = player.y - 60; playerBullets.push(bullet); game.addChild(bullet); } else if (player.weaponLevel === 2) { // Double shot var bullet1 = new PlayerBullet(); bullet1.x = player.x - 20; bullet1.y = player.y - 60; playerBullets.push(bullet1); game.addChild(bullet1); var bullet2 = new PlayerBullet(); bullet2.x = player.x + 20; bullet2.y = player.y - 60; playerBullets.push(bullet2); game.addChild(bullet2); } else if (player.weaponLevel >= 3) { // Triple shot var bullet1 = new PlayerBullet(); bullet1.x = player.x - 30; bullet1.y = player.y - 60; playerBullets.push(bullet1); game.addChild(bullet1); var bullet2 = new PlayerBullet(); bullet2.x = player.x; bullet2.y = player.y - 60; playerBullets.push(bullet2); game.addChild(bullet2); var bullet3 = new PlayerBullet(); bullet3.x = player.x + 30; bullet3.y = player.y - 60; playerBullets.push(bullet3); game.addChild(bullet3); } LK.getSound('shoot').play(); } } game.update = function () { scoreTxt.setText(LK.getScore()); weaponTxt.setText('Weapon Level: ' + player.weaponLevel); // Handle player movement based on controls player.lastX = player.x; if (playerControls.moveLeft) { player.x -= playerControls.speed; } if (playerControls.moveRight) { player.x += playerControls.speed; } if (playerControls.moveUp) { player.y -= playerControls.speed; } if (playerControls.moveDown) { player.y += playerControls.speed; } // Keep player within bounds player.x = Math.max(50, Math.min(1998, player.x)); player.y = Math.max(1366, Math.min(2600, player.y)); // Player auto-shooting playerShoot(); // Wave management waveTimer++; if (waveTimer >= alienSpawnRate) { waveTimer = 0; spawnAlien(); // Increase difficulty over time if (LK.getScore() > difficultyLevel * 100) { difficultyLevel++; alienSpawnRate = Math.max(60, alienSpawnRate - 10); } } // Bomb spawning every 10 seconds bombTimer++; if (bombTimer >= bombSpawnRate) { bombTimer = 0; var bomb = new Bomb(); bomb.x = Math.random() * 1800 + 124; bomb.y = -100; bombs.push(bomb); game.addChild(bomb); } // Update and cleanup bombs for (var i = bombs.length - 1; i >= 0; i--) { var bomb = bombs[i]; if (bomb.y > 2800 && !bomb.hasExploded) { bomb.destroy(); bombs.splice(i, 1); continue; } } // Update and cleanup player bullets for (var i = playerBullets.length - 1; i >= 0; i--) { var bullet = playerBullets[i]; if (bullet.y < -50) { bullet.destroy(); playerBullets.splice(i, 1); continue; } // Check collision with aliens for (var j = aliens.length - 1; j >= 0; j--) { var alien = aliens[j]; if (bullet.intersects(alien)) { if (alien.takeDamage()) { // Alien destroyed LK.setScore(LK.getScore() + alien.size * 5); // Drop powerup from size 5 aliens if (alien.size === 5 && Math.random() < 0.7) { var powerup = new PowerUp(); powerup.x = alien.x; powerup.y = alien.y; powerups.push(powerup); game.addChild(powerup); } LK.getSound('enemyHit').play(); alien.destroy(); aliens.splice(j, 1); } bullet.destroy(); playerBullets.splice(i, 1); break; } } } // Update and cleanup aliens for (var i = aliens.length - 1; i >= 0; i--) { var alien = aliens[i]; if (alien.y > 2800) { alien.destroy(); aliens.splice(i, 1); continue; } // Check collision with player if (alien.intersects(player)) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); return; } } // Update and cleanup alien bullets for (var i = alienBullets.length - 1; i >= 0; i--) { var bullet = alienBullets[i]; if (bullet.y > 2800) { bullet.destroy(); alienBullets.splice(i, 1); continue; } // Check collision with player if (bullet.intersects(player)) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); return; } } // Update and cleanup powerups for (var i = powerups.length - 1; i >= 0; i--) { var powerup = powerups[i]; if (powerup.y > 2800) { powerup.destroy(); powerups.splice(i, 1); continue; } // Check collision with player if (powerup.intersects(player)) { player.weaponLevel = Math.min(3, player.weaponLevel + 1); player.fireRate = Math.max(8, player.fireRate - 3); LK.getSound('powerupCollect').play(); LK.effects.flashObject(player, 0x00ffff, 500); powerup.destroy(); powerups.splice(i, 1); } } };
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Alien = Container.expand(function (size) {
var self = Container.call(this);
self.size = size || 1;
self.health = size;
self.maxHealth = size;
var assetName = 'alien' + size;
var alienGraphics = self.attachAsset(assetName, {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = Math.random() * 3 + 2;
self.lastShot = 0;
self.shootDelay = 60 + Math.random() * 120;
// AI behavior properties
self.aiType = Math.floor(Math.random() * 4); // 0: aggressive, 1: evasive, 2: patrol, 3: formation
self.baseX = self.x;
self.patrolDirection = Math.random() < 0.5 ? -1 : 1;
self.evasionTimer = 0;
self.formationOffset = Math.random() * Math.PI * 2;
self.aggressionLevel = Math.random() * 0.5 + 0.5; // 0.5 to 1.0
self.update = function () {
self.y += self.speed;
// AI Movement Behaviors
if (self.aiType === 0) {
// Aggressive: Move directly toward player with increasing speed
var playerDistance = player.x - self.x;
var horizontalSpeed = Math.min(Math.abs(playerDistance) * 0.02 * self.aggressionLevel, 2.5);
if (playerDistance > 0) {
self.x += horizontalSpeed;
} else if (playerDistance < 0) {
self.x -= horizontalSpeed;
}
// Increase speed when close to player
if (Math.abs(playerDistance) < 200) {
self.speed += 0.1;
}
} else if (self.aiType === 1) {
// Evasive: Move away from player bullets and use unpredictable movement
self.evasionTimer++;
var nearbyBullet = false;
for (var b = 0; b < playerBullets.length; b++) {
var bullet = playerBullets[b];
var bulletDistance = Math.sqrt(Math.pow(bullet.x - self.x, 2) + Math.pow(bullet.y - self.y, 2));
if (bulletDistance < 150) {
nearbyBullet = true;
// Evade away from bullet
if (bullet.x < self.x) {
self.x += 3;
} else {
self.x -= 3;
}
break;
}
}
// Random evasive movement when no immediate threat
if (!nearbyBullet && self.evasionTimer % 60 === 0) {
self.x += (Math.random() - 0.5) * 100;
}
} else if (self.aiType === 2) {
// Patrol: Move in horizontal patterns while slowly tracking player
var patrolSpeed = 1.5;
self.x += self.patrolDirection * patrolSpeed;
if (self.x < 200 || self.x > 1848) {
self.patrolDirection *= -1;
}
// Slight player tracking
var playerDistance = player.x - self.x;
var trackingSpeed = Math.min(Math.abs(playerDistance) * 0.005, 0.5);
if (playerDistance > 0) {
self.x += trackingSpeed;
} else if (playerDistance < 0) {
self.x -= trackingSpeed;
}
} else if (self.aiType === 3) {
// Formation: Move in coordinated patterns with other aliens
var formationSpeed = Math.sin((LK.ticks + self.formationOffset) * 0.05) * 2;
self.x += formationSpeed;
// Maintain formation spacing
for (var a = 0; a < aliens.length; a++) {
var otherAlien = aliens[a];
if (otherAlien !== self && otherAlien.aiType === 3) {
var distance = Math.abs(otherAlien.x - self.x);
if (distance < 120 && distance > 0) {
if (otherAlien.x > self.x) {
self.x -= 1;
} else {
self.x += 1;
}
}
}
}
}
// Keep aliens within screen bounds
self.x = Math.max(50, Math.min(1998, self.x));
// AI Shooting Behavior
self.lastShot++;
var shootChance = 1.0;
var playerDistance = Math.sqrt(Math.pow(player.x - self.x, 2) + Math.pow(player.y - self.y, 2));
// Adjust shooting based on AI type and player proximity
if (self.aiType === 0) {
// Aggressive aliens shoot more frequently when close to player
if (playerDistance < 300) {
shootChance = 1.5;
self.shootDelay = 40 + Math.random() * 60;
}
} else if (self.aiType === 1) {
// Evasive aliens shoot less frequently but more accurately
shootChance = 0.7;
self.shootDelay = 80 + Math.random() * 100;
} else if (self.aiType === 2) {
// Patrol aliens have steady firing rate
shootChance = 0.9;
} else if (self.aiType === 3) {
// Formation aliens coordinate volleys
if (LK.ticks % 120 < 20) {
shootChance = 2.0; // Synchronized bursts
} else {
shootChance = 0.3;
}
}
if (self.lastShot >= self.shootDelay * (1 / shootChance) && self.y > 100 && self.y < 2000) {
self.lastShot = 0;
self.shootDelay = 60 + Math.random() * 120;
// Smart targeting for larger aliens
if (self.size >= 3) {
// Predictive shooting - aim where player will be
var bulletSpeed = 20;
var timeToReach = Math.abs(self.y - player.y) / bulletSpeed;
var predictedPlayerX = player.x;
if (dragNode) {
// If player is moving, predict movement
var playerVelocity = player.x - (player.lastX || player.x) || 0;
predictedPlayerX = player.x + playerVelocity * timeToReach;
}
var bullet = new AlienBullet();
bullet.x = self.x;
bullet.y = self.y + 30;
// Add slight targeting adjustment
var targetOffset = (predictedPlayerX - self.x) * 0.1;
bullet.targetOffsetX = Math.max(-2, Math.min(2, targetOffset));
alienBullets.push(bullet);
game.addChild(bullet);
} else {
// Regular shooting for smaller aliens
var bullet = new AlienBullet();
bullet.x = self.x;
bullet.y = self.y + 30;
alienBullets.push(bullet);
game.addChild(bullet);
}
}
// Store last position for movement prediction
self.lastX = self.x;
};
self.takeDamage = function () {
self.health--;
if (self.health <= 0) {
return true; // Destroyed
}
return false;
};
return self;
});
var AlienBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('alienBullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 20;
self.targetOffsetX = 0; // For smart targeting
self.homingStrength = 0; // For advanced bullets
self.update = function () {
self.y += self.speed;
// Apply horizontal targeting offset for smart bullets
if (self.targetOffsetX !== 0) {
self.x += self.targetOffsetX;
self.targetOffsetX *= 0.95; // Gradually reduce offset
}
// Light homing behavior for bullets from larger aliens
if (self.homingStrength > 0) {
var playerDistance = player.x - self.x;
var homingForce = Math.sign(playerDistance) * Math.min(Math.abs(playerDistance) * 0.01, 1) * self.homingStrength;
self.x += homingForce;
self.homingStrength *= 0.98; // Gradually reduce homing
}
};
return self;
});
var Bomb = Container.expand(function () {
var self = Container.call(this);
var bombGraphics = self.attachAsset('bomb', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 8;
self.explosionRadius = 250; // 0.5cm area converted to pixels
self.fuseTime = 180; // 3 seconds at 60fps
self.currentFuse = 0;
self.hasExploded = false;
self.update = function () {
self.y += self.speed;
self.currentFuse++;
// Pulsing animation as fuse burns down
var pulseScale = 1 + Math.sin(self.currentFuse * 0.3) * 0.2;
bombGraphics.scaleX = pulseScale;
bombGraphics.scaleY = pulseScale;
// Explode after fuse time
if (self.currentFuse >= self.fuseTime && !self.hasExploded) {
self.explode();
}
};
self.explode = function () {
self.hasExploded = true;
// Flash explosion effect
LK.effects.flashScreen(0xffa500, 300);
// Destroy all aliens within explosion radius
for (var i = aliens.length - 1; i >= 0; i--) {
var alien = aliens[i];
var distance = Math.sqrt(Math.pow(alien.x - self.x, 2) + Math.pow(alien.y - self.y, 2));
if (distance <= self.explosionRadius) {
LK.setScore(LK.getScore() + alien.size * 5);
alien.destroy();
aliens.splice(i, 1);
}
}
// Create explosion visual effect using tween
tween(bombGraphics, {
scaleX: 5,
scaleY: 5,
alpha: 0
}, {
duration: 500,
easing: tween.easeOut,
onFinish: function onFinish() {
// Remove bomb after explosion animation
for (var i = bombs.length - 1; i >= 0; i--) {
if (bombs[i] === self) {
self.destroy();
bombs.splice(i, 1);
break;
}
}
}
});
};
return self;
});
var Player = Container.expand(function () {
var self = Container.call(this);
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
self.fireRate = 15;
self.weaponLevel = 1;
self.lastShot = 0;
return self;
});
var PlayerBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('playerBullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -18;
self.update = function () {
self.y += self.speed;
};
return self;
});
var PowerUp = Container.expand(function () {
var self = Container.call(this);
var powerupGraphics = self.attachAsset('powerup', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 3;
self.bobOffset = Math.random() * Math.PI * 2;
self.update = function () {
self.y += self.speed;
self.x += Math.sin((LK.ticks + self.bobOffset) * 0.1) * 2;
powerupGraphics.rotation += 0.05;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000033
});
/****
* Game Code
****/
var player = game.addChild(new Player());
player.x = 2048 / 2;
player.y = 2400;
player.lastX = player.x;
var playerBullets = [];
var aliens = [];
var alienBullets = [];
var powerups = [];
var bombs = [];
var waveTimer = 0;
var difficultyLevel = 1;
var alienSpawnRate = 180;
var bombTimer = 0;
var bombSpawnRate = 600; // 10 seconds at 60fps
// UI Elements
var scoreTxt = new Text2('0', {
size: 80,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
scoreTxt.y = 100;
var weaponTxt = new Text2('Weapon Level: 1', {
size: 50,
fill: 0x00FF00
});
weaponTxt.anchor.set(0, 0);
LK.gui.topRight.addChild(weaponTxt);
weaponTxt.x = -350;
weaponTxt.y = 50;
// Player controls
var playerControls = {
moveLeft: false,
moveRight: false,
moveUp: false,
moveDown: false,
speed: 8
};
var controlZones = {
left: {
x: 0,
y: 1366,
width: 512,
height: 1366
},
right: {
x: 1536,
y: 1366,
width: 512,
height: 1366
},
up: {
x: 512,
y: 1366,
width: 1024,
height: 341
},
down: {
x: 512,
y: 2391,
width: 1024,
height: 341
}
};
function isInZone(x, y, zone) {
return x >= zone.x && x <= zone.x + zone.width && y >= zone.y && y <= zone.y + zone.height;
}
function handleMove(x, y, obj) {
// Reset all controls
playerControls.moveLeft = false;
playerControls.moveRight = false;
playerControls.moveUp = false;
playerControls.moveDown = false;
// Check which control zone is being touched
if (isInZone(x, y, controlZones.left)) {
playerControls.moveLeft = true;
}
if (isInZone(x, y, controlZones.right)) {
playerControls.moveRight = true;
}
if (isInZone(x, y, controlZones.up)) {
playerControls.moveUp = true;
}
if (isInZone(x, y, controlZones.down)) {
playerControls.moveDown = true;
}
}
game.move = handleMove;
game.down = function (x, y, obj) {
handleMove(x, y, obj);
};
game.up = function (x, y, obj) {
// Reset all controls when touch is released
playerControls.moveLeft = false;
playerControls.moveRight = false;
playerControls.moveUp = false;
playerControls.moveDown = false;
};
// Spawn alien function
function spawnAlien() {
var size = 1;
var rand = Math.random();
if (difficultyLevel >= 3 && rand < 0.1) size = 5;else if (difficultyLevel >= 2 && rand < 0.2) size = 4;else if (difficultyLevel >= 2 && rand < 0.35) size = 3;else if (rand < 0.5) size = 2;
var alien = new Alien(size);
alien.x = Math.random() * 1800 + 124;
alien.y = -100;
alien.baseX = alien.x; // Set initial base position for AI
// Set AI type based on difficulty and alien size
if (difficultyLevel >= 4) {
// Higher difficulty: more aggressive and formation AI
if (size >= 4) {
alien.aiType = Math.random() < 0.4 ? 0 : 3; // Aggressive or Formation
} else {
alien.aiType = Math.floor(Math.random() * 4); // All types available
}
} else if (difficultyLevel >= 2) {
// Medium difficulty: introduce evasive and patrol
alien.aiType = Math.floor(Math.random() * 3); // No formation yet
} else {
// Low difficulty: mostly aggressive and patrol
alien.aiType = Math.random() < 0.7 ? 0 : 2; // Aggressive or Patrol
}
// Larger aliens get enhanced capabilities
if (size >= 3) {
alien.aggressionLevel = Math.min(1.0, alien.aggressionLevel + 0.3);
}
aliens.push(alien);
game.addChild(alien);
}
// Player shooting
function playerShoot() {
if (LK.ticks - player.lastShot >= player.fireRate) {
player.lastShot = LK.ticks;
if (player.weaponLevel === 1) {
var bullet = new PlayerBullet();
bullet.x = player.x;
bullet.y = player.y - 60;
playerBullets.push(bullet);
game.addChild(bullet);
} else if (player.weaponLevel === 2) {
// Double shot
var bullet1 = new PlayerBullet();
bullet1.x = player.x - 20;
bullet1.y = player.y - 60;
playerBullets.push(bullet1);
game.addChild(bullet1);
var bullet2 = new PlayerBullet();
bullet2.x = player.x + 20;
bullet2.y = player.y - 60;
playerBullets.push(bullet2);
game.addChild(bullet2);
} else if (player.weaponLevel >= 3) {
// Triple shot
var bullet1 = new PlayerBullet();
bullet1.x = player.x - 30;
bullet1.y = player.y - 60;
playerBullets.push(bullet1);
game.addChild(bullet1);
var bullet2 = new PlayerBullet();
bullet2.x = player.x;
bullet2.y = player.y - 60;
playerBullets.push(bullet2);
game.addChild(bullet2);
var bullet3 = new PlayerBullet();
bullet3.x = player.x + 30;
bullet3.y = player.y - 60;
playerBullets.push(bullet3);
game.addChild(bullet3);
}
LK.getSound('shoot').play();
}
}
game.update = function () {
scoreTxt.setText(LK.getScore());
weaponTxt.setText('Weapon Level: ' + player.weaponLevel);
// Handle player movement based on controls
player.lastX = player.x;
if (playerControls.moveLeft) {
player.x -= playerControls.speed;
}
if (playerControls.moveRight) {
player.x += playerControls.speed;
}
if (playerControls.moveUp) {
player.y -= playerControls.speed;
}
if (playerControls.moveDown) {
player.y += playerControls.speed;
}
// Keep player within bounds
player.x = Math.max(50, Math.min(1998, player.x));
player.y = Math.max(1366, Math.min(2600, player.y));
// Player auto-shooting
playerShoot();
// Wave management
waveTimer++;
if (waveTimer >= alienSpawnRate) {
waveTimer = 0;
spawnAlien();
// Increase difficulty over time
if (LK.getScore() > difficultyLevel * 100) {
difficultyLevel++;
alienSpawnRate = Math.max(60, alienSpawnRate - 10);
}
}
// Bomb spawning every 10 seconds
bombTimer++;
if (bombTimer >= bombSpawnRate) {
bombTimer = 0;
var bomb = new Bomb();
bomb.x = Math.random() * 1800 + 124;
bomb.y = -100;
bombs.push(bomb);
game.addChild(bomb);
}
// Update and cleanup bombs
for (var i = bombs.length - 1; i >= 0; i--) {
var bomb = bombs[i];
if (bomb.y > 2800 && !bomb.hasExploded) {
bomb.destroy();
bombs.splice(i, 1);
continue;
}
}
// Update and cleanup player bullets
for (var i = playerBullets.length - 1; i >= 0; i--) {
var bullet = playerBullets[i];
if (bullet.y < -50) {
bullet.destroy();
playerBullets.splice(i, 1);
continue;
}
// Check collision with aliens
for (var j = aliens.length - 1; j >= 0; j--) {
var alien = aliens[j];
if (bullet.intersects(alien)) {
if (alien.takeDamage()) {
// Alien destroyed
LK.setScore(LK.getScore() + alien.size * 5);
// Drop powerup from size 5 aliens
if (alien.size === 5 && Math.random() < 0.7) {
var powerup = new PowerUp();
powerup.x = alien.x;
powerup.y = alien.y;
powerups.push(powerup);
game.addChild(powerup);
}
LK.getSound('enemyHit').play();
alien.destroy();
aliens.splice(j, 1);
}
bullet.destroy();
playerBullets.splice(i, 1);
break;
}
}
}
// Update and cleanup aliens
for (var i = aliens.length - 1; i >= 0; i--) {
var alien = aliens[i];
if (alien.y > 2800) {
alien.destroy();
aliens.splice(i, 1);
continue;
}
// Check collision with player
if (alien.intersects(player)) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
return;
}
}
// Update and cleanup alien bullets
for (var i = alienBullets.length - 1; i >= 0; i--) {
var bullet = alienBullets[i];
if (bullet.y > 2800) {
bullet.destroy();
alienBullets.splice(i, 1);
continue;
}
// Check collision with player
if (bullet.intersects(player)) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
return;
}
}
// Update and cleanup powerups
for (var i = powerups.length - 1; i >= 0; i--) {
var powerup = powerups[i];
if (powerup.y > 2800) {
powerup.destroy();
powerups.splice(i, 1);
continue;
}
// Check collision with player
if (powerup.intersects(player)) {
player.weaponLevel = Math.min(3, player.weaponLevel + 1);
player.fireRate = Math.max(8, player.fireRate - 3);
LK.getSound('powerupCollect').play();
LK.effects.flashObject(player, 0x00ffff, 500);
powerup.destroy();
powerups.splice(i, 1);
}
}
};