User prompt
add more bullet levels and more enemy types and other bosses
User prompt
add more bullet levels and more enemy types and other bosses
User prompt
make assest cool and realistic
User prompt
Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'weaponTxt.style.fill = 0x66ffff;' Line Number: 741
User prompt
add level upp and new weaponnnsss and make realistic enemy aliens and spaceships
Code edit (1 edits merged)
Please save this source code
User prompt
Cosmic Defender: Orbital Showdown
User prompt
Please continue polishing my design document.
Initial prompt
Make a drawing game, have 5 levels and ask us to draw something in each level, but after the 5th level, let's make it a horror game where we become enemies with the things we draw.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var Boss = Container.expand(function () { var self = Container.call(this); var bossGraphics = self.attachAsset('boss', { anchorX: 0.5, anchorY: 0.5 }); self.health = 20; self.maxHealth = 20; self.points = 2000; self.speed = 1; self.phase = 1; self.fireRate = 60; // Frames between shots self.lastShot = 0; self.movementTimer = 0; self.attacking = false; self.update = function () { // Boss enters from top if (self.y < 400) { self.y += self.speed; } else { self.attacking = true; // Phase-based movement if (self.phase === 1) { // Side-to-side movement self.x += Math.sin(self.movementTimer / 30) * 5; self.movementTimer++; // Regular shooting self.lastShot++; if (self.lastShot >= self.fireRate) { self.shoot(); self.lastShot = 0; } } else if (self.phase === 2) { // More aggressive movement self.x += Math.sin(self.movementTimer / 20) * 7; self.y += Math.cos(self.movementTimer / 40) * 2; self.movementTimer++; // More frequent shooting self.lastShot++; if (self.lastShot >= self.fireRate * 0.7) { self.shoot(); self.lastShot = 0; } } else if (self.phase === 3) { // Erratic movement self.x += Math.sin(self.movementTimer / 10) * 8; self.y += Math.cos(self.movementTimer / 15) * 3; self.movementTimer++; // Rapid shooting self.lastShot++; if (self.lastShot >= self.fireRate * 0.4) { self.shoot(); self.lastShot = 0; } } } // Change phase based on health if (self.health <= self.maxHealth * 0.65 && self.phase === 1) { self.phase = 2; LK.effects.flashObject(self, 0xff0000, 500); } else if (self.health <= self.maxHealth * 0.3 && self.phase === 2) { self.phase = 3; LK.effects.flashObject(self, 0xff0000, 500); } }; self.shoot = function () { // Different shot patterns based on phase if (self.phase === 1) { // Single shot var bullet = new EnemyBullet(); bullet.x = self.x; bullet.y = self.y + 80; game.addChild(bullet); enemyBullets.push(bullet); } else if (self.phase === 2) { // Double shot for (var i = -1; i <= 1; i += 2) { var bullet = new EnemyBullet(); bullet.x = self.x + i * 50; bullet.y = self.y + 80; game.addChild(bullet); enemyBullets.push(bullet); } } else if (self.phase === 3) { // Triple shot for (var i = -1; i <= 1; i++) { var bullet = new EnemyBullet(); bullet.x = self.x + i * 50; bullet.y = self.y + 80; game.addChild(bullet); enemyBullets.push(bullet); } } LK.getSound('enemyShoot').play(); }; self.takeDamage = function (amount) { self.health -= amount; // Flash when taking damage LK.effects.flashObject(self, 0xffffff, 200); if (self.health <= 0) { // Multiple explosions for boss for (var i = 0; i < 5; i++) { var explosion = new Explosion(); explosion.x = self.x + (Math.random() * 200 - 100); explosion.y = self.y + (Math.random() * 100 - 50); game.addChild(explosion); } // Add points to score score += self.points; updateScore(); // Drop power-up var powerUp = new PowerUp(); powerUp.x = self.x; powerUp.y = self.y; powerUp.type = "weapon"; game.addChild(powerUp); powerUps.push(powerUp); LK.getSound('explosion').play(); // Level complete levelComplete = true; self.destroy(); return true; } return false; }; return self; }); var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemyShip', { anchorX: 0.5, anchorY: 0.5 }); self.health = 1; self.points = 100; self.speed = 2; self.fireRate = 180; // Frames between shots self.lastShot = 0; self.movementPattern = "straight"; // Default movement self.movementTimer = 0; self.update = function () { // Handle movement patterns if (self.movementPattern === "straight") { self.y += self.speed; } else if (self.movementPattern === "zigzag") { self.y += self.speed; self.x += Math.sin(self.movementTimer / 20) * 3; self.movementTimer++; } else if (self.movementPattern === "circle") { self.y += self.speed * 0.7; self.x += Math.sin(self.movementTimer / 15) * 4; self.movementTimer++; } // Shooting logic self.lastShot++; if (self.lastShot >= self.fireRate && self.y > 0 && Math.random() < 0.3) { self.shoot(); self.lastShot = 0; } }; self.shoot = function () { var bullet = new EnemyBullet(); bullet.x = self.x; bullet.y = self.y + 40; game.addChild(bullet); enemyBullets.push(bullet); LK.getSound('enemyShoot').play(); }; self.takeDamage = function (amount) { self.health -= amount; if (self.health <= 0) { // Create explosion var explosion = new Explosion(); explosion.x = self.x; explosion.y = self.y; game.addChild(explosion); // Add points to score score += self.points; updateScore(); // Random chance to drop power-up if (Math.random() < 0.1) { var powerUp = new PowerUp(); powerUp.x = self.x; powerUp.y = self.y; // Random power-up type var rand = Math.random(); if (rand < 0.6) { powerUp.type = "weapon"; } else { powerUp.type = "shield"; } game.addChild(powerUp); powerUps.push(powerUp); } LK.getSound('explosion').play(); self.destroy(); return true; } return false; }; return self; }); var EnemyBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('enemyBullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.damage = 1; self.update = function () { self.y += self.speed; }; return self; }); var Explosion = Container.expand(function () { var self = Container.call(this); var explosionGraphics = self.attachAsset('explosion', { anchorX: 0.5, anchorY: 0.5, alpha: 0.9 }); self.lifetime = 30; // frames self.update = function () { self.lifetime--; // Scale up and fade out explosionGraphics.scale.x = 1 + (30 - self.lifetime) / 15; explosionGraphics.scale.y = 1 + (30 - self.lifetime) / 15; explosionGraphics.alpha = self.lifetime / 30; if (self.lifetime <= 0) { self.destroy(); } }; return self; }); var Player = Container.expand(function () { var self = Container.call(this); var shipGraphics = self.attachAsset('playerShip', { anchorX: 0.5, anchorY: 0.5 }); self.health = 3; self.maxHealth = 3; self.weaponLevel = 1; self.weaponTimer = 0; self.speed = 10; self.fireRate = 15; // Frames between shots self.lastShot = 0; self.shieldActive = false; self.shieldTimer = 0; self.invulnerable = false; self.invulnerabilityTimer = 0; self.update = function () { // Decrement timers if (self.weaponTimer > 0) { self.weaponTimer--; if (self.weaponTimer === 0) { self.weaponLevel = 1; // Reset weapon level when timer expires } } if (self.shieldActive) { self.shieldTimer--; if (self.shieldTimer === 0) { self.shieldActive = false; } } if (self.invulnerable) { self.invulnerabilityTimer--; // Flash while invulnerable self.visible = self.invulnerabilityTimer % 6 < 3; if (self.invulnerabilityTimer === 0) { self.invulnerable = false; self.visible = true; } } // Auto-fire self.lastShot++; if (self.lastShot >= self.fireRate) { self.shoot(); self.lastShot = 0; } }; self.shoot = function () { if (self.weaponLevel === 1) { // Single shot var bullet = new PlayerBullet(); bullet.x = self.x; bullet.y = self.y - 40; game.addChild(bullet); playerBullets.push(bullet); } else if (self.weaponLevel === 2) { // Double shot for (var i = -1; i <= 1; i += 2) { var bullet = new PlayerBullet(); bullet.x = self.x + i * 20; bullet.y = self.y - 40; game.addChild(bullet); playerBullets.push(bullet); } } else if (self.weaponLevel >= 3) { // Triple shot for (var i = -1; i <= 1; i++) { var bullet = new PlayerBullet(); bullet.x = self.x + i * 25; bullet.y = self.y - 40; game.addChild(bullet); playerBullets.push(bullet); } } LK.getSound('playerShoot').play(); }; self.takeDamage = function (amount) { if (self.invulnerable) { return false; } if (self.shieldActive) { // Shield absorbs the hit self.shieldActive = false; self.shieldTimer = 0; return false; } self.health -= amount; LK.getSound('damage').play(); // Make player invulnerable briefly self.invulnerable = true; self.invulnerabilityTimer = 90; // 1.5 seconds at 60fps if (self.health <= 0) { // Game over logic var explosion = new Explosion(); explosion.x = self.x; explosion.y = self.y; game.addChild(explosion); LK.getSound('explosion').play(); // Record high score if needed if (score > highScore) { highScore = score; storage.highScore = highScore; } gameOver = true; return true; } return false; }; self.collectPowerUp = function (powerUp) { if (powerUp.type === "weapon") { self.weaponLevel = Math.min(self.weaponLevel + 1, 3); self.weaponTimer = 600; // 10 seconds at 60fps } else if (powerUp.type === "shield") { self.shieldActive = true; self.shieldTimer = 600; // 10 seconds at 60fps } LK.getSound('powerUp').play(); }; 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 = -15; self.damage = 1; 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.type = "weapon"; // Default type self.speed = 5; self.update = function () { self.y += self.speed; // Slight oscillation for visual effect self.x += Math.sin(LK.ticks / 10) * 1; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000022 }); /**** * Game Code ****/ // Game variables var score = 0; var highScore = storage.highScore || 0; var level = 1; var enemySpawnTimer = 0; var enemySpawnRate = 60; // Frames between enemy spawns var playerBullets = []; var enemyBullets = []; var enemies = []; var powerUps = []; var bossSpawned = false; var levelComplete = false; var gameOver = false; var nextEnemy = 0; // UI elements var scoreTxt = new Text2('Score: 0', { size: 60, fill: 0xFFFFFF }); scoreTxt.anchor.set(0, 0); LK.gui.topRight.addChild(scoreTxt); var levelTxt = new Text2('Level: 1', { size: 60, fill: 0xFFFFFF }); levelTxt.anchor.set(1, 0); LK.gui.topLeft.addChild(levelTxt); // Move it away from the top-left corner levelTxt.x = 200; var healthTxt = new Text2('Health: 3', { size: 60, fill: 0xFFFFFF }); healthTxt.anchor.set(0.5, 0); LK.gui.top.addChild(healthTxt); // Create player var player = new Player(); player.x = 2048 / 2; player.y = 2732 - 300; game.addChild(player); // Function to update score display function updateScore() { scoreTxt.setText('Score: ' + score); // Update LK score system for leaderboards LK.setScore(score); } // Function to update health display function updateHealth() { healthTxt.setText('Health: ' + player.health); } // Function to update level display function updateLevel() { levelTxt.setText('Level: ' + level); } // Function to spawn regular enemies function spawnEnemy() { var enemy = new Enemy(); // Random position at top of screen enemy.x = 200 + Math.random() * (2048 - 400); enemy.y = -100; // Different enemy types based on level if (level === 1) { enemy.health = 1; enemy.movementPattern = "straight"; enemy.fireRate = 180; } else if (level === 2) { // Level 2 has tougher enemies if (Math.random() < 0.5) { enemy.health = 2; enemy.points = 200; enemy.movementPattern = "zigzag"; enemy.fireRate = 150; } else { enemy.health = 1; enemy.movementPattern = "straight"; enemy.fireRate = 180; } } else if (level >= 3) { // Level 3+ has even tougher enemies var rand = Math.random(); if (rand < 0.4) { enemy.health = 3; enemy.points = 300; enemy.movementPattern = "circle"; enemy.fireRate = 120; } else if (rand < 0.7) { enemy.health = 2; enemy.points = 200; enemy.movementPattern = "zigzag"; enemy.fireRate = 150; } else { enemy.health = 1; enemy.movementPattern = "straight"; enemy.fireRate = 180; } } game.addChild(enemy); enemies.push(enemy); } // Function to spawn boss function spawnBoss() { var boss = new Boss(); boss.x = 2048 / 2; boss.y = -200; // Scale boss difficulty with level boss.health = 20 + (level - 1) * 10; boss.maxHealth = boss.health; game.addChild(boss); enemies.push(boss); bossSpawned = true; } // Function to start the next level function startNextLevel() { level++; updateLevel(); enemies = []; enemyBullets = []; bossSpawned = false; levelComplete = false; nextEnemy = 0; // Speed up enemy spawns as level increases enemySpawnRate = Math.max(60 - (level - 1) * 5, 30); } // Mouse/Touch handlers var dragNode = null; function handleMove(x, y, obj) { if (dragNode) { // Clamp position to stay on screen dragNode.x = Math.max(60, Math.min(x, 2048 - 60)); dragNode.y = Math.max(60, Math.min(y, 2732 - 60)); } } game.move = handleMove; game.down = function (x, y, obj) { dragNode = player; handleMove(x, y, obj); }; game.up = function (x, y, obj) { dragNode = null; }; // Main game update loop game.update = function () { if (gameOver) { // Show game over screen LK.showGameOver(); return; } if (levelComplete) { startNextLevel(); } // Update player player.update(); updateHealth(); // Spawn enemies if (!bossSpawned) { enemySpawnTimer++; if (enemySpawnTimer >= enemySpawnRate) { enemySpawnTimer = 0; spawnEnemy(); nextEnemy++; // Spawn boss after certain number of enemies if (nextEnemy >= 15 + level * 5) { spawnBoss(); } } } // Update player bullets for (var i = playerBullets.length - 1; i >= 0; i--) { var bullet = playerBullets[i]; // Check if bullet is off screen if (bullet.y < -50) { bullet.destroy(); playerBullets.splice(i, 1); continue; } // Check for collisions with enemies for (var j = enemies.length - 1; j >= 0; j--) { var enemy = enemies[j]; if (bullet.intersects(enemy)) { if (enemy.takeDamage(bullet.damage)) { enemies.splice(j, 1); } bullet.destroy(); playerBullets.splice(i, 1); break; } } } // Update enemy bullets for (var i = enemyBullets.length - 1; i >= 0; i--) { var bullet = enemyBullets[i]; // Check if bullet is off screen if (bullet.y > 2732 + 50) { bullet.destroy(); enemyBullets.splice(i, 1); continue; } // Check for collision with player if (bullet.intersects(player)) { if (player.takeDamage(bullet.damage)) { // Player destroyed, game over gameOver = true; } bullet.destroy(); enemyBullets.splice(i, 1); } } // Update enemies for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; // Check if enemy is off screen if (enemy.y > 2732 + 100) { enemy.destroy(); enemies.splice(i, 1); continue; } // Check for collision with player if (enemy.intersects(player)) { if (player.takeDamage(1)) { // Player destroyed, game over gameOver = true; } // Enemy also takes damage if (enemy.takeDamage(1)) { enemies.splice(i, 1); } continue; } } // Update power-ups for (var i = powerUps.length - 1; i >= 0; i--) { var powerUp = powerUps[i]; // Check if power-up is off screen if (powerUp.y > 2732 + 50) { powerUp.destroy(); powerUps.splice(i, 1); continue; } // Check for collision with player if (powerUp.intersects(player)) { player.collectPowerUp(powerUp); powerUp.destroy(); powerUps.splice(i, 1); } } // Check if level is complete (no enemies and boss killed) if (bossSpawned && enemies.length === 0) { levelComplete = true; } }; // Start background music LK.playMusic('bgMusic');
===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,655 @@
-/****
+/****
+* Plugins
+****/
+var tween = LK.import("@upit/tween.v1");
+var storage = LK.import("@upit/storage.v1");
+
+/****
+* Classes
+****/
+var Boss = Container.expand(function () {
+ var self = Container.call(this);
+ var bossGraphics = self.attachAsset('boss', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.health = 20;
+ self.maxHealth = 20;
+ self.points = 2000;
+ self.speed = 1;
+ self.phase = 1;
+ self.fireRate = 60; // Frames between shots
+ self.lastShot = 0;
+ self.movementTimer = 0;
+ self.attacking = false;
+ self.update = function () {
+ // Boss enters from top
+ if (self.y < 400) {
+ self.y += self.speed;
+ } else {
+ self.attacking = true;
+ // Phase-based movement
+ if (self.phase === 1) {
+ // Side-to-side movement
+ self.x += Math.sin(self.movementTimer / 30) * 5;
+ self.movementTimer++;
+ // Regular shooting
+ self.lastShot++;
+ if (self.lastShot >= self.fireRate) {
+ self.shoot();
+ self.lastShot = 0;
+ }
+ } else if (self.phase === 2) {
+ // More aggressive movement
+ self.x += Math.sin(self.movementTimer / 20) * 7;
+ self.y += Math.cos(self.movementTimer / 40) * 2;
+ self.movementTimer++;
+ // More frequent shooting
+ self.lastShot++;
+ if (self.lastShot >= self.fireRate * 0.7) {
+ self.shoot();
+ self.lastShot = 0;
+ }
+ } else if (self.phase === 3) {
+ // Erratic movement
+ self.x += Math.sin(self.movementTimer / 10) * 8;
+ self.y += Math.cos(self.movementTimer / 15) * 3;
+ self.movementTimer++;
+ // Rapid shooting
+ self.lastShot++;
+ if (self.lastShot >= self.fireRate * 0.4) {
+ self.shoot();
+ self.lastShot = 0;
+ }
+ }
+ }
+ // Change phase based on health
+ if (self.health <= self.maxHealth * 0.65 && self.phase === 1) {
+ self.phase = 2;
+ LK.effects.flashObject(self, 0xff0000, 500);
+ } else if (self.health <= self.maxHealth * 0.3 && self.phase === 2) {
+ self.phase = 3;
+ LK.effects.flashObject(self, 0xff0000, 500);
+ }
+ };
+ self.shoot = function () {
+ // Different shot patterns based on phase
+ if (self.phase === 1) {
+ // Single shot
+ var bullet = new EnemyBullet();
+ bullet.x = self.x;
+ bullet.y = self.y + 80;
+ game.addChild(bullet);
+ enemyBullets.push(bullet);
+ } else if (self.phase === 2) {
+ // Double shot
+ for (var i = -1; i <= 1; i += 2) {
+ var bullet = new EnemyBullet();
+ bullet.x = self.x + i * 50;
+ bullet.y = self.y + 80;
+ game.addChild(bullet);
+ enemyBullets.push(bullet);
+ }
+ } else if (self.phase === 3) {
+ // Triple shot
+ for (var i = -1; i <= 1; i++) {
+ var bullet = new EnemyBullet();
+ bullet.x = self.x + i * 50;
+ bullet.y = self.y + 80;
+ game.addChild(bullet);
+ enemyBullets.push(bullet);
+ }
+ }
+ LK.getSound('enemyShoot').play();
+ };
+ self.takeDamage = function (amount) {
+ self.health -= amount;
+ // Flash when taking damage
+ LK.effects.flashObject(self, 0xffffff, 200);
+ if (self.health <= 0) {
+ // Multiple explosions for boss
+ for (var i = 0; i < 5; i++) {
+ var explosion = new Explosion();
+ explosion.x = self.x + (Math.random() * 200 - 100);
+ explosion.y = self.y + (Math.random() * 100 - 50);
+ game.addChild(explosion);
+ }
+ // Add points to score
+ score += self.points;
+ updateScore();
+ // Drop power-up
+ var powerUp = new PowerUp();
+ powerUp.x = self.x;
+ powerUp.y = self.y;
+ powerUp.type = "weapon";
+ game.addChild(powerUp);
+ powerUps.push(powerUp);
+ LK.getSound('explosion').play();
+ // Level complete
+ levelComplete = true;
+ self.destroy();
+ return true;
+ }
+ return false;
+ };
+ return self;
+});
+var Enemy = Container.expand(function () {
+ var self = Container.call(this);
+ var enemyGraphics = self.attachAsset('enemyShip', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.health = 1;
+ self.points = 100;
+ self.speed = 2;
+ self.fireRate = 180; // Frames between shots
+ self.lastShot = 0;
+ self.movementPattern = "straight"; // Default movement
+ self.movementTimer = 0;
+ self.update = function () {
+ // Handle movement patterns
+ if (self.movementPattern === "straight") {
+ self.y += self.speed;
+ } else if (self.movementPattern === "zigzag") {
+ self.y += self.speed;
+ self.x += Math.sin(self.movementTimer / 20) * 3;
+ self.movementTimer++;
+ } else if (self.movementPattern === "circle") {
+ self.y += self.speed * 0.7;
+ self.x += Math.sin(self.movementTimer / 15) * 4;
+ self.movementTimer++;
+ }
+ // Shooting logic
+ self.lastShot++;
+ if (self.lastShot >= self.fireRate && self.y > 0 && Math.random() < 0.3) {
+ self.shoot();
+ self.lastShot = 0;
+ }
+ };
+ self.shoot = function () {
+ var bullet = new EnemyBullet();
+ bullet.x = self.x;
+ bullet.y = self.y + 40;
+ game.addChild(bullet);
+ enemyBullets.push(bullet);
+ LK.getSound('enemyShoot').play();
+ };
+ self.takeDamage = function (amount) {
+ self.health -= amount;
+ if (self.health <= 0) {
+ // Create explosion
+ var explosion = new Explosion();
+ explosion.x = self.x;
+ explosion.y = self.y;
+ game.addChild(explosion);
+ // Add points to score
+ score += self.points;
+ updateScore();
+ // Random chance to drop power-up
+ if (Math.random() < 0.1) {
+ var powerUp = new PowerUp();
+ powerUp.x = self.x;
+ powerUp.y = self.y;
+ // Random power-up type
+ var rand = Math.random();
+ if (rand < 0.6) {
+ powerUp.type = "weapon";
+ } else {
+ powerUp.type = "shield";
+ }
+ game.addChild(powerUp);
+ powerUps.push(powerUp);
+ }
+ LK.getSound('explosion').play();
+ self.destroy();
+ return true;
+ }
+ return false;
+ };
+ return self;
+});
+var EnemyBullet = Container.expand(function () {
+ var self = Container.call(this);
+ var bulletGraphics = self.attachAsset('enemyBullet', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 10;
+ self.damage = 1;
+ self.update = function () {
+ self.y += self.speed;
+ };
+ return self;
+});
+var Explosion = Container.expand(function () {
+ var self = Container.call(this);
+ var explosionGraphics = self.attachAsset('explosion', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ alpha: 0.9
+ });
+ self.lifetime = 30; // frames
+ self.update = function () {
+ self.lifetime--;
+ // Scale up and fade out
+ explosionGraphics.scale.x = 1 + (30 - self.lifetime) / 15;
+ explosionGraphics.scale.y = 1 + (30 - self.lifetime) / 15;
+ explosionGraphics.alpha = self.lifetime / 30;
+ if (self.lifetime <= 0) {
+ self.destroy();
+ }
+ };
+ return self;
+});
+var Player = Container.expand(function () {
+ var self = Container.call(this);
+ var shipGraphics = self.attachAsset('playerShip', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.health = 3;
+ self.maxHealth = 3;
+ self.weaponLevel = 1;
+ self.weaponTimer = 0;
+ self.speed = 10;
+ self.fireRate = 15; // Frames between shots
+ self.lastShot = 0;
+ self.shieldActive = false;
+ self.shieldTimer = 0;
+ self.invulnerable = false;
+ self.invulnerabilityTimer = 0;
+ self.update = function () {
+ // Decrement timers
+ if (self.weaponTimer > 0) {
+ self.weaponTimer--;
+ if (self.weaponTimer === 0) {
+ self.weaponLevel = 1; // Reset weapon level when timer expires
+ }
+ }
+ if (self.shieldActive) {
+ self.shieldTimer--;
+ if (self.shieldTimer === 0) {
+ self.shieldActive = false;
+ }
+ }
+ if (self.invulnerable) {
+ self.invulnerabilityTimer--;
+ // Flash while invulnerable
+ self.visible = self.invulnerabilityTimer % 6 < 3;
+ if (self.invulnerabilityTimer === 0) {
+ self.invulnerable = false;
+ self.visible = true;
+ }
+ }
+ // Auto-fire
+ self.lastShot++;
+ if (self.lastShot >= self.fireRate) {
+ self.shoot();
+ self.lastShot = 0;
+ }
+ };
+ self.shoot = function () {
+ if (self.weaponLevel === 1) {
+ // Single shot
+ var bullet = new PlayerBullet();
+ bullet.x = self.x;
+ bullet.y = self.y - 40;
+ game.addChild(bullet);
+ playerBullets.push(bullet);
+ } else if (self.weaponLevel === 2) {
+ // Double shot
+ for (var i = -1; i <= 1; i += 2) {
+ var bullet = new PlayerBullet();
+ bullet.x = self.x + i * 20;
+ bullet.y = self.y - 40;
+ game.addChild(bullet);
+ playerBullets.push(bullet);
+ }
+ } else if (self.weaponLevel >= 3) {
+ // Triple shot
+ for (var i = -1; i <= 1; i++) {
+ var bullet = new PlayerBullet();
+ bullet.x = self.x + i * 25;
+ bullet.y = self.y - 40;
+ game.addChild(bullet);
+ playerBullets.push(bullet);
+ }
+ }
+ LK.getSound('playerShoot').play();
+ };
+ self.takeDamage = function (amount) {
+ if (self.invulnerable) {
+ return false;
+ }
+ if (self.shieldActive) {
+ // Shield absorbs the hit
+ self.shieldActive = false;
+ self.shieldTimer = 0;
+ return false;
+ }
+ self.health -= amount;
+ LK.getSound('damage').play();
+ // Make player invulnerable briefly
+ self.invulnerable = true;
+ self.invulnerabilityTimer = 90; // 1.5 seconds at 60fps
+ if (self.health <= 0) {
+ // Game over logic
+ var explosion = new Explosion();
+ explosion.x = self.x;
+ explosion.y = self.y;
+ game.addChild(explosion);
+ LK.getSound('explosion').play();
+ // Record high score if needed
+ if (score > highScore) {
+ highScore = score;
+ storage.highScore = highScore;
+ }
+ gameOver = true;
+ return true;
+ }
+ return false;
+ };
+ self.collectPowerUp = function (powerUp) {
+ if (powerUp.type === "weapon") {
+ self.weaponLevel = Math.min(self.weaponLevel + 1, 3);
+ self.weaponTimer = 600; // 10 seconds at 60fps
+ } else if (powerUp.type === "shield") {
+ self.shieldActive = true;
+ self.shieldTimer = 600; // 10 seconds at 60fps
+ }
+ LK.getSound('powerUp').play();
+ };
+ 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 = -15;
+ self.damage = 1;
+ 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.type = "weapon"; // Default type
+ self.speed = 5;
+ self.update = function () {
+ self.y += self.speed;
+ // Slight oscillation for visual effect
+ self.x += Math.sin(LK.ticks / 10) * 1;
+ };
+ return self;
+});
+
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000
-});
\ No newline at end of file
+ backgroundColor: 0x000022
+});
+
+/****
+* Game Code
+****/
+// Game variables
+var score = 0;
+var highScore = storage.highScore || 0;
+var level = 1;
+var enemySpawnTimer = 0;
+var enemySpawnRate = 60; // Frames between enemy spawns
+var playerBullets = [];
+var enemyBullets = [];
+var enemies = [];
+var powerUps = [];
+var bossSpawned = false;
+var levelComplete = false;
+var gameOver = false;
+var nextEnemy = 0;
+// UI elements
+var scoreTxt = new Text2('Score: 0', {
+ size: 60,
+ fill: 0xFFFFFF
+});
+scoreTxt.anchor.set(0, 0);
+LK.gui.topRight.addChild(scoreTxt);
+var levelTxt = new Text2('Level: 1', {
+ size: 60,
+ fill: 0xFFFFFF
+});
+levelTxt.anchor.set(1, 0);
+LK.gui.topLeft.addChild(levelTxt);
+// Move it away from the top-left corner
+levelTxt.x = 200;
+var healthTxt = new Text2('Health: 3', {
+ size: 60,
+ fill: 0xFFFFFF
+});
+healthTxt.anchor.set(0.5, 0);
+LK.gui.top.addChild(healthTxt);
+// Create player
+var player = new Player();
+player.x = 2048 / 2;
+player.y = 2732 - 300;
+game.addChild(player);
+// Function to update score display
+function updateScore() {
+ scoreTxt.setText('Score: ' + score);
+ // Update LK score system for leaderboards
+ LK.setScore(score);
+}
+// Function to update health display
+function updateHealth() {
+ healthTxt.setText('Health: ' + player.health);
+}
+// Function to update level display
+function updateLevel() {
+ levelTxt.setText('Level: ' + level);
+}
+// Function to spawn regular enemies
+function spawnEnemy() {
+ var enemy = new Enemy();
+ // Random position at top of screen
+ enemy.x = 200 + Math.random() * (2048 - 400);
+ enemy.y = -100;
+ // Different enemy types based on level
+ if (level === 1) {
+ enemy.health = 1;
+ enemy.movementPattern = "straight";
+ enemy.fireRate = 180;
+ } else if (level === 2) {
+ // Level 2 has tougher enemies
+ if (Math.random() < 0.5) {
+ enemy.health = 2;
+ enemy.points = 200;
+ enemy.movementPattern = "zigzag";
+ enemy.fireRate = 150;
+ } else {
+ enemy.health = 1;
+ enemy.movementPattern = "straight";
+ enemy.fireRate = 180;
+ }
+ } else if (level >= 3) {
+ // Level 3+ has even tougher enemies
+ var rand = Math.random();
+ if (rand < 0.4) {
+ enemy.health = 3;
+ enemy.points = 300;
+ enemy.movementPattern = "circle";
+ enemy.fireRate = 120;
+ } else if (rand < 0.7) {
+ enemy.health = 2;
+ enemy.points = 200;
+ enemy.movementPattern = "zigzag";
+ enemy.fireRate = 150;
+ } else {
+ enemy.health = 1;
+ enemy.movementPattern = "straight";
+ enemy.fireRate = 180;
+ }
+ }
+ game.addChild(enemy);
+ enemies.push(enemy);
+}
+// Function to spawn boss
+function spawnBoss() {
+ var boss = new Boss();
+ boss.x = 2048 / 2;
+ boss.y = -200;
+ // Scale boss difficulty with level
+ boss.health = 20 + (level - 1) * 10;
+ boss.maxHealth = boss.health;
+ game.addChild(boss);
+ enemies.push(boss);
+ bossSpawned = true;
+}
+// Function to start the next level
+function startNextLevel() {
+ level++;
+ updateLevel();
+ enemies = [];
+ enemyBullets = [];
+ bossSpawned = false;
+ levelComplete = false;
+ nextEnemy = 0;
+ // Speed up enemy spawns as level increases
+ enemySpawnRate = Math.max(60 - (level - 1) * 5, 30);
+}
+// Mouse/Touch handlers
+var dragNode = null;
+function handleMove(x, y, obj) {
+ if (dragNode) {
+ // Clamp position to stay on screen
+ dragNode.x = Math.max(60, Math.min(x, 2048 - 60));
+ dragNode.y = Math.max(60, Math.min(y, 2732 - 60));
+ }
+}
+game.move = handleMove;
+game.down = function (x, y, obj) {
+ dragNode = player;
+ handleMove(x, y, obj);
+};
+game.up = function (x, y, obj) {
+ dragNode = null;
+};
+// Main game update loop
+game.update = function () {
+ if (gameOver) {
+ // Show game over screen
+ LK.showGameOver();
+ return;
+ }
+ if (levelComplete) {
+ startNextLevel();
+ }
+ // Update player
+ player.update();
+ updateHealth();
+ // Spawn enemies
+ if (!bossSpawned) {
+ enemySpawnTimer++;
+ if (enemySpawnTimer >= enemySpawnRate) {
+ enemySpawnTimer = 0;
+ spawnEnemy();
+ nextEnemy++;
+ // Spawn boss after certain number of enemies
+ if (nextEnemy >= 15 + level * 5) {
+ spawnBoss();
+ }
+ }
+ }
+ // Update player bullets
+ for (var i = playerBullets.length - 1; i >= 0; i--) {
+ var bullet = playerBullets[i];
+ // Check if bullet is off screen
+ if (bullet.y < -50) {
+ bullet.destroy();
+ playerBullets.splice(i, 1);
+ continue;
+ }
+ // Check for collisions with enemies
+ for (var j = enemies.length - 1; j >= 0; j--) {
+ var enemy = enemies[j];
+ if (bullet.intersects(enemy)) {
+ if (enemy.takeDamage(bullet.damage)) {
+ enemies.splice(j, 1);
+ }
+ bullet.destroy();
+ playerBullets.splice(i, 1);
+ break;
+ }
+ }
+ }
+ // Update enemy bullets
+ for (var i = enemyBullets.length - 1; i >= 0; i--) {
+ var bullet = enemyBullets[i];
+ // Check if bullet is off screen
+ if (bullet.y > 2732 + 50) {
+ bullet.destroy();
+ enemyBullets.splice(i, 1);
+ continue;
+ }
+ // Check for collision with player
+ if (bullet.intersects(player)) {
+ if (player.takeDamage(bullet.damage)) {
+ // Player destroyed, game over
+ gameOver = true;
+ }
+ bullet.destroy();
+ enemyBullets.splice(i, 1);
+ }
+ }
+ // Update enemies
+ for (var i = enemies.length - 1; i >= 0; i--) {
+ var enemy = enemies[i];
+ // Check if enemy is off screen
+ if (enemy.y > 2732 + 100) {
+ enemy.destroy();
+ enemies.splice(i, 1);
+ continue;
+ }
+ // Check for collision with player
+ if (enemy.intersects(player)) {
+ if (player.takeDamage(1)) {
+ // Player destroyed, game over
+ gameOver = true;
+ }
+ // Enemy also takes damage
+ if (enemy.takeDamage(1)) {
+ enemies.splice(i, 1);
+ }
+ continue;
+ }
+ }
+ // Update power-ups
+ for (var i = powerUps.length - 1; i >= 0; i--) {
+ var powerUp = powerUps[i];
+ // Check if power-up is off screen
+ if (powerUp.y > 2732 + 50) {
+ powerUp.destroy();
+ powerUps.splice(i, 1);
+ continue;
+ }
+ // Check for collision with player
+ if (powerUp.intersects(player)) {
+ player.collectPowerUp(powerUp);
+ powerUp.destroy();
+ powerUps.splice(i, 1);
+ }
+ }
+ // Check if level is complete (no enemies and boss killed)
+ if (bossSpawned && enemies.length === 0) {
+ levelComplete = true;
+ }
+};
+// Start background music
+LK.playMusic('bgMusic');
\ No newline at end of file
a boss robot space ship . No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
a enemy space ship. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
a red enemy bullet plasma. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
a enemy space ship crarrier ship. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
a explosion. In-Game asset. 2d. High contrast. No shadows
a enemy space ship hunter ship. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
a blue plasma laser. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
a blue plasma flame fire. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
a player bullet. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
a player space ship good. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
a level up power up orb. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
a tiny enemy ship. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
a shield. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat