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();
// Boss drops multiple power-ups
// Drop advanced weapon power-up based on level
var weaponPowerUp = new PowerUp();
weaponPowerUp.x = self.x - 60;
weaponPowerUp.y = self.y;
if (level >= 3) {
weaponPowerUp.setType("plasma");
} else {
weaponPowerUp.setType("laser");
}
game.addChild(weaponPowerUp);
powerUps.push(weaponPowerUp);
// Drop shield power-up
var shieldPowerUp = new PowerUp();
shieldPowerUp.x = self.x + 60;
shieldPowerUp.y = self.y;
shieldPowerUp.setType("shield");
game.addChild(shieldPowerUp);
powerUps.push(shieldPowerUp);
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 < 0.5) {
powerUp.setType("weapon");
} else if (rand < 0.8) {
powerUp.setType("shield");
} else if (level >= 2) {
// Special weapon drops in higher levels
if (level >= 3 && rand < 0.9) {
powerUp.setType("plasma");
} else {
powerUp.setType("laser");
}
}
game.addChild(powerUp);
powerUps.push(powerUp);
}
LK.getSound('explosion').play();
self.destroy();
return true;
}
return false;
};
return self;
});
var ScoutShip = Enemy.expand(function () {
var self = Enemy.call(this);
// Replace default graphics with scout ship graphics
self.removeChild(self.children[0]);
var shipGraphics = self.attachAsset('scoutShip', {
anchorX: 0.5,
anchorY: 0.5
});
// Set scout-specific properties
self.health = 1;
self.points = 150;
self.speed = 4; // Faster movement
self.fireRate = 240; // Shoots less frequently
self.movementPattern = "erratic";
// Override update method for erratic movement
var originalUpdate = self.update;
self.update = function () {
if (self.movementPattern === "erratic") {
self.y += self.speed;
self.x += Math.sin(self.movementTimer / 10) * 6;
self.movementTimer++;
} else {
// Use original update for other movement patterns
originalUpdate.call(self);
}
// Handle shooting with lower probability
self.lastShot++;
if (self.lastShot >= self.fireRate && self.y > 0 && Math.random() < 0.2) {
self.shoot();
self.lastShot = 0;
}
};
return self;
});
var HunterShip = Enemy.expand(function () {
var self = Enemy.call(this);
// Replace default graphics with hunter ship graphics
self.removeChild(self.children[0]);
var shipGraphics = self.attachAsset('hunterShip', {
anchorX: 0.5,
anchorY: 0.5
});
// Set hunter-specific properties
self.health = 3;
self.points = 250;
self.speed = 3;
self.fireRate = 100; // Fires more frequently
self.movementPattern = "pursuit"; // New movement pattern that follows player
// Override update method to add pursuit behavior
var originalUpdate = self.update;
self.update = function () {
if (self.movementPattern === "pursuit") {
// Move towards player's x position
if (player.x > self.x) {
self.x += Math.min(self.speed * 0.7, player.x - self.x);
} else if (player.x < self.x) {
self.x -= Math.min(self.speed * 0.7, self.x - player.x);
}
self.y += self.speed * 0.8;
} else {
// Use original update for other movement patterns
originalUpdate.call(self);
}
// Handle shooting regardless of movement pattern
self.lastShot++;
if (self.lastShot >= self.fireRate && self.y > 0 && Math.random() < 0.4) {
self.shoot();
self.lastShot = 0;
}
};
return self;
});
var CarrierShip = Enemy.expand(function () {
var self = Enemy.call(this);
// Replace default graphics with carrier ship graphics
self.removeChild(self.children[0]);
var shipGraphics = self.attachAsset('carrierShip', {
anchorX: 0.5,
anchorY: 0.5
});
// Set carrier-specific properties
self.health = 5;
self.points = 400;
self.speed = 1; // Slower movement
self.fireRate = 200;
self.lastSpawn = 0; // Timer for spawning small ships
self.spawnRate = 180; // How often to spawn small ships
// Override update method to add spawning behavior
var originalUpdate = self.update;
self.update = function () {
originalUpdate.call(self);
// Spawn small scout ships periodically
self.lastSpawn++;
if (self.lastSpawn >= self.spawnRate && self.y > 100 && self.y < 1000) {
self.spawnScout();
self.lastSpawn = 0;
}
};
// Method to spawn a scout ship
self.spawnScout = function () {
var scout = new ScoutShip();
scout.x = self.x;
scout.y = self.y + 50;
game.addChild(scout);
enemies.push(scout);
};
// Override takeDamage to drop power-ups more often
var originalTakeDamage = self.takeDamage;
self.takeDamage = function (amount) {
if (originalTakeDamage.call(self, amount)) {
// If ship was destroyed and original method returned true
// Carriers have a higher chance to drop power-ups (40%)
if (Math.random() < 0.4) {
var powerUp = new PowerUp();
powerUp.x = self.x;
powerUp.y = self.y;
// Random power-up type with better odds for weapon power-ups
var rand = Math.random();
if (rand < 0.7) {
powerUp.type = "weapon";
} else {
powerUp.type = "shield";
}
game.addChild(powerUp);
powerUps.push(powerUp);
}
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 LaserBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('laserBullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -20; // Faster than regular bullets
self.damage = 2; // More damage
self.update = function () {
self.y += self.speed;
};
return self;
});
var PlasmaBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('plasmaBullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -12; // Medium speed
self.damage = 3; // Highest damage
// Add pulsating effect
self.pulseFactor = 0;
self.update = function () {
self.y += self.speed;
// Pulsating effect
self.pulseFactor += 0.1;
var scale = 1 + Math.sin(self.pulseFactor) * 0.2;
bulletGraphics.scale.x = scale;
bulletGraphics.scale.y = scale;
};
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.weaponType = "standard"; // Initialize with standard weapon
self.weaponUpgrades = 0;
self.weaponTimer = 0;
self.speed = 10;
self.shieldEffect = null; // Reference to shield visual effect
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
self.weaponType = "standard";
}
}
if (self.shieldActive) {
self.shieldTimer--;
if (self.shieldTimer === 0) {
self.shieldActive = false;
// Remove shield visual effect
if (self.shieldEffect) {
self.shieldEffect.destroy();
self.shieldEffect = null;
}
}
}
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;
}
// Update shield effect position if active
if (self.shieldActive && self.shieldEffect) {
self.shieldEffect.x = self.x;
self.shieldEffect.y = self.y;
}
};
self.shoot = function () {
// Choose bullet type based on weaponType
var BulletClass;
switch (self.weaponType) {
case "laser":
BulletClass = LaserBullet;
break;
case "plasma":
BulletClass = PlasmaBullet;
break;
default:
BulletClass = PlayerBullet;
}
if (self.weaponLevel === 1) {
// Single shot
var bullet = new BulletClass();
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 BulletClass();
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 BulletClass();
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") {
// Increment weapon level
self.weaponLevel = Math.min(self.weaponLevel + 1, 3);
self.weaponTimer = 600; // 10 seconds at 60fps
// Determine weapon type based on collected power-ups
// The more power-ups collected, the better the weapon
if (self.weaponUpgrades === undefined) {
self.weaponUpgrades = 0;
}
self.weaponUpgrades++;
if (self.weaponUpgrades >= 3) {
self.weaponType = "plasma"; // Best weapon
} else if (self.weaponUpgrades >= 1) {
self.weaponType = "laser"; // Medium weapon
} else {
self.weaponType = "standard"; // Basic weapon
}
} else if (powerUp.type === "shield") {
self.shieldActive = true;
self.shieldTimer = 600; // 10 seconds at 60fps
// Create shield visual effect if it doesn't exist
if (!self.shieldEffect) {
self.shieldEffect = new ShieldEffect();
self.shieldEffect.x = self.x;
self.shieldEffect.y = self.y;
game.addChild(self.shieldEffect);
}
}
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.pulseTimer = 0;
// Set different colors based on type
self.setType = function (type) {
self.type = type;
if (type === "weapon") {
powerUpGraphics.tint = 0x00ff00; // Green for weapons
} else if (type === "shield") {
powerUpGraphics.tint = 0x33ccff; // Blue for shields
} else if (type === "laser") {
powerUpGraphics.tint = 0x00ffaa; // Cyan for laser upgrade
} else if (type === "plasma") {
powerUpGraphics.tint = 0xff00ff; // Magenta for plasma upgrade
}
};
self.update = function () {
self.y += self.speed;
// Enhance visual effect with pulsating and rotation
self.pulseTimer += 0.1;
powerUpGraphics.scale.x = 1 + Math.sin(self.pulseTimer) * 0.2;
powerUpGraphics.scale.y = 1 + Math.sin(self.pulseTimer) * 0.2;
powerUpGraphics.rotation += 0.02;
// Slight oscillation for visual effect
self.x += Math.sin(LK.ticks / 10) * 1;
};
return self;
});
var ShieldEffect = Container.expand(function () {
var self = Container.call(this);
var shieldGraphics = self.attachAsset('shieldEffect', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.5
});
self.pulseFactor = 0;
self.update = function () {
// Pulsating effect
self.pulseFactor += 0.05;
shieldGraphics.alpha = 0.3 + Math.sin(self.pulseFactor) * 0.2;
};
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);
// Weapon type indicator
var weaponTxt = new Text2('Weapon: Standard', {
size: 40,
fill: 0xFFFFFF
});
weaponTxt.style = {
fill: 0xFFFFFF
}; // Initialize style object
weaponTxt.anchor.set(0, 0);
LK.gui.bottomLeft.addChild(weaponTxt);
weaponTxt.y = -100; // Position it above the bottom edge
// Function to update weapon display
function updateWeapon() {
var typeText = player.weaponType.charAt(0).toUpperCase() + player.weaponType.slice(1);
weaponTxt.setText('Weapon: ' + typeText + ' (Lv.' + player.weaponLevel + ')');
// Set text color based on weapon type
if (player.weaponType === "standard") {
weaponTxt.style.fill = 0x66ffff;
} else if (player.weaponType === "laser") {
weaponTxt.style.fill = 0x00ffaa;
} else if (player.weaponType === "plasma") {
weaponTxt.style.fill = 0xff00ff;
}
}
// 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 enemyType;
var enemy;
// Select enemy type based on level and randomness
if (level === 1) {
// Level 1: Only basic enemies
enemy = new Enemy();
enemy.health = 1;
enemy.movementPattern = "straight";
enemy.fireRate = 180;
} else if (level === 2) {
// Level 2: Basic enemies and some hunters
var rand = Math.random();
if (rand < 0.3) {
enemy = new HunterShip();
} else if (rand < 0.6) {
enemy = new Enemy();
enemy.health = 2;
enemy.points = 200;
enemy.movementPattern = "zigzag";
enemy.fireRate = 150;
} else {
enemy = new Enemy();
enemy.health = 1;
enemy.movementPattern = "straight";
enemy.fireRate = 180;
}
} else if (level >= 3) {
// Level 3+: All enemy types
var rand = Math.random();
if (rand < 0.25) {
enemy = new CarrierShip();
} else if (rand < 0.5) {
enemy = new HunterShip();
} else if (rand < 0.7) {
enemy = new ScoutShip();
} else if (rand < 0.85) {
enemy = new Enemy();
enemy.health = 3;
enemy.points = 300;
enemy.movementPattern = "circle";
enemy.fireRate = 120;
} else {
enemy = new Enemy();
enemy.health = 2;
enemy.points = 200;
enemy.movementPattern = "zigzag";
enemy.fireRate = 150;
}
}
// Random position at top of screen
enemy.x = 200 + Math.random() * (2048 - 400);
enemy.y = -100;
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();
updateWeapon();
// 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
@@ -705,8 +705,11 @@
var weaponTxt = new Text2('Weapon: Standard', {
size: 40,
fill: 0xFFFFFF
});
+weaponTxt.style = {
+ fill: 0xFFFFFF
+}; // Initialize style object
weaponTxt.anchor.set(0, 0);
LK.gui.bottomLeft.addChild(weaponTxt);
weaponTxt.y = -100; // Position it above the bottom edge
// Function to update weapon display
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