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
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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 with enhanced visual feedback if (self.health <= self.maxHealth * 0.65 && self.phase === 1) { self.phase = 2; LK.effects.flashObject(self, 0xff0000, 500); // Add dramatic phase change effect bossGraphics.tint = 0xff6600; // Change to orange glow // Create multiple explosions around boss for (var i = 0; i < 3; i++) { var damageExplosion = new Explosion(); damageExplosion.x = self.x + (Math.random() * 120 - 60); damageExplosion.y = self.y + (Math.random() * 80 - 40); game.addChild(damageExplosion); } } else if (self.health <= self.maxHealth * 0.3 && self.phase === 2) { self.phase = 3; LK.effects.flashObject(self, 0xff0000, 500); // More dramatic effect for final phase bossGraphics.tint = 0xff0000; // Change to red glow bossGraphics.scale.x = 1.1; // Slightly expand bossGraphics.scale.y = 1.1; // Create more explosions for critical damage for (var i = 0; i < 5; i++) { var damageExplosion = new Explosion(); damageExplosion.x = self.x + (Math.random() * 160 - 80); damageExplosion.y = self.y + (Math.random() * 100 - 50); game.addChild(damageExplosion); } } }; 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 EliteCarrierShip = Enemy.expand(function () { var self = Enemy.call(this); // Replace default graphics self.removeChild(self.children[0]); var shipGraphics = self.attachAsset('carrierShip', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.4, scaleY: 1.4, tint: 0xff6600 }); // Set carrier-specific properties self.health = 8; self.points = 600; self.speed = 1.5; self.fireRate = 150; self.lastSpawn = 0; self.spawnRate = 120; // Override update method var originalUpdate = self.update; self.update = function () { originalUpdate.call(self); // Spawn hunter ships periodically self.lastSpawn++; if (self.lastSpawn >= self.spawnRate && self.y > 100 && self.y < 1000) { self.spawnHunter(); self.lastSpawn = 0; } }; // Method to spawn a hunter ship self.spawnHunter = function () { var hunter = new HunterShip(); hunter.x = self.x; hunter.y = self.y + 50; game.addChild(hunter); enemies.push(hunter); }; // Override takeDamage to drop better power-ups var originalTakeDamage = self.takeDamage; self.takeDamage = function (amount) { if (originalTakeDamage.call(self, amount)) { // Guaranteed power-up drop var powerUp = new PowerUp(); powerUp.x = self.x; powerUp.y = self.y; // 50% chance for plasma power-up if level is high enough if (level >= 3 && Math.random() < 0.5) { powerUp.setType("plasma"); } else { powerUp.setType("laser"); } game.addChild(powerUp); powerUps.push(powerUp); return true; } return false; }; 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 with improved effects explosionGraphics.scale.x = 1 + (30 - self.lifetime) / 12; explosionGraphics.scale.y = 1 + (30 - self.lifetime) / 12; explosionGraphics.alpha = self.lifetime / 30; explosionGraphics.rotation += 0.05; // Add rotation for more dynamic effect // Add pulsing glow effect if (self.lifetime % 3 === 0) { explosionGraphics.tint = 0xffcc00; // Original color } else if (self.lifetime % 3 === 1) { explosionGraphics.tint = 0xff6600; // Orange } else { explosionGraphics.tint = 0xff2200; // Red-orange } if (self.lifetime <= 0) { self.destroy(); } }; return self; }); var HeavyPlasmaBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('plasmaBullet', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.3, scaleY: 1.3 }); self.speed = -10; // Slower but more powerful self.damage = 5; // Highest damage self.pulseFactor = 0; self.update = function () { self.y += self.speed; // Enhanced pulsating effect with rotation self.pulseFactor += 0.15; var scale = 1.2 + Math.sin(self.pulseFactor) * 0.3; bulletGraphics.scale.x = scale; bulletGraphics.scale.y = scale; bulletGraphics.rotation += 0.2; // Faster rotation // Add color cycling for enhanced plasma effect var r = 255; var g = Math.floor(100 * Math.sin(self.pulseFactor)); var b = Math.floor(255 * Math.cos(self.pulseFactor * 0.5)); bulletGraphics.tint = r << 16 | g << 8 | b; // Add stronger x-axis wobble self.x += Math.sin(self.pulseFactor * 2) * 1.5; }; 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; // Add laser trail effect if (LK.ticks % 3 === 0) { var trailEffect = LK.getAsset('laserBullet', { anchorX: 0.5, anchorY: 0.5, alpha: 0.5, scaleX: 0.7, scaleY: 0.7 }); trailEffect.x = self.x; trailEffect.y = self.y + 15; game.addChild(trailEffect); // Create a simple fade-out animation var trailDuration = 10; var fadeInterval = LK.setInterval(function () { trailDuration--; trailEffect.alpha -= 0.05; trailEffect.scaleX -= 0.05; trailEffect.scaleY -= 0.05; if (trailDuration <= 0) { LK.clearInterval(fadeInterval); trailEffect.destroy(); } }, 1); } // Add pulsing glow effect var time = LK.ticks % 10; bulletGraphics.tint = time < 5 ? 0x00ffaa : 0x00ddaa; }; return self; }); var MegaBoss = Container.expand(function () { var self = Container.call(this); var bossGraphics = self.attachAsset('boss', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5, tint: 0xff2200 }); self.health = 40; self.maxHealth = 40; self.points = 5000; self.speed = 1; self.phase = 1; self.fireRate = 50; // Frames between shots self.lastShot = 0; self.movementTimer = 0; self.attacking = false; self.wingmen = []; // Store references to wingmen self.update = function () { // Boss enters from top if (self.y < 500) { self.y += self.speed; } else { self.attacking = true; // Phase-based movement if (self.phase === 1) { // Sweeping movement self.x += Math.sin(self.movementTimer / 40) * 6; 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 / 30) * 8; self.y += Math.cos(self.movementTimer / 50) * 3; self.movementTimer++; // More frequent shooting self.lastShot++; if (self.lastShot >= self.fireRate * 0.6) { self.shoot(); self.lastShot = 0; } } else if (self.phase === 3) { // Erratic movement self.x += Math.sin(self.movementTimer / 15) * 10; self.y += Math.cos(self.movementTimer / 20) * 5; self.movementTimer++; // Rapid shooting self.lastShot++; if (self.lastShot >= self.fireRate * 0.3) { self.shoot(); self.lastShot = 0; } } } // Change phase based on health with enhanced visual feedback if (self.health <= self.maxHealth * 0.65 && self.phase === 1) { self.phase = 2; LK.effects.flashObject(self, 0xff0000, 500); // Add dramatic phase change effect bossGraphics.tint = 0xff4400; // Create multiple explosions around boss for (var i = 0; i < 5; i++) { var damageExplosion = new Explosion(); damageExplosion.x = self.x + (Math.random() * 200 - 100); damageExplosion.y = self.y + (Math.random() * 120 - 60); game.addChild(damageExplosion); } // Spawn wingmen self.spawnWingmen(); } else if (self.health <= self.maxHealth * 0.3 && self.phase === 2) { self.phase = 3; LK.effects.flashObject(self, 0xff0000, 500); // More dramatic effect for final phase bossGraphics.tint = 0xff0000; bossGraphics.scale.x = 1.2; bossGraphics.scale.y = 1.2; // Create more explosions for critical damage for (var i = 0; i < 8; i++) { var damageExplosion = new Explosion(); damageExplosion.x = self.x + (Math.random() * 240 - 120); damageExplosion.y = self.y + (Math.random() * 160 - 80); game.addChild(damageExplosion); } } }; self.spawnWingmen = function () { // Spawn two elite hunters as wingmen for (var i = -1; i <= 1; i += 2) { var hunter = new HunterShip(); hunter.health = 5; hunter.x = self.x + i * 300; hunter.y = self.y + 50; game.addChild(hunter); enemies.push(hunter); self.wingmen.push(hunter); } }; self.shoot = function () { // Different shot patterns based on phase if (self.phase === 1) { // Triple shot spread for (var i = -1; i <= 1; i++) { var bullet = new EnemyBullet(); bullet.x = self.x + i * 60; bullet.y = self.y + 100; game.addChild(bullet); enemyBullets.push(bullet); } } else if (self.phase === 2) { // Wide spread shot for (var i = -2; i <= 2; i++) { var bullet = new EnemyBullet(); bullet.x = self.x + i * 60; bullet.y = self.y + 100; game.addChild(bullet); enemyBullets.push(bullet); } } else if (self.phase === 3) { // Full circular pattern var bulletCount = 8; for (var i = 0; i < bulletCount; i++) { var angle = i / bulletCount * Math.PI * 2; var bullet = new EnemyBullet(); bullet.x = self.x + Math.sin(angle) * 60; bullet.y = self.y + Math.cos(angle) * 60 + 40; 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 < 10; i++) { var explosion = new Explosion(); explosion.x = self.x + (Math.random() * 300 - 150); explosion.y = self.y + (Math.random() * 200 - 100); game.addChild(explosion); } // Add points to score score += self.points; updateScore(); // Drop multiple power-ups // Drop advanced weapon power-up var plasmaPowerUp = new PowerUp(); plasmaPowerUp.x = self.x - 80; plasmaPowerUp.y = self.y; plasmaPowerUp.setType("plasma"); game.addChild(plasmaPowerUp); powerUps.push(plasmaPowerUp); // Drop super weapon power-up (triggers level 4 weapons) var superPowerUp = new PowerUp(); superPowerUp.x = self.x + 80; superPowerUp.y = self.y; superPowerUp.setType("super"); game.addChild(superPowerUp); powerUps.push(superPowerUp); // Drop shield power-up var shieldPowerUp = new PowerUp(); shieldPowerUp.x = self.x; shieldPowerUp.y = self.y + 80; 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 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; // Enhanced pulsating effect with rotation self.pulseFactor += 0.1; var scale = 1 + Math.sin(self.pulseFactor) * 0.2; bulletGraphics.scale.x = scale; bulletGraphics.scale.y = scale; bulletGraphics.rotation += 0.1; // Add rotation for energy ball effect // Add color cycling for plasma effect var colorPhase = LK.ticks % 120 / 120; var r = Math.floor(255 * Math.sin(Math.PI * colorPhase)); var g = Math.floor(50 * Math.sin(Math.PI * (colorPhase + 0.33))); var b = Math.floor(255 * Math.sin(Math.PI * (colorPhase + 0.67))); bulletGraphics.tint = r << 16 | g << 8 | b; // Add slight x-axis wobble for unstable plasma effect self.x += Math.sin(self.pulseFactor * 2) * 0.8; }; 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; case "heavy-plasma": BulletClass = HeavyPlasmaBullet; 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); } } else if (self.weaponLevel >= 4) { // Level 4+ - quad shot + special effects // Main 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); } // Add spread bullets for special weapons if (self.weaponType === "heavy-plasma") { for (var i = -1; i <= 1; i += 2) { var spreadBullet = new SpreadBullet(); spreadBullet.x = self.x + i * 40; spreadBullet.y = self.y - 30; spreadBullet.angle = i * 0.3; // Angle outward game.addChild(spreadBullet); playerBullets.push(spreadBullet); } } } 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 === "laser") { // Direct laser upgrade self.weaponType = "laser"; self.weaponLevel = Math.min(self.weaponLevel + 1, 3); self.weaponTimer = 600; // 10 seconds at 60fps } else if (powerUp.type === "plasma") { // Direct plasma upgrade self.weaponType = "plasma"; self.weaponLevel = Math.min(self.weaponLevel + 1, 3); self.weaponTimer = 600; // 10 seconds at 60fps } else if (powerUp.type === "super") { // Super weapon - level 4 weapons (new top tier) self.weaponLevel = 4; self.weaponType = "heavy-plasma"; self.weaponTimer = 900; // 15 seconds at 60fps } 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 } else if (type === "super") { powerUpGraphics.tint = 0xffff00; // Yellow for super weapons powerUpGraphics.scale.x = 1.3; // Make it larger powerUpGraphics.scale.y = 1.3; } }; 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 with enhanced visuals self.pulseFactor += 0.05; shieldGraphics.alpha = 0.3 + Math.sin(self.pulseFactor) * 0.2; shieldGraphics.rotation += 0.01; // Slow rotation for energy field effect // Create shimmering effect with color changes var blueIntensity = 0.5 + Math.sin(self.pulseFactor * 1.5) * 0.3; var cyanIntensity = 0.7 + Math.cos(self.pulseFactor * 0.8) * 0.3; shieldGraphics.tint = Math.floor(0x33 * blueIntensity) << 16 | Math.floor(0xcc * cyanIntensity) << 8 | 0xff; // Scale effect for "energy bubble" appearance var scaleVar = 1 + Math.sin(self.pulseFactor * 0.7) * 0.05; shieldGraphics.scale.x = scaleVar; shieldGraphics.scale.y = scaleVar; }; return self; }); var SpreadBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('playerBullet', { anchorX: 0.5, anchorY: 0.5, tint: 0xff9900 }); self.speed = -12; self.damage = 1; self.angle = 0; // Will be set when created self.update = function () { self.y += self.speed * Math.cos(self.angle); self.x += self.speed * Math.sin(self.angle); // Add slight rotation for visual effect bulletGraphics.rotation += 0.1; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000022 }); /**** * Game Code ****/ // Game variables // Initialize main assets with high-quality shapes 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; // Create dynamic starfield background var stars = []; var starLayers = 3; // Multiple layers for parallax effect // Initialize stars for (var layer = 0; layer < starLayers; layer++) { var count = 30 + layer * 20; // More stars in deeper layers var speed = 1 + layer * 1.5; // Deeper layers move faster var size = 3 - layer * 0.8; // Deeper layers have smaller stars var alpha = 0.7 - layer * 0.2; // Deeper layers are more transparent for (var i = 0; i < count; i++) { var star = new Container(); var starGraphic = LK.getAsset('powerUp', { anchorX: 0.5, anchorY: 0.5, tint: 0xFFFFFF, alpha: alpha, scaleX: size / 60, scaleY: size / 60 }); star.addChild(starGraphic); star.x = Math.random() * 2048; star.y = Math.random() * 2732; star.speed = speed; star.layer = layer; // Add occasional color variation to brightest stars if (layer === 0 && Math.random() < 0.3) { var colors = [0xFFFFCC, 0xCCFFFF, 0xFFCCFF]; // Yellow, blue, pink tints starGraphic.tint = colors[Math.floor(Math.random() * colors.length)]; } game.addChild(star); stars.push(star); } } // Add function to update stars in main update loop function updateStars() { for (var i = 0; i < stars.length; i++) { var star = stars[i]; star.y += star.speed; // Reset stars when they go off screen if (star.y > 2732) { star.y = -10; star.x = Math.random() * 2048; } } } // 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); // Format display name for heavy-plasma if (player.weaponType === "heavy-plasma") { typeText = "Heavy Plasma"; } 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; } else if (player.weaponType === "heavy-plasma") { weaponTxt.style.fill = 0xffff00; } } // 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 standard 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; } } else if (level >= 4) { // Level 4+: Advanced enemy types var rand = Math.random(); if (rand < 0.2) { enemy = new EliteCarrierShip(); } else if (rand < 0.4) { enemy = new CarrierShip(); } else if (rand < 0.6) { enemy = new HunterShip(); // Buff hunters in higher levels enemy.health = 4; enemy.points = 350; } else if (rand < 0.8) { enemy = new ScoutShip(); // Make scouts faster in higher levels enemy.speed = 5; } else { enemy = new Enemy(); enemy.health = level; // Scale health with level enemy.points = 200 + level * 50; enemy.movementPattern = "circle"; enemy.fireRate = 100; } } // 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; // For level 4 and above, spawn the MegaBoss if (level >= 4) { boss = new MegaBoss(); } else { boss = new Boss(); // Scale boss difficulty with level boss.health = 20 + (level - 1) * 10; boss.maxHealth = boss.health; } boss.x = 2048 / 2; boss.y = -200; 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 () { // Update starfield background for space atmosphere updateStars(); 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
@@ -319,8 +319,67 @@
}
};
return self;
});
+var EliteCarrierShip = Enemy.expand(function () {
+ var self = Enemy.call(this);
+ // Replace default graphics
+ self.removeChild(self.children[0]);
+ var shipGraphics = self.attachAsset('carrierShip', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 1.4,
+ scaleY: 1.4,
+ tint: 0xff6600
+ });
+ // Set carrier-specific properties
+ self.health = 8;
+ self.points = 600;
+ self.speed = 1.5;
+ self.fireRate = 150;
+ self.lastSpawn = 0;
+ self.spawnRate = 120;
+ // Override update method
+ var originalUpdate = self.update;
+ self.update = function () {
+ originalUpdate.call(self);
+ // Spawn hunter ships periodically
+ self.lastSpawn++;
+ if (self.lastSpawn >= self.spawnRate && self.y > 100 && self.y < 1000) {
+ self.spawnHunter();
+ self.lastSpawn = 0;
+ }
+ };
+ // Method to spawn a hunter ship
+ self.spawnHunter = function () {
+ var hunter = new HunterShip();
+ hunter.x = self.x;
+ hunter.y = self.y + 50;
+ game.addChild(hunter);
+ enemies.push(hunter);
+ };
+ // Override takeDamage to drop better power-ups
+ var originalTakeDamage = self.takeDamage;
+ self.takeDamage = function (amount) {
+ if (originalTakeDamage.call(self, amount)) {
+ // Guaranteed power-up drop
+ var powerUp = new PowerUp();
+ powerUp.x = self.x;
+ powerUp.y = self.y;
+ // 50% chance for plasma power-up if level is high enough
+ if (level >= 3 && Math.random() < 0.5) {
+ powerUp.setType("plasma");
+ } else {
+ powerUp.setType("laser");
+ }
+ game.addChild(powerUp);
+ powerUps.push(powerUp);
+ return true;
+ }
+ return false;
+ };
+ return self;
+});
var CarrierShip = Enemy.expand(function () {
var self = Enemy.call(this);
// Replace default graphics with carrier ship graphics
self.removeChild(self.children[0]);
@@ -421,8 +480,37 @@
}
};
return self;
});
+var HeavyPlasmaBullet = Container.expand(function () {
+ var self = Container.call(this);
+ var bulletGraphics = self.attachAsset('plasmaBullet', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 1.3,
+ scaleY: 1.3
+ });
+ self.speed = -10; // Slower but more powerful
+ self.damage = 5; // Highest damage
+ self.pulseFactor = 0;
+ self.update = function () {
+ self.y += self.speed;
+ // Enhanced pulsating effect with rotation
+ self.pulseFactor += 0.15;
+ var scale = 1.2 + Math.sin(self.pulseFactor) * 0.3;
+ bulletGraphics.scale.x = scale;
+ bulletGraphics.scale.y = scale;
+ bulletGraphics.rotation += 0.2; // Faster rotation
+ // Add color cycling for enhanced plasma effect
+ var r = 255;
+ var g = Math.floor(100 * Math.sin(self.pulseFactor));
+ var b = Math.floor(255 * Math.cos(self.pulseFactor * 0.5));
+ bulletGraphics.tint = r << 16 | g << 8 | b;
+ // Add stronger x-axis wobble
+ self.x += Math.sin(self.pulseFactor * 2) * 1.5;
+ };
+ return self;
+});
var LaserBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('laserBullet', {
anchorX: 0.5,
@@ -462,8 +550,192 @@
bulletGraphics.tint = time < 5 ? 0x00ffaa : 0x00ddaa;
};
return self;
});
+var MegaBoss = Container.expand(function () {
+ var self = Container.call(this);
+ var bossGraphics = self.attachAsset('boss', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 1.5,
+ scaleY: 1.5,
+ tint: 0xff2200
+ });
+ self.health = 40;
+ self.maxHealth = 40;
+ self.points = 5000;
+ self.speed = 1;
+ self.phase = 1;
+ self.fireRate = 50; // Frames between shots
+ self.lastShot = 0;
+ self.movementTimer = 0;
+ self.attacking = false;
+ self.wingmen = []; // Store references to wingmen
+ self.update = function () {
+ // Boss enters from top
+ if (self.y < 500) {
+ self.y += self.speed;
+ } else {
+ self.attacking = true;
+ // Phase-based movement
+ if (self.phase === 1) {
+ // Sweeping movement
+ self.x += Math.sin(self.movementTimer / 40) * 6;
+ 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 / 30) * 8;
+ self.y += Math.cos(self.movementTimer / 50) * 3;
+ self.movementTimer++;
+ // More frequent shooting
+ self.lastShot++;
+ if (self.lastShot >= self.fireRate * 0.6) {
+ self.shoot();
+ self.lastShot = 0;
+ }
+ } else if (self.phase === 3) {
+ // Erratic movement
+ self.x += Math.sin(self.movementTimer / 15) * 10;
+ self.y += Math.cos(self.movementTimer / 20) * 5;
+ self.movementTimer++;
+ // Rapid shooting
+ self.lastShot++;
+ if (self.lastShot >= self.fireRate * 0.3) {
+ self.shoot();
+ self.lastShot = 0;
+ }
+ }
+ }
+ // Change phase based on health with enhanced visual feedback
+ if (self.health <= self.maxHealth * 0.65 && self.phase === 1) {
+ self.phase = 2;
+ LK.effects.flashObject(self, 0xff0000, 500);
+ // Add dramatic phase change effect
+ bossGraphics.tint = 0xff4400;
+ // Create multiple explosions around boss
+ for (var i = 0; i < 5; i++) {
+ var damageExplosion = new Explosion();
+ damageExplosion.x = self.x + (Math.random() * 200 - 100);
+ damageExplosion.y = self.y + (Math.random() * 120 - 60);
+ game.addChild(damageExplosion);
+ }
+ // Spawn wingmen
+ self.spawnWingmen();
+ } else if (self.health <= self.maxHealth * 0.3 && self.phase === 2) {
+ self.phase = 3;
+ LK.effects.flashObject(self, 0xff0000, 500);
+ // More dramatic effect for final phase
+ bossGraphics.tint = 0xff0000;
+ bossGraphics.scale.x = 1.2;
+ bossGraphics.scale.y = 1.2;
+ // Create more explosions for critical damage
+ for (var i = 0; i < 8; i++) {
+ var damageExplosion = new Explosion();
+ damageExplosion.x = self.x + (Math.random() * 240 - 120);
+ damageExplosion.y = self.y + (Math.random() * 160 - 80);
+ game.addChild(damageExplosion);
+ }
+ }
+ };
+ self.spawnWingmen = function () {
+ // Spawn two elite hunters as wingmen
+ for (var i = -1; i <= 1; i += 2) {
+ var hunter = new HunterShip();
+ hunter.health = 5;
+ hunter.x = self.x + i * 300;
+ hunter.y = self.y + 50;
+ game.addChild(hunter);
+ enemies.push(hunter);
+ self.wingmen.push(hunter);
+ }
+ };
+ self.shoot = function () {
+ // Different shot patterns based on phase
+ if (self.phase === 1) {
+ // Triple shot spread
+ for (var i = -1; i <= 1; i++) {
+ var bullet = new EnemyBullet();
+ bullet.x = self.x + i * 60;
+ bullet.y = self.y + 100;
+ game.addChild(bullet);
+ enemyBullets.push(bullet);
+ }
+ } else if (self.phase === 2) {
+ // Wide spread shot
+ for (var i = -2; i <= 2; i++) {
+ var bullet = new EnemyBullet();
+ bullet.x = self.x + i * 60;
+ bullet.y = self.y + 100;
+ game.addChild(bullet);
+ enemyBullets.push(bullet);
+ }
+ } else if (self.phase === 3) {
+ // Full circular pattern
+ var bulletCount = 8;
+ for (var i = 0; i < bulletCount; i++) {
+ var angle = i / bulletCount * Math.PI * 2;
+ var bullet = new EnemyBullet();
+ bullet.x = self.x + Math.sin(angle) * 60;
+ bullet.y = self.y + Math.cos(angle) * 60 + 40;
+ 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 < 10; i++) {
+ var explosion = new Explosion();
+ explosion.x = self.x + (Math.random() * 300 - 150);
+ explosion.y = self.y + (Math.random() * 200 - 100);
+ game.addChild(explosion);
+ }
+ // Add points to score
+ score += self.points;
+ updateScore();
+ // Drop multiple power-ups
+ // Drop advanced weapon power-up
+ var plasmaPowerUp = new PowerUp();
+ plasmaPowerUp.x = self.x - 80;
+ plasmaPowerUp.y = self.y;
+ plasmaPowerUp.setType("plasma");
+ game.addChild(plasmaPowerUp);
+ powerUps.push(plasmaPowerUp);
+ // Drop super weapon power-up (triggers level 4 weapons)
+ var superPowerUp = new PowerUp();
+ superPowerUp.x = self.x + 80;
+ superPowerUp.y = self.y;
+ superPowerUp.setType("super");
+ game.addChild(superPowerUp);
+ powerUps.push(superPowerUp);
+ // Drop shield power-up
+ var shieldPowerUp = new PowerUp();
+ shieldPowerUp.x = self.x;
+ shieldPowerUp.y = self.y + 80;
+ 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 PlasmaBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('plasmaBullet', {
anchorX: 0.5,
@@ -562,8 +834,11 @@
break;
case "plasma":
BulletClass = PlasmaBullet;
break;
+ case "heavy-plasma":
+ BulletClass = HeavyPlasmaBullet;
+ break;
default:
BulletClass = PlayerBullet;
}
if (self.weaponLevel === 1) {
@@ -581,17 +856,38 @@
bullet.y = self.y - 40;
game.addChild(bullet);
playerBullets.push(bullet);
}
- } else if (self.weaponLevel >= 3) {
+ } 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);
}
+ } else if (self.weaponLevel >= 4) {
+ // Level 4+ - quad shot + special effects
+ // Main 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);
+ }
+ // Add spread bullets for special weapons
+ if (self.weaponType === "heavy-plasma") {
+ for (var i = -1; i <= 1; i += 2) {
+ var spreadBullet = new SpreadBullet();
+ spreadBullet.x = self.x + i * 40;
+ spreadBullet.y = self.y - 30;
+ spreadBullet.angle = i * 0.3; // Angle outward
+ game.addChild(spreadBullet);
+ playerBullets.push(spreadBullet);
+ }
+ }
}
LK.getSound('playerShoot').play();
};
self.takeDamage = function (amount) {
@@ -643,8 +939,23 @@
self.weaponType = "laser"; // Medium weapon
} else {
self.weaponType = "standard"; // Basic weapon
}
+ } else if (powerUp.type === "laser") {
+ // Direct laser upgrade
+ self.weaponType = "laser";
+ self.weaponLevel = Math.min(self.weaponLevel + 1, 3);
+ self.weaponTimer = 600; // 10 seconds at 60fps
+ } else if (powerUp.type === "plasma") {
+ // Direct plasma upgrade
+ self.weaponType = "plasma";
+ self.weaponLevel = Math.min(self.weaponLevel + 1, 3);
+ self.weaponTimer = 600; // 10 seconds at 60fps
+ } else if (powerUp.type === "super") {
+ // Super weapon - level 4 weapons (new top tier)
+ self.weaponLevel = 4;
+ self.weaponType = "heavy-plasma";
+ self.weaponTimer = 900; // 15 seconds at 60fps
} else if (powerUp.type === "shield") {
self.shieldActive = true;
self.shieldTimer = 600; // 10 seconds at 60fps
// Create shield visual effect if it doesn't exist
@@ -691,8 +1002,12 @@
} else if (type === "laser") {
powerUpGraphics.tint = 0x00ffaa; // Cyan for laser upgrade
} else if (type === "plasma") {
powerUpGraphics.tint = 0xff00ff; // Magenta for plasma upgrade
+ } else if (type === "super") {
+ powerUpGraphics.tint = 0xffff00; // Yellow for super weapons
+ powerUpGraphics.scale.x = 1.3; // Make it larger
+ powerUpGraphics.scale.y = 1.3;
}
};
self.update = function () {
self.y += self.speed;
@@ -729,8 +1044,26 @@
shieldGraphics.scale.y = scaleVar;
};
return self;
});
+var SpreadBullet = Container.expand(function () {
+ var self = Container.call(this);
+ var bulletGraphics = self.attachAsset('playerBullet', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ tint: 0xff9900
+ });
+ self.speed = -12;
+ self.damage = 1;
+ self.angle = 0; // Will be set when created
+ self.update = function () {
+ self.y += self.speed * Math.cos(self.angle);
+ self.x += self.speed * Math.sin(self.angle);
+ // Add slight rotation for visual effect
+ bulletGraphics.rotation += 0.1;
+ };
+ return self;
+});
/****
* Initialize Game
****/
@@ -740,10 +1073,10 @@
/****
* Game Code
****/
-// Initialize main assets with high-quality shapes
// Game variables
+// Initialize main assets with high-quality shapes
var score = 0;
var highScore = storage.highScore || 0;
var level = 1;
var enemySpawnTimer = 0;
@@ -835,16 +1168,22 @@
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);
+ // Format display name for heavy-plasma
+ if (player.weaponType === "heavy-plasma") {
+ typeText = "Heavy Plasma";
+ }
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;
+ } else if (player.weaponType === "heavy-plasma") {
+ weaponTxt.style.fill = 0xffff00;
}
}
// Create player
var player = new Player();
@@ -892,10 +1231,10 @@
enemy.health = 1;
enemy.movementPattern = "straight";
enemy.fireRate = 180;
}
- } else if (level >= 3) {
- // Level 3+: All enemy types
+ } else if (level === 3) {
+ // Level 3: All standard enemy types
var rand = Math.random();
if (rand < 0.25) {
enemy = new CarrierShip();
} else if (rand < 0.5) {
@@ -914,8 +1253,31 @@
enemy.points = 200;
enemy.movementPattern = "zigzag";
enemy.fireRate = 150;
}
+ } else if (level >= 4) {
+ // Level 4+: Advanced enemy types
+ var rand = Math.random();
+ if (rand < 0.2) {
+ enemy = new EliteCarrierShip();
+ } else if (rand < 0.4) {
+ enemy = new CarrierShip();
+ } else if (rand < 0.6) {
+ enemy = new HunterShip();
+ // Buff hunters in higher levels
+ enemy.health = 4;
+ enemy.points = 350;
+ } else if (rand < 0.8) {
+ enemy = new ScoutShip();
+ // Make scouts faster in higher levels
+ enemy.speed = 5;
+ } else {
+ enemy = new Enemy();
+ enemy.health = level; // Scale health with level
+ enemy.points = 200 + level * 50;
+ enemy.movementPattern = "circle";
+ enemy.fireRate = 100;
+ }
}
// Random position at top of screen
enemy.x = 200 + Math.random() * (2048 - 400);
enemy.y = -100;
@@ -923,14 +1285,20 @@
enemies.push(enemy);
}
// Function to spawn boss
function spawnBoss() {
- var boss = new Boss();
+ var boss;
+ // For level 4 and above, spawn the MegaBoss
+ if (level >= 4) {
+ boss = new MegaBoss();
+ } else {
+ boss = new Boss();
+ // Scale boss difficulty with level
+ boss.health = 20 + (level - 1) * 10;
+ boss.maxHealth = boss.health;
+ }
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;
}
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