diff --git a/index.html b/index.html index 4462ac9..6c0e6f8 100644 --- a/index.html +++ b/index.html @@ -66,13 +66,13 @@ score = 0; gameOver = false; spawnInterval = 1000; - bossSpawnTimer = 0; + bossSpawnTimer = 300; deathMessage.style.display = 'none'; backgroundMusic.play().catch(e => console.log("Audio play failed:", e)); } - const MAX_ENEMIES = 30; + const MAX_ENEMIES = 20; const ENEMY_SPEED = 2; const ENEMY_ACCELERATION = 0.05; const SAFE_SPAWN_DISTANCE = 150; @@ -283,15 +283,15 @@ if (enemy.health <= 0) { createExplosion(enemy.x, enemy.y, false, true); enemies.splice(enemyIndex, 1); - score += 10; - for (let i = 0; i < 60; i++) { + score += 100; + for (let i = 0; i < 120; i++) { const angle = (i / 10) * Math.PI * 2; const newEnemy = createEnemy( - enemy.x + Math.cos(angle) * 50, - enemy.y + Math.sin(angle) * 50, + (enemy.x + Math.cos(angle) * 50) + Math.random()*50, + (enemy.y + Math.sin(angle) * 50) + Math.random()*50, 5, ENEMY_SPEED * 7, - false + true ); if (newEnemy) { newEnemy.color = 'cyan'; @@ -302,10 +302,12 @@ } else { createExplosion(enemy.x, enemy.y, !enemy.canSplit); if (enemy.canSplit) { - const smallEnemy1 = createEnemy(enemy.x+Math.random(), enemy.y+Math.random(), enemy.radius / 2, enemy.speed * 1.5, false); - const smallEnemy2 = createEnemy(enemy.x+Math.random(), enemy.y+Math.random(), enemy.radius / 2, enemy.speed * 1.5, false); + const smallEnemy1 = createEnemy(enemy.x+ (Math.random()*50), enemy.y+ (Math.random()*50), enemy.radius / 2, enemy.speed * 1.5, false); + const smallEnemy2 = createEnemy(enemy.x+ (Math.random()*50), enemy.y+ (Math.random()*50), enemy.radius / 2, enemy.speed * 1.5, false); + // const smallEnemy3 = createEnemy(enemy.x+ (Math.random()*50), enemy.y+ (Math.random()*50), enemy.radius / 2, enemy.speed * 1.5, false); if (smallEnemy1) enemies.push(smallEnemy1); if (smallEnemy2) enemies.push(smallEnemy2); + // if (smallEnemy3) enemies.push(smallEnemy3); score += 1; } else { score += 2; @@ -370,7 +372,7 @@ } function gameLoop() { - // if (gameOver) return; + if (gameOver) return; ctx.clearRect(0, 0, canvas.width, canvas.height);