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);