User prompt
7 mucize ekle
User prompt
0.7 snde bir olsun
User prompt
erdo gidince 15 sn boyunca kalkan extradan 3lü patlayan mermi 5li normal mermiyi 0.2 snde bir atar ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
erdo ile canlan çalışmıyo yine ölüyorum tekrar oyna yazıyo ama altında canlan tuşu yok bide erdo diye varlıklarda nesne yok
User prompt
sadece düşmanlara ateş etcek erdo yoksa oyun kasıyo ama her canlıya aynı anda bide tekrar oynanın altında erdo varken ölmeme rağmen canlan tuşu yok onu ekle
User prompt
erdo bi karakter olacak canın azalınca rasgele bi yönden ortaya doğru hareket edip ortada tüm düşmanlara aynı anada 15 sn boyunca çok hızlı mermi yağdırcak ölürsen ve erdo var ise tekrar oynanın altına erdo ile canlana basıp hayata tam can ile dönersin yeniden canlanırken dev bi patlama yaparsın etrafındakilerin canı azalır ve 8 sn donarlar sende 5li mermi atarsın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Erdo diye yardımcı karakter ekle canın azken gelir ve her yöne çok hızlı mermi fırlatır
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daha çok spawn olsunlar ve daha çok kan daha çok vahşet ve daha çok boss ve omega ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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kan izleri ekle ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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oyuna kan ekle
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Please fix the bug: 'HeroBase is not defined' in or related to this line: 'heroBase = game.addChild(new HeroBase());' Line Number: 1742
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o baseyi kaldır ve yeni hayvanlar ve yeni 6 mucize ekle
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baseye girince menü açılıyo ve oyun donuyo menüye dair herşeyi yok et dedim
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AMAAAAN MENÜYÜ KALDIR GİTSİN
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menü açıkken hareket kapansın oyun dursun sadece menüden birini seçince devam etsin
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menü tüm ekranı kaplasın ve çalışsın lütfen
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'toGlobal')' in or related to this line: 'var localPos = self.toLocal(obj.parent.toGlobal(obj.position));' Line Number: 151
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baseye girince bi menü açılsın o menüden seçtiğimiz hayvan türünü 1 dk liğine kontrol edip kendi türlerine düşman etme ekle yeni hayvanlar ve omege hayvanlar ekle bossun olduğu levelleri arttır ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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daha da güçlendir hayvanları ama daha çok mucize ekle zman mucizesi vb. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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hipertavuk artık boss olacak skor 1000 küsürlerde gelcek canı çok olacak bide base yap bizim basemiz orası güvenli orda hayvanlar akumayabileceğimizz çıkabilirca basen bize destek olup hayvanlara saldıracaklar ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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hiper hayvan ekle hiperşarj ekle yeni mucizeler ekle ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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geliştir oyunu yeni miraculouslar yeni tip hayvanlar civciv yılan fare vb.
Code edit (1 edits merged)
Please save this source code
User prompt
Miraculous Farm Defense
Initial prompt
3d oyun yap fps oyunu koyun inek tavuk gibi düşmanlarla savaşıyoz muzize uğur böceğindeki mucizeleri kullanıyoruz veya hayvanları öldürerek elde ediyoruz
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var BaseBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('baseBullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 10;
self.damage = 20;
self.targetX = 0;
self.targetY = 0;
self.directionX = 0;
self.directionY = 0;
self.setTarget = function (x, y) {
self.targetX = x;
self.targetY = y;
var dx = x - self.x;
var dy = y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 0) {
self.directionX = dx / distance;
self.directionY = dy / distance;
}
};
self.update = function () {
self.x += self.directionX * self.speed;
self.y += self.directionY * self.speed;
};
return self;
});
var BaseMenu = Container.expand(function () {
var self = Container.call(this);
var menuBg = LK.getAsset('baseMenu', {
anchorX: 0.5,
anchorY: 0.5,
tint: 0x2c2c2c,
width: 2048,
height: 2732
});
self.isVisible = false;
self.visible = false;
self.buttons = [];
self.buttonTexts = [];
self.animalTypes = ['sheep', 'cow', 'chicken', 'pig', 'goat', 'duck'];
self.createButtons = function () {
var startY = -200;
var buttonWidth = 300;
var buttonHeight = 80;
// Add title
var titleText = new Text2('SELECT ANIMAL TO CONTROL', {
size: 80,
fill: 0xffff00
});
titleText.anchor.set(0.5, 0.5);
titleText.x = 0;
titleText.y = -400;
self.addChild(titleText);
for (var i = 0; i < self.animalTypes.length; i++) {
var button = LK.getAsset('menuButton', {
anchorX: 0.5,
anchorY: 0.5,
tint: 0x666666,
width: buttonWidth,
height: buttonHeight
});
button.x = 0;
button.y = startY + i * 100;
button.animalType = self.animalTypes[i];
self.addChild(button);
self.buttons.push(button);
var buttonText = new Text2(self.animalTypes[i].toUpperCase(), {
size: 40,
fill: 0xffffff
});
buttonText.anchor.set(0.5, 0.5);
buttonText.x = 0;
buttonText.y = startY + i * 100;
self.addChild(buttonText);
self.buttonTexts.push(buttonText);
}
// Add close button
var closeButton = LK.getAsset('menuButton', {
anchorX: 0.5,
anchorY: 0.5,
tint: 0xff4444,
width: 200,
height: 60
});
closeButton.x = 0;
closeButton.y = 350;
closeButton.animalType = 'close';
self.addChild(closeButton);
self.buttons.push(closeButton);
var closeText = new Text2('CLOSE', {
size: 30,
fill: 0xffffff
});
closeText.anchor.set(0.5, 0.5);
closeText.x = 0;
closeText.y = 350;
self.addChild(closeText);
self.buttonTexts.push(closeText);
};
self.show = function () {
self.isVisible = true;
self.visible = true;
self.alpha = 0;
self.scaleX = 0.8;
self.scaleY = 0.8;
gamePaused = true;
tween(self, {
alpha: 1,
scaleX: 1,
scaleY: 1
}, {
duration: 300
});
};
self.hide = function () {
self.isVisible = false;
gamePaused = false;
tween(self, {
alpha: 0,
scaleX: 0.8,
scaleY: 0.8
}, {
duration: 300,
onFinish: function onFinish() {
self.visible = false;
}
});
};
self.down = function (x, y, obj) {
if (!self.isVisible) return;
// Convert screen coordinates to local menu coordinates
var localX = x - self.x;
var localY = y - self.y;
for (var i = 0; i < self.buttons.length; i++) {
var button = self.buttons[i];
var dx = localX - button.x;
var dy = localY - button.y;
var buttonWidth = button.animalType === 'close' ? 100 : 150;
var buttonHeight = button.animalType === 'close' ? 30 : 40;
if (Math.abs(dx) <= buttonWidth && Math.abs(dy) <= buttonHeight) {
if (button.animalType === 'close') {
self.hide();
} else {
controlledAnimalType = button.animalType;
controlledAnimalDuration = 60000; // 1 minute
self.hide();
}
break;
}
}
};
self.alpha = 0;
self.scaleX = 0.8;
self.scaleY = 0.8;
self.createButtons();
return self;
});
var BaseTurret = Container.expand(function () {
var self = Container.call(this);
var turretGraphics = self.attachAsset('baseTurret', {
anchorX: 0.5,
anchorY: 0.5
});
self.lastShot = 0;
self.shootCooldown = 500;
self.range = 300;
self.damage = 20;
self.findNearestEnemy = function () {
var nearestEnemy = null;
var nearestDistance = Infinity;
for (var i = 0; i < enemies.length; i++) {
var enemy = enemies[i];
var dx = enemy.x - self.x;
var dy = enemy.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < nearestDistance && distance <= self.range) {
nearestDistance = distance;
nearestEnemy = enemy;
}
}
return nearestEnemy;
};
self.shootAtEnemy = function (target) {
var bullet = new BaseBullet();
bullet.x = self.x;
bullet.y = self.y;
bullet.setTarget(target.x, target.y);
bullet.damage = self.damage;
baseBullets.push(bullet);
game.addChild(bullet);
LK.getSound('shoot').play();
};
self.update = function () {
if (LK.ticks - self.lastShot > self.shootCooldown / 16.67) {
var target = self.findNearestEnemy();
if (target) {
self.shootAtEnemy(target);
self.lastShot = LK.ticks;
var angle = Math.atan2(target.y - self.y, target.x - self.x);
turretGraphics.rotation = angle;
}
}
};
return self;
});
var Bear = Container.expand(function () {
var self = Container.call(this);
var bearGraphics = self.attachAsset('bear', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 1.8;
self.damage = 70;
self.health = 200;
self.maxHealth = 200;
self.chargeTimer = 0;
self.isCharging = false;
self.takeDamage = function (damage) {
self.health -= damage;
// Create blood splatter effect
createBloodSplatter(self.x, self.y, Math.min(damage / 12, 8));
tween(bearGraphics, {
tint: 0xff0000
}, {
duration: 100
});
tween(bearGraphics, {
tint: 0xffffff
}, {
duration: 100
});
if (self.health <= 0) {
// Create larger blood splatter when dying
createBloodSplatter(self.x, self.y, 12);
return true;
}
return false;
};
self.update = function () {
var dx = hero.x - self.x;
var dy = hero.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 0) {
self.chargeTimer++;
if (self.chargeTimer > 100 && !self.isCharging) {
self.isCharging = true;
self.chargeTimer = 0;
tween(bearGraphics, {
tint: 0x8B4513
}, {
duration: 300
});
tween(self, {
x: self.x + dx / distance * self.speed * 10,
y: self.y + dy / distance * self.speed * 10
}, {
duration: 700,
onFinish: function onFinish() {
self.isCharging = false;
tween(bearGraphics, {
tint: 0xffffff
}, {
duration: 300
});
}
});
} else if (!self.isCharging) {
self.x += dx / distance * self.speed;
self.y += dy / distance * self.speed;
}
}
};
return self;
});
var BloodParticle = Container.expand(function () {
var self = Container.call(this);
var bloodGraphics = self.attachAsset('baseBullet', {
anchorX: 0.5,
anchorY: 0.5
});
bloodGraphics.tint = 0x8B0000; // Dark red color
bloodGraphics.scaleX = 0.3;
bloodGraphics.scaleY = 0.3;
self.velocityX = (Math.random() - 0.5) * 8;
self.velocityY = (Math.random() - 0.5) * 8;
self.gravity = 0.2;
self.life = 60; // 1 second at 60fps
self.maxLife = 60;
self.update = function () {
self.x += self.velocityX;
self.y += self.velocityY;
self.velocityY += self.gravity;
self.life--;
// Fade out over time
var alpha = self.life / self.maxLife;
bloodGraphics.alpha = alpha;
};
return self;
});
var BloodTrail = Container.expand(function () {
var self = Container.call(this);
var trailGraphics = self.attachAsset('baseBullet', {
anchorX: 0.5,
anchorY: 0.5
});
trailGraphics.tint = 0x8B0000; // Dark red color
trailGraphics.scaleX = 0.2;
trailGraphics.scaleY = 0.6;
self.life = 180; // 3 seconds at 60fps
self.maxLife = 180;
self.fadeSpeed = 0.005;
self.update = function () {
self.life--;
// Fade out over time
var alpha = self.life / self.maxLife;
trailGraphics.alpha = alpha * 0.7;
// Scale down over time
var scale = alpha * 0.6;
trailGraphics.scaleX = 0.2 * scale;
trailGraphics.scaleY = 0.6 * scale;
};
return self;
});
var Bullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 8;
self.damage = 25;
self.targetX = 0;
self.targetY = 0;
self.directionX = 0;
self.directionY = 0;
self.setTarget = function (x, y) {
self.targetX = x;
self.targetY = y;
var dx = x - self.x;
var dy = y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 0) {
self.directionX = dx / distance;
self.directionY = dy / distance;
}
};
self.update = function () {
self.x += self.directionX * self.speed;
self.y += self.directionY * self.speed;
};
return self;
});
var ControlledAnimal = Container.expand(function (type) {
var self = Container.call(this);
self.type = type || 'sheep';
self.speed = 3;
self.damage = 30;
self.health = 100;
self.maxHealth = 100;
var animalGraphics = self.attachAsset('controlledAnimal', {
anchorX: 0.5,
anchorY: 0.5,
tint: 0x00ffff
});
self.takeDamage = function (damage) {
self.health -= damage;
// Create blood splatter effect
createBloodSplatter(self.x, self.y, Math.min(damage / 8, 6));
tween(animalGraphics, {
tint: 0xff0000
}, {
duration: 100,
onFinish: function onFinish() {
tween(animalGraphics, {
tint: 0x00ffff
}, {
duration: 100
});
}
});
if (self.health <= 0) {
// Create blood splatter when dying
createBloodSplatter(self.x, self.y, 10);
return true;
}
return false;
};
self.attackEnemies = function () {
var attackRange = 100;
for (var i = enemies.length - 1; i >= 0; i--) {
var enemy = enemies[i];
if (enemy.type === self.type) continue; // Don't attack same type
var dx = enemy.x - self.x;
var dy = enemy.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance <= attackRange) {
var enemyDied = enemy.takeDamage(self.damage);
if (enemyDied) {
LK.setScore(LK.getScore() + 15);
scoreTxt.setText('Score: ' + LK.getScore());
enemy.destroy();
enemies.splice(i, 1);
}
}
}
};
self.update = function () {
// Attack nearby enemies of different types
if (LK.ticks % 30 === 0) {
self.attackEnemies();
}
};
return self;
});
var Eagle = Container.expand(function () {
var self = Container.call(this);
var eagleGraphics = self.attachAsset('eagle', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 4.0;
self.damage = 40;
self.health = 80;
self.maxHealth = 80;
self.swoopTimer = 0;
self.isSwooping = false;
self.flightPattern = 0;
self.takeDamage = function (damage) {
self.health -= damage;
tween(eagleGraphics, {
tint: 0xff0000
}, {
duration: 100
});
tween(eagleGraphics, {
tint: 0xffffff
}, {
duration: 100
});
if (self.health <= 0) {
return true;
}
return false;
};
self.update = function () {
var dx = hero.x - self.x;
var dy = hero.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 0) {
self.swoopTimer++;
self.flightPattern++;
if (self.swoopTimer > 80 && !self.isSwooping) {
self.isSwooping = true;
self.swoopTimer = 0;
tween(self, {
x: hero.x,
y: hero.y
}, {
duration: 600,
onFinish: function onFinish() {
self.isSwooping = false;
}
});
} else if (!self.isSwooping) {
var circleX = hero.x + Math.cos(self.flightPattern * 0.05) * 150;
var circleY = hero.y + Math.sin(self.flightPattern * 0.05) * 150;
self.x += (circleX - self.x) * 0.02;
self.y += (circleY - self.y) * 0.02;
}
}
};
return self;
});
var Elephant = Container.expand(function () {
var self = Container.call(this);
var elephantGraphics = self.attachAsset('elephant', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 1.5;
self.damage = 80;
self.health = 250;
self.maxHealth = 250;
self.trampleTimer = 0;
self.isTrampling = false;
self.takeDamage = function (damage) {
self.health -= damage;
tween(elephantGraphics, {
tint: 0xff0000
}, {
duration: 100
});
tween(elephantGraphics, {
tint: 0xffffff
}, {
duration: 100
});
if (self.health <= 0) {
return true;
}
return false;
};
self.update = function () {
var dx = hero.x - self.x;
var dy = hero.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 0) {
self.trampleTimer++;
if (self.trampleTimer > 120 && !self.isTrampling) {
self.isTrampling = true;
self.trampleTimer = 0;
LK.effects.flashScreen(0x8B4513, 200);
tween(self, {
x: self.x + dx / distance * self.speed * 8,
y: self.y + dy / distance * self.speed * 8
}, {
duration: 1000,
onFinish: function onFinish() {
self.isTrampling = false;
}
});
} else if (!self.isTrampling) {
self.x += dx / distance * self.speed;
self.y += dy / distance * self.speed;
}
}
};
return self;
});
var Enemy = Container.expand(function (type) {
var self = Container.call(this);
self.type = type || 'sheep';
self.speed = 1;
self.damage = 10;
self.health = 30;
self.maxHealth = 30;
var enemyGraphics;
if (self.type === 'sheep') {
enemyGraphics = self.attachAsset('sheep', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 1.8;
self.damage = 18;
self.health = 55;
self.maxHealth = 55;
} else if (self.type === 'cow') {
enemyGraphics = self.attachAsset('cow', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 1.2;
self.damage = 35;
self.health = 100;
self.maxHealth = 100;
} else if (self.type === 'chicken') {
enemyGraphics = self.attachAsset('chicken', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 2.5;
self.damage = 12;
self.health = 35;
self.maxHealth = 35;
} else if (self.type === 'chick') {
enemyGraphics = self.attachAsset('chick', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 4;
self.damage = 8;
self.health = 20;
self.maxHealth = 20;
} else if (self.type === 'snake') {
enemyGraphics = self.attachAsset('snake', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 2.2;
self.damage = 28;
self.health = 50;
self.maxHealth = 50;
self.zigzagTimer = 0;
self.zigzagDirection = 1;
} else if (self.type === 'mouse') {
enemyGraphics = self.attachAsset('mouse', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5;
self.damage = 10;
self.health = 25;
self.maxHealth = 25;
self.jumpTimer = 0;
self.isJumping = false;
} else if (self.type === 'hyperSheep') {
enemyGraphics = self.attachAsset('hyperSheep', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 3.5;
self.damage = 45;
self.health = 150;
self.maxHealth = 150;
self.chargeTimer = 0;
self.isCharging = false;
} else if (self.type === 'hyperCow') {
enemyGraphics = self.attachAsset('hyperCow', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 2.5;
self.damage = 65;
self.health = 200;
self.maxHealth = 200;
self.rageMode = false;
self.rageDuration = 0;
} else if (self.type === 'hyperChicken') {
enemyGraphics = self.attachAsset('hyperChicken', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2,
scaleY: 2
});
self.speed = 3.5;
self.damage = 60;
self.health = 800;
self.maxHealth = 800;
self.flightTimer = 0;
self.isFlying = false;
self.isBoss = true;
} else if (self.type === 'pig') {
enemyGraphics = self.attachAsset('pig', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 1.5;
self.damage = 22;
self.health = 70;
self.maxHealth = 70;
self.rollTimer = 0;
self.isRolling = false;
} else if (self.type === 'goat') {
enemyGraphics = self.attachAsset('goat', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 2.8;
self.damage = 32;
self.health = 85;
self.maxHealth = 85;
self.headbuttTimer = 0;
} else if (self.type === 'duck') {
enemyGraphics = self.attachAsset('duck', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 3.2;
self.damage = 18;
self.health = 40;
self.maxHealth = 40;
self.quackTimer = 0;
} else if (self.type === 'rabbit') {
enemyGraphics = self.attachAsset('rabbit', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 4.5;
self.damage = 15;
self.health = 30;
self.maxHealth = 30;
self.hopTimer = 0;
} else if (self.type === 'omegaSheep') {
enemyGraphics = self.attachAsset('omegaSheep', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.5,
scaleY: 1.5
});
self.speed = 4.2;
self.damage = 80;
self.health = 350;
self.maxHealth = 350;
self.omegaTimer = 0;
self.isOmega = true;
} else if (self.type === 'omegaCow') {
enemyGraphics = self.attachAsset('omegaCow', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.5,
scaleY: 1.5
});
self.speed = 3.8;
self.damage = 100;
self.health = 450;
self.maxHealth = 450;
self.omegaTimer = 0;
self.isOmega = true;
} else if (self.type === 'omegaChicken') {
enemyGraphics = self.attachAsset('omegaChicken', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.5,
scaleY: 1.5
});
self.speed = 5.0;
self.damage = 70;
self.health = 300;
self.maxHealth = 300;
self.omegaTimer = 0;
self.isOmega = true;
} else if (self.type === 'omegaPig') {
enemyGraphics = self.attachAsset('omegaPig', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.5,
scaleY: 1.5
});
self.speed = 4.5;
self.damage = 90;
self.health = 380;
self.maxHealth = 380;
self.omegaTimer = 0;
self.isOmega = true;
}
self.takeDamage = function (damage) {
self.health -= damage;
// Mark as wounded to start blood trail
self.isWounded = true;
self.lastTrailX = self.x;
self.lastTrailY = self.y;
self.trailTimer = 0;
// Create blood splatter effect
createBloodSplatter(self.x, self.y, Math.min(damage / 6, 15));
// Add extra blood spray for critical hits
if (damage >= 40) {
createBloodSplatter(self.x, self.y, 20);
LK.effects.flashObject(self, 0xff0000, 200);
}
// Create initial blood trail
createBloodTrail(self.x, self.y);
// Flash red when hit
tween(enemyGraphics, {
tint: 0xff0000
}, {
duration: 100
});
tween(enemyGraphics, {
tint: 0xffffff
}, {
duration: 100
});
if (self.health <= 0) {
// Create bigger blood splatter when dying
createBloodSplatter(self.x, self.y, 12);
return true; // Enemy died
}
return false;
};
self.update = function () {
// Move towards hero
var dx = hero.x - self.x;
var dy = hero.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
// Create blood trail if wounded and moving
if (self.isWounded) {
self.trailTimer = self.trailTimer || 0;
self.trailTimer++;
if (self.trailTimer > 3) {
// Create trail every 3 frames for more blood
var moveDistance = Math.sqrt((self.x - (self.lastTrailX || self.x)) * (self.x - (self.lastTrailX || self.x)) + (self.y - (self.lastTrailY || self.y)) * (self.y - (self.lastTrailY || self.y)));
if (moveDistance > 8) {
// Create multiple trails for heavier bleeding
createBloodTrail(self.x, self.y);
if (self.health <= self.maxHealth * 0.3) {
// Heavy bleeding when severely wounded
createBloodTrail(self.x + (Math.random() - 0.5) * 15, self.y + (Math.random() - 0.5) * 15);
createBloodTrail(self.x + (Math.random() - 0.5) * 15, self.y + (Math.random() - 0.5) * 15);
}
self.lastTrailX = self.x;
self.lastTrailY = self.y;
self.trailTimer = 0;
}
}
}
if (distance > 0) {
if (self.type === 'snake') {
// Snake moves in zigzag pattern
self.zigzagTimer++;
if (self.zigzagTimer > 20) {
self.zigzagDirection *= -1;
self.zigzagTimer = 0;
}
var zigzagOffset = self.zigzagDirection * 30;
self.x += dx / distance * self.speed + zigzagOffset * 0.02;
self.y += dy / distance * self.speed;
} else if (self.type === 'mouse') {
// Mouse jumps towards hero
self.jumpTimer++;
if (self.jumpTimer > 40 && !self.isJumping) {
self.isJumping = true;
self.jumpTimer = 0;
// Quick jump movement
tween(self, {
x: self.x + dx / distance * self.speed * 8,
y: self.y + dy / distance * self.speed * 8
}, {
duration: 300,
onComplete: function onComplete() {
self.isJumping = false;
}
});
} else if (!self.isJumping) {
// Slow movement when not jumping
self.x += dx / distance * (self.speed * 0.3);
self.y += dy / distance * (self.speed * 0.3);
}
} else if (self.type === 'hyperSheep') {
// HyperSheep charges at hero periodically
self.chargeTimer++;
if (self.chargeTimer > 60 && !self.isCharging) {
self.isCharging = true;
self.chargeTimer = 0;
// Charge attack with visual effect
tween(enemyGraphics, {
tint: 0xff0000
}, {
duration: 200
});
tween(self, {
x: self.x + dx / distance * self.speed * 12,
y: self.y + dy / distance * self.speed * 12
}, {
duration: 500,
onFinish: function onFinish() {
self.isCharging = false;
tween(enemyGraphics, {
tint: 0xffffff
}, {
duration: 200
});
}
});
} else if (!self.isCharging) {
self.x += dx / distance * self.speed;
self.y += dy / distance * self.speed;
}
} else if (self.type === 'hyperCow') {
// HyperCow enters rage mode when low health
if (self.health <= self.maxHealth * 0.3 && !self.rageMode) {
self.rageMode = true;
self.rageDuration = 5000;
self.speed *= 2;
self.damage *= 1.5;
tween(enemyGraphics, {
tint: 0xff4400
}, {
duration: 300
});
}
if (self.rageMode) {
self.rageDuration -= 16.67;
if (self.rageDuration <= 0) {
self.rageMode = false;
self.speed /= 2;
self.damage /= 1.5;
tween(enemyGraphics, {
tint: 0xffffff
}, {
duration: 300
});
}
}
self.x += dx / distance * self.speed;
self.y += dy / distance * self.speed;
} else if (self.type === 'hyperChicken') {
// HyperChicken flies in aerial patterns
self.flightTimer++;
if (self.flightTimer > 120 && !self.isFlying) {
self.isFlying = true;
self.flightTimer = 0;
// Aerial dive attack
tween(self, {
x: hero.x,
y: hero.y - 100
}, {
duration: 800,
onFinish: function onFinish() {
tween(self, {
x: hero.x,
y: hero.y
}, {
duration: 400,
onFinish: function onFinish() {
self.isFlying = false;
}
});
}
});
} else if (!self.isFlying) {
// Circle around hero
var angle = Math.atan2(dy, dx) + Math.sin(LK.ticks * 0.05) * 0.5;
self.x += Math.cos(angle) * self.speed;
self.y += Math.sin(angle) * self.speed;
}
} else if (self.type === 'pig') {
// Pig rolls towards hero
self.rollTimer++;
if (self.rollTimer > 80 && !self.isRolling) {
self.isRolling = true;
self.rollTimer = 0;
tween(self, {
x: self.x + dx / distance * self.speed * 6,
y: self.y + dy / distance * self.speed * 6
}, {
duration: 600,
onFinish: function onFinish() {
self.isRolling = false;
}
});
} else if (!self.isRolling) {
self.x += dx / distance * self.speed * 0.5;
self.y += dy / distance * self.speed * 0.5;
}
} else if (self.type === 'goat') {
// Goat charges with headbutt
self.headbuttTimer++;
if (self.headbuttTimer > 70) {
self.headbuttTimer = 0;
var angle = Math.atan2(dy, dx);
self.x += Math.cos(angle) * self.speed * 2;
self.y += Math.sin(angle) * self.speed * 2;
} else {
self.x += dx / distance * self.speed;
self.y += dy / distance * self.speed;
}
} else if (self.type === 'duck') {
// Duck waddles in wavy pattern
self.quackTimer++;
var waveOffset = Math.sin(self.quackTimer * 0.1) * 20;
self.x += dx / distance * self.speed + waveOffset * 0.02;
self.y += dy / distance * self.speed;
} else if (self.type === 'rabbit') {
// Rabbit hops quickly
self.hopTimer++;
if (self.hopTimer > 25) {
self.hopTimer = 0;
self.x += dx / distance * self.speed * 2;
self.y += dy / distance * self.speed * 2;
} else {
self.x += dx / distance * self.speed * 0.3;
self.y += dy / distance * self.speed * 0.3;
}
} else if (self.type.indexOf('omega') === 0) {
// Omega animals have enhanced movement
self.omegaTimer++;
if (self.omegaTimer > 60) {
self.omegaTimer = 0;
// Omega boost
tween(enemyGraphics, {
tint: 0xff00ff
}, {
duration: 200,
onFinish: function onFinish() {
tween(enemyGraphics, {
tint: 0xffffff
}, {
duration: 200
});
}
});
self.x += dx / distance * self.speed * 3;
self.y += dy / distance * self.speed * 3;
} else {
self.x += dx / distance * self.speed;
self.y += dy / distance * self.speed;
}
} else {
// Normal movement for other enemies
self.x += dx / distance * self.speed;
self.y += dy / distance * self.speed;
}
}
};
return self;
});
var Erdo = Container.expand(function () {
var self = Container.call(this);
var erdoGraphics = self.attachAsset('erdo', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 8;
self.lastShot = 0;
self.shootCooldown = 80; // Very fast shooting
self.isActive = false;
self.activationTimer = 0;
self.maxActivationTime = 15000; // 15 seconds active
self.isMovingToCenter = false;
self.targetX = 0;
self.targetY = 0;
self.shootDirections = [{
x: 1,
y: 0
}, {
x: -1,
y: 0
}, {
x: 0,
y: 1
}, {
x: 0,
y: -1
}, {
x: 0.707,
y: 0.707
}, {
x: -0.707,
y: 0.707
}, {
x: 0.707,
y: -0.707
}, {
x: -0.707,
y: -0.707
}];
self.activate = function () {
self.isActive = true;
self.activationTimer = 0;
self.visible = true;
self.alpha = 0;
self.isMovingToCenter = true;
// Spawn from random edge
var side = Math.floor(Math.random() * 4);
if (side === 0) {
// Top
self.x = Math.random() * 2048;
self.y = -50;
} else if (side === 1) {
// Right
self.x = 2048 + 50;
self.y = Math.random() * 2732;
} else if (side === 2) {
// Bottom
self.x = Math.random() * 2048;
self.y = 2732 + 50;
} else {
// Left
self.x = -50;
self.y = Math.random() * 2732;
}
// Set target to center
self.targetX = 2048 / 2;
self.targetY = 2732 / 2;
// Fade in effect
tween(self, {
alpha: 1
}, {
duration: 300
});
LK.getSound('powerUp').play();
};
self.deactivate = function () {
self.isActive = false;
self.isMovingToCenter = false;
// Grant hero enhanced abilities for 15 seconds after Erdo leaves
hero.hasShield = true;
hero.shieldDuration = 15000; // 15 seconds shield
hero.explosiveShotMode = true;
hero.explosiveShotDuration = 15000; // 15 seconds explosive shots
hero.rapidShootCooldown = 200; // 0.2 seconds between shots
hero.shootCooldown = hero.rapidShootCooldown;
// Visual effect for enhanced mode
tween(hero, {
tint: 0xffaa00
}, {
duration: 500
});
// Fade out effect
tween(self, {
alpha: 0
}, {
duration: 300,
onFinish: function onFinish() {
self.visible = false;
}
});
};
self.shootInAllDirections = function () {
// Only shoot if there are enemies to target
if (enemies.length === 0) return;
for (var i = 0; i < enemies.length && i < self.shootDirections.length; i++) {
var enemy = enemies[i];
var bullet = new Bullet();
bullet.x = self.x;
bullet.y = self.y;
bullet.setTarget(enemy.x, enemy.y);
bullet.speed = 15; // Very fast bullets
bullets.push(bullet);
game.addChild(bullet);
}
LK.getSound('shoot').play();
};
self.update = function () {
if (!self.isActive) return;
self.activationTimer += 16.67;
// Move to center first
if (self.isMovingToCenter) {
var dx = self.targetX - self.x;
var dy = self.targetY - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 20) {
self.x += dx / distance * self.speed;
self.y += dy / distance * self.speed;
} else {
self.isMovingToCenter = false;
}
}
// Shoot rapidly in all directions when in center
if (!self.isMovingToCenter && LK.ticks - self.lastShot > self.shootCooldown / 16.67) {
self.shootInAllDirections();
self.lastShot = LK.ticks;
}
// Deactivate after time limit
if (self.activationTimer >= self.maxActivationTime) {
self.deactivate();
}
};
self.visible = false;
return self;
});
var ExplosiveBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
bulletGraphics.tint = 0xff4400; // Orange tint for explosive bullets
bulletGraphics.scaleX = 1.3;
bulletGraphics.scaleY = 1.3;
self.speed = 8;
self.damage = 40; // Higher damage
self.targetX = 0;
self.targetY = 0;
self.directionX = 0;
self.directionY = 0;
self.setTarget = function (x, y) {
self.targetX = x;
self.targetY = y;
var dx = x - self.x;
var dy = y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 0) {
self.directionX = dx / distance;
self.directionY = dy / distance;
}
};
self.explode = function () {
// Create explosion visual effect
LK.effects.flashObject(self, 0xff4400, 300);
createBloodSplatter(self.x, self.y, 15);
// Damage enemies in explosion radius
var explosionRadius = 120;
for (var i = enemies.length - 1; i >= 0; i--) {
var enemy = enemies[i];
var dx = enemy.x - self.x;
var dy = enemy.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance <= explosionRadius) {
var enemyDied = enemy.takeDamage(self.damage);
if (enemyDied) {
LK.setScore(LK.getScore() + 10);
scoreTxt.setText('Score: ' + LK.getScore());
enemy.destroy();
enemies.splice(i, 1);
}
}
}
};
self.update = function () {
self.x += self.directionX * self.speed;
self.y += self.directionY * self.speed;
};
return self;
});
var Hero = Container.expand(function () {
var self = Container.call(this);
var heroGraphics = self.attachAsset('hero', {
anchorX: 0.5,
anchorY: 0.5
});
self.maxHealth = 100;
self.health = self.maxHealth;
self.speed = 4;
self.normalSpeed = 4;
self.boostedSpeed = 8;
self.hasShield = false;
self.shieldDuration = 0;
self.rapidFire = false;
self.rapidFireDuration = 0;
self.lastShot = 0;
self.shootCooldown = 300; // milliseconds
self.normalShootCooldown = 300;
self.rapidShootCooldown = 100;
self.hyperchargeMode = false;
self.hyperhargeDuration = 0;
self.invisibilityMode = false;
self.invisibilityDuration = 0;
self.multiShotMode = false;
self.multiShotDuration = 0;
self.timeSlowMode = false;
self.timeSlowDuration = 0;
self.timeStopMode = false;
self.timeStopDuration = 0;
self.timeRewindMode = false;
self.timeRewindDuration = 0;
self.explosiveShotMode = false;
self.explosiveShotDuration = 0;
self.savedPosition = {
x: 0,
y: 0
};
self.savedHealth = 0;
var shieldGraphics = self.attachAsset('shieldEffect', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.5
});
shieldGraphics.visible = false;
self.takeDamage = function (damage) {
if (self.hasShield) {
return false; // No damage taken
}
self.health -= damage;
// Create blood splatter effect when hero is hit
createBloodSplatter(self.x, self.y, Math.min(damage / 8, 10));
// Create blood trail when hero is damaged
createBloodTrail(self.x, self.y);
if (self.health <= 0) {
self.health = 0;
// Create large blood splatter when hero dies
createBloodSplatter(self.x, self.y, 15);
return true; // Hero died
}
return false;
};
self.activateShield = function () {
self.hasShield = true;
self.shieldDuration = 5000; // 5 seconds
shieldGraphics.visible = true;
LK.getSound('powerUp').play();
};
self.activateSpeedBoost = function () {
self.speed = self.boostedSpeed;
LK.getSound('powerUp').play();
LK.setTimeout(function () {
self.speed = self.normalSpeed;
}, 3000);
};
self.activateRapidFire = function () {
self.rapidFire = true;
self.rapidFireDuration = 4000; // 4 seconds
self.shootCooldown = self.rapidShootCooldown;
LK.getSound('powerUp').play();
};
self.activateFreeze = function () {
freezeEnemies();
LK.getSound('powerUp').play();
};
self.activateExplosion = function () {
explodeNearbyEnemies();
LK.getSound('powerUp').play();
};
self.activateHealing = function () {
self.health = Math.min(self.health + 30, self.maxHealth);
LK.getSound('powerUp').play();
};
self.activateHypercharge = function () {
self.hyperchargeMode = true;
self.hyperhargeDuration = 8000; // 8 seconds
self.speed = self.boostedSpeed * 1.5;
self.shootCooldown = 50; // Very fast shooting
heroGraphics.tint = 0xffff00; // Yellow tint
LK.getSound('hypercharge').play();
};
self.activateTeleport = function () {
// Teleport to random safe location
var safeX = Math.random() * (2048 - 160) + 80;
var safeY = Math.random() * (2732 - 160) + 80;
tween(self, {
x: safeX,
y: safeY
}, {
duration: 100
});
LK.getSound('teleport').play();
};
self.activateInvisibility = function () {
self.invisibilityMode = true;
self.invisibilityDuration = 5000; // 5 seconds
heroGraphics.alpha = 0.3;
LK.getSound('powerUp').play();
};
self.activateMultiShot = function () {
self.multiShotMode = true;
self.multiShotDuration = 6000; // 6 seconds
LK.getSound('powerUp').play();
};
self.activateTimeSlow = function () {
self.timeSlowMode = true;
self.timeSlowDuration = 8000; // 8 seconds
timeSlowFactor = 0.3; // Slow down time
LK.getSound('timeSlow').play();
};
self.activateTimeStop = function () {
self.timeStopMode = true;
self.timeStopDuration = 3000; // 3 seconds
timeStopActive = true;
LK.getSound('timeStop').play();
};
self.activateTimeRewind = function () {
// Save current position and health for rewind
self.savedPosition.x = self.x;
self.savedPosition.y = self.y;
self.savedHealth = self.health;
self.timeRewindMode = true;
self.timeRewindDuration = 5000; // 5 seconds
LK.getSound('timeRewind').play();
};
self.update = function () {
if (self.shieldDuration > 0) {
self.shieldDuration -= 16.67; // Approximately 60fps
if (self.shieldDuration <= 0) {
self.hasShield = false;
shieldGraphics.visible = false;
}
}
if (self.rapidFireDuration > 0) {
self.rapidFireDuration -= 16.67;
if (self.rapidFireDuration <= 0) {
self.rapidFire = false;
self.shootCooldown = self.normalShootCooldown;
}
}
if (self.hyperhargeDuration > 0) {
self.hyperhargeDuration -= 16.67;
if (self.hyperhargeDuration <= 0) {
self.hyperchargeMode = false;
self.speed = self.normalSpeed;
self.shootCooldown = self.normalShootCooldown;
heroGraphics.tint = 0xffffff;
}
}
if (self.invisibilityDuration > 0) {
self.invisibilityDuration -= 16.67;
if (self.invisibilityDuration <= 0) {
self.invisibilityMode = false;
heroGraphics.alpha = 1.0;
}
}
if (self.multiShotDuration > 0) {
self.multiShotDuration -= 16.67;
if (self.multiShotDuration <= 0) {
self.multiShotMode = false;
}
}
if (self.timeSlowDuration > 0) {
self.timeSlowDuration -= 16.67;
if (self.timeSlowDuration <= 0) {
self.timeSlowMode = false;
timeSlowFactor = 1.0; // Reset time speed
}
}
if (self.timeStopDuration > 0) {
self.timeStopDuration -= 16.67;
if (self.timeStopDuration <= 0) {
self.timeStopMode = false;
timeStopActive = false;
}
}
if (self.timeRewindDuration > 0) {
self.timeRewindDuration -= 16.67;
if (self.timeRewindDuration <= 0) {
self.timeRewindMode = false;
// Execute rewind effect
self.x = self.savedPosition.x;
self.y = self.savedPosition.y;
self.health = self.savedHealth;
tween(self, {
alpha: 0.5
}, {
duration: 300,
onFinish: function onFinish() {
tween(self, {
alpha: 1.0
}, {
duration: 300
});
}
});
}
}
if (self.explosiveShotDuration > 0) {
self.explosiveShotDuration -= 16.67;
if (self.explosiveShotDuration <= 0) {
self.explosiveShotMode = false;
self.shootCooldown = self.normalShootCooldown;
tween(heroGraphics, {
tint: 0xffffff
}, {
duration: 500
});
}
}
};
return self;
});
var HeroBase = Container.expand(function () {
var self = Container.call(this);
var baseGraphics = self.attachAsset('heroBase', {
anchorX: 0.5,
anchorY: 0.5
});
self.turrets = [];
self.initializeTurrets = function () {
// Create 4 turrets around the base
var turretPositions = [{
x: -60,
y: -60
}, {
x: 60,
y: -60
}, {
x: -60,
y: 60
}, {
x: 60,
y: 60
}];
for (var i = 0; i < turretPositions.length; i++) {
var turret = new BaseTurret();
turret.x = self.x + turretPositions[i].x;
turret.y = self.y + turretPositions[i].y;
self.turrets.push(turret);
game.addChild(turret);
}
};
self.isHeroInSafeZone = function (heroX, heroY) {
var dx = heroX - self.x;
var dy = heroY - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
return distance <= 120;
};
self.update = function () {
// Update turret positions relative to base
for (var i = 0; i < self.turrets.length; i++) {
var turret = self.turrets[i];
turret.update();
}
};
return self;
});
var Lion = Container.expand(function () {
var self = Container.call(this);
var lionGraphics = self.attachAsset('lion', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 2.0;
self.damage = 45;
self.health = 120;
self.maxHealth = 120;
self.roarTimer = 0;
self.takeDamage = function (damage) {
self.health -= damage;
tween(lionGraphics, {
tint: 0xff0000
}, {
duration: 100
});
tween(lionGraphics, {
tint: 0xffffff
}, {
duration: 100
});
if (self.health <= 0) {
return true;
}
return false;
};
self.update = function () {
var dx = hero.x - self.x;
var dy = hero.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 0) {
self.roarTimer++;
if (self.roarTimer > 90) {
self.roarTimer = 0;
// Roar effect - speeds up briefly
self.x += dx / distance * self.speed * 3;
self.y += dy / distance * self.speed * 3;
} else {
self.x += dx / distance * self.speed;
self.y += dy / distance * self.speed;
}
}
};
return self;
});
var MiracleToken = Container.expand(function () {
var self = Container.call(this);
var tokenGraphics;
self.type = 'speed'; // speed, shield, rapidFire, freeze, explosion, healing
self.bobOffset = Math.random() * Math.PI * 2;
self.startY = 0;
self.setTokenType = function (type) {
self.type = type;
if (type === 'freeze') {
tokenGraphics = self.attachAsset('freezeToken', {
anchorX: 0.5,
anchorY: 0.5
});
} else if (type === 'explosion') {
tokenGraphics = self.attachAsset('explosionToken', {
anchorX: 0.5,
anchorY: 0.5
});
} else if (type === 'healing') {
tokenGraphics = self.attachAsset('healingToken', {
anchorX: 0.5,
anchorY: 0.5
});
} else if (type === 'hypercharge') {
tokenGraphics = self.attachAsset('hyperchargeToken', {
anchorX: 0.5,
anchorY: 0.5
});
} else if (type === 'teleport') {
tokenGraphics = self.attachAsset('teleportToken', {
anchorX: 0.5,
anchorY: 0.5
});
} else if (type === 'invisibility') {
tokenGraphics = self.attachAsset('invisibilityToken', {
anchorX: 0.5,
anchorY: 0.5
});
} else if (type === 'multiShot') {
tokenGraphics = self.attachAsset('multiShotToken', {
anchorX: 0.5,
anchorY: 0.5
});
} else if (type === 'timeSlow') {
tokenGraphics = self.attachAsset('timeSlowToken', {
anchorX: 0.5,
anchorY: 0.5
});
} else if (type === 'timeStop') {
tokenGraphics = self.attachAsset('timeStopToken', {
anchorX: 0.5,
anchorY: 0.5
});
} else if (type === 'timeRewind') {
tokenGraphics = self.attachAsset('timeRewindToken', {
anchorX: 0.5,
anchorY: 0.5
});
} else {
tokenGraphics = self.attachAsset('miracleToken', {
anchorX: 0.5,
anchorY: 0.5
});
}
};
// Initialize with default token
self.setTokenType('speed');
self.update = function () {
// Bobbing animation
self.y = self.startY + Math.sin(LK.ticks * 0.1 + self.bobOffset) * 10;
// Rotate
tokenGraphics.rotation += 0.05;
};
return self;
});
var Tiger = Container.expand(function () {
var self = Container.call(this);
var tigerGraphics = self.attachAsset('tiger', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 3.5;
self.damage = 55;
self.health = 140;
self.maxHealth = 140;
self.prowlTimer = 0;
self.isStealthed = false;
self.takeDamage = function (damage) {
self.health -= damage;
tween(tigerGraphics, {
tint: 0xff0000
}, {
duration: 100
});
tween(tigerGraphics, {
tint: 0xffffff
}, {
duration: 100
});
if (self.health <= 0) {
return true;
}
return false;
};
self.update = function () {
var dx = hero.x - self.x;
var dy = hero.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 0) {
self.prowlTimer++;
if (self.prowlTimer > 120 && !self.isStealthed) {
self.isStealthed = true;
self.prowlTimer = 0;
tigerGraphics.alpha = 0.3;
tween(self, {
x: hero.x + dx / distance * 200,
y: hero.y + dy / distance * 200
}, {
duration: 800,
onFinish: function onFinish() {
self.isStealthed = false;
tigerGraphics.alpha = 1.0;
}
});
} else if (!self.isStealthed) {
self.x += dx / distance * self.speed;
self.y += dy / distance * self.speed;
}
}
};
return self;
});
var Wolf = Container.expand(function () {
var self = Container.call(this);
var wolfGraphics = self.attachAsset('wolf', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 3.2;
self.damage = 50;
self.health = 110;
self.maxHealth = 110;
self.packTimer = 0;
self.howlTimer = 0;
self.lastTrailX = 0;
self.lastTrailY = 0;
self.trailTimer = 0;
self.isWounded = false;
self.takeDamage = function (damage) {
self.health -= damage;
self.isWounded = true;
// Create blood trail when damaged
createBloodTrail(self.x, self.y);
tween(wolfGraphics, {
tint: 0xff0000
}, {
duration: 100
});
tween(wolfGraphics, {
tint: 0xffffff
}, {
duration: 100
});
if (self.health <= 0) {
return true;
}
return false;
};
self.update = function () {
var dx = hero.x - self.x;
var dy = hero.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 0) {
self.howlTimer++;
if (self.howlTimer > 150) {
self.howlTimer = 0;
for (var i = 0; i < enemies.length; i++) {
var otherEnemy = enemies[i];
if (otherEnemy !== self && otherEnemy.type === 'wolf') {
var dist = Math.sqrt((otherEnemy.x - self.x) * (otherEnemy.x - self.x) + (otherEnemy.y - self.y) * (otherEnemy.y - self.y));
if (dist < 200) {
otherEnemy.speed = Math.min(otherEnemy.speed * 1.2, 5.0);
}
}
}
}
// Create blood trail if wounded and moving
if (self.isWounded) {
self.trailTimer++;
if (self.trailTimer > 8) {
// Create trail every 8 frames
var moveDistance = Math.sqrt((self.x - self.lastTrailX) * (self.x - self.lastTrailX) + (self.y - self.lastTrailY) * (self.y - self.lastTrailY));
if (moveDistance > 15) {
createBloodTrail(self.x, self.y);
self.lastTrailX = self.x;
self.lastTrailY = self.y;
self.trailTimer = 0;
}
}
}
self.x += dx / distance * self.speed;
self.y += dy / distance * self.speed;
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x228B22 // Forest green background
});
/****
* Game Code
****/
// Game state variables
// Hero character
// Farm animal enemies
// Projectiles and power-ups
// UI elements
// Sound effects
var hero;
var enemies = [];
var bullets = [];
var miracleTokens = [];
var gameState = 'playing'; // playing, gameOver
var currentWave = 1;
var enemiesInWave = 3;
var enemiesSpawned = 0;
var waveSpawnTimer = 0;
var nextWaveTimer = 0;
var miracleTokenCount = 0;
var lastAutoShoot = 0;
var dragNode = null;
var frozenEnemies = [];
var freezeDuration = 0;
var heroBase;
var baseBullets = [];
var bossSpawned = false;
var bloodParticles = [];
var bloodTrails = [];
var baseMenu;
var controlledAnimal = null;
var controlledAnimalType = '';
var controlledAnimalDuration = 0;
var bossLevels = [1000, 2500, 5000, 8000, 12000];
var currentBossLevel = 0;
var erdo = null;
var erdoLastActivated = 0;
var erdoCooldown = 15000; // 15 seconds cooldown between activations
var erdoRevivalAvailable = false;
var heroRevivalShots = 0;
var heroRevivalShotCooldown = 0;
// UI elements
var healthBar;
var healthBarBg;
var scoreTxt;
var waveTxt;
var miracleCountTxt;
// Initialize UI
function initializeUI() {
// Health bar background
healthBarBg = LK.getAsset('healthBar', {
anchorX: 0,
anchorY: 0,
tint: 0x444444,
width: 220,
height: 25
});
// Health bar
healthBar = LK.getAsset('healthBar', {
anchorX: 0,
anchorY: 0,
width: 200,
height: 20
});
LK.gui.topLeft.addChild(healthBarBg);
LK.gui.topLeft.addChild(healthBar);
healthBarBg.x = 120;
healthBarBg.y = 20;
healthBar.x = 130;
healthBar.y = 25;
// Score text
scoreTxt = new Text2('Score: 0', {
size: 60,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Wave text
waveTxt = new Text2('Wave: 1', {
size: 50,
fill: 0xFFFF00
});
waveTxt.anchor.set(1, 0);
LK.gui.topRight.addChild(waveTxt);
waveTxt.x = -20;
waveTxt.y = 20;
// Miracle token count
miracleCountTxt = new Text2('Miracles: 0', {
size: 45,
fill: 0xFFD700
});
miracleCountTxt.anchor.set(1, 0);
LK.gui.topRight.addChild(miracleCountTxt);
miracleCountTxt.x = -20;
miracleCountTxt.y = 80;
}
// Initialize hero
function initializeHero() {
hero = game.addChild(new Hero());
hero.x = 2048 / 2;
hero.y = 2732 / 2;
}
// Spawn enemy
function spawnEnemy() {
var enemy;
var rand = Math.random();
// Check if boss should spawn at different levels - much more frequent
var shouldSpawnBoss = false;
var bossType = 'hyperChicken';
// Reduce boss spawn thresholds for more frequent bosses
var frequentBossLevels = [500, 1000, 1800, 2800, 4000, 5500, 7200, 9000, 11000, 13500];
for (var b = 0; b < frequentBossLevels.length; b++) {
if (LK.getScore() >= frequentBossLevels[b] && currentBossLevel <= b) {
shouldSpawnBoss = true;
currentBossLevel = b + 1;
// More boss variety
var bossTypes = ['hyperChicken', 'omegaSheep', 'omegaCow', 'omegaChicken', 'omegaPig', 'hyperCow', 'hyperSheep'];
bossType = bossTypes[b % bossTypes.length];
break;
}
}
// Random boss spawn chance increases over time
if (!shouldSpawnBoss && currentWave >= 3) {
var bossChance = Math.min(0.15 + currentWave * 0.02, 0.4);
if (Math.random() < bossChance) {
shouldSpawnBoss = true;
var omegaTypes = ['omegaSheep', 'omegaCow', 'omegaChicken', 'omegaPig'];
bossType = omegaTypes[Math.floor(Math.random() * omegaTypes.length)];
}
}
if (shouldSpawnBoss) {
enemy = new Enemy(bossType);
} else if (currentWave <= 2) {
enemy = new Enemy('sheep');
} else if (currentWave <= 4) {
if (rand < 0.7) {
enemy = new Enemy('sheep');
} else {
enemy = new Enemy('chicken');
}
} else {
// More aggressive spawn distribution with higher chance of stronger enemies
if (rand < 0.08) {
enemy = new Enemy('sheep');
} else if (rand < 0.15) {
enemy = new Enemy('chicken');
} else if (rand < 0.22) {
enemy = new Enemy('cow');
} else if (rand < 0.28) {
enemy = new Enemy('chick');
} else if (rand < 0.35) {
enemy = new Enemy('snake');
} else if (rand < 0.42) {
enemy = new Enemy('mouse');
} else if (rand < 0.47) {
enemy = new Enemy('pig');
} else if (rand < 0.52) {
enemy = new Enemy('goat');
} else if (rand < 0.57) {
enemy = new Enemy('duck');
} else if (rand < 0.62) {
enemy = new Enemy('rabbit');
} else if (rand < 0.70) {
enemy = new Enemy('hyperSheep');
} else if (rand < 0.78) {
enemy = new Enemy('hyperCow');
} else if (rand < 0.85) {
enemy = new Enemy('hyperChicken');
} else if (rand < 0.90) {
// Add new violent animal types
enemy = new Lion();
} else if (rand < 0.94) {
enemy = new Tiger();
} else if (rand < 0.97) {
enemy = new Wolf();
} else if (rand < 0.99) {
enemy = new Bear();
} else {
enemy = new Elephant();
}
}
// Spawn from random edge
var side = Math.floor(Math.random() * 4);
if (side === 0) {
// Top
enemy.x = Math.random() * 2048;
enemy.y = -50;
} else if (side === 1) {
// Right
enemy.x = 2048 + 50;
enemy.y = Math.random() * 2732;
} else if (side === 2) {
// Bottom
enemy.x = Math.random() * 2048;
enemy.y = 2732 + 50;
} else {
// Left
enemy.x = -50;
enemy.y = Math.random() * 2732;
}
enemies.push(enemy);
game.addChild(enemy);
}
// Create bullet towards nearest enemy
function shootAtNearestEnemy() {
if (enemies.length === 0) return;
var nearestEnemy = null;
var nearestDistance = Infinity;
for (var i = 0; i < enemies.length; i++) {
var enemy = enemies[i];
var dx = enemy.x - hero.x;
var dy = enemy.y - hero.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < nearestDistance) {
nearestDistance = distance;
nearestEnemy = enemy;
}
}
if (nearestEnemy) {
if (hero.explosiveShotMode) {
// Fire 3 explosive bullets in spread pattern
for (var i = -1; i <= 1; i++) {
var bullet = new ExplosiveBullet();
bullet.x = hero.x;
bullet.y = hero.y;
var angle = Math.atan2(nearestEnemy.y - hero.y, nearestEnemy.x - hero.x) + i * 0.25;
var targetX = hero.x + Math.cos(angle) * 500;
var targetY = hero.y + Math.sin(angle) * 500;
bullet.setTarget(targetX, targetY);
bullets.push(bullet);
game.addChild(bullet);
}
} else if (hero.multiShotMode) {
// Fire 3 bullets in spread pattern
for (var i = -1; i <= 1; i++) {
var bullet = new Bullet();
bullet.x = hero.x;
bullet.y = hero.y;
var angle = Math.atan2(nearestEnemy.y - hero.y, nearestEnemy.x - hero.x) + i * 0.3;
var targetX = hero.x + Math.cos(angle) * 500;
var targetY = hero.y + Math.sin(angle) * 500;
bullet.setTarget(targetX, targetY);
bullets.push(bullet);
game.addChild(bullet);
}
} else {
var bullet = new Bullet();
bullet.x = hero.x;
bullet.y = hero.y;
bullet.setTarget(nearestEnemy.x, nearestEnemy.y);
bullets.push(bullet);
game.addChild(bullet);
}
LK.getSound('shoot').play();
}
}
// Create blood splatter effect
function createBloodSplatter(x, y, intensity) {
intensity = intensity || 5;
// Double the blood intensity for more gore
intensity *= 2;
for (var i = 0; i < intensity; i++) {
var blood = new BloodParticle();
blood.x = x + (Math.random() - 0.5) * 40;
blood.y = y + (Math.random() - 0.5) * 40;
// Add velocity variation for more violent splatter
blood.velocityX = (Math.random() - 0.5) * 16;
blood.velocityY = (Math.random() - 0.5) * 16;
bloodParticles.push(blood);
game.addChild(blood);
}
// Add screen shake for violent impact
tween(game, {
x: game.x + 5
}, {
duration: 50
});
tween(game, {
x: game.x - 5
}, {
duration: 50
});
tween(game, {
x: game.x
}, {
duration: 50
});
}
// Create blood trail effect
function createBloodTrail(x, y) {
var trail = new BloodTrail();
trail.x = x + (Math.random() - 0.5) * 10;
trail.y = y + (Math.random() - 0.5) * 10;
bloodTrails.push(trail);
game.addChild(trail);
}
// Create miracle token
function createMiracleToken(x, y) {
var token = new MiracleToken();
token.x = x;
token.y = y;
token.startY = y;
var rand = Math.random();
if (rand < 0.08) {
token.setTokenType('speed');
} else if (rand < 0.16) {
token.setTokenType('shield');
} else if (rand < 0.24) {
token.setTokenType('rapidFire');
} else if (rand < 0.32) {
token.setTokenType('freeze');
} else if (rand < 0.40) {
token.setTokenType('explosion');
} else if (rand < 0.48) {
token.setTokenType('healing');
} else if (rand < 0.56) {
token.setTokenType('hypercharge');
} else if (rand < 0.64) {
token.setTokenType('teleport');
} else if (rand < 0.72) {
token.setTokenType('invisibility');
} else if (rand < 0.80) {
token.setTokenType('multiShot');
} else if (rand < 0.87) {
token.setTokenType('timeSlow');
} else if (rand < 0.94) {
token.setTokenType('timeStop');
} else {
token.setTokenType('timeRewind');
}
miracleTokens.push(token);
game.addChild(token);
}
// Freeze all enemies
function freezeEnemies() {
freezeDuration = 3000; // 3 seconds
for (var i = 0; i < enemies.length; i++) {
enemies[i].frozenSpeed = enemies[i].speed;
enemies[i].speed = 0;
enemies[i].isFrozen = true;
// Visual effect - tint blue
tween(enemies[i], {
tint: 0x0088ff
}, {
duration: 200
});
}
}
// Explode nearby enemies
function explodeNearbyEnemies() {
var explosionRadius = 200;
for (var i = enemies.length - 1; i >= 0; i--) {
var enemy = enemies[i];
var dx = enemy.x - hero.x;
var dy = enemy.y - hero.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance <= explosionRadius) {
// Create explosion effect
LK.effects.flashObject(enemy, 0xff4400, 300);
var enemyDied = enemy.takeDamage(50);
if (enemyDied) {
LK.setScore(LK.getScore() + 10);
scoreTxt.setText('Score: ' + LK.getScore());
enemy.destroy();
enemies.splice(i, 1);
}
}
}
}
// Revival explosion effect
function createRevivalExplosion() {
var explosionRadius = 300;
// Create massive visual explosion
LK.effects.flashScreen(0xffaa00, 1000);
// Create blood splatters around hero
for (var i = 0; i < 20; i++) {
createBloodSplatter(hero.x + (Math.random() - 0.5) * 200, hero.y + (Math.random() - 0.5) * 200, 15);
}
// Damage and freeze nearby enemies
for (var i = enemies.length - 1; i >= 0; i--) {
var enemy = enemies[i];
var dx = enemy.x - hero.x;
var dy = enemy.y - hero.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance <= explosionRadius) {
// Damage enemy
var enemyDied = enemy.takeDamage(30);
if (enemyDied) {
LK.setScore(LK.getScore() + 10);
scoreTxt.setText('Score: ' + LK.getScore());
enemy.destroy();
enemies.splice(i, 1);
continue;
}
// Freeze enemy for 8 seconds
enemy.frozenSpeed = enemy.speed;
enemy.speed = 0;
enemy.isFrozen = true;
enemy.freezeTimer = 8000; // 8 seconds
tween(enemy, {
tint: 0x0088ff
}, {
duration: 200
});
}
}
}
// Handle move events
function handleMove(x, y, obj) {
if (gameState !== 'playing' || gamePaused) return;
if (dragNode) {
// Keep hero within bounds
dragNode.x = Math.max(40, Math.min(2048 - 40, x));
dragNode.y = Math.max(40, Math.min(2732 - 40, y));
}
// Control animal if active
if (controlledAnimal && !dragNode) {
controlledAnimal.x = Math.max(40, Math.min(2048 - 40, x));
controlledAnimal.y = Math.max(40, Math.min(2732 - 40, y));
}
}
// Touch/mouse events
game.move = handleMove;
game.down = function (x, y, obj) {
// Handle revival button click first
if (gameState === 'revivalOption' && handleRevivalClick(x, y)) {
return;
}
if (gameState !== 'playing' || gamePaused) return;
dragNode = hero;
handleMove(x, y, obj);
};
game.up = function (x, y, obj) {
dragNode = null;
};
// Initialize base
function initializeBase() {
heroBase = game.addChild(new HeroBase());
heroBase.x = 2048 / 2;
heroBase.y = 2732 - 200;
heroBase.initializeTurrets();
}
// Initialize game
initializeUI();
initializeHero();
initializeBase();
// Initialize base menu
baseMenu = game.addChild(new BaseMenu());
baseMenu.x = 2048 / 2;
baseMenu.y = 2732 / 2;
// Initialize Erdo helper
erdo = game.addChild(new Erdo());
// Main game update loop
game.update = function () {
if (gameState !== 'playing' || gamePaused) return;
// Update hero
hero.update();
// Update controlled animal
if (controlledAnimal) {
controlledAnimal.update();
controlledAnimalDuration -= 16.67;
if (controlledAnimalDuration <= 0) {
controlledAnimal.destroy();
controlledAnimal = null;
controlledAnimalType = '';
}
}
// Create controlled animal if type selected
if (controlledAnimalType !== '' && controlledAnimal === null) {
controlledAnimal = game.addChild(new ControlledAnimal(controlledAnimalType));
controlledAnimal.x = heroBase.x;
controlledAnimal.y = heroBase.y - 50;
}
// Update base
heroBase.update();
// Check if hero is in safe zone
var heroInSafeZone = heroBase.isHeroInSafeZone(hero.x, hero.y);
// Update freeze duration
if (freezeDuration > 0) {
freezeDuration -= 16.67; // Approximately 60fps
if (freezeDuration <= 0) {
// Unfreeze all enemies
for (var i = 0; i < enemies.length; i++) {
if (enemies[i].isFrozen) {
enemies[i].speed = enemies[i].frozenSpeed;
enemies[i].isFrozen = false;
// Remove blue tint
tween(enemies[i], {
tint: 0xffffff
}, {
duration: 200
});
}
}
}
}
// Update health bar
var healthPercent = hero.health / hero.maxHealth;
healthBar.width = 200 * healthPercent;
// Activate Erdo when hero health is low
if (healthPercent <= 0.3 && !erdo.isActive && LK.ticks - erdoLastActivated > erdoCooldown / 16.67) {
erdo.activate();
erdoLastActivated = LK.ticks;
erdoRevivalAvailable = true;
}
// Update Erdo
if (erdo) {
erdo.update();
}
// Handle revival 5-shot system
if (heroRevivalShots > 0) {
heroRevivalShotCooldown -= 16.67;
if (heroRevivalShotCooldown <= 0) {
// Shoot 5 bullets in spread pattern
for (var i = -2; i <= 2; i++) {
var bullet = new Bullet();
bullet.x = hero.x;
bullet.y = hero.y;
var angle = Math.atan2(-1, 0) + i * 0.4; // Spread upward
var targetX = hero.x + Math.cos(angle) * 500;
var targetY = hero.y + Math.sin(angle) * 500;
bullet.setTarget(targetX, targetY);
bullet.speed = 12;
bullets.push(bullet);
game.addChild(bullet);
}
LK.getSound('shoot').play();
heroRevivalShots--;
heroRevivalShotCooldown = 200; // Quick succession
}
} else {
// Auto shoot
if (LK.ticks - lastAutoShoot > hero.shootCooldown / 16.67) {
shootAtNearestEnemy();
lastAutoShoot = LK.ticks;
}
}
// Wave spawning
if (enemiesSpawned < enemiesInWave) {
waveSpawnTimer++;
if (waveSpawnTimer >= 30) {
// Spawn every 0.5 seconds - much faster
spawnEnemy();
// Spawn multiple enemies at once for higher waves
if (currentWave >= 5) {
spawnEnemy();
}
if (currentWave >= 10) {
spawnEnemy();
}
if (currentWave >= 15) {
spawnEnemy();
spawnEnemy();
}
enemiesSpawned++;
waveSpawnTimer = 0;
}
}
// Check for next wave
if (enemiesSpawned >= enemiesInWave && enemies.length === 0) {
nextWaveTimer++;
if (nextWaveTimer >= 120) {
// 2 second delay
currentWave++;
enemiesInWave = 3 + currentWave;
enemiesSpawned = 0;
nextWaveTimer = 0;
waveTxt.setText('Wave: ' + currentWave);
}
}
// Update enemies
for (var i = enemies.length - 1; i >= 0; i--) {
var enemy = enemies[i];
// Handle revival freeze timer
if (enemy.freezeTimer !== undefined && enemy.freezeTimer > 0) {
enemy.freezeTimer -= 16.67;
if (enemy.freezeTimer <= 0) {
enemy.speed = enemy.frozenSpeed;
enemy.isFrozen = false;
enemy.freezeTimer = undefined;
tween(enemy, {
tint: 0xffffff
}, {
duration: 200
});
}
}
// Apply time effects to enemy movement
if (!timeStopActive) {
var originalSpeed = enemy.speed;
enemy.speed *= timeSlowFactor;
enemy.update();
enemy.speed = originalSpeed;
}
// Check collision with controlled animal
if (controlledAnimal && enemy.intersects(controlledAnimal) && enemy.type !== controlledAnimal.type) {
var animalDied = controlledAnimal.takeDamage(enemy.damage);
if (animalDied) {
controlledAnimal.destroy();
controlledAnimal = null;
controlledAnimalType = '';
controlledAnimalDuration = 0;
}
enemy.destroy();
enemies.splice(i, 1);
continue;
}
// Check collision with hero (only if not in safe zone)
if (enemy.intersects(hero) && !hero.invisibilityMode && !heroInSafeZone) {
var heroDied = hero.takeDamage(enemy.damage);
if (heroDied) {
if (erdoRevivalAvailable) {
// Show revival option instead of immediate game over
gameState = 'revivalOption';
showRevivalButton();
return;
} else {
gameState = 'gameOver';
LK.showGameOver();
return;
}
}
// Remove enemy after collision
enemy.destroy();
enemies.splice(i, 1);
LK.effects.flashScreen(0xff0000, 500);
continue;
}
// Remove enemies that are too far off screen
if (enemy.x < -200 || enemy.x > 2248 || enemy.y < -200 || enemy.y > 2932) {
enemy.destroy();
enemies.splice(i, 1);
}
}
// Update bullets
for (var i = bullets.length - 1; i >= 0; i--) {
var bullet = bullets[i];
bullet.update();
// Check collision with enemies
var hitEnemy = false;
for (var j = enemies.length - 1; j >= 0; j--) {
var enemy = enemies[j];
if (bullet.intersects(enemy)) {
// Check if it's an explosive bullet
if (bullet.explode) {
bullet.explode(); // Trigger explosion effect
}
var enemyDied = enemy.takeDamage(bullet.damage);
if (enemyDied) {
// Create miracle token chance
if (Math.random() < 0.3) {
// 30% chance
createMiracleToken(enemy.x, enemy.y);
}
var scoreIncrease = enemy.isBoss ? 100 : 10;
LK.setScore(LK.getScore() + scoreIncrease);
scoreTxt.setText('Score: ' + LK.getScore());
enemy.destroy();
enemies.splice(j, 1);
LK.getSound('enemyHit').play();
}
bullet.destroy();
bullets.splice(i, 1);
hitEnemy = true;
break;
}
}
if (hitEnemy) continue;
// Remove bullets that are off screen
if (bullet.x < -50 || bullet.x > 2098 || bullet.y < -50 || bullet.y > 2782) {
bullet.destroy();
bullets.splice(i, 1);
}
}
// Update base bullets
for (var i = baseBullets.length - 1; i >= 0; i--) {
var bullet = baseBullets[i];
bullet.update();
// Check collision with enemies
var hitEnemy = false;
for (var j = enemies.length - 1; j >= 0; j--) {
var enemy = enemies[j];
if (bullet.intersects(enemy)) {
var enemyDied = enemy.takeDamage(bullet.damage);
if (enemyDied) {
// Create miracle token chance
if (Math.random() < 0.3) {
createMiracleToken(enemy.x, enemy.y);
}
var scoreIncrease = enemy.isBoss ? 100 : 10;
LK.setScore(LK.getScore() + scoreIncrease);
scoreTxt.setText('Score: ' + LK.getScore());
enemy.destroy();
enemies.splice(j, 1);
LK.getSound('enemyHit').play();
}
bullet.destroy();
baseBullets.splice(i, 1);
hitEnemy = true;
break;
}
}
if (hitEnemy) continue;
// Remove bullets that are off screen
if (bullet.x < -50 || bullet.x > 2098 || bullet.y < -50 || bullet.y > 2782) {
bullet.destroy();
baseBullets.splice(i, 1);
}
}
// Update blood particles
for (var i = bloodParticles.length - 1; i >= 0; i--) {
var blood = bloodParticles[i];
blood.update();
if (blood.life <= 0) {
blood.destroy();
bloodParticles.splice(i, 1);
}
}
// Update blood trails
for (var i = bloodTrails.length - 1; i >= 0; i--) {
var trail = bloodTrails[i];
trail.update();
if (trail.life <= 0) {
trail.destroy();
bloodTrails.splice(i, 1);
}
}
// Update miracle tokens
for (var i = miracleTokens.length - 1; i >= 0; i--) {
var token = miracleTokens[i];
token.update();
// Check collision with hero
if (token.intersects(hero)) {
miracleTokenCount++;
miracleCountTxt.setText('Miracles: ' + miracleTokenCount);
// Activate power-up
if (token.type === 'speed') {
hero.activateSpeedBoost();
} else if (token.type === 'shield') {
hero.activateShield();
} else if (token.type === 'rapidFire') {
hero.activateRapidFire();
} else if (token.type === 'freeze') {
hero.activateFreeze();
} else if (token.type === 'explosion') {
hero.activateExplosion();
} else if (token.type === 'healing') {
hero.activateHealing();
} else if (token.type === 'hypercharge') {
hero.activateHypercharge();
} else if (token.type === 'teleport') {
hero.activateTeleport();
} else if (token.type === 'invisibility') {
hero.activateInvisibility();
} else if (token.type === 'multiShot') {
hero.activateMultiShot();
} else if (token.type === 'timeSlow') {
hero.activateTimeSlow();
} else if (token.type === 'timeStop') {
hero.activateTimeStop();
} else if (token.type === 'timeRewind') {
hero.activateTimeRewind();
}
LK.getSound('tokenCollect').play();
token.destroy();
miracleTokens.splice(i, 1);
}
}
};
var bossSpawned = false;
var timeSlowFactor = 1.0;
var timeStopActive = false;
var gamePaused = false;
// Revival system variables
var revivalButton = null;
var revivalButtonText = null;
// Show revival button function
function showRevivalButton() {
if (revivalButton) return; // Button already exists
// Create revival button
revivalButton = LK.getAsset('menuButton', {
anchorX: 0.5,
anchorY: 0.5,
tint: 0x00ff00,
width: 300,
height: 80
});
revivalButton.x = 2048 / 2;
revivalButton.y = 2732 / 2 + 100;
revivalButton.visible = true;
game.addChild(revivalButton);
// Create revival button text
revivalButtonText = new Text2('REVIVE WITH ERDO', {
size: 40,
fill: 0xffffff
});
revivalButtonText.anchor.set(0.5, 0.5);
revivalButtonText.x = 2048 / 2;
revivalButtonText.y = 2732 / 2 + 100;
revivalButtonText.visible = true;
game.addChild(revivalButtonText);
}
// Hide revival button function
function hideRevivalButton() {
if (revivalButton) {
revivalButton.destroy();
revivalButton = null;
}
if (revivalButtonText) {
revivalButtonText.destroy();
revivalButtonText = null;
}
}
// Handle revival button click
function handleRevivalClick(x, y) {
if (!revivalButton || gameState !== 'revivalOption') return false;
var dx = x - revivalButton.x;
var dy = y - revivalButton.y;
if (Math.abs(dx) <= 150 && Math.abs(dy) <= 40) {
// Revival clicked
hero.health = hero.maxHealth;
heroRevivalShots = 5;
heroRevivalShotCooldown = 0;
erdoRevivalAvailable = false;
erdo.deactivate();
erdoLastActivated = LK.ticks;
createRevivalExplosion();
LK.effects.flashObject(hero, 0x00ff00, 500);
hideRevivalButton();
gameState = 'playing';
return true;
}
return false;
}
// UI elements
var healthBar; ===================================================================
--- original.js
+++ change.js
@@ -1073,8 +1073,21 @@
};
self.deactivate = function () {
self.isActive = false;
self.isMovingToCenter = false;
+ // Grant hero enhanced abilities for 15 seconds after Erdo leaves
+ hero.hasShield = true;
+ hero.shieldDuration = 15000; // 15 seconds shield
+ hero.explosiveShotMode = true;
+ hero.explosiveShotDuration = 15000; // 15 seconds explosive shots
+ hero.rapidShootCooldown = 200; // 0.2 seconds between shots
+ hero.shootCooldown = hero.rapidShootCooldown;
+ // Visual effect for enhanced mode
+ tween(hero, {
+ tint: 0xffaa00
+ }, {
+ duration: 500
+ });
// Fade out effect
tween(self, {
alpha: 0
}, {
@@ -1126,8 +1139,62 @@
};
self.visible = false;
return self;
});
+var ExplosiveBullet = Container.expand(function () {
+ var self = Container.call(this);
+ var bulletGraphics = self.attachAsset('bullet', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ bulletGraphics.tint = 0xff4400; // Orange tint for explosive bullets
+ bulletGraphics.scaleX = 1.3;
+ bulletGraphics.scaleY = 1.3;
+ self.speed = 8;
+ self.damage = 40; // Higher damage
+ self.targetX = 0;
+ self.targetY = 0;
+ self.directionX = 0;
+ self.directionY = 0;
+ self.setTarget = function (x, y) {
+ self.targetX = x;
+ self.targetY = y;
+ var dx = x - self.x;
+ var dy = y - self.y;
+ var distance = Math.sqrt(dx * dx + dy * dy);
+ if (distance > 0) {
+ self.directionX = dx / distance;
+ self.directionY = dy / distance;
+ }
+ };
+ self.explode = function () {
+ // Create explosion visual effect
+ LK.effects.flashObject(self, 0xff4400, 300);
+ createBloodSplatter(self.x, self.y, 15);
+ // Damage enemies in explosion radius
+ var explosionRadius = 120;
+ for (var i = enemies.length - 1; i >= 0; i--) {
+ var enemy = enemies[i];
+ var dx = enemy.x - self.x;
+ var dy = enemy.y - self.y;
+ var distance = Math.sqrt(dx * dx + dy * dy);
+ if (distance <= explosionRadius) {
+ var enemyDied = enemy.takeDamage(self.damage);
+ if (enemyDied) {
+ LK.setScore(LK.getScore() + 10);
+ scoreTxt.setText('Score: ' + LK.getScore());
+ enemy.destroy();
+ enemies.splice(i, 1);
+ }
+ }
+ }
+ };
+ self.update = function () {
+ self.x += self.directionX * self.speed;
+ self.y += self.directionY * self.speed;
+ };
+ return self;
+});
var Hero = Container.expand(function () {
var self = Container.call(this);
var heroGraphics = self.attachAsset('hero', {
anchorX: 0.5,
@@ -1157,8 +1224,10 @@
self.timeStopMode = false;
self.timeStopDuration = 0;
self.timeRewindMode = false;
self.timeRewindDuration = 0;
+ self.explosiveShotMode = false;
+ self.explosiveShotDuration = 0;
self.savedPosition = {
x: 0,
y: 0
};
@@ -1341,8 +1410,20 @@
}
});
}
}
+ if (self.explosiveShotDuration > 0) {
+ self.explosiveShotDuration -= 16.67;
+ if (self.explosiveShotDuration <= 0) {
+ self.explosiveShotMode = false;
+ self.shootCooldown = self.normalShootCooldown;
+ tween(heroGraphics, {
+ tint: 0xffffff
+ }, {
+ duration: 500
+ });
+ }
+ }
};
return self;
});
var HeroBase = Container.expand(function () {
@@ -1869,9 +1950,22 @@
nearestEnemy = enemy;
}
}
if (nearestEnemy) {
- if (hero.multiShotMode) {
+ if (hero.explosiveShotMode) {
+ // Fire 3 explosive bullets in spread pattern
+ for (var i = -1; i <= 1; i++) {
+ var bullet = new ExplosiveBullet();
+ bullet.x = hero.x;
+ bullet.y = hero.y;
+ var angle = Math.atan2(nearestEnemy.y - hero.y, nearestEnemy.x - hero.x) + i * 0.25;
+ var targetX = hero.x + Math.cos(angle) * 500;
+ var targetY = hero.y + Math.sin(angle) * 500;
+ bullet.setTarget(targetX, targetY);
+ bullets.push(bullet);
+ game.addChild(bullet);
+ }
+ } else if (hero.multiShotMode) {
// Fire 3 bullets in spread pattern
for (var i = -1; i <= 1; i++) {
var bullet = new Bullet();
bullet.x = hero.x;
@@ -2280,8 +2374,12 @@
var hitEnemy = false;
for (var j = enemies.length - 1; j >= 0; j--) {
var enemy = enemies[j];
if (bullet.intersects(enemy)) {
+ // Check if it's an explosive bullet
+ if (bullet.explode) {
+ bullet.explode(); // Trigger explosion effect
+ }
var enemyDied = enemy.takeDamage(bullet.damage);
if (enemyDied) {
// Create miracle token chance
if (Math.random() < 0.3) {
mega star. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
bullet. In-Game asset. 2d. High contrast. No shadows
chicken. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
cow but square. In-Game asset. 2d. High contrast. No shadows
sheep but square. In-Game asset. 2d. High contrast. No shadows
star shield. In-Game asset. 2d. High contrast. No shadows
random miracle token. In-Game asset. 2d. High contrast. No shadows
chick. In-Game asset. 2d. High contrast. No shadows
snake but square. In-Game asset. 2d. High contrast. No shadows
donduruculuk gücü veren token. In-Game asset. 2d. High contrast. No shadows
şifa tokeni. In-Game asset. 2d. High contrast. No shadows
bomba token. In-Game asset. 2d. High contrast. No shadows
mause but square. In-Game asset. 2d. High contrast. No shadows
magic eye. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
prickly cube. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
only empty button. In-Game asset. 2d. High contrast. No shadows
hyper chicken but square. In-Game asset. 2d. High contrast. No shadows
no text egg menu. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat