User prompt
adjust killing boss creeps give 10000 points
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fix problem nova field radius picks up upgrades dropped, only player radius can pick up upgrades
User prompt
set the maximum player armor to 50, and reduce the armor upgrades to 10 armor per upgrade picked up
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reduce the drop chance of shields upgrades to 15%
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increase the spawn timer for the special creeps in the boss fight from 13 seconds to 15 seconds
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modify boss creeps half the health, after first boss fight on wave 10 increase boss health by 50% for every boss fight after wave 10
User prompt
boss creeps now spawn an special creep every 13 seconds from its center that moves towards the player continuously until killed
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after boss fight on wave 30 the next boss fight shoots an extra bullet for all boss fights after wave 30
User prompt
modify boss bullets boss creep on wave 10 fires 5 bullets every one second , boss creep on wave 20 fires 6 bullets, boss creep on wave 30 fires 7 bullets
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increase the drop chance of the health and armor upgrades from 5% to 10%
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reduce the drop chance of the health and armor upgrades
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please adjust after wave 10 every boss fight after from wave 20 adds an extra boss bullet to the boss creep, first boss shoots 3 bullets 2nd boss shoots 4 bullets 3 boss shoots 5 bullets in that sequence
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please fix the player gets hit by boss bullets when nova field activates on the nova fields radius, player can only take damage from the players base radius
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wave 10 boss creep spawns 10 creeps that rotate around boss, wave 20 boss creep spawns 20 creeps that rotate around boss, wave 30 boss creep spawns 30 creeps rotating around it ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
adjust the boss creep to spawn an maximum of 30 creeps that rotate the boss ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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rename Nava Field weapon type to Nova Field
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adjust rename Nova blade weapon type to Nava Field in top right corner
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Please fix the bug: 'Script error.' in or related to this line: 'leaderboard.push({' Line Number: 2089 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
fix error after game over when player enters his name on leaderboard the game does not save players name when press enter button ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
please fix error when game over the creeps are still moving in the background, when game over all mechanics and gameplay must stop
User prompt
fix problem game lags when game over and the player sound effects are still heard shooting in the background
User prompt
add leaderboard scoreboard when game over, players that reach top 10 can enter their names next to their score or press play again button at the bottom of the screen, add visual assets ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
fix player health does not reach 0 when creeps do last hit on player ↪💡 Consider importing and using the following plugins: @upit/tween.v1, @upit/storage.v1
User prompt
fix problem when player takes last hit of damage his health points don't go to 0 ↪💡 Consider importing and using the following plugins: @upit/tween.v1, @upit/storage.v1
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var BossBullet = Container.expand(function () { var self = Container.call(this); var graphics = self.attachAsset('bossBullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 3; // Slow moving bullets self.velocityX = 0; self.velocityY = 0; self.damage = 25; self.update = function () { self.x += self.velocityX; self.y += self.velocityY; }; return self; }); var BossCreep = Container.expand(function () { var self = Container.call(this); var graphics = self.attachAsset('bossCreep', { anchorX: 0.5, anchorY: 0.5 }); self.health = 12000; // Half the previous health for boss self.maxHealth = 12000; self.speed = 0.8; // Slower than elite creeps self.damage = 60; // More damage than elite creeps self.targetX = 0; self.targetY = 0; self.hasReachedPlayer = false; self.spawnedCreeps = []; // Track spawned rotating creeps self.lastSpawnTime = 0; // Track time for spawning self.rotationAngle = 0; // Current rotation angle for spawned creeps self.lastSpecialCreepSpawnTime = 0; // Track time for special creep spawning self.takeDamage = function (amount) { self.health -= amount; if (self.health <= 0) { return true; // Return true if boss is dead } return false; }; self.update = function () { // Reset flag to allow continued movement after hitting player self.hasReachedPlayer = false; // Continuously update target to player's current position self.targetX = player.x; self.targetY = player.y; var dx = self.targetX - self.x; var dy = self.targetY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 3) { // Calculate avoidance force from other creeps var avoidanceX = 0; var avoidanceY = 0; var avoidanceRadius = 240; // Largest avoidance radius for boss creeps for (var i = 0; i < creeps.length; i++) { var otherCreep = creeps[i]; if (otherCreep !== self) { var otherDx = self.x - otherCreep.x; var otherDy = self.y - otherCreep.y; var otherDistance = Math.sqrt(otherDx * otherDx + otherDy * otherDy); if (otherDistance < avoidanceRadius && otherDistance > 0) { var avoidanceStrength = (avoidanceRadius - otherDistance) / avoidanceRadius; avoidanceX += otherDx / otherDistance * avoidanceStrength; avoidanceY += otherDy / otherDistance * avoidanceStrength; } } } // Combine movement towards player with avoidance var moveX = dx / distance * self.speed + avoidanceX * 0.3; var moveY = dy / distance * self.speed + avoidanceY * 0.3; self.x += moveX; self.y += moveY; } else { self.hasReachedPlayer = true; } // Calculate maximum rotating creeps based on wave number (10 for wave 10, 20 for wave 20, 30 for wave 30) var maxRotatingCreeps = Math.min(30, currentWave); // Cap at 30 for performance // Spawn rotating creeps around boss every second (60 ticks) - wave-based maximum if (LK.ticks - self.lastSpawnTime >= 60 && self.spawnedCreeps.length < maxRotatingCreeps) { self.lastSpawnTime = LK.ticks; // Create a new creep that will rotate around the boss var spawnedCreep = new Creep(); spawnedCreep.health = 40; // Less health than normal creeps spawnedCreep.maxHealth = 40; spawnedCreep.speed = 0; // They don't move on their own // Base damage starts at 12 but increases with each spawn var baseDamage = 12; var damageIncrease = self.spawnedCreeps.length * 2; // Increase by 2 for each existing rotating creep spawnedCreep.damage = baseDamage + damageIncrease; // Damage increases with number of spawned creeps spawnedCreep.bossParent = self; // Reference to boss spawnedCreep.orbitRadius = 600; // Distance from boss center spawnedCreep.orbitAngle = Math.random() * Math.PI * 2; // Random starting angle // Position the creep initially spawnedCreep.x = self.x + Math.cos(spawnedCreep.orbitAngle) * spawnedCreep.orbitRadius; spawnedCreep.y = self.y + Math.sin(spawnedCreep.orbitAngle) * spawnedCreep.orbitRadius; self.spawnedCreeps.push(spawnedCreep); creeps.push(spawnedCreep); game.addChild(spawnedCreep); } // Update rotation angle self.rotationAngle += 0.02; // Rotation speed // Update positions of spawned creeps to rotate around boss for (var k = self.spawnedCreeps.length - 1; k >= 0; k--) { var spawnedCreep = self.spawnedCreeps[k]; if (spawnedCreep && spawnedCreep.bossParent === self) { // Update orbit angle spawnedCreep.orbitAngle += 0.03; // Individual rotation speed // Calculate new position around boss spawnedCreep.x = self.x + Math.cos(spawnedCreep.orbitAngle) * spawnedCreep.orbitRadius; spawnedCreep.y = self.y + Math.sin(spawnedCreep.orbitAngle) * spawnedCreep.orbitRadius; // Override normal creep movement by setting hasReachedPlayer to prevent normal AI spawnedCreep.hasReachedPlayer = false; spawnedCreep.targetX = spawnedCreep.x; spawnedCreep.targetY = spawnedCreep.y; } else { // Remove reference if creep was destroyed self.spawnedCreeps.splice(k, 1); } } // Spawn special creep every 15 seconds (900 ticks at 60fps) if (LK.ticks - self.lastSpecialCreepSpawnTime >= 900) { self.lastSpecialCreepSpawnTime = LK.ticks; // Create a new special creep that moves towards player var specialCreep = new SpecialCreep(); specialCreep.x = self.x; specialCreep.y = self.y; specialCreep.targetX = player.x; specialCreep.targetY = player.y; // Scale health based on current wave specialCreep.health += (currentWave - 1) * 60; // Apply 50% health increase every 5th wave var healthMultiplier = 1 + Math.floor(currentWave / 5) * 0.5; specialCreep.health = Math.floor(specialCreep.health * healthMultiplier); specialCreep.maxHealth = specialCreep.health; // Apply speed increase - 1% for every 5th wave var speedMultiplier = 1 + Math.floor(currentWave / 5) * 0.01; // Apply extra 2% speed increase per wave after wave 15 if (currentWave > 15) { var extraSpeedMultiplier = 1 + (currentWave - 15) * 0.02; speedMultiplier *= extraSpeedMultiplier; } specialCreep.speed = specialCreep.speed * speedMultiplier; creeps.push(specialCreep); game.addChild(specialCreep); } // Boss bullet shooting every second (60 ticks at 60fps) if (LK.ticks % 60 === 0) { // Calculate direction to player var bulletDx = player.x - self.x; var bulletDy = player.y - self.y; var bulletDistance = Math.sqrt(bulletDx * bulletDx + bulletDy * bulletDy); if (bulletDistance > 0) { var normalizedX = bulletDx / bulletDistance; var normalizedY = bulletDy / bulletDistance; // Calculate number of bullets based on wave number (wave 10: 5 bullets, wave 20: 6 bullets, wave 30: 7 bullets) var bulletCount = 5; // Default for wave 10 boss if (currentWave >= 20) { bulletCount = 5 + Math.floor((currentWave - 10) / 10); } // Add extra bullet for all boss fights after wave 30 if (currentWave > 30) { bulletCount += 1; } // Create bullets in a burst pattern for (var bulletIndex = 0; bulletIndex < bulletCount; bulletIndex++) { var bossBullet = new BossBullet(); bossBullet.x = self.x; bossBullet.y = self.y; // Adjust angle spread based on bullet count for better distribution var spreadRange = bulletCount > 5 ? 0.4 : 0.3; var angleOffset = (bulletIndex - (bulletCount - 1) / 2) * spreadRange; var angle = Math.atan2(normalizedY, normalizedX) + angleOffset; bossBullet.velocityX = Math.cos(angle) * bossBullet.speed; bossBullet.velocityY = Math.sin(angle) * bossBullet.speed; // Add to boss bullets array (will be created in game code) bossBullets.push(bossBullet); game.addChild(bossBullet); } } } }; return self; }); var Bullet = Container.expand(function () { var self = Container.call(this); var graphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 8; self.velocityX = 0; self.velocityY = 0; self.damage = 20; self.update = function () { self.x += self.velocityX; self.y += self.velocityY; }; return self; }); var Creep = Container.expand(function () { var self = Container.call(this); var graphics = self.attachAsset('creep', { anchorX: 0.5, anchorY: 0.5 }); self.health = 60; // Base health requiring 3 hits (20 damage per hit) self.maxHealth = 60; self.speed = 2.4; self.damage = 25; self.targetX = 0; self.targetY = 0; self.hasReachedPlayer = false; self.takeDamage = function (amount) { self.health -= amount; if (self.health <= 0) { return true; // Return true if creep is dead } return false; }; self.update = function () { // Reset flag to allow continued movement after hitting player self.hasReachedPlayer = false; // Continuously update target to player's current position self.targetX = player.x; self.targetY = player.y; var dx = self.targetX - self.x; var dy = self.targetY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 25) { // Calculate avoidance force from other creeps var avoidanceX = 0; var avoidanceY = 0; var avoidanceRadius = 120; // Distance to avoid other creeps for (var i = 0; i < creeps.length; i++) { var otherCreep = creeps[i]; if (otherCreep !== self) { var otherDx = self.x - otherCreep.x; var otherDy = self.y - otherCreep.y; var otherDistance = Math.sqrt(otherDx * otherDx + otherDy * otherDy); if (otherDistance < avoidanceRadius && otherDistance > 0) { var avoidanceStrength = (avoidanceRadius - otherDistance) / avoidanceRadius; avoidanceX += otherDx / otherDistance * avoidanceStrength; avoidanceY += otherDy / otherDistance * avoidanceStrength; } } } // Combine movement towards player with avoidance var moveX = dx / distance * self.speed + avoidanceX * 0.5; var moveY = dy / distance * self.speed + avoidanceY * 0.5; self.x += moveX; self.y += moveY; } else { self.hasReachedPlayer = true; } }; return self; }); var EliteCreep = Container.expand(function () { var self = Container.call(this); var graphics = self.attachAsset('eliteCreep', { anchorX: 0.5, anchorY: 0.5 }); self.health = 150; // Much higher base health self.maxHealth = 150; self.speed = 1.5; // Slower than regular creeps self.damage = 50; // More damage than regular creeps self.targetX = 0; self.targetY = 0; self.hasReachedPlayer = false; self.takeDamage = function (amount) { self.health -= amount; if (self.health <= 0) { return true; // Return true if creep is dead } return false; }; self.update = function () { // Reset flag to allow continued movement after hitting player self.hasReachedPlayer = false; // Continuously update target to player's current position self.targetX = player.x; self.targetY = player.y; var dx = self.targetX - self.x; var dy = self.targetY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 25) { // Calculate avoidance force from other creeps var avoidanceX = 0; var avoidanceY = 0; var avoidanceRadius = 180; // Larger avoidance radius for elite creeps for (var i = 0; i < creeps.length; i++) { var otherCreep = creeps[i]; if (otherCreep !== self) { var otherDx = self.x - otherCreep.x; var otherDy = self.y - otherCreep.y; var otherDistance = Math.sqrt(otherDx * otherDx + otherDy * otherDy); if (otherDistance < avoidanceRadius && otherDistance > 0) { var avoidanceStrength = (avoidanceRadius - otherDistance) / avoidanceRadius; avoidanceX += otherDx / otherDistance * avoidanceStrength; avoidanceY += otherDy / otherDistance * avoidanceStrength; } } } // Combine movement towards player with avoidance var moveX = dx / distance * self.speed + avoidanceX * 0.5; var moveY = dy / distance * self.speed + avoidanceY * 0.5; self.x += moveX; self.y += moveY; } else { self.hasReachedPlayer = true; } }; return self; }); var Pickup = Container.expand(function (type) { var self = Container.call(this); self.type = type; var assetName; if (type === 'health') { assetName = 'healthPotion'; } else if (type === 'damage') { assetName = 'damageUpgrade'; } else if (type === 'speed') { assetName = 'speedUpgrade'; // Use dedicated speed upgrade asset } else if (type === 'attackSpeed') { assetName = 'damageUpgrade'; // Reuse red upgrade for attack speed } else if (type === 'shield') { assetName = 'shieldUpgrade'; } else if (type === 'armor') { assetName = 'armorUpgrade'; } else if (type === 'novaBlade') { assetName = 'novaBlade'; } var graphics = self.attachAsset(assetName, { anchorX: 0.5, anchorY: 0.5 }); self.lifetime = 3600; // 60 seconds at 60fps self.update = function () { self.lifetime--; if (self.lifetime < 300) { // Start fading at 5 seconds remaining graphics.alpha = self.lifetime / 300; } // Magnetic pull effect when player is close if (player) { var dx = player.x - self.x; var dy = player.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // Start pulling when within 150 pixels if (distance < 150 && distance > 10) { var pullSpeed = 8; // Fast pull speed var normalizedX = dx / distance; var normalizedY = dy / distance; self.x += normalizedX * pullSpeed; self.y += normalizedY * pullSpeed; } } }; return self; }); var Player = Container.expand(function () { var self = Container.call(this); var graphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.3, scaleY: 1.3 }); self.maxHealth = 100; self.health = 100; self.defense = 0; self.armor = 0; self.maxArmor = 50; self.baseDamage = 20; // Base damage that never changes self.damage = 20; // Current damage (base + upgrades) self.weaponUpgrades = 0; // Track weapon upgrades for double shot self.lastShootTime = 0; self.shootCooldown = 40; // Fixed cooldown that never changes self.baseSpeed = 4; // Base movement speed self.moveSpeed = 4; // Current movement speed (base + upgrades) self.shieldActive = false; self.shieldHealth = 0; self.shieldMaxHealth = 80; self.shieldDuration = 0; // In game ticks (60 fps) self.shieldAura = null; self.invincible = false; self.invincibilityTimer = 0; self.novaBladeActive = false; self.novaBladeTimer = 0; self.novaBladeLastActivation = 0; self.novaBladeLevel = 0; self.novaBladeProximity = 300; // Base proximity // Movement direction tracking self.lastX = 0; self.lastY = 0; self.currentDirection = 0; // 0 = north (default) self.takeDamage = function (amount) { // If player is invincible, ignore all damage if (self.invincible) { return; } if (self.shieldActive && self.shieldHealth > 0) { // Shield absorbs damage first self.shieldHealth -= amount; if (self.shieldHealth <= 0) { // Shield broken self.shieldHealth = 0; self.shieldActive = false; self.shieldDuration = 0; if (self.shieldAura) { self.shieldAura.destroy(); self.shieldAura = null; } } // Flash blue when shield takes damage tween(graphics, { tint: 0x4444FF }, { duration: 100, onFinish: function onFinish() { tween(graphics, { tint: 0xFFFFFF }, { duration: 100 }); } }); } else if (self.armor > 0) { // Armor absorbs damage second self.armor -= amount; if (self.armor < 0) { // Overflow damage goes to health self.health += self.armor; // armor is negative, so this subtracts from health self.armor = 0; } if (self.health < 0) self.health = 0; // Flash yellow when armor takes damage tween(graphics, { tint: 0xFFDD00 }, { duration: 100, onFinish: function onFinish() { tween(graphics, { tint: 0xFFFFFF }, { duration: 100 }); } }); } else { // Normal damage to health last self.health -= amount; if (self.health < 0) self.health = 0; // Flash red when taking damage tween(graphics, { tint: 0xFF0000 }, { duration: 100, onFinish: function onFinish() { tween(graphics, { tint: 0xFFFFFF }, { duration: 100 }); } }); } LK.getSound('hit').play(); }; self.heal = function (amount) { self.health = Math.min(self.maxHealth, self.health + amount); }; self.addDamage = function (amount) { self.damage += amount; self.weaponUpgrades++; // Track weapon upgrades }; self.addSpeed = function (amount) { // Cap movement speed upgrades at level 25 (24 upgrades from base level 1) if (self.weaponUpgrades < 24) { self.moveSpeed += amount; } }; self.addArmor = function (amount) { self.armor = Math.min(50, self.armor + amount); }; self.activateNovaBlade = function () { if (!self.novaBladeActive) { self.novaBladeActive = true; self.novaBladeLastActivation = LK.ticks; self.novaBladeLevel = 1; self.novaBladeProximity = 300; } else if (self.novaBladeLevel < 50) { // Increase Nova blade level and proximity up to level 50 self.novaBladeLevel++; self.novaBladeProximity += 10; } }; self.activateShield = function () { if (!self.shieldActive) { // First time activation self.shieldActive = true; self.shieldHealth = 40; // Start with 40 hit points self.shieldDuration = 3600; // 60 seconds at 60fps // Create shield visual self.shieldAura = self.addChild(LK.getAsset('shieldAura', { anchorX: 0.5, anchorY: 0.5, alpha: 0.6, tint: 0x6666FF })); } else { // Shield already active, add duration up to max 180 seconds self.shieldDuration = Math.min(10800, self.shieldDuration + 3600); // Max 180 seconds (60 seconds per upgrade) // Add shield health up to max 80 hit points self.shieldHealth = Math.min(80, self.shieldHealth + 40); // Ensure shield visual is displayed if (!self.shieldAura) { self.shieldAura = self.addChild(LK.getAsset('shieldAura', { anchorX: 0.5, anchorY: 0.5, alpha: 0.6, tint: 0x6666FF })); } } }; self.canShoot = function () { return LK.ticks - self.lastShootTime > self.shootCooldown; }; self.shoot = function (targetX, targetY) { if (!self.canShoot()) return null; self.lastShootTime = LK.ticks; var bullets = []; var dx = targetX - self.x; var dy = targetY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); var normalizedX = dx / distance; var normalizedY = dy / distance; var angle = Math.atan2(normalizedY, normalizedX); if (self.weaponUpgrades >= 49) { // Level 50+: Six shots in burst fire pattern (Hexa Shot) var offsetDistance = 30; var perpX = -normalizedY; var perpY = normalizedX; // First bullet (left side, front) var bullet1 = new Bullet(); bullet1.x = self.x + perpX * offsetDistance; bullet1.y = self.y + perpY * offsetDistance; bullet1.velocityX = normalizedX * bullet1.speed; bullet1.velocityY = normalizedY * bullet1.speed; bullet1.damage = self.damage; bullets.push(bullet1); // Second bullet (left side, back) var bullet2 = new Bullet(); bullet2.x = self.x + perpX * offsetDistance - normalizedX * 25; bullet2.y = self.y + perpY * offsetDistance - normalizedY * 25; bullet2.velocityX = normalizedX * bullet2.speed; bullet2.velocityY = normalizedY * bullet2.speed; bullet2.damage = self.damage; bullets.push(bullet2); // Third bullet (right side, front) var bullet3 = new Bullet(); bullet3.x = self.x - perpX * offsetDistance; bullet3.y = self.y - perpY * offsetDistance; bullet3.velocityX = normalizedX * bullet3.speed; bullet3.velocityY = normalizedY * bullet3.speed; bullet3.damage = self.damage; bullets.push(bullet3); // Fourth bullet (right side, back) var bullet4 = new Bullet(); bullet4.x = self.x - perpX * offsetDistance - normalizedX * 25; bullet4.y = self.y - perpY * offsetDistance - normalizedY * 25; bullet4.velocityX = normalizedX * bullet4.speed; bullet4.velocityY = normalizedY * bullet4.speed; bullet4.damage = self.damage; bullets.push(bullet4); // Fifth bullet (center shot) var bullet5 = new Bullet(); bullet5.x = self.x; bullet5.y = self.y; bullet5.velocityX = normalizedX * bullet5.speed; bullet5.velocityY = normalizedY * bullet5.speed; bullet5.damage = self.damage; bullets.push(bullet5); // Sixth bullet (center shot, back) var bullet6 = new Bullet(); bullet6.x = self.x - normalizedX * 25; bullet6.y = self.y - normalizedY * 25; bullet6.velocityX = normalizedX * bullet6.speed; bullet6.velocityY = normalizedY * bullet6.speed; bullet6.damage = self.damage; bullets.push(bullet6); } else if (self.weaponUpgrades >= 39) { // Level 40+: Five shots in burst fire (two double shots + center shot) var offsetDistance = 25; var perpX = -normalizedY; var perpY = normalizedX; // First bullet (left side, front) var bullet1 = new Bullet(); bullet1.x = self.x + perpX * offsetDistance; bullet1.y = self.y + perpY * offsetDistance; bullet1.velocityX = normalizedX * bullet1.speed; bullet1.velocityY = normalizedY * bullet1.speed; bullet1.damage = self.damage; bullets.push(bullet1); // Second bullet (left side, back) var bullet2 = new Bullet(); bullet2.x = self.x + perpX * offsetDistance - normalizedX * 20; bullet2.y = self.y + perpY * offsetDistance - normalizedY * 20; bullet2.velocityX = normalizedX * bullet2.speed; bullet2.velocityY = normalizedY * bullet2.speed; bullet2.damage = self.damage; bullets.push(bullet2); // Third bullet (right side, front) var bullet3 = new Bullet(); bullet3.x = self.x - perpX * offsetDistance; bullet3.y = self.y - perpY * offsetDistance; bullet3.velocityX = normalizedX * bullet3.speed; bullet3.velocityY = normalizedY * bullet3.speed; bullet3.damage = self.damage; bullets.push(bullet3); // Fourth bullet (right side, back) var bullet4 = new Bullet(); bullet4.x = self.x - perpX * offsetDistance - normalizedX * 20; bullet4.y = self.y - perpY * offsetDistance - normalizedY * 20; bullet4.velocityX = normalizedX * bullet4.speed; bullet4.velocityY = normalizedY * bullet4.speed; bullet4.damage = self.damage; bullets.push(bullet4); // Fifth bullet (center shot) var bullet5 = new Bullet(); bullet5.x = self.x; bullet5.y = self.y; bullet5.velocityX = normalizedX * bullet5.speed; bullet5.velocityY = normalizedY * bullet5.speed; bullet5.damage = self.damage; bullets.push(bullet5); } else if (self.weaponUpgrades >= 29) { // Level 30+: Four shots in burst fire (two double shots) var offsetDistance = 25; var perpX = -normalizedY; var perpY = normalizedX; // First bullet (left side, front) var bullet1 = new Bullet(); bullet1.x = self.x + perpX * offsetDistance; bullet1.y = self.y + perpY * offsetDistance; bullet1.velocityX = normalizedX * bullet1.speed; bullet1.velocityY = normalizedY * bullet1.speed; bullet1.damage = self.damage; bullets.push(bullet1); // Second bullet (left side, back) var bullet2 = new Bullet(); bullet2.x = self.x + perpX * offsetDistance - normalizedX * 20; bullet2.y = self.y + perpY * offsetDistance - normalizedY * 20; bullet2.velocityX = normalizedX * bullet2.speed; bullet2.velocityY = normalizedY * bullet2.speed; bullet2.damage = self.damage; bullets.push(bullet2); // Third bullet (right side, front) var bullet3 = new Bullet(); bullet3.x = self.x - perpX * offsetDistance; bullet3.y = self.y - perpY * offsetDistance; bullet3.velocityX = normalizedX * bullet3.speed; bullet3.velocityY = normalizedY * bullet3.speed; bullet3.damage = self.damage; bullets.push(bullet3); // Fourth bullet (right side, back) var bullet4 = new Bullet(); bullet4.x = self.x - perpX * offsetDistance - normalizedX * 20; bullet4.y = self.y - perpY * offsetDistance - normalizedY * 20; bullet4.velocityX = normalizedX * bullet4.speed; bullet4.velocityY = normalizedY * bullet4.speed; bullet4.damage = self.damage; bullets.push(bullet4); } else if (self.weaponUpgrades >= 19) { // Level 20+: Triple shot (3 parallel shots) var offsetDistance = 15; var perpX = -normalizedY; var perpY = normalizedX; // Center bullet var bullet1 = new Bullet(); bullet1.x = self.x; bullet1.y = self.y; bullet1.velocityX = normalizedX * bullet1.speed; bullet1.velocityY = normalizedY * bullet1.speed; bullet1.damage = self.damage; bullets.push(bullet1); // Left bullet (parallel) var bullet2 = new Bullet(); bullet2.x = self.x + perpX * offsetDistance; bullet2.y = self.y + perpY * offsetDistance; bullet2.velocityX = normalizedX * bullet2.speed; bullet2.velocityY = normalizedY * bullet2.speed; bullet2.damage = self.damage; bullets.push(bullet2); // Right bullet (parallel) var bullet3 = new Bullet(); bullet3.x = self.x - perpX * offsetDistance; bullet3.y = self.y - perpY * offsetDistance; bullet3.velocityX = normalizedX * bullet3.speed; bullet3.velocityY = normalizedY * bullet3.speed; bullet3.damage = self.damage; bullets.push(bullet3); } else if (self.weaponUpgrades >= 9) { // Level 10+: Double shot var offsetDistance = 20; var perpX = -normalizedY; var perpY = normalizedX; // First bullet (left side) var bullet1 = new Bullet(); bullet1.x = self.x + perpX * offsetDistance; bullet1.y = self.y + perpY * offsetDistance; bullet1.velocityX = normalizedX * bullet1.speed; bullet1.velocityY = normalizedY * bullet1.speed; bullet1.damage = self.damage; bullets.push(bullet1); // Second bullet (right side) var bullet2 = new Bullet(); bullet2.x = self.x - perpX * offsetDistance; bullet2.y = self.y - perpY * offsetDistance; bullet2.velocityX = normalizedX * bullet2.speed; bullet2.velocityY = normalizedY * bullet2.speed; bullet2.damage = self.damage; bullets.push(bullet2); } else { // Single shot for levels < 10 var bullet1 = new Bullet(); bullet1.x = self.x; bullet1.y = self.y; bullet1.velocityX = normalizedX * bullet1.speed; bullet1.velocityY = normalizedY * bullet1.speed; bullet1.damage = self.damage; bullets.push(bullet1); } LK.getSound('shoot').play(); return bullets; }; self.update = function () { // Track movement direction and animate rotation if (self.lastX !== undefined && self.lastY !== undefined) { var deltaX = self.x - self.lastX; var deltaY = self.y - self.lastY; var moveDistance = Math.sqrt(deltaX * deltaX + deltaY * deltaY); // Only update direction if player is actually moving if (moveDistance > 0.5) { var targetDirection = Math.atan2(deltaY, deltaX); // Convert to 0-360 degree system where 0 is north targetDirection = targetDirection + Math.PI / 2; if (targetDirection < 0) targetDirection += Math.PI * 2; if (targetDirection > Math.PI * 2) targetDirection -= Math.PI * 2; // Smoothly rotate to face movement direction var currentRotation = graphics.rotation; var angleDiff = targetDirection - currentRotation; // Handle wrap around for shortest rotation path if (angleDiff > Math.PI) angleDiff -= Math.PI * 2; if (angleDiff < -Math.PI) angleDiff += Math.PI * 2; // Apply smooth rotation var rotationSpeed = 0.15; graphics.rotation += angleDiff * rotationSpeed; } } // Update invincibility timer if (self.invincible) { self.invincibilityTimer--; if (self.invincibilityTimer <= 0) { self.invincible = false; // Stop any tinting when invincibility ends tween.stop(graphics, { tint: true }); graphics.tint = 0xFFFFFF; graphics.alpha = 1.0; } } // Update Nova blade timer and activation if (self.novaBladeActive) { // Check if 5 seconds (300 ticks) have passed since last activation if (LK.ticks - self.novaBladeLastActivation >= 300) { // Create expanding nova blade effect var aura = LK.getAsset('novaBladeEffect', { anchorX: 0.5, anchorY: 0.5, alpha: 0.8, tint: 0xFF6600, scaleX: 0.1, scaleY: 0.1 }); self.addChild(aura); // Knock back all creeps within proximity radius immediately for (var creepIdx = 0; creepIdx < creeps.length; creepIdx++) { var creep = creeps[creepIdx]; var dx = creep.x - self.x; var dy = creep.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance <= self.novaBladeProximity) { // Calculate knockback direction if (distance > 0) { var normalizedX = dx / distance; var normalizedY = dy / distance; var knockbackDistance = self.novaBladeProximity - distance + 50; // Push them outside the radius // Apply knockback using tween for smooth animation tween(creep, { x: creep.x + normalizedX * knockbackDistance, y: creep.y + normalizedY * knockbackDistance }, { duration: 500, easing: tween.easeOut }); } } } // Animate aura expansion from proximity 10 to current Nova blade proximity level var maxScale = self.novaBladeProximity / 80; // Convert proximity to scale (80 is base aura size) tween(aura, { scaleX: maxScale, scaleY: maxScale, alpha: 0.0 }, { duration: 1000, easing: tween.easeOut, onFinish: function onFinish() { aura.destroy(); } }); // Reset timer for next activation self.novaBladeLastActivation = LK.ticks; } } // Update last position for next frame self.lastX = self.x; self.lastY = self.y; }; return self; }); var SpecialCreep = Container.expand(function () { var self = Container.call(this); var graphics = self.attachAsset('specialCreep', { anchorX: 0.5, anchorY: 0.5 }); self.health = 450; // Three times elite creep health (150 * 3) self.maxHealth = 450; self.speed = 2.8; // Slightly faster than regular creeps (2.4) self.damage = 40; // Between regular and elite creep damage self.targetX = 0; self.targetY = 0; self.hasReachedPlayer = false; self.takeDamage = function (amount) { self.health -= amount; if (self.health <= 0) { return true; // Return true if creep is dead } return false; }; self.update = function () { // Reset flag to allow continued movement after hitting player self.hasReachedPlayer = false; // Continuously update target to player's current position self.targetX = player.x; self.targetY = player.y; var dx = self.targetX - self.x; var dy = self.targetY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 25) { // Calculate avoidance force from other creeps var avoidanceX = 0; var avoidanceY = 0; var avoidanceRadius = 200; // Medium avoidance radius between regular and elite for (var i = 0; i < creeps.length; i++) { var otherCreep = creeps[i]; if (otherCreep !== self) { var otherDx = self.x - otherCreep.x; var otherDy = self.y - otherCreep.y; var otherDistance = Math.sqrt(otherDx * otherDx + otherDy * otherDy); if (otherDistance < avoidanceRadius && otherDistance > 0) { var avoidanceStrength = (avoidanceRadius - otherDistance) / avoidanceRadius; avoidanceX += otherDx / otherDistance * avoidanceStrength; avoidanceY += otherDy / otherDistance * avoidanceStrength; } } } // Combine movement towards player with avoidance var moveX = dx / distance * self.speed + avoidanceX * 0.5; var moveY = dy / distance * self.speed + avoidanceY * 0.5; self.x += moveX; self.y += moveY; } else { self.hasReachedPlayer = true; } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ title: 'Galaxy Of Terror' }); /**** * Game Code ****/ // Add background image var background = game.addChild(LK.getAsset('background', { anchorX: 0, anchorY: 0, x: 0, y: 0 })); // Game state variables var gameStarted = false; var startScreen = null; // Create start screen function createStartScreen() { startScreen = new Container(); game.addChild(startScreen); // Start screen background var startBg = startScreen.addChild(LK.getAsset('startBackground', { anchorX: 0, anchorY: 0, x: 0, y: 0, alpha: 0.9, tint: 0x001122 })); // Game title var titleText = new Text2('GALAXY OF TERROR', { size: 120, fill: 0xFFD700 }); titleText.anchor.set(0.5, 0.5); titleText.x = 1024; titleText.y = 800; startScreen.addChild(titleText); // Subtitle var subtitleText = new Text2('Survive the endless waves', { size: 60, fill: 0xFFFFFF }); subtitleText.anchor.set(0.5, 0.5); subtitleText.x = 1024; subtitleText.y = 920; startScreen.addChild(subtitleText); // Play button background var playButton = startScreen.addChild(LK.getAsset('startButton', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1200, scaleX: 1.5, scaleY: 1.2, tint: 0x00AA44 })); // Play button text var playButtonText = new Text2('TAP TO PLAY', { size: 80, fill: 0xFFFFFF }); playButtonText.anchor.set(0.5, 0.5); playButtonText.x = 1024; playButtonText.y = 1200; startScreen.addChild(playButtonText); // Instructions var instructText = new Text2('Tap and drag to move\nAutomatic shooting', { size: 50, fill: 0xCCCCCC }); instructText.anchor.set(0.5, 0.5); instructText.x = 1024; instructText.y = 1400; startScreen.addChild(instructText); // Handle start screen input startScreen.down = function (x, y, obj) { // Check if clicked on play button area var buttonDx = x - 1024; var buttonDy = y - 1200; var buttonDistance = Math.sqrt(buttonDx * buttonDx + buttonDy * buttonDy); if (buttonDistance < 150) { startGame(); } }; } function startGame() { if (startScreen) { startScreen.destroy(); startScreen = null; } gameStarted = true; // Initialize player after game starts player = game.addChild(new Player()); player.x = 1024; player.y = 1366; } // Initialize start screen createStartScreen(); var player = null; var creeps = []; var bullets = []; var bossBullets = []; var pickups = []; var currentWave = 1; var creepsInWave = 5; var creepsSpawned = 0; var eliteCreepsInWave = 1; // Number of elite creeps equals wave number var eliteCreepsSpawned = 0; var specialCreepsInWave = 0; // Special creeps spawn on specific waves var specialCreepsSpawned = 0; var waveCompleted = false; var nextWaveTimer = 0; var spawnTimer = 0; // Score tracking variables var gameScore = 0; // Boss system variables var currentBoss = null; var bossWave = false; // Speed modifier for creeps - increases 1% every 5th wave var creepSpeedMultiplier = 1.0; // Track special 5th wave speed upgrade drops var fifthWaveSpeedUpgradeDropped = false; // Track upgrade drops per wave var waveUpgradeDrops = {}; // UI Elements var healthText = new Text2('Health: 100', { size: 40, fill: 0xFF0000 }); healthText.anchor.set(0, 0); LK.gui.topLeft.addChild(healthText); healthText.x = 120; // Offset from left edge var armorText = new Text2('Armor: 0', { size: 40, fill: 0x00FF00 }); armorText.anchor.set(0, 0); LK.gui.topLeft.addChild(armorText); armorText.x = 120; // Offset from left edge armorText.y = 45; // Below health text var waveText = new Text2('Wave: 1', { size: 40, fill: 0xFFD700 }); waveText.anchor.set(0.5, 0); LK.gui.top.addChild(waveText); var weaponLevelText = new Text2('Weapon Level: 1', { size: 40, fill: 0xFFFFFF }); weaponLevelText.anchor.set(1, 0); LK.gui.topRight.addChild(weaponLevelText); var weaponTypeText = new Text2('Blaster', { size: 40, fill: 0xFFFFFF }); weaponTypeText.anchor.set(1, 0); weaponTypeText.y = 45; // Position below weapon level text LK.gui.topRight.addChild(weaponTypeText); // Nova blade level text var novaBladeText = new Text2('', { size: 40, fill: 0xFF6600 }); novaBladeText.anchor.set(1, 0); novaBladeText.y = 90; // Position below weapon type text LK.gui.topRight.addChild(novaBladeText); // Score counter text var scoreText = new Text2('Score: 0', { size: 40, fill: 0xFF1493 // Bright pink color }); scoreText.anchor.set(1, 0); scoreText.y = 135; // Position below Nova blade level text LK.gui.topRight.addChild(scoreText); // Boss health bar (initially hidden) var bossHealthBar = new Text2('', { size: 35, fill: 0xFF4444 }); bossHealthBar.anchor.set(0.5, 0); LK.gui.top.addChild(bossHealthBar); bossHealthBar.y = 50; bossHealthBar.alpha = 0; // Hidden initially // Shield status text var shieldText = new Text2('', { size: 35, fill: 0x4444FF }); shieldText.anchor.set(0, 0); LK.gui.topLeft.addChild(shieldText); shieldText.x = 120; // Offset from left edge shieldText.y = 90; // Below armor text // Player will be initialized when game starts function spawnCreep() { var creep = new Creep(); // Spawn from random edge var side = Math.floor(Math.random() * 4); switch (side) { case 0: // Top creep.x = Math.random() * 2048; creep.y = -50; break; case 1: // Right creep.x = 2098; creep.y = Math.random() * 2732; break; case 2: // Bottom creep.x = Math.random() * 2048; creep.y = 2782; break; case 3: // Left creep.x = -50; creep.y = Math.random() * 2732; break; } creep.targetX = player.x; creep.targetY = player.y; creep.health += (currentWave - 1) * 20; // Scale health with wave (20 per wave) // Apply 50% health increase every 5th wave var healthMultiplier = 1 + Math.floor(currentWave / 5) * 0.5; creep.health = Math.floor(creep.health * healthMultiplier); creep.maxHealth = creep.health; // Apply speed increase - 1% for every 5th wave var speedMultiplier = 1 + Math.floor(currentWave / 5) * 0.01; // Apply extra 2% speed increase per wave after wave 15 if (currentWave > 15) { var extraSpeedMultiplier = 1 + (currentWave - 15) * 0.02; speedMultiplier *= extraSpeedMultiplier; } creep.speed = creep.speed * speedMultiplier; creeps.push(creep); game.addChild(creep); } function spawnEliteCreep() { var eliteCreep = new EliteCreep(); // Spawn from random edge var side = Math.floor(Math.random() * 4); switch (side) { case 0: // Top eliteCreep.x = Math.random() * 2048; eliteCreep.y = -50; break; case 1: // Right eliteCreep.x = 2098; eliteCreep.y = Math.random() * 2732; break; case 2: // Bottom eliteCreep.x = Math.random() * 2048; eliteCreep.y = 2782; break; case 3: // Left eliteCreep.x = -50; eliteCreep.y = Math.random() * 2732; break; } eliteCreep.targetX = player.x; eliteCreep.targetY = player.y; eliteCreep.health += (currentWave - 1) * 40; // Scale health with wave (40 per wave for elites) // Apply 50% health increase every 5th wave var healthMultiplier = 1 + Math.floor(currentWave / 5) * 0.5; eliteCreep.health = Math.floor(eliteCreep.health * healthMultiplier); eliteCreep.maxHealth = eliteCreep.health; // Apply speed increase - 1% for every 5th wave var speedMultiplier = 1 + Math.floor(currentWave / 5) * 0.01; // Apply extra 2% speed increase per wave after wave 15 if (currentWave > 15) { var extraSpeedMultiplier = 1 + (currentWave - 15) * 0.02; speedMultiplier *= extraSpeedMultiplier; } eliteCreep.speed = eliteCreep.speed * speedMultiplier; creeps.push(eliteCreep); game.addChild(eliteCreep); } function spawnSpecialCreep() { var specialCreep = new SpecialCreep(); // Spawn from random edge var side = Math.floor(Math.random() * 4); switch (side) { case 0: // Top specialCreep.x = Math.random() * 2048; specialCreep.y = -50; break; case 1: // Right specialCreep.x = 2098; specialCreep.y = Math.random() * 2732; break; case 2: // Bottom specialCreep.x = Math.random() * 2048; specialCreep.y = 2782; break; case 3: // Left specialCreep.x = -50; specialCreep.y = Math.random() * 2732; break; } specialCreep.targetX = player.x; specialCreep.targetY = player.y; specialCreep.health += (currentWave - 1) * 60; // Scale health with wave (60 per wave for special creeps) // Apply 50% health increase every 5th wave var healthMultiplier = 1 + Math.floor(currentWave / 5) * 0.5; specialCreep.health = Math.floor(specialCreep.health * healthMultiplier); specialCreep.maxHealth = specialCreep.health; // Apply speed increase - 1% for every 5th wave var speedMultiplier = 1 + Math.floor(currentWave / 5) * 0.01; // Apply extra 2% speed increase per wave after wave 15 if (currentWave > 15) { var extraSpeedMultiplier = 1 + (currentWave - 15) * 0.02; speedMultiplier *= extraSpeedMultiplier; } specialCreep.speed = specialCreep.speed * speedMultiplier; creeps.push(specialCreep); game.addChild(specialCreep); } function spawnBoss() { var boss = new BossCreep(); // Spawn from random edge var side = Math.floor(Math.random() * 4); switch (side) { case 0: // Top boss.x = Math.random() * 2048; boss.y = -75; break; case 1: // Right boss.x = 2123; boss.y = Math.random() * 2732; break; case 2: // Bottom boss.x = Math.random() * 2048; boss.y = 2807; break; case 3: // Left boss.x = -75; boss.y = Math.random() * 2732; break; } boss.targetX = player.x; boss.targetY = player.y; // Calculate boss health - starts at 12000, increases by 50% after first boss fight (wave 10) var bossNumber = Math.floor(currentWave / 10); if (bossNumber === 1) { // First boss fight on wave 10 boss.health = 12000; } else { // Every boss fight after wave 10 gets 50% more health than previous boss.health = 12000 * Math.pow(1.5, bossNumber - 1); } // Apply 50% health increase every 5th wave var healthMultiplier = 1 + Math.floor(currentWave / 5) * 0.5; boss.health = Math.floor(boss.health * healthMultiplier); boss.maxHealth = boss.health; currentBoss = boss; creeps.push(boss); game.addChild(boss); // Show boss health bar bossHealthBar.alpha = 1; tween(bossHealthBar, { scaleX: 1.1, scaleY: 1.1 }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { tween(bossHealthBar, { scaleX: 1.0, scaleY: 1.0 }, { duration: 200 }); } }); } function createExplosionEffect(x, y) { var explosion = LK.getAsset('explosion', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.1, scaleY: 0.1, alpha: 1.0, tint: 0xFF4400 // Orange flame color }); explosion.x = x; explosion.y = y; game.addChild(explosion); // Stage 1: Rapid expansion with orange flames tween(explosion, { scaleX: 2.0, scaleY: 2.0, tint: 0xFF6600, // Brighter orange alpha: 0.9 }, { duration: 150, easing: tween.easeOut, onFinish: function onFinish() { // Stage 2: Peak explosion with bright red tween(explosion, { scaleX: 3.0, scaleY: 3.0, tint: 0xFF0000, // Bright red alpha: 0.8 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { // Stage 3: Fade to dark red and shrink tween(explosion, { scaleX: 0.5, scaleY: 0.5, tint: 0x660000, // Dark red alpha: 0.0 }, { duration: 250, easing: tween.easeIn, onFinish: function onFinish() { explosion.destroy(); } }); } }); } }); } function dropPickup(x, y, isEliteCreep) { // Check for special 5th wave speed upgrade drop first var isFifthWave = currentWave % 5 === 0; if (isFifthWave && !fifthWaveSpeedUpgradeDropped && player.weaponUpgrades < 9) { // 50% chance for speed upgrade on 5th wave (only once per wave) if (Math.random() < 0.5) { var speedPickup = new Pickup('speed'); speedPickup.x = x; speedPickup.y = y; pickups.push(speedPickup); game.addChild(speedPickup); fifthWaveSpeedUpgradeDropped = true; return; // Exit early, no other drops this time } } // 25% chance to drop random upgrades (normal drops) if (Math.random() < 0.25) { var upgradeTypes = []; // Check wave-based upgrade limits var shieldDropsThisWave = waveUpgradeDrops.shield || 0; var weaponDropsThisWave = waveUpgradeDrops.weapon || 0; var speedDropsThisWave = waveUpgradeDrops.speed || 0; var armorDropsThisWave = waveUpgradeDrops.armor || 0; var healthDropsThisWave = waveUpgradeDrops.health || 0; // Shield upgrades: limited to 2 per wave with 15% drop chance if (shieldDropsThisWave < 2 && Math.random() < 0.15) { upgradeTypes.push('shield'); } // Speed upgrades now have 5% chance and only if player speed level is below 10 and limit 1 per wave if (player.weaponUpgrades < 9 && speedDropsThisWave < 1 && Math.random() < 0.05) { upgradeTypes.push('speed'); } // Only elite creeps and special creeps can drop health potions and armor upgrades, limited to 1 per wave each if (isEliteCreep) { if (healthDropsThisWave < 1 && Math.random() < 0.10) { upgradeTypes.push('health'); } if (armorDropsThisWave < 1 && Math.random() < 0.10) { upgradeTypes.push('armor'); } } // Only add damage upgrades if weapon has not reached maximum level and limit 2 per wave if (player.weaponUpgrades < 49 && weaponDropsThisWave < 2) { upgradeTypes.push('damage'); } // Only add novaBlade to upgrade types if weapon has reached maximum level (50) with 25% chance and limit 2 per wave if (player.weaponUpgrades >= 49 && weaponDropsThisWave < 2 && Math.random() < 0.25) { // weaponUpgrades is 0-based, so 49 = level 50 upgradeTypes.push('novaBlade'); } // Only proceed if we have upgrade types available if (upgradeTypes.length > 0) { var randomType = upgradeTypes[Math.floor(Math.random() * upgradeTypes.length)]; var pickup = new Pickup(randomType); pickup.x = x; pickup.y = y; pickups.push(pickup); game.addChild(pickup); // Track upgrade drops for this wave if (randomType === 'shield') { waveUpgradeDrops.shield = (waveUpgradeDrops.shield || 0) + 1; } else if (randomType === 'damage') { waveUpgradeDrops.weapon = (waveUpgradeDrops.weapon || 0) + 1; } else if (randomType === 'speed') { waveUpgradeDrops.speed = (waveUpgradeDrops.speed || 0) + 1; } else if (randomType === 'armor') { waveUpgradeDrops.armor = (waveUpgradeDrops.armor || 0) + 1; } else if (randomType === 'health') { waveUpgradeDrops.health = (waveUpgradeDrops.health || 0) + 1; } else if (randomType === 'novaBlade') { waveUpgradeDrops.weapon = (waveUpgradeDrops.weapon || 0) + 1; } } } } function startNextWave() { currentWave++; // Reset 5th wave speed upgrade flag for new wave fifthWaveSpeedUpgradeDropped = false; // Reset wave upgrade drop counters waveUpgradeDrops = {}; // Check if this is a boss wave (every 10th wave) if (currentWave % 10 === 0) { bossWave = true; creepsInWave = 0; // No regular creeps on boss waves eliteCreepsInWave = 0; // No elite creeps on boss waves specialCreepsInWave = 0; // No special creeps on boss waves } else { bossWave = false; creepsInWave = 8 + Math.floor(currentWave * 2.5); // More creeps per wave // Add 2 extra creeps for every wave after wave 1 if (currentWave > 1) { creepsInWave += 2; } eliteCreepsInWave = currentWave; // Number of elite creeps equals wave number // Special creeps spawn on waves 9, 19, 29, 39, etc. (one before each boss wave) if ((currentWave + 1) % 10 === 0 && currentWave >= 9) { // Calculate how many special creeps to spawn based on wave // Wave 9: 1 special creep, Wave 19: 2 special creeps, etc. specialCreepsInWave = Math.floor((currentWave + 1) / 10); } else { specialCreepsInWave = 0; } } creepsSpawned = 0; eliteCreepsSpawned = 0; specialCreepsSpawned = 0; waveCompleted = false; waveText.setText('Wave: ' + currentWave + (bossWave ? ' (BOSS)' : '')); } // Player movement variables var targetX = 1024; var targetY = 1366; var isMoving = false; game.down = function (x, y, obj) { if (!gameStarted) return; targetX = x; targetY = y; isMoving = true; }; game.move = function (x, y, obj) { if (!gameStarted) return; if (isMoving) { targetX = x; targetY = y; } }; game.up = function (x, y, obj) { if (!gameStarted) return; isMoving = false; }; game.update = function () { // Don't update game logic until game has started if (!gameStarted) return; // Process pickups FIRST to ensure upgrades always activate before any damage for (var i = pickups.length - 1; i >= 0; i--) { var pickup = pickups[i]; // Check pickup collection using both intersection and distance var dx = pickup.x - player.x; var dy = pickup.y - player.y; var distance = Math.sqrt(dx * dx + dy * dy); // Only player radius can pick up upgrades (Nova field does not interfere) var collected = pickup.intersects(player) || distance < 50; if (collected) { // Immediately activate upgrade effect and calculate points var pickupPoints = 150; // Default points switch (pickup.type) { case 'health': // Check if player is at full health before healing var wasAtFullHealth = player.health >= player.maxHealth; player.heal(50); // Boss health potions heal 50 hit points // Double points if player was at full health when picking up health potion if (wasAtFullHealth) { pickupPoints = 300; } break; case 'damage': player.addDamage(5); break; case 'speed': player.addSpeed(1); break; case 'shield': player.activateShield(); break; case 'armor': // Check if player is at full armor before adding armor var wasAtFullArmor = player.armor >= player.maxArmor; player.addArmor(10); // Armor upgrade gives 10 armor points // Double points if player was at full armor when picking up armor upgrade if (wasAtFullArmor) { pickupPoints = 300; } break; case 'novaBlade': player.activateNovaBlade(); break; } // Give points for collecting upgrades gameScore += pickupPoints; LK.setScore(LK.getScore() + pickupPoints); LK.getSound('pickup').play(); pickup.destroy(); pickups.splice(i, 1); } else if (pickup.lifetime <= 0) { pickup.destroy(); pickups.splice(i, 1); } } // Player movement if (isMoving) { var dx = targetX - player.x; var dy = targetY - player.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 25) { player.x += dx / distance * player.moveSpeed; player.y += dy / distance * player.moveSpeed; } } // Automatic shooting at closest creep if (creeps.length > 0 && player.canShoot()) { var closestCreep = null; var closestDistance = Infinity; for (var i = 0; i < creeps.length; i++) { var creep = creeps[i]; var dx = creep.x - player.x; var dy = creep.y - player.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < closestDistance) { closestDistance = distance; closestCreep = creep; } } if (closestCreep) { var shotBullets = player.shoot(closestCreep.x, closestCreep.y); if (shotBullets) { for (var k = 0; k < shotBullets.length; k++) { bullets.push(shotBullets[k]); game.addChild(shotBullets[k]); } } } } // Update shield system if (player.shieldActive) { player.shieldDuration--; if (player.shieldDuration <= 0 || player.shieldHealth <= 0) { player.shieldActive = false; player.shieldHealth = 0; player.shieldDuration = 0; if (player.shieldAura) { player.shieldAura.destroy(); player.shieldAura = null; } } else if (player.shieldAura) { // Animate shield aura player.shieldAura.rotation += 0.05; // Flash when shield is about to expire (last 5 seconds) if (player.shieldDuration < 300) { player.shieldAura.alpha = 0.3 + 0.3 * Math.sin(LK.ticks * 0.3); } } } // Update player health display healthText.setText('Health: ' + player.health); armorText.setText('Armor: ' + player.armor); // Display weapon level or max level indicator var weaponLevel = player.weaponUpgrades + 1; if (weaponLevel >= 50) { weaponLevelText.setText('Weapon Level: Max Level'); } else { weaponLevelText.setText('Weapon Level: ' + weaponLevel); } // Update weapon type display based on level var weaponLevel = player.weaponUpgrades + 1; var weaponType = 'Blaster'; if (weaponLevel >= 50) { weaponType = 'Hexa Shot'; } else if (weaponLevel >= 40) { weaponType = 'Penta Shot'; } else if (weaponLevel >= 30) { weaponType = 'Quad Shot'; } else if (weaponLevel >= 20) { weaponType = 'Triple Shot'; } else if (weaponLevel >= 10) { weaponType = 'Double Shot'; } weaponTypeText.setText(weaponType); // Update Nova blade level display if (player.novaBladeActive && player.novaBladeLevel > 0) { if (player.novaBladeLevel >= 50) { novaBladeText.setText('Nova Field Level Max Level'); } else { novaBladeText.setText('Nova Field Level ' + player.novaBladeLevel); } } else { novaBladeText.setText(''); } // Update score display scoreText.setText('Score: ' + gameScore); // Update shield display if (player.shieldActive) { var shieldTimeLeft = Math.ceil(player.shieldDuration / 60); shieldText.setText('Shield: ' + player.shieldHealth + '/' + player.shieldMaxHealth + ' (' + shieldTimeLeft + 's)'); } else { shieldText.setText(''); } // Update boss health bar if (currentBoss && bossHealthBar.alpha > 0) { var healthPercent = Math.round(currentBoss.health / currentBoss.maxHealth * 100); bossHealthBar.setText('BOSS: ' + currentBoss.health + '/' + currentBoss.maxHealth + ' (' + healthPercent + '%)'); } // Check game over if (player.health <= 0) { // Create explosion effect - player explodes in flames var playerGraphics = player.children[0]; // Get player graphics // Create flame explosion effect with multiple tween stages tween(playerGraphics, { scaleX: 2.0, scaleY: 2.0, tint: 0xFF4400, // Orange flame color alpha: 1.0 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { // Second stage - bright red explosion tween(playerGraphics, { scaleX: 3.0, scaleY: 3.0, tint: 0xFF0000, // Bright red alpha: 0.8 }, { duration: 150, easing: tween.easeOut, onFinish: function onFinish() { // Final stage - fade to black and shrink tween(playerGraphics, { scaleX: 0.1, scaleY: 0.1, tint: 0x000000, // Black alpha: 0.0 }, { duration: 300, easing: tween.easeInOut, onFinish: function onFinish() { // Show game over after explosion completes LK.showGameOver(); } }); } }); } }); return; } // Wave management if (!waveCompleted) { if (bossWave) { // Boss wave logic if (!currentBoss && creeps.length === 0) { spawnBoss(); } // Check if boss wave is complete if (currentBoss && creeps.length === 0) { waveCompleted = true; nextWaveTimer = 180; // 3 second break currentBoss = null; // Hide boss health bar tween(bossHealthBar, { alpha: 0 }, { duration: 500 }); } } else { // Regular wave logic // Spawn creeps if (creepsSpawned < creepsInWave || eliteCreepsSpawned < eliteCreepsInWave || specialCreepsSpawned < specialCreepsInWave) { spawnTimer++; if (spawnTimer >= 60) { // Spawn every second if (creepsSpawned < creepsInWave) { spawnCreep(); creepsSpawned++; } else if (eliteCreepsSpawned < eliteCreepsInWave) { spawnEliteCreep(); eliteCreepsSpawned++; } else if (specialCreepsSpawned < specialCreepsInWave) { spawnSpecialCreep(); specialCreepsSpawned++; } spawnTimer = 0; } } // Check if wave is complete if (creepsSpawned >= creepsInWave && eliteCreepsSpawned >= eliteCreepsInWave && specialCreepsSpawned >= specialCreepsInWave && creeps.length === 0) { waveCompleted = true; nextWaveTimer = 180; // 3 second break } } } else { nextWaveTimer--; if (nextWaveTimer <= 0) { startNextWave(); } } // Update boss bullets for (var i = bossBullets.length - 1; i >= 0; i--) { var bossBullet = bossBullets[i]; // Check if boss bullet is off screen if (bossBullet.x < -50 || bossBullet.x > 2098 || bossBullet.y < -50 || bossBullet.y > 2782) { bossBullet.destroy(); bossBullets.splice(i, 1); continue; } // Check boss bullet collision with player using base player radius only var bulletDx = bossBullet.x - player.x; var bulletDy = bossBullet.y - player.y; var bulletDistance = Math.sqrt(bulletDx * bulletDx + bulletDy * bulletDy); // Use player's base radius (55 pixels) regardless of Nova Field status if (bulletDistance < 55) { player.takeDamage(bossBullet.damage); bossBullet.destroy(); bossBullets.splice(i, 1); } } // Update bullets for (var i = bullets.length - 1; i >= 0; i--) { var bullet = bullets[i]; // Check if bullet is off screen if (bullet.x < -50 || bullet.x > 2098 || bullet.y < -50 || bullet.y > 2782) { bullet.destroy(); bullets.splice(i, 1); continue; } // Check bullet-creep collisions var hitCreep = false; for (var j = creeps.length - 1; j >= 0; j--) { var creep = creeps[j]; if (bullet.intersects(creep)) { var isDead = creep.takeDamage(bullet.damage); if (isDead) { // Create explosion effect at creep position createExplosionEffect(creep.x, creep.y); // Play explosion sound LK.getSound('explosion').play(); // Give points for killing creeps var scoreValue; if (creep instanceof BossCreep) { scoreValue = 10000; // High score for boss // Clean up spawned creeps when boss dies for (var spawnIdx = creep.spawnedCreeps.length - 1; spawnIdx >= 0; spawnIdx--) { var spawnedCreep = creep.spawnedCreeps[spawnIdx]; if (spawnedCreep) { // Find and remove from creeps array var creepIndex = creeps.indexOf(spawnedCreep); if (creepIndex !== -1) { spawnedCreep.destroy(); creeps.splice(creepIndex, 1); } } } // Boss drops one speed upgrade, one armor upgrade, one health potion upgrade, and one weapon upgrade var speedPickup = new Pickup('speed'); speedPickup.x = creep.x - 52.5; // Position far left with 35px spacing speedPickup.y = creep.y; pickups.push(speedPickup); game.addChild(speedPickup); var armorPickup = new Pickup('armor'); armorPickup.x = creep.x - 17.5; // Position left of center with 35px spacing armorPickup.y = creep.y; pickups.push(armorPickup); game.addChild(armorPickup); var healthPickup = new Pickup('health'); healthPickup.x = creep.x + 17.5; // Position right of center with 35px spacing healthPickup.y = creep.y; pickups.push(healthPickup); game.addChild(healthPickup); // Check player weapon level to determine weapon upgrade type var weaponPickup; if (player.weaponUpgrades >= 49) { // Replace weapon upgrade with nova blade upgrade if player is at level 50 weaponPickup = new Pickup('novaBlade'); } else { weaponPickup = new Pickup('damage'); } weaponPickup.x = creep.x + 52.5; // Position far right with 35px spacing weaponPickup.y = creep.y; pickups.push(weaponPickup); game.addChild(weaponPickup); } else if (creep instanceof SpecialCreep) { scoreValue = 300; // Higher score for special creeps } else if (creep instanceof EliteCreep) { scoreValue = 200; // Elite creep upgrade drop chance reset to 0% } else { scoreValue = 100; } gameScore += scoreValue; LK.setScore(LK.getScore() + scoreValue); if (!(creep instanceof BossCreep)) { dropPickup(creep.x, creep.y, creep instanceof EliteCreep || creep instanceof SpecialCreep); } creep.destroy(); creeps.splice(j, 1); } bullet.destroy(); bullets.splice(i, 1); hitCreep = true; break; } } } // Nova blade damage dealing if (player.novaBladeActive && LK.ticks - player.novaBladeLastActivation >= 300) { // Check if any aura is currently active by checking for expanding aura var playerChildren = player.children; var auraActive = false; for (var childIdx = 0; childIdx < playerChildren.length; childIdx++) { var child = playerChildren[childIdx]; // Check if this is an expanding aura (scale > 1.0 indicates expansion) if (child.tint === 0xFF6600 && child.scaleX > 1.0) { auraActive = true; var auraRadius = player.novaBladeProximity; // Use dynamic proximity range // Push all creeps away from player when Nova blade is active for (var creepIdx = creeps.length - 1; creepIdx >= 0; creepIdx--) { var creep = creeps[creepIdx]; var dx = creep.x - player.x; var dy = creep.y - player.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance <= auraRadius) { // Push creep away from player if (distance > 0) { var normalizedPushX = dx / distance; var normalizedPushY = dy / distance; var pushStrength = 50; // Strong push away from Nova blade tween(creep, { x: creep.x + normalizedPushX * pushStrength, y: creep.y + normalizedPushY * pushStrength }, { duration: 300, easing: tween.easeOut }); } var isDead = creep.takeDamage(25); // Fixed 25 damage if (isDead) { // Create explosion effect at creep position createExplosionEffect(creep.x, creep.y); // Play explosion sound LK.getSound('explosion').play(); // Give points for killing creeps with Nova blade var scoreValue; if (creep instanceof BossCreep) { scoreValue = 10000; // Clean up spawned creeps when boss dies for (var spawnIdx = creep.spawnedCreeps.length - 1; spawnIdx >= 0; spawnIdx--) { var spawnedCreep = creep.spawnedCreeps[spawnIdx]; if (spawnedCreep) { var creepIndex = creeps.indexOf(spawnedCreep); if (creepIndex !== -1) { spawnedCreep.destroy(); creeps.splice(creepIndex, 1); } } } // Boss drops one speed upgrade, one armor upgrade, one health potion upgrade, and one weapon upgrade var speedPickup = new Pickup('speed'); speedPickup.x = creep.x - 52.5; // Position far left with 35px spacing speedPickup.y = creep.y; pickups.push(speedPickup); game.addChild(speedPickup); var armorPickup = new Pickup('armor'); armorPickup.x = creep.x - 17.5; // Position left of center with 35px spacing armorPickup.y = creep.y; pickups.push(armorPickup); game.addChild(armorPickup); var healthPickup = new Pickup('health'); healthPickup.x = creep.x + 17.5; // Position right of center with 35px spacing healthPickup.y = creep.y; pickups.push(healthPickup); game.addChild(healthPickup); // Check player weapon level to determine weapon upgrade type var weaponPickup; if (player.weaponUpgrades >= 49) { // Replace weapon upgrade with nova blade upgrade if player is at level 50 weaponPickup = new Pickup('novaBlade'); } else { weaponPickup = new Pickup('damage'); } weaponPickup.x = creep.x + 52.5; // Position far right with 35px spacing weaponPickup.y = creep.y; pickups.push(weaponPickup); game.addChild(weaponPickup); } else if (creep instanceof SpecialCreep) { scoreValue = 300; // Higher score for special creeps } else if (creep instanceof EliteCreep) { scoreValue = 200; // Elite creep upgrade drop chance reset to 0% } else { scoreValue = 100; } gameScore += scoreValue; LK.setScore(LK.getScore() + scoreValue); if (!(creep instanceof BossCreep)) { dropPickup(creep.x, creep.y, creep instanceof EliteCreep || creep instanceof SpecialCreep); } creep.destroy(); creeps.splice(creepIdx, 1); } } } break; // Only process one active aura at a time } } } // Update creeps var _loop = function _loop() { creep = creeps[i]; // Check if creep reached player - adjust hit detection based on shield status canHitPlayer = false; // Always use distance-based hit detection for consistency dx = creep.x - player.x; dy = creep.y - player.y; distance = Math.sqrt(dx * dx + dy * dy); if (player.shieldActive) { // When shield is active, creeps can hit from slightly further away canHitPlayer = distance < 50; // Increased from 35 to 50 for better gameplay with shield } else { // Normal hit detection when no shield - increased threshold for easier creep hits canHitPlayer = distance < 85; // Increased from 70 to 85 for better gameplay } if (canHitPlayer) { if (!creep.hasReachedPlayer) { player.takeDamage(creep.damage); creep.hasReachedPlayer = true; // Calculate bump direction (away from creep) bumpDx = player.x - creep.x; bumpDy = player.y - creep.y; bumpDistance = Math.sqrt(bumpDx * bumpDx + bumpDy * bumpDy); if (bumpDistance > 0) { normalizedBumpX = bumpDx / bumpDistance; normalizedBumpY = bumpDy / bumpDistance; bumpStrength = 30; // How far to bump the player // Bump the player away from the creep tween(player, { x: player.x + normalizedBumpX * bumpStrength, y: player.y + normalizedBumpY * bumpStrength }, { duration: 200, easing: tween.easeOut }); } // Make player invincible and add red flicker effect if (!player.invincible) { var _flicker = function flicker() { flickerCount++; if (flickerCount <= maxFlickers && player.invincible) { var playerGraphics = player.children[0]; // Get player graphics tween(playerGraphics, { tint: 0xFF0000, alpha: 0.5 }, { duration: 50, onFinish: function onFinish() { tween(playerGraphics, { tint: 0xFFFFFF, alpha: 1.0 }, { duration: 50, onFinish: function onFinish() { if (flickerCount < maxFlickers && player.invincible) { _flicker(); } } }); } }); } }; player.invincible = true; player.invincibilityTimer = 30; // 0.5 seconds at 60fps // Create flickering red effect during invincibility flickerCount = 0; maxFlickers = 10; _flicker(); } } // Don't destroy creep - it stays alive after hitting player } }, creep, canHitPlayer, dx, dy, distance, bumpDx, bumpDy, bumpDistance, normalizedBumpX, normalizedBumpY, bumpStrength, flickerCount, maxFlickers; for (var i = creeps.length - 1; i >= 0; i--) { _loop(); } // Pickup processing moved to beginning of update loop };
===================================================================
--- original.js
+++ change.js
@@ -1779,9 +1779,9 @@
LK.getSound('explosion').play();
// Give points for killing creeps
var scoreValue;
if (creep instanceof BossCreep) {
- scoreValue = 1000; // High score for boss
+ scoreValue = 10000; // High score for boss
// Clean up spawned creeps when boss dies
for (var spawnIdx = creep.spawnedCreeps.length - 1; spawnIdx >= 0; spawnIdx--) {
var spawnedCreep = creep.spawnedCreeps[spawnIdx];
if (spawnedCreep) {
@@ -1883,9 +1883,9 @@
LK.getSound('explosion').play();
// Give points for killing creeps with Nova blade
var scoreValue;
if (creep instanceof BossCreep) {
- scoreValue = 1000;
+ scoreValue = 10000;
// Clean up spawned creeps when boss dies
for (var spawnIdx = creep.spawnedCreeps.length - 1; spawnIdx >= 0; spawnIdx--) {
var spawnedCreep = creep.spawnedCreeps[spawnIdx];
if (spawnedCreep) {
An space fighter jet viewed from the top. In-Game asset. 2d. High contrast. No shadows
An large circle of electric energy an circular force field shield. In-Game asset. 2d. High contrast. No shadows
An alien space mine that has spikes. In-Game asset. 2d. High contrast. No shadows
Alien mothership with spikes and glowing patterns and alien eye in middle. In-Game asset. 2d. High contrast. No shadows
an Symbol for an Shield Force shield of electric power. In-Game asset. 2d. High contrast. No shadows
An solid plasma ball of electrical force emanating power filled with reds yellows and green electric power. In-Game asset. 2d. High contrast. No shadows
Symbol for spaceship weapon upgrade with green arrow pointing up. In-Game asset. 2d. High contrast. No shadows
Alien spherical bullet with spikes emanating energy. In-Game asset. 2d. High contrast. No shadows
Symbol for a spaceship armor upgrade using an green arrow pointing up and white coloring. In-Game asset. 2d. High contrast. No shadows
symbol for spaceship speed upgrade increase. In-Game asset. 2d. High contrast. No shadows
Symbol for spaceship health increase with green arrow pointing up and red plus. In-Game asset. 2d. High contrast. No shadows
Symbol for space ship upgrade nova force field around it, with an white spaceship and orange electric circle surrounding it and an green arrow pointing up. In-Game asset. 2d. High contrast. No shadows
Symbol for an play button wide screen. In-Game asset. 2d. High contrast. No shadows
An alien space mine with spikes and red glowing center. In-Game asset. 2d. High contrast. No shadows
explosion in space. In-Game asset. 2d. High contrast. No shadows
Play again button. In-Game asset. 2d. High contrast. No shadows