User prompt
update Nova blade to push all creeps out of it's proximity when active ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
adjust nova blade to push out all creeps in it's emanating proximity away from player ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
adjust nova blade effect to not be able to collect upgrades in it's proximity only the player can collect upgrades with the players default proximity
User prompt
please change the Title of the game to Galaxy Of Terror
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please fix player is no longer responding to control input after meteorite asset
User prompt
please fix player movement input
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add new asset function Meteorite, Meteorites spawn randomly from the outer edges, shooting across the screen randomly in an straight line, an collision with the player does 100 damage points, an Meteor is slightly larger than the player and their movement speed varies from slow to fast randomly ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Adjust the upgrades dropped from the boss creep to not stack on each other but spaced out with proximity of 35 from each other ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
adjust the shield upgrades to continue to drop after reaching lvl 50 weapon upgrade randomly from creeps
User prompt
adjust the movement speed of the creeps and elite creeps to increase 1% after each 5th wave
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please fix when weapon upgrade reaches lvl 50 the elite creeps still drop weapon upgrades 50% chance, change it to when the weapon level reaches lvl 50 the elite creeps has an 50% chance to drop nova blade upgrades and no longer weapon upgrades
User prompt
adjust maximum nova blade level to level 50, indicate on top right corner when maximum level is reached
User prompt
please adjust the effect of the nova blade to start with an proximity range of 300 and increasing with every nova blade upgrade after that, the nova effect does damage to any creep in it's range of 25 hit points and knocks back one creep the closest creep in it's range 15 pixels away from the player ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
add visual asset for the nova blade effect on the player ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
please adjust when player reaches lvl 50 weapon upgrade the maximum, the weapon upgrade does not drop anymore from any creeps, the Nova blade upgrade can drop from creeps at this stage, once the Nova blade is collected indicate on top right corner below the weapon type the following "Nova blade level 1" each nova blade upgrade collected increases the proximity of the Nova effect around the player with 10 proximity ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
add asset nova blade
User prompt
When player reaches max level 50 weapon upgrade an new upgrade unlocks Nova blade that is dropped randomly from creeps, create new asset for the upgrade called Nova blade, it has an function to emanate an aura around the player with proximity 10 and expands to a proximity 300 dealing damage to all creeps it touches it activates every 5 seconds ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
player reaches maximum weapon level on level 50 , indicate weapon level as max level on top right corner when reach level 50
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decrease shield and weapon upgrade dropped from creeps by 10%
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increase the creep health increase on every 5th wave from 10% to 50%
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add function boss shoots burst of 3 large slow moving bullets every five seconds in an straight line towards the player, add asset boss bullet ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
increase the orbit radius of spawned creeps rotating around the boss from 300 to 600
User prompt
adjust, increase the proximity of the creeps rotating around the boss creep ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
adjust boss creep to have double health, and to spawn creeps out from its center every second that rotates around the boss creep with an far proximity from the boss creep ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
please adjust all creeps to have increased health every 5th wave count by 10%
/**** * 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 = 24000; // Double health for boss (60x increase) self.maxHealth = 24000; self.speed = 0.8; // Slower than elite creeps self.damage = 50; // 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.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 = 180; // 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; } // Spawn rotating creeps around boss every second (60 ticks) if (LK.ticks - self.lastSpawnTime >= 60) { 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 spawnedCreep.damage = 10; // Less damage than normal 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); } } // Boss bullet shooting every 5 seconds (300 ticks at 60fps) if (LK.ticks % 300 === 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; // Create 3 bullets in a burst pattern for (var bulletIndex = 0; bulletIndex < 3; bulletIndex++) { var bossBullet = new BossBullet(); bossBullet.x = self.x; bossBullet.y = self.y; // Slight angle variation for spread pattern var angleOffset = (bulletIndex - 1) * 0.2; // -0.2, 0, 0.2 radians 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; self.damage = 15; 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 > 15) { // Calculate avoidance force from other creeps var avoidanceX = 0; var avoidanceY = 0; var avoidanceRadius = 80; // 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 = 1.2; // Slower than regular creeps self.damage = 35; // 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 > 15) { // Calculate avoidance force from other creeps var avoidanceX = 0; var avoidanceY = 0; var avoidanceRadius = 120; // 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 = 'damageUpgrade'; // Reuse red upgrade for speed } else if (type === 'attackSpeed') { assetName = 'damageUpgrade'; // Reuse red upgrade for attack speed } else if (type === 'shield') { assetName = 'shieldUpgrade'; } else if (type === 'armor') { assetName = 'damageUpgrade'; // Reuse upgrade visual for armor } 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(self.maxArmor, 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); // 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; }); /**** * 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 })); 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 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; // UI Elements var healthText = new Text2('Health: 100', { size: 40, fill: 0xFFFFFF }); 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: 0xFFFFFF }); 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: 0xFFFFFF }); 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); // 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 // Initialize player player = game.addChild(new Player()); player.x = 1024; player.y = 1366; 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; 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; eliteCreep.speed = eliteCreep.speed * speedMultiplier; creeps.push(eliteCreep); game.addChild(eliteCreep); } 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 based on wave (doubles each boss wave) var bossNumber = Math.floor(currentWave / 10); boss.health = 24000 * Math.pow(2, 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 dropPickup(x, y) { if (Math.random() < 0.3) { // 30% chance to drop something (no health potions from regular creeps) var pickupType; var rand = Math.random(); // Check if player has reached max weapon level (50) for Nova blade drops if (player.weaponUpgrades >= 49) { // At max weapon level, Nova blade and shield upgrades can drop if (rand < 0.1) { // 10% chance to drop Nova blade when at max weapon level pickupType = 'novaBlade'; } else if (rand < 0.3) { // 20% chance to drop shield upgrade when at max weapon level pickupType = 'shield'; } else { // Speed upgrade for remaining chance pickupType = 'speed'; } } else if (rand < 0.25) { // Damage upgrade frequency decreased to 25% pickupType = 'damage'; } else if (rand < 0.45) { // Shield upgrade decreased to 20% pickupType = 'shield'; } else { // Speed upgrade increased to 55% pickupType = 'speed'; } var pickup = new Pickup(pickupType); pickup.x = x; pickup.y = y; pickups.push(pickup); game.addChild(pickup); } } function startNextWave() { currentWave++; // 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 } 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 } creepsSpawned = 0; eliteCreepsSpawned = 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) { targetX = x; targetY = y; isMoving = true; }; game.move = function (x, y, obj) { if (isMoving) { targetX = x; targetY = y; } }; game.up = function (x, y, obj) { isMoving = false; }; game.update = function () { // 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); // Check if Nova blade effect is active and if pickup is within its range var novaBladeBlocking = false; if (player.novaBladeActive) { var playerChildren = player.children; for (var childIdx = 0; childIdx < playerChildren.length; childIdx++) { var child = playerChildren[childIdx]; // Check if Nova blade aura is currently active (expanding) if (child.tint === 0xFF6600 && child.scaleX > 1.0) { var auraRadius = player.novaBladeProximity; if (distance <= auraRadius) { novaBladeBlocking = true; break; } } } } var collected = !novaBladeBlocking && (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': player.addArmor(50); // Boss armor upgrade gives 50 armor points 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 blade level Max Level'); } else { novaBladeText.setText('Nova blade level ' + player.novaBladeLevel); } } else { novaBladeText.setText(''); } // 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) { spawnTimer++; if (spawnTimer >= 60) { // Spawn every second if (creepsSpawned < creepsInWave) { spawnCreep(); creepsSpawned++; } else if (eliteCreepsSpawned < eliteCreepsInWave) { spawnEliteCreep(); eliteCreepsSpawned++; } spawnTimer = 0; } } // Check if wave is complete if (creepsSpawned >= creepsInWave && eliteCreepsSpawned >= eliteCreepsInWave && 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 if (bossBullet.intersects(player)) { 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) { // Give points for killing creeps var scoreValue; if (creep instanceof BossCreep) { scoreValue = 1000; // 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 on every 10th wave drops health potion and armor upgrade var healthPickup = new Pickup('health'); healthPickup.x = creep.x - 17.5; // Position left of center with 35px spacing healthPickup.y = creep.y; pickups.push(healthPickup); game.addChild(healthPickup); var armorPickup = new Pickup('armor'); armorPickup.x = creep.x + 17.5; // Position right of center with 35px spacing armorPickup.y = creep.y; pickups.push(armorPickup); game.addChild(armorPickup); } else if (creep instanceof EliteCreep) { scoreValue = 200; // Elite creeps have 50% chance to drop upgrades if (Math.random() < 0.5) { // Check if player has reached max weapon level (50) for Nova blade drops if (player.weaponUpgrades >= 49) { // At max weapon level, drop Nova blade instead of weapon upgrade var novaPickup = new Pickup('novaBlade'); novaPickup.x = creep.x; novaPickup.y = creep.y; pickups.push(novaPickup); game.addChild(novaPickup); } else { // Normal weapon upgrade drop var damagePickup = new Pickup('damage'); damagePickup.x = creep.x; damagePickup.y = creep.y; pickups.push(damagePickup); game.addChild(damagePickup); } } } else { scoreValue = 100; } gameScore += scoreValue; LK.setScore(LK.getScore() + scoreValue); if (!(creep instanceof BossCreep)) { dropPickup(creep.x, creep.y); } 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) { // Give points for killing creeps with Nova blade var scoreValue; if (creep instanceof BossCreep) { scoreValue = 1000; // 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 var healthPickup = new Pickup('health'); healthPickup.x = creep.x - 17.5; // Position left of center with 35px spacing healthPickup.y = creep.y; pickups.push(healthPickup); game.addChild(healthPickup); var armorPickup = new Pickup('armor'); armorPickup.x = creep.x + 17.5; // Position right of center with 35px spacing armorPickup.y = creep.y; pickups.push(armorPickup); game.addChild(armorPickup); } else if (creep instanceof EliteCreep) { scoreValue = 200; if (Math.random() < 0.5) { // Check if player has reached max weapon level (50) for Nova blade drops if (player.weaponUpgrades >= 49) { // At max weapon level, drop Nova blade instead of weapon upgrade var novaPickup = new Pickup('novaBlade'); novaPickup.x = creep.x; novaPickup.y = creep.y; pickups.push(novaPickup); game.addChild(novaPickup); } else { // Normal weapon upgrade drop var damagePickup = new Pickup('damage'); damagePickup.x = creep.x; damagePickup.y = creep.y; pickups.push(damagePickup); game.addChild(damagePickup); } } } else { scoreValue = 100; } gameScore += scoreValue; LK.setScore(LK.getScore() + scoreValue); if (!(creep instanceof BossCreep)) { dropPickup(creep.x, creep.y); } creep.destroy(); creeps.splice(creepIdx, 1); } } } // Disable pickup collection within Nova blade aura range during effect for (var pickupIdx = pickups.length - 1; pickupIdx >= 0; pickupIdx--) { var pickup = pickups[pickupIdx]; var pickupDx = pickup.x - player.x; var pickupDy = pickup.y - player.y; var pickupDistance = Math.sqrt(pickupDx * pickupDx + pickupDy * pickupDy); // Prevent pickup collection if within Nova blade effect range if (pickupDistance <= auraRadius) { // Disable magnetic pull effect during Nova blade aura pickup.lifetime = pickup.lifetime; // Just maintain lifetime without collection } } 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 must be much closer to hit canHitPlayer = distance < 15; // Very close hit distance when shield is active } else { // Normal hit detection when no shield - slightly increased threshold canHitPlayer = distance < 35; // Increased from 25 to 35 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 = 60; // 1 second 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
@@ -1457,15 +1457,28 @@
// 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
- // Damage all creeps within aura range and push them away
+ // 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) {
// Give points for killing creeps with Nova blade
var scoreValue;
@@ -1522,28 +1535,8 @@
dropPickup(creep.x, creep.y);
}
creep.destroy();
creeps.splice(creepIdx, 1);
- } else {
- // Creep survived - push it away from player
- if (distance > 0) {
- var pushDirectionX = dx / distance;
- var pushDirectionY = dy / distance;
- var pushForce = 150; // Strong push force
- var targetX = creep.x + pushDirectionX * pushForce;
- var targetY = creep.y + pushDirectionY * pushForce;
- // Ensure creeps stay within game bounds
- targetX = Math.max(50, Math.min(1998, targetX));
- targetY = Math.max(50, Math.min(2682, targetY));
- // Use tween to smoothly push creep away
- tween(creep, {
- x: targetX,
- y: targetY
- }, {
- duration: 300,
- easing: tween.easeOut
- });
- }
}
}
}
// Disable pickup collection within Nova blade aura range during effect
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