User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'toGlobal')' in or related to this line: 'var localPos = self.toLocal(obj.parent.toGlobal({' Line Number: 76
User prompt
make the bazooka click collision same as the bazooka shape
User prompt
make the bazooka to 100% shoot at enemy
User prompt
practice text to all capital
User prompt
change the practice mode text to practice
User prompt
move the practice mode to difficulty choosing
User prompt
make the enemy give no damage to player and NPC
User prompt
add practice mode
User prompt
MORE SPEED TO ENEMY BRUH
User prompt
make the impossible mode enemy speed to crazy SPEED like 20X
User prompt
tidy up the difficulty choosing
User prompt
add impossible difficulty and their function
User prompt
make the NPC shooting range more easier more far
User prompt
NPC shooting range is more difficult more near and more easier more far
User prompt
every difficulty have their own NPC speed more difficult more slow
User prompt
every difficulty have their own NPC shooting range
User prompt
make the bazooka chance balanced to 100
User prompt
NPC can dead because of bazooka in one hit
User prompt
add bazooka shoot at NPC chance in instruction text
User prompt
update bazooka chance instruction since now bazooka have chance to explode at NPC
User prompt
bazooka now have a chance to shoot at NPC
User prompt
every difficulty have their own NPC bullet
User prompt
npc have limited ammo and they can take supply for themselve (but still have more for player
User prompt
every difficulty have their own enemy health
User prompt
every difficulty have their own NPC health
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var AmmoBox = Container.expand(function () {
var self = Container.call(this);
var ammoGraphics = self.attachAsset('ammoBox', {
anchorX: 0.5,
anchorY: 0.5
});
self.ammoAmount = 15;
self.lifetime = 600; // 10 seconds at 60fps
self.update = function () {
self.lifetime--;
// Pulsing effect
ammoGraphics.alpha = 0.7 + Math.sin(self.lifetime * 0.2) * 0.3;
if (self.lifetime <= 0) {
return true; // Should be removed
}
return false;
};
return self;
});
var Bazooka = Container.expand(function () {
var self = Container.call(this);
var bazookaGraphics = self.attachAsset('bazooka', {
anchorX: 0.5,
anchorY: 0.5
});
self.ammo = 5;
self.maxAmmo = 5;
self.cooldown = 0;
self.lastX = 0;
self.lastY = 0;
self.update = function () {
self.lastX = self.x;
self.lastY = self.y;
// Reset bazooka usage flag
usingBazooka = false;
// Always ready to fire pulsing effect
bazookaGraphics.alpha = 0.8 + Math.sin(LK.ticks * 0.2) * 0.2;
};
self.down = function (x, y, obj) {
self.fireBazooka();
};
self.fireBazooka = function () {
// Get difficulty-based bazooka chances
var bazookaChances = [{
target: 0.85,
blank: 0.12,
explode: 0.03
},
// Easy: 85% target, 12% blank, 3% explode
{
target: 0.75,
blank: 0.15,
explode: 0.10
},
// Normal: 75% target, 15% blank, 10% explode
{
target: 0.65,
blank: 0.20,
explode: 0.15
},
// Hard: 65% target, 20% blank, 15% explode
{
target: 0.50,
blank: 0.25,
explode: 0.25
} // Nightmare: 50% target, 25% blank, 25% explode
];
var chances = bazookaChances[selectedDifficulty - 1];
// Random outcome based on difficulty
var randomOutcome = Math.random();
if (randomOutcome < chances.explode) {
// 10% chance: Self-explosion and death
// Create explosion at bazooka position
var explosion = LK.getAsset('explosion', {
anchorX: 0.5,
anchorY: 0.5
});
explosion.x = self.x;
explosion.y = self.y;
explosion.alpha = 0.8;
game.addChild(explosion);
// Animate explosion
tween(explosion, {
alpha: 0,
scaleX: 2,
scaleY: 2
}, {
duration: 500,
onFinish: function onFinish() {
explosion.destroy();
}
});
// Play explosion sound
LK.getSound('explosion').play();
// Kill player
if (player) {
player.takeDamage(player.health); // Deal enough damage to kill
}
// Flash effect
LK.effects.flashObject(self, 0xff0000, 300);
// Set bazooka usage flag
usingBazooka = true;
return;
} else if (randomOutcome < chances.explode + chances.blank) {
// 15% chance: Blank ammo (do nothing)
// Play a different sound or visual effect for blank
LK.getSound('bazookaShoot').play();
// Flash effect with different color
LK.effects.flashObject(self, 0x888888, 300);
// Create blank ammo text
var blankText = new Text2('blank ammo, try again', {
size: 40,
fill: 0xffffff
});
blankText.anchor.set(0.5, 0.5);
blankText.x = self.x;
blankText.y = self.y - 60;
game.addChild(blankText);
// Fade out blank text after 2 seconds
tween(blankText, {
alpha: 0
}, {
duration: 2000,
onFinish: function onFinish() {
blankText.destroy();
}
});
// Set bazooka usage flag
usingBazooka = true;
return;
}
// 75% chance: Normal behavior - target enemy
// Find nearest enemy to target
var nearestEnemy = null;
var nearestDistance = Infinity;
for (var i = 0; i < enemies.length; i++) {
var enemy = enemies[i];
var dx = enemy.x - self.x;
var dy = enemy.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < nearestDistance) {
nearestDistance = distance;
nearestEnemy = enemy;
}
}
// Target boss if no enemies or boss is closer
if (boss) {
var dx = boss.x - self.x;
var dy = boss.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (!nearestEnemy || distance < nearestDistance) {
nearestEnemy = boss;
nearestDistance = distance;
}
}
if (nearestEnemy) {
var bullet = new BazookaBullet();
bullet.x = self.x;
bullet.y = self.y;
var dx = nearestEnemy.x - self.x;
var dy = nearestEnemy.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 0) {
bullet.directionX = dx / distance;
bullet.directionY = dy / distance;
}
bazookaBullets.push(bullet);
game.addChild(bullet);
// Play bazooka sound
LK.getSound('bazookaShoot').play();
// Flash effect
LK.effects.flashObject(self, 0xff8800, 300);
// Set bazooka usage flag
usingBazooka = true;
}
};
self.addAmmo = function (amount) {
self.ammo = Math.min(self.maxAmmo, self.ammo + amount);
};
return self;
});
var BazookaBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('bazookaBullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 8;
self.damage = 200;
self.explosionRadius = 300;
self.directionX = 0;
self.directionY = 0;
self.lastX = 0;
self.lastY = 0;
self.update = function () {
self.lastX = self.x;
self.lastY = self.y;
self.x += self.directionX * self.speed;
self.y += self.directionY * self.speed;
// Remove if out of bounds
if (self.x < -50 || self.x > 2098 || self.y < -50 || self.y > 2782) {
return true; // Should be removed
}
return false;
};
self.explode = function () {
// Create explosion visual effect
var explosion = LK.getAsset('explosion', {
anchorX: 0.5,
anchorY: 0.5
});
explosion.x = self.x;
explosion.y = self.y;
explosion.alpha = 0.8;
game.addChild(explosion);
// Animate explosion
tween(explosion, {
alpha: 0,
scaleX: 2,
scaleY: 2
}, {
duration: 500,
onFinish: function onFinish() {
explosion.destroy();
}
});
// Play explosion sound
LK.getSound('explosion').play();
// Damage all enemies in radius
for (var i = 0; i < enemies.length; i++) {
var enemy = enemies[i];
var dx = enemy.x - self.x;
var dy = enemy.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance <= self.explosionRadius) {
enemy.takeDamage(self.damage);
}
}
// Damage boss if in radius
if (boss) {
var dx = boss.x - self.x;
var dy = boss.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance <= self.explosionRadius) {
boss.takeDamage(self.damage);
}
}
};
return self;
});
var Boss = Container.expand(function () {
var self = Container.call(this);
var bossGraphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 3,
scaleY: 3,
tint: 0x800080
});
// Apply difficulty-based boss health values
var difficultyBossHealth = [50000, 100000, 150000, 200000]; // Easy, Normal, Hard, Nightmare
var bossHealth = difficultyBossHealth[selectedDifficulty - 1];
self.health = bossHealth;
self.maxHealth = bossHealth;
self.speed = 4;
self.damage = 50;
self.attackCooldown = 0;
self.lastX = 0;
self.lastY = 0;
self.lastPlayerDistance = 1000;
self.update = function () {
self.lastX = self.x;
self.lastY = self.y;
if (self.attackCooldown > 0) {
self.attackCooldown--;
}
// Find nearest NPC first, then player
var targetEntity = null;
var nearestDistance = Infinity;
// Check NPCs first (priority targets)
for (var k = 0; k < npcs.length; k++) {
var npc = npcs[k];
var dx = npc.x - self.x;
var dy = npc.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < nearestDistance) {
nearestDistance = distance;
targetEntity = npc;
}
}
// If no NPCs found or player is closer, target player
if (player) {
var dx = player.x - self.x;
var dy = player.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (!targetEntity || distance < nearestDistance) {
nearestDistance = distance;
targetEntity = player;
}
}
// Move towards target entity
if (targetEntity) {
var dx = targetEntity.x - self.x;
var dy = targetEntity.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 0) {
self.x += dx / distance * self.speed;
self.y += dy / distance * self.speed;
}
// Attack if close enough
var currentDistance = distance;
if (currentDistance < 100 && self.attackCooldown <= 0) {
targetEntity.takeDamage(self.damage);
self.attackCooldown = 60;
}
self.lastPlayerDistance = currentDistance;
}
};
self.takeDamage = function (amount) {
self.health -= amount;
LK.effects.flashObject(self, 0xffffff, 200);
if (self.health <= 0) {
return true; // Boss died
}
return false;
};
return self;
});
var Bullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 12;
self.damage = 100; // Ensure one-hit kills
self.directionX = 0;
self.directionY = 0;
self.lastX = 0;
self.lastY = 0;
self.update = function () {
self.lastX = self.x;
self.lastY = self.y;
self.x += self.directionX * self.speed;
self.y += self.directionY * self.speed;
// Remove if out of bounds
if (self.x < -50 || self.x > 2098 || self.y < -50 || self.y > 2782) {
return true; // Should be removed
}
return false;
};
return self;
});
var DifficultySelectionScreen = Container.expand(function () {
var self = Container.call(this);
// Dark background
var background = self.attachAsset('menuBackground', {
x: 0,
y: 0
});
// Blood moon effect in top right
var moon = self.attachAsset('moonGlow', {
x: 1600,
y: 300,
alpha: 0.7,
anchorX: 0.5,
anchorY: 0.5
});
// Main title
var titleText = new Text2('CHOOSE DIFFICULTY', {
size: 80,
fill: 0xFF4444,
align: 'center'
});
titleText.anchor.set(0.5, 0.5);
titleText.x = 1024;
titleText.y = 600;
self.addChild(titleText);
// Easy
var easyText = new Text2('EASY', {
size: 60,
fill: 0x00FF00,
align: 'center'
});
easyText.anchor.set(0.5, 0.5);
easyText.x = 1024;
easyText.y = 900;
self.addChild(easyText);
var easyDesc = new Text2('Slower enemies, more resources', {
size: 50,
fill: 0xCCCCCC,
align: 'center'
});
easyDesc.anchor.set(0.5, 0.5);
easyDesc.x = 1024;
easyDesc.y = 980;
self.addChild(easyDesc);
// Normal
var normalText = new Text2('NORMAL', {
size: 60,
fill: 0xFFFF00,
align: 'center'
});
normalText.anchor.set(0.5, 0.5);
normalText.x = 1024;
normalText.y = 1200;
self.addChild(normalText);
var normalDesc = new Text2('Balanced challenge', {
size: 50,
fill: 0xCCCCCC,
align: 'center'
});
normalDesc.anchor.set(0.5, 0.5);
normalDesc.x = 1024;
normalDesc.y = 1280;
self.addChild(normalDesc);
// Hard
var hardText = new Text2('HARD', {
size: 60,
fill: 0xFF8800,
align: 'center'
});
hardText.anchor.set(0.5, 0.5);
hardText.x = 1024;
hardText.y = 1500;
self.addChild(hardText);
var hardDesc = new Text2('Faster enemies, less resources', {
size: 50,
fill: 0xCCCCCC,
align: 'center'
});
hardDesc.anchor.set(0.5, 0.5);
hardDesc.x = 1024;
hardDesc.y = 1580;
self.addChild(hardDesc);
// Nightmare
var nightmareText = new Text2('NIGHTMARE', {
size: 60,
fill: 0xFF0000,
align: 'center'
});
nightmareText.anchor.set(0.5, 0.5);
nightmareText.x = 1024;
nightmareText.y = 1800;
self.addChild(nightmareText);
var nightmareDesc = new Text2('For the truly insane', {
size: 50,
fill: 0xCCCCCC,
align: 'center'
});
nightmareDesc.anchor.set(0.5, 0.5);
nightmareDesc.x = 1024;
nightmareDesc.y = 1880;
self.addChild(nightmareDesc);
// Selection instruction
var selectText = new Text2('TAP TO SELECT DIFFICULTY', {
size: 40,
fill: 0xFF6666,
align: 'center'
});
selectText.anchor.set(0.5, 0.5);
selectText.x = 1024;
selectText.y = 2100;
self.addChild(selectText);
// Pulsing effect
self.pulseTimer = 0;
self.update = function () {
self.pulseTimer += 0.1;
selectText.alpha = 0.5 + Math.sin(self.pulseTimer) * 0.3;
moon.alpha = 0.5 + Math.sin(self.pulseTimer * 0.5) * 0.2;
};
// Handle difficulty selection
self.down = function (x, y, obj) {
var selectedDifficulty = 2; // Default to normal
if (y > 800 && y < 1100) {
selectedDifficulty = 1; // Easy
} else if (y > 1100 && y < 1400) {
selectedDifficulty = 2; // Normal
} else if (y > 1400 && y < 1700) {
selectedDifficulty = 3; // Hard
} else if (y > 1700 && y < 2000) {
selectedDifficulty = 4; // Nightmare
}
self.destroy();
startGameWithModeAndDifficulty(selectedGameMode, selectedDifficulty);
};
return self;
});
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.health = 50; // Will be one-shot by 100 damage bullets
self.speed = 8;
self.damage = 20;
self.attackCooldown = 0;
self.lastX = 0;
self.lastY = 0;
self.lastPlayerDistance = 1000;
self.update = function () {
self.lastX = self.x;
self.lastY = self.y;
if (self.attackCooldown > 0) {
self.attackCooldown--;
}
// Find nearest NPC first, then player
var targetEntity = null;
var nearestDistance = Infinity;
// Check NPCs first (priority targets)
for (var k = 0; k < npcs.length; k++) {
var npc = npcs[k];
var dx = npc.x - self.x;
var dy = npc.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < nearestDistance) {
nearestDistance = distance;
targetEntity = npc;
}
}
// If no NPCs found or player is closer, target player
if (player) {
var dx = player.x - self.x;
var dy = player.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (!targetEntity || distance < nearestDistance) {
nearestDistance = distance;
targetEntity = player;
}
}
// Move towards target entity
if (targetEntity) {
var dx = targetEntity.x - self.x;
var dy = targetEntity.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 0) {
self.x += dx / distance * self.speed;
self.y += dy / distance * self.speed;
}
// Attack if close enough
var currentDistance = distance;
if (currentDistance < 50 && self.attackCooldown <= 0) {
targetEntity.takeDamage(self.damage);
self.attackCooldown = 60;
}
self.lastPlayerDistance = currentDistance;
}
};
self.takeDamage = function (amount) {
self.health -= amount;
LK.effects.flashObject(self, 0xffffff, 200);
if (self.health <= 0) {
return true; // Enemy died
}
return false;
};
return self;
});
var HealthPack = Container.expand(function () {
var self = Container.call(this);
var healthGraphics = self.attachAsset('healthPack', {
anchorX: 0.5,
anchorY: 0.5
});
self.healAmount = 30;
self.lifetime = 600; // 10 seconds at 60fps
self.update = function () {
self.lifetime--;
// Pulsing effect
healthGraphics.alpha = 0.7 + Math.sin(self.lifetime * 0.2) * 0.3;
if (self.lifetime <= 0) {
return true; // Should be removed
}
return false;
};
return self;
});
var MenuScreen = Container.expand(function () {
var self = Container.call(this);
// Dark background
var background = self.attachAsset('menuBackground', {
x: 0,
y: 0
});
// Blood moon effect in top right
var moon = self.attachAsset('moonGlow', {
x: 1600,
y: 300,
alpha: 0.7,
anchorX: 0.5,
anchorY: 0.5
});
// Blood splatter decorations
var splatter1 = self.attachAsset('bloodSplatter', {
x: 200,
y: 500,
alpha: 0.6,
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.8,
scaleY: 1.2
});
var splatter2 = self.attachAsset('bloodSplatter', {
x: 1700,
y: 1800,
alpha: 0.4,
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.5,
scaleY: 0.7
});
// Main title
var titleText = new Text2('NIGHT OF THE\nMASSACRE 3', {
size: 120,
fill: 0xFF4444,
align: 'center'
});
titleText.anchor.set(0.5, 0.5);
titleText.x = 1024;
titleText.y = 800;
self.addChild(titleText);
// Subtitle
var subtitleText = new Text2('BLOOD MOON RISING', {
size: 60,
fill: 0xFFFFFF,
align: 'center'
});
subtitleText.anchor.set(0.5, 0.5);
subtitleText.x = 1024;
subtitleText.y = 1000;
self.addChild(subtitleText);
// Start instruction
var startText = new Text2('TAP ANYWHERE TO BEGIN', {
size: 40,
fill: 0xCCCCCC,
align: 'center'
});
startText.anchor.set(0.5, 0.5);
startText.x = 1024;
startText.y = 1800;
self.addChild(startText);
// Pulsing effect for start text
self.pulseTimer = 0;
self.update = function () {
self.pulseTimer += 0.1;
startText.alpha = 0.5 + Math.sin(self.pulseTimer) * 0.3;
// Subtle moon glow animation
moon.alpha = 0.5 + Math.sin(self.pulseTimer * 0.5) * 0.2;
};
// Handle tap to start
self.down = function (x, y, obj) {
// Transition to game (this will be handled by destroying menu and starting game)
self.destroy();
startGame();
};
return self;
});
var ModeSelectionScreen = Container.expand(function () {
var self = Container.call(this);
// Dark background
var background = self.attachAsset('menuBackground', {
x: 0,
y: 0
});
// Blood moon effect in top right
var moon = self.attachAsset('moonGlow', {
x: 1600,
y: 300,
alpha: 0.7,
anchorX: 0.5,
anchorY: 0.5
});
// Main title
var titleText = new Text2('CHOOSE YOUR NIGHTMARE', {
size: 80,
fill: 0xFF4444,
align: 'center'
});
titleText.anchor.set(0.5, 0.5);
titleText.x = 1024;
titleText.y = 600;
self.addChild(titleText);
// Mode 1 - Classic Survival
var mode1Text = new Text2('CLASSIC SURVIVAL', {
size: 60,
fill: 0xFFFFFF,
align: 'center'
});
mode1Text.anchor.set(0.5, 0.5);
mode1Text.x = 1024;
mode1Text.y = 1000;
self.addChild(mode1Text);
var mode1Desc = new Text2('Survive until dawn with limited resources', {
size: 50,
fill: 0xCCCCCC,
align: 'center'
});
mode1Desc.anchor.set(0.5, 0.5);
mode1Desc.x = 1024;
mode1Desc.y = 1080;
self.addChild(mode1Desc);
// Mode 2 - Endless Nightmare
var mode2Text = new Text2('ENDLESS NIGHTMARE', {
size: 60,
fill: 0xFFFFFF,
align: 'center'
});
mode2Text.anchor.set(0.5, 0.5);
mode2Text.x = 1024;
mode2Text.y = 1300;
self.addChild(mode2Text);
var mode2Desc = new Text2('Face endless waves of increasing horror', {
size: 50,
fill: 0xCCCCCC,
align: 'center'
});
mode2Desc.anchor.set(0.5, 0.5);
mode2Desc.x = 1024;
mode2Desc.y = 1380;
self.addChild(mode2Desc);
// Mode 3 - Blood Eclipse
var mode3Text = new Text2('BLOOD ECLIPSE', {
size: 60,
fill: 0xFFFFFF,
align: 'center'
});
mode3Text.anchor.set(0.5, 0.5);
mode3Text.x = 1024;
mode3Text.y = 1600;
self.addChild(mode3Text);
var mode3Desc = new Text2('Ultimate challenge with eclipse phases', {
size: 50,
fill: 0xCCCCCC,
align: 'center'
});
mode3Desc.anchor.set(0.5, 0.5);
mode3Desc.x = 1024;
mode3Desc.y = 1680;
self.addChild(mode3Desc);
// Back instruction
var backText = new Text2('TAP TO SELECT MODE', {
size: 40,
fill: 0xFF6666,
align: 'center'
});
backText.anchor.set(0.5, 0.5);
backText.x = 1024;
backText.y = 2000;
self.addChild(backText);
// Pulsing effect
self.pulseTimer = 0;
self.update = function () {
self.pulseTimer += 0.1;
backText.alpha = 0.5 + Math.sin(self.pulseTimer) * 0.3;
moon.alpha = 0.5 + Math.sin(self.pulseTimer * 0.5) * 0.2;
};
// Handle mode selection
self.down = function (x, y, obj) {
selectedGameMode = 1;
if (y > 1200 && y < 1400) {
selectedGameMode = 2; // Endless Nightmare
} else if (y > 1500 && y < 1700) {
selectedGameMode = 3; // Blood Eclipse
}
self.destroy();
showDifficultySelection();
};
return self;
});
var NPC = Container.expand(function () {
var self = Container.call(this);
var npcGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5,
tint: 0x00ff00
});
// Apply difficulty-based health values
var difficultyHealthValues = [120, 80, 60, 40]; // Easy, Normal, Hard, Nightmare
var baseHealth = difficultyHealthValues[selectedDifficulty - 1];
self.health = baseHealth;
self.maxHealth = baseHealth;
// Apply difficulty-based speed values - more difficult = slower NPCs
var difficultySpeedValues = [8, 6, 4, 3]; // Easy, Normal, Hard, Nightmare
self.speed = difficultySpeedValues[selectedDifficulty - 1];
self.ammo = 20; // NPCs start with limited ammo
self.maxAmmo = 25; // Maximum ammo NPCs can carry
self.shootCooldown = 0;
self.lastX = 0;
self.lastY = 0;
self.lastPlayerDistance = 1000;
self.update = function () {
self.lastX = self.x;
self.lastY = self.y;
if (self.shootCooldown > 0) {
self.shootCooldown--;
}
// Find nearest enemy to move towards
var nearestEnemy = null;
var nearestDistance = Infinity;
for (var i = 0; i < enemies.length; i++) {
var enemy = enemies[i];
var dx = enemy.x - self.x;
var dy = enemy.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < nearestDistance) {
nearestDistance = distance;
nearestEnemy = enemy;
}
}
// Also consider boss
if (boss) {
var dx = boss.x - self.x;
var dy = boss.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (!nearestEnemy || distance < nearestDistance) {
nearestEnemy = boss;
nearestDistance = distance;
}
}
// Calculate repulsion force from other NPCs to maintain distance
var repulsionX = 0;
var repulsionY = 0;
var minNPCDistance = 80; // Minimum distance to maintain from other NPCs
for (var k = 0; k < npcs.length; k++) {
var otherNPC = npcs[k];
if (otherNPC !== self) {
var dx = self.x - otherNPC.x;
var dy = self.y - otherNPC.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < minNPCDistance && distance > 0) {
// Apply repulsion force (stronger when closer)
var repulsionStrength = (minNPCDistance - distance) / minNPCDistance;
repulsionX += dx / distance * repulsionStrength * 3;
repulsionY += dy / distance * repulsionStrength * 3;
}
}
}
// Move towards nearest enemy
if (nearestEnemy && nearestDistance > 100) {
var dx = nearestEnemy.x - self.x;
var dy = nearestEnemy.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 0) {
// Combine enemy attraction with NPC repulsion
var moveX = dx / distance * self.speed + repulsionX;
var moveY = dy / distance * self.speed + repulsionY;
self.x += moveX;
self.y += moveY;
}
} else if (repulsionX !== 0 || repulsionY !== 0) {
// If no enemy target, just apply repulsion
self.x += repulsionX;
self.y += repulsionY;
}
// Keep NPC in bounds
if (self.x < 40) self.x = 40;
if (self.x > 2008) self.x = 2008;
if (self.y < 40) self.y = 40;
if (self.y > 2692) self.y = 2692;
// Auto-shoot at enemies
if (self.shootCooldown <= 0) {
self.shootAtEnemies();
}
};
self.shootAtEnemies = function () {
// Difficulty-based shooting ranges
var difficultyShootingRanges = [300, 400, 500, 600]; // Easy, Normal, Hard, Nightmare
var shootingRange = difficultyShootingRanges[selectedDifficulty - 1];
// Find nearest enemy
var nearestEnemy = null;
var nearestDistance = Infinity;
for (var i = 0; i < enemies.length; i++) {
var enemy = enemies[i];
var dx = enemy.x - self.x;
var dy = enemy.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < nearestDistance && distance < shootingRange) {
// Only shoot at enemies within difficulty-based shooting range
nearestDistance = distance;
nearestEnemy = enemy;
}
}
// Also consider boss
if (boss) {
var dx = boss.x - self.x;
var dy = boss.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if ((!nearestEnemy || distance < nearestDistance) && distance < shootingRange) {
nearestEnemy = boss;
nearestDistance = distance;
}
}
// Shoot at nearest enemy only if we have ammo
if (nearestEnemy && self.ammo > 0) {
var bullet = new NPCBullet();
bullet.x = self.x;
bullet.y = self.y;
var dx = nearestEnemy.x - self.x;
var dy = nearestEnemy.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 0) {
bullet.directionX = dx / distance;
bullet.directionY = dy / distance;
}
npcBullets.push(bullet);
game.addChild(bullet);
self.ammo--; // Consume ammo
self.shootCooldown = 30; // Slower than player
LK.getSound('shoot').play();
}
};
self.addAmmo = function (amount) {
self.ammo = Math.min(self.maxAmmo, self.ammo + amount);
};
self.takeDamage = function (amount) {
self.health -= amount;
LK.effects.flashObject(self, 0xff0000, 300);
if (self.health <= 0) {
return true; // NPC died
}
return false;
};
return self;
});
var NPCBullet = Container.expand(function () {
var self = Container.call(this);
// Difficulty-based bullet properties
var difficultyAssets = ['npcBulletEasy', 'npcBulletNormal', 'npcBulletHard', 'npcBulletNightmare'];
var difficultyProps = [{
speed: 10,
damage: 80,
color: 0x00ff88
},
// Easy: slower, less damage
{
speed: 12,
damage: 100,
color: 0x88ff00
},
// Normal: standard
{
speed: 14,
damage: 120,
color: 0xffaa00
},
// Hard: faster, more damage
{
speed: 16,
damage: 140,
color: 0xff4400
} // Nightmare: fastest, most damage
];
var props = difficultyProps[selectedDifficulty - 1];
var assetId = difficultyAssets[selectedDifficulty - 1];
var bulletGraphics = self.attachAsset(assetId, {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = props.speed;
self.damage = props.damage;
self.directionX = 0;
self.directionY = 0;
self.lastX = 0;
self.lastY = 0;
self.update = function () {
self.lastX = self.x;
self.lastY = self.y;
self.x += self.directionX * self.speed;
self.y += self.directionY * self.speed;
// Remove if out of bounds
if (self.x < -50 || self.x > 2098 || self.y < -50 || self.y > 2782) {
return true; // Should be removed
}
return false;
};
return self;
});
var Player = Container.expand(function () {
var self = Container.call(this);
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
self.health = 100;
self.maxHealth = 100;
self.ammo = 30;
self.maxAmmo = 30;
self.speed = 8;
self.shootCooldown = 0;
self.lastX = 0;
self.lastY = 0;
self.update = function () {
self.lastX = self.x;
self.lastY = self.y;
if (self.shootCooldown > 0) {
self.shootCooldown--;
}
// Keep player in bounds
if (self.x < 40) self.x = 40;
if (self.x > 2008) self.x = 2008;
if (self.y < 40) self.y = 40;
if (self.y > 2692) self.y = 2692;
};
self.takeDamage = function (amount) {
self.health -= amount;
if (self.health <= 0) {
self.health = 0;
LK.showGameOver();
}
LK.effects.flashObject(self, 0xff0000, 500);
};
self.heal = function (amount) {
self.health = Math.min(self.maxHealth, self.health + amount);
};
self.addAmmo = function (amount) {
self.ammo = Math.min(self.maxAmmo, self.ammo + amount);
};
self.canShoot = function () {
return self.ammo > 0 && self.shootCooldown <= 0;
};
self.shoot = function () {
if (self.canShoot()) {
self.ammo--;
self.shootCooldown = 15;
return true;
}
return false;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x0400ff
});
/****
* Game Code
****/
var menuScreen = null;
var modeSelectionScreen = null;
var difficultySelectionScreen = null;
var gameStarted = false;
var selectedGameMode = 1;
var selectedDifficulty = 2; // 1=easy, 2=normal, 3=hard, 4=nightmare
// Game variables
var player = null;
var enemies = [];
var bullets = [];
var npcBullets = [];
var bazookaBullets = [];
var bazooka = null;
var healthPacks = [];
var ammoBoxes = [];
var boss = null;
var bossSpawned = false;
var npcs = [];
var gameTimer = 0;
var enemySpawnTimer = 0;
var waveNumber = 1;
var enemiesKilled = 0;
var survivalTime = 0;
var eclipsePhase = 0; // 0=normal, 1=blood moon, 2=eclipse
var eclipseTimer = 0;
var usingBazooka = false;
// UI elements
var healthText = null;
var ammoText = null;
var waveText = null;
var timeText = null;
var eclipseText = null;
var bossHealthText = null;
var bazookaInstructionText = null;
function startGame() {
// Show mode selection screen instead of starting game directly
showModeSelection();
}
function showMenu() {
if (!menuScreen) {
menuScreen = new MenuScreen();
game.addChild(menuScreen);
LK.playMusic('menumusic');
}
}
function showModeSelection() {
if (!modeSelectionScreen) {
modeSelectionScreen = new ModeSelectionScreen();
game.addChild(modeSelectionScreen);
LK.playMusic('menumusic');
}
}
function showDifficultySelection() {
if (!difficultySelectionScreen) {
difficultySelectionScreen = new DifficultySelectionScreen();
game.addChild(difficultySelectionScreen);
LK.playMusic('menumusic');
}
}
function startGameWithMode(mode) {
selectedGameMode = mode;
gameStarted = true;
initializeGame();
}
function startGameWithModeAndDifficulty(mode, difficulty) {
selectedGameMode = mode;
selectedDifficulty = difficulty;
gameStarted = true;
initializeGame();
}
function initializeGame() {
// Clear game state
enemies = [];
bullets = [];
npcBullets = [];
bazookaBullets = [];
healthPacks = [];
ammoBoxes = [];
npcs = [];
boss = null;
bossSpawned = false;
gameTimer = 0;
enemySpawnTimer = 0;
waveNumber = 1;
enemiesKilled = 0;
survivalTime = 0;
eclipsePhase = 0;
eclipseTimer = 0;
// Create player
player = new Player();
player.x = 1024;
player.y = 1366;
game.addChild(player);
// Create bazooka
bazooka = new Bazooka();
bazooka.x = 1024;
bazooka.y = 2000;
game.addChild(bazooka);
// Create UI
healthText = new Text2('Health: 100', {
size: 40,
fill: 0x00ff00
});
healthText.x = 150;
healthText.y = 150;
LK.gui.topLeft.addChild(healthText);
ammoText = new Text2('Ammo: 30', {
size: 40,
fill: 0xffff00
});
ammoText.x = 150;
ammoText.y = 200;
LK.gui.topLeft.addChild(ammoText);
timeText = new Text2('Time: 0:00', {
size: 40,
fill: 0xffffff
});
timeText.anchor.set(1, 0);
timeText.x = -50;
timeText.y = 150;
LK.gui.topRight.addChild(timeText);
if (selectedGameMode === 3) {
eclipseText = new Text2('Phase: Normal', {
size: 40,
fill: 0xff6666
});
eclipseText.anchor.set(1, 0);
eclipseText.x = -50;
eclipseText.y = 200;
LK.gui.topRight.addChild(eclipseText);
}
// Spawn 10 NPCs at game start
for (var i = 0; i < 10; i++) {
spawnNPC();
}
// Create bazooka instruction text
bazookaInstructionText = new Text2('BAZOOKA, CLICK TO LAUNCH', {
size: 50,
fill: 0xffaa00
});
bazookaInstructionText.anchor.set(0.5, 0);
bazookaInstructionText.x = bazooka.x;
bazookaInstructionText.y = bazooka.y + 30;
game.addChild(bazookaInstructionText);
// Create bazooka description text with difficulty-based percentages
var bazookaChances = [{
target: 85,
blank: 12,
explode: 3
},
// Easy
{
target: 75,
blank: 15,
explode: 10
},
// Normal
{
target: 65,
blank: 20,
explode: 15
},
// Hard
{
target: 50,
blank: 25,
explode: 25
} // Nightmare
];
var chances = bazookaChances[selectedDifficulty - 1];
var bazookaDescriptionText = new Text2(chances.target + '% target enemy, ' + chances.blank + '% blank ammo, ' + chances.explode + '% self explode', {
size: 40,
fill: 0xffcc66
});
bazookaDescriptionText.anchor.set(0.5, 0);
bazookaDescriptionText.x = bazooka.x;
bazookaDescriptionText.y = bazooka.y + 80;
game.addChild(bazookaDescriptionText);
// Fade out instruction text after 3 seconds
tween(bazookaInstructionText, {
alpha: 0
}, {
duration: 3000,
onFinish: function onFinish() {
if (bazookaInstructionText) {
bazookaInstructionText.destroy();
bazookaInstructionText = null;
}
}
});
// Fade out description text after 3 seconds
tween(bazookaDescriptionText, {
alpha: 0
}, {
duration: 3000,
onFinish: function onFinish() {
if (bazookaDescriptionText) {
bazookaDescriptionText.destroy();
bazookaDescriptionText = null;
}
}
});
// Start background music
LK.playMusic('bgmusic');
}
function spawnEnemy() {
var enemy = new Enemy();
// Spawn from random edge
var edge = Math.floor(Math.random() * 4);
switch (edge) {
case 0:
// Top
enemy.x = Math.random() * 2048;
enemy.y = -30;
break;
case 1:
// Right
enemy.x = 2078;
enemy.y = Math.random() * 2732;
break;
case 2:
// Bottom
enemy.x = Math.random() * 2048;
enemy.y = 2762;
break;
case 3:
// Left
enemy.x = -30;
enemy.y = Math.random() * 2732;
break;
}
// Apply difficulty-based health, speed and damage values
var difficultyMultipliers = [{
health: 35,
// Easy: 35 health
speed: 0.8,
damage: 0.7
},
// Easy
{
health: 50,
// Normal: 50 health (default)
speed: 1.0,
damage: 1.0
},
// Normal
{
health: 75,
// Hard: 75 health
speed: 1.2,
damage: 1.3
},
// Hard
{
health: 100,
// Nightmare: 100 health
speed: 1.4,
damage: 1.6
} // Nightmare
];
var multiplier = difficultyMultipliers[selectedDifficulty - 1];
enemy.health = multiplier.health;
enemy.speed *= multiplier.speed;
enemy.damage = Math.floor(enemy.damage * multiplier.damage);
// Adjust enemy stats based on mode and wave
if (selectedGameMode === 2) {
// Endless Nightmare
enemy.health += waveNumber * 10;
enemy.speed += waveNumber * 0.3;
enemy.damage += waveNumber * 5;
} else if (selectedGameMode === 3) {
// Blood Eclipse
enemy.health += waveNumber * 15;
enemy.speed += waveNumber * 0.5;
enemy.damage += waveNumber * 8;
if (eclipsePhase === 1) {
// Blood moon
enemy.health *= 1.5;
enemy.speed *= 1.3;
} else if (eclipsePhase === 2) {
// Eclipse
enemy.health *= 2;
enemy.speed *= 1.5;
enemy.damage *= 1.5;
}
}
enemies.push(enemy);
game.addChild(enemy);
}
function spawnHealthPack() {
var healthPack = new HealthPack();
healthPack.x = 100 + Math.random() * 1848;
healthPack.y = 100 + Math.random() * 2532;
healthPacks.push(healthPack);
game.addChild(healthPack);
}
function spawnAmmoBox() {
var ammoBox = new AmmoBox();
ammoBox.x = 100 + Math.random() * 1848;
ammoBox.y = 100 + Math.random() * 2532;
ammoBoxes.push(ammoBox);
game.addChild(ammoBox);
}
function spawnNPC() {
var npc = new NPC();
// Spawn near player but not too close
var angle = Math.random() * Math.PI * 2;
var distance = 150 + Math.random() * 100; // 150-250 pixels from player
npc.x = player.x + Math.cos(angle) * distance;
npc.y = player.y + Math.sin(angle) * distance;
// Keep in bounds
if (npc.x < 40) npc.x = 40;
if (npc.x > 2008) npc.x = 2008;
if (npc.y < 40) npc.y = 40;
if (npc.y > 2692) npc.y = 2692;
npcs.push(npc);
game.addChild(npc);
}
function spawnBoss() {
boss = new Boss();
boss.x = 1024;
boss.y = 100;
bossSpawned = true;
game.addChild(boss);
// Create boss health UI
bossHealthText = new Text2('BOSS: 100000 / 100000', {
size: 50,
fill: 0xff0000
});
bossHealthText.anchor.set(0.5, 0);
LK.gui.top.addChild(bossHealthText);
}
function fireBullet(targetX, targetY) {
if (player && player.shoot() && !usingBazooka) {
var bullet = new Bullet();
bullet.x = player.x;
bullet.y = player.y;
// Find nearest enemy to target
var nearestEnemy = null;
var nearestDistance = Infinity;
for (var i = 0; i < enemies.length; i++) {
var enemy = enemies[i];
var dx = enemy.x - player.x;
var dy = enemy.y - player.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < nearestDistance) {
nearestDistance = distance;
nearestEnemy = enemy;
}
}
// If we found an enemy, target it; otherwise use tap location
var dx, dy, distance;
if (nearestEnemy) {
dx = nearestEnemy.x - player.x;
dy = nearestEnemy.y - player.y;
} else {
dx = targetX - player.x;
dy = targetY - player.y;
}
distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 0) {
bullet.directionX = dx / distance;
bullet.directionY = dy / distance;
}
bullets.push(bullet);
game.addChild(bullet);
// Play shooting sound
LK.getSound('shoot').play();
}
}
function updateGameMode() {
gameTimer++;
survivalTime = Math.floor(gameTimer / 60);
// Spawn boss at 06:00 (360 seconds) - but not in endless nightmare mode
if (survivalTime >= 360 && !bossSpawned && selectedGameMode !== 2) {
spawnBoss();
}
// Mode specific logic
if (selectedGameMode === 1) {
// Classic Survival
// Win condition: survive 5 minutes
if (survivalTime >= 300) {
LK.showYouWin();
return;
}
// Spawn enemies based on time
if (gameTimer % Math.max(30, 120 - survivalTime) === 0) {
spawnEnemy();
}
// Spawn resources occasionally (adjusted by difficulty)
var resourceMultipliers = [0.7, 1.0, 1.4, 2.0]; // Easy, Normal, Hard, Nightmare
var resourceDelay = resourceMultipliers[selectedDifficulty - 1];
if (gameTimer % Math.floor(600 * resourceDelay) === 0) spawnHealthPack();
if (gameTimer % Math.floor(900 * resourceDelay) === 0) spawnAmmoBox();
// NPCs already spawned at game start - no additional spawning needed
} else if (selectedGameMode === 2) {
// Endless Nightmare
// New wave every 30 seconds
var newWave = Math.floor(survivalTime / 30) + 1;
if (newWave > waveNumber) {
waveNumber = newWave;
}
// Spawn enemies more frequently as waves progress
var spawnRate = Math.max(10, 60 - waveNumber * 3);
if (gameTimer % spawnRate === 0) {
spawnEnemy();
}
// Spawn resources based on wave (adjusted by difficulty)
var resourceMultipliers = [0.7, 1.0, 1.4, 2.0]; // Easy, Normal, Hard, Nightmare
var resourceDelay = resourceMultipliers[selectedDifficulty - 1];
if (gameTimer % Math.floor((600 - waveNumber * 20) * resourceDelay) === 0) spawnHealthPack();
if (gameTimer % Math.floor((900 - waveNumber * 30) * resourceDelay) === 0) spawnAmmoBox();
// NPCs already spawned at game start - no additional spawning needed
} else if (selectedGameMode === 3) {
// Blood Eclipse
eclipseTimer++;
// Eclipse phases: 90s normal, 60s blood moon, 30s eclipse, repeat
var cycleTime = eclipseTimer % (180 * 60); // 3 minutes cycle
if (cycleTime < 90 * 60) {
eclipsePhase = 0; // Normal
} else if (cycleTime < 150 * 60) {
eclipsePhase = 1; // Blood moon
} else {
eclipsePhase = 2; // Eclipse
}
// Spawn rate increases with phase
var spawnRate = [60, 30, 15][eclipsePhase];
if (gameTimer % spawnRate === 0) {
spawnEnemy();
}
// Resources spawn less during eclipse phases (adjusted by difficulty)
var resourceRate = [600, 800, 1200][eclipsePhase];
var resourceMultipliers = [0.7, 1.0, 1.4, 2.0]; // Easy, Normal, Hard, Nightmare
var adjustedRate = Math.floor(resourceRate * resourceMultipliers[selectedDifficulty - 1]);
if (gameTimer % adjustedRate === 0) spawnHealthPack();
if (gameTimer % Math.floor(adjustedRate * 1.5) === 0) spawnAmmoBox();
// NPCs already spawned at game start - no additional spawning needed
}
}
function updateUI() {
if (healthText) {
healthText.setText('Health: ' + player.health);
healthText.fill = player.health > 30 ? 0x00ff00 : 0xff0000;
}
if (ammoText) {
ammoText.setText('Ammo: ' + player.ammo);
ammoText.fill = player.ammo > 5 ? 0xffff00 : 0xff0000;
}
if (timeText) {
var minutes = Math.floor(survivalTime / 60);
var seconds = survivalTime % 60;
timeText.setText('Time: ' + minutes + ':' + (seconds < 10 ? '0' : '') + seconds);
}
if (eclipseText && selectedGameMode === 3) {
var phases = ['Normal', 'Blood Moon', 'Eclipse'];
eclipseText.setText('Phase: ' + phases[eclipsePhase]);
eclipseText.fill = [0xffffff, 0xff6666, 0x660000][eclipsePhase];
}
if (bossHealthText && boss) {
bossHealthText.setText('BOSS: ' + boss.health + ' / ' + boss.maxHealth);
}
}
// Show menu on game start
showMenu();
game.down = function (x, y, obj) {
if (gameStarted && player) {
fireBullet(x, y);
}
};
game.move = function (x, y, obj) {
if (gameStarted && player) {
player.x = x;
player.y = y;
}
};
game.update = function () {
if (!gameStarted) {
return;
}
if (!player) return;
// Update game mode logic
updateGameMode();
// Update enemies
for (var i = enemies.length - 1; i >= 0; i--) {
enemies[i].update();
// Check if enemy should be removed
if (enemies[i].health <= 0) {
enemies[i].destroy();
enemies.splice(i, 1);
enemiesKilled++;
}
}
// Update NPCs
for (var i = npcs.length - 1; i >= 0; i--) {
var npc = npcs[i];
npc.update();
// Check if NPC died
if (npc.health <= 0) {
npc.destroy();
npcs.splice(i, 1);
continue;
}
// Check NPC-enemy collisions (enemies can attack NPCs)
for (var j = 0; j < enemies.length; j++) {
var enemy = enemies[j];
var dx = enemy.x - npc.x;
var dy = enemy.y - npc.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 50 && enemy.attackCooldown <= 0) {
npc.takeDamage(enemy.damage);
enemy.attackCooldown = 60;
break;
}
}
// Check NPC-boss collision
if (boss) {
var dx = boss.x - npc.x;
var dy = boss.y - npc.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 100 && boss.attackCooldown <= 0) {
npc.takeDamage(boss.damage);
boss.attackCooldown = 60;
}
}
}
// Update boss
if (boss) {
boss.update();
// Check if boss died
if (boss.health <= 0) {
boss.destroy();
boss = null;
bossSpawned = false;
if (bossHealthText) {
bossHealthText.destroy();
bossHealthText = null;
}
LK.showGameOver();
}
}
// Update bullets
for (var i = bullets.length - 1; i >= 0; i--) {
var bullet = bullets[i];
var shouldRemove = bullet.update();
if (shouldRemove) {
bullet.destroy();
bullets.splice(i, 1);
continue;
}
// Check bullet-enemy collisions
for (var j = enemies.length - 1; j >= 0; j--) {
if (bullet.intersects(enemies[j])) {
var enemyDied = enemies[j].takeDamage(bullet.damage);
bullet.destroy();
bullets.splice(i, 1);
if (enemyDied) {
enemies[j].destroy();
enemies.splice(j, 1);
enemiesKilled++;
}
break;
}
}
// Check bullet-boss collision
if (boss && bullet.intersects(boss)) {
var bossDied = boss.takeDamage(bullet.damage);
bullet.destroy();
bullets.splice(i, 1);
if (bossDied) {
boss.destroy();
boss = null;
bossSpawned = false;
if (bossHealthText) {
bossHealthText.destroy();
bossHealthText = null;
}
LK.showGameOver();
}
break;
}
}
// Update NPC bullets
for (var i = npcBullets.length - 1; i >= 0; i--) {
var bullet = npcBullets[i];
var shouldRemove = bullet.update();
if (shouldRemove) {
bullet.destroy();
npcBullets.splice(i, 1);
continue;
}
// Check NPC bullet-enemy collisions
for (var j = enemies.length - 1; j >= 0; j--) {
if (bullet.intersects(enemies[j])) {
var enemyDied = enemies[j].takeDamage(bullet.damage);
bullet.destroy();
npcBullets.splice(i, 1);
if (enemyDied) {
enemies[j].destroy();
enemies.splice(j, 1);
enemiesKilled++;
}
break;
}
}
// Check NPC bullet-boss collision
if (boss && bullet.intersects(boss)) {
var bossDied = boss.takeDamage(bullet.damage);
bullet.destroy();
npcBullets.splice(i, 1);
if (bossDied) {
boss.destroy();
boss = null;
bossSpawned = false;
if (bossHealthText) {
bossHealthText.destroy();
bossHealthText = null;
}
LK.showGameOver();
}
break;
}
}
// Update bazooka bullets
for (var i = bazookaBullets.length - 1; i >= 0; i--) {
var bullet = bazookaBullets[i];
var shouldRemove = bullet.update();
if (shouldRemove) {
bullet.explode();
bullet.destroy();
bazookaBullets.splice(i, 1);
continue;
}
// Check bazooka bullet-enemy collisions
for (var j = enemies.length - 1; j >= 0; j--) {
if (bullet.intersects(enemies[j])) {
bullet.explode();
bullet.destroy();
bazookaBullets.splice(i, 1);
break;
}
}
// Check bazooka bullet-boss collision
if (boss && bullet.intersects(boss)) {
bullet.explode();
bullet.destroy();
bazookaBullets.splice(i, 1);
break;
}
}
// Update bazooka
if (bazooka) {
bazooka.update();
}
// Update health packs
for (var i = healthPacks.length - 1; i >= 0; i--) {
var pack = healthPacks[i];
var shouldRemove = pack.update();
if (shouldRemove) {
pack.destroy();
healthPacks.splice(i, 1);
continue;
}
// Check player collision
if (player.intersects(pack)) {
player.heal(pack.healAmount);
LK.getSound('heal').play();
pack.destroy();
healthPacks.splice(i, 1);
}
}
// Update ammo boxes
for (var i = ammoBoxes.length - 1; i >= 0; i--) {
var box = ammoBoxes[i];
var shouldRemove = box.update();
if (shouldRemove) {
box.destroy();
ammoBoxes.splice(i, 1);
continue;
}
var collected = false;
// Check player collision first (priority)
if (player.intersects(box)) {
player.addAmmo(box.ammoAmount);
LK.getSound('ammo').play();
box.destroy();
ammoBoxes.splice(i, 1);
collected = true;
}
// Check NPC collisions if not collected by player and NPC needs ammo
if (!collected) {
for (var k = 0; k < npcs.length; k++) {
var npc = npcs[k];
if (npc.intersects(box) && npc.ammo < npc.maxAmmo - 5) {
// NPCs only take if they really need ammo (leave some for player)
npc.addAmmo(Math.floor(box.ammoAmount * 0.6)); // NPCs get 60% of ammo amount
LK.getSound('ammo').play();
box.destroy();
ammoBoxes.splice(i, 1);
collected = true;
break;
}
}
}
}
// Update UI
updateUI();
}; ===================================================================
--- original.js
+++ change.js
@@ -787,9 +787,11 @@
var difficultyHealthValues = [120, 80, 60, 40]; // Easy, Normal, Hard, Nightmare
var baseHealth = difficultyHealthValues[selectedDifficulty - 1];
self.health = baseHealth;
self.maxHealth = baseHealth;
- self.speed = 6;
+ // Apply difficulty-based speed values - more difficult = slower NPCs
+ var difficultySpeedValues = [8, 6, 4, 3]; // Easy, Normal, Hard, Nightmare
+ self.speed = difficultySpeedValues[selectedDifficulty - 1];
self.ammo = 20; // NPCs start with limited ammo
self.maxAmmo = 25; // Maximum ammo NPCs can carry
self.shootCooldown = 0;
self.lastX = 0;