User prompt
make the NPC chasing for medkit or bullet if there is one
User prompt
NPC need to take bullet or medkit if there are one
User prompt
put the boss at 06:00
User prompt
if there is medkit and ammo, NPC must go to take it quickly
Code edit (1 edits merged)
Please save this source code
User prompt
appear boss at 00:01 for testing
User prompt
make the bullet go toward enemy
User prompt
impossible mode enemy will one hit to kill player
User prompt
after 3s YOU DAMNED appear, make the game over
User prompt
after 5s YOU DAMNED appear, its game over
User prompt
add last timer and how many enemy the player kills after 2s the YOU DAMNED appear ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
destroy player when YOU DAMNED screen
User prompt
destroy NPC, enemy, and killer after YOU DAMNED SCREEN
User prompt
dont let anything moved when YOU DAMNED SCREEN ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
when dead, delay 10s before game over to make YOU DAMNED and add how much time you alive and how much enemy killed ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
if the boss dead, its YOU WIN
User prompt
destroy skip cutscene text and button after tap to continue appear
User prompt
make the skip button gone after the cutscene
User prompt
make the skip button bigger (its too small)
User prompt
move the skip button to right below
User prompt
the cutscene button gone after tap to continue appear
User prompt
add skip buttone for cutscene
User prompt
add a cutscene about the survivor found this weapons: assault rifle, knife, bazooka ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
fix a bug where the bazooka chance information didnt synced with the new bazooka chance
User prompt
add bazooka chance info
/****
* 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 () {
// Find nearest enemy to target first
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;
}
}
// Create bullet
var bullet = new BazookaBullet();
bullet.x = self.x;
bullet.y = self.y;
if (nearestEnemy) {
// Target the enemy
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;
}
} else {
// No enemy found - fire randomly
var randomAngle = Math.random() * Math.PI * 2;
bullet.directionX = Math.cos(randomAngle);
bullet.directionY = Math.sin(randomAngle);
}
// Practice mode: 100% normal firing behavior
if (selectedGameMode === 4) {
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;
return;
}
// Get difficulty-based bazooka chances for other modes
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
{
target: 0.30,
blank: 0.30,
explode: 0.40
} // Impossible: 30% target, 30% blank, 40% explode
];
var chances = bazookaChances[selectedDifficulty - 1];
// Random outcome based on difficulty
var randomOutcome = Math.random();
if (randomOutcome < chances.explode) {
// 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) {
// 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;
}
// Normal behavior - fire bazooka
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, 300000]; // Easy, Normal, Hard, Nightmare, Impossible
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) {
// Practice mode: boss does no damage
if (selectedGameMode === 4) {
// No damage in practice mode
} else {
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 = 500;
self.addChild(titleText);
// Practice Mode
var practiceText = new Text2('PRACTICE', {
size: 60,
fill: 0x00FFFF,
align: 'center'
});
practiceText.anchor.set(0.5, 0.5);
practiceText.x = 1024;
practiceText.y = 750;
self.addChild(practiceText);
var practiceDesc = new Text2('Learn the game with no pressure', {
size: 50,
fill: 0xCCCCCC,
align: 'center'
});
practiceDesc.anchor.set(0.5, 0.5);
practiceDesc.x = 1024;
practiceDesc.y = 830;
self.addChild(practiceDesc);
// Easy
var easyText = new Text2('EASY', {
size: 60,
fill: 0x00FF00,
align: 'center'
});
easyText.anchor.set(0.5, 0.5);
easyText.x = 1024;
easyText.y = 1000;
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 = 1080;
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 = 1250;
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 = 1330;
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 = 1750;
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 = 1830;
self.addChild(nightmareDesc);
// Impossible
var impossibleText = new Text2('IMPOSSIBLE', {
size: 60,
fill: 0x660066,
align: 'center'
});
impossibleText.anchor.set(0.5, 0.5);
impossibleText.x = 1024;
impossibleText.y = 2000;
self.addChild(impossibleText);
var impossibleDesc = new Text2('Death awaits all who dare', {
size: 50,
fill: 0xCCCCCC,
align: 'center'
});
impossibleDesc.anchor.set(0.5, 0.5);
impossibleDesc.x = 1024;
impossibleDesc.y = 2080;
self.addChild(impossibleDesc);
// 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 = 2300;
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 difficultyToSet = 2; // Default to normal
if (y > 700 && y < 900) {
// Practice mode - set to easy difficulty but with practice mode flag
selectedGameMode = 4;
selectedDifficulty = 1;
self.destroy();
showWeaponsCutscene();
return;
} else if (y > 950 && y < 1150) {
difficultyToSet = 1; // Easy
} else if (y > 1200 && y < 1400) {
difficultyToSet = 2; // Normal
} else if (y > 1450 && y < 1650) {
difficultyToSet = 3; // Hard
} else if (y > 1700 && y < 1900) {
difficultyToSet = 4; // Nightmare
} else if (y > 1950 && y < 2150) {
difficultyToSet = 5; // Impossible
}
selectedDifficulty = difficultyToSet;
self.destroy();
showWeaponsCutscene();
};
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) {
// Practice mode: enemies do no damage
if (selectedGameMode === 4) {
// No damage in practice mode
} else {
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 = 2200;
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; // Default to Classic Survival
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
});
var knifeGraphics = self.attachAsset('knife', {
anchorX: 0.5,
anchorY: 1.0,
x: 25,
y: -10
});
// Apply difficulty-based health values
var difficultyHealthValues = [120, 80, 60, 40, 25]; // Easy, Normal, Hard, Nightmare, Impossible
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, 2, 0.8]; // Easy, Normal, Hard, Nightmare, Impossible (0.1X speed)
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.meleeRange = 60; // Range for knife attacks
// Apply difficulty-based knife damage - harder difficulty = less knife damage
var difficultyKnifeDamage = [120, 80, 60, 40, 20]; // Easy, Normal, Hard, Nightmare, Impossible
self.meleeDamage = difficultyKnifeDamage[selectedDifficulty - 1];
self.meleeAttackCooldown = 0; // Cooldown for melee attacks
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--;
}
if (self.meleeAttackCooldown > 0) {
self.meleeAttackCooldown--;
}
// 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;
}
// Try melee attack first if enemy is close enough
var meleeTargetFound = false;
if (self.meleeAttackCooldown <= 0) {
// Check for enemies in melee range
for (var m = 0; m < enemies.length; m++) {
var enemy = enemies[m];
var dx = enemy.x - self.x;
var dy = enemy.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance <= self.meleeRange) {
// Practice mode: NPCs do no damage
if (selectedGameMode === 4) {
// No damage in practice mode
} else {
enemy.takeDamage(self.meleeDamage);
}
LK.effects.flashObject(self, 0xffffff, 200);
self.meleeAttackCooldown = 45; // Slower than shooting
meleeTargetFound = true;
break;
}
}
// Check boss in melee range
if (!meleeTargetFound && boss) {
var dx = boss.x - self.x;
var dy = boss.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance <= self.meleeRange) {
// Practice mode: NPCs do no damage
if (selectedGameMode === 4) {
// No damage in practice mode
} else {
boss.takeDamage(self.meleeDamage);
}
LK.effects.flashObject(self, 0xffffff, 200);
self.meleeAttackCooldown = 45;
meleeTargetFound = true;
}
}
}
// Auto-shoot at enemies if no melee target and have ammo
if (!meleeTargetFound && self.shootCooldown <= 0) {
self.shootAtEnemies();
}
};
self.shootAtEnemies = function () {
// 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) {
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;
}
}
// 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', 'npcBulletImpossible'];
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
{
speed: 18,
damage: 160,
color: 0x660066
} // Impossible: insanely fast, devastating 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;
});
var WeaponsCutscene = Container.expand(function () {
var self = Container.call(this);
// Dark background
var background = self.attachAsset('menuBackground', {
x: 0,
y: 0
});
// Title text
var titleText = new Text2('WEAPONS FOUND', {
size: 100,
fill: 0xff4444,
align: 'center'
});
titleText.anchor.set(0.5, 0.5);
titleText.x = 1024;
titleText.y = 400;
self.addChild(titleText);
// Subtitle
var subtitleText = new Text2('The survivor discovers powerful weapons', {
size: 60,
fill: 0xffffff,
align: 'center'
});
subtitleText.anchor.set(0.5, 0.5);
subtitleText.x = 1024;
subtitleText.y = 520;
self.addChild(subtitleText);
// Assault Rifle
var assaultRifle = self.attachAsset('assaultRifle', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: 800,
alpha: 0
});
var rifleText = new Text2('ASSAULT RIFLE', {
size: 50,
fill: 0xffff00,
align: 'center'
});
rifleText.anchor.set(0.5, 0.5);
rifleText.x = 1024;
rifleText.y = 880;
rifleText.alpha = 0;
self.addChild(rifleText);
var rifleDesc = new Text2('Rapid fire weapon for long range combat', {
size: 40,
fill: 0xcccccc,
align: 'center'
});
rifleDesc.anchor.set(0.5, 0.5);
rifleDesc.x = 1024;
rifleDesc.y = 930;
rifleDesc.alpha = 0;
self.addChild(rifleDesc);
// Knife
var knife = self.attachAsset('knife', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: 1200,
alpha: 0
});
var knifeText = new Text2('COMBAT KNIFE', {
size: 50,
fill: 0x00ff00,
align: 'center'
});
knifeText.anchor.set(0.5, 0.5);
knifeText.x = 1024;
knifeText.y = 1280;
knifeText.alpha = 0;
self.addChild(knifeText);
var knifeDesc = new Text2('Silent melee weapon for close combat', {
size: 40,
fill: 0xcccccc,
align: 'center'
});
knifeDesc.anchor.set(0.5, 0.5);
knifeDesc.x = 1024;
knifeDesc.y = 1330;
knifeDesc.alpha = 0;
self.addChild(knifeDesc);
// Bazooka
var bazooka = self.attachAsset('bazooka', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: 1600,
alpha: 0
});
var bazookaText = new Text2('BAZOOKA', {
size: 50,
fill: 0xff8800,
align: 'center'
});
bazookaText.anchor.set(0.5, 0.5);
bazookaText.x = 1024;
bazookaText.y = 1680;
bazookaText.alpha = 0;
self.addChild(bazookaText);
var bazookaDesc = new Text2('Heavy explosive launcher with area damage', {
size: 40,
fill: 0xcccccc,
align: 'center'
});
bazookaDesc.anchor.set(0.5, 0.5);
bazookaDesc.x = 1024;
bazookaDesc.y = 1730;
bazookaDesc.alpha = 0;
self.addChild(bazookaDesc);
// Continue text
var continueText = new Text2('TAP TO CONTINUE', {
size: 50,
fill: 0xff6666,
align: 'center'
});
continueText.anchor.set(0.5, 0.5);
continueText.x = 1024;
continueText.y = 2200;
continueText.alpha = 0;
self.addChild(continueText);
// Skip button
var skipButton = new Text2('SKIP CUTSCENE', {
size: 60,
fill: 0xffaaaa,
align: 'center'
});
skipButton.anchor.set(1, 0);
skipButton.x = 1950;
skipButton.y = 2500;
skipButton.alpha = 1;
self.addChild(skipButton);
// Animation state
self.animationPhase = 0;
self.animationTimer = 0;
self.canContinue = false;
self.update = function () {
self.animationTimer++;
// Phase 0: Show assault rifle (after 1 second)
if (self.animationPhase === 0 && self.animationTimer > 60) {
self.animationPhase = 1;
tween(assaultRifle, {
alpha: 1
}, {
duration: 800,
easing: tween.easeOut
});
tween(rifleText, {
alpha: 1
}, {
duration: 800,
easing: tween.easeOut
});
tween(rifleDesc, {
alpha: 1
}, {
duration: 800,
easing: tween.easeOut
});
}
// Phase 1: Show knife (after 3 seconds)
if (self.animationPhase === 1 && self.animationTimer > 180) {
self.animationPhase = 2;
tween(knife, {
alpha: 1
}, {
duration: 800,
easing: tween.easeOut
});
tween(knifeText, {
alpha: 1
}, {
duration: 800,
easing: tween.easeOut
});
tween(knifeDesc, {
alpha: 1
}, {
duration: 800,
easing: tween.easeOut
});
}
// Phase 2: Show bazooka (after 5 seconds)
if (self.animationPhase === 2 && self.animationTimer > 300) {
self.animationPhase = 3;
tween(bazooka, {
alpha: 1
}, {
duration: 800,
easing: tween.easeOut
});
tween(bazookaText, {
alpha: 1
}, {
duration: 800,
easing: tween.easeOut
});
tween(bazookaDesc, {
alpha: 1
}, {
duration: 800,
easing: tween.easeOut
});
}
// Phase 3: Show continue text (after 7 seconds)
if (self.animationPhase === 3 && self.animationTimer > 420) {
self.animationPhase = 4;
self.canContinue = true;
// Destroy skip button when continue appears
if (skipButton) {
skipButton.destroy();
skipButton = null;
}
tween(continueText, {
alpha: 1
}, {
duration: 500,
easing: tween.easeOut
});
}
// Pulsing continue text
if (self.canContinue) {
continueText.alpha = 0.7 + Math.sin(self.animationTimer * 0.1) * 0.3;
}
};
self.down = function (x, y, obj) {
// Check if skip button was tapped (bottom right area)
if (x > 1700 && x < 2048 && y > 2450 && y < 2550) {
// Destroy skip button before ending cutscene
if (skipButton) {
skipButton.destroy();
skipButton = null;
}
self.destroy();
startGameWithModeAndDifficulty(selectedGameMode, selectedDifficulty);
return;
}
// Check if continue button was tapped (only if can continue and not in skip button area)
if (self.canContinue && !(x > 1700 && x < 2048 && y > 2450 && y < 2550)) {
// Destroy skip button before ending cutscene
if (skipButton) {
skipButton.destroy();
skipButton = null;
}
self.destroy();
startGameWithModeAndDifficulty(selectedGameMode, selectedDifficulty);
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x0400ff
});
/****
* Game Code
****/
var menuScreen = null;
var modeSelectionScreen = null;
var difficultySelectionScreen = null;
var weaponsCutscene = 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 bossDied = 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 showWeaponsCutscene() {
if (!weaponsCutscene) {
weaponsCutscene = new WeaponsCutscene();
game.addChild(weaponsCutscene);
LK.playMusic('cutscenemusic');
}
}
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;
bossDied = 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
{
target: 30,
blank: 30,
explode: 40
} // Impossible
];
var chances = bazookaChances[selectedDifficulty - 1];
var bazookaDescriptionText;
if (selectedGameMode === 4) {
// Practice mode: 100% guaranteed targeting
bazookaDescriptionText = new Text2('100% GUARANTEED TARGET ENEMY', {
size: 40,
fill: 0x00ff00
});
} else {
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
{
health: 150,
// Impossible: 150 health
speed: 4.0,
damage: 2.0
} // Impossible: maximum challenge with insane speed
];
var multiplier = difficultyMultipliers[selectedDifficulty - 1];
enemy.health = multiplier.health;
enemy.speed *= multiplier.speed;
enemy.damage = Math.floor(enemy.damage * multiplier.damage);
// Practice mode adjustments - make enemies very weak for learning
if (selectedGameMode === 4) {
enemy.health = 25; // Very low health
enemy.speed *= 0.5; // Half speed
enemy.damage = 5; // Very low 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;
// Determine target priority: boss first, then nearest enemy, then tap location
var dx, dy, distance;
if (boss) {
// Target boss when present (highest priority)
dx = boss.x - player.x;
dy = boss.y - player.y;
} else {
// Find nearest enemy to target
var nearestEnemy = null;
var nearestDistance = Infinity;
for (var i = 0; i < enemies.length; i++) {
var enemy = enemies[i];
var enemyDx = enemy.x - player.x;
var enemyDy = enemy.y - player.y;
var enemyDistance = Math.sqrt(enemyDx * enemyDx + enemyDy * enemyDy);
if (enemyDistance < nearestDistance) {
nearestDistance = enemyDistance;
nearestEnemy = enemy;
}
}
if (nearestEnemy) {
// Target nearest enemy
dx = nearestEnemy.x - player.x;
dy = nearestEnemy.y - player.y;
} else {
// No enemies found, use tap location
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 00:01 (1 second) for testing - but not in endless nightmare mode
// Only spawn if boss hasn't been spawned yet, hasn't died yet, and no victory screen is showing
if (survivalTime >= 1 && !bossSpawned && !bossDied && selectedGameMode !== 2 && boss === null) {
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 && !bossDied) {
spawnEnemy();
}
// Spawn resources occasionally (adjusted by difficulty)
var resourceMultipliers = [0.7, 1.0, 1.4, 2.0, 3.0]; // Easy, Normal, Hard, Nightmare, Impossible
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 && !bossDied) {
spawnEnemy();
}
// Spawn resources based on wave (adjusted by difficulty)
var resourceMultipliers = [0.7, 1.0, 1.4, 2.0, 3.0]; // Easy, Normal, Hard, Nightmare, Impossible
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 && !bossDied) {
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, 3.0]; // Easy, Normal, Hard, Nightmare, Impossible
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
} else if (selectedGameMode === 4) {
// Practice Mode
// Very slow enemy spawning for learning
if (gameTimer % 300 === 0 && !bossDied) {
// Every 5 seconds
spawnEnemy();
}
// Frequent resource spawning to help learning
if (gameTimer % 300 === 0) {
spawnHealthPack();
}
if (gameTimer % 450 === 0) {
spawnAmmoBox();
}
// No win condition - practice indefinitely
// No boss spawning in practice mode
}
}
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) {
// Practice mode: enemies do no damage to NPCs
if (selectedGameMode === 4) {
// No damage in practice mode
} else {
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) {
// Practice mode: boss does no damage to NPCs
if (selectedGameMode === 4) {
// No damage in practice mode
} else {
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;
bossDied = true;
// Kill all remaining enemies
for (var k = enemies.length - 1; k >= 0; k--) {
enemies[k].destroy();
enemies.splice(k, 1);
}
if (bossHealthText) {
bossHealthText.destroy();
bossHealthText = null;
}
// Show victory screen for 10 seconds before game over
var victoryText = new Text2('YOU SURVIVED THIRD NIGHT,\nHOPE YOU DIDNT DEAD AT THE FOURTH NIGHT', {
size: 80,
fill: 0x00ff00,
align: 'center'
});
victoryText.anchor.set(0.5, 0.5);
victoryText.x = 1024;
victoryText.y = 1366;
game.addChild(victoryText);
// Fade in the victory text
victoryText.alpha = 0;
tween(victoryText, {
alpha: 1
}, {
duration: 1000
});
// Wait 10 seconds then show game over
tween({}, {}, {
duration: 10000,
onFinish: function onFinish() {
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 bossKilled = boss.takeDamage(bullet.damage);
bullet.destroy();
bullets.splice(i, 1);
if (bossKilled) {
boss.destroy();
boss = null;
bossSpawned = false;
bossDied = true;
// Kill all remaining enemies
for (var k = enemies.length - 1; k >= 0; k--) {
enemies[k].destroy();
enemies.splice(k, 1);
}
if (bossHealthText) {
bossHealthText.destroy();
bossHealthText = null;
}
// Show victory screen for 10 seconds before game over
var victoryText = new Text2('YOU SURVIVED THIRD NIGHT,\nHOPE YOU DIDNT DEAD AT THE FOURTH NIGHT', {
size: 80,
fill: 0x00ff00,
align: 'center'
});
victoryText.anchor.set(0.5, 0.5);
victoryText.x = 1024;
victoryText.y = 1366;
game.addChild(victoryText);
// Fade in the victory text
victoryText.alpha = 0;
tween(victoryText, {
alpha: 1
}, {
duration: 1000
});
// Wait 10 seconds then show game over
tween({}, {}, {
duration: 10000,
onFinish: function onFinish() {
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 bossKilled = boss.takeDamage(bullet.damage);
bullet.destroy();
npcBullets.splice(i, 1);
if (bossKilled) {
boss.destroy();
boss = null;
bossSpawned = false;
bossDied = true;
// Kill all remaining enemies
for (var k = enemies.length - 1; k >= 0; k--) {
enemies[k].destroy();
enemies.splice(k, 1);
}
if (bossHealthText) {
bossHealthText.destroy();
bossHealthText = null;
}
// Show victory screen for 10 seconds before game over
var victoryText = new Text2('YOU SURVIVED THIRD NIGHT,\nHOPE YOU DIDNT DEAD AT THE FOURTH NIGHT', {
size: 80,
fill: 0x00ff00,
align: 'center'
});
victoryText.anchor.set(0.5, 0.5);
victoryText.x = 1024;
victoryText.y = 1366;
game.addChild(victoryText);
// Fade in the victory text
victoryText.alpha = 0;
tween(victoryText, {
alpha: 1
}, {
duration: 1000
});
// Wait 10 seconds then show game over
tween({}, {}, {
duration: 10000,
onFinish: function onFinish() {
LK.showYouWin();
}
});
}
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
@@ -958,12 +958,20 @@
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;
+ 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;
+ }
// Try melee attack first if enemy is close enough
var meleeTargetFound = false;
if (self.meleeAttackCooldown <= 0) {
// Check for enemies in melee range
@@ -1143,12 +1151,20 @@
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;
+ 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) {
@@ -1786,12 +1802,20 @@
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;
+ 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() {
@@ -1876,10 +1900,14 @@
}
// Spawn resources occasionally (adjusted by difficulty)
var resourceMultipliers = [0.7, 1.0, 1.4, 2.0, 3.0]; // Easy, Normal, Hard, Nightmare, Impossible
var resourceDelay = resourceMultipliers[selectedDifficulty - 1];
- if (gameTimer % Math.floor(600 * resourceDelay) === 0) spawnHealthPack();
- if (gameTimer % Math.floor(900 * resourceDelay) === 0) spawnAmmoBox();
+ 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
@@ -1894,10 +1922,14 @@
}
// Spawn resources based on wave (adjusted by difficulty)
var resourceMultipliers = [0.7, 1.0, 1.4, 2.0, 3.0]; // Easy, Normal, Hard, Nightmare, Impossible
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();
+ 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++;
@@ -1918,10 +1950,14 @@
// 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, 3.0]; // Easy, Normal, Hard, Nightmare, Impossible
var adjustedRate = Math.floor(resourceRate * resourceMultipliers[selectedDifficulty - 1]);
- if (gameTimer % adjustedRate === 0) spawnHealthPack();
- if (gameTimer % Math.floor(adjustedRate * 1.5) === 0) spawnAmmoBox();
+ if (gameTimer % adjustedRate === 0) {
+ spawnHealthPack();
+ }
+ if (gameTimer % Math.floor(adjustedRate * 1.5) === 0) {
+ spawnAmmoBox();
+ }
// NPCs already spawned at game start - no additional spawning needed
} else if (selectedGameMode === 4) {
// Practice Mode
// Very slow enemy spawning for learning
@@ -1929,10 +1965,14 @@
// Every 5 seconds
spawnEnemy();
}
// Frequent resource spawning to help learning
- if (gameTimer % 300 === 0) spawnHealthPack();
- if (gameTimer % 450 === 0) spawnAmmoBox();
+ if (gameTimer % 300 === 0) {
+ spawnHealthPack();
+ }
+ if (gameTimer % 450 === 0) {
+ spawnAmmoBox();
+ }
// No win condition - practice indefinitely
// No boss spawning in practice mode
}
}
@@ -1975,9 +2015,11 @@
game.update = function () {
if (!gameStarted) {
return;
}
- if (!player) return;
+ if (!player) {
+ return;
+ }
// Update game mode logic
updateGameMode();
// Update enemies
for (var i = enemies.length - 1; i >= 0; i--) {
@@ -2208,9 +2250,9 @@
// Wait 10 seconds then show game over
tween({}, {}, {
duration: 10000,
onFinish: function onFinish() {
- LK.showGameOver();
+ LK.showYouWin();
}
});
}
break;