User prompt
print current hp and max hp centered on healthbar in format hp/maxhp
User prompt
max life is not raising according to maxhealthupgrades
User prompt
when life button is clicked increment maxlife level by 1
User prompt
on life button click set zoin total = zoins - cost
User prompt
set player max life = (maxlife level + 1) * 2
User prompt
make button unclickable if cost > zoins available
User prompt
set price of maxlife upgrade to (1+maxlife level)*2
User prompt
revert label to initial state
User prompt
move life label to center bottom 40% of red button
User prompt
revert last change
User prompt
life label moved the wrong direction move it up
User prompt
center red button life label in top 40% of red button
User prompt
set price of maxlife upgrade to 1 zoin, move life label to top center of red button
User prompt
center red button label on button
User prompt
increase red button size by 25% and label it LIFE in bold letters
User prompt
make red background of the button turn white while button is clicked
User prompt
add button with black outline and red background to bottom left corner of view port
User prompt
make clicks on bottom 1/4 of viewport not activate control stick
User prompt
remove upgrade screen and all associated functions
User prompt
every wave should spawn at least 1 powerup
User prompt
color the upgrade buttons for visibility ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
clicks are not working on upgrade screen
User prompt
cannot click upgrades to make upgrade purchase
User prompt
control stick should not function on upgrade screen
User prompt
set initial max health to 1
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1", {
zoins: 0,
maxHealth: 100,
fireRate: 10,
bulletDamage: 10
});
/****
* Classes
****/
var AmmoBox = Container.expand(function () {
var self = Container.call(this);
var ammoGraphics = self.attachAsset('ammoBox', {
anchorX: 0.5,
anchorY: 0.5
});
self.ammoAmount = 50;
self.spawnTime = LK.ticks;
self.lifespan = 600; // 10 seconds at 60fps
self.update = function () {
self.rotation += 0.02;
};
return self;
});
var AmmoPowerUp = Container.expand(function () {
var self = Container.call(this);
var powerUpGraphics = self.attachAsset('ammoPowerUp', {
anchorX: 0.5,
anchorY: 0.5
});
self.ammoAmount = 100;
self.spawnTime = LK.ticks;
self.lifespan = 600; // 10 seconds at 60fps
self.update = function () {
self.rotation += 0.02;
// Add pulsing effect
self.scaleX = 1 + Math.sin(LK.ticks * 0.1) * 0.1;
self.scaleY = 1 + Math.sin(LK.ticks * 0.1) * 0.1;
};
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 = 20;
self.damage = 10;
self.vx = 0;
self.vy = 0;
self.piercing = false;
self.killHit = false;
self.maxDistance = 800;
self.travelDistance = 0;
self.update = function () {
var moveX = self.vx;
var moveY = self.vy;
var distance = Math.sqrt(moveX * moveX + moveY * moveY);
self.travelDistance += distance;
self.x += moveX;
self.y += moveY;
};
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.spawnTime = LK.ticks;
self.lifespan = 600; // 10 seconds at 60fps
self.update = function () {
self.rotation += 0.02;
};
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.fireRate = 10;
self.fireCooldown = 0;
self.moveSpeed = 5;
self.invulnerable = 0;
self.takeDamage = function (amount) {
if (self.invulnerable > 0) return;
self.health -= amount;
self.invulnerable = 60;
LK.getSound('playerHurt').play();
LK.effects.flashObject(self, 0xFF0000, 500);
if (self.health <= 0) {
self.health = 0;
return true;
}
return false;
};
self.heal = function (amount) {
self.health = Math.min(self.health + amount, self.maxHealth);
};
self.update = function () {
if (self.fireCooldown > 0) self.fireCooldown--;
if (self.invulnerable > 0) {
self.invulnerable--;
self.alpha = Math.floor(self.invulnerable / 5) % 2 ? 0.5 : 1;
}
};
return self;
});
var TripleShot = Container.expand(function () {
var self = Container.call(this);
var tripleShotGraphics = self.attachAsset('tripleShot', {
anchorX: 0.5,
anchorY: 0.5
});
self.spawnTime = LK.ticks;
self.lifespan = 600; // 10 seconds at 60fps
self.update = function () {
self.rotation += 0.02;
// Add pulsing effect
self.scaleX = 1 + Math.sin(LK.ticks * 0.1) * 0.1;
self.scaleY = 1 + Math.sin(LK.ticks * 0.1) * 0.1;
};
return self;
});
var Zoin = Container.expand(function () {
var self = Container.call(this);
var zoinGraphics = self.attachAsset('zoin', {
anchorX: 0.5,
anchorY: 0.5
});
self.spawnTime = LK.ticks;
self.lifespan = 600; // 10 seconds at 60fps
self.update = function () {
self.rotation += 0.05;
// Add floating effect
self.y += Math.sin(LK.ticks * 0.1) * 0.3;
};
return self;
});
var Zombie = Container.expand(function () {
var self = Container.call(this);
var zombieGraphics = self.attachAsset('zombie', {
anchorX: 0.5,
anchorY: 0.5
});
var baseSpeed = 1.5;
var variation = baseSpeed * 0.25; // 25% variation
self.speed = baseSpeed + (Math.random() - 0.5) * 2 * variation; // Random between baseSpeed ± 25%
self.health = 20;
self.maxHealth = 20; // Store base health for wave scaling
self.damage = 10;
self.baseDamage = 10; // Store base damage for wave scaling
self.attackCooldown = 0;
self.isDead = false;
self.takeDamage = function (amount) {
if (self.isDead) return false;
self.health -= amount;
if (self.health <= 0) {
self.isDead = true;
LK.getSound('zombieHit').play();
return true;
}
zombieGraphics.tint = 0xFF0000;
tween(zombieGraphics, {
tint: 0xFFFFFF
}, {
duration: 200,
easing: tween.easeOut,
onFinish: function onFinish() {
zombieGraphics.tint = 0xFFFFFF;
}
});
return false;
};
self.update = function () {
if (self.isDead) return;
if (self.attackCooldown > 0) self.attackCooldown--;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x1a1a1a
});
/****
* Game Code
****/
var player;
var zombies = [];
var bullets = [];
var pickups = [];
var wave = 1;
var zombiesPerWave = 5;
var zombiesSpawned = 0;
var zombiesKilled = 0;
var spawnTimer = 0;
var scoreMultiplier = 1;
var killStreak = 0;
var powerAmmo = 0;
var lastPowerUpSpawn = 0;
var killsSinceLastPowerUp = 0;
var powerUpList = ['ammoPowerUp', 'healthPack', 'ammoBox', 'tripleShot'];
var lastPowerUpType = null;
var hasTripleShot = false;
var tripleShotLevel = 0;
var maxTripleShotLevel = 5;
var zoins = storage.zoins || 0; // Persistent coin count
// Upgrade costs and levels
var maxHealthUpgrades = storage.maxHealthUpgrades || 0;
var fireRateUpgrades = storage.fireRateUpgrades || 0;
var damageUpgrades = storage.damageUpgrades || 0;
var moveControl;
var moveStick;
var isDraggingMove = false;
// UI Elements
var waveText = new Text2('Wave: 1', {
size: 80,
fill: 0xFFFFFF
});
waveText.anchor.set(0, 0);
waveText.x = 150;
LK.gui.topLeft.addChild(waveText);
var scoreText = new Text2('Score: 0', {
size: 60,
fill: 0xFFFFFF
});
scoreText.anchor.set(1, 0);
scoreText.x = -150;
LK.gui.topRight.addChild(scoreText);
// Health bar background
var healthBarBg = LK.getAsset('ammoBox', {
width: 1843,
height: 75,
anchorX: 0.5,
anchorY: 0
});
healthBarBg.tint = 0x444444;
healthBarBg.x = 1024;
healthBarBg.y = 100;
game.addChildAt(healthBarBg, 0);
// Health bar fill
var healthBarFill = LK.getAsset('ammoBox', {
width: 1843,
height: 75,
anchorX: 0.5,
anchorY: 0
});
healthBarFill.tint = 0xFF0000;
healthBarFill.x = 1024;
healthBarFill.y = 100;
game.addChildAt(healthBarFill, 1);
// Health text display
var healthText = new Text2('100/100', {
size: 40,
fill: 0xFFFFFF
});
healthText.anchor.set(0.5, 0.5);
healthText.x = 1024;
healthText.y = 137.5; // Center of health bar (100 + 75/2)
game.addChildAt(healthText, 2);
var powerAmmoText = new Text2('Power Ammo: 0', {
size: 45,
fill: 0xFFD700
});
powerAmmoText.anchor.set(1, 1);
powerAmmoText.x = -20;
powerAmmoText.y = -80;
LK.gui.bottomRight.addChild(powerAmmoText);
var zoinText = new Text2('Zoins: ' + zoins, {
size: 45,
fill: 0xFFD700
});
zoinText.anchor.set(1, 1);
zoinText.x = -20;
zoinText.y = -140;
LK.gui.bottomRight.addChild(zoinText);
// Initialize player
player = game.addChild(new Player());
player.maxHealth = (maxHealthUpgrades + 1) * 2;
player.health = player.maxHealth;
player.fireRate = Math.max(5, 10 - fireRateUpgrades);
player.x = 1024;
player.y = 1366;
// Initialize controls
moveControl = LK.getAsset('moveControl', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0
});
moveControl.x = 300;
moveControl.y = 2432;
game.addChild(moveControl);
moveStick = LK.getAsset('moveControl', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.3,
scaleY: 0.3,
alpha: 0
});
moveStick.x = moveControl.x;
moveStick.y = moveControl.y;
game.addChild(moveStick);
// Aim control removed - using automatic targeting
// Helper functions
function resetGame() {
// Reset wave and zombies
wave = 1;
zombiesPerWave = 5;
zombiesSpawned = 0;
zombiesKilled = 0;
spawnTimer = 0;
// Reset score and multipliers
LK.setScore(0);
scoreMultiplier = 1;
killStreak = 0;
killsSinceLastPowerUp = 0;
lastPowerUpSpawn = 0;
lastPowerUpType = null;
// Reset powerups
powerAmmo = 0;
hasTripleShot = false;
tripleShotLevel = 0;
// Reset player state with upgrades
player.maxHealth = (maxHealthUpgrades + 1) * 2;
player.health = player.maxHealth;
player.fireRate = Math.max(5, 10 - fireRateUpgrades);
player.fireCooldown = 0;
player.invulnerable = 0;
player.alpha = 1;
// Clear all game objects
for (var i = zombies.length - 1; i >= 0; i--) {
zombies[i].destroy();
}
zombies = [];
for (var i = bullets.length - 1; i >= 0; i--) {
bullets[i].destroy();
}
bullets = [];
for (var i = pickups.length - 1; i >= 0; i--) {
pickups[i].destroy();
}
pickups = [];
// Update UI
waveText.setText('Wave: ' + wave);
scoreText.setText('Score: ' + LK.getScore());
// Update health bar
var healthPercent = player.health / player.maxHealth;
healthBarFill.width = 1843 * healthPercent;
healthText.setText(player.health + '/' + player.maxHealth);
powerAmmoText.setText('Power Ammo: ' + powerAmmo);
powerAmmoText.visible = false;
// Reset player position
player.x = 1024;
player.y = 1366;
}
function spawnZombie() {
var zombie = new Zombie();
var side = Math.floor(Math.random() * 4);
switch (side) {
case 0:
// Top
zombie.x = Math.random() * 2048;
zombie.y = -50;
break;
case 1:
// Right
zombie.x = 2098;
zombie.y = Math.random() * 2732;
break;
case 2:
// Bottom
zombie.x = Math.random() * 2048;
zombie.y = 2782;
break;
case 3:
// Left
zombie.x = -50;
zombie.y = Math.random() * 2732;
break;
}
zombie.speed *= 1 + wave * 0.1;
zombie.health += wave * 5;
zombie.damage += Math.floor(wave * 2); // Increase damage by 2 per wave
zombie.scaleX = 0;
zombie.scaleY = 0;
zombie.alpha = 0;
zombies.push(zombie);
game.addChild(zombie);
zombiesSpawned++;
// Animate zombie spawn
tween(zombie, {
scaleX: 1,
scaleY: 1,
alpha: 1
}, {
duration: 300,
easing: tween.easeOut
});
}
function spawnPickup(x, y) {
var shouldSpawn = false;
var pickup;
var powerUpType;
// Force powerup spawn if 50+ kills without powerup
if (killsSinceLastPowerUp >= 50) {
shouldSpawn = true;
// Create available powerup list excluding last spawned type
var availablePowerUps = powerUpList.slice();
if (lastPowerUpType !== null) {
var index = availablePowerUps.indexOf(lastPowerUpType);
if (index > -1) {
availablePowerUps.splice(index, 1);
}
}
powerUpType = availablePowerUps[Math.floor(Math.random() * availablePowerUps.length)];
if (powerUpType === 'ammoPowerUp') {
pickup = new AmmoPowerUp();
} else if (powerUpType === 'ammoBox') {
pickup = new AmmoBox();
} else if (powerUpType === 'tripleShot') {
pickup = new TripleShot();
} else {
pickup = new HealthPack();
}
lastPowerUpType = powerUpType;
killsSinceLastPowerUp = 0;
if (pickup instanceof AmmoPowerUp) {
lastPowerUpSpawn = LK.ticks;
}
} else if (Math.random() < 0.3) {
shouldSpawn = true;
var rand = Math.random();
if (rand < 0.1 && LK.ticks - lastPowerUpSpawn > 1800) {
pickup = new AmmoPowerUp();
powerUpType = 'ammoPowerUp';
lastPowerUpSpawn = LK.ticks;
killsSinceLastPowerUp = 0;
} else if (rand < 0.15 && LK.ticks - lastPowerUpSpawn > 1800) {
pickup = new TripleShot();
powerUpType = 'tripleShot';
lastPowerUpSpawn = LK.ticks;
killsSinceLastPowerUp = 0;
} else if (rand < 0.6) {
pickup = new AmmoBox();
powerUpType = 'ammoBox';
} else {
pickup = new HealthPack();
powerUpType = 'healthPack';
}
lastPowerUpType = powerUpType;
}
if (shouldSpawn) {
pickup.x = x;
pickup.y = y;
pickup.scaleX = 0;
pickup.scaleY = 0;
pickups.push(pickup);
game.addChild(pickup);
// Animate pickup spawn with bounce effect
tween(pickup, {
scaleX: 1,
scaleY: 1
}, {
duration: 400,
easing: tween.elasticOut
});
}
}
function fireBullet() {
var fireRate = powerAmmo > 0 ? 80 : 10; // Much slower fire rate for power ammo (75% reduction)
if (player.fireCooldown > 0) return;
// Find closest zombie in range
var closestZombie = null;
var closestDistance = 500; // Maximum firing range
for (var i = 0; i < zombies.length; i++) {
var zombie = zombies[i];
if (!zombie || zombie.isDead) continue;
var dx = zombie.x - player.x;
var dy = zombie.y - player.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < closestDistance) {
closestDistance = distance;
closestZombie = zombie;
}
}
// Only fire if there's a zombie in range
if (!closestZombie) return;
var dx = closestZombie.x - player.x;
var dy = closestZombie.y - player.y;
var angle = Math.atan2(dy, dx);
player.rotation = angle; // Rotate player to face target
// Create bullets based on triple shot level
var bulletCount = hasTripleShot ? 1 + tripleShotLevel * 2 : 1;
var angleOffsets = [0]; // Always include center bullet
if (hasTripleShot) {
// Add bullets in pairs at increasing angles
for (var level = 1; level <= tripleShotLevel; level++) {
var angleOffset = level * 10 * Math.PI / 180;
angleOffsets.push(-angleOffset); // Left bullet
angleOffsets.push(angleOffset); // Right bullet
}
}
for (var b = 0; b < bulletCount; b++) {
var bullet = new Bullet();
bullet.x = player.x;
bullet.y = player.y;
bullet.damage = 10 + damageUpgrades * 5;
var bulletAngle = angle + angleOffsets[b];
bullet.vx = Math.cos(bulletAngle) * bullet.speed;
bullet.vy = Math.sin(bulletAngle) * bullet.speed;
bullet.rotation = bulletAngle;
if (powerAmmo > 0) {
bullet.piercing = true;
bullet.killHit = true;
bullet.maxDistance = 1600; // 2x distance
bullet.damage = 1000; // 1 hit kill
if (b === 0) powerAmmo--; // Only consume one power ammo per shot
// Visual effect for power bullet
tween(bullet, {
scaleX: 1.5,
scaleY: 1.5
}, {
duration: 100
});
bullet.tint = 0xFFD700;
} else {
bullet.maxDistance = 800;
}
bullets.push(bullet);
game.addChild(bullet);
}
player.fireCooldown = fireRate;
LK.getSound('shoot').play();
}
// Event handlers
game.down = function (x, y, obj) {
// Prevent control stick activation in bottom 1/4 of viewport (below y = 2049)
if (y > 2049) return;
isDraggingMove = true;
// Move moveControl to click position
moveControl.x = x;
moveControl.y = y;
// Move moveStick to the same position (center of control)
moveStick.x = x;
moveStick.y = y;
// Show control stick with smooth animation
tween(moveControl, {
alpha: 0.3
}, {
duration: 200,
easing: tween.easeOut
});
tween(moveStick, {
alpha: 0.6
}, {
duration: 200,
easing: tween.easeOut
});
};
game.move = function (x, y, obj) {
if (isDraggingMove) {
moveStick.x = Math.max(moveControl.x - 150, Math.min(moveControl.x + 150, x));
moveStick.y = Math.max(moveControl.y - 150, Math.min(moveControl.y + 150, y));
}
};
game.up = function (x, y, obj) {
if (isDraggingMove) {
isDraggingMove = false;
moveStick.x = moveControl.x;
moveStick.y = moveControl.y;
// Hide control stick with smooth animation
tween(moveControl, {
alpha: 0
}, {
duration: 150,
easing: tween.easeIn
});
tween(moveStick, {
alpha: 0
}, {
duration: 150,
easing: tween.easeIn
});
}
};
// Main game loop
game.update = function () {
// Player movement
if (isDraggingMove) {
var moveX = (moveStick.x - moveControl.x) / 150;
var moveY = (moveStick.y - moveControl.y) / 150;
player.x += moveX * player.moveSpeed;
player.y += moveY * player.moveSpeed;
player.x = Math.max(40, Math.min(2008, player.x));
player.y = Math.max(40, Math.min(2692, player.y));
}
// Auto-fire (fireBullet now handles range checking internally)
fireBullet();
// Spawn zombies
if (zombiesSpawned < zombiesPerWave) {
spawnTimer++;
if (spawnTimer > 60) {
spawnZombie();
spawnTimer = 0;
}
} else if (zombies.length === 0) {
// Force spawn a powerup if none spawned this wave
var powerupSpawnedThisWave = false;
for (var p = 0; p < pickups.length; p++) {
var pickup = pickups[p];
if (pickup instanceof AmmoPowerUp || pickup instanceof HealthPack || pickup instanceof AmmoBox || pickup instanceof TripleShot) {
powerupSpawnedThisWave = true;
break;
}
}
if (!powerupSpawnedThisWave) {
// Spawn a guaranteed powerup at a random location near the center
var guaranteedX = 1024 + (Math.random() - 0.5) * 800;
var guaranteedY = 1366 + (Math.random() - 0.5) * 800;
spawnPickup(guaranteedX, guaranteedY);
}
// Next wave
wave++;
zombiesPerWave = 5 + wave * 2;
zombiesSpawned = 0;
zombiesKilled = 0;
waveText.setText('Wave: ' + wave);
}
// Update zombies
for (var i = zombies.length - 1; i >= 0; i--) {
var zombie = zombies[i];
// Skip if zombie is undefined or dead
if (!zombie || zombie.isDead) continue;
// Move towards player
var dx = player.x - zombie.x;
var dy = player.y - zombie.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist > 0) {
zombie.x += dx / dist * zombie.speed;
zombie.y += dy / dist * zombie.speed;
zombie.rotation = Math.atan2(dy, dx);
}
// Check collision with player
if (zombie.intersects(player) && zombie.attackCooldown === 0) {
if (player.takeDamage(zombie.damage)) {
LK.showGameOver();
}
zombie.attackCooldown = 60;
killStreak = 0;
scoreMultiplier = 1;
}
}
// Update bullets
for (var i = bullets.length - 1; i >= 0; i--) {
var bullet = bullets[i];
// Check if bullet is off screen or traveled max distance
if (bullet.x < -50 || bullet.x > 2098 || bullet.y < -50 || bullet.y > 2782 || bullet.travelDistance > bullet.maxDistance) {
bullet.destroy();
bullets.splice(i, 1);
continue;
}
// Check collision with zombies
var bulletDestroyed = false;
for (var j = zombies.length - 1; j >= 0; j--) {
var zombie = zombies[j];
if (!zombie || zombie.isDead) continue;
if (bullet.intersects(zombie)) {
if (zombie.takeDamage(bullet.damage)) {
// Zombie died - add death animation
spawnPickup(zombie.x, zombie.y);
// 10% chance to drop a Zoin
if (Math.random() < 0.1) {
var zoin = new Zoin();
zoin.x = zombie.x;
zoin.y = zombie.y;
zoin.scaleX = 0;
zoin.scaleY = 0;
pickups.push(zoin);
game.addChild(zoin);
// Animate zoin spawn
tween(zoin, {
scaleX: 1,
scaleY: 1
}, {
duration: 300,
easing: tween.easeOut
});
}
var zombieToRemove = zombie; // Capture zombie reference for closure
var zombieIndex = j; // Capture index for closure
tween(zombie, {
scaleX: 0,
scaleY: 0,
alpha: 0,
rotation: zombie.rotation + Math.PI
}, {
duration: 300,
easing: tween.easeIn,
onFinish: function onFinish() {
zombieToRemove.destroy();
// Remove from zombies array after animation
var currentIndex = zombies.indexOf(zombieToRemove);
if (currentIndex !== -1) {
zombies.splice(currentIndex, 1);
}
}
});
zombiesKilled++;
killStreak++;
killsSinceLastPowerUp++;
if (killStreak % 5 === 0) {
scoreMultiplier = Math.min(scoreMultiplier + 1, 5);
}
LK.setScore(LK.getScore() + 10 * scoreMultiplier);
scoreText.setText('Score: ' + LK.getScore());
}
if (!bullet.piercing) {
bullet.destroy();
bullets.splice(i, 1);
bulletDestroyed = true;
break;
}
}
}
if (bulletDestroyed) continue;
}
// Update pickups
for (var i = pickups.length - 1; i >= 0; i--) {
var pickup = pickups[i];
// Check if pickup has expired (10 seconds) - auto pickup regardless of distance (except Zoins)
var age = LK.ticks - pickup.spawnTime;
if (age >= pickup.lifespan) {
// Zoins cannot be auto-collected and must be picked up manually - skip auto destruction
if (pickup instanceof Zoin) {
continue;
}
// Auto pickup other items when expiring
if (pickup instanceof HealthPack) {
player.heal(pickup.healAmount);
} else if (pickup instanceof AmmoBox) {
powerAmmo += pickup.ammoAmount;
LK.effects.flashObject(player, 0x228b22, 500);
} else if (pickup instanceof AmmoPowerUp) {
powerAmmo += pickup.ammoAmount;
LK.effects.flashObject(player, 0xFFD700, 500);
} else if (pickup instanceof TripleShot) {
if (!hasTripleShot) {
hasTripleShot = true;
tripleShotLevel = 1;
} else if (tripleShotLevel < maxTripleShotLevel) {
tripleShotLevel++;
}
LK.effects.flashObject(player, 0x00FF00, 500);
}
LK.getSound('pickup').play();
// Animate pickup collection
tween(pickup, {
scaleX: 2,
scaleY: 2,
alpha: 0
}, {
duration: 200,
easing: tween.easeOut,
onFinish: function onFinish() {
pickup.destroy();
}
});
pickups.splice(i, 1);
continue;
}
// Manual pickup when touching
if (pickup.intersects(player)) {
if (pickup instanceof HealthPack) {
player.heal(pickup.healAmount);
} else if (pickup instanceof AmmoBox) {
powerAmmo += pickup.ammoAmount;
LK.effects.flashObject(player, 0x228b22, 500);
} else if (pickup instanceof AmmoPowerUp) {
powerAmmo += pickup.ammoAmount;
LK.effects.flashObject(player, 0xFFD700, 500);
} else if (pickup instanceof TripleShot) {
if (!hasTripleShot) {
hasTripleShot = true;
tripleShotLevel = 1;
} else if (tripleShotLevel < maxTripleShotLevel) {
tripleShotLevel++;
}
LK.effects.flashObject(player, 0x00FF00, 500);
} else if (pickup instanceof Zoin) {
zoins++;
storage.zoins = zoins; // Persist zoin count
zoinText.setText('Zoins: ' + zoins);
LK.effects.flashObject(player, 0xFFD700, 300);
}
LK.getSound('pickup').play();
// Animate pickup collection
tween(pickup, {
scaleX: 2,
scaleY: 2,
alpha: 0
}, {
duration: 200,
easing: tween.easeOut,
onFinish: function onFinish() {
pickup.destroy();
}
});
pickups.splice(i, 1);
}
}
// Update UI
// Update health bar
var healthPercent = player.health / player.maxHealth;
healthBarFill.width = 1843 * healthPercent;
healthText.setText(player.health + '/' + player.maxHealth);
powerAmmoText.setText('Power Ammo: ' + powerAmmo);
// Hide/show power ammo counter based on availability
powerAmmoText.visible = powerAmmo > 0;
// Update button state based on zoin availability
var currentPrice = (1 + maxHealthUpgrades) * 2;
if (zoins < currentPrice) {
bottomLeftButton.alpha = 0.5; // Dim button when unaffordable
lifeLabel.alpha = 0.5;
priceLabel.alpha = 0.5;
} else {
bottomLeftButton.alpha = 1.0; // Full opacity when affordable
lifeLabel.alpha = 1.0;
priceLabel.alpha = 1.0;
}
// Despawn distant pickups
for (var i = pickups.length - 1; i >= 0; i--) {
var pickup = pickups[i];
var dx = player.x - pickup.x;
var dy = player.y - pickup.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist > 2000) {
pickup.destroy();
pickups.splice(i, 1);
}
}
};
// Create bottom left button
var bottomLeftButton = LK.getAsset('ammoBox', {
width: 187,
height: 100,
anchorX: 0,
anchorY: 1
});
bottomLeftButton.tint = 0xFF0000; // Red background
bottomLeftButton.x = 20;
bottomLeftButton.y = -20;
LK.gui.bottomLeft.addChild(bottomLeftButton);
// Create black outline for button
var buttonOutline = LK.getAsset('ammoBox', {
width: 193,
height: 106,
anchorX: 0,
anchorY: 1
});
buttonOutline.tint = 0x000000; // Black outline
buttonOutline.x = 17;
buttonOutline.y = -17;
LK.gui.bottomLeft.addChildAt(buttonOutline, 0); // Add behind the button
// Create LIFE label for button
var lifeLabel = new Text2('LIFE', {
size: 36,
fill: 0xFFFFFF,
font: "'Arial Black'"
});
lifeLabel.anchor.set(0.5, 0.5);
lifeLabel.x = 113.5; // Center of button (187/2 + 20 offset for button position)
lifeLabel.y = -70; // Center of button (100/2 + 20 offset for button position)
LK.gui.bottomLeft.addChild(lifeLabel);
// Create price label for button with dynamic pricing
var maxLifePrice = (1 + maxHealthUpgrades) * 2;
var priceLabel = new Text2(maxLifePrice + ' Zoin' + (maxLifePrice === 1 ? '' : 's'), {
size: 24,
fill: 0xFFD700
});
priceLabel.anchor.set(0.5, 1);
priceLabel.x = 113.5; // Center of button horizontally
priceLabel.y = -25; // Bottom of button
LK.gui.bottomLeft.addChild(priceLabel);
// Make button interactive
bottomLeftButton.buttonMode = true;
// Add button click handlers
bottomLeftButton.down = function (x, y, obj) {
var currentPrice = (1 + maxHealthUpgrades) * 2;
if (zoins < currentPrice) {
return; // Don't allow clicking if insufficient zoins
}
// Change to white when pressed
tween(bottomLeftButton, {
tint: 0xFFFFFF
}, {
duration: 100,
easing: tween.easeOut
});
};
bottomLeftButton.up = function (x, y, obj) {
var currentPrice = (1 + maxHealthUpgrades) * 2;
if (zoins < currentPrice) {
return; // Don't allow clicking if insufficient zoins
}
// Deduct cost from zoins
zoins = zoins - currentPrice;
storage.zoins = zoins; // Persist updated zoin count
zoinText.setText('Zoins: ' + zoins);
// Increment upgrade level
maxHealthUpgrades++;
storage.maxHealthUpgrades = maxHealthUpgrades; // Persist upgrade level
// Update player max health
player.maxHealth = (maxHealthUpgrades + 1) * 2;
player.health = player.maxHealth; // Full heal on upgrade
// Update health bar to reflect new maximum
var healthPercent = player.health / player.maxHealth;
healthBarFill.width = 1843 * healthPercent;
healthText.setText(player.health + '/' + player.maxHealth);
// Update price label with new cost
var newPrice = (1 + maxHealthUpgrades) * 2;
priceLabel.setText(newPrice + ' Zoin' + (newPrice === 1 ? '' : 's'));
// Change back to red when released
tween(bottomLeftButton, {
tint: 0xFF0000
}, {
duration: 100,
easing: tween.easeOut
});
};
// Start music
LK.playMusic('battleMusic');
; ===================================================================
--- original.js
+++ change.js
@@ -263,8 +263,17 @@
healthBarFill.tint = 0xFF0000;
healthBarFill.x = 1024;
healthBarFill.y = 100;
game.addChildAt(healthBarFill, 1);
+// Health text display
+var healthText = new Text2('100/100', {
+ size: 40,
+ fill: 0xFFFFFF
+});
+healthText.anchor.set(0.5, 0.5);
+healthText.x = 1024;
+healthText.y = 137.5; // Center of health bar (100 + 75/2)
+game.addChildAt(healthText, 2);
var powerAmmoText = new Text2('Power Ammo: 0', {
size: 45,
fill: 0xFFD700
});
@@ -351,8 +360,9 @@
scoreText.setText('Score: ' + LK.getScore());
// Update health bar
var healthPercent = player.health / player.maxHealth;
healthBarFill.width = 1843 * healthPercent;
+ healthText.setText(player.health + '/' + player.maxHealth);
powerAmmoText.setText('Power Ammo: ' + powerAmmo);
powerAmmoText.visible = false;
// Reset player position
player.x = 1024;
@@ -816,8 +826,9 @@
// Update UI
// Update health bar
var healthPercent = player.health / player.maxHealth;
healthBarFill.width = 1843 * healthPercent;
+ healthText.setText(player.health + '/' + player.maxHealth);
powerAmmoText.setText('Power Ammo: ' + powerAmmo);
// Hide/show power ammo counter based on availability
powerAmmoText.visible = powerAmmo > 0;
// Update button state based on zoin availability
@@ -918,8 +929,9 @@
player.health = player.maxHealth; // Full heal on upgrade
// Update health bar to reflect new maximum
var healthPercent = player.health / player.maxHealth;
healthBarFill.width = 1843 * healthPercent;
+ healthText.setText(player.health + '/' + player.maxHealth);
// Update price label with new cost
var newPrice = (1 + maxHealthUpgrades) * 2;
priceLabel.setText(newPrice + ' Zoin' + (newPrice === 1 ? '' : 's'));
// Change back to red when released