User prompt
erase time limit
User prompt
Please fix the bug: 'TypeError: tween.to is not a function' in or related to this line: 'tween.to(explodedEffect, {' Line Number: 106 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
fix bug explosive
User prompt
time limit 300 second
User prompt
repair bug lag gameplay
User prompt
enemies come one by one within 10 seconds
User prompt
decrease more enemy speed
User prompt
add background asset
User prompt
player explode after hit
User prompt
more low speed enemy
User prompt
fix explosion gone after hit
User prompt
edd exploded asset and feature
User prompt
super speed bullet. 1 second interval
User prompt
one bullet per swipe
User prompt
low speed bullet
User prompt
lowest enemies numbers
User prompt
Please fix the bug: 'setInterval is not a function' in or related to this line: 'setInterval(function () {' Line Number: 227
User prompt
loop mode enemies no wave
User prompt
bulletstorm
User prompt
erase speedboost
User prompt
erase healingpool
User prompt
erase obstacle
User prompt
added wave feature with static normal level
User prompt
normal enemie speed
User prompt
Please fix the bug: 'ReferenceError: waveManager is not defined' in or related to this line: 'waveManager.killCount++;' Line Number: 83
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var Bullet = Container.expand(function () { var self = Container.call(this); var bulletSprite = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 20; // Increase bullet speed for super speed effect self.damage = 25; self.directionX = 0; self.directionY = 0; self.update = function () { self.x += self.directionX * self.speed; self.y += self.directionY * self.speed; }; return self; }); var Enemy = Container.expand(function () { var self = Container.call(this); var enemySprite = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.health = 50; self.speed = 0.1; // Decrease speed to sluggish self.damage = 10; self.attackCooldown = 0; self.update = function () { if (!player) { return; } // Calculate direction to player var dx = player.x - self.x; var dy = player.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // Move towards player if (distance > 0) { self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; } // Attack player if close enough and cooldown is done if (distance < 100 && self.attackCooldown <= 0) { if (player.takeDamage(self.damage)) { self.attackCooldown = 60; // 1 second cooldown } } // Decrease attack cooldown if (self.attackCooldown > 0) { self.attackCooldown--; } }; self.takeDamage = function (amount) { self.health -= amount; // Flash red LK.effects.flashObject(self, 0xff0000, 200); if (self.health <= 0) { // Increase score waveManager.killCount++; LK.setScore(LK.getScore() + 10); scoreText.setText("Score: " + LK.getScore()); // Play death sound LK.getSound('enemyDeath').play(); // Remove from enemies array var index = enemies.indexOf(self); if (index !== -1) { enemies.splice(index, 1); } // Destroy the enemy self.destroy(); return true; } return false; }; return self; }); var HealingPool = Container.expand(function () { var self = Container.call(this); var healingSprite = self.attachAsset('healingPool', { anchorX: 0.5, anchorY: 0.5 }); self.type = 'healing'; self.healAmount = 25; self.healCooldown = 0; self.update = function () { if (self.healCooldown > 0) { self.healCooldown--; healingSprite.alpha = 0.5; } else { healingSprite.alpha = 1; } // Heal player if they're in the pool and cooldown is ready if (player && self.healCooldown <= 0 && player.intersects(self)) { player.heal(self.healAmount); self.healCooldown = 180; // 3 seconds } }; return self; }); var Obstacle = Container.expand(function () { var self = Container.call(this); var obstacleSprite = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 0.5 }); self.type = 'obstacle'; // Default type is blocking obstacle self.update = function () { // No behavior for basic obstacles }; return self; }); var Player = Container.expand(function () { var self = Container.call(this); var playerSprite = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.health = 100; self.maxHealth = 100; self.speed = 5; self.baseSpeed = 5; self.attackCooldown = 0; self.invulnerable = 0; self.update = function () { // Decrease cooldowns if (self.attackCooldown > 0) { self.attackCooldown--; } if (self.invulnerable > 0) { self.invulnerable--; // Flash effect when invulnerable playerSprite.alpha = self.invulnerable % 10 < 5 ? 0.5 : 1; } else { playerSprite.alpha = 1; } }; self.takeDamage = function (amount) { if (self.invulnerable > 0) { return false; } self.health = 0; // Update health bar updateHealthBar(); // Set invulnerability frames self.invulnerable = 60; // 1 second // Play hit sound LK.getSound('playerHit').play(); // Flash red LK.effects.flashObject(self, 0xff0000, 500); return true; }; self.heal = function (amount) { self.health += amount; if (self.health > self.maxHealth) { self.health = self.maxHealth; } // Update health bar updateHealthBar(); // Play powerup sound LK.getSound('powerup').play(); // Flash green LK.effects.flashObject(self, 0x00ff00, 500); }; self.setSpeedBoost = function (duration) { self.speed = self.baseSpeed * 1.5; // Play powerup sound LK.getSound('powerup').play(); // Reset speed after duration LK.setTimeout(function () { self.speed = self.baseSpeed; }, duration); }; return self; }); var SpeedBoost = Container.expand(function () { var self = Container.call(this); var boostSprite = self.attachAsset('speedBoost', { anchorX: 0.5, anchorY: 0.5 }); self.type = 'speed'; self.active = true; self.update = function () { // Provide speed boost when player touches it if (player && self.active && player.intersects(self)) { player.setSpeedBoost(5000); // 5 seconds // Deactivate and remove self.active = false; // Remove from obstacles array var index = obstacles.indexOf(self); if (index !== -1) { obstacles.splice(index, 1); } self.destroy(); } // Pulse animation if (self.active) { var pulse = 0.8 + 0.2 * Math.sin(LK.ticks / 10); boostSprite.scale.set(pulse, pulse); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x2c3e50 }); /**** * Game Code ****/ // Game state variables var player = null; var bullets = []; var enemies = []; var obstacles = []; var dragTarget = null; var isAttacking = false; var attackDirection = { x: 0, y: 0 }; var healthBar = null; var healthBarBg = null; var scoreText = null; var waveText = null; // Define waveManager to track kills and waves var waveManager = { killCount: 0, currentWave: 1 }; // Initialize game function initGame() { // Create player player = new Player(); player.x = 2048 / 2; player.y = 2732 / 2; game.addChild(player); // Create health bar background healthBarBg = LK.getAsset('obstacle', { anchorX: 0, anchorY: 0, width: 300, height: 30, tint: 0x333333 }); // Create health bar healthBar = LK.getAsset('obstacle', { anchorX: 0, anchorY: 0, width: 300, height: 30, tint: 0x2ecc71 }); // Create score text scoreText = new Text2("Score: 0", { size: 40, fill: 0xFFFFFF }); scoreText.anchor.set(1, 0); // Add UI elements to GUI LK.gui.topRight.addChild(scoreText); LK.gui.bottomLeft.addChild(healthBarBg); LK.gui.bottomLeft.addChild(healthBar); healthBarBg.x = 20; healthBarBg.y = -50; healthBar.x = 20; healthBar.y = -50; // Position score text scoreText.x = -20; scoreText.y = 20; // Position wave text // Reset score LK.setScore(0); // Spawn initial enemies for (var i = 0; i < 5; i++) { var enemy = new Enemy(); // Position enemy at edge of screen var side = Math.floor(Math.random() * 4); switch (side) { case 0: // Top enemy.x = Math.random() * 2048; enemy.y = -50; break; case 1: // Right enemy.x = 2048 + 50; enemy.y = Math.random() * 2732; break; case 2: // Bottom enemy.x = Math.random() * 2048; enemy.y = 2732 + 50; break; case 3: // Left enemy.x = -50; enemy.y = Math.random() * 2732; break; } game.addChild(enemy); enemies.push(enemy); } // Play background music LK.playMusic('battleMusic'); } // Update health bar display function updateHealthBar() { if (player && healthBar) { var healthPercent = player.health / player.maxHealth; healthBar.width = 300 * healthPercent; // Change color based on health if (healthPercent > 0.6) { healthBar.tint = 0x2ecc71; // Green } else if (healthPercent > 0.3) { healthBar.tint = 0xf39c12; // Orange } else { healthBar.tint = 0xe74c3c; // Red } } } // Create obstacles for the current wave function createObstacles() { // Clear existing obstacles for (var i = obstacles.length - 1; i >= 0; i--) { game.removeChild(obstacles[i]); obstacles[i].destroy(); } obstacles = []; // Number of obstacles based on wave var numObstacles = 3 + Math.min(5, waveManager.currentWave); var numHealingPools = 1 + Math.floor(waveManager.currentWave / 3); var numSpeedBoosts = Math.floor(waveManager.currentWave / 2); // Create regular obstacles for (var i = 0; i < numObstacles; i++) { var obstacle = new Obstacle(); placeObstacleRandomly(obstacle); game.addChild(obstacle); obstacles.push(obstacle); } // Create healing pools for (var i = 0; i < numHealingPools; i++) { var healingPool = new HealingPool(); placeObstacleRandomly(healingPool); game.addChild(healingPool); obstacles.push(healingPool); } // Create speed boosts for (var i = 0; i < numSpeedBoosts; i++) { var speedBoost = new SpeedBoost(); placeObstacleRandomly(speedBoost); game.addChild(speedBoost); obstacles.push(speedBoost); } } // Place obstacle at a random position that doesn't overlap with player function placeObstacleRandomly(obstacle) { var positioned = false; var attempts = 0; while (!positioned && attempts < 20) { obstacle.x = 100 + Math.random() * (2048 - 200); obstacle.y = 100 + Math.random() * (2732 - 200); // Check if too close to player var dx = obstacle.x - player.x; var dy = obstacle.y - player.y; var distToPlayer = Math.sqrt(dx * dx + dy * dy); // Check if overlapping with other obstacles var overlapping = false; for (var i = 0; i < obstacles.length; i++) { if (obstacle.intersects(obstacles[i])) { overlapping = true; break; } } if (distToPlayer > 300 && !overlapping) { positioned = true; } attempts++; } } // Fire a bullet in the given direction function fireBullet(dirX, dirY) { if (player.attackCooldown > 0) { return; } // Normalize direction var length = Math.sqrt(dirX * dirX + dirY * dirY); if (length > 0) { dirX /= length; dirY /= length; } var bullet = new Bullet(); bullet.x = player.x; bullet.y = player.y; bullet.directionX = dirX; bullet.directionY = dirY; game.addChild(bullet); bullets.push(bullet); // Set attack cooldown player.attackCooldown = 15; // 0.25 seconds // Play attack sound LK.getSound('playerAttack').play(); } // Handle player movement with the specified dx, dy direction function movePlayer(dx, dy) { if (!player) { return; } // Normalize direction var length = Math.sqrt(dx * dx + dy * dy); if (length > 0) { dx /= length; dy /= length; } // Calculate new position var newX = player.x + dx * player.speed; var newY = player.y + dy * player.speed; // Check boundaries if (newX < 40) { newX = 40; } if (newX > 2048 - 40) { newX = 2048 - 40; } if (newY < 40) { newY = 40; } if (newY > 2732 - 40) { newY = 2732 - 40; } // Check obstacle collision var canMoveX = true; var canMoveY = true; for (var i = 0; i < obstacles.length; i++) { var obstacle = obstacles[i]; // Only check collision with blocking obstacles if (obstacle.type === 'obstacle') { // Check if moving in X direction would cause collision var tempPlayer = { x: newX, y: player.y, width: player.width, height: player.height }; if (intersectsSimple(tempPlayer, obstacle)) { canMoveX = false; } // Check if moving in Y direction would cause collision tempPlayer = { x: player.x, y: newY, width: player.width, height: player.height }; if (intersectsSimple(tempPlayer, obstacle)) { canMoveY = false; } } } // Apply movement if (canMoveX) { player.x = newX; } if (canMoveY) { player.y = newY; } } // Simple intersection check for collision detection function intersectsSimple(objA, objB) { return !(objA.x + objA.width / 2 < objB.x - objB.width / 2 || objA.x - objA.width / 2 > objB.x + objB.width / 2 || objA.y + objA.height / 2 < objB.y - objB.height / 2 || objA.y - objA.height / 2 > objB.y + objB.height / 2); } // Movement input handlers for drag controls game.down = function (x, y, obj) { dragTarget = { x: x, y: y }; isAttacking = false; }; game.move = function (x, y, obj) { if (dragTarget) { // Calculate drag distance and direction var dx = x - dragTarget.x; var dy = y - dragTarget.y; var distance = Math.sqrt(dx * dx + dy * dy); // If drag is long enough, it's an attack if (distance > 100) { isAttacking = true; attackDirection.x = dx / distance; attackDirection.y = dy / distance; // Fire bullets in multiple directions fireBullet(attackDirection.x, attackDirection.y); fireBullet(-attackDirection.x, -attackDirection.y); } else { isAttacking = false; // Otherwise it's movement if (distance > 5) { movePlayer(dx, dy); } } } }; game.up = function (x, y, obj) { if (isAttacking) { fireBullet(attackDirection.x, attackDirection.y); } dragTarget = null; isAttacking = false; }; // Main game update function game.update = function () { // Skip updates if player is dead if (player && player.health <= 0) { LK.showGameOver(); return; } // Update player if (player) { player.update(); } // Update bullets for (var i = bullets.length - 1; i >= 0; i--) { var bullet = bullets[i]; bullet.update(); // Check collision with enemies for (var j = enemies.length - 1; j >= 0; j--) { var enemy = enemies[j]; if (bullet.intersects(enemy)) { enemy.takeDamage(enemy.health); // One-hit death // Remove bullet bullet.destroy(); bullets.splice(i, 1); break; } } // Check collision with obstacles for (var j = 0; j < obstacles.length; j++) { var obstacle = obstacles[j]; // Only check collision with blocking obstacles if (obstacle.type === 'obstacle' && bullet.intersects(obstacle)) { // Remove bullet bullet.destroy(); bullets.splice(i, 1); break; } } } // Update enemies for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; enemy.update(); } // Update obstacles for (var i = 0; i < obstacles.length; i++) { var obstacle = obstacles[i]; obstacle.update(); } }; // Initialize the game initGame();
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
var Bullet = Container.expand(function () {
var self = Container.call(this);
var bulletSprite = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 20; // Increase bullet speed for super speed effect
self.damage = 25;
self.directionX = 0;
self.directionY = 0;
self.update = function () {
self.x += self.directionX * self.speed;
self.y += self.directionY * self.speed;
};
return self;
});
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemySprite = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.health = 50;
self.speed = 0.1; // Decrease speed to sluggish
self.damage = 10;
self.attackCooldown = 0;
self.update = function () {
if (!player) {
return;
}
// Calculate direction to player
var dx = player.x - self.x;
var dy = player.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
// Move towards player
if (distance > 0) {
self.x += dx / distance * self.speed;
self.y += dy / distance * self.speed;
}
// Attack player if close enough and cooldown is done
if (distance < 100 && self.attackCooldown <= 0) {
if (player.takeDamage(self.damage)) {
self.attackCooldown = 60; // 1 second cooldown
}
}
// Decrease attack cooldown
if (self.attackCooldown > 0) {
self.attackCooldown--;
}
};
self.takeDamage = function (amount) {
self.health -= amount;
// Flash red
LK.effects.flashObject(self, 0xff0000, 200);
if (self.health <= 0) {
// Increase score
waveManager.killCount++;
LK.setScore(LK.getScore() + 10);
scoreText.setText("Score: " + LK.getScore());
// Play death sound
LK.getSound('enemyDeath').play();
// Remove from enemies array
var index = enemies.indexOf(self);
if (index !== -1) {
enemies.splice(index, 1);
}
// Destroy the enemy
self.destroy();
return true;
}
return false;
};
return self;
});
var HealingPool = Container.expand(function () {
var self = Container.call(this);
var healingSprite = self.attachAsset('healingPool', {
anchorX: 0.5,
anchorY: 0.5
});
self.type = 'healing';
self.healAmount = 25;
self.healCooldown = 0;
self.update = function () {
if (self.healCooldown > 0) {
self.healCooldown--;
healingSprite.alpha = 0.5;
} else {
healingSprite.alpha = 1;
}
// Heal player if they're in the pool and cooldown is ready
if (player && self.healCooldown <= 0 && player.intersects(self)) {
player.heal(self.healAmount);
self.healCooldown = 180; // 3 seconds
}
};
return self;
});
var Obstacle = Container.expand(function () {
var self = Container.call(this);
var obstacleSprite = self.attachAsset('obstacle', {
anchorX: 0.5,
anchorY: 0.5
});
self.type = 'obstacle'; // Default type is blocking obstacle
self.update = function () {
// No behavior for basic obstacles
};
return self;
});
var Player = Container.expand(function () {
var self = Container.call(this);
var playerSprite = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
self.health = 100;
self.maxHealth = 100;
self.speed = 5;
self.baseSpeed = 5;
self.attackCooldown = 0;
self.invulnerable = 0;
self.update = function () {
// Decrease cooldowns
if (self.attackCooldown > 0) {
self.attackCooldown--;
}
if (self.invulnerable > 0) {
self.invulnerable--;
// Flash effect when invulnerable
playerSprite.alpha = self.invulnerable % 10 < 5 ? 0.5 : 1;
} else {
playerSprite.alpha = 1;
}
};
self.takeDamage = function (amount) {
if (self.invulnerable > 0) {
return false;
}
self.health = 0;
// Update health bar
updateHealthBar();
// Set invulnerability frames
self.invulnerable = 60; // 1 second
// Play hit sound
LK.getSound('playerHit').play();
// Flash red
LK.effects.flashObject(self, 0xff0000, 500);
return true;
};
self.heal = function (amount) {
self.health += amount;
if (self.health > self.maxHealth) {
self.health = self.maxHealth;
}
// Update health bar
updateHealthBar();
// Play powerup sound
LK.getSound('powerup').play();
// Flash green
LK.effects.flashObject(self, 0x00ff00, 500);
};
self.setSpeedBoost = function (duration) {
self.speed = self.baseSpeed * 1.5;
// Play powerup sound
LK.getSound('powerup').play();
// Reset speed after duration
LK.setTimeout(function () {
self.speed = self.baseSpeed;
}, duration);
};
return self;
});
var SpeedBoost = Container.expand(function () {
var self = Container.call(this);
var boostSprite = self.attachAsset('speedBoost', {
anchorX: 0.5,
anchorY: 0.5
});
self.type = 'speed';
self.active = true;
self.update = function () {
// Provide speed boost when player touches it
if (player && self.active && player.intersects(self)) {
player.setSpeedBoost(5000); // 5 seconds
// Deactivate and remove
self.active = false;
// Remove from obstacles array
var index = obstacles.indexOf(self);
if (index !== -1) {
obstacles.splice(index, 1);
}
self.destroy();
}
// Pulse animation
if (self.active) {
var pulse = 0.8 + 0.2 * Math.sin(LK.ticks / 10);
boostSprite.scale.set(pulse, pulse);
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x2c3e50
});
/****
* Game Code
****/
// Game state variables
var player = null;
var bullets = [];
var enemies = [];
var obstacles = [];
var dragTarget = null;
var isAttacking = false;
var attackDirection = {
x: 0,
y: 0
};
var healthBar = null;
var healthBarBg = null;
var scoreText = null;
var waveText = null;
// Define waveManager to track kills and waves
var waveManager = {
killCount: 0,
currentWave: 1
};
// Initialize game
function initGame() {
// Create player
player = new Player();
player.x = 2048 / 2;
player.y = 2732 / 2;
game.addChild(player);
// Create health bar background
healthBarBg = LK.getAsset('obstacle', {
anchorX: 0,
anchorY: 0,
width: 300,
height: 30,
tint: 0x333333
});
// Create health bar
healthBar = LK.getAsset('obstacle', {
anchorX: 0,
anchorY: 0,
width: 300,
height: 30,
tint: 0x2ecc71
});
// Create score text
scoreText = new Text2("Score: 0", {
size: 40,
fill: 0xFFFFFF
});
scoreText.anchor.set(1, 0);
// Add UI elements to GUI
LK.gui.topRight.addChild(scoreText);
LK.gui.bottomLeft.addChild(healthBarBg);
LK.gui.bottomLeft.addChild(healthBar);
healthBarBg.x = 20;
healthBarBg.y = -50;
healthBar.x = 20;
healthBar.y = -50;
// Position score text
scoreText.x = -20;
scoreText.y = 20;
// Position wave text
// Reset score
LK.setScore(0);
// Spawn initial enemies
for (var i = 0; i < 5; i++) {
var enemy = new Enemy();
// Position enemy at edge of screen
var side = Math.floor(Math.random() * 4);
switch (side) {
case 0:
// Top
enemy.x = Math.random() * 2048;
enemy.y = -50;
break;
case 1:
// Right
enemy.x = 2048 + 50;
enemy.y = Math.random() * 2732;
break;
case 2:
// Bottom
enemy.x = Math.random() * 2048;
enemy.y = 2732 + 50;
break;
case 3:
// Left
enemy.x = -50;
enemy.y = Math.random() * 2732;
break;
}
game.addChild(enemy);
enemies.push(enemy);
}
// Play background music
LK.playMusic('battleMusic');
}
// Update health bar display
function updateHealthBar() {
if (player && healthBar) {
var healthPercent = player.health / player.maxHealth;
healthBar.width = 300 * healthPercent;
// Change color based on health
if (healthPercent > 0.6) {
healthBar.tint = 0x2ecc71; // Green
} else if (healthPercent > 0.3) {
healthBar.tint = 0xf39c12; // Orange
} else {
healthBar.tint = 0xe74c3c; // Red
}
}
}
// Create obstacles for the current wave
function createObstacles() {
// Clear existing obstacles
for (var i = obstacles.length - 1; i >= 0; i--) {
game.removeChild(obstacles[i]);
obstacles[i].destroy();
}
obstacles = [];
// Number of obstacles based on wave
var numObstacles = 3 + Math.min(5, waveManager.currentWave);
var numHealingPools = 1 + Math.floor(waveManager.currentWave / 3);
var numSpeedBoosts = Math.floor(waveManager.currentWave / 2);
// Create regular obstacles
for (var i = 0; i < numObstacles; i++) {
var obstacle = new Obstacle();
placeObstacleRandomly(obstacle);
game.addChild(obstacle);
obstacles.push(obstacle);
}
// Create healing pools
for (var i = 0; i < numHealingPools; i++) {
var healingPool = new HealingPool();
placeObstacleRandomly(healingPool);
game.addChild(healingPool);
obstacles.push(healingPool);
}
// Create speed boosts
for (var i = 0; i < numSpeedBoosts; i++) {
var speedBoost = new SpeedBoost();
placeObstacleRandomly(speedBoost);
game.addChild(speedBoost);
obstacles.push(speedBoost);
}
}
// Place obstacle at a random position that doesn't overlap with player
function placeObstacleRandomly(obstacle) {
var positioned = false;
var attempts = 0;
while (!positioned && attempts < 20) {
obstacle.x = 100 + Math.random() * (2048 - 200);
obstacle.y = 100 + Math.random() * (2732 - 200);
// Check if too close to player
var dx = obstacle.x - player.x;
var dy = obstacle.y - player.y;
var distToPlayer = Math.sqrt(dx * dx + dy * dy);
// Check if overlapping with other obstacles
var overlapping = false;
for (var i = 0; i < obstacles.length; i++) {
if (obstacle.intersects(obstacles[i])) {
overlapping = true;
break;
}
}
if (distToPlayer > 300 && !overlapping) {
positioned = true;
}
attempts++;
}
}
// Fire a bullet in the given direction
function fireBullet(dirX, dirY) {
if (player.attackCooldown > 0) {
return;
}
// Normalize direction
var length = Math.sqrt(dirX * dirX + dirY * dirY);
if (length > 0) {
dirX /= length;
dirY /= length;
}
var bullet = new Bullet();
bullet.x = player.x;
bullet.y = player.y;
bullet.directionX = dirX;
bullet.directionY = dirY;
game.addChild(bullet);
bullets.push(bullet);
// Set attack cooldown
player.attackCooldown = 15; // 0.25 seconds
// Play attack sound
LK.getSound('playerAttack').play();
}
// Handle player movement with the specified dx, dy direction
function movePlayer(dx, dy) {
if (!player) {
return;
}
// Normalize direction
var length = Math.sqrt(dx * dx + dy * dy);
if (length > 0) {
dx /= length;
dy /= length;
}
// Calculate new position
var newX = player.x + dx * player.speed;
var newY = player.y + dy * player.speed;
// Check boundaries
if (newX < 40) {
newX = 40;
}
if (newX > 2048 - 40) {
newX = 2048 - 40;
}
if (newY < 40) {
newY = 40;
}
if (newY > 2732 - 40) {
newY = 2732 - 40;
}
// Check obstacle collision
var canMoveX = true;
var canMoveY = true;
for (var i = 0; i < obstacles.length; i++) {
var obstacle = obstacles[i];
// Only check collision with blocking obstacles
if (obstacle.type === 'obstacle') {
// Check if moving in X direction would cause collision
var tempPlayer = {
x: newX,
y: player.y,
width: player.width,
height: player.height
};
if (intersectsSimple(tempPlayer, obstacle)) {
canMoveX = false;
}
// Check if moving in Y direction would cause collision
tempPlayer = {
x: player.x,
y: newY,
width: player.width,
height: player.height
};
if (intersectsSimple(tempPlayer, obstacle)) {
canMoveY = false;
}
}
}
// Apply movement
if (canMoveX) {
player.x = newX;
}
if (canMoveY) {
player.y = newY;
}
}
// Simple intersection check for collision detection
function intersectsSimple(objA, objB) {
return !(objA.x + objA.width / 2 < objB.x - objB.width / 2 || objA.x - objA.width / 2 > objB.x + objB.width / 2 || objA.y + objA.height / 2 < objB.y - objB.height / 2 || objA.y - objA.height / 2 > objB.y + objB.height / 2);
}
// Movement input handlers for drag controls
game.down = function (x, y, obj) {
dragTarget = {
x: x,
y: y
};
isAttacking = false;
};
game.move = function (x, y, obj) {
if (dragTarget) {
// Calculate drag distance and direction
var dx = x - dragTarget.x;
var dy = y - dragTarget.y;
var distance = Math.sqrt(dx * dx + dy * dy);
// If drag is long enough, it's an attack
if (distance > 100) {
isAttacking = true;
attackDirection.x = dx / distance;
attackDirection.y = dy / distance;
// Fire bullets in multiple directions
fireBullet(attackDirection.x, attackDirection.y);
fireBullet(-attackDirection.x, -attackDirection.y);
} else {
isAttacking = false;
// Otherwise it's movement
if (distance > 5) {
movePlayer(dx, dy);
}
}
}
};
game.up = function (x, y, obj) {
if (isAttacking) {
fireBullet(attackDirection.x, attackDirection.y);
}
dragTarget = null;
isAttacking = false;
};
// Main game update function
game.update = function () {
// Skip updates if player is dead
if (player && player.health <= 0) {
LK.showGameOver();
return;
}
// Update player
if (player) {
player.update();
}
// Update bullets
for (var i = bullets.length - 1; i >= 0; i--) {
var bullet = bullets[i];
bullet.update();
// Check collision with enemies
for (var j = enemies.length - 1; j >= 0; j--) {
var enemy = enemies[j];
if (bullet.intersects(enemy)) {
enemy.takeDamage(enemy.health); // One-hit death
// Remove bullet
bullet.destroy();
bullets.splice(i, 1);
break;
}
}
// Check collision with obstacles
for (var j = 0; j < obstacles.length; j++) {
var obstacle = obstacles[j];
// Only check collision with blocking obstacles
if (obstacle.type === 'obstacle' && bullet.intersects(obstacle)) {
// Remove bullet
bullet.destroy();
bullets.splice(i, 1);
break;
}
}
}
// Update enemies
for (var i = 0; i < enemies.length; i++) {
var enemy = enemies[i];
enemy.update();
}
// Update obstacles
for (var i = 0; i < obstacles.length; i++) {
var obstacle = obstacles[i];
obstacle.update();
}
};
// Initialize the game
initGame();
top down defend scifi strong hold. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
top down scifi image military slugish tank. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
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dark brown top down wide meadow. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows