User prompt
Add weapon power enhancement that only modifies bullets when created: 1. Add WEAPON_POWER to PowerUpTypes 2. Add WeaponPowerIcon case to PowerUp switch statement that: - Increases bullet.Power (max of 4) when collected - Changes bullet visual based on power level 3. Keep the same single-bullet firing pattern 4. Ensure clones create bullets with the same power level and visuals
User prompt
Add weapon power enhancement that only modifies bullets when created: 1. Add WEAPON_POWER to PowerUpTypes 2. Add WeaponPowerIcon case to PowerUp switch statement that: - Increases bullet.Power (max of 4) when collected - Changes bullet visual based on power level 3. Keep the same single-bullet firing pattern 4. Ensure clones create bullets with the same power level and visuals
User prompt
Rename heroBullet asset to heroBullet1 and change affected code
User prompt
Remove the spread shot power-up from the game by: 1. Remove SPREAD_SHOT from PowerUpTypes 2. Remove the spreadShotBehavior function from PowerUpManager 3. Remove the SpreadShotIcon case from the PowerUp class switch statement 4. Keep the DEFAULT and SOLDIER_CLONE types, but add a new WEAPON_POWER type
User prompt
Please fix the bug: 'TypeError: undefined is not an object (evaluating 'heroBullets[j].intersects')' in or related to this line: 'if (heroBullets[j].intersects(enemies[k]) && enemies[k].y > 0) {' Line Number: 763
User prompt
Remove pulsing scale affect for hero
User prompt
Spread out more
User prompt
Spread out the clone spacing horizontally.
User prompt
Please fix the bug: 'TypeError: undefined is not an object (evaluating 'backgroundContainer.addChild')' in or related to this line: 'backgroundContainer.addChild(newClone);' Line Number: 377
User prompt
Please fix the bug: 'ReferenceError: Can't find variable: backgroundContainer' in or related to this line: 'backgroundContainer.addChild(newClone);' Line Number: 377
User prompt
Please fix the bug: 'ReferenceError: Can't find variable: backgroundContainer' in or related to this line: 'backgroundContainer.addChild(newClone);' Line Number: 377
User prompt
Please fix the bug: 'ReferenceError: Can't find variable: backgroundContainer' in or related to this line: 'backgroundContainer.addChild(newClone);' Line Number: 377
User prompt
The soldier clones need to appear visually behind the hero character. Fix the clone layering by: 1. Add them to the game object before the hero is added OR 2. Set their zIndex to a lower number than the hero's zIndex OR 3. Add them to a separate background container that's rendered before the hero layer
User prompt
The clones are still appear above the hero layer
User prompt
Do that please.
User prompt
Increase the X spacing of the clones by double.
User prompt
Update the clone destruction logic to: 1. Remove the clone from the soldierClones array when destroyed 2. Properly clean up any bullets from that clone 3. Maintain proper spacing of remaining clones after one is destroyed
User prompt
Modify the SoldierClone shoot method to: 1. Create bullets at the clone's current position (x,y) 2. Use the same bullet type as the hero 3. Add the new bullets to the game's bullet array 4. Match the hero's fire rate
User prompt
Update the soldier clone system with these requirements: 1. Remove clone spawning from PowerUpManager's soldierCloneBehavior 2. Only spawn clones when collecting the SoldierCloneIcon power-up 3. Position clones in an alternating pattern: - First clone 40px to the right of hero - Second clone 40px to the left of hero - Third clone 80px to the right of hero - Fourth clone 80px to the left of hero 4. Keep clones at the same Y position as the hero 5. Set clone zIndex to -1 so they appear under the hero 6. Maintain a maximum of 6 clones
User prompt
Please fix the bug: 'TypeError: undefined is not an object (evaluating 'self.x')' in or related to this line: 'newBullet.x = self.x;' Line Number: 527
User prompt
The soldier clone should shoot from its own top center location.
User prompt
When collecting a soldier clone power up, it should not set soldier clone behavior in the power up manager. This will override other shooting behaviors which I do not want. The only thing that should happen is that the count in hero is added to and a soldier clone is spawned.
User prompt
Remove the check for enemy bullets from soldier clone
User prompt
Please fix the bug: 'ReferenceError: Can't find variable: enemyBullets' in or related to this line: 'for (var j = 0; j < enemyBullets.length; j++) {' Line Number: 453
User prompt
Change all power up drops from spread shot to soldier clone power ups
/****
* Classes
****/
// Blaster class representing a shooting enemy
var Blaster = Container.expand(function () {
var self = Container.call(this);
var blasterGraphics = self.attachAsset('Blaster', {
anchorX: 0.5,
anchorY: 0.5
});
self.HitPoints = 5;
self.speed = 2;
// Laser attack properties
self.laserMechanic = new LaserMechanic(self, 60, 30, 30); // charge, fire, slide durations
self.nextAttackTime = LK.ticks + randomRange(180, 300); // 3-5 seconds initial delay
function randomRange(min, max) {
return Math.floor(Math.random() * (max - min + 1)) + min;
}
self.update = function () {
// Update laser mechanic
self.laserMechanic.update();
// Check if it's time for a laser attack
if (LK.ticks >= self.nextAttackTime && !self.laserMechanic.isCharging && !self.laserMechanic.isFiring && !self.laserMechanic.isSliding && !self.laserMechanic.attackComplete) {
self.laserMechanic.startCharge();
}
// Handle movement based on state
if (self.laserMechanic.isCharging) {
// Only rotate to track player during charge
var directionX = hero.x - self.x;
var directionY = hero.y - self.y;
blasterGraphics.rotation = Math.atan2(directionY, directionX) - Math.PI / 2;
} else if (self.laserMechanic.isFiring || self.laserMechanic.isSliding) {
// No movement during firing and sliding
return;
} else {
// Normal movement when not attacking
// Track player position
var directionX = hero.x - self.x;
var directionY = hero.y - self.y;
var distance = Math.sqrt(directionX * directionX + directionY * directionY);
if (distance > 0) {
self.x += directionX / distance * self.speed;
self.y += directionY / distance * self.speed;
blasterGraphics.rotation = Math.atan2(directionY, directionX) - Math.PI / 2;
}
// Set next attack time after sliding is done
if (self.laserMechanic.isAttackComplete()) {
self.laserMechanic.resetAttack();
self.nextAttackTime = LK.ticks + randomRange(300, 480);
}
}
// Destroy if out of screen
if (self.y > 2732) {
// Check if there's an active laser beam
if (self.laserMechanic.laserBeam) {
// Detach and slide the laser beam
self.laserMechanic.detachBeam();
}
self.destroy();
var index = enemies.indexOf(self);
if (index > -1) {
enemies.splice(index, 1);
}
}
};
});
// BlasterPiece class for blaster destruction effect
var BlasterPiece = Container.expand(function (assetType) {
var self = Container.call(this);
var pieceGraphics = self.attachAsset(assetType, {
anchorX: 0.5,
anchorY: 0.5,
alpha: 1 // Ensure pieces are fully visible on spawn
});
self.speedX = (Math.random() - 0.5) * 12; // Random horizontal speed to move outwards
self.speedY = (Math.random() - 0.5) * 12; // Random vertical speed to move outwards
self.alphaDecay = 0.02; // Rate at which the piece fades out
self.update = function () {
self.x += self.speedX;
self.y += self.speedY;
pieceGraphics.rotation += Math.random() * 0.1 - 0.05; // Add slight random rotation
pieceGraphics.alpha -= self.alphaDecay;
if (pieceGraphics.alpha <= 0) {
self.destroy();
}
};
});
// Bruiser class representing a tougher enemy
var Bruiser = Container.expand(function () {
var self = Container.call(this);
var bruiserGraphics = self.attachAsset('Bruiser', {
anchorX: 0.5,
anchorY: 0.5
});
self.HitPoints = 10; // Higher hit points for Bruiser
self.speed = 4; // Increased speed for Bruiser
self.update = function () {
// Implement mechanical stomping movement
if (LK.ticks % 80 < 20) {
bruiserGraphics.scale.x = 1.1;
bruiserGraphics.scale.y = 0.9;
bruiserGraphics.rotation = 0.1; // Tilt right
} else if (LK.ticks % 80 < 40) {
bruiserGraphics.scale.x = 1.0;
bruiserGraphics.scale.y = 1.0;
bruiserGraphics.rotation = 0;
} else if (LK.ticks % 80 < 60) {
bruiserGraphics.scale.x = 1.1;
bruiserGraphics.scale.y = 0.9;
bruiserGraphics.rotation = -0.1; // Tilt left
} else {
bruiserGraphics.scale.x = 1.0;
bruiserGraphics.scale.y = 1.0;
bruiserGraphics.rotation = 0;
}
// Move downwards only during tilt phases
if (LK.ticks % 80 < 20 || LK.ticks % 80 >= 40 && LK.ticks % 80 < 60) {
// Check for nearby enemies and adjust path to avoid collisions
var nearbyEnemy = enemies.find(function (enemy) {
return enemy !== self && Math.abs(enemy.x - self.x) < 100 && Math.abs(enemy.y - self.y) < 100;
});
if (nearbyEnemy) {
self.x += (self.x < nearbyEnemy.x ? -1 : 1) * self.speed; // Move away from the nearby enemy
} else {
self.y += self.speed;
}
}
if (self.y > 2732) {
self.destroy();
var index = enemies.indexOf(self);
if (index > -1) {
enemies.splice(index, 1);
}
}
};
});
// BruiserPiece class for bruiser destruction effect
var BruiserPiece = Container.expand(function (assetType) {
var self = Container.call(this);
var pieceGraphics = self.attachAsset(assetType, {
anchorX: 0.5,
anchorY: 0.5
});
self.speedX = -Math.random() * 6 + 3; // Switch direction of horizontal speed
self.speedY = Math.random() * 4 - 2; // Random vertical speed
self.alphaDecay = 0.02; // Rate at which the piece fades out
self.update = function () {
self.x += self.speedX;
self.y += self.speedY;
pieceGraphics.rotation += Math.random() * 0.1 - 0.05; // Add slight random rotation
pieceGraphics.alpha -= self.alphaDecay;
if (pieceGraphics.alpha <= 0) {
self.destroy();
}
};
});
// Enemy class representing the enemy robots
var Drone = Container.expand(function () {
var self = Container.call(this);
var droneGraphics = self.attachAsset('Drone', {
anchorX: 0.5,
anchorY: 0.5
});
self.HitPoints = 3;
self.randomOffset = Math.random() * 100; // Random timing for each drone
self.speed = 2.25;
self.update = function () {
// Add robotic hover effects
// Check for nearby enemies and adjust path to avoid collisions
var nearbyEnemy = enemies.find(function (enemy) {
return enemy !== self && Math.abs(enemy.x - self.x) < 100 && Math.abs(enemy.y - self.y) < 100;
});
if (nearbyEnemy) {
self.x += (self.x < nearbyEnemy.x ? -1 : 1) * self.speed; // Move away from the nearby enemy
} else {
self.y += self.speed * (Math.random() > 0.1 ? 1 : 0); // Brief pauses in downward movement
}
self.x += Math.sin(LK.ticks / 10 + self.randomOffset) * 2; // Small jerky side-to-side movements
if (Math.random() > 0.95) {
self.x += Math.random() * 4 - 2; // Quick position corrections
}
// Pulse effect on hit
if (self.pulseEffect) {
droneGraphics.scale.x = 1.2;
droneGraphics.scale.y = 1.2;
self.pulseEffect = false;
} else {
droneGraphics.scale.x = 1.0;
droneGraphics.scale.y = 1.0;
}
if (self.y > 2732) {
self.destroy();
var index = enemies.indexOf(self);
if (index > -1) {
enemies.splice(index, 1);
}
}
};
});
// DronePiece class for drone destruction effect
var DronePiece = Container.expand(function (assetType) {
var self = Container.call(this);
var pieceGraphics = self.attachAsset(assetType, {
anchorX: 0.5,
anchorY: 0.5
});
self.speedX = Math.random() * 6 - 3; // Increased random horizontal speed
self.speedY = Math.random() * 4 - 2; // Random vertical speed
self.alphaDecay = 0.02; // Rate at which the piece fades out
self.update = function () {
self.x += self.speedX;
self.y += self.speedY;
pieceGraphics.rotation += Math.random() * 0.1 - 0.05; // Add slight random rotation
pieceGraphics.alpha -= self.alphaDecay;
if (pieceGraphics.alpha <= 0) {
self.destroy();
}
};
});
// Dust class for dust particles
var Dust = Container.expand(function () {
var self = Container.call(this);
var dustGraphics = self.attachAsset('Dust', {
anchorX: 0.5,
anchorY: 0.5
});
dustGraphics.alpha = 0.75;
self.speed = Math.random() * 3 + 1;
self.rotationSpeed = Math.random() * 0.02 - 0.01; // Random rotation speed between -0.01 and 0.01
self.direction = Math.random() * Math.PI * 0.5;
self.update = function () {
self.y += self.speed;
self.x += Math.sin(self.direction) * self.speed; // Add slight X travel based on direction
self.rotation += self.rotationSpeed; // Add rotation
dustGraphics.alpha -= 0.01; // fade out at a medium pace
if (self.y > 2732 || dustGraphics.alpha <= 0) {
self.destroy();
}
};
});
// Assets will be automatically created and loaded by the LK engine based on their usage in the code.
// Hero class representing the player's spaceship
var Hero = Container.expand(function () {
var self = Container.call(this);
self.prevX = self.x; // Initialize prevX with the current x position
var heroGraphics = self.attachAsset('hero', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 10;
self.soldierCloneCount = 0; // Initialize soldier clone count
self.update = function () {
if (self.y > 2375) {
self.y -= self.speed;
}
// Add rotation based on movement direction
if (self.x > self.prevX) {
self.rotation += Math.PI / 180 * 1; // Rotate 1 degree to the right
if (self.rotation > Math.PI / 180 * 5) {
self.rotation = Math.PI / 180 * 5;
}
} else if (self.x < self.prevX) {
self.rotation -= Math.PI / 180 * 1; // Rotate 1 degree to the left
if (self.rotation < Math.PI / 180 * -5) {
self.rotation = Math.PI / 180 * -5;
}
} else {
if (self.rotation > 0) {
self.rotation -= Math.PI / 180 * 1;
if (self.rotation < 0) {
self.rotation = 0;
}
} else if (self.rotation < 0) {
self.rotation += Math.PI / 180 * 1;
if (self.rotation > 0) {
self.rotation = 0;
}
}
}
self.prevX = self.x; // Store the current x position for the next frame
// Removed pulsing scale effect for hero
self.scale.x = 1.0;
};
// Method to handle shooting
self.shootBehavior = powerUpManager.defaultBehavior; // Set initial behavior
// Method to handle shooting
self.shoot = function () {
self.shootBehavior.call(self);
};
});
// Bullet class for hero's bullets
var HeroBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('heroBullet1', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -15;
self.Type = 'standard'; // Default type for bullets
self.Power = 1; // Default power level for bullets
self.update = function () {
// Move in direction of rotation
self.y += Math.cos(self.rotation) * self.speed;
self.x += Math.sin(self.rotation) * self.speed;
// Adjust out-of-bounds check for angled movement
if (self.y < 0 || self.x < 0 || self.x > 2048) {
self.destroy();
var index = heroBullets.indexOf(self);
if (index > -1) {
heroBullets.splice(index, 1);
}
}
};
});
// PowerUp class for handling power-up movement and collection
var PowerUp = Container.expand(function (assetType) {
var self = Container.call(this);
var powerUpGraphics = self.attachAsset(assetType, {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 3; // Speed at which the power-up moves down the screen
self.update = function () {
self.y += self.speed;
// Check if the power-up is collected by the hero
if (self.intersects(hero)) {
switch (assetType) {
case 'SoldierCloneIcon':
if (soldierClones.length < 6) {
hero.soldierCloneCount++;
var offset = (soldierClones.length % 2 === 0 ? 40 : -40) * Math.ceil((soldierClones.length + 1) / 2);
var newClone = new SoldierClone();
newClone.x = hero.x + offset;
newClone.y = hero.y;
newClone.zIndex = hero.zIndex - 1; // Ensure clones are rendered below the hero
soldierClones.push(newClone);
backgroundContainer.addChild(newClone);
}
break;
}
hero.shootBehavior = powerUpManager.getCurrentPowerBehavior();
soldierClones.forEach(function (clone) {
clone.shootBehavior = hero.shootBehavior;
});
self.destroy();
}
// Destroy if out of screen
if (self.y > 2732) {
self.destroy();
}
};
});
// RailingLeft class for the scrolling left railing
var RailingLeft = Container.expand(function (assetType) {
var self = Container.call(this);
var railingGraphics = self.attachAsset(assetType, {
anchorX: 0.5,
anchorY: 0
});
self.speed = 2;
self.update = function () {
self.y += self.speed;
if (self.y >= 2732) {
self.y = -2732;
}
};
});
// RailingRight class for the scrolling right railing
var RailingRight = Container.expand(function (assetType) {
var self = Container.call(this);
var railingGraphics = self.attachAsset(assetType, {
anchorX: 0.5,
anchorY: 0
});
self.speed = 2;
self.update = function () {
self.y += self.speed;
if (self.y >= 2732) {
self.y = -2732;
}
};
});
// RoadScroll class for the scrolling road
var RoadScroll = Container.expand(function (assetType) {
var self = Container.call(this);
var roadGraphics = self.attachAsset(assetType, {
anchorX: 0.5,
anchorY: 0
});
if (assetType === 'CityBackgroundHD') {
self.speed = 1;
} else {
self.speed = 2;
}
self.update = function () {
self.y += self.speed;
if (self.y >= 2732) {
self.y = -2732;
}
};
});
// SoldierClone class representing a clone of the player's character
var SoldierClone = Container.expand(function () {
var self = Container.call(this);
var cloneGraphics = self.attachAsset('hero', {
anchorX: 0.5,
anchorY: 0.5
});
self.health = 1;
self.update = function () {
self.destroy = function () {
// Remove bullets associated with this clone
for (var i = heroBullets.length - 1; i >= 0; i--) {
if (heroBullets[i].x === self.x && heroBullets[i].y === self.y - self.height / 2) {
heroBullets[i].destroy();
heroBullets.splice(i, 1);
}
}
// Call original destroy method
Container.prototype.destroy.call(self);
};
self.y = hero.y;
// Check for collision with enemies
for (var i = 0; i < enemies.length; i++) {
if (self.intersects(enemies[i])) {
self.destroy();
var index = soldierClones.indexOf(self);
if (index > -1) {
soldierClones.splice(index, 1);
}
hero.soldierCloneCount--;
return;
}
}
// Auto-fire like the player
self.shoot();
};
// Method to handle shooting
self.shoot = function () {
if (LK.ticks % 18 == 0) {
// Match hero's fire rate
var newBullet = new HeroBullet(); // Use the same bullet type as the hero
newBullet.x = self.x; // Create bullets at the clone's current position
newBullet.y = self.y - self.height / 2;
heroBullets.push(newBullet); // Add the new bullets to the game's bullet array
game.addChild(newBullet);
}
};
});
// TitleScreen class for the title screen
var TitleScreen = Container.expand(function () {
var self = Container.call(this);
// Attach game logo
var logo = self.attachAsset('GameLogoHD', {
anchorX: 0.5,
anchorY: 0.5
});
logo.x = 2048 / 2;
logo.y = 2732 / 2 - 200;
// Attach play button
var playButton = self.attachAsset('PlayButton', {
anchorX: 0.5,
anchorY: 0.5
});
playButton.x = 2048 / 2;
playButton.y = logo.y + logo.height / 2 + playButton.height / 2 + 50;
// Event handler for play button
playButton.down = function (x, y, obj) {
isTitle = false;
isStarted = true;
self.destroy();
startGame();
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
var PowerUpTypes = {
DEFAULT: 'DEFAULT',
LASER_BEAM: 'LASER_BEAM',
ROCKETS: 'ROCKETS',
DRONE: 'DRONE',
SOLDIER_CLONE: 'SOLDIER_CLONE',
WEAPON_POWER: 'WEAPON_POWER'
};
// PowerUpManager class to manage power-ups
// Initialize the city background for parallax effect
var PowerUpManager = function PowerUpManager() {
this.currentPowerUp = PowerUpTypes.DEFAULT;
this.switchPowerUp = function (newPowerUp) {
if (PowerUpTypes[newPowerUp]) {
this.currentPowerUp = newPowerUp;
}
};
this.getCurrentPowerBehavior = function () {
switch (this.currentPowerUp) {
case PowerUpTypes.SPREAD_SHOT:
return this.spreadShotBehavior;
case PowerUpTypes.SOLDIER_CLONE:
return this.soldierCloneBehavior;
// Add soldier clone behavior
default:
return this.defaultBehavior;
}
};
this.defaultBehavior = function () {
// Default shooting behavior
var newBullet = new HeroBullet();
newBullet.x = hero.x;
newBullet.y = hero.y - hero.height / 2;
heroBullets.push(newBullet);
game.addChild(newBullet);
};
this.soldierCloneBehavior = function () {
// Soldier clone behavior
// Removed clone spawning logic
};
};
// PowerUpTypes enum/constants
var PowerUpTypes = {
DEFAULT: 'DEFAULT',
LASER_BEAM: 'LASER_BEAM',
ROCKETS: 'ROCKETS',
DRONE: 'DRONE',
SOLDIER_CLONE: 'SOLDIER_CLONE',
WEAPON_POWER: 'WEAPON_POWER'
};
var LaserMechanic = function LaserMechanic(origin, chargeDuration, fireDuration, slideOffDuration) {
this.origin = origin;
this.chargeDuration = chargeDuration;
this.fireDuration = fireDuration;
this.slideOffDuration = slideOffDuration;
// State tracking
this.isCharging = false;
this.isFiring = false;
this.isSliding = false;
// Timing
this.chargeStartTime = null;
this.fireStartTime = null;
this.slideStartTime = null;
// Flag to indicate attack completion
this.attackComplete = false;
// Assets
this.chargeEffect = null;
this.laserBeam = null;
var index = activeLaserBeams.indexOf(this);
if (index > -1) {
activeLaserBeams.splice(index, 1);
}
// Method to start charging
LaserMechanic.prototype.startCharge = function () {
if (this.isCharging || this.isFiring || this.isSliding) {
return;
}
this.isCharging = true;
this.chargeStartTime = LK.ticks;
// Create charge effect
this.chargeEffect = LK.getAsset('LaserCharge', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.5,
scale: {
x: 0.5,
y: 0.5
}
});
if (this.origin) {
this.chargeEffect.y += this.origin.height * 0.1; // Move charge effect down by 10% of origin's height
this.origin.addChild(this.chargeEffect);
}
};
// Target
this.targetX = null;
this.targetY = null;
// Method to update charge progress
LaserMechanic.prototype.updateCharge = function () {
if (!this.isCharging) {
return;
}
var chargeProgress = (LK.ticks - this.chargeStartTime) / this.chargeDuration;
// Update charge effect
this.chargeEffect.alpha = 0.5 + chargeProgress * 0.5; // Fade in
this.chargeEffect.scale.x = 0.5 + chargeProgress * 1.5; // Grow outward
this.chargeEffect.scale.y = 0.5 + chargeProgress * 1.5;
// Capture target position at 2/3 through charge
if (chargeProgress >= 0.67 && !this.targetX) {
this.targetX = hero.x;
this.targetY = hero.y;
}
// Check if charge is complete
if (chargeProgress >= 1) {
if (this.origin && this.chargeEffect) {
this.origin.removeChild(this.chargeEffect);
}
this.chargeEffect = null;
this.isCharging = false;
this.startFiring(); // Add this line to transition to firing phase
}
};
};
var cityBackground1 = game.addChild(new RoadScroll('CityBackgroundHD'));
var cityBackground2 = game.addChild(new RoadScroll('CityBackgroundHD'));
cityBackground1.x = 2048 / 2;
cityBackground2.x = 2048 / 2;
cityBackground1.y = 0;
cityBackground2.y = -2732;
// Initialize the road instances
var road1 = game.addChild(new RoadScroll('Road'));
var road2 = game.addChild(new RoadScroll('Road2'));
road2.x = 2048 / 2;
road1.x = 2048 / 2;
road1.y = 0;
road2.y = -2732;
// Initialize the left railing instances
var railingLeft1 = game.addChild(new RailingLeft('RailingStart'));
var railingLeft2 = game.addChild(new RailingLeft('RailingEnd'));
railingLeft1.x = 2048 * 0.16;
railingLeft2.x = 2048 * 0.16;
railingLeft1.y = 0;
railingLeft2.y = -2732;
// Initialize the right railing instances
var railingRight1 = game.addChild(new RailingRight('RailingEnd'));
var railingRight2 = game.addChild(new RailingRight('RailingStart'));
railingRight1.x = 2048 * 0.81; // Moved left by 3%
railingRight2.x = 2048 * 0.81; // Moved left by 3%
railingRight1.y = 0;
railingRight2.y = -2732;
// Initialize game state variables
var isTitle = true;
var isStarted = false;
// Initialize title screen
if (isTitle) {
var titleScreen = game.addChild(new TitleScreen());
}
// Initialize variables
var backgroundContainer;
var hero;
var enemies = [];
var heroBullets = [];
var soldierClones = [];
var powerUpManager = new PowerUpManager(); // Initialize powerUpManager
// Function to start the game
function startGame() {
// Initialize background container
backgroundContainer = new Container();
game.addChild(backgroundContainer);
// Initialize hero
hero = game.addChild(new Hero());
hero.soldierCloneCount = soldierClones.length; // Set initial soldier clone count
hero.x = 2048 / 2;
hero.y = 2732 + hero.height;
// Initialize enemies, bullets, and laser beams arrays
enemies = [];
heroBullets = [];
activeLaserBeams = [];
hero.shootBehavior = powerUpManager.getCurrentPowerBehavior().bind(hero);
}
// Function to handle game updates
game.update = function () {
soldierClones.forEach(function (clone, index) {
clone.shootBehavior = hero.shootBehavior;
var offset = (index % 2 === 0 ? 160 : -160) * Math.ceil((index + 1) / 2);
clone.x = hero.x + offset;
});
cityBackground1.update();
cityBackground2.update();
// Update the road instances
road1.update();
road2.update();
// Update the left railing instances
railingLeft1.update();
railingLeft2.update();
// Update the right railing instances
railingRight1.update();
railingRight2.update();
if (isStarted) {
if (dragNode) {
hero.x = dragNode.x;
hero.y = dragNode.y;
}
// Update enemies
if (!enemies) {
return;
} // Ensure enemies array is initialized
for (var i = enemies.length - 1; i >= 0; i--) {
if (enemies[i]) {
enemies[i].update();
}
if (enemies[i] && enemies[i].intersects(hero)) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
}
// Update active laser beams
for (var l = activeLaserBeams.length - 1; l >= 0; l--) {
activeLaserBeams[l].update();
if (activeLaserBeams[l].isAttackComplete()) {
if (activeLaserBeams[l].laserBeam) {
activeLaserBeams[l].laserBeam.destroy();
}
activeLaserBeams.splice(l, 1);
}
}
// Update hero bullets
for (var j = heroBullets.length - 1; j >= 0; j--) {
heroBullets[j].update();
for (var k = enemies.length - 1; k >= 0; k--) {
if (heroBullets[j] && heroBullets[j].intersects(enemies[k]) && enemies[k].y > 0) {
enemies[k].HitPoints -= heroBullets[j].Power;
// Apply an increased push back effect
if (!(enemies[k] instanceof Bruiser)) {
enemies[k].y -= 12; // Push the drone upwards slightly more
}
enemies[k].pulseEffect = true; // Trigger pulse effect
// Removed tracerTail reference
heroBullets[j].destroy();
heroBullets.splice(j, 1);
if (enemies[k].HitPoints <= 0) {
// Ensure every enemy spawns a SpreadShot power-up
var soldierClonePowerUp = new PowerUp('SoldierCloneIcon');
soldierClonePowerUp.x = enemies[k].x;
soldierClonePowerUp.y = enemies[k].y;
game.addChild(soldierClonePowerUp);
if (enemies[k] instanceof Drone) {
// Create drone pieces upon destruction
var centerPiece = new DronePiece('DroneCenterPart');
centerPiece.x = enemies[k].x;
centerPiece.y = enemies[k].y;
game.addChild(centerPiece);
var leftPiece = new DronePiece('DroneLeftPart');
leftPiece.x = enemies[k].x - 40; // Increase spread
leftPiece.y = enemies[k].y;
game.addChild(leftPiece);
var rightPiece = new DronePiece('DroneRightPart');
rightPiece.x = enemies[k].x + 40; // Increase spread
rightPiece.y = enemies[k].y;
game.addChild(rightPiece);
} else if (enemies[k] instanceof Bruiser) {
// Create bruiser pieces upon destruction
var centerPiece = new BruiserPiece('BruiserCenterPart');
centerPiece.x = enemies[k].x;
centerPiece.y = enemies[k].y;
game.addChild(centerPiece);
var leftPiece = new BruiserPiece('BruiserLeftPart');
leftPiece.x = enemies[k].x - 40; // Increase spread
leftPiece.y = enemies[k].y;
var rightPiece = new BruiserPiece('BruiserRightPart');
rightPiece.x = enemies[k].x + 40; // Increase spread
rightPiece.y = enemies[k].y;
leftPiece.speedX = -Math.abs(leftPiece.speedX) * 1.5; // Increase force for left piece
rightPiece.speedX = Math.abs(rightPiece.speedX) * 1.5; // Increase force for right piece
game.addChild(leftPiece);
game.addChild(rightPiece);
} else if (enemies[k] instanceof Blaster) {
// Create blaster pieces upon destruction
var bottomPiece = new BlasterPiece('BlasterBottomPiece');
bottomPiece.x = enemies[k].x;
bottomPiece.y = enemies[k].y;
game.addChild(bottomPiece);
var leftPiece = new BlasterPiece('BlasterLeftPiece');
leftPiece.x = enemies[k].x - 40; // Increase spread
leftPiece.y = enemies[k].y;
game.addChild(leftPiece);
var rightPiece = new BlasterPiece('BlasterRightPiece');
rightPiece.x = enemies[k].x + 40; // Increase spread
rightPiece.y = enemies[k].y;
game.addChild(rightPiece);
}
enemies[k].destroy();
enemies.splice(k, 1);
LK.setScore(LK.getScore() + 1);
scoreTxt.setText(LK.getScore());
}
break;
}
}
}
if (LK.ticks % 240 == 0) {
var newBlaster = new Blaster();
newBlaster.x = 2048 * 0.21 + Math.random() * (2048 * 0.55); // Adjusted x position within the Road area with 5% margin
newBlaster.y = -newBlaster.height; // Start just outside the top of the screen
enemies.push(newBlaster);
game.addChild(newBlaster);
}
// Fire bullets using current power-up behavior
if (LK.ticks % 18 == 0) {
if (hero && hero.shootBehavior) {
hero.shootBehavior();
}
}
// Generate dust particles in sync with player pulsing
if (LK.ticks % 24 == 0) {
var newDust = new Dust();
newDust.x = hero.x - hero.width / 4; // Move dust spawn position right half as much as the last move
newDust.y = hero.y + hero.height / 2 * 0.93; // Move dust spawn point up 3% more
game.addChild(newDust);
} else if (LK.ticks % 24 == 12) {
var newDust = new Dust();
newDust.x = hero.x + hero.width / 4; // Create another dust spawn point an equal distance in from the right of the player asset
newDust.y = hero.y + hero.height / 2 * 0.93; // Move dust spawn point up 3% more
game.addChild(newDust);
}
}
};
// Handle touch input for hero movement
var dragNode = null;
game.down = function (x, y, obj) {
if (isStarted) {
dragNode = {
x: hero.x,
y: hero.y
};
// Add a tilt-back effect during initial movement
hero.rotation = x > hero.x ? Math.PI / 180 * -1 : Math.PI / 180 * 1;
}
};
game.move = function (x, y, obj) {
if (isStarted && dragNode) {
// Add a slight delay to the drag control to make the player feel like it has more weight
dragNode.x += (x - dragNode.x) * 0.1;
dragNode.y = hero.y; // Lock the y position to the hero's initial y position
}
};
game.up = function (x, y, obj) {
dragNode = null;
};
// Display score
var scoreTxt = new Text2('0', {
size: 150,
fill: "#ffffff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
scoreTxt.setText(LK.getScore());
LaserMechanic.prototype.startFiring = function () {
if (!this.origin || !this.targetX || !this.targetY || this.isFiring) {
return;
}
this.isFiring = true;
this.fireStartTime = LK.ticks;
// Create laser beam
this.laserBeam = LK.getAsset('LaserBeam', {
anchorX: 0.5,
anchorY: 0,
scaleX: 1,
// Normal width
scaleY: 5 // Make it long
});
game.addChild(this.laserBeam);
activeLaserBeams.push(this);
// Position at origin
if (this.origin) {
this.laserBeam.x = this.origin.x;
this.laserBeam.y = this.origin.y;
}
// Calculate direction to target
var directionX = this.targetX - this.laserBeam.x;
var directionY = this.targetY - this.laserBeam.y;
// Set rotation
this.laserBeam.rotation = Math.atan2(directionY, directionX) - Math.PI / 2;
};
LaserMechanic.prototype.updateFiring = function () {
if (!this.isFiring) {
return;
}
var fireProgress = (LK.ticks - this.fireStartTime) / this.fireDuration;
if (fireProgress <= 1) {
// Stretch the laser
this.laserBeam.scaleY += (20 - this.laserBeam.scaleY) * 0.1;
// Keep beam pinned to origin
this.laserBeam.x = this.origin.x;
this.laserBeam.y = this.origin.y;
} else {
// Transition to sliding phase
this.isFiring = false;
this.startSliding();
}
};
LaserMechanic.prototype.startSliding = function () {
this.isSliding = true;
this.slideStartTime = LK.ticks;
this.origin = null; // Detach laser from Blaster origin
// Calculate slide direction to move away from the origin point
var directionX = -Math.sin(this.laserBeam.rotation);
var directionY = Math.cos(this.laserBeam.rotation);
this.slideDirection = {
x: directionX,
y: directionY
};
};
LaserMechanic.prototype.updateSliding = function () {
if (!this.isSliding || !this.laserBeam) {
return;
}
var slideProgress = (LK.ticks - this.slideStartTime) / this.slideOffDuration;
if (slideProgress <= 1) {
// Move the beam off screen
this.laserBeam.x += this.slideDirection.x * 20;
this.laserBeam.y += this.slideDirection.y * 20;
} else {
// Clean up
if (this.laserBeam) {
game.removeChild(this.laserBeam);
this.laserBeam = null;
}
this.isSliding = false;
this.slideDirection = null;
this.attackComplete = true;
if (this.origin) {
this.origin.laserMechanic.attackComplete = true;
}
}
};
// Method to reset attack states
LaserMechanic.prototype.resetAttack = function () {
this.isCharging = false;
this.isFiring = false;
this.isSliding = false;
this.targetX = null;
this.targetY = null;
this.attackComplete = false;
return true;
};
LaserMechanic.prototype.update = function () {
if (this.isCharging) {
this.updateCharge();
} else if (this.isFiring) {
this.updateFiring();
} else if (this.isSliding || this.laserBeam) {
this.updateSliding();
}
};
// Method to check if the attack sequence is complete
LaserMechanic.prototype.isAttackComplete = function () {
return this.attackComplete;
};
LaserMechanic.prototype.detachBeam = function () {
if (this.laserBeam) {
// Detach laser from origin
this.origin = null;
// Force laser into sliding phase
this.startSliding();
}
}; ===================================================================
--- original.js
+++ change.js
@@ -290,9 +290,9 @@
});
// Bullet class for hero's bullets
var HeroBullet = Container.expand(function () {
var self = Container.call(this);
- var bulletGraphics = self.attachAsset('heroBullet', {
+ var bulletGraphics = self.attachAsset('heroBullet1', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -15;
View of a futuristic soldier from directly overhead. White armor with blue glowing cyberpunk details. Holding weapon forward.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
The lights of a futuristic city in the dark at night. Very high above it looking straight down like from an airplane or a map. Background for an endlessly scrolling game.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A big button that say Play to start playing a game. Use neon cyberpunk style.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Overhead view. A hovering robot with a tapered midsection with two bulky arms with claw like hands and a giant red “eye” on top of its body. Looking straight down. Cyberpunk, black with red glowing highlights.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Overhead view. A heavily armored attack robot. Two arms with large gauntlet type fists. Four large red glowing eyes. Three distinct parts, body and two arms. Symmetrical design. Birds Eye view above them looking down on their head. Simple shapes. Low detail. Cyberpunk, black with red glowing highlights.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A red glowing line. Bright red core with subtle outer glow. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A blue transparent dome type shield. Simple graphics. Low details. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A ring of nuclear fire seen from overhead. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A thin robot with goggles riding a hover-bike. Twin blaster guns mounted on front. Top down view. Birds Eye view. Cyberpunk with red glowing highlights... Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Battle drone, circular. White with blue glowing highlights. Birds Eye view from overhead. Cyberpunk. Simple shapes.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
GameTheme
Music
TitleTheme
Music
HeroBlaster
Sound effect
Explosion
Sound effect
PowerUp
Sound effect
CloneSoldier
Sound effect
WeaponPowerUp
Sound effect
Drone
Sound effect
BinaryStorm
Sound effect
LaserCharge
Sound effect
LaserFire
Sound effect
BruiserStomp
Sound effect
RaiderSwoop
Sound effect
ShieldLevelUp
Sound effect
HeroHit
Sound effect
HeroScream
Sound effect