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Please fix the bug: 'TypeError: setInterval is not a function. (In 'setInterval(function () { __$(254); blast.scale += 0.2; __$(255); blast.alpha -= 0.05; __$(256); if (blast.alpha <= 0) { __$(257); clearInterval(expandBlast); __$(258); blast.destroy(); } }, 16)', 'setInterval' is undefined)' in or related to this line: 'var expandBlast = setInterval(function () {' Line Number: 460
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Please fix the bug: 'TypeError: setTimeout is not a function. (In 'setTimeout(function () { __$(242); game.alpha = 1; }, 100)', 'setTimeout' is undefined)' in or related to this line: 'setTimeout(function () {' Line Number: 443
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Make sure Bomb is in the power up drop pool
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```prompt Modify the bomb power-up screen clear effect: 1. Add new case to PowerUp switch statement: case 'BombIcon': // Create expanding blast effect at screen center var blast = new Container(); var blastGraphics = blast.attachAsset('BombBlast', { anchorX: 0.5, anchorY: 0.5 }); blast.x = 1024; // Half of 2048 (screen width) blast.y = 1366; // Half of 2732 (screen height) blast.scale = 0.1; game.addChild(blast); // White flash effect game.alpha = 0.8; setTimeout(function() { game.alpha = 1; }, 100); // Screen shake var originalX = game.x; var originalY = game.y; var shakeAmount = 10; var shakeSpeed = 50; setTimeout(function() { game.x = originalX + (Math.random() * shakeAmount - shakeAmount/2); game.y = originalY + (Math.random() * shakeAmount - shakeAmount/2); setTimeout(function() { game.x = originalX; game.y = originalY; }, shakeSpeed); }, 100); // Expand and fade blast var expandBlast = setInterval(function() { blast.scale += 0.2; blast.alpha -= 0.05; if (blast.alpha <= 0) { clearInterval(expandBlast); blast.destroy(); } }, 16); // Destroy all enemies enemies.forEach(function(enemy) { if (enemy.y > 0) { enemy.HitPoints = 0; } }); break;
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If the player has a shield and intersects with an enemy, remove 1 from the shield level and destroy the enemy into pieces. Set the tint of the shield level accordingly. If shield level is 0 or less, remove the shield state and the shield asset
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Change tint of third level shield to red. Make sure that when a new shield is picked up, the tint is reset before adding the new tint.
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Change tint of third level shield to orange.
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Make sure that if the shielded state in hero is set to true when a shield is picked up that only the shield level is increased and that an additional shield asset is not created.
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Create a shieldLevel value in hero class that is 0 by default. Every time a shield is picked up, increase that count by 1 to a max of 3. At shield level 2, change tint of shield to yellow, at level 3 change the tint to red.
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Make sure shield stays round as it gets bigger.
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Shield size should expand to cover hero asset when collected.
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Please fix the bug: 'ReferenceError: Can't find variable: shieldGraphics' in or related to this line: 'if (!shieldGraphics) {' Line Number: 401
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Add a shield power up that sets a shielded state in the hero class. On power up pick up, set shielded start to true and add heroShield asset to hero. Set opacity of the shield to 50% and cover hero asset with shield. Shield should rotate slowly and constantly. Do not add shields to soldier clones.
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Reduce opacity to 70%
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Reduce the opacity of soldier clones to 80%
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Make sure the bullet and weapon power level is being saved and initialized properly so it can be accessed for the changing bullet visuals.
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Update the HeroBullet class to ensure proper asset loading and power: 1. Verify the bullet asset names ('heroBullet1' through 'heroBullet4' are correctly named) 2. In the constructor, modify initial asset attachment: var bulletGraphics = self.attachAsset('heroBullet1', { anchorX: 0.5, anchorY: 0.5 }); 3. Modify updateVisual function to properly update graphics: self.updateVisual = function() { if (bulletGraphics) { self.removeChild(bulletGraphics); } var assetId = 'heroBullet' + self.Power; console.log("Loading bullet asset: " + assetId); bulletGraphics = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); }; 4. Make sure Power property is being set and used: self.Power = 1; // Default power level ``` Then update PowerUpManager's defaultBehavior: ```prompt Update PowerUpManager's defaultBehavior: 1. Make sure it's creating HeroBullet correctly: this.defaultBehavior = function() { var bullet = new HeroBullet(); bullet.x = this.x; bullet.y = this.y - this.height / 2; bullet.Power = this.currentPowerLevel || 1; // Ensure there's always a power level bullet.updateVisual(); // Update the visual after setting power heroBullets.push(bullet); game.addChild(bullet); console.log("Created bullet with power: " + bullet.Power); };
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Update the power-up and shooting system: 1. In PowerUpManager, modify the defaultBehavior to use currentPowerLevel: this.defaultBehavior = function() { var bullet = new HeroBullet(); bullet.x = this.x; bullet.y = this.y - this.height / 2; bullet.Power = this.currentPowerLevel; bullet.updateVisual(); heroBullets.push(bullet); game.addChild(bullet); }; 2. In WeaponPowerIcon case, instead of creating a new behavior: case 'WeaponPowerIcon': powerUpManager.currentPowerLevel = Math.min(powerUpManager.currentPowerLevel + 1, 4); console.log("Power up collected. New level: " + powerUpManager.currentPowerLevel); break; 3. Remove weaponPowerBehavior from hero since we're using the default behavior
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Debug and fix the weapon power system to ensure proper damage: 1. In PowerUpManager constructor, add: this.currentPowerLevel = 1; 2. Modify WeaponPowerIcon case in PowerUp class: case 'WeaponPowerIcon': // Increase power level and update hero's shooting behavior powerUpManager.currentPowerLevel = Math.min(powerUpManager.currentPowerLevel + 1, 4); console.log("Power up collected. New level: " + powerUpManager.currentPowerLevel); // Update both hero and clone shooting behavior var newBehavior = function() { var bullet = new HeroBullet(); bullet.x = this.x; bullet.y = this.y - this.height / 2; bullet.Power = powerUpManager.currentPowerLevel; bullet.updateVisual(); heroBullets.push(bullet); game.addChild(bullet); console.log("Bullet created with power: " + bullet.Power); }; hero.weaponPowerBehavior = newBehavior; hero.shootBehavior = newBehavior; // Update clone behaviors too soldierClones.forEach(function(clone) { clone.shootBehavior = newBehavior; }); break; 3. In HeroBullet class, modify updateVisual: self.updateVisual = function() { // Remove existing graphics if any if (bulletGraphics) { self.removeChild(bulletGraphics); } // Attach new graphics based on power level var assetId = 'heroBullet' + self.Power; bulletGraphics = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); console.log("Updated bullet visual to: " + assetId); };
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Fix the weapon power enhancement system: 1. Modify the PowerUpManager to add: var currentPowerLevel = 1; // Track current power level at start 2. Change the WeaponPowerIcon case in PowerUp class to: case 'WeaponPowerIcon': powerUpManager.currentPowerLevel = Math.min(powerUpManager.currentPowerLevel + 1, 4); hero.weaponPowerBehavior = function() { var bullet = new HeroBullet(); bullet.x = self.x; bullet.y = self.y - self.height / 2; bullet.Power = powerUpManager.currentPowerLevel; bullet.updateVisual(); heroBullets.push(bullet); game.addChild(bullet); }; hero.shootBehavior = hero.weaponPowerBehavior; break; 3. Remove the code that checks heroBullets.length for power level
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Currently the weapon power up is only changing a few instances of the hero bullet. It should be a permanent upgrade that replaces the hero bullet asset and increases power level permanently.
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This is an example: do not change to this exactly. this.weaponPowerBehavior = function() { var bullet = new HeroBullet(); bullet.x = this.x; bullet.y = this.y - this.height / 2; bullet.Power = currentBulletPower; // 1-4 based on power-ups collected bulletGraphics.changeAsset('heroBullet' + currentBulletPower); // Use different visual heroBullets.push(bullet); game.addChild(bullet); };
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Remove shield from power up drop pool
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Please fix the bug: 'TypeError: bulletGraphics.setTexture is not a function. (In 'bulletGraphics.setTexture('heroBullet2')', 'bulletGraphics.setTexture' is undefined)' in or related to this line: 'bulletGraphics.setTexture('heroBullet2');' Line Number: 358
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Make sure all power up drops are possible at an equal chance.
/**** * 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.weaponPowerBehavior = function () { var bullet = new HeroBullet(); bullet.x = self.x; bullet.y = self.y - self.height / 2; bullet.Power = powerUpManager.currentPowerLevel; // Use current power level from powerUpManager bullet.updateVisual(); // Use different visual based on power level heroBullets.push(bullet); game.addChild(bullet); }; 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); } } }; self.updateVisual = function () { var assetId = 'heroBullet' + self.Power; bulletGraphics = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); }; }); // 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; case 'WeaponPowerIcon': powerUpManager.currentPowerLevel = Math.min(powerUpManager.currentPowerLevel + 1, 4); hero.weaponPowerBehavior = function () { var bullet = new HeroBullet(); bullet.x = hero.x; bullet.y = hero.y - hero.height / 2; bullet.Power = powerUpManager.currentPowerLevel; bullet.updateVisual(); heroBullets.push(bullet); game.addChild(bullet); }; hero.shootBehavior = hero.weaponPowerBehavior; 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; newBullet.Power = heroBullets.length > 0 ? heroBullets[0].Power : 1; // Match hero's bullet power newBullet.updateVisual(); // Update bullet visuals based on power 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 powerUpManager.currentPowerLevel = 1; // Track current power level at start // 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) { // Randomly select a power-up type for equal chance drops var powerUpTypes = ['SoldierCloneIcon', 'WeaponPowerIcon']; var randomPowerUpType = powerUpTypes[Math.floor(Math.random() * powerUpTypes.length)]; var powerUp = new PowerUp(randomPowerUpType); powerUp.x = enemies[k].x; powerUp.y = enemies[k].y; game.addChild(powerUp); 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
@@ -285,9 +285,9 @@
self.weaponPowerBehavior = function () {
var bullet = new HeroBullet();
bullet.x = self.x;
bullet.y = self.y - self.height / 2;
- bullet.Power = heroBullets.length > 0 ? heroBullets[0].Power : 1; // 1-4 based on power-ups collected
+ bullet.Power = powerUpManager.currentPowerLevel; // Use current power level from powerUpManager
bullet.updateVisual(); // Use different visual based on power level
heroBullets.push(bullet);
game.addChild(bullet);
};
@@ -353,22 +353,19 @@
backgroundContainer.addChild(newClone);
}
break;
case 'WeaponPowerIcon':
- var newPowerLevel = Math.min(heroBullets.length > 0 ? heroBullets[0].Power + 1 : 2, 4);
- heroBullets.forEach(function (bullet) {
- bullet.Power = newPowerLevel;
- bullet.updateVisual();
- });
- hero.shootBehavior = function () {
+ powerUpManager.currentPowerLevel = Math.min(powerUpManager.currentPowerLevel + 1, 4);
+ hero.weaponPowerBehavior = function () {
var bullet = new HeroBullet();
bullet.x = hero.x;
bullet.y = hero.y - hero.height / 2;
- bullet.Power = newPowerLevel;
+ bullet.Power = powerUpManager.currentPowerLevel;
bullet.updateVisual();
heroBullets.push(bullet);
game.addChild(bullet);
};
+ hero.shootBehavior = hero.weaponPowerBehavior;
break;
}
hero.shootBehavior = powerUpManager.getCurrentPowerBehavior();
soldierClones.forEach(function (clone) {
@@ -680,8 +677,9 @@
var enemies = [];
var heroBullets = [];
var soldierClones = [];
var powerUpManager = new PowerUpManager(); // Initialize powerUpManager
+powerUpManager.currentPowerLevel = 1; // Track current power level at start
// Function to start the game
function startGame() {
// Initialize background container
backgroundContainer = new Container();
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