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I can see the bomb blast very tiny in the center of the screen. It is not expanding. It needs to expand in size.
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Change all timeout calls in bomb to make sure the bomb blast rapidly expands until it leaves the screen.
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Is the scale of the bomb blast changing? What I want it to do is to start very small in the center of the screen and expand outwards rapidly until it leaves the sceeen. Then destroy it.
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Start the bomb blast at a smaller scale and slow down the animation again.
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Slow down the bomb blast animation.
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Update the bomb blast animation: this.bombBehavior = function() { var blast = new Container(); var blastGraphics = blast.attachAsset('BombBlast', { anchorX: 0.5, anchorY: 0.5, scaleX: 5, scaleY: 5 }); blast.x = 1024; blast.y = 1366; blast.alpha = 1; blast.zIndex = 1000; game.addChild(blast); // Kill enemies for (var i = 0; i < enemies.length; i++) { if (enemies[i] && enemies[i].y > 0) { enemies[i].HitPoints = 0; } } // Animate in steps using setTimeout LK.setTimeout(function() { blast.scale = 6; blast.alpha = 0.8; LK.setTimeout(function() { blast.scale = 7; blast.alpha = 0.6; LK.setTimeout(function() { blast.scale = 8; blast.alpha = 0.4; LK.setTimeout(function() { blast.scale = 9; blast.alpha = 0.2; LK.setTimeout(function() { blast.destroy(); }, 100); }, 100); }, 100); }, 100); }, 100); // Flash and shake effects remain the same... };
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Try these changes to the bombBehavior: 1. Set specific z-index and try foreground: this.bombBehavior = function() { var blast = new Container(); var blastGraphics = blast.attachAsset('BombBlast', { anchorX: 0.5, anchorY: 0.5, scaleX: 5, scaleY: 5 }); blast.x = 1024; blast.y = 1366; blast.alpha = 1; blast.zIndex = 1000; // Try putting it in front of everything game.addChild(blast); // Kill enemies for (var i = 0; i < enemies.length; i++) { if (enemies[i] && enemies[i].y > 0) { enemies[i].HitPoints = 0; } } // Try updating with a single setTimeout instead of interval LK.setTimeout(function() { blast.scale = 8; // Just scale up once LK.setTimeout(function() { blast.alpha = 0; // Fade out after scaling LK.setTimeout(function() { blast.destroy(); }, 200); }, 200); }, 100); // Flash and shake effects remain the same... };
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Update bombBehavior with the working static blast settings but gentle animation: this.bombBehavior = function() { // Create blast with the larger working scale var blast = new Container(); var blastGraphics = blast.attachAsset('BombBlast', { anchorX: 0.5, anchorY: 0.5, scaleX: 5, // Using the larger scale that worked scaleY: 5 }); blast.x = 1024; blast.y = 1366; blast.alpha = 1; game.addChild(blast); // Kill all visible enemies for (var i = 0; i < enemies.length; i++) { if (enemies[i] && enemies[i].y > 0) { enemies[i].HitPoints = 0; } } // Flash effect var flash = new Container(); var flashGraphics = flash.attachAsset('whitePixel', { anchorX: 0.5, anchorY: 0.5, scaleX: 20, scaleY: 30 }); flash.x = game.width / 2; flash.y = game.height / 2; flash.alpha = 0.8; game.addChild(flash); LK.setTimeout(function() { flash.destroy(); }, 100); // Gentler expansion from the working size var expandTimes = 0; var expandBlast = LK.setInterval(function() { blast.scale += 0.05; // Very small increment blast.alpha -= 0.01; // Very slow fade expandTimes++; if (expandTimes >= 100) { // Longer duration LK.clearInterval(expandBlast); blast.destroy(); } }, 32); // Slower interval // Screen shake var originalX = game.x; var shakeAmount = 20; game.x += shakeAmount; LK.setTimeout(function() { game.x -= shakeAmount * 2; LK.setTimeout(function() { game.x += shakeAmount; LK.setTimeout(function() { game.x = originalX; }, 50); }, 50); }, 50); };
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Remove all opacity changes from the bomb power up for the bomb blast asset and only perform the scale changes
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Update bombBehavior to properly sequence the flash and blast effects: this.bombBehavior = function() { // Kill all visible enemies first for (var i = 0; i < enemies.length; i++) { if (enemies[i] && enemies[i].y > 0) { enemies[i].HitPoints = 0; } } // Start with flash effect var flash = new Container(); var flashGraphics = flash.attachAsset('whitePixel', { anchorX: 0.5, anchorY: 0.5, scaleX: 20, scaleY: 30 }); flash.x = game.width / 2; flash.y = game.height / 2; flash.alpha = 0.8; game.addChild(flash); // Create and start blast effect after short delay LK.setTimeout(function() { flash.destroy(); // Create blast after flash var blast = new Container(); var blastGraphics = blast.attachAsset('BombBlast', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 2 }); blast.x = 1024; blast.y = 1366; blast.alpha = 1; game.addChild(blast); // Expand blast var expandTimes = 0; var expandBlast = LK.setInterval(function() { blast.scale += 0.1; blast.alpha -= 0.02; expandTimes++; if (expandTimes >= 50) { LK.clearInterval(expandBlast); blast.destroy(); } }, 16); }, 100); // Screen shake var originalX = game.x; var shakeAmount = 20; game.x += shakeAmount; LK.setTimeout(function() { game.x -= shakeAmount * 2; LK.setTimeout(function() { game.x += shakeAmount; LK.setTimeout(function() { game.x = originalX; }, 50); }, 50); }, 50); };
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Update bombBehavior with animated blast that's clearly visible: this.bombBehavior = function() { // Create blast at screen center var blast = new Container(); var blastGraphics = blast.attachAsset('BombBlast', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, // Start bigger but not too big scaleY: 2 }); blast.x = 1024; blast.y = 1366; blast.alpha = 1; game.addChild(blast); // Kill all visible enemies for (var i = 0; i < enemies.length; i++) { if (enemies[i] && enemies[i].y > 0) { enemies[i].HitPoints = 0; } } // Flash effect var flash = new Container(); var flashGraphics = flash.attachAsset('whitePixel', { anchorX: 0.5, anchorY: 0.5, scaleX: 20, scaleY: 30 }); flash.x = game.width / 2; flash.y = game.height / 2; flash.alpha = 0.8; game.addChild(flash); LK.setTimeout(function() { flash.destroy(); }, 100); // Expand blast with more visible values var expandTimes = 0; var expandBlast = LK.setInterval(function() { blast.scale += 0.1; // Slower expansion blast.alpha -= 0.02; // Slower fade expandTimes++; if (expandTimes >= 50) { // Longer duration LK.clearInterval(expandBlast); blast.destroy(); } }, 16); // Screen shake var originalX = game.x; var shakeAmount = 20; game.x += shakeAmount; LK.setTimeout(function() { game.x -= shakeAmount * 2; LK.setTimeout(function() { game.x += shakeAmount; LK.setTimeout(function() { game.x = originalX; }, 50); }, 50); }, 50); };
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Modify the bombBehavior to test basic blast visibility: this.bombBehavior = function() { // Create static blast first var blast = new Container(); var blastGraphics = blast.attachAsset('BombBlast', { anchorX: 0.5, anchorY: 0.5, scaleX: 5, // Much larger scale to start scaleY: 5 }); blast.x = 1024; blast.y = 1366; blast.alpha = 1; game.addChild(blast); // Kill all visible enemies for (var i = 0; i < enemies.length; i++) { if (enemies[i] && enemies[i].y > 0) { enemies[i].HitPoints = 0; } } // Flash effect (this works, so keep it) var flash = new Container(); var flashGraphics = flash.attachAsset('whitePixel', { anchorX: 0.5, anchorY: 0.5, scaleX: 20, scaleY: 30 }); flash.x = game.width / 2; flash.y = game.height / 2; flash.alpha = 0.8; game.addChild(flash); LK.setTimeout(function() { flash.destroy(); }, 100); // Simple destroy after delay LK.setTimeout(function() { blast.destroy(); }, 1000); // Leave it visible for 1 second // Keep the shake effect (since it works) var originalX = game.x; var shakeAmount = 20; game.x += shakeAmount; LK.setTimeout(function() { game.x -= shakeAmount * 2; LK.setTimeout(function() { game.x += shakeAmount; LK.setTimeout(function() { game.x = originalX; }, 50); }, 50); }, 50); }; ``` If we still can't see the blast with these settings, we should check: 1. Is the 'BombBlast' asset name exactly correct? 2. Should we try adding it to a different container (like backgroundContainer)? 3. Should we try different scale values? Let me know if you see anything with these changes and we can adjust from there.
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Give a very large screen shake when bomb goes off.
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Make sure bombblast is visible and on the highest layer when loaded.
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Please fix the bug: 'Timeout.tick error: Can't find variable: originalX' in or related to this line: 'game.x = originalX;' Line Number: 738
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1. Modify blast creation and animation: var blast = new Container(); var blastGraphics = blast.attachAsset('BombBlast', { anchorX: 0.5, anchorY: 0.5 }); blast.x = 1024; // Explicit center x blast.y = 1366; // Explicit center y blast.scale = 0.5; // Start smaller to see expansion blast.alpha = 0.8; // Start more visible backgroundContainer.addChild(blast); // Try adding to background container instead var expandTimes = 0; var expandBlast = LK.setInterval(function() { blast.scale += 0.2; // Slower expansion blast.alpha -= 0.015; // Slower fade expandTimes++; if (expandTimes >= 40) { // More expansion steps LK.clearInterval(expandBlast); blast.destroy(); } }, 16); 2. Update screen shake: var shakeAmount = 8; game.x += shakeAmount; LK.setTimeout(function() { game.x -= shakeAmount; LK.setTimeout(function() { game.x += shakeAmount/2; LK.setTimeout(function() { game.x = originalX; }, 50); }, 50); }, 50);
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During bomb power up, center whitePixel on the screen.
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Make sure whitePixel fills the screen when the bomb goes off
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Update the bomb effect's visuals: 1. Update PowerUpManager's bombBehavior: this.bombBehavior = function() { // Create blast at screen center var blast = new Container(); var blastGraphics = blast.attachAsset('BombBlast', { anchorX: 0.5, anchorY: 0.5, scale: 1 // Start larger }); blast.x = 1024; blast.y = 1366; blast.alpha = 1; game.addChild(blast); // Make screen flash white more noticeably var flash = new Container(); var flashGraphics = flash.attachAsset('whitePixel', { // Or any white rectangle asset anchorX: 0.5, anchorY: 0.5, width: 2048, // Screen width height: 2732 // Screen height }); flash.alpha = 0.8; game.addChild(flash); // Flash and fade out LK.setTimeout(function() { flash.destroy(); }, 100); // Expand blast with more visible values var expandTimes = 0; var expandBlast = LK.setInterval(function() { blast.scale += 0.4; // Faster expansion blast.alpha -= 0.02; // Slower fade expandTimes++; if (expandTimes >= 30) { // Longer duration LK.clearInterval(expandBlast); blast.destroy(); } }, 16); // Faster interval for smoother animation // Kill all visible enemies for (var i = 0; i < enemies.length; i++) { if (enemies[i] && enemies[i].y > 0) { enemies[i].HitPoints = 0; } } };
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Make sure BombBlast is created at a visible level
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When any enemy hit points become 0 or less at any time, they should be destroyed and pieces created.
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Make the screen shake bigger in the bomb blast code.
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2. Add bomb behavior to PowerUpManager: this.bombBehavior = function() { // Create blast at screen center var blast = new Container(); var blastGraphics = blast.attachAsset('BombBlast', { anchorX: 0.5, anchorY: 0.5 }); blast.x = 1024; blast.y = 1366; blast.scale = 0.1; game.addChild(blast); // Kill all visible enemies for (var i = 0; i < enemies.length; i++) { if (enemies[i] && enemies[i].y > 0) { enemies[i].HitPoints = 0; } } // Flash screen backgroundContainer.alpha = 0.5; LK.setTimeout(function() { backgroundContainer.alpha = 1; }, 100); // Expand blast var expandTimes = 0; var expandBlast = LK.setInterval(function() { blast.scale += 0.3; blast.alpha -= 0.03; expandTimes++; if (expandTimes >= 20) { LK.clearInterval(expandBlast); blast.destroy(); } }, 32); // Screen shake var originalX = game.x; game.x += 5; LK.setTimeout(function() { game.x = originalX; }, 50); }; 3. Update getCurrentPowerBehavior to include bomb: this.getCurrentPowerBehavior = function() { switch (this.currentPowerUp) { case PowerUpTypes.SOLDIER_CLONE: return this.soldierCloneBehavior; case PowerUpTypes.BOMB: return this.bombBehavior; default: return this.defaultBehavior; } }; 4. Update PowerUp class BombIcon case: case 'BombIcon': powerUpManager.switchPowerUp(PowerUpTypes.BOMB); powerUpManager.bombBehavior(); break;
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Update PowerUpManager and PowerUpTypes: 1. Modify PowerUpTypes to only include active power-ups: var PowerUpTypes = { DEFAULT: 'DEFAULT', SOLDIER_CLONE: 'SOLDIER_CLONE', SHIELD: 'SHIELD', WEAPON_POWER: 'WEAPON_POWER', BOMB: 'BOMB' // Add bomb type }; 2. Clean up PowerUpManager: - Remove unused power-up cases (LASER_BEAM, ROCKETS, DRONE) - Remove unused spreadShotBehavior - Update getCurrentPowerBehavior switch statement to only include active power-ups 3. Verify power-up manager handles BombIcon case properly
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Fix the bomb power-up effect: 1. Modify BombIcon case: case 'BombIcon': // Create blast at screen center var blast = new Container(); var blastGraphics = blast.attachAsset('BombBlast', { anchorX: 0.5, anchorY: 0.5 }); blast.x = 1024; blast.y = 1366; blast.scale = 0.1; game.addChild(blast); // Kill all visible enemies immediately for (var i = 0; i < enemies.length; i++) { if (enemies[i] && enemies[i].y > 0) { enemies[i].HitPoints = 0; } } // Flash screen backgroundContainer.alpha = 0.5; LK.setTimeout(function() { backgroundContainer.alpha = 1; }, 100); // Expand blast with better timing var expandTimes = 0; var expandBlast = LK.setInterval(function() { blast.scale += 0.3; blast.alpha -= 0.03; expandTimes++; if (expandTimes >= 20) { // Give it specific number of expansions LK.clearInterval(expandBlast); blast.destroy(); } }, 32); // Slower interval for better visibility // Simple screen shake var originalX = game.x; var originalY = game.y; game.x += 5; LK.setTimeout(function() { game.x = originalX; }, 50); break;
/**** * 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.HitPoints <= 0) { // Create blaster pieces upon destruction var bottomPiece = new BlasterPiece('BlasterBottomPiece'); bottomPiece.x = self.x; bottomPiece.y = self.y; game.addChild(bottomPiece); var leftPiece = new BlasterPiece('BlasterLeftPiece'); leftPiece.x = self.x - 40; leftPiece.y = self.y; game.addChild(leftPiece); var rightPiece = new BlasterPiece('BlasterRightPiece'); rightPiece.x = self.x + 40; rightPiece.y = self.y; game.addChild(rightPiece); // 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); } } else if (self.y > 2732) { 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.HitPoints <= 0) { // Create bruiser pieces upon destruction var centerPiece = new BruiserPiece('BruiserCenterPart'); centerPiece.x = self.x; centerPiece.y = self.y; game.addChild(centerPiece); var leftPiece = new BruiserPiece('BruiserLeftPart'); leftPiece.x = self.x - 40; leftPiece.y = self.y; game.addChild(leftPiece); var rightPiece = new BruiserPiece('BruiserRightPart'); rightPiece.x = self.x + 40; rightPiece.y = self.y; game.addChild(rightPiece); self.destroy(); var index = enemies.indexOf(self); if (index > -1) { enemies.splice(index, 1); } } else 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.HitPoints <= 0) { // Create drone pieces upon destruction var centerPiece = new DronePiece('DroneCenterPart'); centerPiece.x = self.x; centerPiece.y = self.y; game.addChild(centerPiece); var leftPiece = new DronePiece('DroneLeftPart'); leftPiece.x = self.x - 40; leftPiece.y = self.y; game.addChild(leftPiece); var rightPiece = new DronePiece('DroneRightPart'); rightPiece.x = self.x + 40; rightPiece.y = self.y; game.addChild(rightPiece); self.destroy(); var index = enemies.indexOf(self); if (index > -1) { enemies.splice(index, 1); } } else 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.shielded = false; // Initialize shielded state self.shieldLevel = 0; // Initialize shield level self.shieldGraphics = null; // Placeholder for shield asset self.update = function () { if (self.shielded && self.shieldGraphics) { self.shieldGraphics.rotation += 0.01; // Rotate shield slowly // Adjust shield size to cover hero asset var scaleFactor = Math.max(heroGraphics.width / self.shieldGraphics.width, heroGraphics.height / self.shieldGraphics.height); self.shieldGraphics.scale.x = scaleFactor; self.shieldGraphics.scale.y = scaleFactor; // Update shield tint based on shield level self.shieldGraphics.tint = 0xFFFFFF; // Reset tint to default if (self.shieldLevel === 2) { self.shieldGraphics.tint = 0xFFFF00; // Yellow tint } else if (self.shieldLevel === 3) { self.shieldGraphics.tint = 0xFF0000; // Red tint } } 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 = powerUpManager.currentPowerLevel || 1; // Initialize power level from PowerUpManager 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 () { 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 }); }; }); // 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); console.log("Power up collected. New level: " + powerUpManager.currentPowerLevel); break; case 'ShieldIcon': if (!hero.shielded) { hero.shielded = true; hero.shieldGraphics = hero.attachAsset('heroShield', { anchorX: 0.5, anchorY: 0.5, alpha: 0.5 // Set opacity to 50% }); } hero.shieldLevel = Math.min(hero.shieldLevel + 1, 3); // Increase shield level to a max of 3 // Change shield tint based on shield level hero.shieldGraphics.tint = 0xFFFFFF; // Reset tint to default if (hero.shieldLevel === 2) { hero.shieldGraphics.tint = 0xFFFF00; // Yellow tint } else if (hero.shieldLevel === 3) { hero.shieldGraphics.tint = 0xFF0000; // Red tint } break; case 'BombIcon': powerUpManager.switchPowerUp(PowerUpTypes.BOMB); powerUpManager.bombBehavior(); 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, alpha: 0.7 // Set opacity to 70% }); 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', SOLDIER_CLONE: 'SOLDIER_CLONE', SHIELD: 'SHIELD', WEAPON_POWER: 'WEAPON_POWER', BOMB: 'BOMB' // Add bomb type }; // PowerUpManager class to manage power-ups // Initialize the city background for parallax effect var PowerUpManager = function PowerUpManager() { this.currentPowerUp = PowerUpTypes.DEFAULT; this.currentPowerLevel = LK.getScore() > 0 ? LK.getScore() : 1; // Initialize power level based on score or default to 1 this.switchPowerUp = function (newPowerUp) { if (PowerUpTypes[newPowerUp]) { this.currentPowerUp = newPowerUp; } }; this.getCurrentPowerBehavior = function () { switch (this.currentPowerUp) { case PowerUpTypes.SOLDIER_CLONE: return this.soldierCloneBehavior; case PowerUpTypes.BOMB: return this.bombBehavior; default: return this.defaultBehavior; } }; this.defaultBehavior = function () { var bullet = new HeroBullet(); bullet.x = hero.x; bullet.y = hero.y - hero.height / 2; bullet.Power = powerUpManager.currentPowerLevel || 1; // Use saved power level from PowerUpManager bullet.updateVisual(); // Update the visual after setting power heroBullets.push(bullet); game.addChild(bullet); console.log("Created bullet with power: " + bullet.Power); }; this.soldierCloneBehavior = function () { // Soldier clone behavior // Removed clone spawning logic }; this.bombBehavior = function () { // Create blast at screen center var blast = new Container(); var blastGraphics = blast.attachAsset('BombBlast', { anchorX: 0.5, anchorY: 0.5 }); blast.x = 1024; // Explicit center x blast.y = 1366; // Explicit center y blast.scale = 0.5; // Start smaller to see expansion blast.alpha = 0.8; // Start more visible backgroundContainer.addChild(blast); // Kill all visible enemies for (var i = 0; i < enemies.length; i++) { if (enemies[i] && enemies[i].y > 0) { enemies[i].HitPoints = 0; } } // Make screen flash white more noticeably var flash = new Container(); var flashGraphics = flash.attachAsset('whitePixel', { // Or any white rectangle asset anchorX: 0.5, anchorY: 0.5, scaleX: 20, // Scale to fill the screen scaleY: 30 // Scale to fill the screen }); flash.x = game.width / 2; flash.y = game.height / 2; flash.alpha = 0.8; game.addChild(flash); // Flash and fade out LK.setTimeout(function () { flash.destroy(); }, 100); // Expand blast with more visible values var expandTimes = 0; var expandBlast = LK.setInterval(function () { blast.scale += 0.2; // Slower expansion blast.alpha -= 0.015; // Slower fade expandTimes++; if (expandTimes >= 40) { // More expansion steps LK.clearInterval(expandBlast); blast.destroy(); } }, 16); // Faster interval for smoother animation // Screen shake var shakeAmount = 8; game.x += shakeAmount; LK.setTimeout(function () { game.x -= shakeAmount; LK.setTimeout(function () { game.x += shakeAmount / 2; LK.setTimeout(function () { game.x = originalX; }, 50); }, 50); }, 50); }; }; // PowerUpTypes enum/constants var PowerUpTypes = { DEFAULT: 'DEFAULT', LASER_BEAM: 'LASER_BEAM', ROCKETS: 'ROCKETS', DRONE: 'DRONE', SOLDIER_CLONE: 'SOLDIER_CLONE', SHIELD: 'SHIELD', // Add shield power-up type 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)) { if (hero.shielded) { hero.shieldLevel -= 1; if (hero.shieldLevel <= 0) { hero.shielded = false; if (hero.shieldGraphics) { hero.shieldGraphics.destroy(); hero.shieldGraphics = null; } } else { // Update shield tint based on new shield level hero.shieldGraphics.tint = 0xFFFFFF; // Reset tint to default if (hero.shieldLevel === 2) { hero.shieldGraphics.tint = 0xFFFF00; // Yellow tint } else if (hero.shieldLevel === 1) { hero.shieldGraphics.tint = 0xFFFFFF; // White tint } } // Destroy enemy into pieces if (enemies[i] instanceof Drone) { var centerPiece = new DronePiece('DroneCenterPart'); centerPiece.x = enemies[i].x; centerPiece.y = enemies[i].y; game.addChild(centerPiece); var leftPiece = new DronePiece('DroneLeftPart'); leftPiece.x = enemies[i].x - 40; leftPiece.y = enemies[i].y; game.addChild(leftPiece); var rightPiece = new DronePiece('DroneRightPart'); rightPiece.x = enemies[i].x + 40; rightPiece.y = enemies[i].y; game.addChild(rightPiece); } else if (enemies[i] instanceof Bruiser) { var centerPiece = new BruiserPiece('BruiserCenterPart'); centerPiece.x = enemies[i].x; centerPiece.y = enemies[i].y; game.addChild(centerPiece); var leftPiece = new BruiserPiece('BruiserLeftPart'); leftPiece.x = enemies[i].x - 40; leftPiece.y = enemies[i].y; game.addChild(leftPiece); var rightPiece = new BruiserPiece('BruiserRightPart'); rightPiece.x = enemies[i].x + 40; rightPiece.y = enemies[i].y; game.addChild(rightPiece); } else if (enemies[i] instanceof Blaster) { var bottomPiece = new BlasterPiece('BlasterBottomPiece'); bottomPiece.x = enemies[i].x; bottomPiece.y = enemies[i].y; game.addChild(bottomPiece); var leftPiece = new BlasterPiece('BlasterLeftPiece'); leftPiece.x = enemies[i].x - 40; leftPiece.y = enemies[i].y; game.addChild(leftPiece); var rightPiece = new BlasterPiece('BlasterRightPiece'); rightPiece.x = enemies[i].x + 40; rightPiece.y = enemies[i].y; game.addChild(rightPiece); } enemies[i].destroy(); enemies.splice(i, 1); } else { 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', 'ShieldIcon', 'BombIcon']; 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
@@ -642,15 +642,15 @@
// Create blast at screen center
var blast = new Container();
var blastGraphics = blast.attachAsset('BombBlast', {
anchorX: 0.5,
- anchorY: 0.5,
- scale: 1 // Start larger
+ anchorY: 0.5
});
- blast.x = game.width / 2;
- blast.y = game.height / 2;
- blast.alpha = 1;
- game.addChild(blast);
+ blast.x = 1024; // Explicit center x
+ blast.y = 1366; // Explicit center y
+ blast.scale = 0.5; // Start smaller to see expansion
+ blast.alpha = 0.8; // Start more visible
+ backgroundContainer.addChild(blast);
// Kill all visible enemies
for (var i = 0; i < enemies.length; i++) {
if (enemies[i] && enemies[i].y > 0) {
enemies[i].HitPoints = 0;
@@ -676,31 +676,29 @@
}, 100);
// Expand blast with more visible values
var expandTimes = 0;
var expandBlast = LK.setInterval(function () {
- blast.scale += 0.4; // Faster expansion
- blast.alpha -= 0.02; // Slower fade
+ blast.scale += 0.2; // Slower expansion
+ blast.alpha -= 0.015; // Slower fade
expandTimes++;
- if (expandTimes >= 30) {
- // Longer duration
+ if (expandTimes >= 40) {
+ // More expansion steps
LK.clearInterval(expandBlast);
blast.destroy();
}
}, 16); // Faster interval for smoother animation
// Screen shake
- var originalX = game.x;
- var originalY = game.y;
- var shakeMagnitude = 15; // Increase shake magnitude
- var shakeDuration = 100; // Increase shake duration
- var shakeInterval = LK.setInterval(function () {
- game.x = originalX + (Math.random() - 0.5) * shakeMagnitude;
- game.y = originalY + (Math.random() - 0.5) * shakeMagnitude;
- }, 16);
+ var shakeAmount = 8;
+ game.x += shakeAmount;
LK.setTimeout(function () {
- LK.clearInterval(shakeInterval);
- game.x = originalX;
- game.y = originalY;
- }, shakeDuration);
+ game.x -= shakeAmount;
+ LK.setTimeout(function () {
+ game.x += shakeAmount / 2;
+ LK.setTimeout(function () {
+ game.x = originalX;
+ }, 50);
+ }, 50);
+ }, 50);
};
};
// PowerUpTypes enum/constants
var PowerUpTypes = {
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