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Add a method to randomly select two DIFFERENT power-up types from PowerUpTypes enum. Exclude 'DEFAULT' from the options. Return them as an object with: - leftPowerUp: type for left crate - rightPowerUp: type for right crate
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Add a getSpawnPositions() method that returns an object with: - leftX: road's left edge minus 100 pixels - rightX: road's right edge plus 100 pixels Use the RoadScroll position as reference for the center.
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Create a CrateSpawnManager class using Container.expand. For now, just add: - lastSpawnTime variable initialized to 0 - minSpawnInterval set to 300 ticks - maxSpawnInterval set to 600 ticks Give me this base class and I'll help expand it.
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Add all power ups to the pool
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Add drone and bruiser down to game.
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Okay the bombblast is appearing. But it needs to grow rapidly until it reaches target scale. Adjust bomb blast class accordingly.
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It’s still not visible. Debug the bombblast class and the power manager bomb icon power up behavior.
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Please tell me why bombblast is not visible when being called in power up manager.
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Make sure bombblast is on a visible layer.
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Increase the intensity and duration of shake during bomb
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Increase the intensity and duration of shake during bomb
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Increase the intensity and duration of the bomb power up
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Remove the flash from bomb power up
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Make only bomb power ups drop for now
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Create a BombBlast class similar to HeroBullet: var BombBlast = Container.expand(function() { var self = Container.call(this); var blastGraphics = self.attachAsset('BombBlast', { anchorX: 0.5, anchorY: 0.5 }); self.scale = 3; self.update = function() { self.scale += 0.2; if (self.scale >= 10) { self.destroy(); } }; }); // Then in bombBehavior: this.bombBehavior = function() { var blast = new BombBlast(); blast.x = 1024; blast.y = 1366; blast.zIndex = 1000; game.addChild(blast); // Rest of the code... };
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Slow the scaling of bomb blast by half
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Update bomb blast with simpler update logic: this.bombBehavior = function() { var blast = new Container(); var blastGraphics = blast.attachAsset('BombBlast', { anchorX: 0.5, anchorY: 0.5, scaleX: 3, // Start smaller scaleY: 3 }); blast.x = 1024; blast.y = 1366; blast.zIndex = 1000; blast.isScaling = true; // Simple flag to control scaling blast.scaleCount = 0; // Counter to control destruction blast.update = function() { if (this.isScaling) { this.scale += 0.2; this.scaleCount++; if (this.scaleCount > 30) { // Destroy after 30 updates this.destroy(); } } }; game.addChild(blast); // Rest of the code (enemy destruction, flash, shake) stays the same... };
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Update bomb blast with only scale changes: 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.zIndex = 1000; // Add update function to blast with only scale changes blast.update = function() { if (this.scaleTarget) { this.scale += 0.2; // Just increment scale each update if (this.scale >= this.scaleTarget) { this.destroy(); } } }; blast.scaleTarget = 10; // Set target scale for expansion game.addChild(blast); // Kill enemies for (var i = 0; i < enemies.length; i++) { if (enemies[i] && enemies[i].y > 0) { enemies[i].HitPoints = 0; } } // Flash effect after blast is created LK.setTimeout(function() { 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); }, 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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Do the flash and the do the blast expansion in the bomb. Change the order.
Code edit (1 edits merged)
Please save this source code
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Update bomb blast to properly update: 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; // Add update function to blast blast.update = function() { if (this.scaleTarget) { this.scale += 0.2; // Increment scale each update this.alpha -= 0.02; // Fade out gradually if (this.scale >= this.scaleTarget) { this.destroy(); } } }; blast.scaleTarget = 10; // Set target scale for expansion game.addChild(blast); // Kill enemies for (var i = 0; i < enemies.length; i++) { if (enemies[i] && enemies[i].y > 0) { enemies[i].HitPoints = 0; } } // Rest of flash and shake effects remain the same... };
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Update bomb blast with minimal animation: this.bombBehavior = function() { var blast = new Container(); var blastGraphics = blast.attachAsset('BombBlast', { anchorX: 0.5, anchorY: 0.5, scaleX: 5, // Back to the size we know works 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; } } // Just ONE expansion after a delay LK.setTimeout(function() { blast.scale = 8; // Just expand once LK.setTimeout(function() { blast.destroy(); }, 200); // Stay visible a bit longer }, 200); // Wait a bit before expanding // Flash and shake effects remain the same... };
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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: 2, // Start smaller scaleY: 2 }); 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 with more dramatic changes and shorter intervals LK.setTimeout(function() { blast.scale = 4; LK.setTimeout(function() { blast.scale = 6; LK.setTimeout(function() { blast.scale = 8; blast.alpha = 0.7; LK.setTimeout(function() { blast.scale = 10; blast.alpha = 0.3; LK.setTimeout(function() { blast.destroy(); }, 50); }, 50); }, 50); }, 50); }, 50); // Flash and shake effects remain the same... };
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Okay check and double check the code with bomb blast. Use whatever timing you have to to get it to work, it is not expanding at all
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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.
/**** * 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(); } }; }); var BombBlast = Container.expand(function () { var self = Container.call(this); var blastGraphics = self.attachAsset('BombBlast', { anchorX: 0.5, anchorY: 0.5 }); self.scale = 3; self.update = function () { self.scale += 0.2; if (self.scale >= 10) { 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 () { var blast = new BombBlast(); blast.x = 1024; blast.y = 1366; 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; } } // Screen shake var originalX = game.x; var shakeAmount = 40; // Increase shake intensity var shakeDuration = 100; // Increase shake duration game.x += shakeAmount; LK.setTimeout(function () { game.x -= shakeAmount * 2; LK.setTimeout(function () { game.x += shakeAmount; LK.setTimeout(function () { game.x -= shakeAmount * 2; LK.setTimeout(function () { game.x += shakeAmount; LK.setTimeout(function () { game.x = originalX; }, shakeDuration); }, shakeDuration); }, shakeDuration); }, shakeDuration); }, shakeDuration); }; }; // 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) { // Make only bomb power ups drop var powerUp = new PowerUp('BombIcon'); 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
@@ -111,11 +111,10 @@
anchorY: 0.5
});
self.scale = 3;
self.update = function () {
- self.scale += 0.4; // Increase scale increment
- if (self.scale >= 20) {
- // Increase duration by allowing larger scale
+ self.scale += 0.2;
+ if (self.scale >= 10) {
self.destroy();
}
};
});
@@ -666,19 +665,26 @@
}
}
// Screen shake
var originalX = game.x;
- var shakeAmount = 20;
+ var shakeAmount = 40; // Increase shake intensity
+ var shakeDuration = 100; // Increase shake duration
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);
+ game.x -= shakeAmount * 2;
+ LK.setTimeout(function () {
+ game.x += shakeAmount;
+ LK.setTimeout(function () {
+ game.x = originalX;
+ }, shakeDuration);
+ }, shakeDuration);
+ }, shakeDuration);
+ }, shakeDuration);
+ }, shakeDuration);
};
};
// 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