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Please fix the bug: 'TypeError: undefined is not an object (evaluating 't.length')' in or related to this line: 'var powerUpIcon = self.attachAsset(powerUpAssetMap[self.powerUpType], {' Line Number: 599
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Use the powerassetmap to power up icons in the power up crate class
Code edit (1 edits merged)
Please save this source code
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Move powerUpAssetMap into power up crate class and use for determining powerupicon
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Then modify getRandomPowerUps in CrateSpawnManager to only select from these valid types: ```javascript self.getRandomPowerUps = function() { var powerUpTypes = ['SOLDIER_CLONE', 'SHIELD', 'WEAPON_POWER', 'BOMB']; var leftIndex = Math.floor(Math.random() * powerUpTypes.length); var rightIndex; do { rightIndex = Math.floor(Math.random() * powerUpTypes.length); } while (rightIndex === leftIndex); return { leftPowerUp: powerUpTypes[leftIndex], rightPowerUp: powerUpTypes[rightIndex] }; };
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Create the power-up asset mapping in PowerUpCrate: ```javascript var powerUpAssetMap = { SOLDIER_CLONE: 'SoldierCloneIcon', SHIELD: 'ShieldIcon', WEAPON_POWER: 'WeaponPowerIcon', BOMB: 'BombIcon' };
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Make sure poweruptypes links to the correct assets
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Add the power-up type icon display: - Create an icon sprite using attachAsset based on powerUpType - Position it floating above the HP number - Add a small floating animation using Math.sin() like other game objects use Test this step to ensure visuals are correct before adding collision.
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Change bit point text font to Ultra
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Change hit point text font to archivo black
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Increase size of hit point text
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Make the hit point text on the crate bold
Code edit (1 edits merged)
Please save this source code
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Move hit point text up 50% on crate
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Move hit point text on crate up 20% on crate
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Move crate hit point number up 5% on crate
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Move placement of hit point number up 3% and increase font size
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Please fix the bug: 'TypeError: undefined is not an object (evaluating 'hitPointsText.style.fill = "#000000"')' in or related to this line: 'hitPointsText.style.fill = "#000000"; // Change font color to black' Line Number: 588
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Move hit point number up 3% and change font to black color
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Enhance PowerUpCrate class by adding HP display: - Add hitPoints property initialized to 10 - Add text display using default font showing hitPoints number - Position text in the middle of the crate - Update text when hitPoints changes Start with just this - we'll handle bullet collisions next.
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Try 4
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Try 3.8
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Try 3.5
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Try 3
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Try 2.5
/**** * 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.scaleX = 0.1; self.scaleY = 0.1; self.update = function () { self.scaleX += 0.5; self.scaleY += 0.5; blastGraphics.scale.x = self.scaleX; blastGraphics.scale.y = self.scaleY; if (self.scaleX >= 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(); } }; }); var CrateSpawnManager = Container.expand(function () { var self = Container.call(this); self.lastSpawnTime = 0; self.minSpawnInterval = 300; self.maxSpawnInterval = 600; self.getSpawnPositions = function () { var roadCenterX = road1.x; // Assuming road1 is the reference for the road's center var roadWidth = LK.getAsset('Road', {}).width; return { leftX: roadCenterX - roadWidth / 4 - 100 - roadWidth * 0.03, rightX: roadCenterX + roadWidth / 4 + 100 - roadWidth * 0.015 }; }; self.getRandomPowerUps = function () { var powerUpTypes = Object.keys(PowerUpTypes).filter(function (type) { return type !== 'DEFAULT'; }); var leftIndex = Math.floor(Math.random() * powerUpTypes.length); var rightIndex; do { rightIndex = Math.floor(Math.random() * powerUpTypes.length); } while (rightIndex === leftIndex); return { leftPowerUp: powerUpTypes[leftIndex], rightPowerUp: powerUpTypes[rightIndex] }; }; self.spawnCratePair = function () { var positions = self.getSpawnPositions(); var powerUps = self.getRandomPowerUps(); var leftCrate = new PowerUpCrate(); leftCrate.powerUpType = powerUps.leftPowerUp; leftCrate.x = positions.leftX; leftCrate.y = -50; backgroundContainer.addChild(leftCrate); var rightCrate = new PowerUpCrate(); rightCrate.powerUpType = powerUps.rightPowerUp; rightCrate.x = positions.rightX; rightCrate.y = -50; backgroundContainer.addChild(rightCrate); }; self.currentInterval = self.minSpawnInterval; self.update = function () { if (LK.ticks - self.lastSpawnTime > self.currentInterval) { self.spawnCratePair(); self.lastSpawnTime = LK.ticks; self.currentInterval = self.minSpawnInterval + Math.floor(Math.random() * (self.maxSpawnInterval - self.minSpawnInterval)); console.log('Spawned crate pair'); } }; }); // 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(); } }; }); var PowerUpCrate = Container.expand(function () { var self = Container.call(this); var crateGraphics = self.attachAsset('PowerUpCrate', { anchorX: 0.5, anchorY: 0.5 }); // Initialize hitPoints property self.hitPoints = 10; // Create text display for hitPoints var hitPointsText = new Text2(self.hitPoints.toString(), { size: 60, // Increase font size fill: "#000000" // Set initial font color to black }); hitPointsText.anchor.set(0.5, 0.3); // Move text up by 20% self.addChild(hitPointsText); self.update = function () { self.y += 4; // Update crate speed to 4 if (self.y > 2048) { self.destroy(); } // Update the text display with current hitPoints hitPointsText.setText(self.hitPoints.toString()); }; return self; }); // 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 = 2000; // Ensure BombBlast is on a visible layer 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 = 30; // 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 var crateManager = new CrateSpawnManager(); backgroundContainer.addChild(crateManager); 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); } if (LK.ticks % 300 == 0) { var newDrone = new Drone(); newDrone.x = 2048 * 0.21 + Math.random() * (2048 * 0.55); // Adjusted x position within the Road area with 5% margin newDrone.y = -newDrone.height; // Start just outside the top of the screen enemies.push(newDrone); game.addChild(newDrone); } if (LK.ticks % 360 == 0) { var newBruiser = new Bruiser(); newBruiser.x = 2048 * 0.21 + Math.random() * (2048 * 0.55); // Adjusted x position within the Road area with 5% margin newBruiser.y = -newBruiser.height; // Start just outside the top of the screen enemies.push(newBruiser); game.addChild(newBruiser); } // 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
@@ -543,9 +543,9 @@
size: 60,
// Increase font size
fill: "#000000" // Set initial font color to black
});
- hitPointsText.anchor.set(0.5, 0.45); // Move text up by 5%
+ hitPointsText.anchor.set(0.5, 0.3); // Move text up by 20%
self.addChild(hitPointsText);
self.update = function () {
self.y += 4; // Update crate speed to 4
if (self.y > 2048) {
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 โeyeโ 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