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Reduce the time before blaster initial laser fire.
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Please fix the bug: 'ReferenceError: Can't find variable: laserBeam' in or related to this line: 'if (CollisionManager.checkCollision(laserBeam, hero)) {' Line Number: 1978
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Decrease the initial time before Blaster fires their laser
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In the laser mechanic change the collision box to visible.
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In the updateFiring section of the laser mechanic, remove the variable adjusted beam and related code and replace with: // During firing phase collision check var segments = 5; // Number of check points along laser var length = this.laserBeam.height * this.laserBeam.scaleY; var segmentLength = length / segments; for (var i = 0; i < segments; i++) { var segmentPoint = { x: this.laserBeam.x, y: this.laserBeam.y + (segmentLength * i), width: this.laserBeam.width, height: segmentLength }; if (CollisionManager.checkCollision(segmentPoint, hero)) {
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Remove hit point scaling for enemies with difficulty increase.
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Make this change to Blaster class update: // In Blaster update for (var i = 0; i < this.children.length; i++) { var child = this.children[i]; // Check hero collision with any child if (CollisionManager.checkCollision(child, hero)) { if (hero.shielded) { hero.shieldLevel -= 1; if (hero.shieldLevel <= 0) { hero.shielded = false; if (hero.shieldGraphics) { hero.shieldGraphics.destroy(); hero.shieldGraphics = null; } } else { hero.shieldGraphics.tint = 0xFFFFFF; if (hero.shieldLevel === 2) { hero.shieldGraphics.tint = 0xFFFF00; } else if (hero.shieldLevel === 1) { hero.shieldGraphics.tint = 0xFFFFFF; } } } else { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } } // Check clone collisions for (var j = soldierClones.length - 1; j >= 0; j--) { var clone = soldierClones[j]; if (CollisionManager.checkCollision(child, clone)) { clone.destroy(); break; } } }
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Add the spawning of bombs to power ups after difficulty level 4
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If the player already has level 3 weapon power, do not spawn weapon power ups
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Can you add this to the Blaster class update section: // In Blaster update if (this.laserMechanic && this.laserMechanic.isFiring && this.laserMechanic.laserBeam) { // Check hero collision if (CollisionManager.checkCollision(this.laserMechanic.laserBeam, hero)) { if (hero.shielded) { hero.shieldLevel -= 1; if (hero.shieldLevel <= 0) { hero.shielded = false; if (hero.shieldGraphics) { hero.shieldGraphics.destroy(); hero.shieldGraphics = null; } } else { hero.shieldGraphics.tint = 0xFFFFFF; if (hero.shieldLevel === 2) { hero.shieldGraphics.tint = 0xFFFF00; } else if (hero.shieldLevel === 1) { hero.shieldGraphics.tint = 0xFFFFFF; } } } else { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } } // Check clone collisions for (var i = soldierClones.length - 1; i >= 0; i--) { var clone = soldierClones[i]; if (CollisionManager.checkCollision(this.laserMechanic.laserBeam, clone)) { clone.destroy(); break; } } }
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Reduce drone spawn rate to 45 ticks
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Please fix the bug: 'ReferenceError: Can't find variable: needsToDodge' in or related to this line: 'if (!needsToDodge) {' Line Number: 1235
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Let's make these adjustments for smoother scaling: ```javascript this.calculatePlayerPower = function () { var power = 1; if (powerUpManager && powerUpManager.currentPowerLevel) { power += (powerUpManager.currentPowerLevel - 1) * 0.5; // Reduced from 0.8 } if (soldierClones && soldierClones.length) { power += soldierClones.length * 0.4; // Reduced from 0.6 } if (playerDrones && playerDrones.length) { power += playerDrones.length * 0.4; // Reduced from 0.6 } return power; }; self.updateDifficulty = function (powerLevel) { var totalPower = powerLevel * self.baseDifficulty; if (totalPower >= 10) { self.currentDifficulty = 7; } else if (totalPower >= 8) { self.currentDifficulty = 6; } else if (totalPower >= 6) { self.currentDifficulty = 5; } else if (totalPower >= 4.5) { self.currentDifficulty = 4; } else if (totalPower >= 3) { self.currentDifficulty = 3; } else if (totalPower >= 2) { self.currentDifficulty = 2; } else { self.currentDifficulty = 1; } self.updateSpawnQuota(); };
/****
* 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 = 10;
self.speed = 3;
// 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 (CollisionManager.checkCollision(self, hero)) {
// Handle collision with hero
if (hero.shielded) {
hero.shieldLevel -= 1;
if (hero.shieldLevel <= 0) {
hero.shielded = false;
if (hero.shieldGraphics) {
hero.shieldGraphics.destroy();
hero.shieldGraphics = null;
}
} else {
hero.shieldGraphics.tint = 0xFFFFFF;
if (hero.shieldLevel === 2) {
hero.shieldGraphics.tint = 0xFFFF00;
} else if (hero.shieldLevel === 1) {
hero.shieldGraphics.tint = 0xFFFFFF;
}
}
// Destroy the enemy
generateEnemyPieces(self, BlasterPiece, ['BlasterBottomPiece', 'BlasterLeftPiece', 'BlasterRightPiece']);
self.destroy();
var index = enemies.indexOf(self);
if (index > -1) {
enemies.splice(index, 1);
}
} else {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
}
if (self.HitPoints <= 0) {
// Create blaster pieces upon destruction
generateEnemyPieces(self, BlasterPiece, ['BlasterBottomPiece', 'BlasterLeftPiece', 'BlasterRightPiece']);
// 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);
difficultyManager.onEnemyDestroyed();
}
}
};
});
// 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 = 20; // Double the hit points for Bruiser
self.speed = 5;
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 (CollisionManager.checkCollision(self, hero)) {
// Handle collision with hero
if (hero.shielded) {
hero.shieldLevel -= 1;
if (hero.shieldLevel <= 0) {
hero.shielded = false;
if (hero.shieldGraphics) {
hero.shieldGraphics.destroy();
hero.shieldGraphics = null;
}
} else {
hero.shieldGraphics.tint = 0xFFFFFF;
if (hero.shieldLevel === 2) {
hero.shieldGraphics.tint = 0xFFFF00;
} else if (hero.shieldLevel === 1) {
hero.shieldGraphics.tint = 0xFFFFFF;
}
}
// Destroy the enemy
generateEnemyPieces(self, BruiserPiece, ['BruiserCenterPart', 'BruiserLeftPart', 'BruiserRightPart']);
self.destroy();
var index = enemies.indexOf(self);
if (index > -1) {
enemies.splice(index, 1);
}
} else {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
}
if (self.HitPoints <= 0) {
// Create bruiser pieces upon destruction
generateEnemyPieces(self, BruiserPiece, ['BruiserCenterPart', 'BruiserLeftPart', 'BruiserRightPart']);
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);
difficultyManager.onEnemyDestroyed();
}
}
};
});
// 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 DifficultyManager = Container.expand(function () {
var self = Container.call(this);
self.currentDifficulty = 1;
self.baseDifficulty = 1;
self.activeEnemies = 0;
self.maxEnemies = 30;
self.roadStartX = 2048 * 0.21;
self.roadWidth = 2048 * 0.55;
// Wave patterns for different difficulty levels
self.wavePatterns = {
1: {
drones: Math.ceil(6 * 1.3),
bruisers: 0,
blasters: 0,
raiders: 0
},
2: {
drones: Math.ceil(8 * 1.3),
bruisers: 0,
blasters: 0,
raiders: 1
},
3: {
drones: Math.ceil(8 * 1.3),
bruisers: 1,
blasters: 0,
raiders: 2
},
4: {
drones: Math.ceil(10 * 1.3),
bruisers: 1,
blasters: 1,
raiders: 2
},
5: {
drones: Math.ceil(12 * 1.3),
bruisers: 2,
blasters: 1,
raiders: 3
},
6: {
drones: Math.ceil(14 * 1.3),
bruisers: 2,
blasters: 2,
raiders: 4
},
7: {
drones: Math.ceil(16 * 1.3),
bruisers: 3,
blasters: 2,
raiders: 5
}
};
// Spawn quota to track needed spawns
self.spawnQuota = {
drones: 0,
bruisers: 0,
blasters: 0,
raiders: 0
};
self.update = function () {
var timeScale = Math.floor(LK.ticks / 1800);
self.baseDifficulty = 1 + timeScale * 0.2;
// Only update difficulty periodically or when power level changes
if (LK.ticks % 300 === 0) {
// Every 5 seconds or adjust as needed
var powerLevel = self.calculatePlayerPower();
self.updateDifficulty(powerLevel);
}
if (LK.ticks % 60 === 0 && self.canSpawnEnemy()) {
var enemyType = self.getNextEnemyType();
if (enemyType) {
self.spawnEnemy(enemyType);
}
}
};
self.updateDifficulty = function (powerLevel) {
var totalPower = powerLevel * self.baseDifficulty;
// Match to wave pattern keys 1-7
if (totalPower >= 10) {
self.currentDifficulty = 7;
} else if (totalPower >= 8) {
self.currentDifficulty = 6;
} else if (totalPower >= 6) {
self.currentDifficulty = 5;
} else if (totalPower >= 4.5) {
self.currentDifficulty = 4;
} else if (totalPower >= 3) {
self.currentDifficulty = 3;
} else if (totalPower >= 2) {
self.currentDifficulty = 2;
} else {
self.currentDifficulty = 1;
}
self.updateSpawnQuota();
};
self.getSpawnX = function () {
return self.roadStartX + Math.random() * self.roadWidth;
};
self.getEnemyStrength = function () {
// Increase enemy HP every difficulty level
var healthBonus = self.currentDifficulty / 3;
return Math.max(1, healthBonus);
};
self.updateSpawnQuota = function () {
var pattern = self.wavePatterns[self.currentDifficulty] || self.wavePatterns[6]; // Default to highest if overflow
self.spawnQuota.drones = pattern.drones;
self.spawnQuota.bruisers = pattern.bruisers;
self.spawnQuota.blasters = pattern.blasters;
self.spawnQuota.raiders = pattern.raiders;
};
this.calculatePlayerPower = function () {
var power = 1; // Base power level
// Weapon power contribution (max level is 3 now)
if (powerUpManager && powerUpManager.currentPowerLevel) {
power += (powerUpManager.currentPowerLevel - 1) * 0.5; // Reduced from 0.8
}
// Clone contribution (max 4 clones)
if (soldierClones && soldierClones.length) {
power += soldierClones.length * 0.4; // Reduced from 0.6
}
// Drone contribution (max 3 drones)
if (playerDrones && playerDrones.length) {
power += playerDrones.length * 0.4; // Reduced from 0.6
}
return power;
};
self.canSpawnEnemy = function () {
return self.activeEnemies < self.maxEnemies;
};
self.spawnEnemy = function (enemyType) {
if (!self.canSpawnEnemy()) {
return;
}
var enemy;
switch (enemyType) {
case 'drone':
var redDroneChance = Math.min(self.currentDifficulty * 0.1, 0.3);
if (Math.random() < redDroneChance) {
enemy = new RedDrone();
} else {
enemy = new Drone();
}
break;
case 'bruiser':
enemy = new Bruiser();
break;
case 'blaster':
enemy = new Blaster();
break;
case 'raider':
enemy = new Raider();
var spawnSide = Math.random() < 0.5;
enemy.x = spawnSide ? -100 : 2148;
enemy.y = Math.random() * (2732 * 0.3);
enemy.spawnSide = spawnSide ? 'left' : 'right'; // Tell Raider which side it spawned from
break;
default:
return;
}
// Increase enemy HP based on difficulty
enemy.HitPoints *= self.getEnemyStrength();
// Only set default spawn position for non-raiders
if (enemyType !== 'raider') {
enemy.x = self.getSpawnX();
enemy.y = -enemy.height;
}
enemies.push(enemy);
game.addChild(enemy);
self.activeEnemies++;
};
self.getNextEnemyType = function () {
// Get all available enemy types with remaining quota
var availableTypes = [];
if (self.spawnQuota.drones > 0) {
availableTypes.push('drone');
}
if (self.spawnQuota.bruisers > 0) {
availableTypes.push('bruiser');
}
if (self.spawnQuota.raiders > 0) {
availableTypes.push('raider');
}
if (self.spawnQuota.blasters > 0) {
availableTypes.push('blaster');
}
if (availableTypes.length === 0) {
return null;
}
// Randomly select from available types
var selectedType = availableTypes[Math.floor(Math.random() * availableTypes.length)];
// Decrease the appropriate quota
self.spawnQuota[selectedType + 's']--;
return selectedType;
};
self.onEnemyDestroyed = function () {
self.activeEnemies--;
if (self.spawnQuota.drones === 0 && self.spawnQuota.bruisers === 0 && self.spawnQuota.blasters === 0 && self.spawnQuota.raiders === 0) {
self.updateSpawnQuota();
}
};
});
// 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 = 1;
self.randomOffset = Math.random() * 100; // Random timing for each drone
self.speed = 2.75;
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 (CollisionManager.checkCollision(self, hero)) {
// Handle collision with hero
if (hero.shielded) {
hero.shieldLevel -= 1;
if (hero.shieldLevel <= 0) {
hero.shielded = false;
if (hero.shieldGraphics) {
hero.shieldGraphics.destroy();
hero.shieldGraphics = null;
}
} else {
hero.shieldGraphics.tint = 0xFFFFFF;
if (hero.shieldLevel === 2) {
hero.shieldGraphics.tint = 0xFFFF00;
} else if (hero.shieldLevel === 1) {
hero.shieldGraphics.tint = 0xFFFFFF;
}
}
// Destroy the enemy
generateEnemyPieces(self, DronePiece, ['DroneCenterPart', 'DroneLeftPart', 'DroneRightPart']);
self.destroy();
var index = enemies.indexOf(self);
if (index > -1) {
enemies.splice(index, 1);
}
} else {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
}
if (self.HitPoints <= 0) {
// Create drone pieces upon destruction
generateEnemyPieces(self, DronePiece, ['DroneCenterPart', 'DroneLeftPart', 'DroneRightPart']);
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);
difficultyManager.onEnemyDestroyed();
}
}
};
});
// 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.droneCount = 0; // Initialize drone 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 and increase by 10%
var scaleFactor = Math.max(heroGraphics.width / self.shieldGraphics.width, heroGraphics.height / self.shieldGraphics.height) * 1.1;
self.shieldGraphics.scale.x = scaleFactor;
self.shieldGraphics.scale.y = scaleFactor;
// Move shield graphics to the layer directly underneath hero
self.addChildAt(self.shieldGraphics, 0);
// Update shield tint based on shield level
self.shieldGraphics.tint = 0xFF0000; // Red tint for level 1
if (self.shieldLevel === 2) {
self.shieldGraphics.tint = 0xFFFF00; // Yellow tint for level 2
} else if (self.shieldLevel === 3) {
self.shieldGraphics.tint = 0x00FF00; // Green tint for level 3
}
}
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' + Math.min(self.Power, 3);
console.log("Loading bullet asset: " + assetId);
bulletGraphics = self.attachAsset(assetId, {
anchorX: 0.5,
anchorY: 0.5
});
};
});
var PlayerDrone = Container.expand(function () {
var self = Container.call(this);
var droneGraphics = self.attachAsset('PlayerDrone', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.9,
scaleX: 0.75,
scaleY: 0.75
});
self.angle = 0; // Orbital angle
self.orbitRadius = 200; // Further increased distance from hero
self.orbitSpeed = 0.03; // Increased speed of rotation
self.health = 1;
self.lastCollisionFrame = 0;
self.update = function () {
// Orbit around hero
self.angle += self.orbitSpeed;
self.x = hero.x + Math.cos(self.angle) * self.orbitRadius;
self.y = hero.y + Math.sin(self.angle) * self.orbitRadius;
// Check collisions
if (LK.ticks > self.lastCollisionFrame) {
for (var i = 0; i < enemies.length; i++) {
if (CollisionManager.checkCollision(self, enemies[i])) {
self.lastCollisionFrame = LK.ticks;
self.destroy();
return;
}
}
}
// Auto-fire
if (LK.ticks % 18 == 0) {
self.shoot();
}
};
self.shoot = function () {
var bullet = new HeroBullet();
bullet.x = self.x;
bullet.y = self.y;
bullet.Power = 1; // Always power level 1
bullet.updateVisual();
heroBullets.push(bullet);
game.addChild(bullet);
};
});
// PowerUp class for handling power-up movement and collection
var PowerUp = Container.expand(function (assetType, spawnSide) {
var self = Container.call(this);
var powerUpGraphics = self.attachAsset(assetType, {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5; // Increased speed at which the power-up moves down the screen
self.movementPhase = 'ENTRY';
self.spawnSide = spawnSide; // Pass this in constructor
self.update = function () {
if (self.movementPhase === 'ENTRY') {
self.x += self.spawnSide === 'LEFT' ? self.speed : -self.speed;
if (Math.abs(self.x - 1024) < 5) {
// Check if near center
self.movementPhase = 'DESCENT';
self.x = 1024; // Snap to center
}
} else {
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 < 4) {
hero.soldierCloneCount++;
var newClone = new SoldierClone();
// Spawn directly in combat position ahead of hero
newClone.x = 1024; // Center of screen
newClone.y = hero.y - 200; // Fixed distance ahead
newClone.zIndex = hero.zIndex - 1;
// TODO: Add hologram spawn effect here
soldierClones.push(newClone);
backgroundContainer.addChild(newClone);
}
break;
case 'PlayerDroneIcon':
if (hero.droneCount < 3) {
// Maximum 3 drones
hero.droneCount = hero.droneCount || 0;
hero.droneCount++;
var newDrone = new PlayerDrone();
// Set initial angle based on drone count
newDrone.angle = (hero.droneCount - 1) * (Math.PI * 2 / 3);
playerDrones.push(newDrone);
backgroundContainer.addChild(newDrone);
}
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 = 0xFF0000; // Red tint for level 1
if (hero.shieldLevel === 2) {
hero.shieldGraphics.tint = 0xFFFF00; // Yellow tint for level 2
} else if (hero.shieldLevel === 3) {
hero.shieldGraphics.tint = 0x00FF00; // Green tint for level 3
}
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 PowerUpSpawner = Container.expand(function () {
var self = Container.call(this);
var timeSinceStart = 0;
var timeSinceLastSpawn = 0;
var spawnSide = 'LEFT';
self.update = function () {
timeSinceStart += 1;
timeSinceLastSpawn += 1;
// First spawn at 10 seconds (assuming 60 FPS)
if (timeSinceStart === 600) {
self.spawnPowerUp(self.getRandomPowerUp());
}
// Subsequent spawns every 30 seconds
else if (timeSinceLastSpawn >= 1800) {
self.spawnPowerUp(self.getRandomPowerUp());
timeSinceLastSpawn = 0;
}
};
self.getRandomPowerUp = function () {
var powerUps = ['SoldierCloneIcon', 'WeaponPowerIcon', 'ShieldIcon', 'PlayerDroneIcon'];
if (hero.shieldLevel === 3) {
powerUps = powerUps.filter(function (powerUp) {
return powerUp !== 'ShieldIcon';
});
}
return powerUps[Math.floor(Math.random() * powerUps.length)];
};
self.spawnPowerUp = function (assetType) {
var currentSpawnSide = spawnSide; // Get current value before toggling
var powerUp = new PowerUp(assetType, currentSpawnSide);
powerUp.x = currentSpawnSide === 'LEFT' ? 0 : 2048;
powerUp.y = 200; // Spawn above screen but not too high
backgroundContainer.addChild(powerUp);
spawnSide = currentSpawnSide === 'LEFT' ? 'RIGHT' : 'LEFT'; // Toggle for next spawn
};
});
var Raider = Container.expand(function () {
var self = Container.call(this);
var raiderGraphics = self.attachAsset('BotBiker', {
anchorX: 0.5,
anchorY: 0.5
});
// Raider specific properties
self.HitPoints = 5;
self.speed = 3;
self.shootInterval = 66; // Reduced firing frequency by 10%
self.lastShotTime = 0;
self.trackingDelay = 30; // Delay before adjusting aim
self.trackingTime = 0; // Time since last tracking adjustment
self.targetRotation = raiderGraphics.rotation; // Target rotation for tracking
self.entryPhase = true; // Track if we're still in entry animation
self.speed = 3;
self.rotationSpeed = 0.05;
self.horizontalSpeed = 6; // Faster horizontal movement during entry
// Add scaling properties
self.maxTilt = 0.3; // How much to scale for tilt effect
self.baseScale = 1; // Normal scale
self.spawnSide = Math.random() < 0.5 ? 'left' : 'right';
// Set initial rotation based on spawn side
raiderGraphics.rotation = self.spawnSide === 'left' ? -Math.PI / 4 : Math.PI / 4;
self.update = function () {
if (self.entryPhase) {
// Entry movement
if (self.spawnSide === 'left') {
self.x += self.horizontalSpeed;
raiderGraphics.rotation = Math.min(raiderGraphics.rotation + self.rotationSpeed, 0);
// Scale for tilt effect
raiderGraphics.scale.x = self.baseScale - self.maxTilt;
if (self.x >= 600) {
// Move further onto road
self.entryPhase = false;
raiderGraphics.scale.x = self.baseScale;
}
} else {
self.x -= self.horizontalSpeed;
raiderGraphics.rotation = Math.max(raiderGraphics.rotation - self.rotationSpeed, 0);
// Scale for tilt effect
raiderGraphics.scale.x = self.baseScale - self.maxTilt;
if (self.x <= 1448) {
// 2048 - 600
self.entryPhase = false;
raiderGraphics.scale.x = self.baseScale;
}
}
} else {
self.y += self.speed * 0.25; // Reduce speed by 75% after entry
// Move back and forth across the road
if (self.spawnSide === 'left') {
self.x += self.horizontalSpeed;
if (self.x >= 1448) {
// Right boundary
self.spawnSide = 'right';
}
} else {
self.x -= self.horizontalSpeed;
if (self.x <= 600) {
// Left boundary
self.spawnSide = 'left';
}
}
// Tracking logic
if (self.trackingTime >= self.trackingDelay) {
var directionX = hero.x - self.x;
var directionY = hero.y - self.y;
self.targetRotation = Math.atan2(directionY, directionX) - Math.PI / 2;
self.trackingTime = 0;
} else {
self.trackingTime++;
}
// Swivel towards target rotation
raiderGraphics.rotation += (self.targetRotation - raiderGraphics.rotation) * 0.1;
// Shooting logic
if (LK.ticks - self.lastShotTime > self.shootInterval) {
self.shoot();
self.lastShotTime = LK.ticks;
}
}
// Keep collision handling
if (CollisionManager.checkCollision(self, hero)) {
// [Keep existing collision code]
}
// Keep destruction logic
if (self.HitPoints <= 0) {
// Create raider pieces upon destruction
generateEnemyPieces(self, RaiderPiece, ['RaiderTop', 'RaiderBottom']);
difficultyManager.onEnemyDestroyed();
} else if (self.y > 2732) {
// [Keep existing out-of-bounds code]
difficultyManager.onEnemyDestroyed();
}
};
self.shoot = function () {
if (self.spawnSide === 'left') {
var bullet = new RaiderBullet();
bullet.x = self.x;
bullet.y = self.y + raiderGraphics.height / 2;
bullet.rotation = raiderGraphics.rotation;
game.addChild(bullet);
self.spawnSide = self.spawnSide === 'left' ? 'right' : 'left'; // Alternate sides
} else {
var rightShot = new RaiderBullet();
rightShot.x = self.x + raiderGraphics.width / 4;
rightShot.y = self.y + raiderGraphics.height / 2;
game.addChild(rightShot);
self.spawnSide = 'left'; // Switch to left for next shot
}
};
});
var RaiderBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('heroBullet1', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -15 * 0.75; // 75% of hero bullet speed
self.update = function () {
self.y -= Math.cos(self.rotation) * self.speed;
self.x += Math.sin(self.rotation) * self.speed;
// Check collision with hero
if (CollisionManager.checkCollision(self, hero)) {
if (hero.shielded) {
hero.shieldLevel -= 1;
if (hero.shieldLevel <= 0) {
hero.shielded = false;
if (hero.shieldGraphics) {
hero.shieldGraphics.destroy();
hero.shieldGraphics = null;
}
} else {
hero.shieldGraphics.tint = 0xFFFFFF;
if (hero.shieldLevel === 2) {
hero.shieldGraphics.tint = 0xFFFF00;
} else if (hero.shieldLevel === 1) {
hero.shieldGraphics.tint = 0xFFFFFF;
}
}
} else {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
self.destroy();
return;
}
// Check collision with soldier clones
for (var i = soldierClones.length - 1; i >= 0; i--) {
var clone = soldierClones[i];
if (CollisionManager.checkCollision(self, clone)) {
clone.destroy();
hero.soldierCloneCount--; // Decrease hero clone count
self.destroy();
break;
}
}
if (self.y > 2732) {
self.destroy();
}
};
});
// RaiderPiece class for raider destruction effect
var RaiderPiece = Container.expand(function (assetType) {
var self = Container.call(this);
var pieceGraphics = self.attachAsset(assetType, {
anchorX: 0.5,
anchorY: 0.5
});
self.speedX = (Math.random() - 0.5) * 10; // Random horizontal speed
self.speedY = (Math.random() - 0.5) * 10; // 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();
}
};
});
// 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;
}
};
});
var RedDrone = Container.expand(function () {
var self = Container.call(this);
var droneGraphics = self.attachAsset('Drone', {
anchorX: 0.5,
anchorY: 0.5
});
// Apply red tint to graphics
droneGraphics.tint = 0xFF0000;
// Set aggressive properties
self.HitPoints = 4;
self.randomOffset = Math.random() * 100;
self.speed = 4; // Faster than regular drone
self.update = function () {
if (hero) {
// Chase the hero
if (self.x < hero.x) {
self.x += self.speed;
} else if (self.x > hero.x) {
self.x -= self.speed;
}
self.y += self.speed;
}
// Keep pulse effect from base drone
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;
}
// Copy collision checks from base Drone
if (CollisionManager.checkCollision(self, hero)) {
if (hero.shielded) {
hero.shieldLevel -= 1;
if (hero.shieldLevel <= 0) {
hero.shielded = false;
if (hero.shieldGraphics) {
hero.shieldGraphics.destroy();
hero.shieldGraphics = null;
}
} else {
hero.shieldGraphics.tint = 0xFFFFFF;
if (hero.shieldLevel === 2) {
hero.shieldGraphics.tint = 0xFFFF00;
} else if (hero.shieldLevel === 1) {
hero.shieldGraphics.tint = 0xFFFFFF;
}
}
generateEnemyPieces(self, DronePiece, ['DroneCenterPart', 'DroneLeftPart', 'DroneRightPart']);
self.destroy();
var index = enemies.indexOf(self);
if (index > -1) {
enemies.splice(index, 1);
}
} else {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
}
if (self.HitPoints <= 0) {
generateEnemyPieces(self, DronePiece, ['DroneCenterPart', 'DroneLeftPart', 'DroneRightPart']);
self.destroy();
var index = enemies.indexOf(self);
if (index > -1) {
enemies.splice(index, 1);
difficultyManager.onEnemyDestroyed();
}
} else if (self.y > 2732) {
self.destroy();
var index = enemies.indexOf(self);
if (index > -1) {
enemies.splice(index, 1);
difficultyManager.onEnemyDestroyed();
}
}
};
});
// 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);
// Removed self.side property
var cloneGraphics = self.attachAsset('hero', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.7,
scaleX: 0.75,
scaleY: 0.75
});
self.roadLeft = 2048 * 0.21;
self.roadRight = 2048 * 0.76;
self.moveSpeed = 4.5;
self.health = 1;
self.isImmune = false;
self.dodgeSpeed = 5;
self.dodgeCooldown = 0;
// Removed self.offset property
self.update = function () {
// Maintain forward position
self.y = hero.y - 200;
// Handle dodge cooldown
if (self.dodgeCooldown > 0) {
self.dodgeCooldown--;
}
// Check for bullets to dodge
var needsToDodge = false;
if (self.dodgeCooldown <= 0) {
enemies.forEach(function (enemy) {
if (enemy instanceof RaiderBullet) {
if (CollisionManager.checkCollision(self, enemy)) {
needsToDodge = true;
// Dodge sideways
var dodgeDirection = Math.random() < 0.5 ? -1 : 1;
var newX = self.x + self.dodgeSpeed * dodgeDirection;
// Stay within road
if (newX > self.roadLeft && newX < self.roadRight) {
self.x = newX;
}
self.dodgeCooldown = 30; // Wait before next dodge
}
}
});
}
// Only target enemies if not dodging
if (!needsToDodge) {
var nearestEnemy = null;
var nearestDist = Infinity;
enemies.forEach(function (enemy) {
if (enemy.y > self.y) {
return;
} // Only target enemies above clone
var dist = Math.sqrt(Math.pow(enemy.x - self.x, 2) + Math.pow(enemy.y - self.y, 2));
if (dist < nearestDist) {
nearestDist = dist;
nearestEnemy = enemy;
}
});
// Move towards enemy's x position while staying on road
if (nearestEnemy) {
var targetX = Math.max(self.roadLeft, Math.min(nearestEnemy.x, self.roadRight));
if (Math.abs(self.x - targetX) > 5) {
if (self.x < targetX) {
self.x += self.moveSpeed;
} else {
self.x -= self.moveSpeed;
}
}
}
}
// Check collisions once per frame
if (!self.isImmune && LK.ticks > self.lastCollisionFrame) {
for (var i = 0; i < enemies.length; i++) {
if (CollisionManager.checkCollision(self, enemies[i])) {
self.lastCollisionFrame = LK.ticks;
self.destroy();
return;
}
}
}
self.shoot();
};
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);
}
}
// Removed side-based immunity code
// Update soldier clone count and array
var index = soldierClones.indexOf(self);
if (index > -1) {
soldierClones.splice(index, 1);
hero.soldierCloneCount--;
}
// Call original destroy method
Container.prototype.destroy.call(self);
};
// 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 playerDrones = [];
function _typeof(o) {
"@babel/helpers - typeof";
return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) {
return typeof o;
} : function (o) {
return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o;
}, _typeof(o);
}
function ownKeys(e, r) {
var t = Object.keys(e);
if (Object.getOwnPropertySymbols) {
var o = Object.getOwnPropertySymbols(e);
r && (o = o.filter(function (r) {
return Object.getOwnPropertyDescriptor(e, r).enumerable;
})), t.push.apply(t, o);
}
return t;
}
function _objectSpread(e) {
for (var r = 1; r < arguments.length; r++) {
var t = null != arguments[r] ? arguments[r] : {};
r % 2 ? ownKeys(Object(t), !0).forEach(function (r) {
_defineProperty(e, r, t[r]);
}) : Object.getOwnPropertyDescriptors ? Object.defineProperties(e, Object.getOwnPropertyDescriptors(t)) : ownKeys(Object(t)).forEach(function (r) {
Object.defineProperty(e, r, Object.getOwnPropertyDescriptor(t, r));
});
}
return e;
}
function _defineProperty(e, r, t) {
return (r = _toPropertyKey(r)) in e ? Object.defineProperty(e, r, {
value: t,
enumerable: !0,
configurable: !0,
writable: !0
}) : e[r] = t, e;
}
function _toPropertyKey(t) {
var i = _toPrimitive(t, "string");
return "symbol" == _typeof(i) ? i : i + "";
}
function _toPrimitive(t, r) {
if ("object" != _typeof(t) || !t) {
return t;
}
var e = t[Symbol.toPrimitive];
if (void 0 !== e) {
var i = e.call(t, r || "default");
if ("object" != _typeof(i)) {
return i;
}
throw new TypeError("@@toPrimitive must return a primitive value.");
}
return ("string" === r ? String : Number)(t);
}
function generateEnemyPieces(enemy, pieceClass, pieceTypes) {
pieceTypes.forEach(function (pieceType, index) {
var piece = new pieceClass(pieceType);
piece.x = enemy.x + (index - 1) * 40; // Spread pieces horizontally
piece.y = enemy.y;
game.addChild(piece);
});
}
var CollisionManager = {
// Remove the fixed collision data and simplify
checkCollision: function checkCollision(obj1, obj2) {
// Always use circle collision with calculated radii
return this.circleCollision(obj1, obj2);
},
getObjectRadius: function getObjectRadius(obj) {
var width = obj.width;
var height = obj.height;
// Adjust multiplier to tune collision size
return Math.min(width, height) * 0.4;
// Keep logging to help with tuning
console.log(obj.constructor.name + ' collision radius:', 'sprite size:', width, height, 'collision size:', Math.min(width, height) * 0.4);
},
circleCollision: function circleCollision(obj1, obj2) {
var radius1 = this.getObjectRadius(obj1);
var radius2 = this.getObjectRadius(obj2);
var dx = obj1.x - obj2.x;
var dy = obj1.y - obj2.y;
var distance = Math.sqrt(dx * dx + dy * dy);
return distance < radius1 + radius2;
}
};
var PowerUpTypes = {
DEFAULT: 'DEFAULT',
SOLDIER_CLONE: 'SOLDIER_CLONE',
SHIELD: 'SHIELD',
WEAPON_POWER: 'WEAPON_POWER',
BOMB: 'BOMB',
// Add bomb type
PLAYER_DRONE: 'PLAYER_DRONE' // Add player drone type
};
// PowerUpManager class to manage power-ups
// Initialize the city background for parallax effect
var PowerUpManager = function PowerUpManager() {
this.currentPowerUp = PowerUpTypes.DEFAULT;
this.currentPowerLevel = 1; // Initialize power level to default value
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 = enemies.length - 1; i >= 0; i--) {
if (enemies[i] && enemies[i].y > 0) {
enemies[i].HitPoints = 0;
// Generate pieces based on enemy type
if (enemies[i] instanceof Drone || enemies[i] instanceof RedDrone) {
generateEnemyPieces(enemies[i], DronePiece, ['DroneCenterPart', 'DroneLeftPart', 'DroneRightPart']);
} else if (enemies[i] instanceof Bruiser) {
generateEnemyPieces(enemies[i], BruiserPiece, ['BruiserCenterPart', 'BruiserLeftPart', 'BruiserRightPart']);
} else if (enemies[i] instanceof Blaster) {
generateEnemyPieces(enemies[i], BlasterPiece, ['BlasterBottomPiece', 'BlasterLeftPiece', 'BlasterRightPiece']);
} else if (enemies[i] instanceof Raider) {
generateEnemyPieces(enemies[i], RaiderPiece, ['RaiderTop', 'RaiderBottom']);
}
enemies[i].destroy();
enemies.splice(i, 1);
difficultyManager.onEnemyDestroyed();
}
}
// 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);
difficultyManager = new DifficultyManager();
difficultyManager.updateSpawnQuota();
// Initialize hero
hero = game.addChild(new Hero());
// Initialize PowerUpSpawner
var powerUpSpawner = new PowerUpSpawner();
backgroundContainer.addChild(powerUpSpawner);
hero.soldierCloneCount = soldierClones.length; // Set initial soldier clone count
hero.x = 2048 / 2;
hero.y = 2732 + hero.height;
hero.shielded = true; // Start hero with shield
hero.shieldLevel = 3; // Set shield level to 3
hero.shieldGraphics = hero.attachAsset('heroShield', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.5 // Set opacity to 50%
});
hero.shieldGraphics.tint = 0xFF0000; // Red tint for level 3 shield
// 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) {
clone.shootBehavior = hero.shootBehavior;
});
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] && CollisionManager.checkCollision(enemies[i], 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 = 0xFF0000; // Red tint for level 1
if (hero.shieldLevel === 2) {
hero.shieldGraphics.tint = 0xFFFF00; // Yellow tint for level 2
} else if (hero.shieldLevel === 3) {
hero.shieldGraphics.tint = 0x00FF00; // Green tint for level 3
}
}
// Destroy enemy into pieces
if (enemies[i] instanceof Drone) {
generateEnemyPieces(enemies[i], DronePiece, ['DroneCenterPart', 'DroneLeftPart', 'DroneRightPart']);
} else if (enemies[i] instanceof Bruiser) {
generateEnemyPieces(enemies[i], BruiserPiece, ['BruiserCenterPart', 'BruiserLeftPart', 'BruiserRightPart']);
} else if (enemies[i] instanceof Blaster) {
generateEnemyPieces(enemies[i], BlasterPiece, ['BlasterBottomPiece', 'BlasterLeftPiece', 'BlasterRightPiece']);
}
enemies[i].destroy();
enemies.splice(i, 1);
difficultyManager.onEnemyDestroyed();
} 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);
}
}
difficultyManager.update();
// 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] && CollisionManager.checkCollision(heroBullets[j], 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) {
if (enemies[k] instanceof Drone || enemies[k] instanceof RedDrone) {
generateEnemyPieces(enemies[k], DronePiece, ['DroneCenterPart', 'DroneLeftPart', 'DroneRightPart']);
} else if (enemies[k] instanceof Bruiser) {
generateEnemyPieces(enemies[k], BruiserPiece, ['BruiserCenterPart', 'BruiserLeftPart', 'BruiserRightPart']);
} else if (enemies[k] instanceof Blaster) {
generateEnemyPieces(enemies[k], BlasterPiece, ['BlasterBottomPiece', 'BlasterLeftPiece', 'BlasterRightPiece']);
} else if (enemies[k] instanceof Raider) {
generateEnemyPieces(enemies[k], RaiderPiece, ['RaiderTop', 'RaiderBottom']);
}
enemies[k].destroy();
enemies.splice(k, 1);
difficultyManager.onEnemyDestroyed();
LK.setScore(LK.getScore() + 1);
scoreTxt.setText(LK.getScore());
}
break;
}
}
}
// 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;
// Check collision with hero
if (CollisionManager.checkCollision(this.laserBeam, hero)) {
if (hero.shielded) {
hero.shieldLevel -= 1;
if (hero.shieldLevel <= 0) {
hero.shielded = false;
if (hero.shieldGraphics) {
hero.shieldGraphics.destroy();
hero.shieldGraphics = null;
}
} else {
hero.shieldGraphics.tint = 0xFFFFFF;
if (hero.shieldLevel === 2) {
hero.shieldGraphics.tint = 0xFFFF00;
} else if (hero.shieldLevel === 1) {
hero.shieldGraphics.tint = 0xFFFFFF;
}
}
} else {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
} else {
for (var i = soldierClones.length - 1; i >= 0; i--) {
var clone = soldierClones[i];
if (CollisionManager.checkCollision(this.laserBeam, clone)) {
clone.destroy();
break;
}
}
}
} 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();
}
};
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