User prompt
Move the display left 5% and increase size by 5%
User prompt
Move shield level display right 10%
User prompt
Increase size of shield level display by 25%
User prompt
Move shield level display down 18%
User prompt
Move shield level display down 30%
User prompt
Move shield display text left 50%
User prompt
Shrink shield display text by 70%
User prompt
Place shield display in center of screen.
User prompt
The shield display should be as big as player score and make sure it has white text.
User prompt
Increase size of shield level display by 200%
User prompt
Make sure shield display is on the same layer as player score.
User prompt
I don’t see the shield level display
User prompt
Move shield level display to bottom right of screen. Make sure it’s visible.
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'shieldLevelTxt.y = 2732 - hero.height - 50;' Line Number: 1545
User prompt
Move shield level indicator to bottom middle of screen. Just below hero.
User prompt
Move shield level indicator to bottom right of screen
User prompt
Add a hero shield level indicator.
User prompt
Whenever a shield update takes hero shield below level 3, play Herohit sound effect.
User prompt
Increase distance to 1200 pixels for bruiser lock on. Also make Bruiser swivel to face hero.
User prompt
Add a bruiser to the first wave
User prompt
Increase distance of locking on to hero for bruiser to 600 pixels away.
User prompt
Bruiser is not targeting player and rushing at them.
User prompt
Whenever a shield update takes hero shield below level 3, play Herohit sound effect.
User prompt
If Bruiser gets within 400 pixels of hero, have Bruiser swivel to target player and then increase speed of movement and animations by 20%. Bruiser stays locked on that trajectory and does not continue to track player.
User prompt
Add herohit sound effect in shield update when shield is lost
/****
* 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 = 15;
self.pointValue = 250;
self.speed = 3;
// Laser attack properties
self.laserMechanic = new LaserMechanic(self, 60, 30); // charge and fire durations
self.nextAttackTime = LK.ticks + randomRange(120, 240); // 2-4 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.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) {
// 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);
}
}
if (self.HitPoints <= 0) {
// Check if there's an active laser beam
if (self.laserMechanic.isFiring) {
// Wait for laser to finish firing before destroying
return;
}
// Check if Blaster is currently firing a laser
if (self.laserMechanic.isFiring) {
// Do not allow destruction while firing
return;
}
// Create blaster pieces upon destruction
generateEnemyPieces(self, BlasterPiece, ['BlasterBottomPiece', 'BlasterLeftPiece', 'BlasterRightPiece']);
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;
self.pointValue = 250;
self.speed = 5;
self.randomOffset = Math.random() * 80; // Random offset for movement timing
self.update = function () {
// Implement mechanical stomping movement
if ((LK.ticks + self.randomOffset) % 80 < 20) {
bruiserGraphics.scale.x = 1.1;
bruiserGraphics.scale.y = 0.9;
bruiserGraphics.rotation = 0.1; // Tilt right
// Play sound effect when Bruiser tilts
LK.getSound('BruiserStomp').play();
} else if ((LK.ticks + self.randomOffset) % 80 < 40) {
bruiserGraphics.scale.x = 1.0;
bruiserGraphics.scale.y = 1.0;
bruiserGraphics.rotation = 0;
} else if ((LK.ticks + self.randomOffset) % 80 < 60) {
bruiserGraphics.scale.x = 1.1;
bruiserGraphics.scale.y = 0.9;
bruiserGraphics.rotation = -0.1; // Tilt left
// Play sound effect when Bruiser tilts
LK.getSound('BruiserStomp').play();
} else {
bruiserGraphics.scale.x = 1.0;
bruiserGraphics.scale.y = 1.0;
bruiserGraphics.rotation = 0;
}
// Move downwards only during tilt phases
if ((LK.ticks + self.randomOffset) % 80 < 20 || (LK.ticks + self.randomOffset) % 80 >= 40 && (LK.ticks + self.randomOffset) % 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
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: 2
},
3: {
drones: Math.ceil(8 * 1.3),
bruisers: 1,
blasters: 0,
raiders: 1
},
4: {
drones: Math.ceil(10 * 1.3),
bruisers: 1,
blasters: 1,
raiders: 2
},
5: {
drones: Math.ceil(12 * 1.3),
bruisers: 1,
blasters: 1,
raiders: 3
},
6: {
drones: Math.ceil(14 * 1.3),
bruisers: 2,
blasters: 1,
raiders: 3
},
7: {
drones: Math.ceil(16 * 1.3),
bruisers: 2,
blasters: 2,
raiders: 3
}
};
// 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;
if (LK.ticks % 300 === 0) {
var powerLevel = self.calculatePlayerPower();
self.updateDifficulty(powerLevel);
}
// Fast spawn check for drones
if (LK.ticks % Math.floor(45 / (self.baseDifficulty * 0.95)) === 0 && self.canSpawnEnemy() && self.spawnQuota.drones > 0) {
// Twice as fast
if (self.spawnQuota.drones > 0) {
self.spawnEnemy('drone');
}
}
// Regular spawn check for other enemies
if (LK.ticks % 60 === 0 && self.canSpawnEnemy() && self.getNextEnemyType()) {
var enemyType = self.getNextEnemyType();
if (enemyType && enemyType !== 'drone') {
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 () {
// Remove enemy HP scaling with difficulty
return 1;
};
self.updateSpawnQuota = function () {
var pattern = self.wavePatterns[self.currentDifficulty] || self.wavePatterns[7]; // 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
LK.getSound('RaiderSwoop').play(); // Play sound when Raider enters the game
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);
if (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
if (self.spawnQuota[selectedType + 's'] > 0) {
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.pointValue = 50;
self.randomOffset = Math.random() * 100; // Random timing for each drone
self.speed = 2.75;
self.update = function () {
// Simplified movement logic
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
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();
}
};
});
// EnemyPoint class to display point value above destroyed enemies
var EnemyPoint = Container.expand(function (pointValue, startX, startY) {
var self = Container.call(this);
var text = new Text2('+' + pointValue, {
size: 100,
// Increased font size
fill: "#ffff00"
});
text.anchor.set(0.5, 0.5);
self.addChild(text);
self.x = startX;
self.y = startY - 50; // Adjusted position to appear more above the enemy
self.alpha = 1;
self.update = function () {
self.y -= 1; // Move upwards
if (self.alpha > 0.5) {
self.alpha -= 0.01; // Fade out slower initially
} else {
self.alpha -= 0.02; // Fade out faster after reaching half transparency
}
if (self.alpha <= 0) {
self.destroy();
}
};
});
var Explosion = Container.expand(function () {
var self = Container.call(this);
var explosionGraphics = self.attachAsset('Explosion', {
anchorX: 0.5,
anchorY: 0.5
});
self.scaleX = 0.08 + Math.random() * 0.04; // Random starting scale between 0.08 and 0.12
self.scaleY = self.scaleX; // Ensure uniform scaling
explosionGraphics.scale.x = self.scaleX;
explosionGraphics.scale.y = self.scaleY;
self.update = function () {
var expansionRate = 0.075 * (0.9 + Math.random() * 0.2); // Random expansion rate within ±20%
var finalScale = 1.8 + Math.random() * 0.4; // Random final scale between 1.8 and 2.2
self.scaleX += expansionRate;
self.scaleY += expansionRate;
explosionGraphics.scale.x = self.scaleX;
explosionGraphics.scale.y = self.scaleY;
if (self.scaleX >= finalScale) {
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 = 0x0000FF; // Blue 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 LaserBeamSegment = Container.expand(function () {
var self = Container.call(this);
// Attach laser segment graphic
var laserGraphics = self.attachAsset('LaserBeam', {
anchorX: 0.5,
anchorY: 0,
scaleX: 1,
scaleY: 1 // Each segment stays at normal scale
});
// Handle own collision
self.update = function () {
// Check if origin is null and destroy all segments
if (!self.origin) {
for (var i = activeLaserBeams.length - 1; i >= 0; i--) {
var laser = activeLaserBeams[i];
if (laser.segments) {
for (var j = laser.segments.length - 1; j >= 0; j--) {
game.removeChild(laser.segments[j]);
}
laser.segments = [];
}
activeLaserBeams.splice(i, 1);
}
}
if (CollisionManager.checkCollision(self, hero)) {
if (hero.shielded) {
updateHeroShieldState();
} else {
LK.effects.flashScreen(0xff0000, 1000);
LK.stopMusic(); // Stop the music
LK.showGameOver();
}
}
// Check clone collisions
for (var i = soldierClones.length - 1; i >= 0; i--) {
var clone = soldierClones[i];
if (CollisionManager.checkCollision(self, clone)) {
clone.health -= 1;
if (clone.health <= 0) {
// Play turn off effect before destroying
var tvEffect = new TVTurnOffEffect();
tvEffect.soldierClone = clone;
backgroundContainer.addChild(tvEffect);
// Note: actual destruction happens after animation completes
}
break;
}
}
};
return self;
});
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;
newClone.y = hero.y - 200;
newClone.zIndex = hero.zIndex - 1;
// Add clone to background container
backgroundContainer.addChild(newClone);
// Create effect (will handle initial clone scaling)
var tvEffect = new TVTurnOnEffect();
tvEffect.soldierClone = newClone;
backgroundContainer.addChild(tvEffect);
// Add to tracking array
soldierClones.push(newClone);
}
// Play clone soldier sound effect
LK.getSound('CloneSoldier').play();
break;
case 'PlayerDroneIcon':
if (playerDrones.length < 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);
// Play drone sound effect
LK.getSound('Drone').play();
}
break;
case 'WeaponPowerIcon':
powerUpManager.currentPowerLevel = Math.min(powerUpManager.currentPowerLevel + 1, 4);
console.log("Power up collected. New level: " + powerUpManager.currentPowerLevel);
LK.getSound('WeaponPowerUp').play();
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 = 0x0000FF; // Blue tint for level 2
} else if (hero.shieldLevel === 3) {
hero.shieldGraphics.tint = 0x00FF00; // Green tint for level 3
}
// Play shield level up sound effect
LK.getSound('ShieldLevelUp').play();
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', 'PlayerDroneIcon', 'WeaponPowerIcon', 'ShieldIcon', 'BombIcon'];
if (hero.shieldLevel === 3) {
powerUps = powerUps.filter(function (powerUp) {
return powerUp !== 'ShieldIcon';
});
}
if (powerUpManager.currentPowerLevel === 3) {
powerUps = powerUps.filter(function (powerUp) {
return powerUp !== 'WeaponPowerIcon';
});
}
if (difficultyManager.currentDifficulty < 4) {
powerUps = powerUps.filter(function (powerUp) {
return powerUp !== 'BombIcon';
});
}
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.pointValue = 150;
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';
LK.getSound('RaiderSwoop').play(); // Play sound when Raider changes direction to right
}
} else {
self.x -= self.horizontalSpeed;
if (self.x <= 600) {
// Left boundary
self.spawnSide = 'left';
LK.getSound('RaiderSwoop').play(); // Play sound when Raider changes direction to 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 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) {
updateHeroShieldState();
} else {
LK.effects.flashScreen(0xff0000, 1000);
LK.stopMusic(); // Stop the music
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.health -= 1;
if (clone.health <= 0) {
// Play turn off effect before destroying
var tvEffect = new TVTurnOffEffect();
tvEffect.soldierClone = clone;
backgroundContainer.addChild(tvEffect);
// Note: actual destruction happens after animation completes
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.pointValue = 75;
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;
}
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 = 3;
self.isImmune = false;
self.dodgeSpeed = 5;
self.dodgeCooldown = 0;
self.forwardOffset = 150 + Math.random() * 50; // Variable distance ahead
self.horizontalPhase = Math.random() * Math.PI * 2; // Different horizontal movement phase
// Removed self.offset property
self.update = function () {
// Calculate desired x position based on index
var index = soldierClones.indexOf(self);
if (index !== -1) {
// Create an offset pattern that varies with time
var timeOffset = LK.ticks * 0.02; // Slow oscillation
var xOffset = Math.sin(timeOffset + index * (Math.PI / 2)) * 400; // 400 pixel spread
// Target position is center (1024) plus offset
var targetX = 1024 + xOffset;
// Smooth movement towards target
self.x += (targetX - self.x) * 0.1;
// Maintain vertical position ahead of hero
var targetY = hero.y - 200 - index * 50; // Stack vertically with gaps
self.y += (targetY - self.y) * 0.1;
// Add flickering effect based on health
if (self.health < 3) {
var flickerIntensity = (3 - self.health) * 0.2; // Increase intensity as health decreases
cloneGraphics.alpha = 0.5 + Math.sin(LK.ticks * 0.2) * flickerIntensity;
}
}
// Handle dodge cooldown
if (self.dodgeCooldown > 0) {
self.dodgeCooldown--;
}
// Check for bullets to dodge
var needsToDodge = false;
// Check for bullets to dodge
if (self.dodgeCooldown <= 0) {
enemies.forEach(function (enemy) {
if (enemy instanceof RaiderBullet) {
// Create a projected position of where bullet will be
var projectedY = enemy.y + (enemy.speed || 0) * 10; // Look 10 frames ahead
var projectedBullet = {
x: enemy.x,
y: projectedY,
width: enemy.width,
height: enemy.height
};
if (CollisionManager.checkCollision(self, projectedBullet)) {
needsToDodge = true;
// Dodge in opposite direction of bullet's X position relative to clone
var dodgeDirection = enemy.x > self.x ? -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;
}
}
});
}
// Only target enemies if not dodging
// In the movement code
if (!needsToDodge) {
var nearestEnemy = null;
var nearestDist = Infinity;
enemies.forEach(function (enemy) {
if (enemy.y > self.y) {
return;
}
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;
}
});
// If no target, maintain forward position with slight variation
if (!nearestEnemy) {
var horizontalWobble = Math.sin(LK.ticks * 0.03 + self.horizontalPhase) * 25;
var targetX = Math.min(Math.max(hero.x + horizontalWobble, self.roadLeft), self.roadRight);
var targetY = hero.y - self.forwardOffset;
// Smooth movement towards target
self.x += (targetX - self.x) * 0.1;
self.y += (targetY - self.y) * 0.1;
} else {
// When targeting enemy, maintain some spacing between clones
var targetX = nearestEnemy.x + Math.sin(LK.ticks * 0.03 + self.horizontalPhase) * 20;
targetX = Math.min(Math.max(targetX, self.roadLeft), self.roadRight);
self.x += (targetX - self.x) * 0.1;
}
}
// 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.health--;
if (self.health <= 0) {
// Play turn off effect before destroying
var tvEffect = new TVTurnOffEffect();
tvEffect.soldierClone = self;
backgroundContainer.addChild(tvEffect);
// Note: actual destruction happens after animation completes
return; // Prevent further processing in this update cycle
}
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);
}
};
});
var TVTurnOffEffect = Container.expand(function () {
var self = Container.call(this);
self.startTime = LK.ticks;
self.animationDuration = 40;
var finalScaleX = 0.7;
self.update = function () {
var progress = (LK.ticks - self.startTime) / self.animationDuration;
if (progress <= 1) {
if (self.soldierClone) {
if (progress <= 0.3) {
// Quick shrink to line
var shrinkProgress = progress / 0.3;
self.soldierClone.alpha = 1;
self.soldierClone.scaleX = finalScaleX;
self.soldierClone.scaleY = finalScaleX * (1 - shrinkProgress) + 0.05;
var graphics = self.soldierClone.getChildAt(0);
if (graphics) {
graphics.scale.x = finalScaleX;
graphics.scale.y = self.soldierClone.scaleY;
}
} else {
// Longer flickering line phase before disappearing
self.soldierClone.alpha = 0.8 + Math.sin(progress * Math.PI * 10) * 0.2;
self.soldierClone.scaleX = finalScaleX;
self.soldierClone.scaleY = 0.05;
var graphics = self.soldierClone.getChildAt(0);
if (graphics) {
graphics.scale.x = finalScaleX;
graphics.scale.y = 0.05;
}
}
}
} else {
// Remove clone from arrays and destroy
if (self.soldierClone) {
var index = soldierClones.indexOf(self.soldierClone);
if (index !== -1) {
soldierClones.splice(index, 1);
}
self.soldierClone.destroy();
}
self.destroy();
}
};
return self;
});
var TVTurnOnEffect = Container.expand(function () {
var self = Container.call(this);
self.startTime = LK.ticks;
self.animationDuration = 40;
// Get the clone's intended final scale (should be smaller than hero)
var finalScaleX = 0.7; // Adjust this value to match the clone's proper size
var finalScaleY = 0.7;
self.update = function () {
var progress = (LK.ticks - self.startTime) / self.animationDuration;
if (progress <= 1) {
if (self.soldierClone) {
if (progress <= 0.7) {
// Line phase
self.soldierClone.alpha = 0.8 + Math.sin(progress * Math.PI * 10) * 0.2;
self.soldierClone.scaleX = finalScaleX; // Keep correct width
self.soldierClone.scaleY = 0.05; // Thin line
var graphics = self.soldierClone.getChildAt(0);
if (graphics) {
graphics.scale.x = finalScaleX;
graphics.scale.y = 0.05;
}
} else {
// Expand phase
var expandProgress = (progress - 0.7) / 0.3;
self.soldierClone.alpha = 1;
self.soldierClone.scaleX = finalScaleX;
self.soldierClone.scaleY = 0.05 + expandProgress * (finalScaleY - 0.05);
var graphics = self.soldierClone.getChildAt(0);
if (graphics) {
graphics.scale.x = finalScaleX;
graphics.scale.y = self.soldierClone.scaleY;
}
}
}
} else {
if (self.soldierClone) {
// Set final dimensions
self.soldierClone.alpha = 1;
self.soldierClone.scaleX = finalScaleX;
self.soldierClone.scaleY = finalScaleY;
var graphics = self.soldierClone.getChildAt(0);
if (graphics) {
graphics.scale.x = finalScaleX;
graphics.scale.y = finalScaleY;
}
}
self.destroy();
}
};
return self;
});
// 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) {
self.destroy();
// Delay state change to allow Binary Storm sound effect to play
LK.setTimeout(function () {
isTitle = false;
isStarted = true;
}, 500);
// Flash the screen
LK.effects.flashScreen(0xffffff, 500);
// Play Binary Storm sound effect
LK.getSound('BinaryStorm').play();
// Delay game start to allow effects to play
LK.setTimeout(function () {
LK.playMusic('GameTheme', {
loop: true,
fade: {
start: 0,
end: 1,
duration: 1000
}
});
startGame();
}, 500);
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
// Global method to determine and update hero shield state
function updateHeroShieldState() {
if (hero.shielded) {
hero.shieldLevel -= 1;
if (hero.shieldLevel <= 0) {
hero.shielded = false;
if (hero.shieldGraphics) {
hero.shieldGraphics.destroy();
hero.shieldGraphics = null;
}
LK.getSound('HeroHit').play(); // Play HeroHit sound effect when shield is lost
} else {
// Update shield tint based on shield level
hero.shieldGraphics.tint = 0xFF0000; // Red tint for level 1
if (hero.shieldLevel === 2) {
hero.shieldGraphics.tint = 0x0000FF; // Blue tint for level 2
} else if (hero.shieldLevel === 3) {
hero.shieldGraphics.tint = 0x00FF00; // Green tint for level 3
}
}
}
}
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 = {
checkCollision: function checkCollision(obj1, obj2) {
return this.circleCollision(obj1, obj2);
},
getObjectRadius: function getObjectRadius(obj) {
var width = obj.width;
var height = obj.height;
return 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);
LK.getSound('HeroBlaster').play();
};
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) {
if (enemies[i].laserMechanic && enemies[i].laserMechanic.isFiring) {
// Delay destruction by 1.5 seconds if Blaster is firing
(function (blaster) {
LK.setTimeout(function () {
generateEnemyPieces(blaster, BlasterPiece, ['BlasterBottomPiece', 'BlasterLeftPiece', 'BlasterRightPiece']);
blaster.destroy();
var index = enemies.indexOf(blaster);
if (index > -1) {
enemies.splice(index, 1);
}
difficultyManager.onEnemyDestroyed();
}, 1500);
})(enemies[i]);
continue; // Skip immediate destruction
}
generateEnemyPieces(enemies[i], BlasterPiece, ['BlasterBottomPiece', 'BlasterLeftPiece', 'BlasterRightPiece']);
} else if (enemies[i] instanceof Raider) {
generateEnemyPieces(enemies[i], RaiderPiece, ['RaiderTop', 'RaiderBottom']);
}
// Add explosion effect
var explosion = new Explosion();
explosion.x = enemies[i].x;
explosion.y = enemies[i].y;
backgroundContainer.addChild(explosion);
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) {
this.origin = origin;
this.chargeDuration = chargeDuration;
this.fireDuration = fireDuration;
// State tracking
this.isCharging = false;
this.isFiring = false;
// Clean up all laser segments
if (this.segments) {
for (var i = this.segments.length - 1; i >= 0; i--) {
game.removeChild(this.segments[i]);
}
this.segments = [];
}
// Timing
this.chargeStartTime = null;
this.fireStartTime = 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;
// Play laser charge sound effect
LK.getSound('LaserCharge').play();
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());
LK.playMusic('TitleTheme', {
loop: true
});
}
// 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) {
updateHeroShieldState();
} else {
LK.effects.flashScreen(0xff0000, 1000);
LK.stopMusic(); // Stop the game theme music
LK.showGameOver(); //Calling this will destroy the 'Game' and reset entire game state.
}
// Create explosion effect
var explosion = new Explosion();
explosion.x = enemies[i].x;
explosion.y = enemies[i].y;
backgroundContainer.addChild(explosion);
// 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();
}
}
for (var l = activeLaserBeams.length - 1; l >= 0; l--) {
var laser = activeLaserBeams[l];
if (laser.segments) {
// Check if it has segments
// If origin (Blaster) is gone and not sliding yet, start sliding
if (!laser.origin && laser.segments.length > 0) {
laser.attackComplete = true;
}
laser.update();
// Clean up if complete or all segments are off screen
if (laser.isAttackComplete() || laser.segments.length === 0) {
// Final cleanup of any remaining segments
if (laser.segments) {
for (var i = laser.segments.length - 1; i >= 0; i--) {
game.removeChild(laser.segments[i]);
}
laser.segments = [];
}
activeLaserBeams.splice(l, 1);
}
} else {
// No segments found, remove from active lasers
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) {
// Add enemy's point value to player score
LK.setScore(LK.getScore() + enemies[k].pointValue);
scoreTxt.setText(LK.getScore());
// Create explosions at random positions on the bruiser
if (enemies[k] instanceof Bruiser) {
for (var i = 0; i < 4; i++) {
var explosion = new Explosion();
explosion.x = enemies[k].x + (Math.random() - 0.5) * enemies[k].width;
explosion.y = enemies[k].y + (Math.random() - 0.5) * enemies[k].height;
backgroundContainer.addChild(explosion);
}
} else {
// Create a single explosion at the enemy's position
var explosion = new Explosion();
explosion.x = enemies[k].x;
explosion.y = enemies[k].y;
backgroundContainer.addChild(explosion);
}
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) {
// Check if Blaster is currently firing a laser
if (enemies[k].laserMechanic && enemies[k].laserMechanic.isFiring) {
continue; // Skip destruction if firing
}
generateEnemyPieces(enemies[k], BlasterPiece, ['BlasterBottomPiece', 'BlasterLeftPiece', 'BlasterRightPiece']);
} else if (enemies[k] instanceof Raider) {
generateEnemyPieces(enemies[k], RaiderPiece, ['RaiderTop', 'RaiderBottom']);
}
// Create EnemyPoint to display point value
var enemyPoint = new EnemyPoint(enemies[k].pointValue, enemies[k].x, enemies[k].y);
backgroundContainer.addChild(enemyPoint);
LK.getSound('Explosion').play();
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;
// Play laser fire sound effect
LK.getSound('LaserFire').play();
this.fireStartTime = LK.ticks;
// Calculate direction
var dirX = this.targetX - this.origin.x;
var dirY = this.targetY - this.origin.y;
this.rotation = Math.atan2(dirY, dirX) - Math.PI / 2;
// Create array to hold segments
this.segments = [];
// Create initial segment with adjusted position
var segment = new LaserBeamSegment();
// Match the origin point of the Blaster
segment.x = this.origin.x;
segment.y = this.origin.y + this.origin.height * 0.1; // Small offset like original
segment.rotation = this.rotation;
game.addChild(segment);
this.segments.push(segment);
};
LaserMechanic.prototype.updateFiring = function () {
if (!this.isFiring) {
// Check if origin is null and ensure attack is not complete until segments are cleaned up
if (!this.origin && this.segments.length > 0) {
for (var i = this.segments.length - 1; i >= 0; i--) {
game.removeChild(this.segments[i]);
}
this.segments = [];
this.attackComplete = true;
}
return;
}
var fireProgress = (LK.ticks - this.fireStartTime) / this.fireDuration;
if (fireProgress <= 1) {
// Add new segments quickly until desired length
if (this.segments.length < 20 && LK.ticks % 2 === 0) {
// Adjust segment count and speed
var lastSegment = this.segments[this.segments.length - 1];
var segment = new LaserBeamSegment();
// Position new segment based on last one
segment.x = lastSegment.x - Math.sin(this.rotation) * segment.height;
segment.y = lastSegment.y + Math.cos(this.rotation) * segment.height;
segment.rotation = this.rotation;
game.addChild(segment);
this.segments.push(segment);
}
} else {
this.isFiring = false;
// Clean up all laser segments
for (var i = this.segments.length - 1; i >= 0; i--) {
game.removeChild(this.segments[i]);
}
this.segments = [];
this.attackComplete = true;
}
};
// Method to reset attack states
LaserMechanic.prototype.resetAttack = function () {
this.isCharging = false;
this.isFiring = false;
this.targetX = null;
this.targetY = null;
this.attackComplete = false;
return true;
};
LaserMechanic.prototype.update = function () {
// Add state validation
if (!this.isCharging && !this.isFiring && this.laserBeam) {
// If we have a beam but no state, mark attack as complete
this.attackComplete = true;
}
if (this.isCharging) {
this.updateCharge();
} else if (this.isFiring) {
this.updateFiring();
}
};
// Method to check if the attack sequence is complete
LaserMechanic.prototype.isAttackComplete = function () {
return this.attackComplete;
};
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