User prompt
It looks like the particles are being spawned at the center and shrinking as they move outwards. It should be the opposite.
User prompt
Please fix the bug: 'TypeError: undefined is not an object (evaluating 'heroBullets[j].intersects')' in or related to this line: 'if (heroBullets[j].intersects(enemies[k]) && enemies[k].y > 0) {' Line Number: 625
User prompt
Particles should be aiming for the center of the laser charge asset
User prompt
Particles need to be cleaned up after charge is over.
User prompt
Please fix the bug: 'Timeout.tick error: null is not an object (evaluating 'this.chargeEffect.x')' in or related to this line: 'particle.x = this.chargeEffect.x + (Math.random() - 0.5) * this.chargeEffect.width;' Line Number: 880
User prompt
The particles are not spawning at the same place as the LaserCharge asset. Please fix.
User prompt
Please fix the bug: 'TypeError: null is not an object (evaluating 'this.origin.x')' in or related to this line: 'var directionX = this.origin.x - particle.x;' Line Number: 494
User prompt
Please fix the bug: 'Timeout.tick error: null is not an object (evaluating 'this.origin.x')' in or related to this line: 'particle.x = this.origin.x + (Math.random() - 0.5) * 100;' Line Number: 877
User prompt
Particles should be located around the point of origin of the charging the same as the current animation. Also they should be spawned one at a time
User prompt
Please fix the bug: 'TypeError: undefined is not an object (evaluating 'this.particles.length')' in or related to this line: 'for (var i = 0; i < this.particles.length; i++) {' Line Number: 434
User prompt
Add particles to the charge animation. These particles start in random positions around the outside of the charge origin and are “sucked” into the center, shrinking until they are destroyed at the center.
User prompt
Please fix the bug: 'TypeError: null is not an object (evaluating 'this.origin.addChild')' in or related to this line: 'this.origin.addChild(this.chargeEffect);' Line Number: 464
User prompt
Please fix the bug: 'TypeError: null is not an object (evaluating 'activeLaserBeams[l].laserBeam.destroy')' in or related to this line: 'activeLaserBeams[l].laserBeam.destroy();' Line Number: 578
User prompt
At the game level: Create an array to track active laser beams that: - Gets updated every frame - Manages laser animations independently - Handles cleanup when lasers leave screen ``` Then: ``` Modify LaserMechanic to: - Add lasers to this game-level array when created - Remove them when complete - Let game handle updates if origin is destroyed
User prompt
In the LaserMechanic class: Add a detachBeam method that: - Takes any active laser beam - Disconnects it from the origin - Forces it into sliding phase - Continues to update and cleanup even if origin is destroyed ``` Then: ``` In the Blaster's destroy: - Call LaserMechanic.detachBeam() before destruction - Ensure the beam keeps updating even after Blaster is gone
User prompt
In the Blaster class: Before the original destroy happens: - If there's an active laser beam: * Force it to enter sliding phase regardless of current state * Ensure it continues its animation and cleanup * Disconnect it from the destroyed Blaster
User prompt
That didn’t work. The laser is orphaned if the Blaster is destroyed before it slides off screen. It needs to continue to slide.
User prompt
Please fix the bug: 'TypeError: undefined is not an object (evaluating 'heroBullets[j].intersects')' in or related to this line: 'if (heroBullets[j].intersects(enemies[k]) && enemies[k].y > 0) {' Line Number: 568
User prompt
If the point of origin is removed before the full laser sequence is complete, the laser needs to continue to slide of screen in the direction it was stretching
User prompt
The first laser attack should happen sooner after the Blaster comes on screen.
User prompt
While tracking, Blaster should swivel to face the player
User prompt
Blaster should track player during regular movement.
User prompt
Make sure each instance of Blaster is destroyed when it leaves the bottom of the screen.
User prompt
Please fix the bug: 'TypeError: undefined is not an object (evaluating 'this.origin.laserMechanic.attackComplete = false')' in or related to this line: 'this.origin.laserMechanic.attackComplete = false;' Line Number: 440
User prompt
Now the Blaster isn’t firing at all. Fix
/****
* Classes
****/
// Blaster class representing a shooting enemy
var Blaster = Container.expand(function () {
var self = Container.call(this);
var blasterGraphics = self.attachAsset('Blaster', {
anchorX: 0.5,
anchorY: 0.5
});
self.HitPoints = 5;
self.speed = 2;
// Laser attack properties
self.laserMechanic = new LaserMechanic(self, 60, 30, 30); // charge, fire, slide durations
self.nextAttackTime = LK.ticks + randomRange(180, 300); // 3-5 seconds initial delay
function randomRange(min, max) {
return Math.floor(Math.random() * (max - min + 1)) + min;
}
self.update = function () {
// Update laser mechanic
self.laserMechanic.update();
// Check if it's time for a laser attack
if (LK.ticks >= self.nextAttackTime && !self.laserMechanic.isCharging && !self.laserMechanic.isFiring && !self.laserMechanic.isSliding && !self.laserMechanic.attackComplete) {
self.laserMechanic.startCharge();
}
// Handle movement based on state
if (self.laserMechanic.isCharging) {
// Only rotate to track player during charge
var directionX = hero.x - self.x;
var directionY = hero.y - self.y;
blasterGraphics.rotation = Math.atan2(directionY, directionX) - Math.PI / 2;
} else if (self.laserMechanic.isFiring || self.laserMechanic.isSliding) {
// No movement during firing and sliding
return;
} else {
// Normal movement when not attacking
// Track player position
var directionX = hero.x - self.x;
var directionY = hero.y - self.y;
var distance = Math.sqrt(directionX * directionX + directionY * directionY);
if (distance > 0) {
self.x += directionX / distance * self.speed;
self.y += directionY / distance * self.speed;
blasterGraphics.rotation = Math.atan2(directionY, directionX) - Math.PI / 2;
}
// Set next attack time after sliding is done
if (self.laserMechanic.isAttackComplete()) {
self.laserMechanic.resetAttack();
self.nextAttackTime = LK.ticks + randomRange(300, 480);
}
}
// Destroy if out of screen
if (self.y > 2732) {
// 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);
}
}
};
});
// BlasterPiece class for blaster destruction effect
var BlasterPiece = Container.expand(function (assetType) {
var self = Container.call(this);
var pieceGraphics = self.attachAsset(assetType, {
anchorX: 0.5,
anchorY: 0.5,
alpha: 1 // Ensure pieces are fully visible on spawn
});
self.speedX = (Math.random() - 0.5) * 12; // Random horizontal speed to move outwards
self.speedY = (Math.random() - 0.5) * 12; // Random vertical speed to move outwards
self.alphaDecay = 0.02; // Rate at which the piece fades out
self.update = function () {
self.x += self.speedX;
self.y += self.speedY;
pieceGraphics.rotation += Math.random() * 0.1 - 0.05; // Add slight random rotation
pieceGraphics.alpha -= self.alphaDecay;
if (pieceGraphics.alpha <= 0) {
self.destroy();
}
};
});
// Bruiser class representing a tougher enemy
var Bruiser = Container.expand(function () {
var self = Container.call(this);
var bruiserGraphics = self.attachAsset('Bruiser', {
anchorX: 0.5,
anchorY: 0.5
});
self.HitPoints = 10; // Higher hit points for Bruiser
self.speed = 4; // Increased speed for Bruiser
self.update = function () {
// Implement mechanical stomping movement
if (LK.ticks % 80 < 20) {
bruiserGraphics.scale.x = 1.1;
bruiserGraphics.scale.y = 0.9;
bruiserGraphics.rotation = 0.1; // Tilt right
} else if (LK.ticks % 80 < 40) {
bruiserGraphics.scale.x = 1.0;
bruiserGraphics.scale.y = 1.0;
bruiserGraphics.rotation = 0;
} else if (LK.ticks % 80 < 60) {
bruiserGraphics.scale.x = 1.1;
bruiserGraphics.scale.y = 0.9;
bruiserGraphics.rotation = -0.1; // Tilt left
} else {
bruiserGraphics.scale.x = 1.0;
bruiserGraphics.scale.y = 1.0;
bruiserGraphics.rotation = 0;
}
// Move downwards only during tilt phases
if (LK.ticks % 80 < 20 || LK.ticks % 80 >= 40 && LK.ticks % 80 < 60) {
// Check for nearby enemies and adjust path to avoid collisions
var nearbyEnemy = enemies.find(function (enemy) {
return enemy !== self && Math.abs(enemy.x - self.x) < 100 && Math.abs(enemy.y - self.y) < 100;
});
if (nearbyEnemy) {
self.x += (self.x < nearbyEnemy.x ? -1 : 1) * self.speed; // Move away from the nearby enemy
} else {
self.y += self.speed;
}
}
if (self.y > 2732) {
self.destroy();
var index = enemies.indexOf(self);
if (index > -1) {
enemies.splice(index, 1);
}
}
};
});
// BruiserPiece class for bruiser destruction effect
var BruiserPiece = Container.expand(function (assetType) {
var self = Container.call(this);
var pieceGraphics = self.attachAsset(assetType, {
anchorX: 0.5,
anchorY: 0.5
});
self.speedX = -Math.random() * 6 + 3; // Switch direction of horizontal speed
self.speedY = Math.random() * 4 - 2; // Random vertical speed
self.alphaDecay = 0.02; // Rate at which the piece fades out
self.update = function () {
self.x += self.speedX;
self.y += self.speedY;
pieceGraphics.rotation += Math.random() * 0.1 - 0.05; // Add slight random rotation
pieceGraphics.alpha -= self.alphaDecay;
if (pieceGraphics.alpha <= 0) {
self.destroy();
}
};
});
// Enemy class representing the enemy robots
var Drone = Container.expand(function () {
var self = Container.call(this);
var droneGraphics = self.attachAsset('Drone', {
anchorX: 0.5,
anchorY: 0.5
});
self.HitPoints = 3;
self.randomOffset = Math.random() * 100; // Random timing for each drone
self.speed = 2.25;
self.update = function () {
// Add robotic hover effects
// Check for nearby enemies and adjust path to avoid collisions
var nearbyEnemy = enemies.find(function (enemy) {
return enemy !== self && Math.abs(enemy.x - self.x) < 100 && Math.abs(enemy.y - self.y) < 100;
});
if (nearbyEnemy) {
self.x += (self.x < nearbyEnemy.x ? -1 : 1) * self.speed; // Move away from the nearby enemy
} else {
self.y += self.speed * (Math.random() > 0.1 ? 1 : 0); // Brief pauses in downward movement
}
self.x += Math.sin(LK.ticks / 10 + self.randomOffset) * 2; // Small jerky side-to-side movements
if (Math.random() > 0.95) {
self.x += Math.random() * 4 - 2; // Quick position corrections
}
// Pulse effect on hit
if (self.pulseEffect) {
droneGraphics.scale.x = 1.2;
droneGraphics.scale.y = 1.2;
self.pulseEffect = false;
} else {
droneGraphics.scale.x = 1.0;
droneGraphics.scale.y = 1.0;
}
if (self.y > 2732) {
self.destroy();
var index = enemies.indexOf(self);
if (index > -1) {
enemies.splice(index, 1);
}
}
};
});
// DronePiece class for drone destruction effect
var DronePiece = Container.expand(function (assetType) {
var self = Container.call(this);
var pieceGraphics = self.attachAsset(assetType, {
anchorX: 0.5,
anchorY: 0.5
});
self.speedX = Math.random() * 6 - 3; // Increased random horizontal speed
self.speedY = Math.random() * 4 - 2; // Random vertical speed
self.alphaDecay = 0.02; // Rate at which the piece fades out
self.update = function () {
self.x += self.speedX;
self.y += self.speedY;
pieceGraphics.rotation += Math.random() * 0.1 - 0.05; // Add slight random rotation
pieceGraphics.alpha -= self.alphaDecay;
if (pieceGraphics.alpha <= 0) {
self.destroy();
}
};
});
// Dust class for dust particles
var Dust = Container.expand(function () {
var self = Container.call(this);
var dustGraphics = self.attachAsset('Dust', {
anchorX: 0.5,
anchorY: 0.5
});
dustGraphics.alpha = 0.75;
self.speed = Math.random() * 3 + 1;
self.rotationSpeed = Math.random() * 0.02 - 0.01; // Random rotation speed between -0.01 and 0.01
self.direction = Math.random() * Math.PI * 0.5;
self.update = function () {
self.y += self.speed;
self.x += Math.sin(self.direction) * self.speed; // Add slight X travel based on direction
self.rotation += self.rotationSpeed; // Add rotation
dustGraphics.alpha -= 0.01; // fade out at a medium pace
if (self.y > 2732 || dustGraphics.alpha <= 0) {
self.destroy();
}
};
});
// Assets will be automatically created and loaded by the LK engine based on their usage in the code.
// Hero class representing the player's spaceship
var Hero = Container.expand(function () {
var self = Container.call(this);
self.prevX = self.x; // Initialize prevX with the current x position
var heroGraphics = self.attachAsset('hero', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 10;
self.update = function () {
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
// Add scale change to simulate footsteps
if (LK.ticks % 24 < 12) {
self.scale.x = 1.02;
} else {
self.scale.x = 0.98;
}
};
});
// Bullet class for hero's bullets
var HeroBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('heroBullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -15;
self.Type = 'standard'; // Default type for bullets
self.Power = 1; // Default power level for bullets
self.update = function () {
self.y += self.speed;
if (self.y < 0) {
self.destroy();
var index = heroBullets.indexOf(self);
if (index > -1) {
heroBullets.splice(index, 1);
}
}
};
});
// RailingLeft class for the scrolling left railing
var RailingLeft = Container.expand(function (assetType) {
var self = Container.call(this);
var railingGraphics = self.attachAsset(assetType, {
anchorX: 0.5,
anchorY: 0
});
self.speed = 2;
self.update = function () {
self.y += self.speed;
if (self.y >= 2732) {
self.y = -2732;
}
};
});
// RailingRight class for the scrolling right railing
var RailingRight = Container.expand(function (assetType) {
var self = Container.call(this);
var railingGraphics = self.attachAsset(assetType, {
anchorX: 0.5,
anchorY: 0
});
self.speed = 2;
self.update = function () {
self.y += self.speed;
if (self.y >= 2732) {
self.y = -2732;
}
};
});
// RoadScroll class for the scrolling road
var RoadScroll = Container.expand(function (assetType) {
var self = Container.call(this);
var roadGraphics = self.attachAsset(assetType, {
anchorX: 0.5,
anchorY: 0
});
if (assetType === 'CityBackgroundHD') {
self.speed = 1;
} else {
self.speed = 2;
}
self.update = function () {
self.y += self.speed;
if (self.y >= 2732) {
self.y = -2732;
}
};
});
// 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
****/
// Initialize the city background for parallax effect
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.particles = []; // Initialize particles array
// Clean up remaining particles
for (var i = 0; i < this.particles.length; i++) {
this.origin.removeChild(this.particles[i]);
}
this.particles = [];
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
}
});
// Create particles around the charge origin
this.particles = [];
this.spawnParticle();
if (this.origin) {
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;
// Update particles
for (var i = 0; i < this.particles.length; i++) {
var particle = this.particles[i];
if (this.origin) {
var directionX = this.origin.x - particle.x;
var directionY = this.origin.y - particle.y;
}
var distance = Math.sqrt(directionX * directionX + directionY * directionY);
if (distance > 0) {
particle.x += directionX / distance * 2;
particle.y += directionY / distance * 2;
}
particle.scale.x += 0.01;
particle.scale.y += 0.01;
if (particle.scale.x <= 0 || particle.scale.y <= 0) {
this.origin.removeChild(particle);
this.particles.splice(i, 1);
i--;
}
}
// 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) {
this.origin.removeChild(this.chargeEffect);
this.chargeEffect = null;
this.isCharging = false;
// Clean up remaining particles
for (var i = 0; i < this.particles.length; i++) {
this.origin.removeChild(this.particles[i]);
}
this.particles = [];
this.startFiring();
}
};
};
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());
}
// Function to start the game
function startGame() {
// Initialize hero
hero = game.addChild(new Hero());
hero.x = 2048 / 2;
hero.y = 2732 + hero.height;
// Initialize enemies, bullets, and laser beams arrays
enemies = [];
heroBullets = heroBullets || [];
activeLaserBeams = [];
}
// Initialize variables
var hero;
var enemies = [];
var heroBullets = [];
// Function to handle game updates
game.update = function () {
// Update the city background instances for parallax effect
cityBackground1.update();
cityBackground2.update();
// Update the road instances
road1.update();
road2.update();
// Update the left railing instances
railingLeft1.update();
railingLeft2.update();
// Update the right railing instances
railingRight1.update();
railingRight2.update();
if (isStarted) {
if (dragNode) {
hero.x = dragNode.x;
hero.y = dragNode.y;
}
// Update enemies
if (!enemies) {
return;
} // Ensure enemies array is initialized
for (var i = enemies.length - 1; i >= 0; i--) {
if (enemies[i]) {
enemies[i].update();
}
if (enemies[i] && enemies[i].intersects(hero)) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
}
// Update active laser beams
for (var l = activeLaserBeams.length - 1; l >= 0; l--) {
activeLaserBeams[l].update();
if (activeLaserBeams[l].isAttackComplete()) {
if (activeLaserBeams[l].laserBeam) {
activeLaserBeams[l].laserBeam.destroy();
}
activeLaserBeams.splice(l, 1);
}
}
// Update hero bullets
for (var j = heroBullets.length - 1; j >= 0; j--) {
heroBullets[j].update();
for (var k = enemies.length - 1; k >= 0; k--) {
if (heroBullets[j].intersects(enemies[k]) && enemies[k].y > 0) {
enemies[k].HitPoints -= heroBullets[j].Power;
// Apply an increased push back effect
if (!(enemies[k] instanceof Bruiser)) {
enemies[k].y -= 12; // Push the drone upwards slightly more
}
enemies[k].pulseEffect = true; // Trigger pulse effect
heroBullets[j].destroy();
heroBullets.splice(j, 1);
if (enemies[k].HitPoints <= 0) {
if (enemies[k] instanceof Drone) {
// Create drone pieces upon destruction
var centerPiece = new DronePiece('DroneCenterPart');
centerPiece.x = enemies[k].x;
centerPiece.y = enemies[k].y;
game.addChild(centerPiece);
var leftPiece = new DronePiece('DroneLeftPart');
leftPiece.x = enemies[k].x - 40; // Increase spread
leftPiece.y = enemies[k].y;
game.addChild(leftPiece);
var rightPiece = new DronePiece('DroneRightPart');
rightPiece.x = enemies[k].x + 40; // Increase spread
rightPiece.y = enemies[k].y;
game.addChild(rightPiece);
} else if (enemies[k] instanceof Bruiser) {
// Create bruiser pieces upon destruction
var centerPiece = new BruiserPiece('BruiserCenterPart');
centerPiece.x = enemies[k].x;
centerPiece.y = enemies[k].y;
game.addChild(centerPiece);
var leftPiece = new BruiserPiece('BruiserLeftPart');
leftPiece.x = enemies[k].x - 40; // Increase spread
leftPiece.y = enemies[k].y;
var rightPiece = new BruiserPiece('BruiserRightPart');
rightPiece.x = enemies[k].x + 40; // Increase spread
rightPiece.y = enemies[k].y;
leftPiece.speedX = -Math.abs(leftPiece.speedX) * 1.5; // Increase force for left piece
rightPiece.speedX = Math.abs(rightPiece.speedX) * 1.5; // Increase force for right piece
game.addChild(leftPiece);
game.addChild(rightPiece);
} else if (enemies[k] instanceof Blaster) {
// Create blaster pieces upon destruction
var bottomPiece = new BlasterPiece('BlasterBottomPiece');
bottomPiece.x = enemies[k].x;
bottomPiece.y = enemies[k].y;
game.addChild(bottomPiece);
var leftPiece = new BlasterPiece('BlasterLeftPiece');
leftPiece.x = enemies[k].x - 40; // Increase spread
leftPiece.y = enemies[k].y;
game.addChild(leftPiece);
var rightPiece = new BlasterPiece('BlasterRightPiece');
rightPiece.x = enemies[k].x + 40; // Increase spread
rightPiece.y = enemies[k].y;
game.addChild(rightPiece);
}
enemies[k].destroy();
enemies.splice(k, 1);
LK.setScore(LK.getScore() + 1);
scoreTxt.setText(LK.getScore());
}
break;
}
}
}
if (LK.ticks % 240 == 0) {
var newBlaster = new Blaster();
newBlaster.x = 2048 * 0.21 + Math.random() * (2048 * 0.55); // Adjusted x position within the Road area with 5% margin
newBlaster.y = -newBlaster.height; // Start just outside the top of the screen
enemies.push(newBlaster);
game.addChild(newBlaster);
}
// Fire bullets
if (LK.ticks % 18 == 0) {
var newBullet = new HeroBullet();
newBullet.x = hero.x;
newBullet.y = hero.y - hero.height / 2;
heroBullets.push(newBullet);
game.addChild(newBullet);
}
// 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());
// Create blaster pieces upon destruction
for (var i = enemies.length - 1; i >= 0; i--) {
if (enemies[i] instanceof Blaster && enemies[i].y > 2732) {
var bottomPiece = new BlasterPiece('BlasterBottomPiece');
bottomPiece.x = enemies[i].x;
bottomPiece.y = enemies[i].y;
game.addChild(bottomPiece);
var leftPiece = new BlasterPiece('BlasterLeftPiece');
leftPiece.x = enemies[i].x - 40; // Increase spread
leftPiece.y = enemies[i].y;
game.addChild(leftPiece);
var rightPiece = new BlasterPiece('BlasterRightPiece');
rightPiece.x = enemies[i].x + 40; // Increase spread
rightPiece.y = enemies[i].y;
game.addChild(rightPiece);
}
}
LaserMechanic.prototype.startFiring = function () {
if (!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
this.laserBeam.x = this.origin.x;
this.laserBeam.y = this.origin.y;
// Calculate direction to target
var directionX = this.targetX - this.laserBeam.x;
var directionY = this.targetY - this.laserBeam.y;
// Set rotation
this.laserBeam.rotation = Math.atan2(directionY, directionX) - Math.PI / 2;
};
LaserMechanic.prototype.updateFiring = function () {
if (!this.isFiring) {
return;
}
var fireProgress = (LK.ticks - this.fireStartTime) / this.fireDuration;
if (fireProgress <= 1) {
// Stretch the laser
this.laserBeam.scaleY += (20 - this.laserBeam.scaleY) * 0.1;
// Keep beam pinned to origin
this.laserBeam.x = this.origin.x;
this.laserBeam.y = this.origin.y;
} else {
// Transition to sliding phase
this.isFiring = false;
this.startSliding();
}
};
LaserMechanic.prototype.startSliding = function () {
this.isSliding = true;
this.slideStartTime = LK.ticks;
this.origin = null; // Detach laser from Blaster origin
// Calculate slide direction to move away from the origin point
var directionX = -Math.sin(this.laserBeam.rotation);
var directionY = Math.cos(this.laserBeam.rotation);
this.slideDirection = {
x: directionX,
y: directionY
};
};
LaserMechanic.prototype.updateSliding = function () {
if (!this.isSliding || !this.laserBeam) {
return;
}
var slideProgress = (LK.ticks - this.slideStartTime) / this.slideOffDuration;
if (slideProgress <= 1) {
// Move the beam off screen
this.laserBeam.x += this.slideDirection.x * 20;
this.laserBeam.y += this.slideDirection.y * 20;
} else {
// Clean up
if (this.laserBeam) {
game.removeChild(this.laserBeam);
this.laserBeam = null;
}
this.isSliding = false;
this.slideDirection = null;
this.attackComplete = true;
if (this.origin) {
this.origin.laserMechanic.attackComplete = true;
}
}
};
// Method to reset attack states
LaserMechanic.prototype.resetAttack = function () {
this.isCharging = false;
this.isFiring = false;
this.isSliding = false;
this.targetX = null;
this.targetY = null;
this.attackComplete = false;
return true;
};
LaserMechanic.prototype.update = function () {
if (this.isCharging) {
this.updateCharge();
} else if (this.isFiring) {
this.updateFiring();
} else if (this.isSliding || this.laserBeam) {
this.updateSliding();
}
};
// Method to check if the attack sequence is complete
LaserMechanic.prototype.isAttackComplete = function () {
return this.attackComplete;
};
LaserMechanic.prototype.detachBeam = function () {
if (this.laserBeam) {
// Detach laser from origin
this.origin = null;
// Force laser into sliding phase
this.startSliding();
}
};
// Method to spawn a single particle
LaserMechanic.prototype.spawnParticle = function () {
var particle = LK.getAsset('LaserChargeParticle', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 1,
scale: {
x: 0.5,
y: 0.5
}
});
if (this.origin && this.chargeEffect) {
particle.x = this.chargeEffect.x;
particle.y = this.chargeEffect.y;
this.origin.addChild(particle);
}
this.particles.push(particle);
// Schedule next particle spawn
if (this.particles.length < 10) {
var self = this;
LK.setTimeout(function () {
self.spawnParticle();
}, 100); // Spawn a particle every 100ms
}
}; ===================================================================
--- original.js
+++ change.js
@@ -468,10 +468,10 @@
if (distance > 0) {
particle.x += directionX / distance * 2;
particle.y += directionY / distance * 2;
}
- particle.scale.x -= 0.01;
- particle.scale.y -= 0.01;
+ particle.scale.x += 0.01;
+ particle.scale.y += 0.01;
if (particle.scale.x <= 0 || particle.scale.y <= 0) {
this.origin.removeChild(particle);
this.particles.splice(i, 1);
i--;
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