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It looks like the particles are being spawned at the center and shrinking as they move outwards. It should be the opposite.
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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
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Particles should be aiming for the center of the laser charge asset
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Particles need to be cleaned up after charge is over.
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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
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The particles are not spawning at the same place as the LaserCharge asset. Please fix.
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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
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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
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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
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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
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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.
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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
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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
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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
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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
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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
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That didn’t work. The laser is orphaned if the Blaster is destroyed before it slides off screen. It needs to continue to slide.
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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
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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
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The first laser attack should happen sooner after the Blaster comes on screen.
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While tracking, Blaster should swivel to face the player
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Blaster should track player during regular movement.
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Make sure each instance of Blaster is destroyed when it leaves the bottom of the screen.
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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
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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