User prompt
High Score Chase: The endless waves and score tracking provide strong replayability. βͺπ‘ Consider importing and using the following plugins: @upit/storage.v1
User prompt
Adapt to New Threats: As waves progress, new, tougher enemy types appear, forcing players to adapt their strategies and prioritize different upgrades. βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
Upgrade Castle: Between waves, or when a good opportunity arises, they spend Scrap Metal to make their castle stronger. βͺπ‘ Consider importing and using the following plugins: @upit/storage.v1
User prompt
Collect Resources: During waves, they prioritize collecting Scrap Metal drops.
User prompt
Survive Waves: Players focus on dodging, shooting, and collecting power-ups to clear waves. βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'setText')' in or related to this line: 'waveText.setText('Wave: ' + waveNumber);' Line Number: 2187
User prompt
UI Elements & Feedback To make these mechanics clear to the player, we'll need appropriate UI. Health Bar: Clearly visible castle health bar. Wave Counter: Displays the current wave number. Score Display: Shows the player's current score. Power-Up Icons: Visual indicators for collected power-ups and their remaining duration (if applicable). Resource Counter: Displays the amount of Scrap Metal collected. Upgrade Button/Menu: An accessible way to view and apply upgrades. Enemy Health Bars: Optional, but could be very helpful for players to prioritize targets. Incoming Threat Indicators: Small arrows or markers at the screen edges indicating where new enemies are spawning. βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
Upgrade Tiers: Each upgrade could have multiple tiers, becoming progressively more expensive but offering greater benefits. βͺπ‘ Consider importing and using the following plugins: @upit/storage.v1
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'bulletsPerShot')' in or related to this line: 'var bulletsText = new Text2('Bullets: ' + castle.bulletsPerShot, {' Line Number: 1479
User prompt
Special Abilities: Unlock new active abilities with cooldowns, like a temporary shield or a short-range shockwave. βͺπ‘ Consider importing and using the following plugins: @upit/storage.v1, @upit/tween.v1
User prompt
Bullet Count (Passive): A separate upgrade from the Green Bullets power-up, allowing players to permanently fire more bullets per shot. βͺπ‘ Consider importing and using the following plugins: @upit/storage.v1
User prompt
Max Health: Increases the castle's maximum health. βͺπ‘ Consider importing and using the following plugins: @upit/storage.v1
User prompt
Movement Speed: Increases how fast the castle moves. βͺπ‘ Consider importing and using the following plugins: @upit/storage.v1
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { scrapMetal: 0, fireRateLevel: 1, movementSpeedLevel: 1, healthLevel: 1, damageLevel: 1, bulletCountLevel: 1, shieldLevel: 1, shockwaveLevel: 1, maxUpgradeTier: 10, fireRateBaseCost: 50, movementSpeedBaseCost: 75, healthBaseCost: 100, damageBaseCost: 80, bulletCountBaseCost: 120, shieldBaseCost: 150, shockwaveBaseCost: 200 }); /**** * Classes ****/ var Bomb = Container.expand(function () { var self = Container.call(this); var bombGraphics = self.attachAsset('bomb', { anchorX: 0.5, anchorY: 0.5 }); bombGraphics.tint = 0xFF0000; self.explosionRadius = 1000; self.fuseTime = 120; // 2 seconds at 60fps self.blinkSpeed = 10; // Start with small scale self.scaleX = 0.3; self.scaleY = 0.3; self.update = function () { self.fuseTime--; // Blinking effect that gets faster as explosion approaches var blinkInterval = Math.max(5, Math.floor(self.fuseTime / 10)); if (LK.ticks % blinkInterval === 0) { bombGraphics.alpha = bombGraphics.alpha === 1 ? 0.3 : 1; } // Scale pulsing effect var pulseScale = 1 + Math.sin(LK.ticks * 0.3) * 0.1; self.scaleX = pulseScale; self.scaleY = pulseScale; // Explode when fuse runs out if (self.fuseTime <= 0) { self.explode(); } }; self.explode = function () { // Visual explosion effect LK.effects.flashScreen(0xFF4400, 600); // Scale up rapidly during explosion tween(self, { scaleX: 3, scaleY: 3 }, { duration: 300, easing: tween.easeOut }); // Damage enemies in radius for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; var dx = enemy.x - self.x; var dy = enemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance <= self.explosionRadius) { // Instant kill for enemies in blast radius enemy.takeDamage(999); } } // Remove bomb from game after explosion animation LK.setTimeout(function () { self.destroy(); for (var i = bombs.length - 1; i >= 0; i--) { if (bombs[i] === self) { bombs.splice(i, 1); break; } } }, 300); }; self.activateShield = function () { if (self.shieldCooldown <= 0 && !self.shield) { // Create shield self.shield = new Shield(); self.shield.x = self.x; self.shield.y = self.y; game.addChild(self.shield); // Start cooldown var cooldownReduction = getUpgradeBonus('shield', storage.shieldLevel); self.shieldCooldown = Math.floor(self.shieldMaxCooldown * (1 - cooldownReduction)); // Visual feedback LK.effects.flashScreen(0x0088FF, 300); } }; self.activateShockwave = function () { if (self.shockwaveCooldown <= 0) { // Create shockwave var shockwave = new Shockwave(); shockwave.x = self.x; shockwave.y = self.y; // Increase damage based on upgrade level shockwave.damage = 5 + getUpgradeBonus('shockwave', storage.shockwaveLevel) * 20; // +2 damage per level (0.1 * 20 = 2) shockwaves.push(shockwave); game.addChild(shockwave); // Start cooldown var cooldownReduction = getUpgradeBonus('shockwave', storage.shockwaveLevel); self.shockwaveCooldown = Math.floor(self.shockwaveMaxCooldown * (1 - cooldownReduction)); // Visual feedback LK.effects.flashScreen(0xFF4400, 500); } }; self.update = function () { // Update ability cooldowns if (self.shieldCooldown > 0) { self.shieldCooldown--; } if (self.shockwaveCooldown > 0) { self.shockwaveCooldown--; } // Update shield position if active if (self.shield) { self.shield.x = self.x; self.shield.y = self.y; } if (self.shootCooldown > 0) { self.shootCooldown--; } // Auto-fire with priority targeting system if (self.shootCooldown <= 0 && enemies.length > 0) { var targetEnemy = null; var bestPriority = -1; var bestDistance = Infinity; // Priority levels: Higher number = higher priority var priorityMap = { 'SniperEnemy': 5, // Highest priority - long range damage 'BomberEnemy': 4, // High priority - explosive threat 'BossEnemy': 4, // High priority - powerful enemy 'FastEnemy': 3, // Medium-high priority - quick threat 'HealerEnemy': 3, // Medium-high priority - supports others 'TeleporterEnemy': 2, // Medium priority - unpredictable 'SplitterEnemy': 2, // Medium priority - creates more enemies 'TankEnemy': 1, // Low priority - slow but tough 'ShieldEnemy': 1, // Low priority - tough but manageable 'Enemy': 0 // Lowest priority - basic enemy }; for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var dx = enemy.x - self.x; var dy = enemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // Determine enemy type by checking constructor name var enemyType = 'Enemy'; // Default if (enemy.constructor === SniperEnemy) enemyType = 'SniperEnemy';else if (enemy.constructor === BomberEnemy) enemyType = 'BomberEnemy';else if (enemy.constructor === BossEnemy) enemyType = 'BossEnemy';else if (enemy.constructor === FastEnemy) enemyType = 'FastEnemy';else if (enemy.constructor === HealerEnemy) enemyType = 'HealerEnemy';else if (enemy.constructor === TeleporterEnemy) enemyType = 'TeleporterEnemy';else if (enemy.constructor === SplitterEnemy) enemyType = 'SplitterEnemy';else if (enemy.constructor === TankEnemy) enemyType = 'TankEnemy';else if (enemy.constructor === ShieldEnemy) enemyType = 'ShieldEnemy'; var priority = priorityMap[enemyType] || 0; // Select target based on priority first, then distance if (priority > bestPriority || priority === bestPriority && distance < bestDistance) { bestPriority = priority; bestDistance = distance; targetEnemy = enemy; } } if (targetEnemy) { self.fireAtTarget(targetEnemy); self.shootCooldown = self.shootInterval; } } }; return self; }); var BombReward = Container.expand(function () { var self = Container.call(this); var rewardGraphics = self.attachAsset('bombReward', { anchorX: 0.5, anchorY: 0.5 }); // Make it visually distinct with orange tint rewardGraphics.tint = 0xFF8800; self.bobOffset = Math.random() * Math.PI * 2; self.baseY = 0; self.lifetime = 420; // 7 seconds at 60fps self.update = function () { // Gentle bobbing animation self.y = self.baseY + Math.sin(LK.ticks * 0.1 + self.bobOffset) * 5; // Decrease lifetime self.lifetime--; // Start fading when close to expiring if (self.lifetime <= 120) { var alpha = self.lifetime / 120; rewardGraphics.alpha = alpha; // Add flashing animation when close to expiring var flashInterval = Math.max(5, Math.floor(self.lifetime / 20)); if (LK.ticks % flashInterval === 0) { tween(rewardGraphics, { scaleX: 1.3, scaleY: 1.3 }, { duration: flashInterval * 8, easing: tween.easeOut, onFinish: function onFinish() { tween(rewardGraphics, { scaleX: 1, scaleY: 1 }, { duration: flashInterval * 8, easing: tween.easeIn }); } }); } } // Remove when lifetime expires if (self.lifetime <= 0) { tween(self, { scaleX: 0, scaleY: 0 }, { duration: 200, onFinish: function onFinish() { self.destroy(); for (var i = bombRewards.length - 1; i >= 0; i--) { if (bombRewards[i] === self) { bombRewards.splice(i, 1); break; } } } }); } }; self.down = function (x, y, obj) { // Schedule bomb to appear at character position after 3 seconds var bombX = castle.x; var bombY = castle.y; LK.setTimeout(function () { var bomb = new Bomb(); bomb.x = bombX; bomb.y = bombY; bombs.push(bomb); game.addChild(bomb); }, 3000); LK.getSound('award').play(); LK.effects.flashObject(castle, 0xFF8800, 500); self.destroy(); for (var i = bombRewards.length - 1; i >= 0; i--) { if (bombRewards[i] === self) { bombRewards.splice(i, 1); break; } } }; return self; }); var BomberEnemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('bomberEnemy', { anchorX: 0.5, anchorY: 0.5 }); self.health = 3; self.maxHealth = 3; self.speed = 1.2; self.damage = 12; self.explosionRadius = 100; self.lastX = 0; self.lastY = 0; self.lastCastleDistance = Infinity; self.update = function () { var dx = castle.x - self.x; var dy = castle.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 60) { var moveX = dx / distance * self.speed; var moveY = dy / distance * self.speed; self.x += moveX; self.y += moveY; } var currentDistance = Math.sqrt(dx * dx + dy * dy); if (self.lastCastleDistance > 60 && currentDistance <= 60) { castle.takeDamage(self.damage); self.explode(); } self.lastX = self.x; self.lastY = self.y; self.lastCastleDistance = currentDistance; }; self.explode = function () { LK.effects.flashScreen(0xFF8800, 300); // Damage nearby enemies for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; if (enemy !== self) { var dx = enemy.x - self.x; var dy = enemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance <= self.explosionRadius) { enemy.takeDamage(2); } } } self.destroy(); for (var i = enemies.length - 1; i >= 0; i--) { if (enemies[i] === self) { enemies.splice(i, 1); break; } } }; self.takeDamage = function (damage) { self.health -= damage; LK.effects.flashObject(self, 0xFFFFFF, 200); if (self.health <= 0) { LK.setScore(LK.getScore() + 30); scoreText.setText(LK.getScore()); LK.getSound('hit').play(); self.explode(); } }; return self; }); var BossEnemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('bossEnemy', { anchorX: 0.5, anchorY: 0.5 }); self.health = 15; self.maxHealth = 15; self.speed = 0.6; self.damage = 30; self.spawnCooldown = 0; self.spawnInterval = 300; // Spawns minions every 5 seconds self.lastX = 0; self.lastY = 0; self.lastCastleDistance = Infinity; self.update = function () { var dx = castle.x - self.x; var dy = castle.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 60) { var moveX = dx / distance * self.speed; var moveY = dy / distance * self.speed; self.x += moveX; self.y += moveY; } // Spawn minion enemies if (self.spawnCooldown > 0) { self.spawnCooldown--; } if (self.spawnCooldown <= 0 && enemies.length < 15) { var minion = new Enemy(); var angle = Math.random() * Math.PI * 2; minion.x = self.x + Math.cos(angle) * 60; minion.y = self.y + Math.sin(angle) * 60; minion.lastX = minion.x; minion.lastY = minion.y; var dx2 = castle.x - minion.x; var dy2 = castle.y - minion.y; minion.lastCastleDistance = Math.sqrt(dx2 * dx2 + dy2 * dy2); enemies.push(minion); game.addChild(minion); self.spawnCooldown = self.spawnInterval; } var currentDistance = Math.sqrt(dx * dx + dy * dy); if (self.lastCastleDistance > 60 && currentDistance <= 60) { castle.takeDamage(self.damage); self.destroy(); for (var i = enemies.length - 1; i >= 0; i--) { if (enemies[i] === self) { enemies.splice(i, 1); break; } } } self.lastX = self.x; self.lastY = self.y; self.lastCastleDistance = currentDistance; }; self.takeDamage = function (damage) { var reducedDamage = damage * 0.7; // Boss takes 30% less damage self.health -= reducedDamage; LK.effects.flashObject(self, 0xFFFFFF, 200); if (self.health <= 0) { LK.setScore(LK.getScore() + 100); scoreText.setText(LK.getScore()); LK.getSound('hit').play(); LK.effects.flashScreen(0x440044, 1000); // Drop multiple scrap metal (guaranteed) for (var c = 0; c < 3; c++) { var scrap = new ScrapMetalDrop(); var angle = Math.random() * Math.PI * 2; var distance = 20 + Math.random() * 40; scrap.x = self.x + Math.cos(angle) * distance; scrap.y = self.y + Math.sin(angle) * distance; scrap.baseY = scrap.y; scrap.value = 15; // High value for boss scrapMetalDrops.push(scrap); game.addChild(scrap); } self.destroy(); for (var i = enemies.length - 1; i >= 0; i--) { if (enemies[i] === self) { enemies.splice(i, 1); break; } } } }; return self; }); var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 50; self.velocityX = 0; self.velocityY = 0; self.damage = 1.01; self.lastX = 0; self.lastY = 0; self.update = function () { self.lastX = self.x; self.lastY = self.y; self.x += self.velocityX; self.y += self.velocityY; // Add spinning animation self.rotation += 0.2; // Remove if off screen if (self.x < -50 || self.x > 2098 || self.y < -50 || self.y > 2782) { self.destroy(); for (var i = bullets.length - 1; i >= 0; i--) { if (bullets[i] === self) { bullets.splice(i, 1); break; } } } }; return self; }); var Castle = Container.expand(function () { var self = Container.call(this); var castleGraphics = self.attachAsset('castle', { anchorX: 0.5, anchorY: 0.5 }); // Set physical diameter to match image dimensions self.width = castleGraphics.width; self.height = castleGraphics.height; self.health = 100; self.maxHealth = 100; self.bulletsPerShot = 1; self.shootCooldown = 0; self.shootInterval = 60; // Fire every second at 60fps // Special abilities self.shield = null; self.shieldCooldown = 0; self.shieldMaxCooldown = 900; // 15 seconds at 60fps self.shockwaveCooldown = 0; self.shockwaveMaxCooldown = 1200; // 20 seconds at 60fps self.update = function () { if (self.shootCooldown > 0) { self.shootCooldown--; } // Auto-fire with priority targeting system if (self.shootCooldown <= 0 && enemies.length > 0) { var targetEnemy = null; var bestPriority = -1; var bestDistance = Infinity; // Priority levels: Higher number = higher priority var priorityMap = { 'SniperEnemy': 5, // Highest priority - long range damage 'BomberEnemy': 4, // High priority - explosive threat 'BossEnemy': 4, // High priority - powerful enemy 'FastEnemy': 3, // Medium-high priority - quick threat 'HealerEnemy': 3, // Medium-high priority - supports others 'TeleporterEnemy': 2, // Medium priority - unpredictable 'SplitterEnemy': 2, // Medium priority - creates more enemies 'TankEnemy': 1, // Low priority - slow but tough 'ShieldEnemy': 1, // Low priority - tough but manageable 'Enemy': 0 // Lowest priority - basic enemy }; for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var dx = enemy.x - self.x; var dy = enemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // Determine enemy type by checking constructor name var enemyType = 'Enemy'; // Default if (enemy.constructor === SniperEnemy) enemyType = 'SniperEnemy';else if (enemy.constructor === BomberEnemy) enemyType = 'BomberEnemy';else if (enemy.constructor === BossEnemy) enemyType = 'BossEnemy';else if (enemy.constructor === FastEnemy) enemyType = 'FastEnemy';else if (enemy.constructor === HealerEnemy) enemyType = 'HealerEnemy';else if (enemy.constructor === TeleporterEnemy) enemyType = 'TeleporterEnemy';else if (enemy.constructor === SplitterEnemy) enemyType = 'SplitterEnemy';else if (enemy.constructor === TankEnemy) enemyType = 'TankEnemy';else if (enemy.constructor === ShieldEnemy) enemyType = 'ShieldEnemy'; var priority = priorityMap[enemyType] || 0; // Select target based on priority first, then distance if (priority > bestPriority || priority === bestPriority && distance < bestDistance) { bestPriority = priority; bestDistance = distance; targetEnemy = enemy; } } if (targetEnemy) { self.fireAtTarget(targetEnemy); self.shootCooldown = self.shootInterval; } } }; self.fireAtTarget = function (target) { var baseAngle = Math.atan2(target.y - self.y, target.x - self.x); var spreadAngle = Math.PI / 6; // 30 degrees spread for (var i = 0; i < self.bulletsPerShot; i++) { var bullet = new Bullet(); bullet.x = self.x; bullet.y = self.y; // Apply upgraded damage (always use upgraded damage) bullet.damage = self.upgradedBulletDamage || bullet.damage; var offset = 0; if (self.bulletsPerShot > 1) { offset = (i - (self.bulletsPerShot - 1) / 2) * (spreadAngle / Math.max(1, self.bulletsPerShot - 1)); } var angle = baseAngle + offset; bullet.velocityX = Math.cos(angle) * bullet.speed; bullet.velocityY = Math.sin(angle) * bullet.speed; // Set bullet rotation to match direction bullet.rotation = angle; bullets.push(bullet); game.addChild(bullet); } LK.getSound('shoot').play(); }; self.takeDamage = function (damage) { // Check if shield is active if (self.shield) { // Shield blocks damage and flashes LK.effects.flashObject(self.shield, 0x0088FF, 200); return; // No damage taken } self.health -= damage; LK.effects.flashObject(self, 0xFF0000, 300); // Update health bar if (castleHealthBar) { castleHealthBar.updateHealth(self.health, self.maxHealth); } if (self.health <= 0) { // Save collected scrap metal to persistent storage storage.scrapMetal += currentScrapMetal; LK.showGameOver(); } }; return self; }); var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.health = 3; self.maxHealth = 3; self.speed = 1; self.damage = 10; self.lastX = 0; self.lastY = 0; self.lastCastleDistanceSquared = Infinity; // Create health bar for this enemy self.healthBar = new EnemyHealthBar(); self.healthBar.y = -50; // Position above enemy enemyHealthBars.push(self.healthBar); self.addChild(self.healthBar); self.update = function () { // Move toward castle var dx = castle.x - self.x; var dy = castle.y - self.y; var distanceSquared = dx * dx + dy * dy; if (distanceSquared > 3600) { // 60^2 = 3600 // Don't overlap with castle var distance = Math.sqrt(distanceSquared); var moveX = dx / distance * self.speed; var moveY = dy / distance * self.speed; self.x += moveX; self.y += moveY; } // Check if reached castle if (self.lastCastleDistanceSquared > 3600 && distanceSquared <= 3600) { castle.takeDamage(self.damage); self.destroy(); for (var i = enemies.length - 1; i >= 0; i--) { if (enemies[i] === self) { enemies.splice(i, 1); break; } } } self.lastX = self.x; self.lastY = self.y; self.lastCastleDistanceSquared = distanceSquared; }; self.takeDamage = function (damage) { self.health -= damage; LK.effects.flashObject(self, 0xFFFFFF, 200); // Update health bar if (self.healthBar) { self.healthBar.updateHealth(self.health, self.maxHealth); } if (self.health <= 0) { LK.setScore(LK.getScore() + 10); scoreText.setText(LK.getScore()); LK.getSound('hit').play(); // Drop scrap metal (80% chance - increased for better collection) if (Math.random() < 0.8) { var scrap = new ScrapMetalDrop(); scrap.x = self.x; scrap.y = self.y; scrap.baseY = scrap.y; scrap.value = 5; // Basic enemy drops 5 scrap metal scrapMetalDrops.push(scrap); game.addChild(scrap); } self.destroy(); for (var i = enemies.length - 1; i >= 0; i--) { if (enemies[i] === self) { enemies.splice(i, 1); break; } } } }; return self; }); var EnemyHealthBar = Container.expand(function () { var self = Container.call(this); // Create background bar (dark red) var backgroundBar = LK.getAsset('bgTile', { anchorX: 0.5, anchorY: 0.5 }); backgroundBar.tint = 0x330000; backgroundBar.scaleX = 0.8; backgroundBar.scaleY = 0.15; self.addChild(backgroundBar); // Create health bar (red) var healthBar = LK.getAsset('bgTile', { anchorX: 0, anchorY: 0.5 }); healthBar.tint = 0xFF0000; healthBar.scaleX = 0.8; healthBar.scaleY = 0.15; healthBar.x = -backgroundBar.width * backgroundBar.scaleX / 2; self.addChild(healthBar); self.backgroundBar = backgroundBar; self.healthBar = healthBar; self.updateHealth = function (currentHealth, maxHealth) { var healthPercentage = Math.max(0, currentHealth / maxHealth); self.healthBar.scaleX = 0.8 * healthPercentage; // Hide if at full health to reduce clutter self.visible = healthPercentage < 1.0; }; return self; }); var FastEnemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('fastEnemy', { anchorX: 0.5, anchorY: 0.5 }); self.health = 1; self.maxHealth = 1; self.speed = 3; self.damage = 5; self.lastX = 0; self.lastY = 0; self.lastCastleDistance = Infinity; self.update = function () { // Move toward castle with higher speed var dx = castle.x - self.x; var dy = castle.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 60) { var moveX = dx / distance * self.speed; var moveY = dy / distance * self.speed; self.x += moveX; self.y += moveY; } // Check if reached castle var currentDistance = Math.sqrt(dx * dx + dy * dy); if (self.lastCastleDistance > 60 && currentDistance <= 60) { castle.takeDamage(self.damage); self.destroy(); for (var i = enemies.length - 1; i >= 0; i--) { if (enemies[i] === self) { enemies.splice(i, 1); break; } } } self.lastX = self.x; self.lastY = self.y; self.lastCastleDistance = currentDistance; }; self.takeDamage = function (damage) { self.health -= damage; LK.effects.flashObject(self, 0xFFFFFF, 200); if (self.health <= 0) { LK.setScore(LK.getScore() + 15); scoreText.setText(LK.getScore()); LK.getSound('hit').play(); // Drop scrap metal (50% chance, less than basic enemy) if (Math.random() < 0.5) { var scrap = new ScrapMetalDrop(); scrap.x = self.x; scrap.y = self.y; scrap.baseY = scrap.y; scrap.value = 3; // Less value than basic enemy scrapMetalDrops.push(scrap); game.addChild(scrap); } self.destroy(); for (var i = enemies.length - 1; i >= 0; i--) { if (enemies[i] === self) { enemies.splice(i, 1); break; } } } }; return self; }); var HealerEnemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('healerEnemy', { anchorX: 0.5, anchorY: 0.5 }); self.health = 4; self.maxHealth = 4; self.speed = 0.8; self.damage = 8; self.healCooldown = 0; self.healInterval = 180; // Heals every 3 seconds self.healRadius = 150; self.lastX = 0; self.lastY = 0; self.lastCastleDistance = Infinity; self.update = function () { var dx = castle.x - self.x; var dy = castle.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 60) { var moveX = dx / distance * self.speed; var moveY = dy / distance * self.speed; self.x += moveX; self.y += moveY; } // Heal nearby enemies if (self.healCooldown > 0) { self.healCooldown--; } if (self.healCooldown <= 0) { for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; if (enemy !== self && enemy.health < enemy.maxHealth) { var dx2 = enemy.x - self.x; var dy2 = enemy.y - self.y; var healDistance = Math.sqrt(dx2 * dx2 + dy2 * dy2); if (healDistance <= self.healRadius) { enemy.health = Math.min(enemy.maxHealth, enemy.health + 1); LK.effects.flashObject(enemy, 0x88FF00, 200); } } } self.healCooldown = self.healInterval; } var currentDistance = Math.sqrt(dx * dx + dy * dy); if (self.lastCastleDistance > 60 && currentDistance <= 60) { castle.takeDamage(self.damage); self.destroy(); for (var i = enemies.length - 1; i >= 0; i--) { if (enemies[i] === self) { enemies.splice(i, 1); break; } } } self.lastX = self.x; self.lastY = self.y; self.lastCastleDistance = currentDistance; }; self.takeDamage = function (damage) { self.health -= damage; LK.effects.flashObject(self, 0xFFFFFF, 200); if (self.health <= 0) { LK.setScore(LK.getScore() + 35); scoreText.setText(LK.getScore()); LK.getSound('hit').play(); self.destroy(); for (var i = enemies.length - 1; i >= 0; i--) { if (enemies[i] === self) { enemies.splice(i, 1); break; } } } }; return self; }); var HealthBar = Container.expand(function () { var self = Container.call(this); // Create background bar (red) var backgroundBar = LK.getAsset('bgTile', { anchorX: 0, anchorY: 0.5 }); backgroundBar.tint = 0x660000; backgroundBar.scaleX = 2; backgroundBar.scaleY = 0.3; self.addChild(backgroundBar); // Create health bar (green) var healthBar = LK.getAsset('bgTile', { anchorX: 0, anchorY: 0.5 }); healthBar.tint = 0x00AA00; healthBar.scaleX = 2; healthBar.scaleY = 0.3; self.addChild(healthBar); self.backgroundBar = backgroundBar; self.healthBar = healthBar; self.maxWidth = backgroundBar.width * backgroundBar.scaleX; self.updateHealth = function (currentHealth, maxHealth) { var healthPercentage = Math.max(0, currentHealth / maxHealth); self.healthBar.scaleX = 2 * healthPercentage; // Change color based on health percentage if (healthPercentage > 0.6) { self.healthBar.tint = 0x00AA00; // Green } else if (healthPercentage > 0.3) { self.healthBar.tint = 0xFFAA00; // Orange } else { self.healthBar.tint = 0xFF0000; // Red } }; return self; }); var HealthPack = Container.expand(function () { var self = Container.call(this); var healthGraphics = self.attachAsset('reward', { anchorX: 0.5, anchorY: 0.5 }); // Make it red for health healthGraphics.tint = 0xFF4444; healthGraphics.scaleX = 0.8; healthGraphics.scaleY = 0.8; self.bobOffset = Math.random() * Math.PI * 2; self.baseY = 0; self.lifetime = 420; // 7 seconds at 60fps self.healAmount = 25; // Restore 25 health self.update = function () { // Gentle bobbing animation self.y = self.baseY + Math.sin(LK.ticks * 0.1 + self.bobOffset) * 5; // Gentle pulsing effect var pulseScale = 0.8 + Math.sin(LK.ticks * 0.2) * 0.1; healthGraphics.scaleX = pulseScale; healthGraphics.scaleY = pulseScale; // Decrease lifetime self.lifetime--; // Start fading when close to expiring if (self.lifetime <= 120) { var alpha = self.lifetime / 120; healthGraphics.alpha = alpha; } // Remove when lifetime expires if (self.lifetime <= 0) { self.destroy(); for (var i = healthPacks.length - 1; i >= 0; i--) { if (healthPacks[i] === self) { healthPacks.splice(i, 1); break; } } } }; self.down = function (x, y, obj) { // Heal castle var healAmount = Math.min(self.healAmount, castle.maxHealth - castle.health); if (healAmount > 0) { castle.health += healAmount; LK.getSound('award').play(); LK.effects.flashObject(castle, 0x44FF44, 500); // Show heal amount var healText = new Text2('+' + healAmount + ' HEALTH', { size: 40, fill: 0x44FF44 }); healText.anchor.set(0.5, 0.5); healText.x = castle.x; healText.y = castle.y - 60; game.addChild(healText); // Animate heal text tween(healText, { y: healText.y - 50, alpha: 0 }, { duration: 1500, onFinish: function onFinish() { healText.destroy(); } }); } self.destroy(); for (var i = healthPacks.length - 1; i >= 0; i--) { if (healthPacks[i] === self) { healthPacks.splice(i, 1); break; } } }; return self; }); var Reward = Container.expand(function () { var self = Container.call(this); var rewardGraphics = self.attachAsset('reward', { anchorX: 0.5, anchorY: 0.5 }); self.bobOffset = Math.random() * Math.PI * 2; self.baseY = 0; self.lifetime = 420; // 7 seconds at 60fps self.update = function () { // Gentle bobbing animation self.y = self.baseY + Math.sin(LK.ticks * 0.1 + self.bobOffset) * 5; // Decrease lifetime self.lifetime--; // Start fading when close to expiring if (self.lifetime <= 120) { var alpha = self.lifetime / 120; rewardGraphics.alpha = alpha; // Add flashing animation when close to expiring var flashInterval = Math.max(5, Math.floor(self.lifetime / 20)); if (LK.ticks % flashInterval === 0) { tween(rewardGraphics, { scaleX: 1.3, scaleY: 1.3 }, { duration: flashInterval * 8, easing: tween.easeOut, onFinish: function onFinish() { tween(rewardGraphics, { scaleX: 1, scaleY: 1 }, { duration: flashInterval * 8, easing: tween.easeIn }); } }); } } // Remove when lifetime expires if (self.lifetime <= 0) { tween(self, { scaleX: 0, scaleY: 0 }, { duration: 200, onFinish: function onFinish() { self.destroy(); for (var i = rewards.length - 1; i >= 0; i--) { if (rewards[i] === self) { rewards.splice(i, 1); break; } } } }); } }; self.down = function (x, y, obj) { // Define maximum bullet limit to prevent excessive stacking var maxBullets = 8; if (castle.bulletsPerShot < maxBullets) { // Add 1 bullet per reward (consistent increment) castle.bulletsPerShot++; bulletsText.setText('Bullets: ' + castle.bulletsPerShot); LK.getSound('award').play(); LK.effects.flashObject(castle, 0x00FF00, 500); // Visual feedback for bullet upgrade with scaling effect tween(castle, { scaleX: 1.2, scaleY: 1.2 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(castle, { scaleX: 1, scaleY: 1 }, { duration: 200, easing: tween.easeIn }); } }); } else { // At maximum bullets - give score bonus instead LK.setScore(LK.getScore() + 100); scoreText.setText(LK.getScore()); bulletsText.setText('Bullets: ' + castle.bulletsPerShot + ' (MAX)'); LK.getSound('award').play(); LK.effects.flashObject(castle, 0xFFD700, 500); // Gold flash for max bonus // Brief text notification var maxText = new Text2('+100 SCORE!', { size: 40, fill: 0xFFD700 }); maxText.anchor.set(0.5, 0.5); maxText.x = castle.x; maxText.y = castle.y - 60; game.addChild(maxText); // Animate and remove notification tween(maxText, { y: maxText.y - 50, alpha: 0 }, { duration: 1500, onFinish: function onFinish() { maxText.destroy(); } }); } self.destroy(); for (var i = rewards.length - 1; i >= 0; i--) { if (rewards[i] === self) { rewards.splice(i, 1); break; } } }; return self; }); var ScrapCollectionIndicator = Container.expand(function () { var self = Container.call(this); // Create collection range visualization var rangeCircle = LK.getAsset('bgCircle', { anchorX: 0.5, anchorY: 0.5 }); rangeCircle.tint = 0xC0C0C0; rangeCircle.alpha = 0.1; rangeCircle.scaleX = 0.6; // 180px radius visualization rangeCircle.scaleY = 0.6; self.addChild(rangeCircle); self.rangeCircle = rangeCircle; self.pulseDirection = 1; self.update = function () { // Gentle pulsing effect to show collection range var pulseSpeed = 0.02; self.alpha += self.pulseDirection * pulseSpeed; if (self.alpha >= 0.3) { self.pulseDirection = -1; } else if (self.alpha <= 0.1) { self.pulseDirection = 1; } // Only show when scrap metal is nearby var nearbyScrap = false; for (var i = 0; i < scrapMetalDrops.length; i++) { var scrap = scrapMetalDrops[i]; var dx = scrap.x - castle.x; var dy = scrap.y - castle.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance <= 250) { // Show range when scrap is within extended range nearbyScrap = true; break; } } self.visible = nearbyScrap; }; return self; }); var ScrapMetalDrop = Container.expand(function () { var self = Container.call(this); var scrapGraphics = self.attachAsset('reward', { anchorX: 0.5, anchorY: 0.5 }); // Make it metallic silver for scrap metal scrapGraphics.tint = 0xC0C0C0; scrapGraphics.scaleX = 0.6; scrapGraphics.scaleY = 0.6; self.value = 5; // Base scrap metal value self.bobOffset = Math.random() * Math.PI * 2; self.baseY = 0; self.lifetime = 600; // 10 seconds at 60fps self.magnetRange = 180; // Increased range for easier collection self.collectDistance = 80; // Distance at which scrap is automatically collected self.update = function () { // Gentle bobbing animation self.y = self.baseY + Math.sin(LK.ticks * 0.15 + self.bobOffset) * 3; // Decrease lifetime self.lifetime--; // Distance calculation var dx = castle.x - self.x; var dy = castle.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // Auto-collect when very close if (distance <= self.collectDistance) { currentScrapMetal += self.value; scrapMetalText.setText('Scrap Metal: ' + (storage.scrapMetal + currentScrapMetal)); LK.getSound('award').play(); // Visual collection effect LK.effects.flashObject(castle, 0xC0C0C0, 300); // Show collection amount var collectText = new Text2('+' + self.value + ' SCRAP', { size: 35, fill: 0xC0C0C0 }); collectText.anchor.set(0.5, 0.5); collectText.x = self.x; collectText.y = self.y - 30; game.addChild(collectText); // Animate collection text towards castle tween(collectText, { x: castle.x, y: castle.y - 50, alpha: 0 }, { duration: 800, easing: tween.easeOut, onFinish: function onFinish() { collectText.destroy(); } }); self.destroy(); for (var i = scrapMetalDrops.length - 1; i >= 0; i--) { if (scrapMetalDrops[i] === self) { scrapMetalDrops.splice(i, 1); break; } } return; } // Magnet effect when castle is nearby if (distance <= self.magnetRange) { var magnetSpeed = Math.min(5, distance * 0.05); // Speed increases as it gets closer var moveX = dx / distance * magnetSpeed; var moveY = dy / distance * magnetSpeed; self.x += moveX; self.y += moveY; // Add sparkle effect during magnet pull if (LK.ticks % 10 === 0) { LK.effects.flashObject(self, 0xFFFFFF, 100); } } // Start fading when close to expiring if (self.lifetime <= 120) { var alpha = self.lifetime / 120; scrapGraphics.alpha = alpha; } // Remove when lifetime expires if (self.lifetime <= 0) { self.destroy(); for (var i = scrapMetalDrops.length - 1; i >= 0; i--) { if (scrapMetalDrops[i] === self) { scrapMetalDrops.splice(i, 1); break; } } } }; return self; }); var Shield = Container.expand(function () { var self = Container.call(this); var shieldGraphics = self.attachAsset('castle', { anchorX: 0.5, anchorY: 0.5 }); shieldGraphics.tint = 0x0088FF; shieldGraphics.alpha = 0.3; self.scaleX = 1.5; self.scaleY = 1.5; self.duration = 300; // 5 seconds at 60fps self.pulseDirection = 1; self.update = function () { // Pulsing effect var pulseSpeed = 0.1; self.alpha += self.pulseDirection * pulseSpeed; if (self.alpha >= 0.6) { self.pulseDirection = -1; } else if (self.alpha <= 0.2) { self.pulseDirection = 1; } // Decrease duration self.duration--; if (self.duration <= 0) { castle.shield = null; self.destroy(); } }; return self; }); var ShieldEnemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('shieldEnemy', { anchorX: 0.5, anchorY: 0.5 }); self.health = 6; self.maxHealth = 6; self.speed = 0.7; self.damage = 15; self.shieldRadius = 80; self.lastX = 0; self.lastY = 0; self.lastCastleDistance = Infinity; self.update = function () { var dx = castle.x - self.x; var dy = castle.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 60) { var moveX = dx / distance * self.speed; var moveY = dy / distance * self.speed; self.x += moveX; self.y += moveY; } var currentDistance = Math.sqrt(dx * dx + dy * dy); if (self.lastCastleDistance > 60 && currentDistance <= 60) { castle.takeDamage(self.damage); self.destroy(); for (var i = enemies.length - 1; i >= 0; i--) { if (enemies[i] === self) { enemies.splice(i, 1); break; } } } self.lastX = self.x; self.lastY = self.y; self.lastCastleDistance = currentDistance; }; self.takeDamage = function (damage) { self.health -= damage; LK.effects.flashObject(self, 0xFFFFFF, 200); if (self.health <= 0) { LK.setScore(LK.getScore() + 40); scoreText.setText(LK.getScore()); LK.getSound('hit').play(); self.destroy(); for (var i = enemies.length - 1; i >= 0; i--) { if (enemies[i] === self) { enemies.splice(i, 1); break; } } } }; return self; }); var Shockwave = Container.expand(function () { var self = Container.call(this); var shockwaveGraphics = self.attachAsset('castle', { anchorX: 0.5, anchorY: 0.5 }); shockwaveGraphics.tint = 0xFF4400; shockwaveGraphics.alpha = 0.8; self.maxRadius = 400; self.currentRadius = 50; self.damage = 5; self.speed = 15; self.hasDealtDamage = []; self.update = function () { // Expand shockwave self.currentRadius += self.speed; var scale = self.currentRadius / 100; self.scaleX = scale; self.scaleY = scale; // Fade out as it expands self.alpha = Math.max(0, 0.8 - self.currentRadius / self.maxRadius * 0.8); // Damage enemies for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var dx = enemy.x - self.x; var dy = enemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // Check if enemy is within shockwave range and hasn't been damaged yet if (distance <= self.currentRadius && self.hasDealtDamage.indexOf(enemy) === -1) { enemy.takeDamage(self.damage); self.hasDealtDamage.push(enemy); LK.effects.flashObject(enemy, 0xFF4400, 200); } } // Remove when fully expanded if (self.currentRadius >= self.maxRadius) { self.destroy(); for (var j = shockwaves.length - 1; j >= 0; j--) { if (shockwaves[j] === self) { shockwaves.splice(j, 1); break; } } } }; return self; }); var SniperEnemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('sniperEnemy', { anchorX: 0.5, anchorY: 0.5 }); self.health = 2; self.maxHealth = 2; self.speed = 1.5; self.damage = 15; self.shootCooldown = 0; self.shootInterval = 120; // Shoots every 2 seconds self.lastX = 0; self.lastY = 0; self.lastCastleDistance = Infinity; self.update = function () { var dx = castle.x - self.x; var dy = castle.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // Move toward castle until in range (300 pixels) if (distance > 300) { var moveX = dx / distance * self.speed; var moveY = dy / distance * self.speed; self.x += moveX; self.y += moveY; } else { // In range, shoot at castle if (self.shootCooldown > 0) { self.shootCooldown--; } if (self.shootCooldown <= 0) { castle.takeDamage(self.damage); LK.effects.flashObject(self, 0x00FFFF, 300); self.shootCooldown = self.shootInterval; } } self.lastX = self.x; self.lastY = self.y; self.lastCastleDistance = distance; }; self.takeDamage = function (damage) { self.health -= damage; LK.effects.flashObject(self, 0xFFFFFF, 200); if (self.health <= 0) { LK.setScore(LK.getScore() + 20); scoreText.setText(LK.getScore()); LK.getSound('hit').play(); self.destroy(); for (var i = enemies.length - 1; i >= 0; i--) { if (enemies[i] === self) { enemies.splice(i, 1); break; } } } }; return self; }); var SplitterEnemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('splitterEnemy', { anchorX: 0.5, anchorY: 0.5 }); self.health = 5; self.maxHealth = 5; self.speed = 0.9; self.damage = 18; self.splitCount = 2; self.lastX = 0; self.lastY = 0; self.lastCastleDistance = Infinity; self.update = function () { var dx = castle.x - self.x; var dy = castle.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 60) { var moveX = dx / distance * self.speed; var moveY = dy / distance * self.speed; self.x += moveX; self.y += moveY; } var currentDistance = Math.sqrt(dx * dx + dy * dy); if (self.lastCastleDistance > 60 && currentDistance <= 60) { castle.takeDamage(self.damage); self.destroy(); for (var i = enemies.length - 1; i >= 0; i--) { if (enemies[i] === self) { enemies.splice(i, 1); break; } } } self.lastX = self.x; self.lastY = self.y; self.lastCastleDistance = currentDistance; }; self.split = function () { for (var i = 0; i < self.splitCount; i++) { var smallEnemy = new FastEnemy(); var angle = Math.PI * 2 / self.splitCount * i; smallEnemy.x = self.x + Math.cos(angle) * 30; smallEnemy.y = self.y + Math.sin(angle) * 30; smallEnemy.lastX = smallEnemy.x; smallEnemy.lastY = smallEnemy.y; var dx = castle.x - smallEnemy.x; var dy = castle.y - smallEnemy.y; smallEnemy.lastCastleDistance = Math.sqrt(dx * dx + dy * dy); enemies.push(smallEnemy); game.addChild(smallEnemy); } }; self.takeDamage = function (damage) { self.health -= damage; LK.effects.flashObject(self, 0xFFFFFF, 200); if (self.health <= 0) { LK.setScore(LK.getScore() + 50); scoreText.setText(LK.getScore()); LK.getSound('hit').play(); self.split(); self.destroy(); for (var i = enemies.length - 1; i >= 0; i--) { if (enemies[i] === self) { enemies.splice(i, 1); break; } } } }; return self; }); var TankEnemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('tankEnemy', { anchorX: 0.5, anchorY: 0.5 }); self.health = 8; self.maxHealth = 8; self.speed = 0.5; self.damage = 20; self.armor = 0.5; // Takes 50% less damage self.lastX = 0; self.lastY = 0; self.lastCastleDistance = Infinity; self.update = function () { // Move toward castle slowly var dx = castle.x - self.x; var dy = castle.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 60) { var moveX = dx / distance * self.speed; var moveY = dy / distance * self.speed; self.x += moveX; self.y += moveY; } // Check if reached castle var currentDistance = Math.sqrt(dx * dx + dy * dy); if (self.lastCastleDistance > 60 && currentDistance <= 60) { castle.takeDamage(self.damage); self.destroy(); for (var i = enemies.length - 1; i >= 0; i--) { if (enemies[i] === self) { enemies.splice(i, 1); break; } } } self.lastX = self.x; self.lastY = self.y; self.lastCastleDistance = currentDistance; }; self.takeDamage = function (damage) { var reducedDamage = damage * (1 - self.armor); self.health -= reducedDamage; LK.effects.flashObject(self, 0xFFFFFF, 200); if (self.health <= 0) { LK.setScore(LK.getScore() + 25); scoreText.setText(LK.getScore()); LK.getSound('hit').play(); self.destroy(); for (var i = enemies.length - 1; i >= 0; i--) { if (enemies[i] === self) { enemies.splice(i, 1); break; } } } }; return self; }); var TeleporterEnemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('teleporterEnemy', { anchorX: 0.5, anchorY: 0.5 }); self.health = 2; self.maxHealth = 2; self.speed = 1; self.damage = 12; self.teleportCooldown = 0; self.teleportInterval = 240; // Teleports every 4 seconds self.lastX = 0; self.lastY = 0; self.lastCastleDistance = Infinity; self.update = function () { var dx = castle.x - self.x; var dy = castle.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 60) { var moveX = dx / distance * self.speed; var moveY = dy / distance * self.speed; self.x += moveX; self.y += moveY; } // Teleport randomly if (self.teleportCooldown > 0) { self.teleportCooldown--; } if (self.teleportCooldown <= 0) { var angle = Math.random() * Math.PI * 2; var teleportDistance = 200 + Math.random() * 200; self.x = castle.x + Math.cos(angle) * teleportDistance; self.y = castle.y + Math.sin(angle) * teleportDistance; // Keep within bounds self.x = Math.max(50, Math.min(1998, self.x)); self.y = Math.max(50, Math.min(2682, self.y)); LK.effects.flashObject(self, 0xFF00FF, 400); self.teleportCooldown = self.teleportInterval; } var currentDistance = Math.sqrt((castle.x - self.x) * (castle.x - self.x) + (castle.y - self.y) * (castle.y - self.y)); if (self.lastCastleDistance > 60 && currentDistance <= 60) { castle.takeDamage(self.damage); self.destroy(); for (var i = enemies.length - 1; i >= 0; i--) { if (enemies[i] === self) { enemies.splice(i, 1); break; } } } self.lastX = self.x; self.lastY = self.y; self.lastCastleDistance = currentDistance; }; self.takeDamage = function (damage) { self.health -= damage; LK.effects.flashObject(self, 0xFFFFFF, 200); if (self.health <= 0) { LK.setScore(LK.getScore() + 25); scoreText.setText(LK.getScore()); LK.getSound('hit').play(); self.destroy(); for (var i = enemies.length - 1; i >= 0; i--) { if (enemies[i] === self) { enemies.splice(i, 1); break; } } } }; return self; }); var ThreatIndicator = Container.expand(function () { var self = Container.call(this); var indicator = LK.getAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); indicator.tint = 0xFF4400; indicator.scaleX = 0.5; indicator.scaleY = 0.5; indicator.alpha = 0.8; self.addChild(indicator); self.indicator = indicator; self.pulseDirection = 1; self.update = function () { // Pulsing animation var pulseSpeed = 0.05; self.alpha += self.pulseDirection * pulseSpeed; if (self.alpha >= 1) { self.pulseDirection = -1; } else if (self.alpha <= 0.5) { self.pulseDirection = 1; } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x2F4F2F }); /**** * Game Code ****/ // Game variables var castle; var enemies = []; var bullets = []; var rewards = []; var bombRewards = []; var bombs = []; var scrapMetalDrops = []; var shockwaves = []; var healthPacks = []; var waveTimer = 0; var enemySpawnTimer = 0; var rewardSpawnTimer = 0; var waveNumber = 1; var isMiniBossWave = false; var miniBossSpawned = false; var survivalTime = 0; // Track total survival time var lastMilestoneWave = 0; // Track last milestone for rewards // Initialize persistent storage with defaults // Current game scrap metal (resets each game) var currentScrapMetal = 0; // Upgrade tier system functions function getUpgradeCost(upgradeType, currentLevel) { var baseCosts = { fireRate: storage.fireRateBaseCost, movementSpeed: storage.movementSpeedBaseCost, health: storage.healthBaseCost, damage: storage.damageBaseCost, bulletCount: storage.bulletCountBaseCost, shield: storage.shieldBaseCost, shockwave: storage.shockwaveBaseCost }; var baseCost = baseCosts[upgradeType] || 100; // Progressive cost increase: base * (1.5^currentLevel) return Math.floor(baseCost * Math.pow(1.5, currentLevel - 1)); } function canAffordUpgrade(upgradeType, currentLevel) { if (currentLevel >= storage.maxUpgradeTier) return false; var cost = getUpgradeCost(upgradeType, currentLevel); return storage.scrapMetal + currentScrapMetal >= cost; } function purchaseUpgrade(upgradeType) { var currentLevel = storage[upgradeType + 'Level'] || 1; if (!canAffordUpgrade(upgradeType, currentLevel)) return false; var cost = getUpgradeCost(upgradeType, currentLevel); var totalScrap = storage.scrapMetal + currentScrapMetal; // Deduct cost and update storage if (currentScrapMetal >= cost) { currentScrapMetal -= cost; } else { var remainingCost = cost - currentScrapMetal; currentScrapMetal = 0; storage.scrapMetal -= remainingCost; } // Increase upgrade level storage[upgradeType + 'Level'] = currentLevel + 1; // Update scrap metal display scrapMetalText.setText('Scrap Metal: ' + (storage.scrapMetal + currentScrapMetal)); return true; } function getUpgradeBonus(upgradeType, level) { var bonuses = { fireRate: (level - 1) * 0.15, // 15% faster per level movementSpeed: (level - 1) * 0.25, // 25% faster per level health: (level - 1) * 20, // +20 health per level damage: (level - 1) * 0.2, // +20% damage per level bulletCount: level - 1, // +1 bullet per level shield: (level - 1) * 0.1, // 10% cooldown reduction per level shockwave: (level - 1) * 0.1 // 10% cooldown reduction per level }; return bonuses[upgradeType] || 0; } // Create background pattern function createBackground() { var bgContainer = new Container(); // Create simpler grid pattern with fewer random calculations for (var x = 0; x <= 2048; x += 240) { for (var y = 0; y <= 2732; y += 240) { // Main background tiles with minimal randomization var tile = LK.getAsset('bgTile', { anchorX: 0.5, anchorY: 0.5 }); tile.x = x; tile.y = y; bgContainer.addChild(tile); // Reduce accent frequency for better performance if ((x + y) % 960 === 0) { // Every 4th tile instead of random var accent = LK.getAsset('bgAccent', { anchorX: 0.5, anchorY: 0.5 }); accent.x = x; accent.y = y; accent.alpha = 0.5; bgContainer.addChild(accent); } } } // Set background container to lowest z-index game.addChildAt(bgContainer, 0); } // Initialize background createBackground(); // UI elements var scoreText = new Text2('0', { size: 60, fill: 0xFFFFFF }); scoreText.anchor.set(0.5, 0); LK.gui.top.addChild(scoreText); var bulletsText = new Text2('Bullets: 1', { size: 50, fill: 0x00FF00 }); bulletsText.anchor.set(0, 0); bulletsText.x = 50; bulletsText.y = 50; LK.gui.topLeft.addChild(bulletsText); var healthText = new Text2('Health: 100', { size: 50, fill: 0xFF0000 }); healthText.anchor.set(1, 0); LK.gui.topRight.addChild(healthText); var scrapMetalText = new Text2('Scrap Metal: 0', { size: 45, fill: 0xC0C0C0 }); scrapMetalText.anchor.set(0, 0); scrapMetalText.x = 50; scrapMetalText.y = 120; LK.gui.topLeft.addChild(scrapMetalText); // Wave counter var waveText = new Text2('Wave: 1', { size: 55, fill: 0xFFD700 }); waveText.anchor.set(1, 0); waveText.x = -50; waveText.y = 50; LK.gui.topRight.addChild(waveText); // Survival time counter var survivalTimeText = new Text2('Time: 0:00', { size: 45, fill: 0x88DDFF }); survivalTimeText.anchor.set(1, 0); survivalTimeText.x = -50; survivalTimeText.y = 120; LK.gui.topRight.addChild(survivalTimeText); // Castle health bar var castleHealthBar = new HealthBar(); castleHealthBar.x = 50; castleHealthBar.y = 300; LK.gui.topLeft.addChild(castleHealthBar); // Arrays for UI elements var enemyHealthBars = []; var threatIndicators = []; // Power-up status display var powerUpText = new Text2('', { size: 40, fill: 0x00FF88 }); powerUpText.anchor.set(0.5, 0); powerUpText.x = 0; powerUpText.y = 100; LK.gui.top.addChild(powerUpText); // Track active power-ups var activePowerUps = { shield: 0, extraBullets: 0 }; // Ability UI buttons var shieldButton = new Text2('SHIELD', { size: 45, fill: 0x0088FF }); shieldButton.anchor.set(0, 0); shieldButton.x = 50; shieldButton.y = 180; LK.gui.topLeft.addChild(shieldButton); var shockwaveButton = new Text2('SHOCKWAVE', { size: 45, fill: 0xFF4400 }); shockwaveButton.anchor.set(0, 0); shockwaveButton.x = 50; shockwaveButton.y = 240; LK.gui.topLeft.addChild(shockwaveButton); // Initialize castle castle = game.addChild(new Castle()); castle.x = 1024; castle.y = 1366; // Add scrap collection range indicator to castle var scrapIndicator = new ScrapCollectionIndicator(); scrapIndicator.x = castle.x; scrapIndicator.y = castle.y; game.addChild(scrapIndicator); // Apply permanent upgrades from storage var fireRateBonus = getUpgradeBonus('fireRate', storage.fireRateLevel); castle.shootInterval = Math.max(20, Math.floor(castle.shootInterval * (1 - fireRateBonus))); var healthBonus = getUpgradeBonus('health', storage.healthLevel); castle.maxHealth += healthBonus; castle.health = castle.maxHealth; // Start with full health var damageBonus = getUpgradeBonus('damage', storage.damageLevel); var baseBulletDamage = 1.01; // Store upgraded damage for bullets castle.upgradedBulletDamage = baseBulletDamage * (1 + damageBonus); // Apply permanent bullet count bonus (separate from temporary power-ups) var bulletCountBonus = getUpgradeBonus('bulletCount', storage.bulletCountLevel); castle.bulletsPerShot += bulletCountBonus; // Update bullets text with correct value after applying bonus bulletsText.setText('Bullets: ' + castle.bulletsPerShot); // Initialize castle health bar castleHealthBar.updateHealth(castle.health, castle.maxHealth); // Movement speed will be applied in the movement system var movementSpeedBonus = getUpgradeBonus('movementSpeed', storage.movementSpeedLevel); var baseCastleSpeed = 400; castleMovementSpeed = baseCastleSpeed * (1 + movementSpeedBonus); // Start background music LK.playMusic('bgmusic'); // Spawn functions function spawnEnemy() { var enemy; // Mini-boss wave logic - every 5th wave if (isMiniBossWave) { if (!miniBossSpawned) { // Always spawn a boss enemy as the first enemy of mini-boss wave enemy = new BossEnemy(); miniBossSpawned = true; } else { // Higher chance for tank/shield enemies in mini-boss waves var enemyType = Math.random(); if (enemyType < 0.4) { enemy = new TankEnemy(); } else if (enemyType < 0.7) { enemy = new ShieldEnemy(); } else if (enemyType < 0.85) { enemy = new BossEnemy(); } else { enemy = new BomberEnemy(); } } } else { // Normal wave enemy distribution var enemyType = Math.random(); if (enemyType < 0.3) { enemy = new Enemy(); } else if (enemyType < 0.45) { enemy = new FastEnemy(); } else if (enemyType < 0.55) { enemy = new TankEnemy(); } else if (enemyType < 0.65) { enemy = new SniperEnemy(); } else if (enemyType < 0.73) { enemy = new BomberEnemy(); } else if (enemyType < 0.8) { enemy = new HealerEnemy(); } else if (enemyType < 0.86) { enemy = new ShieldEnemy(); } else if (enemyType < 0.92) { enemy = new TeleporterEnemy(); } else if (enemyType < 0.97) { enemy = new SplitterEnemy(); } else { enemy = new BossEnemy(); } } // Spawn from random edge var side = Math.floor(Math.random() * 4); switch (side) { case 0: // Top enemy.x = Math.random() * 2048; enemy.y = -20; break; case 1: // Right enemy.x = 2068; enemy.y = Math.random() * 2732; break; case 2: // Bottom enemy.x = Math.random() * 2048; enemy.y = 2752; break; case 3: // Left enemy.x = -20; enemy.y = Math.random() * 2732; break; } // Quantified enemy scaling: +5% health and +2% speed per wave var healthMultiplier = 1 + (waveNumber - 1) * 0.05; var speedMultiplier = 1 + (waveNumber - 1) * 0.02; var damageMultiplier = 1 + (waveNumber - 1) * 0.05; // Apply scaling with proper rounding enemy.health = Math.ceil(enemy.health * healthMultiplier); enemy.maxHealth = enemy.health; enemy.speed = enemy.speed * speedMultiplier; enemy.damage = Math.ceil(enemy.damage * damageMultiplier); // Extra scaling for mini-boss waves if (isMiniBossWave) { enemy.health = Math.ceil(enemy.health * 1.25); // 25% more health enemy.maxHealth = enemy.health; enemy.damage = Math.ceil(enemy.damage * 1.15); // 15% more damage } enemy.lastX = enemy.x; enemy.lastY = enemy.y; var dx = castle.x - enemy.x; var dy = castle.y - enemy.y; enemy.lastCastleDistanceSquared = dx * dx + dy * dy; enemies.push(enemy); game.addChild(enemy); } function spawnReward() { var rewardType = Math.random(); var reward; // Increased chance for health packs when castle health is low var healthPercentage = castle.health / castle.maxHealth; var healthPackChance = healthPercentage < 0.3 ? 0.25 : healthPercentage < 0.6 ? 0.15 : 0.1; // 60% regular reward, 25% bomb reward, 15% health pack (adjusted based on health) if (rewardType < 0.6) { reward = new Reward(); rewards.push(reward); } else if (rewardType < 0.85) { reward = new BombReward(); bombRewards.push(reward); } else { reward = new HealthPack(); healthPacks.push(reward); } // Spawn in accessible areas further away from the castle var angle = Math.random() * Math.PI * 2; var distance = 400 + Math.random() * 500; reward.x = castle.x + Math.cos(angle) * distance; reward.y = castle.y + Math.sin(angle) * distance; // Keep within bounds reward.x = Math.max(100, Math.min(1948, reward.x)); reward.y = Math.max(100, Math.min(2632, reward.y)); reward.baseY = reward.y; game.addChild(reward); // Add spawn animation with tween reward.scaleX = 0; reward.scaleY = 0; tween(reward, { scaleX: 1, scaleY: 1 }, { duration: 300, easing: tween.easeOut }); } // Castle movement system with configurable speed // Note: castleMovementSpeed is set above after applying movement speed bonus var targetX = 1024; var targetY = 1366; var isMoving = false; game.down = function (x, y, obj) { // Check if clicking on ability buttons var buttonClicked = false; // Check shield button area (approximate) if (x >= 50 && x <= 200 && y >= 180 && y <= 220) { castle.activateShield(); buttonClicked = true; } // Check shockwave button area (approximate) else if (x >= 50 && x <= 250 && y >= 240 && y <= 280) { castle.activateShockwave(); buttonClicked = true; } // Only move castle if not clicking on ability buttons if (!buttonClicked) { // Set new target position targetX = x; targetY = y; // Calculate distance to determine movement duration var dx = targetX - castle.x; var dy = targetY - castle.y; var distance = Math.sqrt(dx * dx + dy * dy); // Calculate duration based on configurable movement speed var duration = Math.max(150, distance / castleMovementSpeed * 1000); // minimum 150ms for responsiveness // Stop any existing movement tween tween.stop(castle, { x: true, y: true }); isMoving = true; // Add walking animation with slight bobbing effect var originalY = castle.y; // Start smooth walking animation with subtle bounce tween(castle, { x: targetX, y: targetY }, { duration: duration, easing: tween.easeInOut, onFinish: function onFinish() { isMoving = false; // Subtle landing effect tween(castle, { scaleX: 1.1, scaleY: 0.9 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(castle, { scaleX: 1, scaleY: 1 }, { duration: 100, easing: tween.easeOut }); } }); } }); // Add walking bobbing animation during movement if (duration > 300) { var bobDuration = duration / 3; tween(castle, { scaleY: 1.05 }, { duration: bobDuration, easing: tween.easeInOut, onFinish: function onFinish() { tween(castle, { scaleY: 1 }, { duration: bobDuration, easing: tween.easeInOut }); } }); } } }; game.move = function (x, y, obj) { // Update target while moving (allows for path correction) if (isMoving) { targetX = x; targetY = y; // Calculate new distance and duration var dx = targetX - castle.x; var dy = targetY - castle.y; var distance = Math.sqrt(dx * dx + dy * dy); // Only update if the new target is significantly different if (distance > 40) { var duration = Math.max(150, distance / castleMovementSpeed * 1000); // Stop current tween and start new one tween.stop(castle, { x: true, y: true }); tween(castle, { x: targetX, y: targetY }, { duration: duration, easing: tween.easeInOut, onFinish: function onFinish() { isMoving = false; } }); } } }; game.up = function (x, y, obj) { // Optional: Could add final position adjustment here if needed }; // Game update loop game.update = function () { // Update wave timer waveTimer++; // Spawn enemies enemySpawnTimer++; var spawnRate = Math.max(30, 120 - waveNumber * 5); // Faster spawning each wave // Increase spawn rate for mini-boss waves if (isMiniBossWave) { spawnRate = Math.max(20, spawnRate * 0.7); // 30% faster spawning in mini-boss waves } if (enemySpawnTimer >= spawnRate) { spawnEnemy(); enemySpawnTimer = 0; } // Spawn rewards occasionally - tied to enemy defeats for better balance rewardSpawnTimer++; var enemiesDefeated = Math.floor(LK.getScore() / 10); // Approximate enemies defeated based on score var rewardThreshold = 600 - Math.min(300, enemiesDefeated * 5); // Faster spawning as more enemies defeated if (rewardSpawnTimer >= rewardThreshold && rewards.length + bombRewards.length < 3) { // Spawn rate increases with progress, max 3 rewards total spawnReward(); rewardSpawnTimer = 0; } // Advance wave every 30 seconds if (waveTimer >= 1800) { // 30 seconds at 60fps // Wave completion bonus before advancing var waveBonus = waveNumber * 50; // 50 points per wave number var scrapBonus = Math.floor(waveNumber / 2) + 1; // 1-2 scrap metal per wave LK.setScore(LK.getScore() + waveBonus); currentScrapMetal += scrapBonus; // Show wave completion bonus var bonusText = new Text2('WAVE ' + waveNumber + ' COMPLETE!\n+' + waveBonus + ' SCORE +' + scrapBonus + ' SCRAP', { size: 60, fill: 0x00FF88 }); bonusText.anchor.set(0.5, 0.5); bonusText.x = 1024; bonusText.y = 600; game.addChild(bonusText); // Animate wave completion bonus tween(bonusText, { scaleX: 1.2, scaleY: 1.2 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { tween(bonusText, { alpha: 0, y: bonusText.y - 100 }, { duration: 1500, onFinish: function onFinish() { bonusText.destroy(); } }); } }); waveNumber++; waveTimer = 0; miniBossSpawned = false; // Reset mini-boss spawn flag // Check if this is a mini-boss wave (every 5th wave) isMiniBossWave = waveNumber % 5 === 0; if (isMiniBossWave) { // Special visual effect for mini-boss waves LK.effects.flashScreen(0xFF4400, 1000); // Orange flash for mini-boss // Bigger bonus for mini-boss waves var miniBossBonus = waveNumber * 100; var miniBossScrapBonus = Math.floor(waveNumber / 3) + 3; LK.setScore(LK.getScore() + miniBossBonus); currentScrapMetal += miniBossScrapBonus; // Show wave announcement var waveAnnouncementText = new Text2('MINI-BOSS WAVE ' + waveNumber + '\nBONUS: +' + miniBossBonus + ' SCORE +' + miniBossScrapBonus + ' SCRAP', { size: 70, fill: 0xFF4400 }); waveAnnouncementText.anchor.set(0.5, 0.5); waveAnnouncementText.x = 1024; waveAnnouncementText.y = 800; game.addChild(waveAnnouncementText); // Fade out wave text after 3 seconds for mini-boss tween(waveAnnouncementText, { alpha: 0 }, { duration: 3000, onFinish: function onFinish() { waveAnnouncementText.destroy(); } }); } else { // Normal wave flash LK.effects.flashScreen(0x0066FF, 500); } } // Check bullet-enemy collisions for (var b = bullets.length - 1; b >= 0; b--) { var bullet = bullets[b]; var bulletHit = false; // Early exit if bullet is off-screen if (bullet.x < -100 || bullet.x > 2148 || bullet.y < -100 || bullet.y > 2832) { bullet.destroy(); bullets.splice(b, 1); continue; } for (var e = enemies.length - 1; e >= 0; e--) { var enemy = enemies[e]; if (bullet.intersects(enemy)) { enemy.takeDamage(bullet.damage); bullet.destroy(); bullets.splice(b, 1); bulletHit = true; break; } } if (bulletHit) continue; } // Check castle-reward collisions for pickup for (var r = rewards.length - 1; r >= 0; r--) { var reward = rewards[r]; if (castle.intersects(reward)) { // Define maximum bullet limit to prevent excessive stacking var maxBullets = 8; if (castle.bulletsPerShot < maxBullets) { // Add 1 bullet per reward (consistent increment) castle.bulletsPerShot++; bulletsText.setText('Bullets: ' + castle.bulletsPerShot); LK.getSound('award').play(); LK.effects.flashObject(castle, 0x00FF00, 500); // Visual feedback for bullet upgrade with scaling effect tween(castle, { scaleX: 1.2, scaleY: 1.2 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(castle, { scaleX: 1, scaleY: 1 }, { duration: 200, easing: tween.easeIn }); } }); } else { // At maximum bullets - give score bonus instead LK.setScore(LK.getScore() + 100); scoreText.setText(LK.getScore()); bulletsText.setText('Bullets: ' + castle.bulletsPerShot + ' (MAX)'); LK.getSound('award').play(); LK.effects.flashObject(castle, 0xFFD700, 500); // Gold flash for max bonus // Brief text notification var maxText = new Text2('+100 SCORE!', { size: 40, fill: 0xFFD700 }); maxText.anchor.set(0.5, 0.5); maxText.x = castle.x; maxText.y = castle.y - 60; game.addChild(maxText); // Animate and remove notification tween(maxText, { y: maxText.y - 50, alpha: 0 }, { duration: 1500, onFinish: function onFinish() { maxText.destroy(); } }); } reward.destroy(); rewards.splice(r, 1); } } // Check castle-bomb reward collisions for pickup for (var br = bombRewards.length - 1; br >= 0; br--) { var bombReward = bombRewards[br]; if (castle.intersects(bombReward)) { // Schedule bomb to appear at character position after 3 seconds var bombX = castle.x; var bombY = castle.y; LK.setTimeout(function () { var bomb = new Bomb(); bomb.x = bombX; bomb.y = bombY; bombs.push(bomb); game.addChild(bomb); }, 3000); LK.getSound('award').play(); LK.effects.flashObject(castle, 0xFF8800, 500); bombReward.destroy(); bombRewards.splice(br, 1); } } // Scrap metal collection is now handled automatically in ScrapMetalDrop class // Check castle-health pack collisions for pickup for (var hp = healthPacks.length - 1; hp >= 0; hp--) { var healthPack = healthPacks[hp]; if (castle.intersects(healthPack)) { // Heal castle var healAmount = Math.min(healthPack.healAmount, castle.maxHealth - castle.health); if (healAmount > 0) { castle.health += healAmount; LK.getSound('award').play(); LK.effects.flashObject(castle, 0x44FF44, 500); // Update health bar if (castleHealthBar) { castleHealthBar.updateHealth(castle.health, castle.maxHealth); } // Show heal amount var healText = new Text2('+' + healAmount + ' HEALTH', { size: 40, fill: 0x44FF44 }); healText.anchor.set(0.5, 0.5); healText.x = castle.x; healText.y = castle.y - 60; game.addChild(healText); // Animate heal text tween(healText, { y: healText.y - 50, alpha: 0 }, { duration: 1500, onFinish: function onFinish() { healText.destroy(); } }); } healthPack.destroy(); healthPacks.splice(hp, 1); } } // Update ability button text with cooldown status if (castle.shieldCooldown > 0) { var shieldSeconds = Math.ceil(castle.shieldCooldown / 60); shieldButton.setText('SHIELD (' + shieldSeconds + 's)'); shieldButton.fill = 0x666666; // Grayed out } else { shieldButton.setText('SHIELD'); shieldButton.fill = 0x0088FF; // Active color } if (castle.shockwaveCooldown > 0) { var shockwaveSeconds = Math.ceil(castle.shockwaveCooldown / 60); shockwaveButton.setText('SHOCKWAVE (' + shockwaveSeconds + 's)'); shockwaveButton.fill = 0x666666; // Grayed out } else { shockwaveButton.setText('SHOCKWAVE'); shockwaveButton.fill = 0xFF4400; // Active color } // Update survival time survivalTime++; var minutes = Math.floor(survivalTime / 3600); // 60 seconds * 60 fps var seconds = Math.floor(survivalTime % 3600 / 60); var timeString = minutes + ':' + (seconds < 10 ? '0' : '') + seconds; // Update wave counter and survival time waveText.setText('Wave: ' + waveNumber); survivalTimeText.setText('Time: ' + timeString); // Check for survival milestones (every 10 waves) if (waveNumber >= lastMilestoneWave + 10) { lastMilestoneWave = waveNumber; // Milestone rewards var milestoneScoreBonus = waveNumber * 200; var milestoneScrapBonus = Math.floor(waveNumber / 5) + 5; LK.setScore(LK.getScore() + milestoneScoreBonus); currentScrapMetal += milestoneScrapBonus; // Show milestone achievement var milestoneText = new Text2('SURVIVAL MILESTONE!\nWAVE ' + waveNumber + ' REACHED\n+' + milestoneScoreBonus + ' SCORE +' + milestoneScrapBonus + ' SCRAP', { size: 55, fill: 0xFFD700 }); milestoneText.anchor.set(0.5, 0.5); milestoneText.x = 1024; milestoneText.y = 1000; game.addChild(milestoneText); // Special visual effects for milestone LK.effects.flashScreen(0xFFD700, 1200); tween(milestoneText, { scaleX: 1.3, scaleY: 1.3 }, { duration: 800, easing: tween.easeOut, onFinish: function onFinish() { tween(milestoneText, { alpha: 0, y: milestoneText.y - 150 }, { duration: 2000, onFinish: function onFinish() { milestoneText.destroy(); } }); } }); } // Update power-up display var powerUpDisplay = ''; if (castle.shield) { var shieldTime = Math.ceil(castle.shield.duration / 60); powerUpDisplay += 'SHIELD: ' + shieldTime + 's '; } var permanentBullets = getUpgradeBonus('bulletCount', storage.bulletCountLevel) + 1; var tempBullets = castle.bulletsPerShot - permanentBullets; if (tempBullets > 0) { powerUpDisplay += '+' + tempBullets + ' BULLETS '; } powerUpText.setText(powerUpDisplay); // Update threat indicators // Clear old indicators for (var ti = threatIndicators.length - 1; ti >= 0; ti--) { threatIndicators[ti].destroy(); threatIndicators.splice(ti, 1); } // Create threat indicators for enemies near screen edges for (var ei = 0; ei < enemies.length; ei++) { var enemy = enemies[ei]; var indicator = null; // Check if enemy is near edges and create indicators if (enemy.x < 100) { // Left edge indicator = new ThreatIndicator(); indicator.x = 50; indicator.y = Math.max(100, Math.min(2632, enemy.y)); indicator.rotation = Math.PI; // Point right } else if (enemy.x > 1948) { // Right edge indicator = new ThreatIndicator(); indicator.x = 1998; indicator.y = Math.max(100, Math.min(2632, enemy.y)); indicator.rotation = 0; // Point left } else if (enemy.y < 100) { // Top edge indicator = new ThreatIndicator(); indicator.x = Math.max(100, Math.min(1948, enemy.x)); indicator.y = 50; indicator.rotation = Math.PI / 2; // Point down } else if (enemy.y > 2632) { // Bottom edge indicator = new ThreatIndicator(); indicator.x = Math.max(100, Math.min(1948, enemy.x)); indicator.y = 2682; indicator.rotation = -Math.PI / 2; // Point up } if (indicator) { threatIndicators.push(indicator); game.addChild(indicator); } } // Update scrap collection indicator position if (scrapIndicator) { scrapIndicator.x = castle.x; scrapIndicator.y = castle.y; } // Update UI with tier information var totalScrap = storage.scrapMetal + currentScrapMetal; var scrapDisplay = 'Scrap: ' + totalScrap; // Show next upgrade cost for fire rate as example if (storage.fireRateLevel < storage.maxUpgradeTier) { var nextCost = getUpgradeCost('fireRate', storage.fireRateLevel); scrapDisplay += ' | Fire Rate T' + storage.fireRateLevel + 'βT' + (storage.fireRateLevel + 1) + ': ' + nextCost; } else { scrapDisplay += ' | Fire Rate: MAX'; } scrapMetalText.setText(scrapDisplay); healthText.setText('Health: ' + castle.health + '/' + castle.maxHealth); scoreText.setText(LK.getScore()); };
===================================================================
--- original.js
+++ change.js
@@ -630,10 +630,10 @@
if (self.health <= 0) {
LK.setScore(LK.getScore() + 10);
scoreText.setText(LK.getScore());
LK.getSound('hit').play();
- // Drop scrap metal (60% chance)
- if (Math.random() < 0.6) {
+ // Drop scrap metal (80% chance - increased for better collection)
+ if (Math.random() < 0.8) {
var scrap = new ScrapMetalDrop();
scrap.x = self.x;
scrap.y = self.y;
scrap.baseY = scrap.y;
@@ -1062,8 +1062,48 @@
}
};
return self;
});
+var ScrapCollectionIndicator = Container.expand(function () {
+ var self = Container.call(this);
+ // Create collection range visualization
+ var rangeCircle = LK.getAsset('bgCircle', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ rangeCircle.tint = 0xC0C0C0;
+ rangeCircle.alpha = 0.1;
+ rangeCircle.scaleX = 0.6; // 180px radius visualization
+ rangeCircle.scaleY = 0.6;
+ self.addChild(rangeCircle);
+ self.rangeCircle = rangeCircle;
+ self.pulseDirection = 1;
+ self.update = function () {
+ // Gentle pulsing effect to show collection range
+ var pulseSpeed = 0.02;
+ self.alpha += self.pulseDirection * pulseSpeed;
+ if (self.alpha >= 0.3) {
+ self.pulseDirection = -1;
+ } else if (self.alpha <= 0.1) {
+ self.pulseDirection = 1;
+ }
+ // Only show when scrap metal is nearby
+ var nearbyScrap = false;
+ for (var i = 0; i < scrapMetalDrops.length; i++) {
+ var scrap = scrapMetalDrops[i];
+ var dx = scrap.x - castle.x;
+ var dy = scrap.y - castle.y;
+ var distance = Math.sqrt(dx * dx + dy * dy);
+ if (distance <= 250) {
+ // Show range when scrap is within extended range
+ nearbyScrap = true;
+ break;
+ }
+ }
+ self.visible = nearbyScrap;
+ };
+ return self;
+});
var ScrapMetalDrop = Container.expand(function () {
var self = Container.call(this);
var scrapGraphics = self.attachAsset('reward', {
anchorX: 0.5,
@@ -1076,24 +1116,67 @@
self.value = 5; // Base scrap metal value
self.bobOffset = Math.random() * Math.PI * 2;
self.baseY = 0;
self.lifetime = 600; // 10 seconds at 60fps
- self.magnetRange = 120; // Range at which scrap is attracted to castle
+ self.magnetRange = 180; // Increased range for easier collection
+ self.collectDistance = 80; // Distance at which scrap is automatically collected
self.update = function () {
// Gentle bobbing animation
self.y = self.baseY + Math.sin(LK.ticks * 0.15 + self.bobOffset) * 3;
// Decrease lifetime
self.lifetime--;
- // Magnet effect when castle is nearby
+ // Distance calculation
var dx = castle.x - self.x;
var dy = castle.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
+ // Auto-collect when very close
+ if (distance <= self.collectDistance) {
+ currentScrapMetal += self.value;
+ scrapMetalText.setText('Scrap Metal: ' + (storage.scrapMetal + currentScrapMetal));
+ LK.getSound('award').play();
+ // Visual collection effect
+ LK.effects.flashObject(castle, 0xC0C0C0, 300);
+ // Show collection amount
+ var collectText = new Text2('+' + self.value + ' SCRAP', {
+ size: 35,
+ fill: 0xC0C0C0
+ });
+ collectText.anchor.set(0.5, 0.5);
+ collectText.x = self.x;
+ collectText.y = self.y - 30;
+ game.addChild(collectText);
+ // Animate collection text towards castle
+ tween(collectText, {
+ x: castle.x,
+ y: castle.y - 50,
+ alpha: 0
+ }, {
+ duration: 800,
+ easing: tween.easeOut,
+ onFinish: function onFinish() {
+ collectText.destroy();
+ }
+ });
+ self.destroy();
+ for (var i = scrapMetalDrops.length - 1; i >= 0; i--) {
+ if (scrapMetalDrops[i] === self) {
+ scrapMetalDrops.splice(i, 1);
+ break;
+ }
+ }
+ return;
+ }
+ // Magnet effect when castle is nearby
if (distance <= self.magnetRange) {
- var magnetSpeed = 3;
+ var magnetSpeed = Math.min(5, distance * 0.05); // Speed increases as it gets closer
var moveX = dx / distance * magnetSpeed;
var moveY = dy / distance * magnetSpeed;
self.x += moveX;
self.y += moveY;
+ // Add sparkle effect during magnet pull
+ if (LK.ticks % 10 === 0) {
+ LK.effects.flashObject(self, 0xFFFFFF, 100);
+ }
}
// Start fading when close to expiring
if (self.lifetime <= 120) {
var alpha = self.lifetime / 120;
@@ -1746,8 +1829,13 @@
// Initialize castle
castle = game.addChild(new Castle());
castle.x = 1024;
castle.y = 1366;
+// Add scrap collection range indicator to castle
+var scrapIndicator = new ScrapCollectionIndicator();
+scrapIndicator.x = castle.x;
+scrapIndicator.y = castle.y;
+game.addChild(scrapIndicator);
// Apply permanent upgrades from storage
var fireRateBonus = getUpgradeBonus('fireRate', storage.fireRateLevel);
castle.shootInterval = Math.max(20, Math.floor(castle.shootInterval * (1 - fireRateBonus)));
var healthBonus = getUpgradeBonus('health', storage.healthLevel);
@@ -2217,20 +2305,9 @@
bombReward.destroy();
bombRewards.splice(br, 1);
}
}
- // Check castle-scrap metal collisions for pickup
- for (var cd = scrapMetalDrops.length - 1; cd >= 0; cd--) {
- var scrapMetalDrop = scrapMetalDrops[cd];
- if (castle.intersects(scrapMetalDrop)) {
- currentScrapMetal += scrapMetalDrop.value;
- scrapMetalText.setText('Scrap Metal: ' + currentScrapMetal);
- LK.getSound('award').play();
- LK.effects.flashObject(castle, 0xC0C0C0, 300);
- scrapMetalDrop.destroy();
- scrapMetalDrops.splice(cd, 1);
- }
- }
+ // Scrap metal collection is now handled automatically in ScrapMetalDrop class
// Check castle-health pack collisions for pickup
for (var hp = healthPacks.length - 1; hp >= 0; hp--) {
var healthPack = healthPacks[hp];
if (castle.intersects(healthPack)) {
@@ -2383,8 +2460,13 @@
threatIndicators.push(indicator);
game.addChild(indicator);
}
}
+ // Update scrap collection indicator position
+ if (scrapIndicator) {
+ scrapIndicator.x = castle.x;
+ scrapIndicator.y = castle.y;
+ }
// Update UI with tier information
var totalScrap = storage.scrapMetal + currentScrapMetal;
var scrapDisplay = 'Scrap: ' + totalScrap;
// Show next upgrade cost for fire rate as example
square smiley face thick eyebrows. In-Game asset
pink stone round. In-Game asset
purple square crab. In-Game asset
round mouse face. In-Game asset
bright green fat star. In-Game asset
round red lava stone. In-Game asset
square yellow poisonous stone top view. In-Game asset
yellow flame ze poisonous bead top view. In-Game asset
grass top view. In-Game asset. 2d. High contrast. No shadows
bomb in green star