User prompt
High Score Chase: The endless waves and score tracking provide strong replayability. ↪💡 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. ↪💡 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. ↪💡 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. ↪💡 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. ↪💡 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. ↪💡 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. ↪💡 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. ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Max Health: Increases the castle's maximum health. ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Movement Speed: Increases how fast the castle moves. ↪💡 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 + '→T' + (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