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make our boss spawn at level 1
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If boss is on screen max population changes to 15. Strictly.
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no undo what you just did
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ok implement this then
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on increments of 5, so every 5th level. THe levels where we have our boss fight, humans and zombies should not spawn.
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instead of spawning boss on level 1, we will spawn boss on every 5th level. Level 5, 10, 15 and so forth. ect
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so it must be our boss is still present after death, because she's still throwing bones even after boss died.
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When there is no boss, mishnu should not be throwing bones. She only throws bones when Boss is present.
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make sure after bones fade out they despawn so we dont have a bunch of invisible instances
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It seems that the boosters that were spawned on bosses death are not able to be picked up. Unlike the ones dispensed by the factory which seem to work fine...
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it's weird it seems the boss is still there but invisible because he still make noises when a bone goes over the are he despwned. so something horribly wrong is happening here
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There is a critical problem processing the boss's death. Scrutinize the boss death, and the spawning of booster. It seems there is a loop or something going wrong where way after the death, and the alien has disappeared, i can hear boss_hit sounds, and more boosters are spawned. Please fix that whole boss death mechanic, its seriously broken in its current state
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When alien dies, it needs to just despawn, not just be invisible
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for some reason i can't pick up the booster that were released. And there are still 6 of them instead of 3 so its still doubling up somewhere
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For some reason it seems we have 9 booster being propelled after boss death, we only wanted 3. I think its trippling up on accident
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self.die = function () { // Stop all boss-related activities self.speed = 0; radiusGraphics.rotation = 0; // Remove all lasers associated with the boss lasers.forEach(function (laser) { game.removeChild(laser); }); lasers = []; // Turn the boss grey bossGraphics.tint = 0x808080; // Propelling boosters for (var i = 0; i < 3; i++) { var booster = new Booster(); booster.x = self.x; booster.y = self.y; game.addChild(booster); } // Fade out and remove the boss tween(bossGraphics, { alpha: 0 }, { duration: 2000, onFinish: function () { // Ensure `self` is still in scope here if (self && game) { game.removeChild(self); } } }); }; this is inside boss var.
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Please fix the bug: 'self is undefined' in or related to this line: 'self.die = function () {' Line Number: 1685
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Please fix the bug: 'self is undefined' in or related to this line: 'self.die = function () {' Line Number: 1685
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Please fix the bug: 'self is undefined' in or related to this line: 'self.die = function () {' Line Number: 1685
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Please fix the bug: 'self is undefined' in or related to this line: 'self.die = function () {' Line Number: 1685
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finish fixing
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Please fix the bug: 'self is undefined' in or related to this line: 'self.die = function () {' Line Number: 1685
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var AlienHealthBar = Container.expand(function (initialHealth, maxHealth) { var self = Container.call(this); self.currentHealth = initialHealth; self.maxHealth = maxHealth; // Define frame dimensions if dynamic retrieval isn't available var frameWidth = LK.getAsset('LK_Health_Bar', {}).width; // Create filler (health bar inner part) var filler = self.attachAsset('LK_Inner_Health_Bar', { anchorX: 0, anchorY: 0.5, x: -frameWidth / 2, y: 0, scaleX: 1 // Fully filled initially }); // Create frame (health bar outer part) var frame = self.attachAsset('LK_Health_Bar', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 0 }); // Update the visual representation of the health bar self.updateHealth = function () { filler.scaleX = Math.max(0, self.currentHealth / self.maxHealth); }; // Change health value self.setHealth = function (newHealth) { self.currentHealth = Math.max(0, Math.min(newHealth, self.maxHealth)); self.updateHealth(); if (self.currentHealth === 0 && typeof self.onDeath === 'function') { self.onDeath(); } }; // Change maximum health and adjust health proportionally self.setMaxHealth = function (newMaxHealth) { var healthRatio = self.currentHealth / self.maxHealth; self.maxHealth = Math.max(1, newMaxHealth); self.currentHealth = Math.min(self.currentHealth, self.maxHealth); self.updateHealth(); }; // Initialize the health bar self.setHealth(initialHealth); return self; }); // Blood Splash Class var BloodSplash = Container.expand(function (x, y, isFinal) { var self = Container.call(this); var bloodGraphics = self.attachAsset('Blood_Splash_1', { anchorX: 0.5, anchorY: 0.5, alpha: 0, rotation: Math.random() * Math.PI * 2, scaleX: 0, scaleY: 0 }); self.x = x; self.y = y; var growSpeed = isFinal ? 0.1 : 0.05; self.update = function () { bloodGraphics.alpha += 0.05; bloodGraphics.scaleX += growSpeed; bloodGraphics.scaleY += growSpeed; if (bloodGraphics && bloodGraphics.alpha >= 1) { game.removeChild(self); } }; return self; }); var Bone = Container.expand(function (startX, startY, targetX, targetY) { var self = Container.call(this); var boneType = Math.random() < 0.8 ? 'bone_1' : 'Bone_2'; // 80% chance for bone_1, 20% for Bone_2 var boneGraphics = self.attachAsset(boneType, { anchorX: 0.5, anchorY: 0.5, scaleX: boneType === 'bone_1' ? 0.7 : 1.0, scaleY: boneType === 'bone_1' ? 0.7 : 1.0 }); self.x = startX; self.y = startY; var speed = 15; var dx = targetX - startX; var dy = targetY - startY; var distance = Math.sqrt(dx * dx + dy * dy); var velocityX = dx / distance * speed; var velocityY = dy / distance * speed; var spinSpeed = 0.2; // Initial spin speed // Emit stars effect function emitStars() { var star = new Container(); // Create a new star container var starGraphics = star.attachAsset('Stars', { scaleX: 0.2, scaleY: 0.2, tint: 0xFF0000 // Red tint for stars }); star.x = self.x; star.y = self.y; game.addChild(star); // Star fade and removal var starFadeInterval = LK.setInterval(function () { starGraphics.alpha -= 0.1; if (starGraphics.alpha <= 0) { LK.clearInterval(starFadeInterval); game.removeChild(star); } }, 100); } self.update = function () { // Start a timer to fade out the bone after 6 seconds if (!self.fadeOutTimer) { self.fadeOutTimer = LK.setTimeout(function () { tween(boneGraphics, { alpha: 0 }, { duration: 2000, onFinish: function onFinish() { game.removeChild(self); } }); }, 6000); } self.x += velocityX; self.y += velocityY - 0.5; // Arching effect velocityX *= 0.99; // Slightly decrease speed over time velocityY *= 0.99; boneGraphics.rotation += spinSpeed; spinSpeed *= 0.98; // Decrease spin speed over time // Emit stars periodically if (Math.random() < 0.2) { emitStars(); } // Check for collision with the boss if (!self.lastIntersecting && self.intersects(boss) && boss.alienHealthBar) { boss.alienHealthBar.setHealth(boss.alienHealthBar.currentHealth - 1); boss.alienHealthBar.updateHealth(); // Explicitly update the health bar visual getRandomSound(['Boss_Hit', 'Boss_Hit_2', 'Boss_Hit_3']).play(); flashGreyMask([boss.bossGraphics, boss.radiusGraphics, boss.alienHealthBar], 400, 3); // Add flashing effect game.removeChild(self); bones.splice(bones.indexOf(self), 1); } // Update last intersecting state self.lastIntersecting = self.intersects(boss); // Remove bone if it leaves the viewport if (!self.isInViewport()) { game.removeChild(self); } }; // Check if the bone is within the viewport self.isInViewport = function () { return self.x >= -50 && self.x <= 2048 + 50 && self.y >= -50 && self.y <= 2432 + 50; }; // Check if the bone intersects with another object (e.g., the boss) self.intersects = function (target) { var dx = self.x - target.x; var dy = self.y - target.y; var distance = Math.sqrt(dx * dx + dy * dy); return distance < 50; // Adjust this radius based on object sizes }; return self; }); var Booster = Container.expand(function (type) { var self = Container.call(this); // Define boosters with adjusted colors and rarity levels var colors = [{ color: 0x30a330, // Adjusted green effect: 'increaseHealth', text: '+1 Health', rarity: 0.3 // Relatively common }, { color: 0xd93838, // Adjusted red effect: 'increaseHarvestSpeed', text: '+10% Harvest Speed', rarity: 0.6 // Relatively common }, { color: 0x2f53b4, // Adjusted blue effect: 'increaseMaxCargo', text: '+5 Max Cargo', rarity: 0.15 // Neutral rarity }, { color: 0xe9d735, // Adjusted yellow effect: 'increaseMovementSpeed', text: '+10% Movement Speed', rarity: 0.15 // Neutral rarity }, { color: 0xb733b7, // Adjusted purple effect: 'increaseProductionSpeed', text: '+10% Production Speed', rarity: 0.15 // Neutral rarity }, { color: 0x676767, // Adjusted grey effect: 'fillCargo', text: 'Cargo Filled!', rarity: 0.05 // Extremely rare }]; // Weighted random selection based on rarity function selectBooster() { var totalWeight = colors.reduce(function (sum, booster) { return sum + booster.rarity; }, 0); var randomWeight = Math.random() * totalWeight; var cumulativeWeight = 0; for (var i = 0; i < colors.length; i++) { cumulativeWeight += colors[i].rarity; if (randomWeight <= cumulativeWeight) { return colors[i]; } } } var selected = selectBooster(); // Sparkle effect container var sparkleContainer = new Container(); self.addChild(sparkleContainer); // Add sparkles first // Attach booster graphics var boosterGraphics = self.attachAsset('Booster', { anchorX: 0.5, anchorY: 0.5, tint: selected.color, scaleX: 1.5, scaleY: 1.5 }); // Start position (bottom-middle of the screen) self.x = 2048 / 2; self.y = 2432 - 200; // Target position (random on the screen with boundaries) var margin = 150; var targetX = margin + Math.random() * (2048 - 2 * margin); var targetY = margin + Math.random() * (2432 - 300 - 2 * margin); // Rotation and sparkle effects var rotationSpeed = 0.01; function emitSparkles() { var angle = Math.random() * Math.PI * 2; var distance = boosterGraphics.width / 2 + 10; var sparkle = sparkleContainer.attachAsset('Stars', { anchorX: 0.5, anchorY: 0.5, scaleX: Math.random() * 2 + 0.3, scaleY: Math.random() * 2 + 0.3, alpha: 0.2, tint: 0xFFFFFF, x: Math.cos(angle) * distance, y: Math.sin(angle) * distance }); var lifetime = Math.random() * 400 + 200; var elapsed = 0; var interval = LK.setInterval(function () { elapsed += 16; sparkle.y -= 0.5; sparkle.alpha = Math.max(0, 1 - elapsed / lifetime); if (elapsed >= lifetime) { LK.clearInterval(interval); sparkleContainer.removeChild(sparkle); } }, 16); } // Propulsion animation var elapsedTime = 0; var duration = 1000; LK.getSound('woosh').play(); self.update = function () { elapsedTime += 16; var t = Math.min(1, elapsedTime / duration); self.x = (1 - t) * (2048 / 2) + t * targetX; self.y = (1 - t) * (2432 - 200) + t * targetY - 100 * Math.sin(t * Math.PI); if (t >= 1) { LK.getSound('can').play(); self.update = function () { boosterGraphics.rotation += rotationSpeed; emitSparkles(); }; } }; // Handle pickup and apply effect self.pickUp = function () { LK.getSound('Booster_Sound').play(); // Floating text with canvas var canvas = self.attachAsset('Booster_Text_Canvas', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1, alpha: 1 }); var floatingText = new Text2(selected.text, { size: 80, fill: 0xFFFFFF, align: 'center' }); floatingText.anchor.set(0.5, 0.5); var textYOffset = 150; canvas.x = 2048 / 2; canvas.y = 2732 / 2; floatingText.x = canvas.x; floatingText.y = canvas.y; game.addChild(canvas); game.addChild(floatingText); var elapsed = 0; var textDuration = 1000; var fadeInterval = LK.setInterval(function () { elapsed += 16; canvas.y -= 1.5; floatingText.y -= 1.5; canvas.alpha = Math.max(0, 1 - elapsed / textDuration); floatingText.alpha = Math.max(0, 1 - elapsed / textDuration); if (elapsed >= textDuration) { LK.clearInterval(fadeInterval); game.removeChild(canvas); game.removeChild(floatingText); } }, 16); // Apply effect based on booster type switch (selected.effect) { case 'increaseHealth': if (globalHealthBar.currentHealth < globalHealthBar.maxHealth) { globalHealthBar.setHealth(globalHealthBar.currentHealth + 1); } break; case 'increaseHarvestSpeed': mishnu.harvestSpeed *= 1.1; break; case 'increaseMaxCargo': mishnu.cargoMax = Math.round(mishnu.cargoMax + 5); break; case 'increaseMovementSpeed': mishnu.speed *= 1.1; break; case 'increaseProductionSpeed': factory.processInterval = Math.max(1000, factory.processInterval * 0.9); break; case 'fillCargo': mishnu.humansHarvested = mishnu.cargoMax; break; default: console.error('Unknown booster effect:', selected.effect); } // Quick removal effect for booster var fadeOutInterval = LK.setInterval(function () { boosterGraphics.alpha -= 0.1; if (boosterGraphics.alpha <= 0) { LK.clearInterval(fadeOutInterval); game.removeChild(self); } }, 16); }; return self; }); // Boss Class var Boss = Container.expand(function () { var self = Container.call(this); // Boss attributes var bossGraphics = self.attachAsset('Alien', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5, zIndex: 2 }); var radiusGraphics = self.attachAsset('Boss_Radius', { anchorX: 0.5, anchorY: 0.5, scaleX: 10, scaleY: 10, tint: 0x66FF66, // Brighter green tint for radius // Green tint for radius alpha: 0.3 }); self.addChild(radiusGraphics); bossGraphics.zIndex = 3; // Ensure Alien is above radius self.addChild(bossGraphics); self.x = 2048 / 2; // Spawn at top-center of the viewport self.y = -100; self.speed = 2; // Boss movement speed self.radiusSize = 300; // Harvest radius size var laserCooldown = Math.random() * 2000 + 1000; // Randomize time (ms) between laser shots var laserElapsedTime = 0; self.alienHealthBar = new AlienHealthBar(factory.level * 2, factory.level * 2); self.alienHealthBar.scaleX = 0.5; // Scale down by half self.alienHealthBar.scaleY = 0.5; self.alienHealthBar.y = -200; // Position higher above the boss // Ensure 'self' is defined self.die = function () { // Stop all boss-related activities self.speed = 0; radiusGraphics.rotation = 0; lasers.forEach(function (laser) { game.removeChild(laser); }); lasers = []; // Turn grey bossGraphics.tint = 0x808080; // Propelling boosters for (var i = 0; i < 3; i++) { if (i < 3) { // Ensure only 3 boosters are added var booster = new Booster(); booster.x = self.x; booster.y = self.y; game.addChild(booster); } } // Fade out and remove tween(bossGraphics, { alpha: 0 }, { duration: 2000, onFinish: function onFinish() { game.removeChild(self); } }); }; self.alienHealthBar.onDeath = self.die; self.addChild(self.alienHealthBar); var lasers = []; // Update boss behavior self.update = function () { radiusGraphics.rotation += 0.001; // Rotate radius to the right slowly // Check for bone collisions bones.forEach(function (bone) { if (!bone.lastIntersecting && bone.intersects(self)) { // Check for collision // Reduce boss health alienHealthBar.setHealth(alienHealthBar.currentHealth - 1); alienHealthBar.updateHealth(); // Update the visual representation of the health bar // Play a random boss hit sound getRandomSound(['Boss_Hit', 'Boss_Hit_2', 'Boss_Hit_3']).play(); // Flash the boss, radius, and health bar flashGreyMask([bossGraphics, radiusGraphics, self.alienHealthBar], 400, 3); // Ensure correct components are passed tween(bossGraphics, { alpha: 0.5 }, { duration: 100, yoyo: true, repeat: 3, onComplete: function onComplete() { bossGraphics.alpha = 1; // Reset alpha after flashing } }); // Remove the bone game.removeChild(bone); bones.splice(bones.indexOf(bone), 1); } // Update last intersecting state bone.lastIntersecting = bone.intersects(self); }); // Move towards Mishnu var dx = mishnu.x - self.x; var dy = mishnu.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 1) { self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; } // Check for humans within radius humans.forEach(function (human) { var humanDx = human.x - self.x; var humanDy = human.y - self.y; var humanDistance = Math.sqrt(humanDx * humanDx + humanDy * humanDy); if (humanDistance < self.radiusSize) { game.removeChild(human); humans.splice(humans.indexOf(human), 1); // Add blood splash effect for harvested humans game.addChild(new BloodSplash(human.x, human.y, true)); // Play a random squish sound getRandomSound(['Squish_1', 'Squish_2', 'Squish_3', 'Squish_4']).play(); } }); // Handle laser shooting laserElapsedTime += 16; // Assume 16ms per frame if (laserElapsedTime >= laserCooldown) { shootLaser(); laserElapsedTime = 0; laserCooldown = Math.random() * 2000 + 1000; // Reset to a new random cooldown } // Update lasers lasers.forEach(function (laser) { laser.update(); }); // Remove off-screen lasers lasers = lasers.filter(function (laser) { return laser.isInViewport(); }); }; // Laser shooting logic function shootLaser() { var laser = new Laser(self.x, self.y, mishnu.x, mishnu.y); var laserSounds = ['laser', 'laser_2', 'Laser_3', 'Laser_4']; var randomLaserSound = LK.getSound(laserSounds[Math.floor(Math.random() * laserSounds.length)]); randomLaserSound.play(); lasers.push(laser); game.addChild(laser); } return self; }); // Factory Class var Factory = Container.expand(function () { var self = Container.call(this); var factoryGraphics = self.attachAsset('Factory', { anchorX: 0.5, anchorY: 0.5, zIndex: 3 }); self.x = 950; self.y = 2432 - 100; // Position factory in the text box area self.meat = 0; self.dogFood = 0; self.processing = false; self.processInterval = null; self.rumbleTimer = 0; // Timer for rumble effect self.level = 1; // Current level self.nextLevelRequirement = 5; // Starting requirement for level 2 // Start processing meat into dog food self.startProcessing = function () { if (!self.processing && self.meat >= 5) { self.processing = true; LK.getSound('Factory_Operation').play({ loop: true }); self.processInterval = LK.setInterval(function () { if (self.meat >= 5) { self.meat -= 5; self.dogFood++; updateFactoryText(); checkLevelProgression(); spawnZombies(1, maxZombiesOnScreen); if (Math.random() < 1 / (1 + factory.level * 0.2)) { spawnBooster(); // Reduce booster frequency } } else { self.stopProcessing(); } }, Math.max(3000, 5000 + factory.level * 200)); // Increase processing time with level } }; // Stop processing self.stopProcessing = function () { if (self.processing) { self.processing = false; LK.clearInterval(self.processInterval); LK.getSound('Factory_Operation').stop(); } }; // Update the factory self.update = function () { // Check for Mishnu depositing cargo if (mishnu.humansHarvested > 0 && self.intersects(mishnu)) { // Mishnu deposits cargo self.meat += mishnu.humansHarvested; mishnu.humansHarvested = 0; LK.getSound('Factory_Deposit').play(); // Play deposit sound updateFactoryText(); self.startProcessing(); } // Add rumble effect when processing if (self.processing) { self.rumbleTimer += 16; // Assume 16ms per frame if (self.rumbleTimer >= 100) { // Rumble every 100ms factoryGraphics.x = Math.random() * 6 - 3; // Horizontal rumble factoryGraphics.y = Math.random() * 6 - 3; // Vertical rumble self.rumbleTimer = 0; } } else { // Reset position when not processing factoryGraphics.x = 0; factoryGraphics.y = 0; } // Stop processing if out of meat if (self.meat < 5 && self.processing) { self.stopProcessing(); } }; function triggerLevelTextShake() { var shakeIntensity = 5; // Maximum shake offset in pixels var shakeDuration = 500; // Duration of the shake in milliseconds var elapsedTime = 0; // Tracks elapsed time var originalX = factoryText.x; // Save the original x position var originalY = factoryText.y; // Save the original y position // Function to perform shaking var shakeInterval = LK.setInterval(function () { if (elapsedTime >= shakeDuration) { LK.clearInterval(shakeInterval); factoryText.x = originalX; // Reset to original position factoryText.y = originalY; return; } // Apply random offset for shaking factoryText.x = originalX + (Math.random() * shakeIntensity * 2 - shakeIntensity); factoryText.y = originalY + (Math.random() * shakeIntensity * 2 - shakeIntensity); elapsedTime += 16; // Assume 16ms per frame (60 FPS) }, 16); } function checkLevelProgression() { if (self.dogFood >= self.nextLevelRequirement) { self.level++; LK.getSound('Level_Up').play(); // Play level-up sound self.nextLevelRequirement += Math.round(self.nextLevelRequirement * 0.75); // Increase requirement by 75% // Reset spawn counter and calculate new spawn limit humansSpawnedThisLevel = 0; humanSpawnLimit = self.nextLevelRequirement * 5; // Trigger level-up animation triggerLevelTextShake(); updateFactoryText(); spawnZombies(1, maxZombiesOnScreen); // Spawn a zombie when leveling up } } }); // GlobalHealthBar Class var GlobalHealthBar = Container.expand(function (initialHealth, maxHealth) { var self = Container.call(this); self.currentHealth = initialHealth; self.maxHealth = maxHealth; // Define frame dimensions if dynamic retrieval isn't available var frameWidth = LK.getAsset('LK_Health_Bar', {}).width; // Create filler (health bar inner part) var filler = self.attachAsset('LK_Inner_Health_Bar', { anchorX: 0, // Anchor to the left anchorY: 0.5, // Center vertically x: -frameWidth / 2, // Align with the outer frame // Start from the left edge of the frame y: 0, // Center vertically scaleX: 1 // Fully filled initially }); // Create frame (health bar outer part) var frame = self.attachAsset('LK_Health_Bar', { anchorX: 0.5, // Center horizontally anchorY: 0.5, // Center vertically x: 0, // Centered relative to the container y: 0 // Center vertically }); // Update the visual representation of the health bar self.updateHealth = function () { // Ensure filler width matches current health filler.scaleX = Math.max(0, self.currentHealth / self.maxHealth); // Scale proportionally }; // Change health value self.setHealth = function (newHealth) { self.currentHealth = Math.max(0, Math.min(newHealth, self.maxHealth)); // Clamp between 0 and maxHealth self.updateHealth(); }; // Change maximum health and adjust health proportionally self.setMaxHealth = function (newMaxHealth) { var healthRatio = self.currentHealth / self.maxHealth; self.maxHealth = Math.max(1, newMaxHealth); // Ensure at least 1 max health self.currentHealth = Math.min(self.currentHealth, self.maxHealth); self.updateHealth(); }; // Initialize the health bar self.setHealth(initialHealth); return self; }); // Declare healthBar globally for accessibility // Assuming initial and max health are both 100 // Class for Mishnu's harvest radius var HarvestRadius = Container.expand(function () { var self = Container.call(this); var radiusGraphics = self.attachAsset('radius', { anchorX: 0.5, anchorY: 0.5, scaleX: 10, scaleY: 10 }); self.radiusSize = 300; // Effective radius size var rotationSpeed = 0.001; // Extremely slow rotation speed self.update = function () { self.x = mishnu.x; self.y = mishnu.y; // Apply slow rotation to the radius radiusGraphics.rotation -= rotationSpeed; }; return self; }); // Define ColorMatrixFilter to fix 'filters is not defined' error // Class for Humans // Class for Humans // Class for Humans var Human = Container.expand(function () { var self = Container.call(this); var humanImages = ['Human_1', 'Human_2', 'Human_3', 'Human_4', 'Human_5', 'Human_6', 'Human_7', 'Human_8', 'human_9', 'Human_10', 'Human_11', 'Human_12', 'Human_13', 'Human_14', 'Human_15', 'Human_16', 'Human_17']; var randomHumanImage = humanImages[Math.floor(Math.random() * humanImages.length)]; // Attach asset for the human graphic var humanGraphics = self.attachAsset(randomHumanImage, { anchorX: 0.5, anchorY: 0.5 }); // Randomly generate a tint color avoiding too dark or too bright colors function getRandomTint() { var red = Math.floor(Math.random() * 156) + 50; // Between 50 and 205 var green = Math.floor(Math.random() * 156) + 50; // Between 50 and 205 var blue = Math.floor(Math.random() * 156) + 50; // Between 50 and 205 return red << 16 | green << 8 | blue; } var originalTint = getRandomTint(); humanGraphics.tint = originalTint; // Apply random tint // 50/50 chance to flip horizontally if (Math.random() < 0.5) { humanGraphics.scale.x *= -1; // Flip horizontally } var bloodSplashes = []; self.speedX = (Math.random() * 2 - 1) * 2; self.speedY = (Math.random() * 2 - 1) * 2; self.isBeingHarvested = false; self.inRadiusStartTime = null; self.currentAgonySound = null; self.currentCrunchSound = null; self.yellStarted = false; // Tracks if the yell has started self.yellShouldPlay = Math.random() < 1 / 3; // 1-in-3 chance for yelling self.crunchShouldPlay = Math.random() < 1 / 6; // 1-in-6 chance for crunch sound self.flashTimer = 0; // Timer for red flashing self.flashInterval = 500; // Initial interval for flashing self.update = function () { // Escape logic self.x += self.speedX; self.y += self.speedY; // Keep humans within the viewport margins var margin = 50; var bottomMargin = 300; // Extra margin for bottom text box if (self.x <= margin) { self.x = margin; self.speedX *= -1; } else if (self.x >= 2048 - margin) { self.x = 2048 - margin; self.speedX *= -1; } if (self.y <= margin) { self.y = margin; self.speedY *= -1; } else if (self.y >= 2432 - margin) { self.y = 2432 - margin; self.speedY *= -1; } // Check distance to Mishnu var dx = self.x - mishnu.x; var dy = self.y - mishnu.y; var distance = Math.sqrt(dx * dx + dy * dy); if (mishnu.humansHarvested >= mishnu.cargoMax * 1.5) { // Stop all sounds when cargo exceeds 150% capacity if (self.currentAgonySound !== null) { fadeOutSound(self.currentAgonySound, 500); } if (self.currentCrunchSound) { self.currentCrunchSound.stop(); } self.isBeingHarvested = false; return; } if (distance < radius.radiusSize - 2) { if (!self.isBeingHarvested) { var _self$currentCrunchSo; self.isBeingHarvested = true; self.inRadiusStartTime = Date.now(); self.flashTimer = 0; bloodSplashes = []; self.yellStarted = false; // Play crunch sound if applicable if (self.crunchShouldPlay) { if (self.currentCrunchSound) { self.currentCrunchSound.stop(); // Stop any currently playing crunch sound } self.currentCrunchSound = getRandomSound(['Dog_Crunch', 'Dog_Crunch_2', 'Dog_Crunch_3']); self.currentCrunchSound.volume = 0.3; self.currentCrunchSound.play(); } } else { // Calculate vibration intensity based on time in the radius var elapsedTime = Date.now() - self.inRadiusStartTime; var intensity = Math.min(1, elapsedTime / 3000); // Max intensity at 3 seconds // Add vibration effect humanGraphics.x = Math.random() * intensity * 10 - intensity * 5; humanGraphics.y = Math.random() * intensity * 10 - intensity * 5; // Escape logic during vibration var runSpeed = 2; // Speed humans try to escape the radius self.x += dx / distance * runSpeed; self.y += dy / distance * runSpeed; // Flash red effect self.flashTimer += 16; // Assume a fixed delta of 16ms per frame if (self.flashTimer >= self.flashInterval) { self.flashTimer = 0; // Toggle between red and the original tint if (humanGraphics.tint === 0xeb0909) { humanGraphics.tint = originalTint; // Reset to original tint } else { humanGraphics.tint = 0xeb0909; // Flash red humanGraphics.filters = null; // Remove filter temporarily for red tint } // Emit blood splash var bloodSplash = game.addChild(new BloodSplash(self.x, self.y)); bloodSplashes.push(bloodSplash); } // Increase flash frequency closer to harvest self.flashInterval = Math.max(100, 500 - elapsedTime / 3000 * 400); // Start agony yell after 1 second of harvesting if (elapsedTime > 1000 && !self.yellStarted && self.yellShouldPlay) { self.yellStarted = true; self.currentAgonySound = getRandomSound(['Agony_Yell_1', 'Agony_Yell_2', 'Agony_Yell_3', 'Agony_Yell_4', 'Agony_Yell_5', 'Agony_Yell_6', 'Agony_Yell_7', 'Agony_Yell_8', 'Agony_Yell_9', 'Agony_Yell_10']); self.currentAgonySound.volume = 0.05; self.currentAgonySound.play(); } if (elapsedTime >= 3000 / mishnu.harvestSpeed) { // Harvest after 3 seconds if (mishnu.humansHarvested < mishnu.cargoMax * 1.5) { game.removeChild(self); // Remove human from the game humans.splice(humans.indexOf(self), 1); // Remove from array mishnu.humansHarvested++; // Stop yelling abruptly if (self.currentAgonySound) { self.currentAgonySound.stop(); } // Play ding and squish sounds on harvest LK.getSound('Ding_1').play(); getRandomSound(['Squish_1', 'Squish_2', 'Squish_3', 'Squish_4']).play(); // Final blood splashes for (var i = 0; i < 10; i++) { var bloodSplash = game.addChild(new BloodSplash(self.x, self.y, true)); bloodSplashes.push(bloodSplash); } } } } } else { // Reset harvesting state if outside the radius if (self.isBeingHarvested) { if (self.currentAgonySound && self.yellStarted) { self.currentAgonySound.loop = false; } if (self.currentCrunchSound) { self.currentCrunchSound.stop(); } } self.isBeingHarvested = false; self.inRadiusStartTime = null; self.flashTimer = 0; humanGraphics.tint = originalTint; // Reset to original tint bloodSplashes.forEach(function (splash) { game.removeChild(splash); }); } }; return self; }); // Laser Class var Laser = Container.expand(function (startX, startY, targetX, targetY) { var self = Container.call(this); var laserGraphics = self.attachAsset('Laser', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.5, scaleY: 0.5, tint: 0xFF0000 // Red tint for lasers }); self.x = startX; self.y = startY; var speed = 10; var dx = targetX - startX; var dy = targetY - startY; var distance = Math.sqrt(dx * dx + dy * dy); var velocityX = dx / distance * speed; var velocityY = dy / distance * speed; // Function to emit stars around the laser self.emitStars = function () { var sparkle = self.attachAsset('Stars', { anchorX: 0.5, anchorY: 0.5, scaleX: Math.random() * 0.3 + 0.1, scaleY: Math.random() * 0.3 + 0.1, alpha: 1, tint: 0xFFFFFF // Bright white sparkles }); // Position sparkle randomly around the laser var angle = Math.random() * Math.PI * 2; var radius = (laserGraphics.width / 2 + Math.random() * 20 + 10) * (1 / 3); // Reduced radius by 2/3rds sparkle.x = Math.cos(angle) * radius; sparkle.y = Math.sin(angle) * radius; // Set sparkle lifetime var lifetime = Math.random() * 200 + 100; // Short lifespan var elapsed = 0; // Animate the sparkle var interval = LK.setInterval(function () { elapsed += 16; // Assume 16ms per frame sparkle.y -= 0.2; // Subtle upward motion sparkle.alpha = Math.max(0, 1 - elapsed / lifetime); // Gradual fade-out if (elapsed >= lifetime) { LK.clearInterval(interval); self.removeChild(sparkle); // Remove sparkle after its lifetime } }, 16); }; // Update laser behavior self.update = function () { self.x += velocityX; self.y += velocityY; // Emit stars around the laser self.emitStars(); // Check collision with Mishnu var mishnuDx = mishnu.x - self.x; var mishnuDy = mishnu.y - self.y; var mishnuDistance = Math.sqrt(mishnuDx * mishnuDx + mishnuDy * mishnuDy); if (mishnuDistance < 50 && !self.hasHitMishnu) { self.hasHitMishnu = true; // Mark as hit if (self.isInViewport()) { game.removeChild(self); lasers.splice(lasers.indexOf(self), 1); } // Deduct 2hp from globalHealthBar and update its visual representation globalHealthBar.setHealth(globalHealthBar.currentHealth - 2); globalHealthBar.updateHealth(); flashGreyMask([mishnu, radius, globalHealthBar], 400, 3); LK.getSound('searing').play(); if (!self.barkPlaying) { self.barkPlaying = true; LK.setTimeout(function () { var barks = ['Bark', 'Bark_2', 'Bark_3']; var barkSound = LK.getSound(barks[Math.floor(Math.random() * barks.length)]); barkSound.play(); barkSound.on('end', function () { self.barkPlaying = false; }); }, 200); } } // Remove if out of viewport if (!self.isInViewport()) { game.removeChild(self); } }; // Check if laser is within the viewport self.isInViewport = function () { return self.x >= -50 && self.x <= 2048 + 50 && self.y >= -50 && self.y <= 2432 + 50; }; self.hasHitMishnu = false; // Initialize hit flag return self; }); // Add boss spawning at level 2 // Class for Mishnu var Mishnu = Container.expand(function () { var self = Container.call(this); var mishnuGraphics = self.attachAsset('mishnu', { anchorX: 0.5, anchorY: 0.5, zIndex: 1 }); self.speed = 4; self.humansHarvested = 0; self.cargoMax = 10; self.targetX = 2048 / 2; self.targetY = 2432 - 200; self.update = function () { var dx = self.targetX - self.x; var dy = self.targetY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // Adjust speed based on cargo if (self.humansHarvested > self.cargoMax) { var overCapacityFactor = (self.humansHarvested - self.cargoMax) / (self.cargoMax * 0.5); self.speed = Math.max(1, 4 - 3 * overCapacityFactor); // Minimum speed of 1 } else { self.speed = 4; // Full speed } if (distance > 0) { self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; } // Keep Mishnu within viewport margins var margin = 50; var bottomMargin = 300; // Extra margin for bottom text box self.x = Math.max(margin, Math.min(2048 - margin, self.x)); self.y = Math.max(margin, Math.min(2432 - bottomMargin, self.y)); // Shoot bones if a boss is present if (bossSpawned && Math.random() < 0.01) { // Random chance to shoot var oppositeX = self.x - (self.targetX - self.x); var oppositeY = self.y - (self.targetY - self.y); var bone = new Bone(self.x, self.y, oppositeX, oppositeY); game.addChild(bone); } }; // Create and position the health bar at the top center of the viewport globalHealthBar.x = 1820; // Center horizontally globalHealthBar.y = 2560; // Position at the top center uiLayer.addChild(globalHealthBar); // Add to the UI layer to ensure visibility return self; }); var Zombie = Container.expand(function () { var self = Container.call(this); // Add the zombie graphics var zombieGraphics = self.attachAsset('Zombie', { anchorX: 0.5, anchorY: 0.5 }); // Helper function to get a color based on the level function getColorForLevel(level) { var colors = [0xFF0000, // Bright red 0x00FF00, // Bright green 0x0000FF, // Bright blue 0xFFFF00, // Bright yellow 0xFF00FF, // Bright magenta 0x00FFFF, // Bright cyan 0xFFA500, // Bright orange 0x800080, // Bright purple 0xFFFFFF, // Bright white 0xFFC0CB // Bright pink ]; return colors[level % colors.length]; // Cycle through colors } // Set zombie attributes dynamically based on factory level function initializeZombie(level) { zombieGraphics.tint = getColorForLevel(level); // Set vivid color self.harvestTime = 4000 + level * 500; // Increase harvest time with level } // Call the initializer with the current factory level initializeZombie(factory.level); // Attributes self.speed = 2; self.attackCooldown = 3000; // Cooldown (ms) between attacks self.lastAttackTime = 0; // Tracks the last attack time self.state = 'roaming'; // Initial state self.targetX = Math.random() * 2048; // Random initial roaming target self.targetY = Math.random() * 2432; self.inRadiusStartTime = null; // Time zombie entered Mishnu's radius var agonySound = null; var harvestSoundPlayed = false; // Helper function: Generate a random roaming target function setRandomTarget() { self.targetX = Math.random() * 2048; self.targetY = Math.random() * 2432; } // Helper function: Move to a target function moveToTarget(targetX, targetY) { var speedMultiplier = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 1; var dx = targetX - self.x; var dy = targetY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 1) { self.x += dx / distance * self.speed * speedMultiplier; self.y += dy / distance * self.speed * speedMultiplier; } else { setRandomTarget(); } } // Add sparkles function emitStars() { // Define self to ensure context is correct // Define self var sparkle = self.attachAsset('Stars', { anchorX: 0.5, anchorY: 0.5, scaleX: Math.random() * 0.3 + 0.1, scaleY: Math.random() * 0.3 + 0.1, alpha: 1, tint: 0xFFFFFF // Bright white sparkles }); // Position sparkle randomly around the zombie var angle = Math.random() * Math.PI * 2; var radius = zombieGraphics.width / 2 + Math.random() * 20 + 10; // Moderate radius sparkle.x = Math.cos(angle) * radius; sparkle.y = Math.sin(angle) * radius; // Set sparkle lifetime var lifetime = Math.random() * 200 + 100; // Short lifespan var elapsed = 0; // Animate the sparkle var interval = LK.setInterval(function () { elapsed += 16; // Assume 16ms per frame sparkle.y -= 0.2; // Subtle upward motion sparkle.alpha = Math.max(0, 1 - elapsed / lifetime); // Gradual fade-out if (elapsed >= lifetime) { LK.clearInterval(interval); self.removeChild(sparkle); // Remove sparkle after its lifetime } }, 16); } // Emit sparkles periodically LK.setInterval(emitStars, 200); // Add blood splashes function addBloodSplashes() { var isFinal = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : false; var count = isFinal ? 10 : 1; for (var i = 0; i < count; i++) { game.addChild(new BloodSplash(self.x, self.y, isFinal)); } } // Update behavior self.update = function () { var dx = mishnu.x - self.x; var dy = mishnu.y - self.y; var distanceToMishnu = Math.sqrt(dx * dx + dy * dy); switch (self.state) { case 'roaming': moveToTarget(self.targetX, self.targetY); if (distanceToMishnu < radius.radiusSize) { self.state = 'attacking'; self.inRadiusStartTime = Date.now(); if (Math.random() < 1 / 2) { agonySound = getRandomSound(['GiggleMan_1', 'GiggleMan_2', 'GiggleMan_3', 'GiggleMan_4']); agonySound.volume = 0.3; agonySound.play(); } } break; case 'attacking': moveToTarget(mishnu.x, mishnu.y, 1.5); if (distanceToMishnu < radius.radiusSize) { var elapsedTime = Date.now() - self.inRadiusStartTime; if (elapsedTime >= self.harvestTime / mishnu.harvestSpeed) { self.state = 'harvested'; game.removeChild(self); zombies.splice(zombies.indexOf(self), 1); mishnu.humansHarvested += 2; if (!harvestSoundPlayed) { LK.getSound('Ding_1').play(); getRandomSound(['Squish_1', 'Squish_2', 'Squish_3', 'Squish_4']).play(); harvestSoundPlayed = true; } addBloodSplashes(true); return; } if (distanceToMishnu < 50 && Date.now() - self.lastAttackTime > self.attackCooldown) { globalHealthBar.setHealth(globalHealthBar.currentHealth - 1); self.lastAttackTime = Date.now(); self.state = 'fleeing'; var fleeAngle = Math.random() * Math.PI * 2; self.targetX = mishnu.x + Math.cos(fleeAngle) * (radius.radiusSize + 50); self.targetY = mishnu.y + Math.sin(fleeAngle) * (radius.radiusSize + 50); addBloodSplashes(); flashGreyMask([mishnu, radius, globalHealthBar], 400, 3); LK.getSound('Hit').play(); LK.setTimeout(function () { var barks = ['Bark', 'Bark_1', 'Bark_2']; LK.getSound(barks[Math.floor(Math.random() * barks.length)]).play(); }, 200); } } else { self.state = 'roaming'; setRandomTarget(); } break; case 'fleeing': moveToTarget(self.targetX, self.targetY, 2); if (distanceToMishnu > radius.radiusSize + 50) { self.state = 'roaming'; setRandomTarget(); } break; case 'harvested': break; default: console.error("Zombie in unknown state: ".concat(self.state)); self.state = 'roaming'; setRandomTarget(); break; } }; // Set initial target setRandomTarget(); return self; }); /**** * Initialize Game ****/ // Modify game logic to include zombie spawning // Declare healthBar globally for accessibility var game = new LK.Game({ backgroundColor: 0x1d1d1d }); /**** * Game Code ****/ var lasers = []; var bones = []; // Initialize bones array to store bone objects // Initialize lastIntersecting property for each bone bones.forEach(function (bone) { bone.lastIntersecting = false; bone.fadeOutTimer = null; // Initialize fadeOutTimer for each bone bone.update = function () { // Check for collision with the boss if (!bone.lastIntersecting && bone.intersects(boss)) { // Reduce boss health alienHealthBar.setHealth(alienHealthBar.currentHealth - 1); // Play a random boss hit sound getRandomSound(['Boss_Hit', 'Boss_Hit_2', 'Boss_Hit_3']).play(); // Remove the bone game.removeChild(bone); bones.splice(bones.indexOf(bone), 1); } // Update last intersecting state bone.lastIntersecting = bone.intersects(boss); }; }); // Add boss spawning at level 2 // Define ColorMatrixFilter to fix 'filters is not defined' error // Booster spawning logic // Booster spawning logic // Declare healthBar globally for accessibility // Modify game logic to include zombie spawning var bossSpawned = false; var boss; // Define boss globally // Removed global alienHealthBar initialization and rendering function checkForBossSpawn() { if (factory.level === 1 && !bossSpawned) { boss = new Boss(); game.addChild(boss); bossSpawned = true; } } // Update game loop to include boss logic var originalGameUpdate = game.update; game.update = function () { originalGameUpdate.call(this); checkForBossSpawn(); if (boss && boss.alienHealthBar.currentHealth === 0) { // Disable further interactions with the boss bones.forEach(function (bone) { if (bone.intersects(boss)) { game.removeChild(bone); bones.splice(bones.indexOf(bone), 1); } }); } }; var boosters = []; function spawnBooster() { var booster = new Booster(); boosters.push(booster); game.addChild(booster); } // Integrate boosters with Mishnu Snax increase var uiLayer = new Container(); uiLayer.zIndex = 10; // Ensure it's above the background and mask game.addChild(uiLayer); var factory = uiLayer.addChild(new Factory()); var originalIncreaseDogFood = factory.startProcessing; factory.startProcessing = function () { originalIncreaseDogFood.call(factory); // Reduce booster spawn rate as levels increase if (factory.level % Math.max(1, Math.floor(factory.level / 3)) === 0) { spawnBooster(); // Spawn boosters less frequently as level increases } }; // Mishnu pickup logic function checkBoosterPickup() { boosters.forEach(function (booster) { var dx = booster.x - mishnu.x; var dy = booster.y - mishnu.y; if (Math.sqrt(dx * dx + dy * dy) < 50) { booster.pickUp(); boosters.splice(boosters.indexOf(booster), 1); } }); } // Add to game update loop var originalGameUpdate = game.update; game.update = function () { originalGameUpdate.call(this); boosters.forEach(function (booster) { booster.update(); }); checkBoosterPickup(); }; var globalHealthBar = new GlobalHealthBar(100, 100); function spawnZombies(count, maxZombiesOnScreen) { for (var i = 0; i < count; i++) { if (zombies.length >= maxZombiesOnScreen) { break; } var spawnEdge = Math.floor(Math.random() * 3); // 0: top, 1: left, 2: right var spawnX, spawnY; switch (spawnEdge) { case 0: spawnX = Math.random() * 2048; spawnY = -50; break; case 1: spawnX = -50; spawnY = Math.random() * (2432 - 300); break; case 2: spawnX = 2048 + 50; spawnY = Math.random() * (2432 - 300); break; } var newZombie = new Zombie(); newZombie.x = spawnX; newZombie.y = spawnY; zombies.push(newZombie); game.addChild(newZombie); } } // Initialize zombies var zombies = []; var zombieSpawnCooldown = 3000; // Time (ms) between zombie spawn attempts var zombieSpawnElapsedTime = 0; var maxZombiesOnScreen = 10; // Update game loop to handle zombies var originalGameUpdate = game.update; game.update = function () { originalGameUpdate.call(this); // Update zombies zombies.forEach(function (zombie) { zombie.update(); }); // Spawn zombies if needed zombieSpawnElapsedTime += 16; // Assume 16ms per frame if (zombieSpawnElapsedTime >= zombieSpawnCooldown && zombies.length < maxZombiesOnScreen) { spawnZombies(1, maxZombiesOnScreen); // Spawn one zombie at a time zombieSpawnElapsedTime = 0; } // Ensure zombie count does not exceed maximum if (zombies.length > maxZombiesOnScreen) { while (zombies.length > maxZombiesOnScreen) { var zombieToRemove = zombies.pop(); game.removeChild(zombieToRemove); } } }; var isMusicPlaying = { 'Music_Level_1_4': false, 'Music_Level_1_5': false }; // Update factory text function updateFactoryText() { factoryText.setText("Level: " + factory.level + "\nMeat: " + factory.meat + "\nMishnu Snax: " + factory.dogFood + "\nNext level at: " + factory.nextLevelRequirement); } // Function to randomly select a sound from a list ; // Add a UI layer to ensure factory is rendered above the background and mask var uiLayer = new Container(); uiLayer.zIndex = 10; // Ensure it's above the background and mask game.addChild(uiLayer); // Create and position the health bar at the top center of the viewport var globalHealthBar = new GlobalHealthBar(5, 5); // Initialize with initial and max health of 5 globalHealthBar.x = 1820; // Center horizontally globalHealthBar.y = 2560; // Position at the top center // Add text label 'Health' above the global health bar var healthLabel = new Text2('Health', { size: 50, fill: 0xFFFFFF }); healthLabel.anchor.set(0.5, 1); healthLabel.x = globalHealthBar.x; healthLabel.y = globalHealthBar.y - 60; // Position above the health bar uiLayer.addChild(healthLabel); uiLayer.addChild(globalHealthBar); // Add to the UI layer to ensure visibility // Add the factory to the UI layer var factory = uiLayer.addChild(new Factory()); // Initialize factory text var factoryText = new Text2('Meat: 0\nMishnu Snax: 0\nNext level at: ', { size: 50, fill: 0xFFFFFF, align: 'left' }); factoryText.anchor.set(0, 1); LK.gui.bottomLeft.addChild(factoryText); var nextLevel = 100; // Placeholder for next level goal // Function to randomly spawn a human at the edges of the viewport function spawnHumans(count, maxHumansOnScreen) { var hardCap = 100; // Maximum number of humans allowed for (var i = 0; i < count; i++) { if (humans.length >= maxHumansOnScreen || humans.length >= hardCap) { break; } // Randomly select a spawn edge (excluding the bottom) var spawnEdge = Math.floor(Math.random() * 3); // 0: top, 1: left, 2: right var spawnX, spawnY; switch (spawnEdge) { case 0: // Top spawnX = Math.random() * 2048; spawnY = -50; // Just outside the top boundary break; case 1: // Left spawnX = -50; // Just outside the left boundary spawnY = Math.random() * (2432 - 300); // Exclude bottom UI area break; case 2: // Right spawnX = 2048 + 50; // Just outside the right boundary spawnY = Math.random() * (2432 - 300); // Exclude bottom UI area break; } // Create a new human and add it to the game var newHuman = new Human(); newHuman.x = spawnX; newHuman.y = spawnY; humans.push(newHuman); game.addChild(newHuman); } } // Update game loop var originalUpdate = game.update; game.update = function () { originalUpdate.call(this); // Update factory factory.update(); // Check for level progression if (factory.dogFood >= nextLevel) { // Handle level progression logic here nextLevel += 100; // Example: increase next level goal updateFactoryText(); } }; function flashGreyMask(targets, duration, flashes) { var flashInterval = duration / (flashes * 2); // Time for each flash on/off var flashCount = 0; var interval = LK.setInterval(function () { if (flashCount >= flashes * 2) { // End the flashing effect targets.forEach(function (target) { if (target && typeof target.tint !== 'undefined') { target.tint = 0xFFFFFF; } }); // Reset tint LK.clearInterval(interval); } else { var isOn = flashCount % 2 === 0; // Toggle between grey and normal var tintColor = isOn ? 0x808080 : 0xFFFFFF; // Grey tint or original targets.forEach(function (target) { if (target && typeof target.tint !== 'undefined') { target.tint = tintColor; } }); // Apply tint flashCount++; } }, flashInterval); } function getRandomSound(soundList) { return LK.getSound(soundList[Math.floor(Math.random() * soundList.length)]); } // Function to fade out a sound function fadeOutSound(sound, duration) { var initialVolume = sound.volume; var fadeStep = initialVolume / (duration / 100); var fadeInterval = LK.setInterval(function () { if (sound.volume > 0) { sound.volume = Math.max(0, sound.volume - fadeStep); } else { LK.clearInterval(fadeInterval); sound.stop(); } }, 100); } var radius = game.addChild(new HarvestRadius()); var mishnu = game.addChild(new Mishnu()); mishnu.harvestSpeed = 1; // Initialize harvest speed mishnu.x = 2048 / 2; mishnu.y = 2432 - 200; radius.x = mishnu.x; radius.y = mishnu.y; // Initialize humans var humans = []; for (var i = 0; i < 50; i++) { var human = new Human(); human.x = Math.random() * 2048; human.y = Math.random() * (2432 - 100); humans.push(human); game.addChild(human); var humansSpawnedThisLevel = 0; // Tracks how many humans have spawned in the current level var humanSpawnLimit = factory.nextLevelRequirement * 7; // Set minimum spawn limit to nextLevelRequirement * 7 } var spawnCooldown = 20; // Reduced time (in ms) between spawn attempts for faster spawning var spawnElapsedTime = 0; // Tracks time elapsed since the last spawn attempt // Play looping Dog Panting sound LK.getSound('Dog_panting').play({ loop: true }); // Handle mouse movement game.move = function (x, y, obj) { mishnu.targetX = x; mishnu.targetY = y; }; // Display cargo count var cargoText = new Text2('Cargo: 0 / 10', { size: 50, fill: 0xFFFFFF }); cargoText.anchor.set(1, 1); LK.gui.bottomRight.addChild(cargoText); // Music alternation logic var currentMusic = 'Music_Level_1_5'; game.update = function () { humans.forEach(function (human) { human.update(); }); mishnu.update(); zombies.forEach(function (zombie) { zombie.update(); }); radius.update(); boosters.forEach(function (booster) { booster.update(); }); checkBoosterPickup(); checkForBossSpawn(); // Calculate dynamic minimum and maximum humans on screen var minHumansOnScreen = Math.max((factory.nextLevelRequirement - factory.dogFood) * 7, 20); // Ensure a minimum of 20 var maxHumansOnScreen = Math.ceil(minHumansOnScreen * 1.5); // Scale max to 150% of min // Ensure minimum number of humans on screen if (humans.length < minHumansOnScreen) { spawnElapsedTime += 16; // Assume 16ms per frame if (spawnElapsedTime >= spawnCooldown) { spawnHumans(minHumansOnScreen - humans.length, maxHumansOnScreen); // Pass the maxHumansOnScreen value spawnElapsedTime = 0; // Reset spawn elapsed time } } // Cap the number of humans to maxHumansOnScreen if (humans.length > maxHumansOnScreen) { // Remove excess humans from the game while (humans.length > maxHumansOnScreen) { var humanToRemove = humans.pop(); game.removeChild(humanToRemove); } } // Update cargo text var textColor = mishnu.humansHarvested > mishnu.cargoMax ? 0xFF0000 : 0xFFFFFF; if (cargoText.fill !== textColor) { LK.gui.bottomRight.removeChild(cargoText); cargoText = new Text2('Cargo: ' + mishnu.humansHarvested + ' / ' + mishnu.cargoMax, { size: 50, fill: textColor }); cargoText.anchor.set(1, 1); LK.gui.bottomRight.addChild(cargoText); } else { cargoText.setText('Cargo: ' + mishnu.humansHarvested + ' / ' + mishnu.cargoMax); } // Play Music_Level_1_4 in a loop if (!isMusicPlaying['Music_Level_1_4']) { LK.playMusic('Music_Level_1_4', { loop: true }); isMusicPlaying['Music_Level_1_4'] = true; // Track music state } // Play Music_Level_1_5 in a loop if (!isMusicPlaying['Music_Level_1_5']) { LK.playMusic('Music_Level_1_5', { loop: true }); isMusicPlaying['Music_Level_1_5'] = true; // Track music state } // Update factory factory.update(); }; // Function to emit stars around the laser function emitStars() { var sparkle = self.attachAsset('Stars', { anchorX: 0.5, anchorY: 0.5, scaleX: Math.random() * 0.3 + 0.1, scaleY: Math.random() * 0.3 + 0.1, alpha: 1, tint: 0xFFFFFF // Bright white sparkles }); // Position sparkle randomly around the laser var angle = Math.random() * Math.PI * 2; var radius = laserGraphics.width / 2 + Math.random() * 20 + 10; // Moderate radius sparkle.x = Math.cos(angle) * radius; sparkle.y = Math.sin(angle) * radius; // Set sparkle lifetime var lifetime = Math.random() * 200 + 100; // Short lifespan var elapsed = 0; // Animate the sparkle var interval = LK.setInterval(function () { elapsed += 16; // Assume 16ms per frame sparkle.y -= 0.2; // Subtle upward motion sparkle.alpha = Math.max(0, 1 - elapsed / lifetime); // Gradual fade-out if (elapsed >= lifetime) { LK.clearInterval(interval); self.removeChild(sparkle); // Remove sparkle after its lifetime } }, 16); }
===================================================================
--- original.js
+++ change.js
@@ -402,12 +402,15 @@
// Turn grey
bossGraphics.tint = 0x808080;
// Propelling boosters
for (var i = 0; i < 3; i++) {
- var booster = new Booster();
- booster.x = self.x;
- booster.y = self.y;
- game.addChild(booster);
+ if (i < 3) {
+ // Ensure only 3 boosters are added
+ var booster = new Booster();
+ booster.x = self.x;
+ booster.y = self.y;
+ game.addChild(booster);
+ }
}
// Fade out and remove
tween(bossGraphics, {
alpha: 0
blurry texture background 4k black and white
can of Dog Food. Game asset. 3d clipart. Blank background. High contrast. No shadows..
black capsule. Game asset. 3d clipart. Blank background. High contrast. No shadows..
woman in short shorts. mobile game art. pixel art. full body. front facing. Blank background. High contrast. No shadows.
laser beam cartoon game asset. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
bone. clipart. cartoon. Blank background. High contrast. No shadows..
Game Over. Red game letters, dripping. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Dog_panting
Sound effect
Agony_Yell_1
Sound effect
Music_Level_1_5
Music
Music_Level_1_4
Music
Agony_Yell_2
Sound effect
Agony_Yell_3
Sound effect
Agony_Yell_4
Sound effect
Agony_Yell_5
Sound effect
Agony_Yell_6
Sound effect
Agony_Yell_7
Sound effect
Dog_Crunch
Sound effect
Dog_Crunch_2
Sound effect
Dog_Crunch_3
Sound effect
Ding_1
Sound effect
Squish_1
Sound effect
Squish_2
Sound effect
Squish_4
Sound effect
Squish_3
Sound effect
Factory_Deposit
Sound effect
Factory_Operation
Sound effect
Level_Up
Sound effect
Bark
Sound effect
Hit
Sound effect
Agony_Yell_8
Sound effect
Agony_Yell_9
Sound effect
GiggleMan_1
Sound effect
GiggleMan_2
Sound effect
GiggleMan_3
Sound effect
GiggleMan_4
Sound effect
Booster_Sound
Sound effect
Can
Sound effect
woosh
Sound effect
Agony_Yell_10
Sound effect
Bark_2
Sound effect
Bark_3
Sound effect
laser
Sound effect
searing
Sound effect
laser_2
Sound effect
Laser_3
Sound effect
Laser_4
Sound effect
Boss_Hit
Sound effect
Boss_Hit_2
Sound effect
Boss_Hit_3
Sound effect
GiggleMan_5
Sound effect
GiggleMan_6
Sound effect
hip_hop_loop
Sound effect