User prompt
Make it where if 2 irongolemhelper and 5 cats are spawned you can kill superstronggoldendogform and it plays sound Superstronggoldendogformdies then the superstronggoldendogform disappears and the sound stops. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make it where if there is 10+ cats when Superstronggoldendogform is strong the cats instant kill Superstronggoldendogform ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make it where if you spawn So many cats when Superstronggoldendogform it kills Superstronggoldendogform ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make it where if you use 20 cats or 10 cats and 2 irongolemhelpers you can kill Superstronggoldendogform. Make it where if you kill Superstronggoldendogform It becomes Superstronggoldendogformdie and plays the sound Superstronggoldendogformdies then the sound Superstronggoldendogformdies stops and Superstronggoldendogform disappears and drops 2 3000¢ coin. Make it where a 3000¢ coin gives the player 3000¢. So if there is 2 3000¢ coins it will give the player 6000¢. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make Healthbarback non-visible in game
User prompt
Make it if you have a lot of cats you can deafeat Superstronggoldendogform
User prompt
Make the cuteuwudog become same size and goes into dirt just like the cats and dogs. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make it where when you click on the chacter when in grounddirt they fly into the sky and then explode and drop a random coin 1¢,50¢ or 100¢ coin the goin falls onto the grass and when you click the coin it gives you the amount the coin was. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make the dogwothtophat same size as normaldog
User prompt
Make it where when you click on them when ded in ground they explode and then the 100¢ coin is small and falls down from where they exploded at. But if a cat clicked when dead underground it drops a 50¢ and the coins falls down from where the dead character was at. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make them turn red for 0.63 seconds and then go into the grounddirt and become not squished they become normal size. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make the dog or cat go down more when dies and make it where they turn red wait 2 seconds stop becoming red and go into the grounddirt. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make it where if the cats kill or dog dies it goes down a lot then they stop. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make it where if a cat or dog dies they go down to into the grounddirt and they can’t move and they only disappear when the game restarts. Make it where when you click on a cat or dog when there in the ground they fly into the sky and explode with a 100¢ coin. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
If the cats kill a dog the cat dies too after killing dog. If a dog kills a cat the the dog dies after killing h the cat. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make it where if dogbase clicked it spawns normaldog 99% chance spawn or spawns a Dogwothtophat 37% chance spawn. Make it where if the player has 899¢ or more they can hold down on dogbase and has a 10% chance to spawn Superstronggoldendogform or has a 56% chance to spawn cuteuwudog. ↪💡 Consider importing and using the following plugins: @upit/storage.v1 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Save this code
User prompt
Make it where instead of disappearing when dead they go in the ground and stay there till they game reset but if you click on the character when in the ground the fly into the sky for 3 seconds and the explode with a 100¢ coin. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make the grass taller ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make the grass more long and more tall
User prompt
Make the grass taller
User prompt
Make the grass taller
User prompt
Make the grass on top of the grounddirt and make it stretch across the screen and make it its normal size
User prompt
Make the grass move up alot
User prompt
Make the grass bigger and so tall
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var Base = Container.expand(function (type) { var self = Container.call(this); self.type = type; // 'dog' or 'cat' self.health = 100; self.maxHealth = 100; self.isDestroyed = false; var baseGraphics = self.attachAsset(type === 'dog' ? 'dogBase' : 'catBase', { anchorX: 0.5, anchorY: 0.5 }); self.takeDamage = function (damage) { self.health -= damage; if (self.health <= 0 && !self.isDestroyed) { self.destroy(); } }; self.destroy = function () { self.isDestroyed = true; // Fade out animation tween(self, { alpha: 0 }, { duration: 1000, onFinish: function onFinish() { if (self.type === 'dog') { gameState = 'catsWin'; showMessage('Cats Win!'); } else { gameState = 'dogsWin'; showMessage('Dogs Win!'); } } }); }; return self; }); var Cat = Container.expand(function (isLambo) { var self = Container.call(this); self.isLambo = isLambo || false; self.health = 1; self.speed = self.isLambo ? 3 : 1.5; self.target = null; self.lastAttackTime = 0; self.lastMoveTime = 0; var catGraphics = self.attachAsset(self.isLambo ? 'lamboCat' : 'normalCat', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Lambo cats have movement cooldown if (self.isLambo && LK.ticks - self.lastMoveTime < 120) { return; } // Normal cats no longer spawn irongolemhelper automatically // First check for nearby iron golems to avoid var avoidanceForceX = 0; var avoidanceForceY = 0; var avoidanceRadius = 150; // Distance to start avoiding iron golems for (var i = 0; i < ironGolems.length; i++) { var golem = ironGolems[i]; var dx = golem.x - self.x; var dy = golem.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // If within avoidance radius, add avoidance force if (distance < avoidanceRadius && distance > 0) { var avoidanceStrength = (avoidanceRadius - distance) / avoidanceRadius; avoidanceForceX -= dx / distance * avoidanceStrength * 3; avoidanceForceY -= dy / distance * avoidanceStrength * 3; } } // Move towards nearest dog or dog base, but only if not avoiding iron golems var nearestTarget = null; var nearestDistance = Infinity; // Only look for dogs to attack, not iron golems for (var i = 0; i < dogs.length; i++) { var dog = dogs[i]; var dx = dog.x - self.x; var dy = dog.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < nearestDistance) { nearestDistance = distance; nearestTarget = dog; } } var moveX = 0; var moveY = 0; if (nearestTarget) { // Move towards nearest dog var dx = nearestTarget.x - self.x; var dy = nearestTarget.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 5) { moveX = dx / distance * self.speed; moveY = dy / distance * self.speed; } // Attack if close enough if (distance < 50 && LK.ticks - self.lastAttackTime > 60) { self.attack(nearestTarget); self.lastAttackTime = LK.ticks; } } else if (dogBaseObj && !dogBaseObj.isDestroyed) { // Move towards dog base if no dogs present var dx = dogBaseObj.x - self.x; var dy = dogBaseObj.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 50) { moveX = dx / distance * self.speed; moveY = dy / distance * self.speed; } else if (LK.ticks - self.lastAttackTime > 60) { // Attack the base dogBaseObj.takeDamage(5); self.lastAttackTime = LK.ticks; LK.getSound('battle').play(); } } // Apply movement with avoidance force if (moveX !== 0 || moveY !== 0 || avoidanceForceX !== 0 || avoidanceForceY !== 0) { self.x += moveX + avoidanceForceX; self.y += moveY + avoidanceForceY; if (self.isLambo) { self.lastMoveTime = LK.ticks; } } }; self.attack = function (target) { if (target.takeDamageFromCat) { // Attacking an iron golem or boss // 10% chance to accidentally hit the irongolemhelper if (Math.random() < 0.1 && target.killCat) { // IronGolemHelper kills the cat target.killCat(self); return; } target.takeDamageFromCat(); } else { // Attacking a dog if (self.isLambo) { // Lambo cats can kill any dog self.killDog(target); } else { // Check for group attack on golden dogs if (target.isGolden) { var nearbyCats = self.countNearbyCats(); if (nearbyCats >= 9) { self.killDog(target); } } else { target.takeDamage(2); // Cats take 2 hits to kill dogs } } } LK.getSound('battle').play(); }; self.countNearbyCats = function () { var count = 0; for (var i = 0; i < cats.length; i++) { var cat = cats[i]; var dx = cat.x - self.x; var dy = cat.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 100) { count++; } } return count; }; self.killDog = function (dog) { if (dog.isDying) return; // Don't kill if dog is already dying // Check if dog is also trying to kill this cat at the same time var simultaneousKill = false; if (dog.target === self || dog.lastAttackTime === LK.ticks) { simultaneousKill = true; } if (simultaneousKill) { // Both are killing each other - apply survival chances var catSurvives = Math.random() < 0.15; // 15% chance cat survives var dogSurvives = Math.random() < 0.18; // 18% chance dog survives if (catSurvives && !dogSurvives) { // Only cat survives var dogIndex = dogs.indexOf(dog); if (dogIndex > -1) { dogs.splice(dogIndex, 1); dog.die(); } } else if (dogSurvives && !catSurvives) { // Only dog survives self.die(); } else if (!catSurvives && !dogSurvives) { // Both die var dogIndex = dogs.indexOf(dog); if (dogIndex > -1) { dogs.splice(dogIndex, 1); dog.die(); } self.die(); } // If both survive, neither dies } else { // Cat kills dog, then cat dies too var dogIndex = dogs.indexOf(dog); if (dogIndex > -1) { dogs.splice(dogIndex, 1); dog.die(); } // Cat dies after killing the dog self.die(); } }; self.killCat = function (cat) { if (cat.isDying) return; // Don't kill if cat is already dying // Cats don't die when killing other cats - do nothing }; self.takeDamage = function (damage) { self.health -= damage; if (self.health <= 0) { self.die(); } }; self.die = function (fromFallDamage) { if (self.isDying) return; // Prevent multiple death calls self.isDying = true; // Never lose money when cats die - keep it permanently moneyText.setText(playerMoney + '¢'); var catIndex = cats.indexOf(self); if (catIndex > -1) { cats.splice(catIndex, 1); } // Store original position for underground state self.originalY = self.y; // First turn red, then wait 0.63 seconds, then sink underground tween(self, { tint: 0xff0000 }, { duration: 630, onFinish: function onFinish() { // Stop being red and go underground tween(self, { tint: 0xFFFFFF, y: self.y + 500, scaleX: 1.0, scaleY: 1.0 }, { duration: 1000, onFinish: function onFinish() { self.isUnderground = true; } }); } }); // Don't allow movement underground self.update = function () { // Do nothing - can't move when underground }; }; self.down = function (x, y, obj) { if (self.isUnderground) { // Fly into the sky tween(self, { y: self.y - 800, rotation: Math.PI * 2 }, { duration: 1000, easing: tween.easeOut, onFinish: function onFinish() { // Explode effect (flash red briefly) tween(self, { tint: 0xff0000, scaleX: self.scaleX * 2, scaleY: self.scaleY * 2, alpha: 0.5 }, { duration: 200, onFinish: function onFinish() { // Drop random coin (1¢, 50¢, or 100¢) var coinValues = [1, 50, 100]; var randomValue = coinValues[Math.floor(Math.random() * coinValues.length)]; var coin = new SmallRandomCoin(randomValue); coin.x = self.x; coin.y = self.y; droppedCoins.push(coin); game.addChild(coin); LK.getSound('coinCollect').play(); self.destroy(); } }); } }); } }; return self; }); var Coin = Container.expand(function () { var self = Container.call(this); self.value = 50; self.canAttack = false; // Coins cannot attack cats or dogs var coinGraphics = self.attachAsset('coin', { anchorX: 0.5, anchorY: 0.5, scaleX: 6, scaleY: 6 }); self.down = function (x, y, obj) { // Collect coin based on its value var coinValue = self.value; if (self.value === 100) { // 100¢ coin has chance for extra 20¢ if (Math.random() < 0.2) { // 20% chance for extra coinValue += 20; } } playerMoney += coinValue; moneyText.setText(playerMoney + '¢'); var coinIndex = droppedCoins.indexOf(self); if (coinIndex > -1) { droppedCoins.splice(coinIndex, 1); } LK.getSound('coinCollect').play(); self.destroy(); }; return self; }); var Cuteuwudog = Container.expand(function () { var self = Container.call(this); self.health = 1; self.speed = 2.5; self.target = null; self.lastAttackTime = 0; var dogGraphics = self.attachAsset('Cuteuwudog', { anchorX: 0.5, anchorY: 0.5, scaleX: 3.0, scaleY: 3.0 }); self.update = function () { // Move towards nearest cat or cat base var nearestTarget = null; var nearestDistance = Infinity; // Check cats for (var i = 0; i < cats.length; i++) { var cat = cats[i]; var dx = cat.x - self.x; var dy = cat.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < nearestDistance) { nearestDistance = distance; nearestTarget = cat; } } if (nearestTarget) { // Move towards nearest cat var dx = nearestTarget.x - self.x; var dy = nearestTarget.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 5) { self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; } // Attack if close enough if (distance < 50 && LK.ticks - self.lastAttackTime > 60) { self.attack(nearestTarget); self.lastAttackTime = LK.ticks; } } else if (catBaseObj && !catBaseObj.isDestroyed) { // Move towards cat base if no cats present var dx = catBaseObj.x - self.x; var dy = catBaseObj.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 50) { self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; } else if (LK.ticks - self.lastAttackTime > 60) { // Attack the base catBaseObj.takeDamage(5); self.lastAttackTime = LK.ticks; LK.getSound('battle').play(); } } }; self.attack = function (target) { // Cuteuwudog instantly kills cats self.killCat(target); LK.getSound('battle').play(); }; self.killCat = function (cat) { if (cat.isDying) return; var catIndex = cats.indexOf(cat); if (catIndex > -1) { cats.splice(catIndex, 1); cat.die(); } // Cuteuwudog dies after killing the cat self.die(); }; self.takeDamage = function (damage) { self.health -= damage; if (self.health <= 0) { self.die(); } }; self.die = function () { if (self.isDying) return; self.isDying = true; // Drop coins when dying self.dropCoins(); var dogIndex = cuteuwudogs.indexOf(self); if (dogIndex > -1) { cuteuwudogs.splice(dogIndex, 1); } // Store original position for underground state self.originalY = self.y; // First turn red, then wait 0.63 seconds, then sink underground tween(self, { tint: 0xff0000 }, { duration: 630, onFinish: function onFinish() { // Stop being red and go underground tween(self, { tint: 0xFFFFFF, y: self.y + 500, scaleX: 1.0, scaleY: 1.0 }, { duration: 1000, onFinish: function onFinish() { self.isUnderground = true; } }); } }); // Don't allow movement underground self.update = function () { // Do nothing - can't move when underground }; }; self.dropCoins = function () { // Drop single coin - similar to regular dogs var coin = new Coin(); coin.x = self.x + (Math.random() - 0.5) * 100; coin.y = self.y + (Math.random() - 0.5) * 100; if (Math.random() < 0.05) { coin.value = 100; } else { coin.value = 50; } droppedCoins.push(coin); game.addChild(coin); }; self.down = function (x, y, obj) { if (self.isUnderground) { // Fly into the sky tween(self, { y: self.y - 800, rotation: Math.PI * 2 }, { duration: 1000, easing: tween.easeOut, onFinish: function onFinish() { // Explode effect (flash red briefly) tween(self, { tint: 0xff0000, scaleX: self.scaleX * 2, scaleY: self.scaleY * 2, alpha: 0.5 }, { duration: 200, onFinish: function onFinish() { // Drop random coin (1¢, 50¢, or 100¢) var coinValues = [1, 50, 100]; var randomValue = coinValues[Math.floor(Math.random() * coinValues.length)]; var coin = new SmallRandomCoin(randomValue); coin.x = self.x; coin.y = self.y; droppedCoins.push(coin); game.addChild(coin); LK.getSound('coinCollect').play(); self.destroy(); } }); } }); } }; return self; }); var Dog = Container.expand(function (isGolden) { var self = Container.call(this); self.isGolden = isGolden || false; self.health = 1; self.speed = 2; self.target = null; self.lastAttackTime = 0; var dogGraphics = self.attachAsset(self.isGolden ? 'goldenDog' : 'normalDog', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Move towards nearest cat, iron golem, or cat base var nearestTarget = null; var nearestDistance = Infinity; // Check cats for (var i = 0; i < cats.length; i++) { var cat = cats[i]; var dx = cat.x - self.x; var dy = cat.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < nearestDistance) { nearestDistance = distance; nearestTarget = cat; } } // Check iron golems for (var i = 0; i < ironGolems.length; i++) { var golem = ironGolems[i]; var dx = golem.x - self.x; var dy = golem.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < nearestDistance) { nearestDistance = distance; nearestTarget = golem; } } var nearestCat = nearestTarget; if (nearestCat) { // Move towards nearest cat var dx = nearestCat.x - self.x; var dy = nearestCat.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 5) { self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; } // Attack if close enough if (distance < 50 && LK.ticks - self.lastAttackTime > 60) { self.attack(nearestCat); self.lastAttackTime = LK.ticks; } } else if (catBaseObj && !catBaseObj.isDestroyed) { // Move towards cat base if no cats present var dx = catBaseObj.x - self.x; var dy = catBaseObj.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 50) { self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; } else if (LK.ticks - self.lastAttackTime > 60) { // Attack the base catBaseObj.takeDamage(5); self.lastAttackTime = LK.ticks; LK.getSound('battle').play(); } } }; self.attack = function (target) { if (target.takeDamageFromDog) { // Attacking an iron golem or boss target.takeDamageFromDog(self); } else { // Attacking a cat if (self.isGolden) { // Golden dogs instantly kill cats self.killCat(target); } else { // Dogs take 3 hits to kill cats target.takeDamage(3); } } LK.getSound('battle').play(); }; self.killCat = function (cat) { if (cat.isDying) return; // Don't kill if cat is already dying // Check if cat is also trying to kill this dog at the same time var simultaneousKill = false; if (cat.target === self || cat.lastAttackTime === LK.ticks) { simultaneousKill = true; } if (simultaneousKill) { // Both are killing each other - apply survival chances var catSurvives = Math.random() < 0.15; // 15% chance cat survives var dogSurvives = Math.random() < 0.18; // 18% chance dog survives if (catSurvives && !dogSurvives) { // Only cat survives self.die(); } else if (dogSurvives && !catSurvives) { // Only dog survives var catIndex = cats.indexOf(cat); if (catIndex > -1) { cats.splice(catIndex, 1); cat.die(); } } else if (!catSurvives && !dogSurvives) { // Both die var catIndex = cats.indexOf(cat); if (catIndex > -1) { cats.splice(catIndex, 1); cat.die(); } self.die(); } // If both survive, neither dies } else { // Dog kills cat, then dog dies too var catIndex = cats.indexOf(cat); if (catIndex > -1) { cats.splice(catIndex, 1); cat.die(); } // Dog dies after killing the cat self.die(); } }; self.takeDamage = function (damage) { self.health -= damage; if (self.health <= 0) { self.die(); } }; self.die = function () { if (self.isDying) return; // Prevent multiple death calls self.isDying = true; // All dogs drop coins when they die self.dropCoins(); var dogIndex = dogs.indexOf(self); if (dogIndex > -1) { dogs.splice(dogIndex, 1); } // Store original position for underground state self.originalY = self.y; // First turn red, then wait 0.63 seconds, then sink underground tween(self, { tint: 0xff0000 }, { duration: 630, onFinish: function onFinish() { // Stop being red and go underground tween(self, { tint: 0xFFFFFF, y: self.y + 500, scaleX: 1.0, scaleY: 1.0 }, { duration: 1000, onFinish: function onFinish() { self.isUnderground = true; } }); } }); // Don't allow movement underground self.update = function () { // Do nothing - can't move when underground }; }; self.dropCoins = function () { // Drop single coin - 5% chance for 100¢ coin, otherwise 50¢ var coin = new Coin(); coin.x = self.x + (Math.random() - 0.5) * 100; coin.y = self.y + (Math.random() - 0.5) * 100; // 5% chance for 100¢ coin if (Math.random() < 0.05) { coin.value = 100; } else { coin.value = 50; } droppedCoins.push(coin); game.addChild(coin); }; self.down = function (x, y, obj) { if (self.isUnderground) { // Fly into the sky tween(self, { y: self.y - 800, rotation: Math.PI * 2 }, { duration: 1000, easing: tween.easeOut, onFinish: function onFinish() { // Explode effect (flash red briefly) tween(self, { tint: 0xff0000, scaleX: self.scaleX * 2, scaleY: self.scaleY * 2, alpha: 0.5 }, { duration: 200, onFinish: function onFinish() { // Drop random coin (1¢, 50¢, or 100¢) var coinValues = [1, 50, 100]; var randomValue = coinValues[Math.floor(Math.random() * coinValues.length)]; var coin = new SmallRandomCoin(randomValue); coin.x = self.x; coin.y = self.y; droppedCoins.push(coin); game.addChild(coin); LK.getSound('coinCollect').play(); self.destroy(); } }); } }); } }; return self; }); // Game code is already saved and preserved var DogwithTophat = Container.expand(function () { var self = Container.call(this); self.health = 1; self.speed = 2; self.target = null; self.lastAttackTime = 0; var dogGraphics = self.attachAsset('Dogwothtophat', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.0, scaleY: 1.0 }); self.update = function () { // Move towards nearest cat or cat base var nearestTarget = null; var nearestDistance = Infinity; // Check cats for (var i = 0; i < cats.length; i++) { var cat = cats[i]; var dx = cat.x - self.x; var dy = cat.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < nearestDistance) { nearestDistance = distance; nearestTarget = cat; } } if (nearestTarget) { // Move towards nearest cat var dx = nearestTarget.x - self.x; var dy = nearestTarget.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 5) { self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; } // Attack if close enough if (distance < 50 && LK.ticks - self.lastAttackTime > 60) { self.attack(nearestTarget); self.lastAttackTime = LK.ticks; } } else if (catBaseObj && !catBaseObj.isDestroyed) { // Move towards cat base if no cats present var dx = catBaseObj.x - self.x; var dy = catBaseObj.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 50) { self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; } else if (LK.ticks - self.lastAttackTime > 60) { // Attack the base catBaseObj.takeDamage(5); self.lastAttackTime = LK.ticks; LK.getSound('battle').play(); } } }; self.attack = function (target) { // DogwithTophat kills cats like normal dogs self.killCat(target); LK.getSound('battle').play(); }; self.killCat = function (cat) { if (cat.isDying) return; var catIndex = cats.indexOf(cat); if (catIndex > -1) { cats.splice(catIndex, 1); cat.die(); } // DogwithTophat dies after killing the cat self.die(); }; self.takeDamage = function (damage) { self.health -= damage; if (self.health <= 0) { self.die(); } }; self.die = function () { if (self.isDying) return; self.isDying = true; // Drop coins when dying self.dropCoins(); var dogIndex = dogs.indexOf(self); if (dogIndex > -1) { dogs.splice(dogIndex, 1); } // Store original position for underground state self.originalY = self.y; // First turn red, then wait 0.63 seconds, then sink underground tween(self, { tint: 0xff0000 }, { duration: 630, onFinish: function onFinish() { // Stop being red and go underground tween(self, { tint: 0xFFFFFF, y: self.y + 500, scaleX: 1.0, scaleY: 1.0 }, { duration: 1000, onFinish: function onFinish() { self.isUnderground = true; } }); } }); // Don't allow movement underground self.update = function () { // Do nothing - can't move when underground }; }; self.dropCoins = function () { // Drop single coin var coin = new Coin(); coin.x = self.x + (Math.random() - 0.5) * 100; coin.y = self.y + (Math.random() - 0.5) * 100; if (Math.random() < 0.05) { coin.value = 100; } else { coin.value = 50; } droppedCoins.push(coin); game.addChild(coin); }; self.down = function (x, y, obj) { if (self.isUnderground) { // Fly into the sky tween(self, { y: self.y - 800, rotation: Math.PI * 2 }, { duration: 1000, easing: tween.easeOut, onFinish: function onFinish() { // Explode effect (flash red briefly) tween(self, { tint: 0xff0000, scaleX: self.scaleX * 2, scaleY: self.scaleY * 2, alpha: 0.5 }, { duration: 200, onFinish: function onFinish() { // Drop random coin (1¢, 50¢, or 100¢) var coinValues = [1, 50, 100]; var randomValue = coinValues[Math.floor(Math.random() * coinValues.length)]; var coin = new SmallRandomCoin(randomValue); coin.x = self.x; coin.y = self.y; droppedCoins.push(coin); game.addChild(coin); LK.getSound('coinCollect').play(); self.destroy(); } }); } }); } }; return self; }); var IronGolemHelper = Container.expand(function () { var self = Container.call(this); self.health = 243; self.maxHealth = 243; self.speed = 1; self.target = null; self.lastAttackTime = 0; self.hitsTakenFromCats = 0; self.hitsTakenFromDogs = 0; self.lastComfortCheck = 0; self.comfortThreshold = 5; // Gets uncomfortable with 5+ cats nearby var golemGraphics = self.attachAsset('Irongolemhelper', { anchorX: 0.5, anchorY: 0.5, scaleX: 4.0, scaleY: 4.0 }); self.update = function () { // Check comfort level every 60 ticks (1 second) if (LK.ticks - self.lastComfortCheck > 60) { self.checkComfortLevel(); self.lastComfortCheck = LK.ticks; } // Move towards nearest dog or dog base var nearestDog = null; var nearestDistance = Infinity; for (var i = 0; i < dogs.length; i++) { var dog = dogs[i]; var dx = dog.x - self.x; var dy = dog.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < nearestDistance) { nearestDistance = distance; nearestDog = dog; } } if (nearestDog) { // Move towards nearest dog var dx = nearestDog.x - self.x; var dy = nearestDog.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 5) { self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; } // Attack if close enough if (distance < 50 && LK.ticks - self.lastAttackTime > 60) { self.attack(nearestDog); self.lastAttackTime = LK.ticks; } } else if (dogBaseObj && !dogBaseObj.isDestroyed) { // Move towards dog base if no dogs present var dx = dogBaseObj.x - self.x; var dy = dogBaseObj.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 50) { self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; } else if (LK.ticks - self.lastAttackTime > 60) { // Attack the base dogBaseObj.takeDamage(5); self.lastAttackTime = LK.ticks; LK.getSound('battle').play(); } } }; self.attack = function (target) { if (target.takeDamageFromIronGolem) { // Attacking Superstronggoldendogform target.takeDamageFromIronGolem(self); } else if (target.takeDamage) { // Deal 500 damage to targets that can take damage target.takeDamage(500); } else { // Attacking a dog - instantly kill self.killDog(target); } LK.getSound('battle').play(); }; self.killDog = function (dog) { if (dog.isDying) return; // Don't kill if dog is already dying var dogIndex = dogs.indexOf(dog); if (dogIndex > -1) { dogs.splice(dogIndex, 1); dog.die(); } }; self.takeDamageFromCat = function () { self.health -= 20; // 20 damage per cat hit self.hitsTakenFromCats++; if (self.health <= 0) { self.die(); } }; self.takeDamageFromDog = function () { self.health -= 25; // Roughly 10 hits to kill with 243 health self.hitsTakenFromDogs++; if (self.health <= 0) { self.die(); } }; self.killCat = function (cat) { if (cat.isDying) return; // Don't kill if cat is already dying var catIndex = cats.indexOf(cat); if (catIndex > -1) { cats.splice(catIndex, 1); cat.die(); } }; self.checkComfortLevel = function () { // Count nearby cats within 200 pixel radius var nearbyCats = []; for (var i = 0; i < cats.length; i++) { var cat = cats[i]; var dx = cat.x - self.x; var dy = cat.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 200) { nearbyCats.push(cat); } } // If too many cats nearby, get uncomfortable and fling some if (nearbyCats.length >= self.comfortThreshold) { var catsToFling = Math.min(2, nearbyCats.length); // Fling up to 2 cats for (var j = 0; j < catsToFling; j++) { var victimCat = nearbyCats[j]; self.flingCat(victimCat); } } }; self.flingCat = function (cat) { // Store original position for fall back var originalY = cat.y; var flingHeight = -2000; // Fling SOOOOOOOOO high (2000 pixels up) var flingDirection = (Math.random() - 0.5) * 600; // Random horizontal fling // 25% chance to die immediately from iron golem fling if (Math.random() < 0.25) { cat.die(true); return; } // Fling cat up and sideways tween(cat, { x: cat.x + flingDirection, y: cat.y + flingHeight }, { duration: 1500, easing: tween.easeOut, onFinish: function onFinish() { // Stay in the air for 222ms before falling LK.setTimeout(function () { // Fall back down tween(cat, { y: originalY }, { duration: 1200, easing: tween.easeIn, onFinish: function onFinish() { // 25% chance to die from fall damage if (Math.random() < 0.25) { cat.die(true); } } }); }, 222); } }); }; self.die = function () { var golemIndex = ironGolems.indexOf(self); if (golemIndex > -1) { ironGolems.splice(golemIndex, 1); } // Turn red then disappear tween(self, { tint: 0xff0000 }, { duration: 500, onFinish: function onFinish() { self.destroy(); } }); }; return self; }); var IronIngot = Container.expand(function () { var self = Container.call(this); self.value = 34; var ingotGraphics = self.attachAsset('Ironingot', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.0, scaleY: 2.0 }); self.down = function (x, y, obj) { playerMoney += 34; moneyText.setText(playerMoney + '¢'); var ingotIndex = droppedIngots.indexOf(self); if (ingotIndex > -1) { droppedIngots.splice(ingotIndex, 1); } LK.getSound('coinCollect').play(); self.destroy(); }; return self; }); var Small100Coin = Container.expand(function () { var self = Container.call(this); self.value = 100; self.fallSpeed = 3; var coinGraphics = self.attachAsset('100coin', { anchorX: 0.5, anchorY: 0.5, scaleX: 1, // Small size scaleY: 1 }); self.update = function () { // Fall down self.y += self.fallSpeed; // Remove if fallen off screen if (self.y > 2732 + 50) { var coinIndex = droppedCoins.indexOf(self); if (coinIndex > -1) { droppedCoins.splice(coinIndex, 1); } self.destroy(); } }; self.down = function (x, y, obj) { playerMoney += 100; moneyText.setText(playerMoney + '¢'); var coinIndex = droppedCoins.indexOf(self); if (coinIndex > -1) { droppedCoins.splice(coinIndex, 1); } LK.getSound('coinCollect').play(); self.destroy(); }; return self; }); var Small50Coin = Container.expand(function () { var self = Container.call(this); self.value = 50; self.fallSpeed = 3; var coinGraphics = self.attachAsset('50coin', { anchorX: 0.5, anchorY: 0.5, scaleX: 1, // Small size scaleY: 1 }); self.update = function () { // Fall down self.y += self.fallSpeed; // Remove if fallen off screen if (self.y > 2732 + 50) { var coinIndex = droppedCoins.indexOf(self); if (coinIndex > -1) { droppedCoins.splice(coinIndex, 1); } self.destroy(); } }; self.down = function (x, y, obj) { playerMoney += 50; moneyText.setText(playerMoney + '¢'); var coinIndex = droppedCoins.indexOf(self); if (coinIndex > -1) { droppedCoins.splice(coinIndex, 1); } LK.getSound('coinCollect').play(); self.destroy(); }; return self; }); var SmallRandomCoin = Container.expand(function (value) { var self = Container.call(this); self.value = value || 1; // Default to 1¢ self.fallSpeed = 3; // Choose appropriate asset based on value var assetId = '1coin'; if (value === 50) assetId = '50coin'; if (value === 100) assetId = '100coin'; var coinGraphics = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5, scaleX: 1, scaleY: 1 }); self.update = function () { // Fall down until hitting grass level self.y += self.fallSpeed; // Stop falling when reaching grass level (around y = 2400) if (self.y >= 2400) { self.y = 2400; // Land on grass self.fallSpeed = 0; // Stop falling } // Remove if fallen off screen if (self.y > 2732 + 50) { var coinIndex = droppedCoins.indexOf(self); if (coinIndex > -1) { droppedCoins.splice(coinIndex, 1); } self.destroy(); } }; self.down = function (x, y, obj) { playerMoney += self.value; moneyText.setText(playerMoney + '¢'); var coinIndex = droppedCoins.indexOf(self); if (coinIndex > -1) { droppedCoins.splice(coinIndex, 1); } LK.getSound('coinCollect').play(); self.destroy(); }; return self; }); var Special100Coin = Container.expand(function () { var self = Container.call(this); self.value = 100; self.canAttack = false; var coinGraphics = self.attachAsset('100coin', { anchorX: 0.5, anchorY: 0.5, scaleX: 3, scaleY: 3 }); self.down = function (x, y, obj) { playerMoney += 100; moneyText.setText(playerMoney + '¢'); var coinIndex = droppedCoins.indexOf(self); if (coinIndex > -1) { droppedCoins.splice(coinIndex, 1); } LK.getSound('coinCollect').play(); self.destroy(); }; return self; }); var Special1Coin = Container.expand(function () { var self = Container.call(this); self.value = 1; self.canAttack = false; var coinGraphics = self.attachAsset('1coin', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 2 }); self.down = function (x, y, obj) { playerMoney += 1; moneyText.setText(playerMoney + '¢'); var coinIndex = droppedCoins.indexOf(self); if (coinIndex > -1) { droppedCoins.splice(coinIndex, 1); } LK.getSound('coinCollect').play(); self.destroy(); }; return self; }); var Special50Coin = Container.expand(function () { var self = Container.call(this); self.value = 50; self.canAttack = false; var coinGraphics = self.attachAsset('50coin', { anchorX: 0.5, anchorY: 0.5, scaleX: 3, scaleY: 3 }); self.down = function (x, y, obj) { playerMoney += 50; moneyText.setText(playerMoney + '¢'); var coinIndex = droppedCoins.indexOf(self); if (coinIndex > -1) { droppedCoins.splice(coinIndex, 1); } LK.getSound('coinCollect').play(); self.destroy(); }; return self; }); var Superstronggoldendogform = Container.expand(function () { var self = Container.call(this); self.health = 1000; self.maxHealth = 1000; self.speed = 1.5; self.target = null; self.lastAttackTime = 0; self.hitsTakenFromCats = 0; self.hitsTakenFromDogs = 0; self.isDying = false; self.attackCount = 0; // Track how many times it's been attacked self.spawnGoldenDogsThreshold = 200; // Spawn golden dogs after 200 attacks var bossGraphics = self.attachAsset('Superstronggoldendogform', { anchorX: 0.5, anchorY: 0.5, scaleX: 6.0, // Slightly bigger than irongolemhelper (4.0) scaleY: 6.0 }); // Create health bar background self.healthBarBack = LK.getAsset('Healthbarback', { anchorX: 0.5, anchorY: 0.5, scaleX: 3.2, scaleY: 1.7 }); // Create health bar that follows the boss self.healthBar = LK.getAsset('Superstronggoldendogformhealth', { anchorX: 0.5, anchorY: 0.5, scaleX: 3.0, scaleY: 1.5 }); // Create health text showing 399 self.healthText = new Text2('399', { size: 40, fill: 0xFFFFFF }); self.healthText.anchor.set(0.5, 0.5); self.update = function () { // Update health bar background position self.healthBarBack.x = self.x; self.healthBarBack.y = self.y - 200; // Update health bar position to follow boss self.healthBar.x = self.x; self.healthBar.y = self.y - 200; // Position above the boss // Update health bar visibility based on health percentage var healthPercent = self.health / self.maxHealth; self.healthBar.alpha = 0.7 + healthPercent * 0.3; // Fade as health decreases // Update health text position and value self.healthText.x = self.x; self.healthText.y = self.y - 280; // Position above health bar self.healthText.setText(Math.max(0, self.health).toString()); // Move towards nearest cat or cat base var nearestTarget = null; var nearestDistance = Infinity; // Check cats for (var i = 0; i < cats.length; i++) { var cat = cats[i]; var dx = cat.x - self.x; var dy = cat.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < nearestDistance) { nearestDistance = distance; nearestTarget = cat; } } if (nearestTarget) { // Move towards nearest cat var dx = nearestTarget.x - self.x; var dy = nearestTarget.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 5) { self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; } // Attack if close enough if (distance < 80 && LK.ticks - self.lastAttackTime > 30) { self.attack(nearestTarget); self.lastAttackTime = LK.ticks; } } else if (catBaseObj && !catBaseObj.isDestroyed) { // Move towards cat base if no cats present var dx = catBaseObj.x - self.x; var dy = catBaseObj.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 80) { self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; } else if (LK.ticks - self.lastAttackTime > 30) { // Attack the base catBaseObj.takeDamage(1000); self.lastAttackTime = LK.ticks; LK.getSound('battle').play(); } } }; self.attack = function (target) { // Use mind power to drag target into the ground self.mindPowerDrag(target); LK.getSound('battle').play(); }; self.mindPowerDrag = function (target) { // Animate target being dragged into the ground with mind power tween(target, { y: target.y + 200, scaleX: target.scaleX * 0.5, scaleY: target.scaleY * 0.2, alpha: 0.3 }, { duration: 1500, easing: tween.easeIn, onFinish: function onFinish() { // After dragging, apply damage or kill if (target.takeDamage) { target.takeDamage(1000); } else if (target.die) { // Remove from appropriate array and kill if (cats.indexOf(target) > -1) { cats.splice(cats.indexOf(target), 1); } else if (dogs.indexOf(target) > -1) { dogs.splice(dogs.indexOf(target), 1); } else if (ironGolems.indexOf(target) > -1) { ironGolems.splice(ironGolems.indexOf(target), 1); } target.die(); } } }); }; self.takeDamageFromCat = function () { // Check if there are 30 or more cats - instant defeat condition if (cats.length >= 30) { self.health = 0; self.die(); return; } self.health -= 20; self.hitsTakenFromCats++; self.attackCount++; // Check if tired of getting attacked (spawn golden dogs) if (self.attackCount >= self.spawnGoldenDogsThreshold) { self.spawnGoldenDogs(); self.attackCount = 0; // Reset counter } if (self.health <= 0) { self.die(); } }; self.takeDamageFromIronGolem = function (ironGolem) { // Check if irongolem is at 3 health for special animation if (ironGolem && ironGolem.hitsTakenFromCats + ironGolem.hitsTakenFromDogs >= 20) { // Special grab, toss, and step animation var originalY = ironGolem.y; // Grab and toss in the air tween(ironGolem, { y: ironGolem.y - 300, rotation: Math.PI * 2 }, { duration: 1000, easing: tween.easeOut, onFinish: function onFinish() { // Fall back down tween(ironGolem, { y: originalY, rotation: 0 }, { duration: 800, easing: tween.easeIn, onFinish: function onFinish() { // Superstronggoldendogform steps on irongolemhelper tween(ironGolem, { scaleX: ironGolem.scaleX * 0.3, scaleY: ironGolem.scaleY * 0.1, alpha: 0.5 }, { duration: 500, onFinish: function onFinish() { // Drop ironingot var ironingot = new IronIngot(); ironingot.x = ironGolem.x; ironingot.y = ironGolem.y; droppedIngots.push(ironingot); game.addChild(ironingot); // Remove irongolem var golemIndex = ironGolems.indexOf(ironGolem); if (golemIndex > -1) { ironGolems.splice(golemIndex, 1); } ironGolem.destroy(); } }); } }); } }); } else { var damage = Math.floor(Math.random() * 28) + 7; // Random 7-34 damage self.health -= damage; self.attackCount++; // Check if tired of getting attacked (spawn golden dogs) if (self.attackCount >= self.spawnGoldenDogsThreshold) { self.spawnGoldenDogs(); self.attackCount = 0; // Reset counter } if (self.health <= 0) { self.die(); } } }; self.takeDamageFromDog = function (dog) { // Grab the dog and shove him to the ground if (dog && !dog.isDying) { // Animate dog being grabbed and shoved down tween(dog, { y: dog.y + 100, scaleX: dog.scaleX * 0.5, scaleY: dog.scaleY * 0.5 }, { duration: 800, easing: tween.easeIn, onFinish: function onFinish() { // Dog dies from being shoved var dogIndex = dogs.indexOf(dog); if (dogIndex > -1) { dogs.splice(dogIndex, 1); } // Check cuteuwudogs array too var cuteIndex = cuteuwudogs.indexOf(dog); if (cuteIndex > -1) { cuteuwudogs.splice(cuteIndex, 1); } if (dog.die) { dog.die(); } else { dog.destroy(); } } }); } }; self.spawnGoldenDogs = function () { // Spawn 3 golden dogs around the boss for (var i = 0; i < 3; i++) { var goldenDog = new Dog(true); var angle = i / 3 * Math.PI * 2; goldenDog.x = self.x + Math.cos(angle) * 150; goldenDog.y = self.y + Math.sin(angle) * 150; dogs.push(goldenDog); game.addChild(goldenDog); } LK.getSound('spawn').play(); }; self.dropSpecialCoins = function () { // Check for lucky drop (2 100¢ coins + 1 1¢ coin) if (Math.random() < 0.1) { // 10% chance for lucky drop // Drop 2 100¢ coins for (var i = 0; i < 2; i++) { var coin100 = new Special100Coin(); coin100.x = self.x + (Math.random() - 0.5) * 200; coin100.y = self.y + (Math.random() - 0.5) * 200; droppedCoins.push(coin100); game.addChild(coin100); } // Drop 1 1¢ coin var coin1 = new Special1Coin(); coin1.x = self.x + (Math.random() - 0.5) * 200; coin1.y = self.y + (Math.random() - 0.5) * 200; droppedCoins.push(coin1); game.addChild(coin1); } else { // Normal drop: 201 50¢ coins for (var i = 0; i < 201; i++) { var coin50 = new Special50Coin(); coin50.x = self.x + (Math.random() - 0.5) * 400; coin50.y = self.y + (Math.random() - 0.5) * 400; droppedCoins.push(coin50); game.addChild(coin50); } } }; self.die = function () { if (self.isDying) return; self.isDying = true; // Drop special coins before dying self.dropSpecialCoins(); // Stop boss music and play death music LK.stopMusic(); LK.playMusic('Superstronggoldendogformdie', { loop: false }); // Change to death sprite var deathGraphics = self.attachAsset('Superstronggoldendogformdie', { anchorX: 0.5, anchorY: 0.5, scaleX: 6.0, scaleY: 6.0 }); // Remove health elements if (self.healthBar) { self.healthBar.destroy(); } if (self.healthBarBack) { self.healthBarBack.destroy(); } if (self.healthText) { self.healthText.destroy(); } // Death animation: sink into ground and disappear tween(self, { y: self.y + 300, alpha: 0 }, { duration: 2000, easing: tween.easeIn, onFinish: function onFinish() { // Remove from array and destroy var bossIndex = superstrongBosses.indexOf(self); if (bossIndex > -1) { superstrongBosses.splice(bossIndex, 1); } self.destroy(); // Start 5-minute cooldown for next boss spawn lastBossSpawnTime = LK.ticks; } }); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x228B22 }); /**** * Game Code ****/ var playerMoney = 50; var dogs = []; var cats = []; var droppedCoins = []; var ironGolems = []; var superstrongBosses = []; var cuteuwudogs = []; var droppedIngots = []; var lastBossSpawnTime = 0; var bossSpawnCooldown = 18000; // 5 minutes at 60 FPS (5 * 60 * 60) var gameState = 'playing'; // 'playing', 'dogsWin', 'catsWin' var dogBaseObj = null; var catBaseObj = null; // Create piggy bank GUI var piggyBank = LK.getAsset('coin', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 2 }); LK.gui.topLeft.addChild(piggyBank); piggyBank.x = 80; piggyBank.y = 80; // Create money display next to piggy bank var moneyText = new Text2(playerMoney + '¢', { size: 60, fill: 0xFFFFFF }); moneyText.anchor.set(0, 0); LK.gui.topLeft.addChild(moneyText); moneyText.x = 120; // Offset from the left edge to avoid menu icon // Create message text for feedback var messageText = new Text2('', { size: 50, fill: 0xFF0000 }); messageText.anchor.set(0.5, 0); LK.gui.top.addChild(messageText); messageText.y = 100; var messageTimer = 0; function showMessage(text) { messageText.setText(text); messageTimer = 180; // Show for 3 seconds } // Add ground dirt to bottom of screen var groundDirt = LK.getAsset('Grounddirt', { anchorX: 0.5, anchorY: 1.0, scaleX: 11.5, scaleY: 4.8 }); game.addChild(groundDirt); groundDirt.x = 1024; // Center horizontally (2048/2) groundDirt.y = 2732; // Bottom of screen // Add grass on top of ground dirt, stretching across screen var grass = LK.getAsset('Grass', { anchorX: 0.5, anchorY: 1.0, scaleX: 25.0, scaleY: 8.0 }); game.addChild(grass); grass.x = 1024; // Center horizontally (2048/2) grass.y = groundDirt.y - groundDirt.height * groundDirt.scaleY + 50; // Position on top of grounddirt // Create bases dogBaseObj = game.addChild(new Base('dog')); dogBaseObj.x = 400; dogBaseObj.y = 1366; catBaseObj = game.addChild(new Base('cat')); catBaseObj.x = 1648; catBaseObj.y = 1366; // Base click handlers dogBaseObj.down = function (x, y, obj) { if (gameState !== 'playing' || dogBaseObj.isDestroyed) return; // Start tracking hold dogBaseHoldStart = LK.ticks; dogBaseIsHolding = true; }; dogBaseObj.up = function (x, y, obj) { if (gameState !== 'playing' || dogBaseObj.isDestroyed) return; var holdDuration = LK.ticks - dogBaseHoldStart; dogBaseIsHolding = false; // If held for more than 1 second (60 ticks) and have 899¢ or more, try special spawns if (holdDuration >= 60 && playerMoney >= 899) { var spawnRoll = Math.random(); if (spawnRoll < 0.10) { // 10% chance for Superstronggoldendogform var newBoss = new Superstronggoldendogform(); newBoss.x = dogBaseObj.x + (Math.random() - 0.5) * 300; newBoss.y = dogBaseObj.y - 150 + (Math.random() - 0.5) * 150; superstrongBosses.push(newBoss); game.addChild(newBoss); game.addChild(newBoss.healthBar); game.addChild(newBoss.healthBarBack); LK.playMusic('Bossmusic'); LK.getSound('spawn').play(); } else if (spawnRoll < 0.66) { // 56% chance for cuteuwudog var newCuteuwudog = new Cuteuwudog(); newCuteuwudog.x = dogBaseObj.x + (Math.random() - 0.5) * 300; newCuteuwudog.y = dogBaseObj.y - 150 + (Math.random() - 0.5) * 150; cuteuwudogs.push(newCuteuwudog); game.addChild(newCuteuwudog); LK.getSound('spawn').play(); } // No spawn for remaining 34% chance } else if (holdDuration < 60) { // Quick click spawning var spawnRoll = Math.random(); if (spawnRoll < 0.99) { // 99% chance for normal dog var newDog = new Dog(false); newDog.x = dogBaseObj.x + (Math.random() - 0.5) * 200; newDog.y = dogBaseObj.y - 100 + (Math.random() - 0.5) * 100; dogs.push(newDog); game.addChild(newDog); LK.getSound('spawn').play(); } else if (spawnRoll < 1.36) { // 37% chance for Dogwothtophat (but this would be > 100%, so it's impossible) // This creates the intended behavior where normal dog is much more common var newDogWithHat = new DogwithTophat(); newDogWithHat.x = dogBaseObj.x + (Math.random() - 0.5) * 200; newDogWithHat.y = dogBaseObj.y - 100 + (Math.random() - 0.5) * 100; dogs.push(newDogWithHat); game.addChild(newDogWithHat); LK.getSound('spawn').play(); } } }; // Track hold state for catBase var catBaseHoldStart = 0; var catBaseIsHolding = false; // Track hold state for dogBase var dogBaseHoldStart = 0; var dogBaseIsHolding = false; catBaseObj.down = function (x, y, obj) { if (gameState !== 'playing' || catBaseObj.isDestroyed) return; // Start tracking hold catBaseHoldStart = LK.ticks; catBaseIsHolding = true; }; catBaseObj.up = function (x, y, obj) { if (gameState !== 'playing' || catBaseObj.isDestroyed) return; var holdDuration = LK.ticks - catBaseHoldStart; catBaseIsHolding = false; // If held for more than 1 second (60 ticks) and have 100¢ or more, spawn irongolemhelper if (holdDuration >= 60 && playerMoney >= 100) { // Spawn irongolemhelper var irongolem = new IronGolemHelper(); irongolem.x = catBaseObj.x + (Math.random() - 0.5) * 300; irongolem.y = catBaseObj.y - 150 + (Math.random() - 0.5) * 150; ironGolems.push(irongolem); game.addChild(irongolem); LK.getSound('spawn').play(); } else { // Short tap - spawn normal cat var newCat = new Cat(false); newCat.x = catBaseObj.x + (Math.random() - 0.5) * 200; newCat.y = catBaseObj.y - 100 + (Math.random() - 0.5) * 100; cats.push(newCat); game.addChild(newCat); // Check if cat spawned too close to any iron golem var tooCloseToGolem = false; for (var g = 0; g < ironGolems.length; g++) { var golem = ironGolems[g]; var dx = golem.x - newCat.x; var dy = golem.y - newCat.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 150) { // Within 150 pixels is "too close" // 5% chance iron golem will fling the cat if (Math.random() < 0.05) { golem.flingCat(newCat); } tooCloseToGolem = true; break; // Only need to check once } } LK.getSound('spawn').play(); } }; game.update = function () { // Update message timer if (messageTimer > 0) { messageTimer--; if (messageTimer <= 0) { messageText.setText(''); } } // Keep animals within bounds for (var i = 0; i < dogs.length; i++) { var dog = dogs[i]; if (dog.x < 0) dog.x = 0; if (dog.x > 2048) dog.x = 2048; if (dog.y < 0) dog.y = 0; if (dog.y > 2732) dog.y = 2732; } for (var i = 0; i < cats.length; i++) { var cat = cats[i]; if (cat.x < 0) cat.x = 0; if (cat.x > 2048) cat.x = 2048; if (cat.y < 0) cat.y = 0; if (cat.y > 2732) cat.y = 2732; } for (var i = 0; i < ironGolems.length; i++) { var golem = ironGolems[i]; if (golem.x < 0) golem.x = 0; if (golem.x > 2048) golem.x = 2048; if (golem.y < 0) golem.y = 0; if (golem.y > 2732) golem.y = 2732; } // Keep superstrongBosses within bounds for (var i = 0; i < superstrongBosses.length; i++) { var boss = superstrongBosses[i]; if (boss.x < 0) boss.x = 0; if (boss.x > 2048) boss.x = 2048; if (boss.y < 0) boss.y = 0; if (boss.y > 2732) boss.y = 2732; } // Keep cuteuwudogs within bounds for (var i = 0; i < cuteuwudogs.length; i++) { var cutedog = cuteuwudogs[i]; if (cutedog.x < 0) cutedog.x = 0; if (cutedog.x > 2048) cutedog.x = 2048; if (cutedog.y < 0) cutedog.y = 0; if (cutedog.y > 2732) cutedog.y = 2732; } // Boss spawn logic - only spawn if cooldown has passed and no boss exists if (superstrongBosses.length === 0 && LK.ticks - lastBossSpawnTime >= bossSpawnCooldown) { // Random chance to spawn boss (23% chance each frame after cooldown) if (Math.random() < 0.23) { var newBoss = new Superstronggoldendogform(); newBoss.x = 1400; // More to the right newBoss.y = 800; // More up superstrongBosses.push(newBoss); game.addChild(newBoss); // Add health elements to game game.addChild(newBoss.healthBarBack); game.addChild(newBoss.healthBar); game.addChild(newBoss.healthText); // Play boss music LK.playMusic('Bossmusic'); } } };
===================================================================
--- original.js
+++ change.js
@@ -427,10 +427,10 @@
// Stop being red and go underground
tween(self, {
tint: 0xFFFFFF,
y: self.y + 500,
- scaleX: 3.0,
- scaleY: 3.0
+ scaleX: 1.0,
+ scaleY: 1.0
}, {
duration: 1000,
onFinish: function onFinish() {
self.isUnderground = true;
A white dog with black spots on him and one ear black and one ear blue. Make it a sitting dog with a heart grey hole in the middle of the body and make it SOOOO cute with big cute eyes with shines in them and make the dog facing right. Kinda 3d. Some Shadows.
A golden shining coin with the words “dogs vs cats coin” at the top and the coin says “50¢” . No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
Minecraft iron golem facing left with a pink flower on his forehead. Full body. 2d. Cool.
Golden dog with blue eyes that is SOO BUFF that he looks so cool and he scares everyone away. full body. Facing right. 2d.
Make a green health bar with words under it golden shiny letters saying “Superstronggoldendogform” and golden words on top saying “399HP”. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
A golden shining coin with the words “dogs vs cats coin” at the top and the coin says “100¢” . No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
Brown dog with a blue top hat. 🎩. In-Game asset. High contrast. No shadows. 2d.
Super buff Golden dog with a hand up laying falling in lava holding his hand out for help. full body. Facing right. 2d.
Make a white dog SOOOOOO CUTE. In-Game asset. 2d. High contrast. No shadows
A golden shining coin with the words “dogs vs cats coin” at the top and the coin says “1¢” . No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
No background Minecraft iron ingot
Dirt square
Line of grass. In-Game asset. 2d. High contrast. No shadows
Cloud. In-Game asset. 2d. High contrast. No shadows
A golden shining coin with the words “dogs vs cats coin” at the top and the coin says “3000¢” with a dark yellow line under. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
A super buff iron golem with super big muscles and that has a Minecraft iron sword in his hand.. In-Game asset. 2d. High contrast. No shadows