User prompt
Make dogwothtophat same size as normaldog but a big wider ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make it where you start with 50¢. Make it where the Irongolemboss is as big as superstronggoldendogform but a bit smaller. Make the dogwothtophat as big as normaldog. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make it where if the superstronggoldendogform dies the boss music stops. make it a 23% chance of spawn for irongolemboss. Make it where when a Irongolemboss is spawned it plays music Irongolemboss until the iron golem dies (almost impossible).
User prompt
Make the player start with 1000¢
User prompt
Make it if you have 1000¢ you can spawn a irongolemboss if you hold down on catbase. Make the irongolemboss do 590 damage and if gets to uncomfortable with too many cats around he throws them out of the screen. Make the irongolemboss throw dogs out the screen like the cats when attacking. Make it where when the irongolemboss is attacking superstronggoldendogform he does 590 damage and irongolemboss has 293 health and slightly throws superstronggoldendogform in the sky superstronggoldendogform moves an inch into the sky. And takes 5 hits for the irongolemboss to kill superstronggoldendogform. When the superstronggoldendogform dies it plays sound Superstronggoldendogformdies and becomes Superstronggoldendogformdie then disappears. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make it where you start with 50¢
User prompt
Make it where if dogbase gets broken when superstronggoldendogform is not spawned it doesn’t play sound Superstronggoldendogformdies it played no sound it only plays that sound if superstronggoldendogform is spawned in dogbase breaks.
User prompt
Make less clouds
User prompt
Make a lot of the clouds ALL over the sky ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make the clouds go on the top of the screen and they move left infinitely and they come from the right and they are all over the sky ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make the background light blue
User prompt
Make the background blue
User prompt
Make it where when superstronggoldendogform drags a cat into the ground the cat is not transparent.
User prompt
Make the cats back up to the cat base when dogbase broken so people can see superstronggoldendogformdie ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make it where the cats don’t disappear when Superstronggoldendogform dies they stay there and then back up so player can see superstronggoldendogformdie. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make it where after the superstronggoldendogform dies and the sound Superstronggoldendogformdies was played then it plays the sound yippee as many times as there is cats ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make it when the dog dies the cats disappear so the people can see the superstronggoldendogformdie. ↪💡 Consider importing and using the following plugins: @upit/tween.v1 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make it when the dog dies instead the cats disappear so the people can see the superstronggoldendogformdie. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make it where when dogbase breaks the boss music stops and the sound Superstronggoldendogformdies plays and the superstronggoldendogform becomes superstronggoldendogformdie Then disappears. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make it where if cats destroy dog base boss music stops and the sound Superstronggoldendogformdies plays
User prompt
Make it where when cats when and a superstronggoldendogform is spawned the superstronggoldendogform dies a plays the sound superstronggoldendogformdies and then it stops then superstronggoldendogform dies and you can win. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make it where if cats win and superstronggoldendogform is spawned superstronggoldendogform goes into the ground like the cats and dogs. Make it where when superstronggoldendogform drags a cat into the ground with mind power the cat can be far away and the cat goes into the ground. Make it where superstronggoldendogform can pull irongolemhelper into the ground like the cats. When he pulls irongolemhelper into the ground the irongolemhelper disappears and drops ironingot and when clicked on it it adds 90¢ to the players piggy bank. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make the player start with 900¢
User prompt
Make superstronggoldendogform killable you need 1 irongolemhelper and 3 normalcats ↪💡 Consider importing and using the following plugins: @upit/tween.v1 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make it where the superstronggoldendogform has 202 health and irongolrmhelpers do 45 damage and normalcat does 8 damage and a normaldog does 8 damage a dogwothtophat does 6 damage a goldendog does 10 damage a supstronggoldendogform does 100 damage. Normal cats have 50 health a normal dog has 54 health irongolemhelper has 103 health.
/**** * 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; // If dog base is destroyed, stop boss music, play death sound, and kill superstronggoldendogform if (self.type === 'dog') { LK.stopMusic(); // Only play death sound if superstronggoldendogform is actually spawned if (superstrongBosses.length > 0) { LK.getSound('Superstronggoldendogformdies').play(); } // Make cats back up toward cat base so people can see the superstronggoldendogformdie for (var i = cats.length - 1; i >= 0; i--) { var cat = cats[i]; // Calculate direction toward cat base var dx = catBaseObj.x - cat.x; var dy = catBaseObj.y - cat.y; var distance = Math.sqrt(dx * dx + dy * dy); // Move cats partway toward cat base (about 300 pixels closer) var moveDistance = Math.min(300, distance * 0.7); var targetX = cat.x + dx / distance * moveDistance; var targetY = cat.y + dy / distance * moveDistance; tween(cat, { x: targetX, y: targetY }, { duration: 1000, easing: tween.easeOut }); } // Kill any existing Superstronggoldendogform bosses for (var i = 0; i < superstrongBosses.length; i++) { var boss = superstrongBosses[i]; if (boss && !boss.isDying) { // Change to death sprite boss.attachAsset('Superstronggoldendogformdie', { anchorX: 0.5, anchorY: 0.5, scaleX: 6.0, scaleY: 6.0 }); // Make boss disappear after short delay tween(boss, { alpha: 0 }, { duration: 2000, onFinish: function onFinish() { // Remove health elements if (boss.healthBar) { boss.healthBar.destroy(); } if (boss.healthBarBack) { boss.healthBarBack.destroy(); } if (boss.healthText) { boss.healthText.destroy(); } boss.destroy(); // Remove from array var bossIndex = superstrongBosses.indexOf(boss); if (bossIndex > -1) { superstrongBosses.splice(bossIndex, 1); } } }); } } } // 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 = 50; 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(8); // Cats deal 8 damage to 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 Cloud = Container.expand(function () { var self = Container.call(this); self.speed = 2; // Move left at 2 pixels per frame var cloudGraphics = self.attachAsset('Cloud', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.0, scaleY: 2.0 }); self.update = function () { // Move left continuously self.x -= self.speed; // Remove cloud if it goes off the left side of screen if (self.x < -100) { var cloudIndex = clouds.indexOf(self); if (cloudIndex > -1) { clouds.splice(cloudIndex, 1); } 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 = 54; 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 deal 10 damage to cats if (target.takeDamage) { target.takeDamage(10); } else { self.killCat(target); } } else { // Dogs deal 8 damage to cats target.takeDamage(8); } } 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) { if (target.takeDamage) { // Deal 6 damage to target target.takeDamage(6); } else { // 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 IronGolemBoss = Container.expand(function () { var self = Container.call(this); self.health = 293; self.maxHealth = 293; self.speed = 1.5; self.target = null; self.lastAttackTime = 0; self.lastComfortCheck = 0; self.comfortThreshold = 3; // Gets uncomfortable with 3+ cats nearby var bossGraphics = self.attachAsset('Irongolemboss', { anchorX: 0.5, anchorY: 0.5, scaleX: 5.0, scaleY: 5.0 }); 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 nearestTarget = null; var nearestDistance = Infinity; // Check superstronggoldendogform bosses first for (var i = 0; i < superstrongBosses.length; i++) { var boss = superstrongBosses[i]; var dx = boss.x - self.x; var dy = boss.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < nearestDistance) { nearestDistance = distance; nearestTarget = boss; } } // Check dogs if no boss found if (!nearestTarget) { 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; } } } if (nearestTarget) { // Move towards nearest target 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 < 70 && LK.ticks - self.lastAttackTime > 60) { self.attack(nearestTarget); self.lastAttackTime = LK.ticks; } } else if (dogBaseObj && !dogBaseObj.isDestroyed) { // Move towards dog base if no targets present var dx = dogBaseObj.x - self.x; var dy = dogBaseObj.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 70) { self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; } else if (LK.ticks - self.lastAttackTime > 60) { // Attack the base dogBaseObj.takeDamage(590); self.lastAttackTime = LK.ticks; LK.getSound('battle').play(); } } }; self.attack = function (target) { // Check if attacking superstronggoldendogform var isSuperstrongBoss = superstrongBosses.indexOf(target) > -1; if (isSuperstrongBoss) { // Deal 590 damage and slightly throw into sky target.health -= 590; // Throw superstronggoldendogform slightly into sky (1 inch = ~25 pixels) tween(target, { y: target.y - 25 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { // Fall back down tween(target, { y: target.y + 25 }, { duration: 300, easing: tween.easeIn }); } }); // Check if superstronggoldendogform dies (takes 5 hits to kill) if (target.health <= 0) { // Play death sound LK.getSound('Superstronggoldendogformdies').play(); // Change to death sprite target.attachAsset('Superstronggoldendogformdie', { anchorX: 0.5, anchorY: 0.5, scaleX: 6.0, scaleY: 6.0 }); // Make boss disappear after delay tween(target, { alpha: 0 }, { duration: 2000, onFinish: function onFinish() { // Remove health elements if (target.healthBar) { target.healthBar.destroy(); } if (target.healthBarBack) { target.healthBarBack.destroy(); } if (target.healthText) { target.healthText.destroy(); } target.destroy(); // Remove from array var bossIndex = superstrongBosses.indexOf(target); if (bossIndex > -1) { superstrongBosses.splice(bossIndex, 1); } } }); } } else { // Attacking dogs - throw them off screen self.throwOffScreen(target); } LK.getSound('battle').play(); }; self.throwOffScreen = function (target) { // Throw target off screen var throwDirection = Math.random() < 0.5 ? -1 : 1; // Left or right var offScreenX = throwDirection > 0 ? 2148 : -100; // Off screen position tween(target, { x: offScreenX, y: target.y - 300, rotation: Math.PI * 2 }, { duration: 1000, easing: tween.easeOut, onFinish: function onFinish() { // Remove from appropriate array and destroy var dogIndex = dogs.indexOf(target); if (dogIndex > -1) { dogs.splice(dogIndex, 1); } var cuteIndex = cuteuwudogs.indexOf(target); if (cuteIndex > -1) { cuteuwudogs.splice(cuteIndex, 1); } target.destroy(); } }); }; 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 throw them out if (nearbyCats.length >= self.comfortThreshold) { var catsToThrow = Math.min(3, nearbyCats.length); // Throw up to 3 cats for (var j = 0; j < catsToThrow; j++) { var victimCat = nearbyCats[j]; self.throwOffScreen(victimCat); } } }; self.takeDamage = function (damage) { self.health -= damage; if (self.health <= 0) { self.die(); } }; self.die = function () { var bossIndex = ironGolemBosses.indexOf(self); if (bossIndex > -1) { ironGolemBosses.splice(bossIndex, 1); } // Turn red then disappear tween(self, { tint: 0xff0000 }, { duration: 500, onFinish: function onFinish() { self.destroy(); } }); }; return self; }); var IronGolemHelper = Container.expand(function () { var self = Container.call(this); self.health = 103; self.maxHealth = 103; 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 45 damage to targets that can take damage target.takeDamage(45); } 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 -= 8; // 8 damage per cat hit self.hitsTakenFromCats++; if (self.health <= 0) { self.die(); } }; self.takeDamageFromDog = function () { self.health -= 8; // 8 damage per dog hit 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 += self.value; // Use the ingot's value (default 34, or 90 when dropped by boss) 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 Special3000Coin = Container.expand(function () { var self = Container.call(this); self.value = 3000; self.canAttack = false; var coinGraphics = self.attachAsset('3000coin', { anchorX: 0.5, anchorY: 0.5, scaleX: 4, scaleY: 4 }); self.down = function (x, y, obj) { playerMoney += 3000; 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 = 202; self.maxHealth = 202; 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, alpha: 0 }); // 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) { // Find nearest target within large radius for mind power var nearestTarget = null; var nearestDistance = Infinity; // Check all 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 all 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; } } // Use mind power to drag the nearest target (can be far away) if (nearestTarget) { self.mindPowerDrag(nearestTarget); } else { // Fallback to original target if no other targets found self.mindPowerDrag(target); } LK.getSound('battle').play(); }; self.mindPowerDrag = function (target) { // Check if target is an irongolemhelper var isIronGolem = ironGolems.indexOf(target) > -1; // Animate target being dragged into the ground with mind power // Target can be dragged from any distance tween(target, { y: target.y + 500, scaleX: target.scaleX * 0.3, scaleY: target.scaleY * 0.1 }, { duration: 2000, easing: tween.easeIn, onFinish: function onFinish() { // Special handling for irongolemhelper if (isIronGolem) { // Drop ironingot worth 90¢ var ironingot = new IronIngot(); ironingot.value = 90; // Override default value ironingot.x = target.x; ironingot.y = target.originalY || target.y - 500; droppedIngots.push(ironingot); game.addChild(ironingot); // Remove from ironGolems array var golemIndex = ironGolems.indexOf(target); if (golemIndex > -1) { ironGolems.splice(golemIndex, 1); } target.destroy(); } else { // After dragging, apply damage or kill for other targets 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); } target.die(); } } } }); }; self.takeDamageFromCat = function () { // Check if cats can defeat the boss var canDefeat = false; if (cats.length >= 30) { // 30 or more cats can instantly defeat the boss canDefeat = true; } else if (cats.length >= 20) { // 20 cats or more can defeat canDefeat = true; } else if (cats.length >= 10 && ironGolems.length >= 2) { // 10+ cats with 2+ iron golems can defeat canDefeat = true; } else if (cats.length >= 10) { // 10+ cats can instantly defeat the boss when it's strong canDefeat = true; } else if (cats.length >= 5 && ironGolems.length >= 2) { // 5+ cats with 2+ iron golems can defeat canDefeat = true; } else if (cats.length >= 3 && ironGolems.length >= 1) { // 3+ cats with 1+ iron golem can defeat canDefeat = true; } if (canDefeat) { self.health = 0; self.die(); return; } self.health -= 8; 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 = 45; // 45 damage from iron golem 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; // Check if cats won - if so, go underground like cats and dogs if (gameState === 'catsWin' || cats.length > dogs.length) { // Play death sound when cats win and superstronggoldendogform dies LK.getSound('Superstronggoldendogformdies').play(); // Stop the sound and continue with death after delay LK.setTimeout(function () { LK.getSound('Superstronggoldendogformdies').stop(); // Now allow player to win if this was the victory condition LK.showYouWin(); }, 3000); // 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; // Remove health elements when underground if (self.healthBar) { self.healthBar.destroy(); } if (self.healthBarBack) { self.healthBarBack.destroy(); } if (self.healthText) { self.healthText.destroy(); } // Remove from array var bossIndex = superstrongBosses.indexOf(self); if (bossIndex > -1) { superstrongBosses.splice(bossIndex, 1); } } }); } }); // Don't allow movement underground self.update = function () { // Do nothing - can't move when underground }; return; } // Normal death behavior // Change to death sprite var deathGraphics = self.attachAsset('Superstronggoldendogformdie', { anchorX: 0.5, anchorY: 0.5, scaleX: 6.0, scaleY: 6.0 }); // Play death sound LK.getSound('Superstronggoldendogformdies').play(); // Stop death sound and remove boss after a delay LK.setTimeout(function () { // Stop the death sound LK.getSound('Superstronggoldendogformdies').stop(); // Play yippee sound as many times as there are cats var catsCount = cats.length; for (var yippeeIndex = 0; yippeeIndex < catsCount; yippeeIndex++) { LK.getSound('Yipee').play(); } // Drop 2 3000¢ coins for (var i = 0; i < 2; i++) { var coin3000 = new Special3000Coin(); coin3000.x = self.x + (Math.random() - 0.5) * 300; coin3000.y = self.y + (Math.random() - 0.5) * 300; droppedCoins.push(coin3000); game.addChild(coin3000); } // Remove health elements if (self.healthBar) { self.healthBar.destroy(); } if (self.healthBarBack) { self.healthBarBack.destroy(); } if (self.healthText) { self.healthText.destroy(); } // Make boss disappear self.destroy(); // Remove from array var bossIndex = superstrongBosses.indexOf(self); if (bossIndex > -1) { superstrongBosses.splice(bossIndex, 1); } // Start 5-minute cooldown for next boss spawn lastBossSpawnTime = LK.ticks; }, 3000); // Wait 3 seconds before cleanup }; 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; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB }); /**** * Game Code ****/ var playerMoney = 1000; var dogs = []; var cats = []; var droppedCoins = []; var ironGolems = []; var superstrongBosses = []; var cuteuwudogs = []; var droppedIngots = []; var clouds = []; var ironGolemBosses = []; 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; var lastCloudSpawnTime = 0; var cloudSpawnInterval = 60; // Spawn clouds every 60 ticks for fewer clouds // 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 1000¢ or more, spawn iron golem boss if (holdDuration >= 60 && playerMoney >= 1000) { // Spawn iron golem boss var ironGolemBoss = new IronGolemBoss(); ironGolemBoss.x = catBaseObj.x + (Math.random() - 0.5) * 300; ironGolemBoss.y = catBaseObj.y - 150 + (Math.random() - 0.5) * 150; ironGolemBosses.push(ironGolemBoss); game.addChild(ironGolemBoss); LK.getSound('spawn').play(); } else 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; } // Keep iron golem bosses within bounds for (var i = 0; i < ironGolemBosses.length; i++) { var boss = ironGolemBosses[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; } // Cloud spawning logic - spawn fewer clouds if (LK.ticks - lastCloudSpawnTime >= 60) { // Spawn every 60 ticks (slower) // Spawn 1 cloud at a time to reduce cloud density var newCloud = new Cloud(); newCloud.x = 2048 + 100 + Math.random() * 200; // Spawn from right side newCloud.y = 50 + Math.random() * 600; // Cover sky area clouds.push(newCloud); game.addChild(newCloud); lastCloudSpawnTime = LK.ticks; } // 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
@@ -2091,9 +2091,9 @@
/****
* Game Code
****/
-var playerMoney = 50;
+var playerMoney = 1000;
var dogs = [];
var cats = [];
var droppedCoins = [];
var ironGolems = [];
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