/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Beam item class
var BeamItem = Container.expand(function () {
var self = Container.call(this);
var beamSprite = self.attachAsset('beamItem', {
anchorX: 0.5,
anchorY: 0.5
});
beamSprite.width = 90;
beamSprite.height = 90;
beamSprite.alpha = 0.95;
self.update = function () {
self.y += 6;
};
return self;
});
// Enemy type 1: moves straight down
var Enemy1 = Container.expand(function () {
var self = Container.call(this);
var enemySprite = self.attachAsset('enemy1', {
anchorX: 0.5,
anchorY: 0.5
});
enemySprite.width = 200;
enemySprite.height = 200;
self.speed = 2 + Math.random() * 1;
self.update = function () {
self.y += self.speed;
};
return self;
});
// Enemy type 2: moves in sine wave
var Enemy2 = Container.expand(function () {
var self = Container.call(this);
var enemySprite = self.attachAsset('enemy2', {
anchorX: 0.5,
anchorY: 0.5
});
enemySprite.width = 160;
enemySprite.height = 160;
self.speed = 3.5 + Math.random() * 1.5;
self.waveAmplitude = 120 + Math.random() * 80;
self.waveSpeed = 0.012 + Math.random() * 0.005;
self.baseX = 0;
self.t = 0;
self.update = function () {
self.y += self.speed;
self.t += self.waveSpeed;
self.x = self.baseX + Math.sin(self.t * 6.28) * self.waveAmplitude;
};
return self;
});
// Strong Enemy3: needs 5 hits to die, moves straight down, larger and purple
var Enemy3 = Container.expand(function () {
var self = Container.call(this);
var enemySprite = self.attachAsset('enemy3', {
anchorX: 0.5,
anchorY: 0.5
});
enemySprite.width = 260;
enemySprite.height = 260;
self.speed = 3 + Math.random() * 1;
self.hp = 5;
self.update = function () {
self.y += self.speed;
};
return self;
});
// Enemy4: new enemy type, moves diagonally, bounces off screen edges, explodes when near hero, needs 3 hits to die
var Enemy4 = Container.expand(function () {
var self = Container.call(this);
var enemySprite = self.attachAsset('Enemy4', {
anchorX: 0.5,
anchorY: 0.5
});
enemySprite.width = 180;
enemySprite.height = 180;
self.speedX = (Math.random() < 0.5 ? 1 : -1) * (3.5 + Math.random() * 1.5);
self.speedY = 3.5 + Math.random() * 1.5;
self.exploded = false;
self.hp = 3; // Needs 3 hits to die
self.update = function () {
// --- Enemy4 follows the hero ---
// Only follow if hero exists and Enemy4 is not exploded
if (typeof hero !== "undefined" && !self.exploded) {
// Calculate direction vector to hero
var dx = hero.x - self.x;
var dy = hero.y - self.y;
var dist = Math.sqrt(dx * dx + dy * dy);
// Set speed to always move at a fixed speed toward the hero
var speed = 8; // Enemy4's following speed (slower movement)
if (dist > 0) {
self.speedX = dx / dist * speed;
self.speedY = dy / dist * speed;
}
}
self.x += self.speedX;
self.y += self.speedY;
// Bounce off left/right edges
if (self.x - enemySprite.width / 2 <= 0 && self.speedX < 0 || self.x + enemySprite.width / 2 >= 2048 && self.speedX > 0) {
self.speedX *= -1;
}
// --- Enemy4 explodes and deals 2 damage when near or colliding with hero ---
if (typeof hero !== "undefined" && !self.exploded && (
// Collides with hero
self.intersects(hero) ||
// Or is "near" hero (distance < 120px)
Math.abs(self.x - hero.x) < 120 && Math.abs(self.y - hero.y) < 120)) {
self.exploded = true;
// Tiny flash/explosion effect on Enemy4 itself
LK.effects.flashObject(self, 0xffffff, 120);
// Only deal damage if not in godMode or shieldActive
if (!godMode && !shieldActive) {
LK.getSound('heroHit').play();
LK.effects.flashScreen(0xff0000, 800);
if (typeof heroHealth !== "undefined") {
heroHealth -= 2;
if (heroHealth < 0) heroHealth = 0;
if (typeof updateHealthBar === "function") updateHealthBar();
if (typeof updateDemoHealthSquares === "function") updateDemoHealthSquares();
if (heroHealth <= 0) {
LK.getSound('Death').play();
LK.showGameOver();
return;
}
}
} else if (shieldActive) {
LK.effects.flashObject(hero, 0x00ffff, 200);
}
// Play explosion animation (particles)
var particleCount = 16;
for (var pi = 0; pi < particleCount; pi++) {
var part = LK.getAsset('Enemy4', {
anchorX: 0.5,
anchorY: 0.5
});
part.x = self.x;
part.y = self.y;
part.width = 24 + Math.random() * 24;
part.height = 24 + Math.random() * 24;
part.alpha = 0.8 + Math.random() * 0.2;
var angle = Math.PI * 2 * (pi / particleCount) + Math.random() * 0.2;
var speed = 12 + Math.random() * 8;
var vx = Math.cos(angle) * speed;
var vy = Math.sin(angle) * speed;
part.life = 10 + Math.floor(Math.random() * 10);
part.update = function () {
this.x += vx;
this.y += vy;
this.life--;
this.alpha *= 0.88 + Math.random() * 0.06;
if (this.life <= 0) {
this.destroy();
}
};
if (typeof game !== "undefined") game.addChild(part);
}
// Remove Enemy4 from game/enemies array on next update
if (typeof self.destroy === "function") self.destroy();
// Remove from enemies[] in main game.update (handled by main loop)
return;
}
// Enemy4 now ignores proximity to hero and does not explode or interact when flying through the hero
};
return self;
});
// Enemy bullet class
var EnemyBullet = Container.expand(function () {
var self = Container.call(this);
var bulletSprite = self.attachAsset('enemyBullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speedX = 0;
self.speedY = 8;
self.update = function () {
self.x += self.speedX;
self.y += self.speedY;
};
return self;
});
// Extraordinary EnemyX: spawns only once after 250 score, unique appearance and behavior
var EnemyX = Container.expand(function () {
var self = Container.call(this);
// Use dedicated enemyX asset
var enemySprite = self.attachAsset('enemyX', {
anchorX: 0.5,
anchorY: 0.5
});
enemySprite.width = 600;
enemySprite.height = 600;
enemySprite.alpha = 0.98;
self.speed = 4 + Math.random() * 2;
// Set EnemyX health to 250 only in normal mode, otherwise 500 (boss mode)
self.hp = typeof bossMode !== "undefined" && bossMode ? 500 : 250; // much higher HP (500 hits required)
// --- EnemyX shooting logic ---
self.shootTick = 0;
self.beamCooldown = 0;
self.update = function () {
// Boss mode: randomly drop health potion, shield, or beam items from EnemyX (less frequently)
if (typeof bossMode !== "undefined" && bossMode && Math.random() < 0.005) {
// 1/3 chance for each item
var dropType = Math.floor(Math.random() * 3);
var item;
if (dropType === 0) {
item = new HealthPotion();
} else if (dropType === 1) {
item = new ShieldItem();
} else {
item = new BeamItem();
}
item.x = self.x + (Math.random() - 0.5) * 120;
item.y = self.y + 120;
if (typeof items !== "undefined" && typeof game !== "undefined") {
items.push(item);
game.addChild(item);
}
}
// Only allow EnemyX to wander in the upper part of the screen (y between 0 and 500)
if (typeof self.t === "undefined") self.t = Math.random() * 2;
self.t += 0.012;
// Sway left/right slowly
self.x += Math.sin(self.t * 2.5) * 6;
// Restrict vertical movement: only allow y to increase up to a certain limit, then bounce back up
if (typeof self.directionY === "undefined") self.directionY = 1;
// Set upper and lower bounds for wandering
var upperY = 60 + enemySprite.height / 2;
var lowerY = 420 + enemySprite.height / 2;
// Move down or up depending on direction
self.y += self.speed * self.directionY * 0.3; // even slower vertical movement
// If reached lower bound, go up; if reached upper bound, go down
if (self.y >= lowerY) {
self.y = lowerY;
self.directionY = -1;
} else if (self.y <= upperY) {
self.y = upperY;
self.directionY = 1;
}
// --- Shooting less frequently ---
self.shootTick = (self.shootTick || 0) + 1;
self.beamCooldown = (self.beamCooldown || 0) - 1;
// Shoot a bullet every 60-90 ticks (randomized, less frequent)
if (self.shootTick >= 60 + Math.floor(Math.random() * 31)) {
if (typeof game !== "undefined" && typeof hero !== "undefined") {
// Shoot 3-way spread
for (var i = -1; i <= 1; i++) {
var bullet = new EnemyBullet();
bullet.x = self.x + i * 60;
bullet.y = self.y + 120;
// Aim at hero, but with spread
var dx = hero.x - bullet.x + i * 80;
var dy = hero.y - bullet.y;
var len = Math.sqrt(dx * dx + dy * dy);
if (len > 0) {
bullet.speedX = dx / len * 10;
bullet.speedY = dy / len * 10;
}
enemyBullets.push(bullet);
game.addChild(bullet);
LK.getSound('enemyShoot').play();
}
}
self.shootTick = 0;
}
// Sometimes shoot a beam down (every 360-540 ticks, much more rare, and only hit when visually active)
if (self.beamCooldown <= 0 && Math.random() < 0.012) {
if (typeof game !== "undefined") {
// Visual: big vertical beam
var beam = LK.getAsset('beamItem', {
anchorX: 0.5,
anchorY: 0,
x: self.x,
y: self.y + enemySprite.height / 2
});
beam.width = 120;
beam.height = 2732 - (self.y + enemySprite.height / 2);
beam.alpha = 0.38 + Math.random() * 0.12;
game.addChild(beam);
// Beam effect: damage hero if in column for 60 frames, but only on first 20 frames is it "active"
beam.life = 60;
beam.activeFrames = 20;
beam.update = function () {
this.life--;
// Flicker effect
this.alpha = 0.32 + Math.random() * 0.18;
// Only hit hero if beam is visually active (first 20 frames)
if (this.life > 60 - this.activeFrames) {
if (typeof hero !== "undefined" && hero.y > this.y && hero.y < this.y + this.height) {
if (Math.abs(hero.x - this.x) < this.width / 2 + hero.width / 2) {
if (!godMode && !shieldActive && this.life === 60 - this.activeFrames + 1) {
LK.getSound('heroHit').play();
LK.effects.flashScreen(0xff0000, 800);
heroHealth--;
updateHealthBar();
updateDemoHealthSquares && updateDemoHealthSquares();
if (heroHealth <= 0) {
LK.getSound('Death').play();
LK.showGameOver();
return;
}
} else if (!godMode && shieldActive && this.life === 60 - this.activeFrames + 1) {
LK.effects.flashObject(hero, 0x00ffff, 200);
}
}
}
}
if (this.life <= 0) {
this.destroy();
}
};
// Add to enemyBullets for update/removal
enemyBullets.push(beam);
// Play laser sound
LK.getSound('laser').play();
// Set cooldown for next beam (much more rare)
self.beamCooldown = 540 + Math.floor(Math.random() * 180);
}
}
};
return self;
});
// EnemyZ: New boss type, appears as a large, fast, zig-zagging boss with high HP and double beam attack
var EnemyZ = Container.expand(function () {
var self = Container.call(this);
// Use enemyZ asset, large size
var enemySprite = self.attachAsset('EnemyZ', {
anchorX: 0.5,
anchorY: 0.5
});
enemySprite.width = 520;
enemySprite.height = 520;
enemySprite.alpha = 0.99;
self.speed = 4 + Math.random() * 1.5;
self.hp = Math.round((typeof bossMode !== "undefined" && bossMode ? 500 : 250) * 8 / 5); // Set EnemyZ health to 8/5 of EnemyX health
self.t = Math.random() * 2;
self.zigzagAmplitude = 320 + Math.random() * 80;
self.zigzagSpeed = 0.009 + Math.random() * 0.004;
self.baseX = 2048 / 2;
self.directionY = 1;
self.shootTick = 0;
self.beamCooldown = 0;
self.update = function () {
// Zig-zag movement, stays in upper half of screen
self.t += self.zigzagSpeed;
self.x = self.baseX + Math.sin(self.t * 2.5) * self.zigzagAmplitude;
// Restrict vertical movement: only allow y to increase up to a certain limit, then bounce back up
var upperY = 80 + enemySprite.height / 2;
var lowerY = 600 + enemySprite.height / 2;
self.y += self.speed * self.directionY * 0.3;
if (self.y >= lowerY) {
self.y = lowerY;
self.directionY = -1;
} else if (self.y <= upperY) {
self.y = upperY;
self.directionY = 1;
}
// --- Shooting logic: fires 5-way spread every 48-72 ticks ---
self.shootTick = (self.shootTick || 0) + 1;
self.beamCooldown = (self.beamCooldown || 0) - 1;
if (self.shootTick >= 48 + Math.floor(Math.random() * 25)) {
if (typeof game !== "undefined" && typeof hero !== "undefined") {
// Shoot 5-way spread
for (var i = -2; i <= 2; i++) {
var bullet = new EnemyBullet();
bullet.x = self.x + i * 60;
bullet.y = self.y + 120;
// Aim at hero, but with spread
var dx = hero.x - bullet.x + i * 60;
var dy = hero.y - bullet.y;
var len = Math.sqrt(dx * dx + dy * dy);
if (len > 0) {
bullet.speedX = dx / len * 11;
bullet.speedY = dy / len * 11;
}
enemyBullets.push(bullet);
game.addChild(bullet);
LK.getSound('enemyShoot').play();
}
}
self.shootTick = 0;
}
// --- Double beam attack: two beams at once, more frequent than EnemyX ---
if (self.beamCooldown <= 0 && Math.random() < 0.025) {
if (typeof game !== "undefined") {
// Visual: two vertical beams, one at self.x-100, one at self.x+100
for (var bx = -100; bx <= 100; bx += 200) {
var beam = LK.getAsset('beamItem', {
anchorX: 0.5,
anchorY: 0,
x: self.x + bx,
y: self.y + enemySprite.height / 2
});
beam.width = 100;
beam.height = 2732 - (self.y + enemySprite.height / 2);
beam.alpha = 0.42 + Math.random() * 0.10;
game.addChild(beam);
// Beam effect: damage hero if in column for 48 frames, only first 16 frames "active"
beam.life = 48;
beam.activeFrames = 16;
beam.update = function () {
this.life--;
this.alpha = 0.32 + Math.random() * 0.18;
if (this.life > 48 - this.activeFrames) {
if (typeof hero !== "undefined" && hero.y > this.y && hero.y < this.y + this.height) {
if (Math.abs(hero.x - this.x) < this.width / 2 + hero.width / 2) {
if (!godMode && !shieldActive && this.life === 48 - this.activeFrames + 1) {
LK.getSound('heroHit').play();
LK.effects.flashScreen(0x3399ff, 800);
heroHealth--;
updateHealthBar();
updateDemoHealthSquares && updateDemoHealthSquares();
if (heroHealth <= 0) {
LK.getSound('Death').play();
LK.showGameOver();
return;
}
} else if (!godMode && shieldActive && this.life === 48 - this.activeFrames + 1) {
LK.effects.flashObject(hero, 0x00ffff, 200);
}
}
}
}
if (this.life <= 0) {
this.destroy();
}
};
enemyBullets.push(beam);
LK.getSound('laser').play();
}
// Set cooldown for next double beam (more frequent than EnemyX)
self.beamCooldown = 300 + Math.floor(Math.random() * 90);
}
}
};
return self;
});
// Health potion class (separate asset)
var HealthPotion = Container.expand(function () {
var self = Container.call(this);
var potionSprite = self.attachAsset('healthPotion', {
anchorX: 0.5,
anchorY: 0.5
});
potionSprite.width = 90;
potionSprite.height = 90;
potionSprite.alpha = 0.95;
self.update = function () {
self.y += 8;
};
return self;
});
// Hero class
var Hero = Container.expand(function () {
var self = Container.call(this);
var heroSprite = self.attachAsset('hero', {
anchorX: 0.5,
anchorY: 0.5
});
self.radius = heroSprite.width / 2;
self.shootCooldown = 0;
self.update = function () {
if (self.shootCooldown > 0) self.shootCooldown--;
};
return self;
});
// Hero bullet class
var HeroBullet = Container.expand(function () {
var self = Container.call(this);
var bulletSprite = self.attachAsset('heroBullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -16;
self.update = function () {
self.y += self.speed;
};
return self;
});
// Shield item class
var ShieldItem = Container.expand(function () {
var self = Container.call(this);
var shieldSprite = self.attachAsset('shieldItem', {
anchorX: 0.5,
anchorY: 0.5
});
shieldSprite.width = 90;
shieldSprite.height = 90;
shieldSprite.alpha = 0.95; // Make it much brighter/less transparent
self.update = function () {
self.y += 6;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x181818
});
/****
* Game Code
****/
// Add 6 healthbar assets to the screen (for demo/test, not for health UI)
var greenSquares = [];
// (defer adding to game until after background is added)
for (var i = 0; i < 6; i++) {
var square = LK.getAsset('Healthbar', {
anchorX: 0,
anchorY: 1,
x: 60 + i * 70,
y: 2732 - 60,
width: 60,
height: 60,
tint: 0x44ff44
});
greenSquares.push(square);
}
// Helper to update demo health squares to match heroHealth
function updateDemoHealthSquares() {
for (var i = 0; i < greenSquares.length; i++) {
if (i < heroHealth) {
greenSquares[i].visible = true;
} else {
greenSquares[i].visible = false;
}
}
}
// separate asset for health potion
// Play menu music and stop background music when menu is shown
// --- MENU OVERLAY ---
// Add menu asset as background in menu, and background asset in game
var menuBgSprite = LK.getAsset('Menu', {
anchorX: 0,
anchorY: 0,
x: 0,
y: 0
});
menuBgSprite.width = 2048;
menuBgSprite.height = 2732;
game.addChild(menuBgSprite);
var backgroundSprite = LK.getAsset('background', {
anchorX: 0,
anchorY: 0,
x: 0,
y: 0
});
// Scale background to fill the screen (2048x2732)
var bgOriginalWidth = backgroundSprite.width;
var bgOriginalHeight = backgroundSprite.height;
var scaleX = 2048 / bgOriginalWidth;
var scaleY = 2732 / bgOriginalHeight;
var scale = Math.max(scaleX, scaleY); // cover entire area
backgroundSprite.width = bgOriginalWidth * scale;
backgroundSprite.height = bgOriginalHeight * scale;
// Center if needed (in case aspect ratio doesn't match)
backgroundSprite.x = (2048 - backgroundSprite.width) / 2;
backgroundSprite.y = (2732 - backgroundSprite.height) / 2;
backgroundSprite.visible = false; // Only show in game, not in menu
game.addChild(backgroundSprite);
// Add green squares after background so they are in front
for (var i = 0; i < greenSquares.length; i++) {
game.addChild(greenSquares[i]);
}
LK.stopMusic();
LK.playMusic('Menu');
var menuOverlay = new Container();
menuOverlay.zIndex = 10000; // ensure on top
// Title text
var titleTxt = new Text2("GALAXY DODGE SHOOTER", {
size: 160,
fill: "#fff",
fontWeight: "bold"
});
titleTxt.anchor.set(0.5, 0);
titleTxt.x = 2048 / 2;
titleTxt.y = 220;
menuOverlay.addChild(titleTxt);
// Play button background
var playBtnBg = LK.getAsset('Button', {
anchorX: 0.5,
anchorY: 0.5
});
playBtnBg.width = 600;
playBtnBg.height = 220;
playBtnBg.alpha = 0.7;
playBtnBg.x = 2048 / 2;
playBtnBg.y = 700;
menuOverlay.addChild(playBtnBg);
// Play button text
var playBtn = new Text2("PLAY", {
size: 140,
fill: 0x00EAFF,
fontWeight: "bold"
});
playBtn.anchor.set(0.5, 0.5);
playBtn.x = 2048 / 2;
playBtn.y = 700;
menuOverlay.addChild(playBtn);
// Add god mode and boss mode play buttons first, so their positions are available for music button placement
var godMode = false;
var bossMode = false;
var godPlayBtnBg = LK.getAsset('Button', {
anchorX: 0.5,
anchorY: 0.5
});
godPlayBtnBg.width = 600;
godPlayBtnBg.height = 220;
godPlayBtnBg.alpha = 0.7;
// Place god mode button below the play button (with margin)
godPlayBtnBg.x = 2048 / 2;
godPlayBtnBg.y = 700 + 220 / 2 + 60 + godPlayBtnBg.height / 2; // below playBtnBg
menuOverlay.addChild(godPlayBtnBg);
var godPlayBtn = new Text2("GOD MODE", {
size: 100,
fill: 0xffd700,
fontWeight: "bold"
});
godPlayBtn.anchor.set(0.5, 0.5);
godPlayBtn.x = 2048 / 2;
godPlayBtn.y = godPlayBtnBg.y;
menuOverlay.addChild(godPlayBtn);
var bossPlayBtnBg = LK.getAsset('Button', {
anchorX: 0.5,
anchorY: 0.5
});
bossPlayBtnBg.width = 600;
bossPlayBtnBg.height = 220;
bossPlayBtnBg.alpha = 0.7;
bossPlayBtnBg.x = 2048 / 2;
bossPlayBtnBg.y = godPlayBtnBg.y + godPlayBtnBg.height / 2 + 60 + bossPlayBtnBg.height / 2;
menuOverlay.addChild(bossPlayBtnBg);
var bossPlayBtn = new Text2("BOSS MODE", {
size: 100,
fill: 0xff4444,
fontWeight: "bold"
});
bossPlayBtn.anchor.set(0.5, 0.5);
bossPlayBtn.x = 2048 / 2;
bossPlayBtn.y = bossPlayBtnBg.y;
menuOverlay.addChild(bossPlayBtn);
// Add music toggle button to menu
var musicOn = true;
// Place music button below boss mode button (with margin)
var musicBtnBg = LK.getAsset('Button', {
anchorX: 0.5,
anchorY: 0.5
});
musicBtnBg.width = 340;
musicBtnBg.height = 140;
musicBtnBg.alpha = 0.7;
musicBtnBg.x = 2048 / 2;
musicBtnBg.y = bossPlayBtnBg.y + bossPlayBtnBg.height / 2 + 60 + musicBtnBg.height / 2;
menuOverlay.addChild(musicBtnBg);
var musicBtn = new Text2("MUSIC: ON", {
size: 80,
fill: 0x00EAFF,
fontWeight: "bold"
});
musicBtn.anchor.set(0.5, 0.5);
musicBtn.x = 2048 / 2;
musicBtn.y = musicBtnBg.y;
menuOverlay.addChild(musicBtn);
// Add help button below music button
var helpBtnBg = LK.getAsset('Button', {
anchorX: 0.5,
anchorY: 0.5
});
helpBtnBg.width = 340;
helpBtnBg.height = 140;
helpBtnBg.alpha = 0.7;
helpBtnBg.x = 2048 / 2;
helpBtnBg.y = musicBtnBg.y + musicBtnBg.height / 2 + 60 + helpBtnBg.height / 2;
menuOverlay.addChild(helpBtnBg);
var helpBtn = new Text2("HELP", {
size: 80,
fill: 0x00EAFF,
fontWeight: "bold"
});
helpBtn.anchor.set(0.5, 0.5);
helpBtn.x = 2048 / 2;
helpBtn.y = helpBtnBg.y;
menuOverlay.addChild(helpBtn);
// Add menu overlay to game
game.addChild(menuOverlay);
// --- HELP MENU POPUP ---
var helpMenuOverlay = null;
function showHelpMenu() {
if (helpMenuOverlay && helpMenuOverlay.visible) return;
if (helpMenuOverlay) {
helpMenuOverlay.visible = true;
return;
}
helpMenuOverlay = new Container();
helpMenuOverlay.zIndex = 20000;
// Help menu background using helpbackground asset
var bg = LK.getAsset('Helpbackground', {
anchorX: 0,
anchorY: 0,
x: 0,
y: 0
});
bg.width = 2048;
bg.height = 2732;
bg.alpha = 1.0;
helpMenuOverlay.addChild(bg);
// Help title
var helpTitle = new Text2("HELP", {
size: 120,
fill: "#fff",
fontWeight: "bold"
});
helpTitle.anchor.set(0.5, 0);
helpTitle.x = 2048 / 2;
helpTitle.y = 320;
helpMenuOverlay.addChild(helpTitle);
// --- PAGE SYSTEM ---
var helpPage = 0; // 0 = enemies, 1 = items
// Enemy types info for help menu
var enemyTypes = [{
asset: 'enemy1',
name: 'Enemy 1',
desc: 'Standard enemy. Moves straight down. Easy to destroy.'
}, {
asset: 'enemy2',
name: 'Enemy 2',
desc: 'Sine-wave enemy. Moves in a wavy pattern. Harder to hit.'
}, {
asset: 'enemy3',
name: 'Enemy 3',
desc: 'Strong enemy. Takes 5 hits to destroy. Large and slow.'
}, {
asset: 'Enemy4',
name: 'Enemy 4',
desc: 'Diagonal bouncer. Moves diagonally, bounces off edges, and explodes when near the hero!'
}, {
asset: 'enemyX',
name: 'Boss Enemy X',
desc: 'Boss enemy. Appears after 250 score or in Boss Mode. Very tough!'
}, {
asset: 'EnemyZ',
name: 'Boss Enemy Z',
desc: 'Boss enemy. Zig-zags, shoots double beams, and is very fast!'
}];
// Item types info for help menu
var itemTypes = [{
asset: 'healthPotion',
name: 'Health Potion',
desc: 'Restores 1 health. Pick up to heal. If at max health, does nothing.'
}, {
asset: 'shieldItem',
name: 'Shield',
desc: 'Grants a shield for 6 seconds if at max health. Absorbs one hit from enemies or bullets.'
}, {
asset: 'beamItem',
name: 'Beam Powerup',
desc: 'Enables triple-shot for a short time. Fires 3 bullets in a spread.'
}];
// --- CONTAINER FOR PAGE CONTENT ---
var pageContent = new Container();
helpMenuOverlay.addChild(pageContent);
// --- RENDER PAGE FUNCTION ---
function renderHelpPage() {
// Remove all children from pageContent
while (pageContent.children.length > 0) {
pageContent.removeChild(pageContent.children[0]);
}
// Title
helpTitle.setText(helpPage === 0 ? "HELP" : "ITEMS");
// Layout: vertical list, left-aligned for both image and text
var startY = 500;
var spacingY = 340;
var leftMargin = 220;
var imageTextGap = 40;
var data = helpPage === 0 ? enemyTypes : itemTypes;
for (var i = 0; i < data.length; i++) {
var et = data[i];
// Image
var img = LK.getAsset(et.asset, {
anchorX: 0,
anchorY: 0,
x: leftMargin,
y: startY + i * spacingY,
width: et.asset === 'enemyX' ? 180 : 120,
height: et.asset === 'enemyX' ? 180 : 120
});
pageContent.addChild(img);
// Name
var nameTxt = new Text2(et.name, {
size: 80,
fill: "#fff",
fontWeight: "bold"
});
nameTxt.anchor.set(0, 0);
nameTxt.x = leftMargin + (et.asset === 'enemyX' ? 180 : 120) + imageTextGap;
nameTxt.y = startY + i * spacingY + 10;
pageContent.addChild(nameTxt);
// Description
var descTxt = new Text2(et.desc, {
size: 60,
fill: "#fff",
align: "left"
});
descTxt.anchor.set(0, 0);
descTxt.x = leftMargin + (et.asset === 'enemyX' ? 180 : 120) + imageTextGap;
descTxt.y = startY + i * spacingY + 100;
pageContent.addChild(descTxt);
}
}
renderHelpPage();
// --- PAGE NAVIGATION BUTTONS ---
// Place under the last description text
// Compute button Y based on number of entries in current help page
var numEntries = helpPage === 0 ? enemyTypes.length : itemTypes.length;
var lastDescY = 500 + (numEntries - 1) * 340 + 100 + 120; // 100 for desc offset, 120 for some margin
// Close button (centered, first so it's under others visually)
var closeBtnBg = LK.getAsset('Button', {
anchorX: 0.5,
anchorY: 0.5
});
closeBtnBg.width = 340;
closeBtnBg.height = 140;
closeBtnBg.alpha = 0.7;
closeBtnBg.x = 2048 / 2;
closeBtnBg.y = lastDescY;
helpMenuOverlay.addChild(closeBtnBg);
var closeBtn = new Text2("CLOSE", {
size: 80,
fill: 0x00EAFF,
fontWeight: "bold"
});
closeBtn.anchor.set(0.5, 0.5);
closeBtn.x = 2048 / 2;
closeBtn.y = lastDescY;
helpMenuOverlay.addChild(closeBtn);
// Items button (right)
var nextBtnBg = LK.getAsset('Button', {
anchorX: 0.5,
anchorY: 0.5
});
nextBtnBg.width = 340;
nextBtnBg.height = 140;
nextBtnBg.alpha = 0.7;
nextBtnBg.x = 2048 / 2 + 400;
nextBtnBg.y = lastDescY;
helpMenuOverlay.addChild(nextBtnBg);
var nextBtn = new Text2("ITEMS", {
size: 60,
fill: 0x00EAFF,
fontWeight: "bold"
});
nextBtn.anchor.set(0.5, 0.5);
nextBtn.x = nextBtnBg.x;
nextBtn.y = nextBtnBg.y;
helpMenuOverlay.addChild(nextBtn);
// Enemies button (left)
var prevBtnBg = LK.getAsset('Button', {
anchorX: 0.5,
anchorY: 0.5
});
prevBtnBg.width = 340;
prevBtnBg.height = 140;
prevBtnBg.alpha = 0.7;
prevBtnBg.x = 2048 / 2 - 400;
prevBtnBg.y = lastDescY;
helpMenuOverlay.addChild(prevBtnBg);
var prevBtn = new Text2("ENEMIES", {
size: 60,
fill: 0x00EAFF,
fontWeight: "bold"
});
prevBtn.anchor.set(0.5, 0.5);
prevBtn.x = prevBtnBg.x;
prevBtn.y = prevBtnBg.y;
helpMenuOverlay.addChild(prevBtn);
// Dismiss help menu on close button press, and handle page navigation
helpMenuOverlay.down = function (x, y, obj) {
// Close
var dx = x - closeBtn.x;
var dy = y - closeBtn.y;
if (Math.abs(dx) <= closeBtnBg.width / 2 && Math.abs(dy) <= closeBtnBg.height / 2) {
helpMenuOverlay.visible = false;
return;
}
// Prev (ENEMIES)
var pdx = x - prevBtn.x;
var pdy = y - prevBtn.y;
if (Math.abs(pdx) <= prevBtnBg.width / 2 && Math.abs(pdy) <= prevBtnBg.height / 2) {
if (helpPage !== 0) {
helpPage = 0;
renderHelpPage();
}
return;
}
// Next (ITEMS)
var ndx = x - nextBtn.x;
var ndy = y - nextBtn.y;
if (Math.abs(ndx) <= nextBtnBg.width / 2 && Math.abs(ndy) <= nextBtnBg.height / 2) {
if (helpPage !== 1) {
helpPage = 1;
renderHelpPage();
}
return;
}
};
game.addChild(helpMenuOverlay);
}
// Menu state
var menuActive = true;
// Play button interaction
menuOverlay.down = function (x, y, obj) {
// Check if play button was pressed (normal mode)
var dx = x - playBtn.x;
var dy = y - playBtn.y;
if (Math.abs(dx) <= playBtnBg.width / 2 && Math.abs(dy) <= playBtnBg.height / 2) {
// Hide menu, start game in normal mode
menuOverlay.visible = false;
menuActive = false;
godMode = false;
if (typeof menuBgSprite !== "undefined") menuBgSprite.visible = false;
if (typeof backgroundSprite !== "undefined") backgroundSprite.visible = true;
LK.stopMusic();
if (musicOn) {
LK.playMusic('bgmusic');
}
return;
}
// Check if god mode play button was pressed
var gdx = x - godPlayBtn.x;
var gdy = y - godPlayBtn.y;
if (Math.abs(gdx) <= godPlayBtnBg.width / 2 && Math.abs(gdy) <= godPlayBtnBg.height / 2) {
// Hide menu, start game in god mode
menuOverlay.visible = false;
menuActive = false;
godMode = true;
if (typeof menuBgSprite !== "undefined") menuBgSprite.visible = false;
if (typeof backgroundSprite !== "undefined") backgroundSprite.visible = true;
LK.stopMusic();
if (musicOn) {
LK.playMusic('Godmode'); // godmode music while playing in godmode
}
return;
}
// Check if music button was pressed
var mdx = x - musicBtn.x;
var mdy = y - musicBtn.y;
if (Math.abs(mdx) <= musicBtnBg.width / 2 && Math.abs(mdy) <= musicBtnBg.height / 2) {
musicOn = !musicOn;
if (musicOn) {
musicBtn.setText("MUSIC: ON");
LK.playMusic('Menu');
} else {
musicBtn.setText("MUSIC: OFF");
LK.stopMusic();
}
return;
}
// Check if boss mode play button was pressed
var bdx = x - bossPlayBtn.x;
var bdy = y - bossPlayBtn.y;
if (Math.abs(bdx) <= bossPlayBtnBg.width / 2 && Math.abs(bdy) <= bossPlayBtnBg.height / 2) {
// Hide menu, start game in boss mode
menuOverlay.visible = false;
menuActive = false;
godMode = false;
bossMode = true;
if (typeof menuBgSprite !== "undefined") menuBgSprite.visible = false;
if (typeof backgroundSprite !== "undefined") backgroundSprite.visible = true;
LK.stopMusic();
if (musicOn) {
LK.playMusic('Boss');
}
// Set up for boss mode: reset score, enemyXSpawned, etc.
score = 0;
scoreTxt.setText(score);
enemyXSpawned = false;
bossMusicPlayed = true; // already playing
spawnTick = 0;
return;
}
// Check if help button was pressed
if (typeof helpBtn !== "undefined" && typeof helpBtnBg !== "undefined") {
var hdx = x - helpBtn.x;
var hdy = y - helpBtn.y;
if (Math.abs(hdx) <= helpBtnBg.width / 2 && Math.abs(hdy) <= helpBtnBg.height / 2) {
// Show help popup (custom help menu)
showHelpMenu();
return;
}
}
};
menuOverlay.move = function (x, y, obj) {};
menuOverlay.up = function (x, y, obj) {};
// Score display
var scoreTxt = new Text2('0', {
size: 120,
fill: "#fff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Health bar UI (horizontal, left bottom)
var maxHealth = 6;
var heroHealth = maxHealth;
var healthBarBg = LK.getAsset('enemy2', {
anchorX: 0,
// left edge
anchorY: 1,
// bottom edge
tint: 0x222222
});
healthBarBg.width = 420;
healthBarBg.height = 60;
healthBarBg.alpha = 0.45;
// Place at left bottom, with margin (60px from left, 60px from bottom)
healthBarBg.x = 60;
healthBarBg.y = 2732 - 60;
LK.gui.bottomLeft.addChild(healthBarBg);
var healthBar = LK.getAsset('enemy1', {
anchorX: 0,
// left edge
anchorY: 1,
// bottom edge
tint: 0xff4444
});
healthBar.width = 420;
healthBar.height = 60;
healthBar.alpha = 0.85;
healthBar.x = 60;
healthBar.y = 2732 - 60;
LK.gui.bottomLeft.addChild(healthBar);
// --- Health bar squares (vertical, left bottom) ---
var healthBarVSquares = [];
var squareSpacing = 12;
var squareSize = 60;
var baseX = 60;
var baseY = 2732 - 60;
for (var i = 0; i < maxHealth; i++) {
var square = LK.getAsset('Healthbar', {
anchorX: 0,
anchorY: 1,
x: baseX + i * (squareSize + squareSpacing),
y: baseY,
width: squareSize,
height: squareSize,
tint: 0x44ff44
});
LK.gui.bottomLeft.addChild(square);
healthBarVSquares.push(square);
}
function updateHealthBar() {
// Horizontal bar (left)
healthBar.width = 420 * (heroHealth / maxHealth);
if (heroHealth <= 2) {
healthBar.tint = 0xff2222;
} else if (heroHealth <= 4) {
healthBar.tint = 0xffbb22;
} else {
healthBar.tint = 0x44ff44;
}
// Vertical bar (center) - show/hide squares and tint by health
for (var i = 0; i < healthBarVSquares.length; i++) {
if (i < heroHealth) {
healthBarVSquares[i].visible = true;
// Tint by health: green if >4, yellow if 3-4, red if 1-2
if (heroHealth <= 2) {
healthBarVSquares[i].tint = 0xff2222;
} else if (heroHealth <= 4) {
healthBarVSquares[i].tint = 0xffbb22;
} else {
healthBarVSquares[i].tint = 0x44ff44;
}
// Add a white border highlight if health is full
healthBarVSquares[i].alpha = heroHealth === maxHealth ? 1.0 : 0.95;
} else {
healthBarVSquares[i].visible = false;
}
}
}
updateDemoHealthSquares && updateDemoHealthSquares();
updateHealthBar();
// Game variables
var hero = new Hero();
game.addChild(hero);
hero.x = 2048 / 2;
hero.y = 2732 - 350;
// Track if EnemyX has spawned
var enemyXSpawned = false;
var enemyZSpawned = false; // Track if EnemyZ is present in boss mode
// Track if EnemyX has been killed after 250 score (not in boss mode)
var enemyXKilledAfter250 = false;
// Ulti button UI and state
var ultiReady = true;
var ultiCooldown = 0;
var ultiCooldownMax = 1800; // 30 seconds at 60fps
// Create ulti button
var ultiBtn = new Text2("ULTI", {
size: 120,
fill: 0x00EAFF,
fontWeight: "bold"
});
ultiBtn.anchor.set(0.5, 0.5);
// Place in right corner, leaving margin for touch and not overlapping top menu
ultiBtn.x = 2048 - 180;
ultiBtn.y = 2732 - 180;
ultiBtn.bg = LK.getAsset('enemy2', {
anchorX: 0.5,
anchorY: 0.5,
tint: 0x00eaff
});
ultiBtn.bg.width = 340;
ultiBtn.bg.height = 220;
ultiBtn.bg.alpha = 0.25;
ultiBtn.bg.x = ultiBtn.x;
ultiBtn.bg.y = ultiBtn.y;
game.addChild(ultiBtn.bg);
game.addChild(ultiBtn);
// Ulti button cooldown overlay
var ultiBtnOverlay = LK.getAsset('enemy2', {
anchorX: 0.5,
anchorY: 0.5,
tint: 0x222222
});
ultiBtnOverlay.width = 340;
ultiBtnOverlay.height = 220;
ultiBtnOverlay.alpha = 0.55;
ultiBtnOverlay.x = ultiBtn.x;
ultiBtnOverlay.y = ultiBtn.y;
ultiBtnOverlay.visible = false;
game.addChild(ultiBtnOverlay);
// Laser Cannon state (no button UI)
var laserReady = true;
var laserCooldown = 0;
var laserCooldownMax = 720; // 12 seconds at 60fps
// Armor visual overlay for shield
var heroArmor = LK.getAsset('enemy2', {
anchorX: 0.5,
anchorY: 0.5,
tint: 0x80eaff // light blue
});
heroArmor.width = hero.width * 1.35;
heroArmor.height = hero.height * 1.35;
heroArmor.alpha = 0.55;
heroArmor.visible = false;
game.addChild(heroArmor);
var heroBullets = [];
var enemies = [];
var enemyBullets = [];
var items = [];
var dragNode = null;
var lastHeroIntersecting = false;
var score = 0;
var spawnTick = 0;
var enemyShootTick = 0;
// Powerup state
var shieldActive = false;
var shieldTimer = 0;
var beamActive = false;
var beamTimer = 0;
// Helper: spawn item
function spawnItem() {
var itemType = Math.random() < 0.5 ? "shield" : "beam";
var item;
if (itemType === "shield") {
item = new ShieldItem();
} else {
item = new BeamItem();
}
item.x = 200 + Math.random() * (2048 - 400);
item.y = -80;
items.push(item);
game.addChild(item);
}
// Helper: spawn enemy
function spawnEnemy() {
// 10% Enemy4 (only if score >= 600), 20% Enemy3, 35% Enemy1, 35% Enemy2
var rand = Math.random();
var enemy;
if (rand < 0.35) {
enemy = new Enemy1();
enemy.x = 200 + Math.random() * (2048 - 400);
enemy.y = -80;
} else if (rand < 0.7) {
enemy = new Enemy2();
enemy.baseX = 200 + Math.random() * (2048 - 400);
enemy.x = enemy.baseX;
enemy.y = -80;
enemy.t = Math.random() * 2;
} else if (rand < 0.9) {
enemy = new Enemy3();
enemy.x = 200 + Math.random() * (2048 - 400);
enemy.y = -80;
} else {
// Only spawn Enemy4 if score >= 600
if (score >= 600) {
enemy = new Enemy4();
enemy.x = 200 + Math.random() * (2048 - 400);
enemy.y = -80;
} else {
// If not allowed, fallback to Enemy1
enemy = new Enemy1();
enemy.x = 200 + Math.random() * (2048 - 400);
enemy.y = -80;
}
}
enemies.push(enemy);
game.addChild(enemy);
}
// Helper: spawn enemy bullet
function spawnEnemyBullet(enemy, targetX, targetY) {
var bullet = new EnemyBullet();
bullet.x = enemy.x;
bullet.y = enemy.y + 60;
// Aim at hero
var dx = targetX - bullet.x;
var dy = targetY - bullet.y;
var len = Math.sqrt(dx * dx + dy * dy);
if (len > 0) {
bullet.speedX = dx / len * 18;
bullet.speedY = dy / len * 18;
}
enemyBullets.push(bullet);
game.addChild(bullet);
LK.getSound('enemyShoot').play();
}
// Move handler for dragging hero
function handleMove(x, y, obj) {
// Always follow mouse if not dragging and not in menu
if (!dragNode && !(typeof menuActive !== "undefined" && menuActive)) {
// Clamp hero inside screen
var hw = hero.width / 2;
var hh = hero.height / 2;
var nx = Math.max(hw, Math.min(2048 - hw, x));
var ny = Math.max(hh + 100, Math.min(2732 - hh, y));
hero.x = nx;
hero.y = ny;
return;
}
if (dragNode) {
// Clamp hero inside screen
var hw = dragNode.width / 2;
var hh = dragNode.height / 2;
var nx = Math.max(hw, Math.min(2048 - hw, x));
var ny = Math.max(hh + 100, Math.min(2732 - hh, y));
dragNode.x = nx;
dragNode.y = ny;
}
}
// --- Make hero follow mouse automatically at game start (PC only) ---
if (typeof window !== "undefined" && window.addEventListener) {
window.addEventListener("mousemove", function (evt) {
// Only follow if not in menu and not dragging
if (typeof menuActive !== "undefined" && menuActive) return;
if (dragNode) return;
// Get bounding rect of canvas
var canvas = LK.getCanvas ? LK.getCanvas() : document.querySelector("canvas") || null;
if (!canvas) return;
var rect = canvas.getBoundingClientRect();
// Convert mouse coordinates to game coordinates
var scaleX = 2048 / rect.width;
var scaleY = 2732 / rect.height;
var x = (evt.clientX - rect.left) * scaleX;
var y = (evt.clientY - rect.top) * scaleY;
handleMove(x, y, {
event: evt
});
});
}
// Touch down: start dragging hero
game.down = function (x, y, obj) {
if (typeof menuActive !== "undefined" && menuActive) return;
// PC: left mouse click triggers laser cannon if ready and not on menu
if (obj && obj.event && obj.event.type === "mousedown" && obj.event.button === 0 && laserReady) {
// Only fire if click is inside hero sprite (circle)
var dx = x - hero.x;
var dy = y - hero.y;
if (dx * dx + dy * dy <= hero.radius * hero.radius) {
// Activate laser
laserReady = false;
laserCooldown = laserCooldownMax;
// Laser effect: fire a vertical laser column at hero.x
var laserX = hero.x;
// Visual effect: draw a vertical beam for a short time, and make it follow the hero
var laserBeam = LK.getAsset('heroBullet', {
anchorX: 0.5,
anchorY: 1,
x: laserX,
y: hero.y - hero.height / 2
});
laserBeam.width = 80;
laserBeam.height = hero.y - hero.height / 2; // from hero to top
laserBeam.alpha = 0.45;
game.addChild(laserBeam);
// Store reference to active laser beam and set timer
game.activeLaserBeam = laserBeam;
game.activeLaserBeamTimer = 90; // 1.5 seconds at 60fps
LK.getSound('laser').play();
// Destroy all enemies and enemy bullets in the column
for (var i = enemies.length - 1; i >= 0; i--) {
var e = enemies[i];
if (Math.abs(e.x - laserX) <= 80) {
// Laser cannon does NOT affect EnemyX (boss)
if (e instanceof EnemyX) {
// Flash to show hit, but do not damage or destroy
LK.effects.flashObject(e, 0xff0000, 120);
continue;
}
LK.effects.flashObject(e, 0xffffff, 200);
for (var pi = 0; pi < 12; pi++) {
var part = LK.getAsset(e instanceof Enemy1 ? 'enemy1' : e instanceof Enemy2 ? 'enemy2' : 'enemy3', {
anchorX: 0.5,
anchorY: 0.5
});
part.x = e.x;
part.y = e.y;
part.width = 20 + Math.random() * 20;
part.height = 20 + Math.random() * 20;
part.alpha = 0.7 + Math.random() * 0.3;
var angle = Math.PI * 2 * (pi / 12) + Math.random() * 0.2;
var speed = 10 + Math.random() * 10;
var vx = Math.cos(angle) * speed;
var vy = Math.sin(angle) * speed;
part.life = 10 + Math.floor(Math.random() * 10);
part.update = function () {
this.x += vx;
this.y += vy;
this.life--;
this.alpha *= 0.88 + Math.random() * 0.06;
if (this.life <= 0) {
this.destroy();
}
};
game.addChild(part);
}
// 35% chance to drop a health potion if Enemy3
if (e instanceof Enemy3 && Math.random() < 0.35) {
var healthPotion = new HealthPotion();
healthPotion.x = e.x;
healthPotion.y = e.y;
items.push(healthPotion);
game.addChild(healthPotion);
}
e.destroy();
enemies.splice(i, 1);
}
}
for (var i = enemyBullets.length - 1; i >= 0; i--) {
var b = enemyBullets[i];
if (Math.abs(b.x - laserX) <= 80) {
b.destroy();
enemyBullets.splice(i, 1);
}
}
return;
}
}
dragNode = hero;
handleMove(x, y, obj);
};
// Touch up: stop dragging
game.up = function (x, y, obj) {
if (typeof menuActive !== "undefined" && menuActive) return;
dragNode = null;
};
// Touch move: move hero
game.move = function (x, y, obj) {
if (typeof menuActive !== "undefined" && menuActive) return;
handleMove(x, y, obj);
// Handle ulti button press (touch/click)
if (ultiReady) {
// Check if touch is inside ulti button area
var dx = x - ultiBtn.x;
var dy = y - ultiBtn.y;
if (Math.abs(dx) <= ultiBtn.bg.width / 2 && Math.abs(dy) <= ultiBtn.bg.height / 2) {
// Activate ulti
ultiReady = false;
ultiCooldown = ultiCooldownMax;
ultiBtnOverlay.visible = true;
// Play ulti sound
LK.getSound('Ulti').play();
// Ulti effect: clear all enemies and enemy bullets
for (var i = enemies.length - 1; i >= 0; i--) {
var e = enemies[i];
if (e instanceof EnemyX) {
// Ulti does 50 damage to EnemyX in both boss mode and normal mode
e.hp -= 50;
LK.effects.flashObject(e, 0xffffff, 400);
if (e.hp <= 0) {
// Play death animation for EnemyX
var enemyToDestroy = e;
for (var pi = 0; pi < 48; pi++) {
var part = LK.getAsset('enemyX', {
anchorX: 0.5,
anchorY: 0.5
});
part.x = enemyToDestroy.x;
part.y = enemyToDestroy.y;
part.width = 48 + Math.random() * 48;
part.height = 48 + Math.random() * 48;
part.alpha = 0.8 + Math.random() * 0.2;
var angle = Math.PI * 2 * (pi / 48) + Math.random() * 0.2;
var speed = 24 + Math.random() * 16;
var vx = Math.cos(angle) * speed;
var vy = Math.sin(angle) * speed;
part.life = 32 + Math.floor(Math.random() * 32);
part.update = function () {
this.x += vx;
this.y += vy;
this.life--;
this.alpha *= 0.90 + Math.random() * 0.04;
if (this.life <= 0) {
this.destroy();
}
};
game.addChild(part);
}
// Add score for killing EnemyX with ulti
score += 1;
scoreTxt.setText(score);
// Drop 3 health potions when EnemyX is killed by ulti
for (var hp = 0; hp < 3; hp++) {
var healthPotion = new HealthPotion();
healthPotion.x = enemyToDestroy.x - 60 + 60 * hp;
healthPotion.y = enemyToDestroy.y;
items.push(healthPotion);
game.addChild(healthPotion);
}
enemyToDestroy.destroy();
enemies.splice(i, 1);
}
} else {
// Add score for killing normal enemies with ulti
score += 1;
scoreTxt.setText(score);
enemies[i].destroy();
enemies.splice(i, 1);
}
}
for (var i = enemyBullets.length - 1; i >= 0; i--) {
enemyBullets[i].destroy();
enemyBullets.splice(i, 1);
}
LK.effects.flashScreen(0x00eaff, 600);
return;
}
}
// Handle laser cannon activation by clicking on the hero
if (laserReady) {
var dx = x - hero.x;
var dy = y - hero.y;
// Check if touch/click is inside hero sprite (circle)
if (dx * dx + dy * dy <= hero.radius * hero.radius) {
// Activate laser
laserReady = false;
laserCooldown = laserCooldownMax;
// Laser effect: fire a vertical laser column at hero.x
var laserX = hero.x;
// Visual effect: draw a vertical beam for a short time, and make it follow the hero
var laserBeam = LK.getAsset('heroBullet', {
anchorX: 0.5,
anchorY: 1,
//{37} // anchor at bottom
x: laserX,
y: hero.y - hero.height / 2
});
laserBeam.width = 80;
laserBeam.height = hero.y - hero.height / 2; // from hero to top
laserBeam.alpha = 0.45;
game.addChild(laserBeam);
// Store reference to active laser beam and set timer
game.activeLaserBeam = laserBeam;
game.activeLaserBeamTimer = 90; // 1.5 seconds at 60fps
LK.getSound('laser').play();
// Destroy all enemies and enemy bullets in the column
for (var i = enemies.length - 1; i >= 0; i--) {
var e = enemies[i];
if (Math.abs(e.x - laserX) <= 80) {
// Laser cannon does NOT affect EnemyX (boss)
if (e instanceof EnemyX) {
// Flash to show hit, but do not damage or destroy
LK.effects.flashObject(e, 0xff0000, 120);
continue;
}
// Play death animation for each
LK.effects.flashObject(e, 0xffffff, 200);
// Particle effect for each
for (var pi = 0; pi < 12; pi++) {
var part = LK.getAsset(e instanceof Enemy1 ? 'enemy1' : e instanceof Enemy2 ? 'enemy2' : 'enemy3', {
anchorX: 0.5,
anchorY: 0.5
});
part.x = e.x;
part.y = e.y;
part.width = 20 + Math.random() * 20;
part.height = 20 + Math.random() * 20;
part.alpha = 0.7 + Math.random() * 0.3;
var angle = Math.PI * 2 * (pi / 12) + Math.random() * 0.2;
var speed = 10 + Math.random() * 10;
var vx = Math.cos(angle) * speed;
var vy = Math.sin(angle) * speed;
part.life = 10 + Math.floor(Math.random() * 10);
part.update = function () {
this.x += vx;
this.y += vy;
this.life--;
this.alpha *= 0.88 + Math.random() * 0.06;
if (this.life <= 0) {
this.destroy();
}
};
game.addChild(part);
}
// 35% chance to drop a health potion if Enemy3
if (e instanceof Enemy3 && Math.random() < 0.35) {
var healthPotion = new HealthPotion();
healthPotion.x = e.x;
healthPotion.y = e.y;
items.push(healthPotion);
game.addChild(healthPotion);
}
e.destroy();
enemies.splice(i, 1);
}
}
for (var i = enemyBullets.length - 1; i >= 0; i--) {
var b = enemyBullets[i];
if (Math.abs(b.x - laserX) <= 80) {
b.destroy();
enemyBullets.splice(i, 1);
}
}
return;
}
}
};
// Main game update
game.update = function () {
if (typeof menuActive !== "undefined" && menuActive) {
// Block all game logic while menu is active
return;
}
// Update hero
hero.update();
// Laser beam follow logic
if (game.activeLaserBeam) {
// Move the beam to follow the hero's x and y, and always stretch from hero to top
game.activeLaserBeam.x = hero.x;
game.activeLaserBeam.y = hero.y - hero.height / 2;
game.activeLaserBeam.height = hero.y - hero.height / 2;
// Laser beam hits enemies it touches
for (var i = enemies.length - 1; i >= 0; i--) {
var e = enemies[i];
// Check if enemy is within the laser beam's column (80px wide, same as beam)
if (e.y + (e.height ? e.height / 2 : 60) >= 0 &&
// enemy is not above top
e.y - (e.height ? e.height / 2 : 60) <= hero.y - hero.height / 2 &&
// enemy is not below beam bottom
Math.abs(e.x - game.activeLaserBeam.x) <= game.activeLaserBeam.width / 2) {
// Laser cannon does NOT affect EnemyX (boss)
if (e instanceof EnemyX) {
// Flash to show hit, but do not damage or destroy
LK.effects.flashObject(e, 0xff0000, 120);
continue;
}
// Play hit sound and flash
LK.getSound('enemyHit').play();
LK.effects.flashObject(e, 0xffffff, 200);
// Score and handle Enemy3 HP
score += 1;
scoreTxt.setText(score);
if (e instanceof Enemy3) {
e.hp--;
if (e.hp <= 0) {
// Play death animation before destroying Enemy3
var enemyToDestroy = e;
for (var pi = 0; pi < 24; pi++) {
var part = LK.getAsset('enemy3', {
anchorX: 0.5,
anchorY: 0.5
});
part.x = enemyToDestroy.x;
part.y = enemyToDestroy.y;
part.width = 32 + Math.random() * 32;
part.height = 32 + Math.random() * 32;
part.alpha = 0.8 + Math.random() * 0.2;
var angle = Math.PI * 2 * (pi / 24) + Math.random() * 0.2;
var speed = 16 + Math.random() * 12;
var vx = Math.cos(angle) * speed;
var vy = Math.sin(angle) * speed;
part.life = 16 + Math.floor(Math.random() * 16);
part.update = function () {
this.x += vx;
this.y += vy;
this.life--;
this.alpha *= 0.90 + Math.random() * 0.04;
if (this.life <= 0) {
this.destroy();
}
};
game.addChild(part);
}
// 35% chance to drop a health potion when Enemy3 is killed
if (Math.random() < 0.35) {
var healthPotion = new HealthPotion();
healthPotion.x = enemyToDestroy.x;
healthPotion.y = enemyToDestroy.y;
items.push(healthPotion);
game.addChild(healthPotion);
}
enemyToDestroy.destroy();
enemies.splice(i, 1);
} else {
// Flash for hit, but don't destroy
LK.effects.flashObject(e, 0x8e24aa, 120);
}
} else {
// Play death animation before destroying normal enemies
var enemyToDestroy = e;
for (var pi = 0; pi < 16; pi++) {
var part = LK.getAsset(enemyToDestroy instanceof Enemy1 ? 'enemy1' : 'enemy2', {
anchorX: 0.5,
anchorY: 0.5
});
part.x = enemyToDestroy.x;
part.y = enemyToDestroy.y;
part.width = 20 + Math.random() * 20;
part.height = 20 + Math.random() * 20;
part.alpha = 0.7 + Math.random() * 0.3;
var angle = Math.PI * 2 * (pi / 16) + Math.random() * 0.2;
var speed = 10 + Math.random() * 10;
var vx = Math.cos(angle) * speed;
var vy = Math.sin(angle) * speed;
part.life = 10 + Math.floor(Math.random() * 10);
part.update = function () {
this.x += vx;
this.y += vy;
this.life--;
this.alpha *= 0.88 + Math.random() * 0.06;
if (this.life <= 0) {
this.destroy();
}
};
game.addChild(part);
}
enemyToDestroy.destroy();
enemies.splice(i, 1);
}
}
}
// Decrement timer and destroy when done
game.activeLaserBeamTimer--;
if (game.activeLaserBeamTimer <= 0) {
game.activeLaserBeam.destroy();
game.activeLaserBeam = null;
}
}
// Ulti cooldown logic
if (godMode) {
ultiReady = true;
ultiCooldown = 0;
ultiBtnOverlay.visible = false;
ultiBtn.text = "ULTI";
} else {
if (!ultiReady) {
ultiCooldown--;
if (ultiCooldown <= 0) {
ultiReady = true;
ultiBtnOverlay.visible = false;
} else {
// Show overlay and update text to show seconds left
ultiBtnOverlay.visible = true;
ultiBtn.text = "ULTI\n" + Math.ceil(ultiCooldown / 60) + "s";
}
}
if (ultiReady) {
ultiBtn.text = "ULTI";
ultiBtnOverlay.visible = false;
}
}
// Update armor overlay position and visibility
heroArmor.x = hero.x;
heroArmor.y = hero.y;
heroArmor.visible = shieldActive;
// Laser cannon cooldown logic (no button UI)
if (!laserReady) {
laserCooldown--;
if (laserCooldown <= 0) {
laserReady = true;
}
}
// Update shield/beam timers
if (shieldActive) {
shieldTimer--;
if (shieldTimer <= 0) {
shieldActive = false;
}
}
if (beamActive) {
beamTimer--;
if (beamTimer <= 0) {
beamActive = false;
}
}
// Update items (powerups)
for (var i = items.length - 1; i >= 0; i--) {
var item = items[i];
item.update();
// Remove if off screen
if (item.y > 2732 + 100) {
item.destroy();
items.splice(i, 1);
continue;
}
// Pickup by hero
if (item.intersects(hero)) {
if (item instanceof HealthPotion) {
// Health potion always gives 1 health (if not at max)
if (heroHealth < maxHealth) {
heroHealth = Math.min(maxHealth, heroHealth + 1);
updateHealthBar();
updateDemoHealthSquares && updateDemoHealthSquares();
LK.effects.flashObject(hero, 0x44ff44, 400);
}
} else if (item instanceof ShieldItem) {
// If already at max health, treat as shield
if (heroHealth >= maxHealth) {
shieldActive = true;
shieldTimer = 360; // 6 seconds at 60fps
LK.effects.flashObject(hero, 0x00ffff, 400);
} else {
// If not at max health, ignore shield pickup (health potions now handled separately)
}
} else if (item instanceof BeamItem) {
beamActive = true;
beamTimer = 180; // 3 seconds at 60fps
LK.effects.flashObject(hero, 0xff00ff, 400);
}
item.destroy();
items.splice(i, 1);
continue;
}
}
// Hero shooting (auto-fire)
if (hero.shootCooldown <= 0) {
if (beamActive) {
// Beam: fire 3 bullets in spread
for (var bdir = -1; bdir <= 1; bdir++) {
var bullet = new HeroBullet();
bullet.x = hero.x + bdir * 40;
bullet.y = hero.y - hero.height / 2 - 20;
bullet.spread = bdir * 0.18; // radians
bullet.update = function (origUpdate, spread) {
return function () {
this.y += this.speed;
this.x += Math.sin(spread) * 18;
};
}(bullet.update, bullet.spread);
heroBullets.push(bullet);
game.addChild(bullet);
}
hero.shootCooldown = 12;
LK.getSound('laser').play();
} else {
var bullet = new HeroBullet();
bullet.x = hero.x;
bullet.y = hero.y - hero.height / 2 - 20;
heroBullets.push(bullet);
game.addChild(bullet);
hero.shootCooldown = 20;
LK.getSound('laser').play();
}
}
// Update hero bullets
for (var i = heroBullets.length - 1; i >= 0; i--) {
var b = heroBullets[i];
b.update();
// Remove if off screen
if (b.y < -60) {
b.destroy();
heroBullets.splice(i, 1);
continue;
}
// Check collision with enemies
for (var j = enemies.length - 1; j >= 0; j--) {
var e = enemies[j];
// In boss mode, if EnemyZ is killed, allow next boss to spawn
if (typeof bossMode !== "undefined" && bossMode && e instanceof EnemyZ && e.hp <= 1 && b.intersects(e)) {
enemyZSpawned = false;
spawnTick = 0;
bossNextToSpawn = "X"; // Always alternate to X after Z dies
}
if (b.intersects(e)) {
// Enemy hit
LK.getSound('enemyHit').play();
score += 1;
scoreTxt.setText(score);
// Flash enemy
LK.effects.flashObject(e, 0xffffff, 200);
// Remove both or handle Enemy3/EnemyX/Enemy4/EnemyZ hp
if (e instanceof Enemy3 || e instanceof EnemyX || e instanceof Enemy4 || e instanceof EnemyZ) {
e.hp--;
if (e.hp <= 0) {
// Play death animation before destroying Enemy3/EnemyX/Enemy4/EnemyZ
var enemyToDestroy = e;
// --- Enemy4 explosion: NO damage to hero when destroyed by bullets, laser, or shield ---
// (intentionally left blank, Enemy4 does not deal damage when destroyed by bullets, laser, or shield)
// Particle animation for Enemy3/EnemyX/Enemy4/EnemyZ death (more particles, richer effect)
var particleCount = e instanceof EnemyX ? 48 : e instanceof Enemy3 ? 24 : e instanceof EnemyZ ? 48 : 16;
var assetName = e instanceof EnemyX ? 'enemyX' : e instanceof Enemy3 ? 'enemy3' : e instanceof EnemyZ ? 'EnemyZ' : 'Enemy4';
for (var pi = 0; pi < particleCount; pi++) {
var part = LK.getAsset(assetName, {
anchorX: 0.5,
anchorY: 0.5
});
part.x = enemyToDestroy.x;
part.y = enemyToDestroy.y;
part.width = (e instanceof EnemyX ? 48 : e instanceof Enemy3 ? 32 : e instanceof EnemyZ ? 48 : 24) + Math.random() * (e instanceof EnemyX ? 48 : e instanceof Enemy3 ? 32 : e instanceof EnemyZ ? 48 : 24);
part.height = (e instanceof EnemyX ? 48 : e instanceof Enemy3 ? 32 : e instanceof EnemyZ ? 48 : 24) + Math.random() * (e instanceof EnemyX ? 48 : e instanceof Enemy3 ? 32 : e instanceof EnemyZ ? 48 : 24);
part.alpha = 0.8 + Math.random() * 0.2;
var angle = Math.PI * 2 * (pi / particleCount) + Math.random() * 0.2;
var speed = (e instanceof EnemyX ? 24 : e instanceof Enemy3 ? 16 : e instanceof EnemyZ ? 24 : 12) + Math.random() * (e instanceof EnemyX ? 16 : e instanceof Enemy3 ? 12 : e instanceof EnemyZ ? 16 : 8);
var vx = Math.cos(angle) * speed;
var vy = Math.sin(angle) * speed;
part.life = (e instanceof EnemyX ? 32 : e instanceof Enemy3 ? 16 : e instanceof EnemyZ ? 32 : 10) + Math.floor(Math.random() * (e instanceof EnemyX ? 32 : e instanceof Enemy3 ? 16 : e instanceof EnemyZ ? 32 : 8));
part.update = function () {
this.x += vx;
this.y += vy;
this.life--;
this.alpha *= 0.90 + Math.random() * 0.04;
if (this.life <= 0) {
this.destroy();
}
};
game.addChild(part);
}
// 35% chance to drop a health potion when Enemy3 is killed (not for EnemyX/Enemy4/EnemyZ)
if (e instanceof Enemy3 && Math.random() < 0.35) {
var healthPotion = new HealthPotion();
healthPotion.x = enemyToDestroy.x;
healthPotion.y = enemyToDestroy.y;
items.push(healthPotion);
game.addChild(healthPotion);
}
enemyToDestroy.destroy();
enemies.splice(j, 1);
// If EnemyX was killed, drop 3 health potions and restart normal enemy spawning
if (e instanceof EnemyX) {
for (var hp = 0; hp < 3; hp++) {
var healthPotion = new HealthPotion();
// Spread potions horizontally a bit
healthPotion.x = enemyToDestroy.x - 60 + 60 * hp;
healthPotion.y = enemyToDestroy.y;
items.push(healthPotion);
game.addChild(healthPotion);
}
// --- In boss mode, alternate to EnemyZ after EnemyX dies
if (typeof bossMode !== "undefined" && bossMode) {
enemyXSpawned = false;
enemyZSpawned = false; // Allow next boss to spawn (EnemyZ)
spawnTick = 0;
bossNextToSpawn = "Z"; // Always alternate to Z after X dies
// Music continues
} else {
// Reset boss state and allow normal enemies to spawn again
enemyXSpawned = false;
bossMusicPlayed = false;
// Stop boss music and play bgmusic when EnemyX is killed
LK.stopMusic();
LK.playMusic('bgmusic');
// If score >= 250, mark EnemyX as killed so it never spawns again (not in boss mode)
if (score >= 250 && !(typeof bossMode !== "undefined" && bossMode)) {
enemyXKilledAfter250 = true;
}
// Reset spawnTick so normal enemies start coming again, but slowly
spawnTick = 0;
// Reset spawnIntervalNormal to its original value when resuming normal enemy spawns
spawnIntervalNormal = 60;
// Optionally, set a delay before next normal spawn (e.g. 60 frames)
// spawnTick = -60;
}
}
// If EnemyZ was killed, alternate to EnemyX after Z dies (boss mode)
if (e instanceof EnemyZ && typeof bossMode !== "undefined" && bossMode) {
enemyZSpawned = false;
spawnTick = 0;
bossNextToSpawn = "X"; // Always alternate to X after Z dies
}
} else {
// Flash for hit, but don't destroy
LK.effects.flashObject(e, 0x8e24aa, 120);
}
b.destroy();
heroBullets.splice(i, 1);
break;
} else {
b.destroy();
heroBullets.splice(i, 1);
// Play death animation before destroying normal enemies
var enemyToDestroy = e;
// Particle animation for normal enemy death (more particles, richer effect)
for (var pi = 0; pi < 16; pi++) {
var part = LK.getAsset(enemyToDestroy instanceof Enemy1 ? 'enemy1' : 'enemy2', {
anchorX: 0.5,
anchorY: 0.5
});
part.x = enemyToDestroy.x;
part.y = enemyToDestroy.y;
part.width = 20 + Math.random() * 20;
part.height = 20 + Math.random() * 20;
part.alpha = 0.7 + Math.random() * 0.3;
var angle = Math.PI * 2 * (pi / 16) + Math.random() * 0.2;
var speed = 10 + Math.random() * 10;
var vx = Math.cos(angle) * speed;
var vy = Math.sin(angle) * speed;
part.life = 10 + Math.floor(Math.random() * 10);
part.update = function () {
this.x += vx;
this.y += vy;
this.life--;
this.alpha *= 0.88 + Math.random() * 0.06;
if (this.life <= 0) {
this.destroy();
}
};
game.addChild(part);
}
enemyToDestroy.destroy();
enemies.splice(j, 1);
break;
}
}
}
}
// Update enemies
for (var i = enemies.length - 1; i >= 0; i--) {
var e = enemies[i];
if (typeof bossMode !== "undefined" && bossMode && e instanceof EnemyZ && e.hp <= 0) {
enemyZSpawned = false;
spawnTick = 0;
bossNextToSpawn = "X"; // Always alternate to X after Z dies
}
e.update();
// Remove if off screen
if (e.y > 2732 + 100) {
e.destroy();
enemies.splice(i, 1);
continue;
}
// Enemy shoots randomly
if (Math.random() < 0.008) {
spawnEnemyBullet(e, hero.x, hero.y);
}
// Check collision with hero
// Prevent hero from affecting or being affected by boss type enemies (EnemyX, EnemyZ)
if (e instanceof EnemyX || e instanceof EnemyZ) {
// Do nothing: hero does not affect or get hit by boss type enemies
continue;
}
if (e.intersects(hero)) {
if (godMode) {
// In god mode, ignore all damage and just destroy enemy
enemies[i].destroy();
enemies.splice(i, 1);
continue;
}
if (!shieldActive) {
// Hero hit
LK.getSound('heroHit').play();
LK.effects.flashScreen(0xff0000, 800);
heroHealth--;
updateHealthBar();
updateDemoHealthSquares && updateDemoHealthSquares();
if (heroHealth <= 0) {
LK.getSound('Death').play();
LK.showGameOver();
return;
}
enemies[i].destroy();
enemies.splice(i, 1);
continue;
} else {
// Shield absorbs hit, destroy enemy
LK.effects.flashObject(hero, 0x00ffff, 200);
// Play death animation before destroying enemy killed by shield
var enemyToDestroy = e;
// Particle animation for shield kill (more particles, richer effect)
for (var pi = 0; pi < 16; pi++) {
var part = LK.getAsset(enemyToDestroy instanceof Enemy1 ? 'enemy1' : enemyToDestroy instanceof Enemy2 ? 'enemy2' : 'enemy3', {
anchorX: 0.5,
anchorY: 0.5
});
part.x = enemyToDestroy.x;
part.y = enemyToDestroy.y;
part.width = 20 + Math.random() * 20;
part.height = 20 + Math.random() * 20;
part.alpha = 0.7 + Math.random() * 0.3;
var angle = Math.PI * 2 * (pi / 16) + Math.random() * 0.2;
var speed = 10 + Math.random() * 10;
var vx = Math.cos(angle) * speed;
var vy = Math.sin(angle) * speed;
part.life = 10 + Math.floor(Math.random() * 10);
part.update = function () {
this.x += vx;
this.y += vy;
this.life--;
this.alpha *= 0.88 + Math.random() * 0.06;
if (this.life <= 0) {
this.destroy();
}
};
game.addChild(part);
}
enemyToDestroy.destroy();
enemies.splice(i, 1);
continue;
}
}
}
// Update enemy bullets
for (var i = enemyBullets.length - 1; i >= 0; i--) {
var b = enemyBullets[i];
if (typeof bossMode !== "undefined" && bossMode && b instanceof EnemyBullet) {
// Check if this bullet killed EnemyZ (shouldn't happen, but for completeness)
for (var j = enemies.length - 1; j >= 0; j--) {
var e = enemies[j];
if (e instanceof EnemyZ && e.hp <= 0) {
enemyZSpawned = false;
spawnTick = 0;
bossNextToSpawn = "X"; // Always alternate to X after Z dies
}
}
}
b.update();
// Remove if off screen
if (b.y < -60 || b.y > 2732 + 60 || b.x < -60 || b.x > 2048 + 60) {
b.destroy();
enemyBullets.splice(i, 1);
continue;
}
// Check collision with hero
if (b.intersects(hero)) {
if (godMode) {
// In god mode, ignore all damage and just destroy bullet
b.destroy();
enemyBullets.splice(i, 1);
continue;
}
if (!shieldActive) {
LK.getSound('heroHit').play();
LK.effects.flashScreen(0xff0000, 800);
heroHealth--;
updateHealthBar();
updateDemoHealthSquares && updateDemoHealthSquares();
if (heroHealth <= 0) {
LK.getSound('Death').play();
LK.showGameOver();
return;
}
b.destroy();
enemyBullets.splice(i, 1);
continue;
} else {
// Shield absorbs bullet
LK.effects.flashObject(hero, 0x00ffff, 120);
b.destroy();
enemyBullets.splice(i, 1);
continue;
}
}
}
// --- ENEMY SPAWN RATE BOOST LOGIC ---
if (typeof spawnRateBoostActive === "undefined") {
var spawnRateBoostActive = false;
var spawnRateBoostTimer = 0;
var nextBoostScore = 50;
var spawnIntervalNormal = 90;
var spawnIntervalBoost = 60;
}
// Boss mode: alternate EnemyX and EnemyZ, never normal enemies or items
if (typeof bossMode !== "undefined" && bossMode) {
spawnTick++;
// Track which boss to spawn next: "X" or "Z"
if (typeof bossNextToSpawn === "undefined") bossNextToSpawn = "X";
if (!enemyXSpawned && !enemyZSpawned && spawnTick >= 30) {
var enemy;
// Special case: at score 451, always spawn EnemyZ regardless of alternation
if (score === 451) {
enemy = new EnemyZ();
enemy.x = 2048 / 2;
enemy.y = -80;
enemies.push(enemy);
game.addChild(enemy);
enemyZSpawned = true;
bossNextToSpawn = "X"; // After Z, alternate to X
spawnTick = 0;
} else if (bossNextToSpawn === "X") {
enemy = new EnemyX();
enemy.x = 200 + Math.random() * (2048 - 400);
enemy.y = -80;
enemies.push(enemy);
game.addChild(enemy);
enemyXSpawned = true;
// Do not alternate bossNextToSpawn here; alternate only on death
spawnTick = 0;
} else if (bossNextToSpawn === "Z") {
enemy = new EnemyZ();
enemy.x = 2048 / 2;
enemy.y = -80;
enemies.push(enemy);
game.addChild(enemy);
enemyZSpawned = true;
// Do not alternate bossNextToSpawn here; alternate only on death
spawnTick = 0;
}
}
// Never spawn items or normal enemies in boss mode
} else {
// Check if we reached a new boost score (50, 150, 250, ...) and trigger boost
if (score >= nextBoostScore && !spawnRateBoostActive) {
spawnRateBoostActive = true;
spawnRateBoostTimer = 180; // 3 seconds at 60fps
// After 50, next is 150, then 250, 350, ...
if (nextBoostScore === 50) {
nextBoostScore = 150;
} else {
nextBoostScore += 100;
}
}
// Handle boost timer
if (spawnRateBoostActive) {
spawnRateBoostTimer--;
if (spawnRateBoostTimer <= 0) {
spawnRateBoostActive = false;
}
}
// Spawn enemies
spawnTick++;
// Use boosted or normal interval
// Make spawn rate scale more slowly with score (easier): decrease by 2 per 20 score, not 4 per 10
var spawnInterval = spawnRateBoostActive ? spawnIntervalBoost : Math.max(18, spawnIntervalNormal - Math.floor(score / 20) * 2); // Slower scaling for easier game
if (score < 250) {
if (spawnTick >= spawnInterval) {
// Calculate how many enemies to spawn based on score (1 + 1 per 50 score)
var numEnemies = 1 + Math.floor(score / 50);
for (var i = 0; i < numEnemies; i++) {
spawnEnemy();
}
// 1 in 8 chance to spawn an item
if (Math.random() < 0.125) {
spawnItem();
}
spawnTick = 0;
}
} else if (score >= 250) {
// Stop current music and play boss music when score passes 250
if (typeof bossMusicPlayed === "undefined") {
var bossMusicPlayed = false;
}
if (!enemyXKilledAfter250) {
// --- Ensure EnemyX spawns immediately after passing 250 score before any other enemies ---
if (!enemyXSpawned) {
// Only spawn EnemyX if not already present
var enemy = new EnemyX();
enemy.x = 200 + Math.random() * (2048 - 400);
enemy.y = -80;
enemies.push(enemy);
game.addChild(enemy);
enemyXSpawned = true;
// Stop current music and play boss music when EnemyX spawns
if (!bossMusicPlayed) {
LK.stopMusic();
LK.playMusic('Boss');
bossMusicPlayed = true;
}
spawnTick = 0;
}
// Do NOT spawn any other enemies or items until EnemyX is killed
else {
// Wait until EnemyX is killed before resuming normal spawns
// (do nothing here)
}
} else {
// EnemyX has been killed after 250 score, resume normal enemy and item spawns
spawnTick++;
// After score reaches 600, start to increase enemy spawn speed slowly
var postBossSpawnInterval = 60;
if (score >= 600) {
// Decrease interval by 1 every 60 score above 600, minimum 18
postBossSpawnInterval = Math.max(18, 60 - Math.floor((score - 600) / 60));
}
// Always spawn exactly 1 enemy per postBossSpawnInterval ticks after EnemyX is killed post-250
if (score < 800 && spawnTick >= postBossSpawnInterval) {
spawnEnemy();
// 1 in 8 chance to spawn an item
if (Math.random() < 0.125) {
spawnItem();
}
spawnTick = 0;
} else if (score === 800 && !enemyZSpawned) {
// Spawn EnemyZ at score 800
var enemy = new EnemyZ();
enemy.x = 2048 / 2;
enemy.y = -80;
enemies.push(enemy);
game.addChild(enemy);
enemyZSpawned = true;
// Optionally play boss music if not already playing
if (typeof bossMusicPlayed === "undefined" || !bossMusicPlayed) {
LK.stopMusic();
LK.playMusic('Boss');
bossMusicPlayed = true;
}
spawnTick = 0;
}
}
// In god mode, also allow enemies to spawn after EnemyX is killed, just like normal mode
if (godMode && enemyXKilledAfter250) {
spawnTick++;
var postBossSpawnInterval = 60;
if (score >= 600) {
postBossSpawnInterval = Math.max(18, 60 - Math.floor((score - 600) / 60));
}
if (score < 800 && spawnTick >= postBossSpawnInterval) {
spawnEnemy();
if (Math.random() < 0.125) {
spawnItem();
}
spawnTick = 0;
}
}
}
}
}; /****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Beam item class
var BeamItem = Container.expand(function () {
var self = Container.call(this);
var beamSprite = self.attachAsset('beamItem', {
anchorX: 0.5,
anchorY: 0.5
});
beamSprite.width = 90;
beamSprite.height = 90;
beamSprite.alpha = 0.95;
self.update = function () {
self.y += 6;
};
return self;
});
// Enemy type 1: moves straight down
var Enemy1 = Container.expand(function () {
var self = Container.call(this);
var enemySprite = self.attachAsset('enemy1', {
anchorX: 0.5,
anchorY: 0.5
});
enemySprite.width = 200;
enemySprite.height = 200;
self.speed = 2 + Math.random() * 1;
self.update = function () {
self.y += self.speed;
};
return self;
});
// Enemy type 2: moves in sine wave
var Enemy2 = Container.expand(function () {
var self = Container.call(this);
var enemySprite = self.attachAsset('enemy2', {
anchorX: 0.5,
anchorY: 0.5
});
enemySprite.width = 160;
enemySprite.height = 160;
self.speed = 3.5 + Math.random() * 1.5;
self.waveAmplitude = 120 + Math.random() * 80;
self.waveSpeed = 0.012 + Math.random() * 0.005;
self.baseX = 0;
self.t = 0;
self.update = function () {
self.y += self.speed;
self.t += self.waveSpeed;
self.x = self.baseX + Math.sin(self.t * 6.28) * self.waveAmplitude;
};
return self;
});
// Strong Enemy3: needs 5 hits to die, moves straight down, larger and purple
var Enemy3 = Container.expand(function () {
var self = Container.call(this);
var enemySprite = self.attachAsset('enemy3', {
anchorX: 0.5,
anchorY: 0.5
});
enemySprite.width = 260;
enemySprite.height = 260;
self.speed = 3 + Math.random() * 1;
self.hp = 5;
self.update = function () {
self.y += self.speed;
};
return self;
});
// Enemy4: new enemy type, moves diagonally, bounces off screen edges, explodes when near hero, needs 3 hits to die
var Enemy4 = Container.expand(function () {
var self = Container.call(this);
var enemySprite = self.attachAsset('Enemy4', {
anchorX: 0.5,
anchorY: 0.5
});
enemySprite.width = 180;
enemySprite.height = 180;
self.speedX = (Math.random() < 0.5 ? 1 : -1) * (3.5 + Math.random() * 1.5);
self.speedY = 3.5 + Math.random() * 1.5;
self.exploded = false;
self.hp = 3; // Needs 3 hits to die
self.update = function () {
// --- Enemy4 follows the hero ---
// Only follow if hero exists and Enemy4 is not exploded
if (typeof hero !== "undefined" && !self.exploded) {
// Calculate direction vector to hero
var dx = hero.x - self.x;
var dy = hero.y - self.y;
var dist = Math.sqrt(dx * dx + dy * dy);
// Set speed to always move at a fixed speed toward the hero
var speed = 8; // Enemy4's following speed (slower movement)
if (dist > 0) {
self.speedX = dx / dist * speed;
self.speedY = dy / dist * speed;
}
}
self.x += self.speedX;
self.y += self.speedY;
// Bounce off left/right edges
if (self.x - enemySprite.width / 2 <= 0 && self.speedX < 0 || self.x + enemySprite.width / 2 >= 2048 && self.speedX > 0) {
self.speedX *= -1;
}
// --- Enemy4 explodes and deals 2 damage when near or colliding with hero ---
if (typeof hero !== "undefined" && !self.exploded && (
// Collides with hero
self.intersects(hero) ||
// Or is "near" hero (distance < 120px)
Math.abs(self.x - hero.x) < 120 && Math.abs(self.y - hero.y) < 120)) {
self.exploded = true;
// Tiny flash/explosion effect on Enemy4 itself
LK.effects.flashObject(self, 0xffffff, 120);
// Only deal damage if not in godMode or shieldActive
if (!godMode && !shieldActive) {
LK.getSound('heroHit').play();
LK.effects.flashScreen(0xff0000, 800);
if (typeof heroHealth !== "undefined") {
heroHealth -= 2;
if (heroHealth < 0) heroHealth = 0;
if (typeof updateHealthBar === "function") updateHealthBar();
if (typeof updateDemoHealthSquares === "function") updateDemoHealthSquares();
if (heroHealth <= 0) {
LK.getSound('Death').play();
LK.showGameOver();
return;
}
}
} else if (shieldActive) {
LK.effects.flashObject(hero, 0x00ffff, 200);
}
// Play explosion animation (particles)
var particleCount = 16;
for (var pi = 0; pi < particleCount; pi++) {
var part = LK.getAsset('Enemy4', {
anchorX: 0.5,
anchorY: 0.5
});
part.x = self.x;
part.y = self.y;
part.width = 24 + Math.random() * 24;
part.height = 24 + Math.random() * 24;
part.alpha = 0.8 + Math.random() * 0.2;
var angle = Math.PI * 2 * (pi / particleCount) + Math.random() * 0.2;
var speed = 12 + Math.random() * 8;
var vx = Math.cos(angle) * speed;
var vy = Math.sin(angle) * speed;
part.life = 10 + Math.floor(Math.random() * 10);
part.update = function () {
this.x += vx;
this.y += vy;
this.life--;
this.alpha *= 0.88 + Math.random() * 0.06;
if (this.life <= 0) {
this.destroy();
}
};
if (typeof game !== "undefined") game.addChild(part);
}
// Remove Enemy4 from game/enemies array on next update
if (typeof self.destroy === "function") self.destroy();
// Remove from enemies[] in main game.update (handled by main loop)
return;
}
// Enemy4 now ignores proximity to hero and does not explode or interact when flying through the hero
};
return self;
});
// Enemy bullet class
var EnemyBullet = Container.expand(function () {
var self = Container.call(this);
var bulletSprite = self.attachAsset('enemyBullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speedX = 0;
self.speedY = 8;
self.update = function () {
self.x += self.speedX;
self.y += self.speedY;
};
return self;
});
// Extraordinary EnemyX: spawns only once after 250 score, unique appearance and behavior
var EnemyX = Container.expand(function () {
var self = Container.call(this);
// Use dedicated enemyX asset
var enemySprite = self.attachAsset('enemyX', {
anchorX: 0.5,
anchorY: 0.5
});
enemySprite.width = 600;
enemySprite.height = 600;
enemySprite.alpha = 0.98;
self.speed = 4 + Math.random() * 2;
// Set EnemyX health to 250 only in normal mode, otherwise 500 (boss mode)
self.hp = typeof bossMode !== "undefined" && bossMode ? 500 : 250; // much higher HP (500 hits required)
// --- EnemyX shooting logic ---
self.shootTick = 0;
self.beamCooldown = 0;
self.update = function () {
// Boss mode: randomly drop health potion, shield, or beam items from EnemyX (less frequently)
if (typeof bossMode !== "undefined" && bossMode && Math.random() < 0.005) {
// 1/3 chance for each item
var dropType = Math.floor(Math.random() * 3);
var item;
if (dropType === 0) {
item = new HealthPotion();
} else if (dropType === 1) {
item = new ShieldItem();
} else {
item = new BeamItem();
}
item.x = self.x + (Math.random() - 0.5) * 120;
item.y = self.y + 120;
if (typeof items !== "undefined" && typeof game !== "undefined") {
items.push(item);
game.addChild(item);
}
}
// Only allow EnemyX to wander in the upper part of the screen (y between 0 and 500)
if (typeof self.t === "undefined") self.t = Math.random() * 2;
self.t += 0.012;
// Sway left/right slowly
self.x += Math.sin(self.t * 2.5) * 6;
// Restrict vertical movement: only allow y to increase up to a certain limit, then bounce back up
if (typeof self.directionY === "undefined") self.directionY = 1;
// Set upper and lower bounds for wandering
var upperY = 60 + enemySprite.height / 2;
var lowerY = 420 + enemySprite.height / 2;
// Move down or up depending on direction
self.y += self.speed * self.directionY * 0.3; // even slower vertical movement
// If reached lower bound, go up; if reached upper bound, go down
if (self.y >= lowerY) {
self.y = lowerY;
self.directionY = -1;
} else if (self.y <= upperY) {
self.y = upperY;
self.directionY = 1;
}
// --- Shooting less frequently ---
self.shootTick = (self.shootTick || 0) + 1;
self.beamCooldown = (self.beamCooldown || 0) - 1;
// Shoot a bullet every 60-90 ticks (randomized, less frequent)
if (self.shootTick >= 60 + Math.floor(Math.random() * 31)) {
if (typeof game !== "undefined" && typeof hero !== "undefined") {
// Shoot 3-way spread
for (var i = -1; i <= 1; i++) {
var bullet = new EnemyBullet();
bullet.x = self.x + i * 60;
bullet.y = self.y + 120;
// Aim at hero, but with spread
var dx = hero.x - bullet.x + i * 80;
var dy = hero.y - bullet.y;
var len = Math.sqrt(dx * dx + dy * dy);
if (len > 0) {
bullet.speedX = dx / len * 10;
bullet.speedY = dy / len * 10;
}
enemyBullets.push(bullet);
game.addChild(bullet);
LK.getSound('enemyShoot').play();
}
}
self.shootTick = 0;
}
// Sometimes shoot a beam down (every 360-540 ticks, much more rare, and only hit when visually active)
if (self.beamCooldown <= 0 && Math.random() < 0.012) {
if (typeof game !== "undefined") {
// Visual: big vertical beam
var beam = LK.getAsset('beamItem', {
anchorX: 0.5,
anchorY: 0,
x: self.x,
y: self.y + enemySprite.height / 2
});
beam.width = 120;
beam.height = 2732 - (self.y + enemySprite.height / 2);
beam.alpha = 0.38 + Math.random() * 0.12;
game.addChild(beam);
// Beam effect: damage hero if in column for 60 frames, but only on first 20 frames is it "active"
beam.life = 60;
beam.activeFrames = 20;
beam.update = function () {
this.life--;
// Flicker effect
this.alpha = 0.32 + Math.random() * 0.18;
// Only hit hero if beam is visually active (first 20 frames)
if (this.life > 60 - this.activeFrames) {
if (typeof hero !== "undefined" && hero.y > this.y && hero.y < this.y + this.height) {
if (Math.abs(hero.x - this.x) < this.width / 2 + hero.width / 2) {
if (!godMode && !shieldActive && this.life === 60 - this.activeFrames + 1) {
LK.getSound('heroHit').play();
LK.effects.flashScreen(0xff0000, 800);
heroHealth--;
updateHealthBar();
updateDemoHealthSquares && updateDemoHealthSquares();
if (heroHealth <= 0) {
LK.getSound('Death').play();
LK.showGameOver();
return;
}
} else if (!godMode && shieldActive && this.life === 60 - this.activeFrames + 1) {
LK.effects.flashObject(hero, 0x00ffff, 200);
}
}
}
}
if (this.life <= 0) {
this.destroy();
}
};
// Add to enemyBullets for update/removal
enemyBullets.push(beam);
// Play laser sound
LK.getSound('laser').play();
// Set cooldown for next beam (much more rare)
self.beamCooldown = 540 + Math.floor(Math.random() * 180);
}
}
};
return self;
});
// EnemyZ: New boss type, appears as a large, fast, zig-zagging boss with high HP and double beam attack
var EnemyZ = Container.expand(function () {
var self = Container.call(this);
// Use enemyZ asset, large size
var enemySprite = self.attachAsset('EnemyZ', {
anchorX: 0.5,
anchorY: 0.5
});
enemySprite.width = 520;
enemySprite.height = 520;
enemySprite.alpha = 0.99;
self.speed = 4 + Math.random() * 1.5;
self.hp = Math.round((typeof bossMode !== "undefined" && bossMode ? 500 : 250) * 8 / 5); // Set EnemyZ health to 8/5 of EnemyX health
self.t = Math.random() * 2;
self.zigzagAmplitude = 320 + Math.random() * 80;
self.zigzagSpeed = 0.009 + Math.random() * 0.004;
self.baseX = 2048 / 2;
self.directionY = 1;
self.shootTick = 0;
self.beamCooldown = 0;
self.update = function () {
// Zig-zag movement, stays in upper half of screen
self.t += self.zigzagSpeed;
self.x = self.baseX + Math.sin(self.t * 2.5) * self.zigzagAmplitude;
// Restrict vertical movement: only allow y to increase up to a certain limit, then bounce back up
var upperY = 80 + enemySprite.height / 2;
var lowerY = 600 + enemySprite.height / 2;
self.y += self.speed * self.directionY * 0.3;
if (self.y >= lowerY) {
self.y = lowerY;
self.directionY = -1;
} else if (self.y <= upperY) {
self.y = upperY;
self.directionY = 1;
}
// --- Shooting logic: fires 5-way spread every 48-72 ticks ---
self.shootTick = (self.shootTick || 0) + 1;
self.beamCooldown = (self.beamCooldown || 0) - 1;
if (self.shootTick >= 48 + Math.floor(Math.random() * 25)) {
if (typeof game !== "undefined" && typeof hero !== "undefined") {
// Shoot 5-way spread
for (var i = -2; i <= 2; i++) {
var bullet = new EnemyBullet();
bullet.x = self.x + i * 60;
bullet.y = self.y + 120;
// Aim at hero, but with spread
var dx = hero.x - bullet.x + i * 60;
var dy = hero.y - bullet.y;
var len = Math.sqrt(dx * dx + dy * dy);
if (len > 0) {
bullet.speedX = dx / len * 11;
bullet.speedY = dy / len * 11;
}
enemyBullets.push(bullet);
game.addChild(bullet);
LK.getSound('enemyShoot').play();
}
}
self.shootTick = 0;
}
// --- Double beam attack: two beams at once, more frequent than EnemyX ---
if (self.beamCooldown <= 0 && Math.random() < 0.025) {
if (typeof game !== "undefined") {
// Visual: two vertical beams, one at self.x-100, one at self.x+100
for (var bx = -100; bx <= 100; bx += 200) {
var beam = LK.getAsset('beamItem', {
anchorX: 0.5,
anchorY: 0,
x: self.x + bx,
y: self.y + enemySprite.height / 2
});
beam.width = 100;
beam.height = 2732 - (self.y + enemySprite.height / 2);
beam.alpha = 0.42 + Math.random() * 0.10;
game.addChild(beam);
// Beam effect: damage hero if in column for 48 frames, only first 16 frames "active"
beam.life = 48;
beam.activeFrames = 16;
beam.update = function () {
this.life--;
this.alpha = 0.32 + Math.random() * 0.18;
if (this.life > 48 - this.activeFrames) {
if (typeof hero !== "undefined" && hero.y > this.y && hero.y < this.y + this.height) {
if (Math.abs(hero.x - this.x) < this.width / 2 + hero.width / 2) {
if (!godMode && !shieldActive && this.life === 48 - this.activeFrames + 1) {
LK.getSound('heroHit').play();
LK.effects.flashScreen(0x3399ff, 800);
heroHealth--;
updateHealthBar();
updateDemoHealthSquares && updateDemoHealthSquares();
if (heroHealth <= 0) {
LK.getSound('Death').play();
LK.showGameOver();
return;
}
} else if (!godMode && shieldActive && this.life === 48 - this.activeFrames + 1) {
LK.effects.flashObject(hero, 0x00ffff, 200);
}
}
}
}
if (this.life <= 0) {
this.destroy();
}
};
enemyBullets.push(beam);
LK.getSound('laser').play();
}
// Set cooldown for next double beam (more frequent than EnemyX)
self.beamCooldown = 300 + Math.floor(Math.random() * 90);
}
}
};
return self;
});
// Health potion class (separate asset)
var HealthPotion = Container.expand(function () {
var self = Container.call(this);
var potionSprite = self.attachAsset('healthPotion', {
anchorX: 0.5,
anchorY: 0.5
});
potionSprite.width = 90;
potionSprite.height = 90;
potionSprite.alpha = 0.95;
self.update = function () {
self.y += 8;
};
return self;
});
// Hero class
var Hero = Container.expand(function () {
var self = Container.call(this);
var heroSprite = self.attachAsset('hero', {
anchorX: 0.5,
anchorY: 0.5
});
self.radius = heroSprite.width / 2;
self.shootCooldown = 0;
self.update = function () {
if (self.shootCooldown > 0) self.shootCooldown--;
};
return self;
});
// Hero bullet class
var HeroBullet = Container.expand(function () {
var self = Container.call(this);
var bulletSprite = self.attachAsset('heroBullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -16;
self.update = function () {
self.y += self.speed;
};
return self;
});
// Shield item class
var ShieldItem = Container.expand(function () {
var self = Container.call(this);
var shieldSprite = self.attachAsset('shieldItem', {
anchorX: 0.5,
anchorY: 0.5
});
shieldSprite.width = 90;
shieldSprite.height = 90;
shieldSprite.alpha = 0.95; // Make it much brighter/less transparent
self.update = function () {
self.y += 6;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x181818
});
/****
* Game Code
****/
// Add 6 healthbar assets to the screen (for demo/test, not for health UI)
var greenSquares = [];
// (defer adding to game until after background is added)
for (var i = 0; i < 6; i++) {
var square = LK.getAsset('Healthbar', {
anchorX: 0,
anchorY: 1,
x: 60 + i * 70,
y: 2732 - 60,
width: 60,
height: 60,
tint: 0x44ff44
});
greenSquares.push(square);
}
// Helper to update demo health squares to match heroHealth
function updateDemoHealthSquares() {
for (var i = 0; i < greenSquares.length; i++) {
if (i < heroHealth) {
greenSquares[i].visible = true;
} else {
greenSquares[i].visible = false;
}
}
}
// separate asset for health potion
// Play menu music and stop background music when menu is shown
// --- MENU OVERLAY ---
// Add menu asset as background in menu, and background asset in game
var menuBgSprite = LK.getAsset('Menu', {
anchorX: 0,
anchorY: 0,
x: 0,
y: 0
});
menuBgSprite.width = 2048;
menuBgSprite.height = 2732;
game.addChild(menuBgSprite);
var backgroundSprite = LK.getAsset('background', {
anchorX: 0,
anchorY: 0,
x: 0,
y: 0
});
// Scale background to fill the screen (2048x2732)
var bgOriginalWidth = backgroundSprite.width;
var bgOriginalHeight = backgroundSprite.height;
var scaleX = 2048 / bgOriginalWidth;
var scaleY = 2732 / bgOriginalHeight;
var scale = Math.max(scaleX, scaleY); // cover entire area
backgroundSprite.width = bgOriginalWidth * scale;
backgroundSprite.height = bgOriginalHeight * scale;
// Center if needed (in case aspect ratio doesn't match)
backgroundSprite.x = (2048 - backgroundSprite.width) / 2;
backgroundSprite.y = (2732 - backgroundSprite.height) / 2;
backgroundSprite.visible = false; // Only show in game, not in menu
game.addChild(backgroundSprite);
// Add green squares after background so they are in front
for (var i = 0; i < greenSquares.length; i++) {
game.addChild(greenSquares[i]);
}
LK.stopMusic();
LK.playMusic('Menu');
var menuOverlay = new Container();
menuOverlay.zIndex = 10000; // ensure on top
// Title text
var titleTxt = new Text2("GALAXY DODGE SHOOTER", {
size: 160,
fill: "#fff",
fontWeight: "bold"
});
titleTxt.anchor.set(0.5, 0);
titleTxt.x = 2048 / 2;
titleTxt.y = 220;
menuOverlay.addChild(titleTxt);
// Play button background
var playBtnBg = LK.getAsset('Button', {
anchorX: 0.5,
anchorY: 0.5
});
playBtnBg.width = 600;
playBtnBg.height = 220;
playBtnBg.alpha = 0.7;
playBtnBg.x = 2048 / 2;
playBtnBg.y = 700;
menuOverlay.addChild(playBtnBg);
// Play button text
var playBtn = new Text2("PLAY", {
size: 140,
fill: 0x00EAFF,
fontWeight: "bold"
});
playBtn.anchor.set(0.5, 0.5);
playBtn.x = 2048 / 2;
playBtn.y = 700;
menuOverlay.addChild(playBtn);
// Add god mode and boss mode play buttons first, so their positions are available for music button placement
var godMode = false;
var bossMode = false;
var godPlayBtnBg = LK.getAsset('Button', {
anchorX: 0.5,
anchorY: 0.5
});
godPlayBtnBg.width = 600;
godPlayBtnBg.height = 220;
godPlayBtnBg.alpha = 0.7;
// Place god mode button below the play button (with margin)
godPlayBtnBg.x = 2048 / 2;
godPlayBtnBg.y = 700 + 220 / 2 + 60 + godPlayBtnBg.height / 2; // below playBtnBg
menuOverlay.addChild(godPlayBtnBg);
var godPlayBtn = new Text2("GOD MODE", {
size: 100,
fill: 0xffd700,
fontWeight: "bold"
});
godPlayBtn.anchor.set(0.5, 0.5);
godPlayBtn.x = 2048 / 2;
godPlayBtn.y = godPlayBtnBg.y;
menuOverlay.addChild(godPlayBtn);
var bossPlayBtnBg = LK.getAsset('Button', {
anchorX: 0.5,
anchorY: 0.5
});
bossPlayBtnBg.width = 600;
bossPlayBtnBg.height = 220;
bossPlayBtnBg.alpha = 0.7;
bossPlayBtnBg.x = 2048 / 2;
bossPlayBtnBg.y = godPlayBtnBg.y + godPlayBtnBg.height / 2 + 60 + bossPlayBtnBg.height / 2;
menuOverlay.addChild(bossPlayBtnBg);
var bossPlayBtn = new Text2("BOSS MODE", {
size: 100,
fill: 0xff4444,
fontWeight: "bold"
});
bossPlayBtn.anchor.set(0.5, 0.5);
bossPlayBtn.x = 2048 / 2;
bossPlayBtn.y = bossPlayBtnBg.y;
menuOverlay.addChild(bossPlayBtn);
// Add music toggle button to menu
var musicOn = true;
// Place music button below boss mode button (with margin)
var musicBtnBg = LK.getAsset('Button', {
anchorX: 0.5,
anchorY: 0.5
});
musicBtnBg.width = 340;
musicBtnBg.height = 140;
musicBtnBg.alpha = 0.7;
musicBtnBg.x = 2048 / 2;
musicBtnBg.y = bossPlayBtnBg.y + bossPlayBtnBg.height / 2 + 60 + musicBtnBg.height / 2;
menuOverlay.addChild(musicBtnBg);
var musicBtn = new Text2("MUSIC: ON", {
size: 80,
fill: 0x00EAFF,
fontWeight: "bold"
});
musicBtn.anchor.set(0.5, 0.5);
musicBtn.x = 2048 / 2;
musicBtn.y = musicBtnBg.y;
menuOverlay.addChild(musicBtn);
// Add help button below music button
var helpBtnBg = LK.getAsset('Button', {
anchorX: 0.5,
anchorY: 0.5
});
helpBtnBg.width = 340;
helpBtnBg.height = 140;
helpBtnBg.alpha = 0.7;
helpBtnBg.x = 2048 / 2;
helpBtnBg.y = musicBtnBg.y + musicBtnBg.height / 2 + 60 + helpBtnBg.height / 2;
menuOverlay.addChild(helpBtnBg);
var helpBtn = new Text2("HELP", {
size: 80,
fill: 0x00EAFF,
fontWeight: "bold"
});
helpBtn.anchor.set(0.5, 0.5);
helpBtn.x = 2048 / 2;
helpBtn.y = helpBtnBg.y;
menuOverlay.addChild(helpBtn);
// Add menu overlay to game
game.addChild(menuOverlay);
// --- HELP MENU POPUP ---
var helpMenuOverlay = null;
function showHelpMenu() {
if (helpMenuOverlay && helpMenuOverlay.visible) return;
if (helpMenuOverlay) {
helpMenuOverlay.visible = true;
return;
}
helpMenuOverlay = new Container();
helpMenuOverlay.zIndex = 20000;
// Help menu background using helpbackground asset
var bg = LK.getAsset('Helpbackground', {
anchorX: 0,
anchorY: 0,
x: 0,
y: 0
});
bg.width = 2048;
bg.height = 2732;
bg.alpha = 1.0;
helpMenuOverlay.addChild(bg);
// Help title
var helpTitle = new Text2("HELP", {
size: 120,
fill: "#fff",
fontWeight: "bold"
});
helpTitle.anchor.set(0.5, 0);
helpTitle.x = 2048 / 2;
helpTitle.y = 320;
helpMenuOverlay.addChild(helpTitle);
// --- PAGE SYSTEM ---
var helpPage = 0; // 0 = enemies, 1 = items
// Enemy types info for help menu
var enemyTypes = [{
asset: 'enemy1',
name: 'Enemy 1',
desc: 'Standard enemy. Moves straight down. Easy to destroy.'
}, {
asset: 'enemy2',
name: 'Enemy 2',
desc: 'Sine-wave enemy. Moves in a wavy pattern. Harder to hit.'
}, {
asset: 'enemy3',
name: 'Enemy 3',
desc: 'Strong enemy. Takes 5 hits to destroy. Large and slow.'
}, {
asset: 'Enemy4',
name: 'Enemy 4',
desc: 'Diagonal bouncer. Moves diagonally, bounces off edges, and explodes when near the hero!'
}, {
asset: 'enemyX',
name: 'Boss Enemy X',
desc: 'Boss enemy. Appears after 250 score or in Boss Mode. Very tough!'
}, {
asset: 'EnemyZ',
name: 'Boss Enemy Z',
desc: 'Boss enemy. Zig-zags, shoots double beams, and is very fast!'
}];
// Item types info for help menu
var itemTypes = [{
asset: 'healthPotion',
name: 'Health Potion',
desc: 'Restores 1 health. Pick up to heal. If at max health, does nothing.'
}, {
asset: 'shieldItem',
name: 'Shield',
desc: 'Grants a shield for 6 seconds if at max health. Absorbs one hit from enemies or bullets.'
}, {
asset: 'beamItem',
name: 'Beam Powerup',
desc: 'Enables triple-shot for a short time. Fires 3 bullets in a spread.'
}];
// --- CONTAINER FOR PAGE CONTENT ---
var pageContent = new Container();
helpMenuOverlay.addChild(pageContent);
// --- RENDER PAGE FUNCTION ---
function renderHelpPage() {
// Remove all children from pageContent
while (pageContent.children.length > 0) {
pageContent.removeChild(pageContent.children[0]);
}
// Title
helpTitle.setText(helpPage === 0 ? "HELP" : "ITEMS");
// Layout: vertical list, left-aligned for both image and text
var startY = 500;
var spacingY = 340;
var leftMargin = 220;
var imageTextGap = 40;
var data = helpPage === 0 ? enemyTypes : itemTypes;
for (var i = 0; i < data.length; i++) {
var et = data[i];
// Image
var img = LK.getAsset(et.asset, {
anchorX: 0,
anchorY: 0,
x: leftMargin,
y: startY + i * spacingY,
width: et.asset === 'enemyX' ? 180 : 120,
height: et.asset === 'enemyX' ? 180 : 120
});
pageContent.addChild(img);
// Name
var nameTxt = new Text2(et.name, {
size: 80,
fill: "#fff",
fontWeight: "bold"
});
nameTxt.anchor.set(0, 0);
nameTxt.x = leftMargin + (et.asset === 'enemyX' ? 180 : 120) + imageTextGap;
nameTxt.y = startY + i * spacingY + 10;
pageContent.addChild(nameTxt);
// Description
var descTxt = new Text2(et.desc, {
size: 60,
fill: "#fff",
align: "left"
});
descTxt.anchor.set(0, 0);
descTxt.x = leftMargin + (et.asset === 'enemyX' ? 180 : 120) + imageTextGap;
descTxt.y = startY + i * spacingY + 100;
pageContent.addChild(descTxt);
}
}
renderHelpPage();
// --- PAGE NAVIGATION BUTTONS ---
// Place under the last description text
// Compute button Y based on number of entries in current help page
var numEntries = helpPage === 0 ? enemyTypes.length : itemTypes.length;
var lastDescY = 500 + (numEntries - 1) * 340 + 100 + 120; // 100 for desc offset, 120 for some margin
// Close button (centered, first so it's under others visually)
var closeBtnBg = LK.getAsset('Button', {
anchorX: 0.5,
anchorY: 0.5
});
closeBtnBg.width = 340;
closeBtnBg.height = 140;
closeBtnBg.alpha = 0.7;
closeBtnBg.x = 2048 / 2;
closeBtnBg.y = lastDescY;
helpMenuOverlay.addChild(closeBtnBg);
var closeBtn = new Text2("CLOSE", {
size: 80,
fill: 0x00EAFF,
fontWeight: "bold"
});
closeBtn.anchor.set(0.5, 0.5);
closeBtn.x = 2048 / 2;
closeBtn.y = lastDescY;
helpMenuOverlay.addChild(closeBtn);
// Items button (right)
var nextBtnBg = LK.getAsset('Button', {
anchorX: 0.5,
anchorY: 0.5
});
nextBtnBg.width = 340;
nextBtnBg.height = 140;
nextBtnBg.alpha = 0.7;
nextBtnBg.x = 2048 / 2 + 400;
nextBtnBg.y = lastDescY;
helpMenuOverlay.addChild(nextBtnBg);
var nextBtn = new Text2("ITEMS", {
size: 60,
fill: 0x00EAFF,
fontWeight: "bold"
});
nextBtn.anchor.set(0.5, 0.5);
nextBtn.x = nextBtnBg.x;
nextBtn.y = nextBtnBg.y;
helpMenuOverlay.addChild(nextBtn);
// Enemies button (left)
var prevBtnBg = LK.getAsset('Button', {
anchorX: 0.5,
anchorY: 0.5
});
prevBtnBg.width = 340;
prevBtnBg.height = 140;
prevBtnBg.alpha = 0.7;
prevBtnBg.x = 2048 / 2 - 400;
prevBtnBg.y = lastDescY;
helpMenuOverlay.addChild(prevBtnBg);
var prevBtn = new Text2("ENEMIES", {
size: 60,
fill: 0x00EAFF,
fontWeight: "bold"
});
prevBtn.anchor.set(0.5, 0.5);
prevBtn.x = prevBtnBg.x;
prevBtn.y = prevBtnBg.y;
helpMenuOverlay.addChild(prevBtn);
// Dismiss help menu on close button press, and handle page navigation
helpMenuOverlay.down = function (x, y, obj) {
// Close
var dx = x - closeBtn.x;
var dy = y - closeBtn.y;
if (Math.abs(dx) <= closeBtnBg.width / 2 && Math.abs(dy) <= closeBtnBg.height / 2) {
helpMenuOverlay.visible = false;
return;
}
// Prev (ENEMIES)
var pdx = x - prevBtn.x;
var pdy = y - prevBtn.y;
if (Math.abs(pdx) <= prevBtnBg.width / 2 && Math.abs(pdy) <= prevBtnBg.height / 2) {
if (helpPage !== 0) {
helpPage = 0;
renderHelpPage();
}
return;
}
// Next (ITEMS)
var ndx = x - nextBtn.x;
var ndy = y - nextBtn.y;
if (Math.abs(ndx) <= nextBtnBg.width / 2 && Math.abs(ndy) <= nextBtnBg.height / 2) {
if (helpPage !== 1) {
helpPage = 1;
renderHelpPage();
}
return;
}
};
game.addChild(helpMenuOverlay);
}
// Menu state
var menuActive = true;
// Play button interaction
menuOverlay.down = function (x, y, obj) {
// Check if play button was pressed (normal mode)
var dx = x - playBtn.x;
var dy = y - playBtn.y;
if (Math.abs(dx) <= playBtnBg.width / 2 && Math.abs(dy) <= playBtnBg.height / 2) {
// Hide menu, start game in normal mode
menuOverlay.visible = false;
menuActive = false;
godMode = false;
if (typeof menuBgSprite !== "undefined") menuBgSprite.visible = false;
if (typeof backgroundSprite !== "undefined") backgroundSprite.visible = true;
LK.stopMusic();
if (musicOn) {
LK.playMusic('bgmusic');
}
return;
}
// Check if god mode play button was pressed
var gdx = x - godPlayBtn.x;
var gdy = y - godPlayBtn.y;
if (Math.abs(gdx) <= godPlayBtnBg.width / 2 && Math.abs(gdy) <= godPlayBtnBg.height / 2) {
// Hide menu, start game in god mode
menuOverlay.visible = false;
menuActive = false;
godMode = true;
if (typeof menuBgSprite !== "undefined") menuBgSprite.visible = false;
if (typeof backgroundSprite !== "undefined") backgroundSprite.visible = true;
LK.stopMusic();
if (musicOn) {
LK.playMusic('Godmode'); // godmode music while playing in godmode
}
return;
}
// Check if music button was pressed
var mdx = x - musicBtn.x;
var mdy = y - musicBtn.y;
if (Math.abs(mdx) <= musicBtnBg.width / 2 && Math.abs(mdy) <= musicBtnBg.height / 2) {
musicOn = !musicOn;
if (musicOn) {
musicBtn.setText("MUSIC: ON");
LK.playMusic('Menu');
} else {
musicBtn.setText("MUSIC: OFF");
LK.stopMusic();
}
return;
}
// Check if boss mode play button was pressed
var bdx = x - bossPlayBtn.x;
var bdy = y - bossPlayBtn.y;
if (Math.abs(bdx) <= bossPlayBtnBg.width / 2 && Math.abs(bdy) <= bossPlayBtnBg.height / 2) {
// Hide menu, start game in boss mode
menuOverlay.visible = false;
menuActive = false;
godMode = false;
bossMode = true;
if (typeof menuBgSprite !== "undefined") menuBgSprite.visible = false;
if (typeof backgroundSprite !== "undefined") backgroundSprite.visible = true;
LK.stopMusic();
if (musicOn) {
LK.playMusic('Boss');
}
// Set up for boss mode: reset score, enemyXSpawned, etc.
score = 0;
scoreTxt.setText(score);
enemyXSpawned = false;
bossMusicPlayed = true; // already playing
spawnTick = 0;
return;
}
// Check if help button was pressed
if (typeof helpBtn !== "undefined" && typeof helpBtnBg !== "undefined") {
var hdx = x - helpBtn.x;
var hdy = y - helpBtn.y;
if (Math.abs(hdx) <= helpBtnBg.width / 2 && Math.abs(hdy) <= helpBtnBg.height / 2) {
// Show help popup (custom help menu)
showHelpMenu();
return;
}
}
};
menuOverlay.move = function (x, y, obj) {};
menuOverlay.up = function (x, y, obj) {};
// Score display
var scoreTxt = new Text2('0', {
size: 120,
fill: "#fff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Health bar UI (horizontal, left bottom)
var maxHealth = 6;
var heroHealth = maxHealth;
var healthBarBg = LK.getAsset('enemy2', {
anchorX: 0,
// left edge
anchorY: 1,
// bottom edge
tint: 0x222222
});
healthBarBg.width = 420;
healthBarBg.height = 60;
healthBarBg.alpha = 0.45;
// Place at left bottom, with margin (60px from left, 60px from bottom)
healthBarBg.x = 60;
healthBarBg.y = 2732 - 60;
LK.gui.bottomLeft.addChild(healthBarBg);
var healthBar = LK.getAsset('enemy1', {
anchorX: 0,
// left edge
anchorY: 1,
// bottom edge
tint: 0xff4444
});
healthBar.width = 420;
healthBar.height = 60;
healthBar.alpha = 0.85;
healthBar.x = 60;
healthBar.y = 2732 - 60;
LK.gui.bottomLeft.addChild(healthBar);
// --- Health bar squares (vertical, left bottom) ---
var healthBarVSquares = [];
var squareSpacing = 12;
var squareSize = 60;
var baseX = 60;
var baseY = 2732 - 60;
for (var i = 0; i < maxHealth; i++) {
var square = LK.getAsset('Healthbar', {
anchorX: 0,
anchorY: 1,
x: baseX + i * (squareSize + squareSpacing),
y: baseY,
width: squareSize,
height: squareSize,
tint: 0x44ff44
});
LK.gui.bottomLeft.addChild(square);
healthBarVSquares.push(square);
}
function updateHealthBar() {
// Horizontal bar (left)
healthBar.width = 420 * (heroHealth / maxHealth);
if (heroHealth <= 2) {
healthBar.tint = 0xff2222;
} else if (heroHealth <= 4) {
healthBar.tint = 0xffbb22;
} else {
healthBar.tint = 0x44ff44;
}
// Vertical bar (center) - show/hide squares and tint by health
for (var i = 0; i < healthBarVSquares.length; i++) {
if (i < heroHealth) {
healthBarVSquares[i].visible = true;
// Tint by health: green if >4, yellow if 3-4, red if 1-2
if (heroHealth <= 2) {
healthBarVSquares[i].tint = 0xff2222;
} else if (heroHealth <= 4) {
healthBarVSquares[i].tint = 0xffbb22;
} else {
healthBarVSquares[i].tint = 0x44ff44;
}
// Add a white border highlight if health is full
healthBarVSquares[i].alpha = heroHealth === maxHealth ? 1.0 : 0.95;
} else {
healthBarVSquares[i].visible = false;
}
}
}
updateDemoHealthSquares && updateDemoHealthSquares();
updateHealthBar();
// Game variables
var hero = new Hero();
game.addChild(hero);
hero.x = 2048 / 2;
hero.y = 2732 - 350;
// Track if EnemyX has spawned
var enemyXSpawned = false;
var enemyZSpawned = false; // Track if EnemyZ is present in boss mode
// Track if EnemyX has been killed after 250 score (not in boss mode)
var enemyXKilledAfter250 = false;
// Ulti button UI and state
var ultiReady = true;
var ultiCooldown = 0;
var ultiCooldownMax = 1800; // 30 seconds at 60fps
// Create ulti button
var ultiBtn = new Text2("ULTI", {
size: 120,
fill: 0x00EAFF,
fontWeight: "bold"
});
ultiBtn.anchor.set(0.5, 0.5);
// Place in right corner, leaving margin for touch and not overlapping top menu
ultiBtn.x = 2048 - 180;
ultiBtn.y = 2732 - 180;
ultiBtn.bg = LK.getAsset('enemy2', {
anchorX: 0.5,
anchorY: 0.5,
tint: 0x00eaff
});
ultiBtn.bg.width = 340;
ultiBtn.bg.height = 220;
ultiBtn.bg.alpha = 0.25;
ultiBtn.bg.x = ultiBtn.x;
ultiBtn.bg.y = ultiBtn.y;
game.addChild(ultiBtn.bg);
game.addChild(ultiBtn);
// Ulti button cooldown overlay
var ultiBtnOverlay = LK.getAsset('enemy2', {
anchorX: 0.5,
anchorY: 0.5,
tint: 0x222222
});
ultiBtnOverlay.width = 340;
ultiBtnOverlay.height = 220;
ultiBtnOverlay.alpha = 0.55;
ultiBtnOverlay.x = ultiBtn.x;
ultiBtnOverlay.y = ultiBtn.y;
ultiBtnOverlay.visible = false;
game.addChild(ultiBtnOverlay);
// Laser Cannon state (no button UI)
var laserReady = true;
var laserCooldown = 0;
var laserCooldownMax = 720; // 12 seconds at 60fps
// Armor visual overlay for shield
var heroArmor = LK.getAsset('enemy2', {
anchorX: 0.5,
anchorY: 0.5,
tint: 0x80eaff // light blue
});
heroArmor.width = hero.width * 1.35;
heroArmor.height = hero.height * 1.35;
heroArmor.alpha = 0.55;
heroArmor.visible = false;
game.addChild(heroArmor);
var heroBullets = [];
var enemies = [];
var enemyBullets = [];
var items = [];
var dragNode = null;
var lastHeroIntersecting = false;
var score = 0;
var spawnTick = 0;
var enemyShootTick = 0;
// Powerup state
var shieldActive = false;
var shieldTimer = 0;
var beamActive = false;
var beamTimer = 0;
// Helper: spawn item
function spawnItem() {
var itemType = Math.random() < 0.5 ? "shield" : "beam";
var item;
if (itemType === "shield") {
item = new ShieldItem();
} else {
item = new BeamItem();
}
item.x = 200 + Math.random() * (2048 - 400);
item.y = -80;
items.push(item);
game.addChild(item);
}
// Helper: spawn enemy
function spawnEnemy() {
// 10% Enemy4 (only if score >= 600), 20% Enemy3, 35% Enemy1, 35% Enemy2
var rand = Math.random();
var enemy;
if (rand < 0.35) {
enemy = new Enemy1();
enemy.x = 200 + Math.random() * (2048 - 400);
enemy.y = -80;
} else if (rand < 0.7) {
enemy = new Enemy2();
enemy.baseX = 200 + Math.random() * (2048 - 400);
enemy.x = enemy.baseX;
enemy.y = -80;
enemy.t = Math.random() * 2;
} else if (rand < 0.9) {
enemy = new Enemy3();
enemy.x = 200 + Math.random() * (2048 - 400);
enemy.y = -80;
} else {
// Only spawn Enemy4 if score >= 600
if (score >= 600) {
enemy = new Enemy4();
enemy.x = 200 + Math.random() * (2048 - 400);
enemy.y = -80;
} else {
// If not allowed, fallback to Enemy1
enemy = new Enemy1();
enemy.x = 200 + Math.random() * (2048 - 400);
enemy.y = -80;
}
}
enemies.push(enemy);
game.addChild(enemy);
}
// Helper: spawn enemy bullet
function spawnEnemyBullet(enemy, targetX, targetY) {
var bullet = new EnemyBullet();
bullet.x = enemy.x;
bullet.y = enemy.y + 60;
// Aim at hero
var dx = targetX - bullet.x;
var dy = targetY - bullet.y;
var len = Math.sqrt(dx * dx + dy * dy);
if (len > 0) {
bullet.speedX = dx / len * 18;
bullet.speedY = dy / len * 18;
}
enemyBullets.push(bullet);
game.addChild(bullet);
LK.getSound('enemyShoot').play();
}
// Move handler for dragging hero
function handleMove(x, y, obj) {
// Always follow mouse if not dragging and not in menu
if (!dragNode && !(typeof menuActive !== "undefined" && menuActive)) {
// Clamp hero inside screen
var hw = hero.width / 2;
var hh = hero.height / 2;
var nx = Math.max(hw, Math.min(2048 - hw, x));
var ny = Math.max(hh + 100, Math.min(2732 - hh, y));
hero.x = nx;
hero.y = ny;
return;
}
if (dragNode) {
// Clamp hero inside screen
var hw = dragNode.width / 2;
var hh = dragNode.height / 2;
var nx = Math.max(hw, Math.min(2048 - hw, x));
var ny = Math.max(hh + 100, Math.min(2732 - hh, y));
dragNode.x = nx;
dragNode.y = ny;
}
}
// --- Make hero follow mouse automatically at game start (PC only) ---
if (typeof window !== "undefined" && window.addEventListener) {
window.addEventListener("mousemove", function (evt) {
// Only follow if not in menu and not dragging
if (typeof menuActive !== "undefined" && menuActive) return;
if (dragNode) return;
// Get bounding rect of canvas
var canvas = LK.getCanvas ? LK.getCanvas() : document.querySelector("canvas") || null;
if (!canvas) return;
var rect = canvas.getBoundingClientRect();
// Convert mouse coordinates to game coordinates
var scaleX = 2048 / rect.width;
var scaleY = 2732 / rect.height;
var x = (evt.clientX - rect.left) * scaleX;
var y = (evt.clientY - rect.top) * scaleY;
handleMove(x, y, {
event: evt
});
});
}
// Touch down: start dragging hero
game.down = function (x, y, obj) {
if (typeof menuActive !== "undefined" && menuActive) return;
// PC: left mouse click triggers laser cannon if ready and not on menu
if (obj && obj.event && obj.event.type === "mousedown" && obj.event.button === 0 && laserReady) {
// Only fire if click is inside hero sprite (circle)
var dx = x - hero.x;
var dy = y - hero.y;
if (dx * dx + dy * dy <= hero.radius * hero.radius) {
// Activate laser
laserReady = false;
laserCooldown = laserCooldownMax;
// Laser effect: fire a vertical laser column at hero.x
var laserX = hero.x;
// Visual effect: draw a vertical beam for a short time, and make it follow the hero
var laserBeam = LK.getAsset('heroBullet', {
anchorX: 0.5,
anchorY: 1,
x: laserX,
y: hero.y - hero.height / 2
});
laserBeam.width = 80;
laserBeam.height = hero.y - hero.height / 2; // from hero to top
laserBeam.alpha = 0.45;
game.addChild(laserBeam);
// Store reference to active laser beam and set timer
game.activeLaserBeam = laserBeam;
game.activeLaserBeamTimer = 90; // 1.5 seconds at 60fps
LK.getSound('laser').play();
// Destroy all enemies and enemy bullets in the column
for (var i = enemies.length - 1; i >= 0; i--) {
var e = enemies[i];
if (Math.abs(e.x - laserX) <= 80) {
// Laser cannon does NOT affect EnemyX (boss)
if (e instanceof EnemyX) {
// Flash to show hit, but do not damage or destroy
LK.effects.flashObject(e, 0xff0000, 120);
continue;
}
LK.effects.flashObject(e, 0xffffff, 200);
for (var pi = 0; pi < 12; pi++) {
var part = LK.getAsset(e instanceof Enemy1 ? 'enemy1' : e instanceof Enemy2 ? 'enemy2' : 'enemy3', {
anchorX: 0.5,
anchorY: 0.5
});
part.x = e.x;
part.y = e.y;
part.width = 20 + Math.random() * 20;
part.height = 20 + Math.random() * 20;
part.alpha = 0.7 + Math.random() * 0.3;
var angle = Math.PI * 2 * (pi / 12) + Math.random() * 0.2;
var speed = 10 + Math.random() * 10;
var vx = Math.cos(angle) * speed;
var vy = Math.sin(angle) * speed;
part.life = 10 + Math.floor(Math.random() * 10);
part.update = function () {
this.x += vx;
this.y += vy;
this.life--;
this.alpha *= 0.88 + Math.random() * 0.06;
if (this.life <= 0) {
this.destroy();
}
};
game.addChild(part);
}
// 35% chance to drop a health potion if Enemy3
if (e instanceof Enemy3 && Math.random() < 0.35) {
var healthPotion = new HealthPotion();
healthPotion.x = e.x;
healthPotion.y = e.y;
items.push(healthPotion);
game.addChild(healthPotion);
}
e.destroy();
enemies.splice(i, 1);
}
}
for (var i = enemyBullets.length - 1; i >= 0; i--) {
var b = enemyBullets[i];
if (Math.abs(b.x - laserX) <= 80) {
b.destroy();
enemyBullets.splice(i, 1);
}
}
return;
}
}
dragNode = hero;
handleMove(x, y, obj);
};
// Touch up: stop dragging
game.up = function (x, y, obj) {
if (typeof menuActive !== "undefined" && menuActive) return;
dragNode = null;
};
// Touch move: move hero
game.move = function (x, y, obj) {
if (typeof menuActive !== "undefined" && menuActive) return;
handleMove(x, y, obj);
// Handle ulti button press (touch/click)
if (ultiReady) {
// Check if touch is inside ulti button area
var dx = x - ultiBtn.x;
var dy = y - ultiBtn.y;
if (Math.abs(dx) <= ultiBtn.bg.width / 2 && Math.abs(dy) <= ultiBtn.bg.height / 2) {
// Activate ulti
ultiReady = false;
ultiCooldown = ultiCooldownMax;
ultiBtnOverlay.visible = true;
// Play ulti sound
LK.getSound('Ulti').play();
// Ulti effect: clear all enemies and enemy bullets
for (var i = enemies.length - 1; i >= 0; i--) {
var e = enemies[i];
if (e instanceof EnemyX) {
// Ulti does 50 damage to EnemyX in both boss mode and normal mode
e.hp -= 50;
LK.effects.flashObject(e, 0xffffff, 400);
if (e.hp <= 0) {
// Play death animation for EnemyX
var enemyToDestroy = e;
for (var pi = 0; pi < 48; pi++) {
var part = LK.getAsset('enemyX', {
anchorX: 0.5,
anchorY: 0.5
});
part.x = enemyToDestroy.x;
part.y = enemyToDestroy.y;
part.width = 48 + Math.random() * 48;
part.height = 48 + Math.random() * 48;
part.alpha = 0.8 + Math.random() * 0.2;
var angle = Math.PI * 2 * (pi / 48) + Math.random() * 0.2;
var speed = 24 + Math.random() * 16;
var vx = Math.cos(angle) * speed;
var vy = Math.sin(angle) * speed;
part.life = 32 + Math.floor(Math.random() * 32);
part.update = function () {
this.x += vx;
this.y += vy;
this.life--;
this.alpha *= 0.90 + Math.random() * 0.04;
if (this.life <= 0) {
this.destroy();
}
};
game.addChild(part);
}
// Add score for killing EnemyX with ulti
score += 1;
scoreTxt.setText(score);
// Drop 3 health potions when EnemyX is killed by ulti
for (var hp = 0; hp < 3; hp++) {
var healthPotion = new HealthPotion();
healthPotion.x = enemyToDestroy.x - 60 + 60 * hp;
healthPotion.y = enemyToDestroy.y;
items.push(healthPotion);
game.addChild(healthPotion);
}
enemyToDestroy.destroy();
enemies.splice(i, 1);
}
} else {
// Add score for killing normal enemies with ulti
score += 1;
scoreTxt.setText(score);
enemies[i].destroy();
enemies.splice(i, 1);
}
}
for (var i = enemyBullets.length - 1; i >= 0; i--) {
enemyBullets[i].destroy();
enemyBullets.splice(i, 1);
}
LK.effects.flashScreen(0x00eaff, 600);
return;
}
}
// Handle laser cannon activation by clicking on the hero
if (laserReady) {
var dx = x - hero.x;
var dy = y - hero.y;
// Check if touch/click is inside hero sprite (circle)
if (dx * dx + dy * dy <= hero.radius * hero.radius) {
// Activate laser
laserReady = false;
laserCooldown = laserCooldownMax;
// Laser effect: fire a vertical laser column at hero.x
var laserX = hero.x;
// Visual effect: draw a vertical beam for a short time, and make it follow the hero
var laserBeam = LK.getAsset('heroBullet', {
anchorX: 0.5,
anchorY: 1,
//{37} // anchor at bottom
x: laserX,
y: hero.y - hero.height / 2
});
laserBeam.width = 80;
laserBeam.height = hero.y - hero.height / 2; // from hero to top
laserBeam.alpha = 0.45;
game.addChild(laserBeam);
// Store reference to active laser beam and set timer
game.activeLaserBeam = laserBeam;
game.activeLaserBeamTimer = 90; // 1.5 seconds at 60fps
LK.getSound('laser').play();
// Destroy all enemies and enemy bullets in the column
for (var i = enemies.length - 1; i >= 0; i--) {
var e = enemies[i];
if (Math.abs(e.x - laserX) <= 80) {
// Laser cannon does NOT affect EnemyX (boss)
if (e instanceof EnemyX) {
// Flash to show hit, but do not damage or destroy
LK.effects.flashObject(e, 0xff0000, 120);
continue;
}
// Play death animation for each
LK.effects.flashObject(e, 0xffffff, 200);
// Particle effect for each
for (var pi = 0; pi < 12; pi++) {
var part = LK.getAsset(e instanceof Enemy1 ? 'enemy1' : e instanceof Enemy2 ? 'enemy2' : 'enemy3', {
anchorX: 0.5,
anchorY: 0.5
});
part.x = e.x;
part.y = e.y;
part.width = 20 + Math.random() * 20;
part.height = 20 + Math.random() * 20;
part.alpha = 0.7 + Math.random() * 0.3;
var angle = Math.PI * 2 * (pi / 12) + Math.random() * 0.2;
var speed = 10 + Math.random() * 10;
var vx = Math.cos(angle) * speed;
var vy = Math.sin(angle) * speed;
part.life = 10 + Math.floor(Math.random() * 10);
part.update = function () {
this.x += vx;
this.y += vy;
this.life--;
this.alpha *= 0.88 + Math.random() * 0.06;
if (this.life <= 0) {
this.destroy();
}
};
game.addChild(part);
}
// 35% chance to drop a health potion if Enemy3
if (e instanceof Enemy3 && Math.random() < 0.35) {
var healthPotion = new HealthPotion();
healthPotion.x = e.x;
healthPotion.y = e.y;
items.push(healthPotion);
game.addChild(healthPotion);
}
e.destroy();
enemies.splice(i, 1);
}
}
for (var i = enemyBullets.length - 1; i >= 0; i--) {
var b = enemyBullets[i];
if (Math.abs(b.x - laserX) <= 80) {
b.destroy();
enemyBullets.splice(i, 1);
}
}
return;
}
}
};
// Main game update
game.update = function () {
if (typeof menuActive !== "undefined" && menuActive) {
// Block all game logic while menu is active
return;
}
// Update hero
hero.update();
// Laser beam follow logic
if (game.activeLaserBeam) {
// Move the beam to follow the hero's x and y, and always stretch from hero to top
game.activeLaserBeam.x = hero.x;
game.activeLaserBeam.y = hero.y - hero.height / 2;
game.activeLaserBeam.height = hero.y - hero.height / 2;
// Laser beam hits enemies it touches
for (var i = enemies.length - 1; i >= 0; i--) {
var e = enemies[i];
// Check if enemy is within the laser beam's column (80px wide, same as beam)
if (e.y + (e.height ? e.height / 2 : 60) >= 0 &&
// enemy is not above top
e.y - (e.height ? e.height / 2 : 60) <= hero.y - hero.height / 2 &&
// enemy is not below beam bottom
Math.abs(e.x - game.activeLaserBeam.x) <= game.activeLaserBeam.width / 2) {
// Laser cannon does NOT affect EnemyX (boss)
if (e instanceof EnemyX) {
// Flash to show hit, but do not damage or destroy
LK.effects.flashObject(e, 0xff0000, 120);
continue;
}
// Play hit sound and flash
LK.getSound('enemyHit').play();
LK.effects.flashObject(e, 0xffffff, 200);
// Score and handle Enemy3 HP
score += 1;
scoreTxt.setText(score);
if (e instanceof Enemy3) {
e.hp--;
if (e.hp <= 0) {
// Play death animation before destroying Enemy3
var enemyToDestroy = e;
for (var pi = 0; pi < 24; pi++) {
var part = LK.getAsset('enemy3', {
anchorX: 0.5,
anchorY: 0.5
});
part.x = enemyToDestroy.x;
part.y = enemyToDestroy.y;
part.width = 32 + Math.random() * 32;
part.height = 32 + Math.random() * 32;
part.alpha = 0.8 + Math.random() * 0.2;
var angle = Math.PI * 2 * (pi / 24) + Math.random() * 0.2;
var speed = 16 + Math.random() * 12;
var vx = Math.cos(angle) * speed;
var vy = Math.sin(angle) * speed;
part.life = 16 + Math.floor(Math.random() * 16);
part.update = function () {
this.x += vx;
this.y += vy;
this.life--;
this.alpha *= 0.90 + Math.random() * 0.04;
if (this.life <= 0) {
this.destroy();
}
};
game.addChild(part);
}
// 35% chance to drop a health potion when Enemy3 is killed
if (Math.random() < 0.35) {
var healthPotion = new HealthPotion();
healthPotion.x = enemyToDestroy.x;
healthPotion.y = enemyToDestroy.y;
items.push(healthPotion);
game.addChild(healthPotion);
}
enemyToDestroy.destroy();
enemies.splice(i, 1);
} else {
// Flash for hit, but don't destroy
LK.effects.flashObject(e, 0x8e24aa, 120);
}
} else {
// Play death animation before destroying normal enemies
var enemyToDestroy = e;
for (var pi = 0; pi < 16; pi++) {
var part = LK.getAsset(enemyToDestroy instanceof Enemy1 ? 'enemy1' : 'enemy2', {
anchorX: 0.5,
anchorY: 0.5
});
part.x = enemyToDestroy.x;
part.y = enemyToDestroy.y;
part.width = 20 + Math.random() * 20;
part.height = 20 + Math.random() * 20;
part.alpha = 0.7 + Math.random() * 0.3;
var angle = Math.PI * 2 * (pi / 16) + Math.random() * 0.2;
var speed = 10 + Math.random() * 10;
var vx = Math.cos(angle) * speed;
var vy = Math.sin(angle) * speed;
part.life = 10 + Math.floor(Math.random() * 10);
part.update = function () {
this.x += vx;
this.y += vy;
this.life--;
this.alpha *= 0.88 + Math.random() * 0.06;
if (this.life <= 0) {
this.destroy();
}
};
game.addChild(part);
}
enemyToDestroy.destroy();
enemies.splice(i, 1);
}
}
}
// Decrement timer and destroy when done
game.activeLaserBeamTimer--;
if (game.activeLaserBeamTimer <= 0) {
game.activeLaserBeam.destroy();
game.activeLaserBeam = null;
}
}
// Ulti cooldown logic
if (godMode) {
ultiReady = true;
ultiCooldown = 0;
ultiBtnOverlay.visible = false;
ultiBtn.text = "ULTI";
} else {
if (!ultiReady) {
ultiCooldown--;
if (ultiCooldown <= 0) {
ultiReady = true;
ultiBtnOverlay.visible = false;
} else {
// Show overlay and update text to show seconds left
ultiBtnOverlay.visible = true;
ultiBtn.text = "ULTI\n" + Math.ceil(ultiCooldown / 60) + "s";
}
}
if (ultiReady) {
ultiBtn.text = "ULTI";
ultiBtnOverlay.visible = false;
}
}
// Update armor overlay position and visibility
heroArmor.x = hero.x;
heroArmor.y = hero.y;
heroArmor.visible = shieldActive;
// Laser cannon cooldown logic (no button UI)
if (!laserReady) {
laserCooldown--;
if (laserCooldown <= 0) {
laserReady = true;
}
}
// Update shield/beam timers
if (shieldActive) {
shieldTimer--;
if (shieldTimer <= 0) {
shieldActive = false;
}
}
if (beamActive) {
beamTimer--;
if (beamTimer <= 0) {
beamActive = false;
}
}
// Update items (powerups)
for (var i = items.length - 1; i >= 0; i--) {
var item = items[i];
item.update();
// Remove if off screen
if (item.y > 2732 + 100) {
item.destroy();
items.splice(i, 1);
continue;
}
// Pickup by hero
if (item.intersects(hero)) {
if (item instanceof HealthPotion) {
// Health potion always gives 1 health (if not at max)
if (heroHealth < maxHealth) {
heroHealth = Math.min(maxHealth, heroHealth + 1);
updateHealthBar();
updateDemoHealthSquares && updateDemoHealthSquares();
LK.effects.flashObject(hero, 0x44ff44, 400);
}
} else if (item instanceof ShieldItem) {
// If already at max health, treat as shield
if (heroHealth >= maxHealth) {
shieldActive = true;
shieldTimer = 360; // 6 seconds at 60fps
LK.effects.flashObject(hero, 0x00ffff, 400);
} else {
// If not at max health, ignore shield pickup (health potions now handled separately)
}
} else if (item instanceof BeamItem) {
beamActive = true;
beamTimer = 180; // 3 seconds at 60fps
LK.effects.flashObject(hero, 0xff00ff, 400);
}
item.destroy();
items.splice(i, 1);
continue;
}
}
// Hero shooting (auto-fire)
if (hero.shootCooldown <= 0) {
if (beamActive) {
// Beam: fire 3 bullets in spread
for (var bdir = -1; bdir <= 1; bdir++) {
var bullet = new HeroBullet();
bullet.x = hero.x + bdir * 40;
bullet.y = hero.y - hero.height / 2 - 20;
bullet.spread = bdir * 0.18; // radians
bullet.update = function (origUpdate, spread) {
return function () {
this.y += this.speed;
this.x += Math.sin(spread) * 18;
};
}(bullet.update, bullet.spread);
heroBullets.push(bullet);
game.addChild(bullet);
}
hero.shootCooldown = 12;
LK.getSound('laser').play();
} else {
var bullet = new HeroBullet();
bullet.x = hero.x;
bullet.y = hero.y - hero.height / 2 - 20;
heroBullets.push(bullet);
game.addChild(bullet);
hero.shootCooldown = 20;
LK.getSound('laser').play();
}
}
// Update hero bullets
for (var i = heroBullets.length - 1; i >= 0; i--) {
var b = heroBullets[i];
b.update();
// Remove if off screen
if (b.y < -60) {
b.destroy();
heroBullets.splice(i, 1);
continue;
}
// Check collision with enemies
for (var j = enemies.length - 1; j >= 0; j--) {
var e = enemies[j];
// In boss mode, if EnemyZ is killed, allow next boss to spawn
if (typeof bossMode !== "undefined" && bossMode && e instanceof EnemyZ && e.hp <= 1 && b.intersects(e)) {
enemyZSpawned = false;
spawnTick = 0;
bossNextToSpawn = "X"; // Always alternate to X after Z dies
}
if (b.intersects(e)) {
// Enemy hit
LK.getSound('enemyHit').play();
score += 1;
scoreTxt.setText(score);
// Flash enemy
LK.effects.flashObject(e, 0xffffff, 200);
// Remove both or handle Enemy3/EnemyX/Enemy4/EnemyZ hp
if (e instanceof Enemy3 || e instanceof EnemyX || e instanceof Enemy4 || e instanceof EnemyZ) {
e.hp--;
if (e.hp <= 0) {
// Play death animation before destroying Enemy3/EnemyX/Enemy4/EnemyZ
var enemyToDestroy = e;
// --- Enemy4 explosion: NO damage to hero when destroyed by bullets, laser, or shield ---
// (intentionally left blank, Enemy4 does not deal damage when destroyed by bullets, laser, or shield)
// Particle animation for Enemy3/EnemyX/Enemy4/EnemyZ death (more particles, richer effect)
var particleCount = e instanceof EnemyX ? 48 : e instanceof Enemy3 ? 24 : e instanceof EnemyZ ? 48 : 16;
var assetName = e instanceof EnemyX ? 'enemyX' : e instanceof Enemy3 ? 'enemy3' : e instanceof EnemyZ ? 'EnemyZ' : 'Enemy4';
for (var pi = 0; pi < particleCount; pi++) {
var part = LK.getAsset(assetName, {
anchorX: 0.5,
anchorY: 0.5
});
part.x = enemyToDestroy.x;
part.y = enemyToDestroy.y;
part.width = (e instanceof EnemyX ? 48 : e instanceof Enemy3 ? 32 : e instanceof EnemyZ ? 48 : 24) + Math.random() * (e instanceof EnemyX ? 48 : e instanceof Enemy3 ? 32 : e instanceof EnemyZ ? 48 : 24);
part.height = (e instanceof EnemyX ? 48 : e instanceof Enemy3 ? 32 : e instanceof EnemyZ ? 48 : 24) + Math.random() * (e instanceof EnemyX ? 48 : e instanceof Enemy3 ? 32 : e instanceof EnemyZ ? 48 : 24);
part.alpha = 0.8 + Math.random() * 0.2;
var angle = Math.PI * 2 * (pi / particleCount) + Math.random() * 0.2;
var speed = (e instanceof EnemyX ? 24 : e instanceof Enemy3 ? 16 : e instanceof EnemyZ ? 24 : 12) + Math.random() * (e instanceof EnemyX ? 16 : e instanceof Enemy3 ? 12 : e instanceof EnemyZ ? 16 : 8);
var vx = Math.cos(angle) * speed;
var vy = Math.sin(angle) * speed;
part.life = (e instanceof EnemyX ? 32 : e instanceof Enemy3 ? 16 : e instanceof EnemyZ ? 32 : 10) + Math.floor(Math.random() * (e instanceof EnemyX ? 32 : e instanceof Enemy3 ? 16 : e instanceof EnemyZ ? 32 : 8));
part.update = function () {
this.x += vx;
this.y += vy;
this.life--;
this.alpha *= 0.90 + Math.random() * 0.04;
if (this.life <= 0) {
this.destroy();
}
};
game.addChild(part);
}
// 35% chance to drop a health potion when Enemy3 is killed (not for EnemyX/Enemy4/EnemyZ)
if (e instanceof Enemy3 && Math.random() < 0.35) {
var healthPotion = new HealthPotion();
healthPotion.x = enemyToDestroy.x;
healthPotion.y = enemyToDestroy.y;
items.push(healthPotion);
game.addChild(healthPotion);
}
enemyToDestroy.destroy();
enemies.splice(j, 1);
// If EnemyX was killed, drop 3 health potions and restart normal enemy spawning
if (e instanceof EnemyX) {
for (var hp = 0; hp < 3; hp++) {
var healthPotion = new HealthPotion();
// Spread potions horizontally a bit
healthPotion.x = enemyToDestroy.x - 60 + 60 * hp;
healthPotion.y = enemyToDestroy.y;
items.push(healthPotion);
game.addChild(healthPotion);
}
// --- In boss mode, alternate to EnemyZ after EnemyX dies
if (typeof bossMode !== "undefined" && bossMode) {
enemyXSpawned = false;
enemyZSpawned = false; // Allow next boss to spawn (EnemyZ)
spawnTick = 0;
bossNextToSpawn = "Z"; // Always alternate to Z after X dies
// Music continues
} else {
// Reset boss state and allow normal enemies to spawn again
enemyXSpawned = false;
bossMusicPlayed = false;
// Stop boss music and play bgmusic when EnemyX is killed
LK.stopMusic();
LK.playMusic('bgmusic');
// If score >= 250, mark EnemyX as killed so it never spawns again (not in boss mode)
if (score >= 250 && !(typeof bossMode !== "undefined" && bossMode)) {
enemyXKilledAfter250 = true;
}
// Reset spawnTick so normal enemies start coming again, but slowly
spawnTick = 0;
// Reset spawnIntervalNormal to its original value when resuming normal enemy spawns
spawnIntervalNormal = 60;
// Optionally, set a delay before next normal spawn (e.g. 60 frames)
// spawnTick = -60;
}
}
// If EnemyZ was killed, alternate to EnemyX after Z dies (boss mode)
if (e instanceof EnemyZ && typeof bossMode !== "undefined" && bossMode) {
enemyZSpawned = false;
spawnTick = 0;
bossNextToSpawn = "X"; // Always alternate to X after Z dies
}
} else {
// Flash for hit, but don't destroy
LK.effects.flashObject(e, 0x8e24aa, 120);
}
b.destroy();
heroBullets.splice(i, 1);
break;
} else {
b.destroy();
heroBullets.splice(i, 1);
// Play death animation before destroying normal enemies
var enemyToDestroy = e;
// Particle animation for normal enemy death (more particles, richer effect)
for (var pi = 0; pi < 16; pi++) {
var part = LK.getAsset(enemyToDestroy instanceof Enemy1 ? 'enemy1' : 'enemy2', {
anchorX: 0.5,
anchorY: 0.5
});
part.x = enemyToDestroy.x;
part.y = enemyToDestroy.y;
part.width = 20 + Math.random() * 20;
part.height = 20 + Math.random() * 20;
part.alpha = 0.7 + Math.random() * 0.3;
var angle = Math.PI * 2 * (pi / 16) + Math.random() * 0.2;
var speed = 10 + Math.random() * 10;
var vx = Math.cos(angle) * speed;
var vy = Math.sin(angle) * speed;
part.life = 10 + Math.floor(Math.random() * 10);
part.update = function () {
this.x += vx;
this.y += vy;
this.life--;
this.alpha *= 0.88 + Math.random() * 0.06;
if (this.life <= 0) {
this.destroy();
}
};
game.addChild(part);
}
enemyToDestroy.destroy();
enemies.splice(j, 1);
break;
}
}
}
}
// Update enemies
for (var i = enemies.length - 1; i >= 0; i--) {
var e = enemies[i];
if (typeof bossMode !== "undefined" && bossMode && e instanceof EnemyZ && e.hp <= 0) {
enemyZSpawned = false;
spawnTick = 0;
bossNextToSpawn = "X"; // Always alternate to X after Z dies
}
e.update();
// Remove if off screen
if (e.y > 2732 + 100) {
e.destroy();
enemies.splice(i, 1);
continue;
}
// Enemy shoots randomly
if (Math.random() < 0.008) {
spawnEnemyBullet(e, hero.x, hero.y);
}
// Check collision with hero
// Prevent hero from affecting or being affected by boss type enemies (EnemyX, EnemyZ)
if (e instanceof EnemyX || e instanceof EnemyZ) {
// Do nothing: hero does not affect or get hit by boss type enemies
continue;
}
if (e.intersects(hero)) {
if (godMode) {
// In god mode, ignore all damage and just destroy enemy
enemies[i].destroy();
enemies.splice(i, 1);
continue;
}
if (!shieldActive) {
// Hero hit
LK.getSound('heroHit').play();
LK.effects.flashScreen(0xff0000, 800);
heroHealth--;
updateHealthBar();
updateDemoHealthSquares && updateDemoHealthSquares();
if (heroHealth <= 0) {
LK.getSound('Death').play();
LK.showGameOver();
return;
}
enemies[i].destroy();
enemies.splice(i, 1);
continue;
} else {
// Shield absorbs hit, destroy enemy
LK.effects.flashObject(hero, 0x00ffff, 200);
// Play death animation before destroying enemy killed by shield
var enemyToDestroy = e;
// Particle animation for shield kill (more particles, richer effect)
for (var pi = 0; pi < 16; pi++) {
var part = LK.getAsset(enemyToDestroy instanceof Enemy1 ? 'enemy1' : enemyToDestroy instanceof Enemy2 ? 'enemy2' : 'enemy3', {
anchorX: 0.5,
anchorY: 0.5
});
part.x = enemyToDestroy.x;
part.y = enemyToDestroy.y;
part.width = 20 + Math.random() * 20;
part.height = 20 + Math.random() * 20;
part.alpha = 0.7 + Math.random() * 0.3;
var angle = Math.PI * 2 * (pi / 16) + Math.random() * 0.2;
var speed = 10 + Math.random() * 10;
var vx = Math.cos(angle) * speed;
var vy = Math.sin(angle) * speed;
part.life = 10 + Math.floor(Math.random() * 10);
part.update = function () {
this.x += vx;
this.y += vy;
this.life--;
this.alpha *= 0.88 + Math.random() * 0.06;
if (this.life <= 0) {
this.destroy();
}
};
game.addChild(part);
}
enemyToDestroy.destroy();
enemies.splice(i, 1);
continue;
}
}
}
// Update enemy bullets
for (var i = enemyBullets.length - 1; i >= 0; i--) {
var b = enemyBullets[i];
if (typeof bossMode !== "undefined" && bossMode && b instanceof EnemyBullet) {
// Check if this bullet killed EnemyZ (shouldn't happen, but for completeness)
for (var j = enemies.length - 1; j >= 0; j--) {
var e = enemies[j];
if (e instanceof EnemyZ && e.hp <= 0) {
enemyZSpawned = false;
spawnTick = 0;
bossNextToSpawn = "X"; // Always alternate to X after Z dies
}
}
}
b.update();
// Remove if off screen
if (b.y < -60 || b.y > 2732 + 60 || b.x < -60 || b.x > 2048 + 60) {
b.destroy();
enemyBullets.splice(i, 1);
continue;
}
// Check collision with hero
if (b.intersects(hero)) {
if (godMode) {
// In god mode, ignore all damage and just destroy bullet
b.destroy();
enemyBullets.splice(i, 1);
continue;
}
if (!shieldActive) {
LK.getSound('heroHit').play();
LK.effects.flashScreen(0xff0000, 800);
heroHealth--;
updateHealthBar();
updateDemoHealthSquares && updateDemoHealthSquares();
if (heroHealth <= 0) {
LK.getSound('Death').play();
LK.showGameOver();
return;
}
b.destroy();
enemyBullets.splice(i, 1);
continue;
} else {
// Shield absorbs bullet
LK.effects.flashObject(hero, 0x00ffff, 120);
b.destroy();
enemyBullets.splice(i, 1);
continue;
}
}
}
// --- ENEMY SPAWN RATE BOOST LOGIC ---
if (typeof spawnRateBoostActive === "undefined") {
var spawnRateBoostActive = false;
var spawnRateBoostTimer = 0;
var nextBoostScore = 50;
var spawnIntervalNormal = 90;
var spawnIntervalBoost = 60;
}
// Boss mode: alternate EnemyX and EnemyZ, never normal enemies or items
if (typeof bossMode !== "undefined" && bossMode) {
spawnTick++;
// Track which boss to spawn next: "X" or "Z"
if (typeof bossNextToSpawn === "undefined") bossNextToSpawn = "X";
if (!enemyXSpawned && !enemyZSpawned && spawnTick >= 30) {
var enemy;
// Special case: at score 451, always spawn EnemyZ regardless of alternation
if (score === 451) {
enemy = new EnemyZ();
enemy.x = 2048 / 2;
enemy.y = -80;
enemies.push(enemy);
game.addChild(enemy);
enemyZSpawned = true;
bossNextToSpawn = "X"; // After Z, alternate to X
spawnTick = 0;
} else if (bossNextToSpawn === "X") {
enemy = new EnemyX();
enemy.x = 200 + Math.random() * (2048 - 400);
enemy.y = -80;
enemies.push(enemy);
game.addChild(enemy);
enemyXSpawned = true;
// Do not alternate bossNextToSpawn here; alternate only on death
spawnTick = 0;
} else if (bossNextToSpawn === "Z") {
enemy = new EnemyZ();
enemy.x = 2048 / 2;
enemy.y = -80;
enemies.push(enemy);
game.addChild(enemy);
enemyZSpawned = true;
// Do not alternate bossNextToSpawn here; alternate only on death
spawnTick = 0;
}
}
// Never spawn items or normal enemies in boss mode
} else {
// Check if we reached a new boost score (50, 150, 250, ...) and trigger boost
if (score >= nextBoostScore && !spawnRateBoostActive) {
spawnRateBoostActive = true;
spawnRateBoostTimer = 180; // 3 seconds at 60fps
// After 50, next is 150, then 250, 350, ...
if (nextBoostScore === 50) {
nextBoostScore = 150;
} else {
nextBoostScore += 100;
}
}
// Handle boost timer
if (spawnRateBoostActive) {
spawnRateBoostTimer--;
if (spawnRateBoostTimer <= 0) {
spawnRateBoostActive = false;
}
}
// Spawn enemies
spawnTick++;
// Use boosted or normal interval
// Make spawn rate scale more slowly with score (easier): decrease by 2 per 20 score, not 4 per 10
var spawnInterval = spawnRateBoostActive ? spawnIntervalBoost : Math.max(18, spawnIntervalNormal - Math.floor(score / 20) * 2); // Slower scaling for easier game
if (score < 250) {
if (spawnTick >= spawnInterval) {
// Calculate how many enemies to spawn based on score (1 + 1 per 50 score)
var numEnemies = 1 + Math.floor(score / 50);
for (var i = 0; i < numEnemies; i++) {
spawnEnemy();
}
// 1 in 8 chance to spawn an item
if (Math.random() < 0.125) {
spawnItem();
}
spawnTick = 0;
}
} else if (score >= 250) {
// Stop current music and play boss music when score passes 250
if (typeof bossMusicPlayed === "undefined") {
var bossMusicPlayed = false;
}
if (!enemyXKilledAfter250) {
// --- Ensure EnemyX spawns immediately after passing 250 score before any other enemies ---
if (!enemyXSpawned) {
// Only spawn EnemyX if not already present
var enemy = new EnemyX();
enemy.x = 200 + Math.random() * (2048 - 400);
enemy.y = -80;
enemies.push(enemy);
game.addChild(enemy);
enemyXSpawned = true;
// Stop current music and play boss music when EnemyX spawns
if (!bossMusicPlayed) {
LK.stopMusic();
LK.playMusic('Boss');
bossMusicPlayed = true;
}
spawnTick = 0;
}
// Do NOT spawn any other enemies or items until EnemyX is killed
else {
// Wait until EnemyX is killed before resuming normal spawns
// (do nothing here)
}
} else {
// EnemyX has been killed after 250 score, resume normal enemy and item spawns
spawnTick++;
// After score reaches 600, start to increase enemy spawn speed slowly
var postBossSpawnInterval = 60;
if (score >= 600) {
// Decrease interval by 1 every 60 score above 600, minimum 18
postBossSpawnInterval = Math.max(18, 60 - Math.floor((score - 600) / 60));
}
// Always spawn exactly 1 enemy per postBossSpawnInterval ticks after EnemyX is killed post-250
if (score < 800 && spawnTick >= postBossSpawnInterval) {
spawnEnemy();
// 1 in 8 chance to spawn an item
if (Math.random() < 0.125) {
spawnItem();
}
spawnTick = 0;
} else if (score === 800 && !enemyZSpawned) {
// Spawn EnemyZ at score 800
var enemy = new EnemyZ();
enemy.x = 2048 / 2;
enemy.y = -80;
enemies.push(enemy);
game.addChild(enemy);
enemyZSpawned = true;
// Optionally play boss music if not already playing
if (typeof bossMusicPlayed === "undefined" || !bossMusicPlayed) {
LK.stopMusic();
LK.playMusic('Boss');
bossMusicPlayed = true;
}
spawnTick = 0;
}
}
// In god mode, also allow enemies to spawn after EnemyX is killed, just like normal mode
if (godMode && enemyXKilledAfter250) {
spawnTick++;
var postBossSpawnInterval = 60;
if (score >= 600) {
postBossSpawnInterval = Math.max(18, 60 - Math.floor((score - 600) / 60));
}
if (score < 800 && spawnTick >= postBossSpawnInterval) {
spawnEnemy();
if (Math.random() < 0.125) {
spawnItem();
}
spawnTick = 0;
}
}
}
}
};
A red winged alien with exoskeleton. . No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
A tiny green alien with spikes. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
A strong yellow-white alien with horns. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
A king yellow alien with black and white stripes and wings. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
Neboula background. In-Game asset. 2d. High contrast. No shadows. Cinematic deep
Pixel art style, spaceship lazer bullet. In-Game asset. 2d. High contrast. No shadows
Pixel art 2d heart. In-Game asset. 2d. High contrast. No shadows
Pixel art Spaceship. In-Game asset. 2d. High contrast. No shadows
Pixel art shield. In-Game asset. 2d. High contrast. No shadows. blue color. Simple design
Flying Space enemy. In-Game asset. 2d. High contrast. No shadows. Pixelart style.
A yellow pixelart rectangle button.. In-Game asset. 2d. High contrast. No shadows
a pixelart flying space enemy. Green color, scary smiley face. In-Game asset. 2d. High contrast. No shadows
Pixelart healt thing. Simple. In-Game asset. 2d. High contrast. No shadows
Pixelart power up item. In-Game asset. 2d. High contrast. No shadows
Pixelart spike ellipse enemy bullet. In-Game asset. 2d. High contrast. No shadows. No fire effect.