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Please fix the bug: 'Bunker is not defined' in or related to this line: 'var bunker = new Bunker();' Line Number: 165
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Errorl197 hatasını düzelt
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Please fix the bug: 'Sniper is not defined' in or related to this line: 'var sniper = new Sniper();' Line Number: 197
Code edit (1 edits merged)
Please save this source code
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Please fix the bug: 'Bunker is not defined' in or related to this line: 'var bunker = new Bunker();' Line Number: 165
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Yeni düşmanın görüntüsünü oluştur
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Bir noktadan sonra sayı 40'ı geçmesin düşman sayısı ne kadar artarsa artsın score ayrıca yeni canavarlar eklensin uzaktan menzilli saldırı canavarlar olsun ama menzili bizim sniper kadar büyük değil ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Müttefik karakterine yürüme animasyonu ekle yani yürürken kendi ekseninde çapraz şekilde bir sağa bir sola dönüyor
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güvenliğe müfettiğime yürüme animasyonu ekle
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düşmanların yürüme animasyonunu müfettike ekle
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müttefik askerin görselini yap
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herkes öldükten sonra maçın başlaması için olan geri sayım ben silah sıkmadan başlamıyor bu hatayı düzet. ayrıca düşman artması %25 olsun.
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Please fix the bug: 'Uncaught ReferenceError: bulletAngle is not defined' in or related to this line: 'var recoilX = recoilDirection * Math.cos(bulletAngle) * recoilDistance;' Line Number: 1146
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sniper rifle ve super sniper silahlarında bak var sola bakıp ateş ettiğimizde mermilerrde tuhaflık var arkadan geliyor veya mermi hiç ateşlenmiyor bunu çöz ayrıca sniper kuleleri hasar aldığında canı gösterilsin
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sniper riffle silahında sola kaydığında mermi arkadan ateşleniyor lütfen bunu düzelt
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düşmanlar sniper kulesine saldırsın
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bug lu silahı düzelt süper sniper
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müttefiğin canı altınde ne kadar kaldığı can barı ile gösterilsin süper sniper da bazen mermiler bir şekilde gitmiyor onuda düzelt ayrıca mütteefiğin hızı yavaş biraz hızlandır
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super sniper mermi sıkmıyor bu hatayı düzelt ayrı düşmanlar müttefiğe karşı takip ederek saldırsın
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bütün düşmanlar müttefiğe saldıra bilir
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yürüme animasyonu eklenmemiş onu düzel müttefikler için
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müttefiğin hasarı 1 olsun canı 100 olsun hızıı normal düşmanlardaki gibi olsun yürüme animasyonu düşmanlar ile bire bir olsn, sniper tower hasar 2 vuruyor canı 300 uzaktan menzilli olarak sıkıyor bunu öyle ayarla
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müttefik düşmanlara saldırmıyor onu düzelt
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düğme gözükmüyor sol alt köşeye yerleştir
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Please fix the bug: 'ReferenceError: ally is not defined' in or related to this line: 'if (ally && ally.active) {' Line Number: 1965
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { highScore: 0, currency: 0 }); /**** * Classes ****/ // Ally: Semi-transparent melee ally that follows sniper and attacks nearest enemy var Ally = Container.expand(function () { var self = Container.call(this); // Use a yellowish shadow as the ally's body for now self.graphics = self.attachAsset('shadow', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.2, scaleY: 1.2, tint: 0x00FFFF // Cyan for visibility }); self.graphics.alpha = 0.5; // Semi-transparent self.maxHealth = 60; self.health = self.maxHealth; self.damage = 12; self.speed = 7; self.attackRange = 90; // Melee range self.attackCooldown = 600; // ms between attacks self.lastAttack = 0; self.targetEnemy = null; self.followDistance = 80; // Distance to keep from sniper self.active = true; // Health bar self.healthBar = LK.getAsset('bullet', { anchorX: 0.5, anchorY: 0.5, tint: 0x00FF00, scaleX: 1.5, scaleY: 0.18 }); self.healthBar.y = -60; self.addChild(self.healthBar); // Update health bar self.updateHealthBar = function () { var percent = Math.max(0, self.health / self.maxHealth); self.healthBar.scale.x = 1.5 * percent; if (percent < 0.3) { self.healthBar.tint = 0xFF0000; } else if (percent < 0.6) { self.healthBar.tint = 0xFFFF00; } else { self.healthBar.tint = 0x00FF00; } self.healthBar.visible = percent < 1; }; // Take damage self.takeDamage = function (amount) { self.health -= amount; self.updateHealthBar(); LK.effects.flashObject(self, 0xff0000, 200); if (self.health <= 0) { self.active = false; tween(self, { alpha: 0 }, { duration: 400 }); self.visible = false; } }; // Ally update: follow sniper or attack nearest enemy self.update = function () { if (!self.active) return; self.updateHealthBar(); // Find nearest enemy in range var nearest = null; var minDist = 99999; for (var i = 0; i < enemies.length; i++) { var e = enemies[i]; if (!e.active) continue; var dx = e.x - self.x; var dy = e.y - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < minDist) { minDist = dist; nearest = e; } } var now = Date.now(); if (nearest && minDist <= self.attackRange) { // Attack enemy if cooldown ready self.targetEnemy = nearest; // Move toward enemy if not close enough if (minDist > 40) { var angle = Math.atan2(nearest.y - self.y, nearest.x - self.x); self.x += Math.cos(angle) * self.speed; self.y += Math.sin(angle) * self.speed; } // Attack if close and cooldown ready if (minDist <= self.attackRange && now - self.lastAttack > self.attackCooldown) { self.lastAttack = now; nearest.takeDamage(self.damage); LK.effects.flashObject(nearest, 0x00FFFF, 120); } } else { // No enemy in range, follow sniper self.targetEnemy = null; var dx = sniper.x - self.x; var dy = sniper.y - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > self.followDistance) { var angle = Math.atan2(dy, dx); self.x += Math.cos(angle) * self.speed * 0.7; self.y += Math.sin(angle) * self.speed * 0.7; } } }; return self; }); var BuildingShop = Container.expand(function () { var self = Container.call(this); self.isOpen = false; self.buildings = [{ name: "Basic Wall", price: 10, health: 100, owned: false }, { name: "Reinforced Wall", price: 20, health: 200, owned: false }, { name: "Sniper Tower", price: 30, health: 150, damage: 2, fireRate: 2000, owned: false }]; // Shop button self.shopButton = new Text2("BUILDINGS", { size: 80, fill: 0xFFFF00 }); self.shopButton.anchor.set(0.5, 0); // Add background to make button more visible var buttonBg = LK.getAsset('bullet', { width: 300, height: 100, anchorX: 0.5, anchorY: 0.5, tint: 0x333333 }); buttonBg.alpha = 0.8; buttonBg.y = self.shopButton.height / 2; self.addChild(buttonBg); self.addChild(self.shopButton); // Shop panel (hidden by default) self.panel = new Container(); self.panel.visible = false; self.addChild(self.panel); // Create building options self.buildingItems = []; for (var i = 0; i < self.buildings.length; i++) { var building = self.buildings[i]; var item = new Container(); var bg = LK.getAsset('bullet', { width: 400, height: 150, anchorX: 0.5, anchorY: 0.5, tint: 0x333333 }); bg.alpha = 0.8; item.addChild(bg); var title = new Text2(building.name, { size: 40, fill: 0xFFFFFF }); title.anchor.set(0.5, 0); title.y = -50; item.addChild(title); var info; if (building.name === "Sniper Tower") { info = new Text2("Health: " + building.health + " | Damage: " + building.damage, { size: 30, fill: 0xFFFFFF }); } else { info = new Text2("Health: " + building.health, { size: 30, fill: 0xFFFFFF }); } info.anchor.set(0.5, 0); info.y = 0; item.addChild(info); var priceText = new Text2(building.owned ? "OWNED" : "$" + building.price, { size: 35, fill: building.owned ? 0x00FF00 : 0xFFFF00 }); priceText.anchor.set(0.5, 0); priceText.y = 40; item.addChild(priceText); item.y = i * 200; item.buildingIndex = i; self.buildingItems.push(item); self.panel.addChild(item); } // Position panel self.panel.y = 100; // Handle shop button press self.shopButton.down = function (x, y, obj) { self.toggleShop(); }; // Toggle shop visibility self.toggleShop = function () { self.isOpen = !self.isOpen; self.panel.visible = self.isOpen; }; // Handle building selection/purchase self.selectBuilding = function (index) { var building = self.buildings[index]; if (currency >= building.price) { // Always allow purchase, deduct currency every time currency -= building.price; updateUI(); // Update UI to show price (never "OWNED") var priceText = self.buildingItems[index].children[3]; priceText.setText("$" + building.price, { fill: 0xFFFF00 }); LK.getSound('upgrade').play(); // After purchase, immediately select it for placement var buildingType; var buildingHealth = building.health; if (index === 0) { buildingType = 'basic'; } else if (index === 1) { buildingType = 'reinforced'; } else if (index === 2) { buildingType = 'sniper'; } // Create and add placeable wall game.placeableWall = new PlaceableWall(buildingType, buildingHealth); game.addChild(game.placeableWall); game.isPlacing = true; // Close shop self.toggleShop(); return true; } else if (building.owned) { // (Legacy: If owned, allow placement without payment, but this should never be true now) var buildingType; var buildingHealth = building.health; if (index === 0) { buildingType = 'basic'; } else if (index === 1) { buildingType = 'reinforced'; } else if (index === 2) { buildingType = 'sniper'; } game.placeableWall = new PlaceableWall(buildingType, buildingHealth); game.addChild(game.placeableWall); game.isPlacing = true; self.toggleShop(); return true; } else { // Not enough currency LK.effects.flashScreen(0xFF0000, 300); return false; } }; // Check if an item was clicked self.checkItemClick = function (x, y) { if (!self.isOpen) return false; var pos = self.toLocal({ x: x, y: y }); for (var i = 0; i < self.buildingItems.length; i++) { var item = self.buildingItems[i]; // Use item's actual bounds for hit detection var bounds = item.children[0].getBounds(); // children[0] is the background // Convert bounds to local coordinates relative to the panel var itemLeft = item.x + bounds.x - bounds.width * item.children[0].anchorX; var itemRight = itemLeft + bounds.width; var itemTop = item.y + bounds.y - bounds.height * item.children[0].anchorY; var itemBottom = itemTop + bounds.height; if (pos.x >= itemLeft && pos.x <= itemRight && pos.y >= itemTop && pos.y <= itemBottom) { return self.selectBuilding(item.buildingIndex); } } return false; }; // Add down event handlers to each building item for (var i = 0; i < self.buildingItems.length; i++) { var item = self.buildingItems[i]; item.interactive = true; item.index = i; // Store the index // Using custom event handler for each item (function (index) { item.down = function (x, y, obj) { self.selectBuilding(index); }; })(i); } return self; }); var Bullet = Container.expand(function () { var self = Container.call(this); self.graphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 15; // Default speed, will be overridden self.damage = 1; // Default damage, will be overridden self.active = true; self.update = function () { if (!self.active) return; // Use directional movement if speedX and speedY are defined if (self.speedX !== undefined && self.speedY !== undefined) { self.x += self.speedX; self.y += self.speedY; } else { // Fallback to original vertical-only movement self.y -= self.speed; } // Bullet goes off screen (check all edges) if (self.y < -50 || self.y > 2732 + 50 || self.x < -50 || self.x > 2048 + 50) { self.active = false; } }; self.hit = function () { self.active = false; LK.getSound('enemyHit').play(); LK.effects.flashObject(self, 0xffffff, 200); }; return self; }); var Bunker = Container.expand(function () { var self = Container.call(this); self.graphics = self.attachAsset('bunker', { anchorX: 0.5, anchorY: 0.5 }); self.damageIndicator = self.attachAsset('damageIndicator', { anchorX: 0.5, anchorY: 0.5 }); self.damageIndicator.alpha = 0; self.damageIndicator.originalX = 0; self.damageIndicator.originalY = 0; self.showDamage = function (percentage) { // Make indicator more visible as health decreases self.damageIndicator.alpha = 1 - percentage; // Move the indicator based on health percentage // Lower health = more movement var moveFactor = (1 - percentage) * 10; self.damageIndicator.x = self.damageIndicator.originalX + (Math.random() * 2 - 1) * moveFactor; self.damageIndicator.y = self.damageIndicator.originalY + (Math.random() * 2 - 1) * moveFactor; // Change tint to become redder as health decreases var healthColor = Math.floor(percentage * 255); self.damageIndicator.tint = 255 << 16 | healthColor << 8 | healthColor; }; // Store original position self.onAddedToStage = function () { self.damageIndicator.originalX = self.damageIndicator.x; self.damageIndicator.originalY = self.damageIndicator.y; }; return self; }); var Bush = Container.expand(function () { var self = Container.call(this); // Random bush appearance with slight variation var type = Math.floor(Math.random() * 3); var size = Math.random() * 0.5 + 0.8; // Size between 0.8 and 1.3 var rotation = Math.random() * 0.3 - 0.15; // Slight rotation // Create the bush using bullet shape with green tint self.graphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5, tint: 0x2E8B57, // Sea green color scaleX: size, scaleY: size }); // Apply random rotation self.graphics.rotation = rotation; // Add some details to make bushes look different from each other if (type === 0) { // First type - taller bush self.graphics.scale.y *= 1.3; self.graphics.tint = 0x228B22; // Forest green } else if (type === 1) { // Second type - wider bush self.graphics.scale.x *= 1.2; self.graphics.tint = 0x006400; // Dark green } else { // Third type - round bush self.graphics.tint = 0x3CB371; // Medium sea green } return self; }); var Enemy = Container.expand(function (type) { var self = Container.call(this); self.type = type || 'regular'; // Set properties based on enemy type switch (self.type) { case 'fast': self.graphics = self.attachAsset('fastEnemy', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.5, scaleY: 2.5 }); self.speed = 3; self.hp = 1; self.damage = 10; self.points = 15; self.currency = 2; break; case 'tank': self.graphics = self.attachAsset('tankEnemy', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.5, scaleY: 2.5 }); self.speed = 1; self.hp = 5; self.damage = 25; self.points = 30; self.currency = 5; break; default: // regular self.graphics = self.attachAsset('regularEnemy', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.5, scaleY: 2.5 }); self.speed = 2; self.hp = 2; self.damage = 15; self.points = 10; self.currency = 1; } // Create and add shadow beneath enemy self.shadow = new Shadow(); self.shadow.y = 30; // Position shadow slightly below enemy // Update shadow size based on enemy type var baseWidth = self.graphics.width * self.graphics.scale.x; self.shadow.updateSize(baseWidth); self.addChildAt(self.shadow, 0); // Add shadow behind the enemy // Ensure the shadow is visible and properly positioned self.shadow.x = 0; self.shadow.graphics.scale.x = baseWidth * 0.8 / 100; self.shadow.graphics.alpha = 0.5; self.active = true; self.update = function () { if (!self.active) return; // Basic diagonal movement pattern if (!self.moveDirection) { self.moveDirection = Math.random() > 0.5 ? 1 : -1; // Random initial direction self.moveCounter = 0; self.maxMoveDistance = Math.random() * 30 + 20; // Random move distance self.isAttackingWall = false; self.attackTarget = null; self.attackAnimationTicks = 0; } // If enemy is attacking a wall, perform attack animation if (self.isAttackingWall && self.attackTarget) { // Increment animation counter self.attackAnimationTicks++; // Every 45 frames complete a full attack cycle if (self.attackAnimationTicks < 20) { // Pull back for attack - move head backwards if (self.attackAnimationTicks === 1) { tween(self.graphics, { rotation: -0.3, y: -10 }, { duration: 300, easing: tween.easeOut }); } } else if (self.attackAnimationTicks < 25) { // Forward strike - move head forward quickly if (self.attackAnimationTicks === 20) { tween(self.graphics, { rotation: 0.2, y: 10 }, { duration: 150, easing: tween.easeIn }); } } else { // Reset animation counter and damage the wall self.attackAnimationTicks = 0; // Apply damage to wall if (self.attackTarget) { self.attackTarget.takeDamage(self.damage / 5); // Show damage effect LK.effects.flashObject(self.attackTarget, 0xFF0000, 200); } } // When wall is destroyed, resume movement if (!self.attackTarget || self.attackTarget.health <= 0) { self.isAttackingWall = false; self.attackTarget = null; // Reset position and rotation tween(self.graphics, { rotation: 0, y: 0 }, { duration: 200, easing: tween.easeOut }); } return; // Don't move while attacking } // Move diagonally self.y += self.speed; self.x += self.moveDirection * (self.speed * 0.5); // Switch direction after a certain distance self.moveCounter += self.speed; if (self.moveCounter >= self.maxMoveDistance) { self.moveDirection *= -1; // Reverse direction self.moveCounter = 0; self.maxMoveDistance = Math.random() * 30 + 20; // New random distance } // Make the shadow grow or shrink slightly with height simulation // Calculate height simulation based on movement cycle var heightSimulation = Math.sin(LK.ticks * 0.05) * 0.1; // Update shadow properties to create floating effect self.shadow.graphics.alpha = 0.5 - heightSimulation * 0.1; // Vary opacity with more baseline visibility self.shadow.graphics.scale.x = self.graphics.width * self.graphics.scale.x * 0.8 / 100 * (1 - heightSimulation); // Vary size // Ensure shadow follows enemy even with movement self.shadow.x = 0; // Add walking animation if (LK.ticks % 10 === 0 && !self.isAttackingWall) { // Tilt the enemy slightly in the direction of movement tween(self.graphics, { rotation: self.moveDirection * 0.1 }, { duration: 250, easing: tween.easeInOut }); } // Ensure enemy stays within screen bounds if (self.x < 50) { self.x = 50; self.moveDirection = 1; } else if (self.x > 2048 - 50) { self.x = 2048 - 50; self.moveDirection = -1; } // Check if enemy reached the bunker if (self.y > bunkerY - 50) { self.attackBunker(); } }; self.takeDamage = function (amount) { self.hp -= amount; if (self.hp <= 0) { self.die(); } else { LK.effects.flashObject(self, 0xffffff, 200); } }; self.die = function () { // Fade out shadow when enemy dies tween(self.shadow.graphics, { alpha: 0 }, { duration: 300 }); // Rotate enemy to make it lie on its side (90 degrees in radians) tween(self.graphics, { rotation: Math.PI / 2, alpha: 0.2 }, { duration: 500, easing: tween.easeOut }); // After rotation, fade out completely LK.setTimeout(function () { if (self.graphics) { tween(self.graphics, { alpha: 0 }, { duration: 800, easing: tween.easeIn }); } }, 400); self.active = false; var currentScore = LK.getScore(); var scoreMultiplier = 1; // Increase rewards based on score progression if (currentScore > 300) { scoreMultiplier = 2.5; } else if (currentScore > 200) { scoreMultiplier = 2; } else if (currentScore > 100) { scoreMultiplier = 1.5; } LK.setScore(currentScore + self.points); // Set different currency values based on enemy type with score multiplier if (self.type === 'regular') { currency += Math.ceil(3 * scoreMultiplier); } else if (self.type === 'fast') { currency += Math.ceil(4 * scoreMultiplier); } else if (self.type === 'tank') { currency += Math.ceil(6 * scoreMultiplier); } else { currency += Math.ceil(self.currency * scoreMultiplier); // Fallback } updateUI(); }; self.startAttackingWall = function (wall) { self.isAttackingWall = true; self.attackTarget = wall; self.attackAnimationTicks = 0; }; self.attackBunker = function () { bunkerHealth -= self.damage; updateBunkerHealth(); LK.getSound('bunkerHit').play(); LK.effects.flashObject(bunker, 0xff0000, 500); // Make damage indicator visible when taking damage bunker.damageIndicator.alpha = 1; self.active = false; // Check if bunker is destroyed if (bunkerHealth <= 0) { gameOver(); } }; return self; }); var MuzzleFlash = Container.expand(function () { var self = Container.call(this); // Create the flash using bullet shape with yellow-white tint self.graphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5, tint: 0xFFFF99 // Bright yellow-white color for flash }); // Initially scale small self.graphics.scale.set(0.3, 0.3); self.graphics.alpha = 0.9; // Animation lifetime self.duration = 100; // ms self.startTime = 0; self.active = false; // Start the flash effect self.flash = function () { self.active = true; self.startTime = Date.now(); self.visible = true; // Reset and start animation self.graphics.scale.set(0.8, 0.8); self.graphics.alpha = 1; }; // Update the flash animation self.update = function () { if (!self.active) return; var elapsed = Date.now() - self.startTime; var progress = elapsed / self.duration; if (progress >= 1) { // Animation complete self.active = false; self.visible = false; return; } // Animate scale and alpha self.graphics.scale.set(0.8 * (1 - progress), 0.8 * (1 - progress)); self.graphics.alpha = 1 - progress; }; // Hide initially self.visible = false; return self; }); var PlaceableWall = Container.expand(function (buildingType, buildingHealth) { var self = Container.call(this); // Create semi-transparent wall based on type if (buildingType === 'reinforced') { self.graphics = self.attachAsset('reinforcedWall', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.3, scaleY: 1.3 }); } else if (buildingType === 'sniper') { // Create a tower self.graphics = self.attachAsset('sniperTower', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); // No need to add extra sniper on top since it's included in the image } else { // Basic wall self.graphics = self.attachAsset('basicWall', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.3, scaleY: 1.3 }); } // Make it semi-transparent self.alpha = 0.7; // Store building properties for when it's placed self.buildingType = buildingType; self.buildingHealth = buildingHealth; return self; }); var Shadow = Container.expand(function () { var self = Container.call(this); // Create shadow using bullet shape self.graphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5, tint: 0x000000 }); // Set shadow properties self.graphics.alpha = 0.5; // More visible shadow // Squish the shadow to appear flat on the ground self.graphics.scale.y = 0.3; // Ensure the shadow is visible with default size self.graphics.scale.x = 0.8; // Method to update shadow size based on parent self.updateSize = function (parentWidth) { // Make shadow slightly smaller than parent self.graphics.scale.x = parentWidth * 0.8 / 100; }; return self; }); var Sniper = Container.expand(function () { var self = Container.call(this); self.graphics = self.attachAsset('sniper', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.8, scaleY: 0.8 }); // Add rifle that will rotate toward cursor self.rifle = self.attachAsset('rifle', { anchorX: 0, anchorY: 0.5, scaleX: 1.7, scaleY: 1.7 }); // Create references to all weapon graphics but only show the active one self.weapons = { basic: self.rifle, sniper: LK.getAsset('sniper_rifle', { anchorX: 0, anchorY: 0.5, scaleX: 1.2, scaleY: 1.2 }), "super": LK.getAsset('sniper_rifle', { anchorX: 0, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5, tint: 0xFF00FF // Magenta tint for Super Sniper }) }; // Add other weapons but hide them initially self.weapons.sniper.visible = false; self.weapons.sniper.x = 10; self.addChild(self.weapons.sniper); self.weapons["super"].visible = false; self.weapons["super"].x = 10; self.addChild(self.weapons["super"]); // Position rifle to appear like it's being held by the sniper self.rifle.x = 10; // Initialize weapon positions Object.keys(self.weapons).forEach(function (key) { // Standard positioning self.weapons[key].x = 10; self.weapons[key].y = 0; if (key === 'basic') { self.weapons[key].scale.x = 1.7; self.weapons[key].scale.y = 1.7; } else if (key === 'sniper') { self.weapons[key].scale.x = 1.2; self.weapons[key].scale.y = 1.2; } else { self.weapons[key].scale.x = 1.7; self.weapons[key].scale.y = 1.7; } }); // Create muzzle flash effects for each weapon self.muzzleFlashes = {}; Object.keys(self.weapons).forEach(function (key) { var flash = new MuzzleFlash(); self.weapons[key].addChild(flash); // Position at the end of each weapon flash.x = self.weapons[key].width - 10; flash.y = 0; if (key === 'super') { flash.graphics.tint = 0xFF00FF; // Magenta flash for super sniper } self.muzzleFlashes[key] = flash; }); self.fireRate = 1000; // ms between shots self.lastShot = 0; self.bulletDamage = 1; self.bulletSpeed = 15; // Default bullet speed self.currentWeapon = 'basic'; // Track current weapon type // Method to update rifle rotation based on cursor position self.updateAim = function (targetX, targetY) { // Calculate angle to target var angle = Math.atan2(targetY - self.y, targetX - self.x); // Determine if target is on left or right side of the screen var isTargetOnLeftSide = targetX < 2048 / 2; // Update sniper graphics based on which side target is on if (isTargetOnLeftSide) { // Target is on left side - character faces left self.graphics.scale.x = -1; // Flip character horizontally // Adjust weapon positions for left-facing stance Object.keys(self.weapons).forEach(function (key) { self.weapons[key].x = -10; // Offset for left side self.weapons[key].scale.x = -1; // Flip weapon horizontally }); } else { // Target is on right side - character faces right self.graphics.scale.x = 1; // Normal orientation // Adjust weapon positions for right-facing stance Object.keys(self.weapons).forEach(function (key) { self.weapons[key].x = 10; // Normal position on right side self.weapons[key].scale.x = 1; // Normal weapon orientation }); } // Set all weapons rotation to aim at target, properly adjusted for direction if (isTargetOnLeftSide) { // When facing left, we need to adjust the angle self.weapons.basic.rotation = angle + Math.PI; self.weapons.sniper.rotation = angle + Math.PI; self.weapons["super"].rotation = angle + Math.PI; } else { self.weapons.basic.rotation = angle; self.weapons.sniper.rotation = angle; self.weapons["super"].rotation = angle; } return angle; }; self.canShoot = function () { var now = Date.now(); if (now - self.lastShot >= self.fireRate) { self.lastShot = now; return true; } return false; }; self.switchWeapon = function (weaponIndex) { // Hide all weapons first self.weapons.basic.visible = false; self.weapons.sniper.visible = false; self.weapons["super"].visible = false; // Show selected weapon based on index switch (weaponIndex) { case 0: self.weapons.basic.visible = true; self.currentWeapon = 'basic'; break; case 1: self.weapons.sniper.visible = true; self.currentWeapon = 'sniper'; break; case 2: self.weapons["super"].visible = true; self.currentWeapon = 'super'; break; default: self.weapons.basic.visible = true; self.currentWeapon = 'basic'; } // Reset magazine if switching weapon var mag = magazines[self.currentWeapon]; if (mag && mag.current > mag.max) mag.current = mag.max; updateAmmoUI(); }; self.shoot = function (targetX, targetY) { // Magazine and reload logic var weapon = self.currentWeapon; var mag = magazines[weapon]; if (mag.reloading) return null; if (mag.current <= 0) { // Start reload mag.reloading = true; updateAmmoUI(); // Animate reload: move weapon down and up, and show "reloading..." in UI tween(self.weapons[weapon], { y: 60, alpha: 0.5 }, { duration: Math.floor(mag.reloadTime * 0.4), easing: tween.easeIn, onFinish: function onFinish() { tween(self.weapons[weapon], { y: 0, alpha: 1 }, { duration: Math.floor(mag.reloadTime * 0.6), easing: tween.easeOut }); } }); LK.setTimeout(function () { mag.current = mag.max; mag.reloading = false; updateAmmoUI(); }, mag.reloadTime); return null; } if (!self.canShoot()) return null; mag.current--; updateAmmoUI(); // Update rifle aim var angle = self.updateAim(targetX, targetY); var bullet = new Bullet(); // Determine if target is on left or right side of the screen var isTargetOnLeftSide = targetX < 2048 / 2; var activeWeapon = self.weapons[self.currentWeapon]; var rifleLength = activeWeapon.width; // Calculate bullet spawn position at end of rifle, with direction awareness var bulletAngle = angle; if (isTargetOnLeftSide) { // When facing left, we need to adjust calculations bulletAngle = angle + Math.PI; // Adjust for left facing } // Calculate proper bullet starting position and direction bullet.x = self.x + Math.cos(bulletAngle) * rifleLength; bullet.y = self.y + Math.sin(bulletAngle) * rifleLength; // Set bullet direction - always use the original angle for bullet direction bullet.speedX = Math.cos(angle) * bullet.speed; bullet.speedY = Math.sin(angle) * bullet.speed; bullet.damage = self.bulletDamage; bullet.speed = self.bulletSpeed; // Set bullet speed from sniper // Customize bullet appearance based on weapon type if (self.currentWeapon === 'sniper') { bullet.graphics.tint = 0x33CCFF; // Blue tint for sniper bullets bullet.graphics.scale.set(0.8, 1.5); // Thinner, longer bullets } else if (self.currentWeapon === 'super') { bullet.graphics.tint = 0xFF00FF; // Magenta tint for super sniper bullets bullet.graphics.scale.set(1.2, 2.2); // Even longer, more powerful look } // Trigger muzzle flash for current weapon var muzzleFlash = self.muzzleFlashes[self.currentWeapon]; if (muzzleFlash) { muzzleFlash.flash(); } // Add weapon recoil effect based on weapon type var recoilDistance = 10; // Default recoil for rifle var recoilDuration = 100; // Default recoil recovery time var originX = activeWeapon.x; // Set different recoil parameters based on weapon type if (self.currentWeapon === 'sniper') { recoilDistance = 20; // Stronger recoil for sniper recoilDuration = 150; } else if (self.currentWeapon === 'super') { recoilDistance = 35; // Even stronger recoil for super sniper recoilDuration = 200; } // Calculate recoil direction (opposite to shot direction) // For recoil, we need to consider which direction the weapon is facing var recoilDirection = isTargetOnLeftSide ? 1 : -1; // Reverse for left-facing var recoilX = recoilDirection * Math.cos(bulletAngle) * recoilDistance; var recoilY = -Math.sin(bulletAngle) * recoilDistance; // Apply recoil to the active weapon tween(activeWeapon, { x: originX + recoilX, y: recoilY }, { duration: 50, // Quick recoil easing: tween.easeOut, onFinish: function onFinish() { // Recover from recoil tween(activeWeapon, { x: originX, y: 0 }, { duration: recoilDuration, easing: tween.easeInOut }); } }); LK.getSound('shoot').play(); return bullet; }; return self; }); var Tree = Container.expand(function () { var self = Container.call(this); // Random tree appearance with variation var type = Math.floor(Math.random() * 3); var size = Math.random() * 0.7 + 1.2; // Size between 1.2 and 1.9 var rotation = Math.random() * 0.2 - 0.1; // Slight rotation // Create the tree trunk using bullet shape with brown tint var treeTrunk = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5, tint: 0x8B4513, // Saddle brown color scaleX: size * 0.3, scaleY: size * 0.8 }); // Create the tree crown using bullet shape with green tint var treeCrown = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5, tint: 0x228B22, // Forest green color scaleX: size * 1.2, scaleY: size * 1.0 }); // Position crown on top of trunk treeCrown.y = -treeTrunk.height * 0.5; // Apply random rotation self.rotation = rotation; // Add some details to make trees look different from each other if (type === 0) { // First type - taller tree with darker green treeCrown.scale.y *= 1.4; treeCrown.tint = 0x006400; // Dark green } else if (type === 1) { // Second type - wider tree with lighter green treeCrown.scale.x *= 1.3; treeCrown.tint = 0x32CD32; // Lime green } else { // Third type - autumn tree with different color treeCrown.tint = 0xFF8C00; // Dark orange } return self; }); var Wall = Container.expand(function (type, health) { var self = Container.call(this); // Set properties based on wall type self.type = type || 'basic'; self.maxHealth = health || 100; self.health = self.maxHealth; // Create wall graphic based on type if (self.type === 'reinforced') { self.graphics = self.attachAsset('reinforcedWall', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.3, scaleY: 1.3 }); } else if (self.type === 'sniper') { // Create a tower self.graphics = self.attachAsset('sniperTower', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); // No need to add extra sniper on top since it's included in the image } else { // Basic wall self.graphics = self.attachAsset('basicWall', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.3, scaleY: 1.3 }); } // Add health bar self.healthBar = new Container(); self.addChild(self.healthBar); // Health bar background self.healthBarBg = LK.getAsset('bullet', { anchorX: 0.5, anchorY: 0.5, tint: 0x000000, scaleX: 3, scaleY: 0.3 }); self.healthBarBg.y = -40; self.healthBar.addChild(self.healthBarBg); // Health bar fill self.healthBarFill = LK.getAsset('bullet', { anchorX: 0, anchorY: 0.5, tint: 0x00FF00, scaleX: 3, scaleY: 0.2 }); self.healthBarFill.y = -40; self.healthBarFill.x = -self.healthBarBg.width / 2; self.healthBar.addChild(self.healthBarFill); // Hide health bar initially self.healthBar.visible = false; self.update = function () { // Show health bar if damaged if (self.health < self.maxHealth) { self.healthBar.visible = true; // Update health bar fill var healthPercent = self.health / self.maxHealth; self.healthBarFill.scale.x = 3 * healthPercent; // Change color based on health if (healthPercent < 0.3) { self.healthBarFill.tint = 0xFF0000; // Red } else if (healthPercent < 0.6) { self.healthBarFill.tint = 0xFFFF00; // Yellow } else { self.healthBarFill.tint = 0x00FF00; // Green } } }; self.takeDamage = function (amount) { self.health -= amount; if (self.health <= 0) { self.destroy(); return true; // Wall destroyed } return false; // Wall still standing }; return self; }); var WaveCountdown = Container.expand(function () { var self = Container.call(this); self.countdownTime = 60; // 60 seconds default self.active = false; // Create countdown text self.countdownText = new Text2(self.countdownTime, { size: 150, fill: 0xFFFFFF }); self.countdownText.anchor.set(0.5, 0.5); self.addChild(self.countdownText); // Create skip button self.skipButton = new Text2("SKIP", { size: 80, fill: 0xFFFF00 }); self.skipButton.anchor.set(0.5, 0.5); self.skipButton.y = 100; self.addChild(self.skipButton); // Skip button background for better visibility var skipButtonBg = LK.getAsset('bullet', { width: 200, height: 100, anchorX: 0.5, anchorY: 0.5, tint: 0x333333 }); skipButtonBg.alpha = 0.8; skipButtonBg.y = 100; self.addChild(skipButtonBg); // Custom swap implementation since swapChildren is not available var parent = self.skipButton.parent; var skipButtonIndex = parent.children.indexOf(skipButtonBg); var buttonIndex = parent.children.indexOf(self.skipButton); // Manual reordering of children to create swap effect if (skipButtonIndex !== -1 && buttonIndex !== -1) { // Remove both from parent parent.removeChild(skipButtonBg); parent.removeChild(self.skipButton); // Add them back in reverse order parent.addChild(self.skipButton); parent.addChild(skipButtonBg); } // Timer for countdown self.timer = null; // Start countdown self.startCountdown = function (onComplete) { self.active = true; self.visible = true; self.countdownTime = 60; self.countdownText.setText(self.countdownTime); self.onComplete = onComplete; // Update countdown every second self.timer = LK.setInterval(function () { self.countdownTime--; self.countdownText.setText(self.countdownTime); if (self.countdownTime <= 0) { self.stopCountdown(); if (self.onComplete) self.onComplete(); } }, 1000); }; // Stop countdown self.stopCountdown = function () { if (self.timer) { LK.clearInterval(self.timer); self.timer = null; } self.active = false; self.visible = false; }; // Skip button event handler self.skipButton.down = function (x, y, obj) { if (self.active) { self.stopCountdown(); if (self.onComplete) self.onComplete(); } }; return self; }); var WeaponShop = Container.expand(function () { var self = Container.call(this); self.isOpen = false; self.weapons = [{ name: "Basic Rifle", price: 0, damage: 1, speed: 15, owned: true }, { name: "Sniper Rifle", price: 50, damage: 3, speed: 30, owned: false }, { name: "Super Sniper", price: 150, damage: 7, speed: 40, owned: false }]; // Shop button self.shopButton = new Text2("WEAPONS", { size: 80, fill: 0xFFFF00 }); self.shopButton.anchor.set(0.5, 0); // Add background to make button more visible var buttonBg = LK.getAsset('bullet', { width: 300, height: 100, anchorX: 0.5, anchorY: 0.5, tint: 0x333333 }); buttonBg.alpha = 0.8; buttonBg.y = self.shopButton.height / 2; self.addChild(buttonBg); self.addChild(self.shopButton); // Shop panel (hidden by default) self.panel = new Container(); self.panel.visible = false; self.addChild(self.panel); // Create weapon options self.weaponItems = []; for (var i = 0; i < self.weapons.length; i++) { var weapon = self.weapons[i]; var item = new Container(); var bg = LK.getAsset('bullet', { width: 400, height: 150, anchorX: 0.5, anchorY: 0.5, tint: 0x333333 }); bg.alpha = 0.8; item.addChild(bg); var title = new Text2(weapon.name, { size: 40, fill: 0xFFFFFF }); title.anchor.set(0.5, 0); title.y = -50; item.addChild(title); var info = new Text2("Damage: " + weapon.damage + " | Speed: " + weapon.speed, { size: 30, fill: 0xFFFFFF }); info.anchor.set(0.5, 0); info.y = 0; item.addChild(info); var priceText = new Text2(weapon.owned ? "OWNED" : "$" + weapon.price, { size: 35, fill: weapon.owned ? 0x00FF00 : 0xFFFF00 }); priceText.anchor.set(0.5, 0); priceText.y = 40; item.addChild(priceText); item.y = i * 200; item.weaponIndex = i; self.weaponItems.push(item); self.panel.addChild(item); } // Position panel self.panel.y = 100; // Handle shop button press self.shopButton.down = function (x, y, obj) { self.toggleShop(); }; // Toggle shop visibility self.toggleShop = function () { self.isOpen = !self.isOpen; self.panel.visible = self.isOpen; }; // Handle weapon selection self.selectWeapon = function (index) { var weapon = self.weapons[index]; if (weapon.owned) { // Equip weapon sniper.bulletDamage = weapon.damage; sniper.bulletSpeed = weapon.speed; sniper.switchWeapon(index); // Switch to selected weapon appearance // Visual feedback for equipped weapon for (var i = 0; i < self.weaponItems.length; i++) { var priceText = self.weaponItems[i].children[3]; if (i === index) { priceText.setText("EQUIPPED", { fill: i === 2 ? 0xFF00FF : 0x00FFFF // Magenta for super sniper, cyan for others }); } else if (self.weapons[i].owned) { priceText.setText("OWNED", { fill: i === 2 ? 0xFF00FF : 0x00FF00 // Magenta for super sniper, green for others }); } } LK.getSound('upgrade').play(); return true; } else if (currency >= weapon.price) { // Purchase weapon currency -= weapon.price; weapon.owned = true; // Update UI var priceText = self.weaponItems[index].children[3]; priceText.setText("EQUIPPED", { fill: index === 2 ? 0xFF00FF : 0x00FFFF // Magenta for super sniper, cyan for others }); // Reset other weapon texts to "OWNED" for (var i = 0; i < self.weaponItems.length; i++) { if (i !== index && self.weapons[i].owned) { self.weaponItems[i].children[3].setText("OWNED", { fill: i === 2 ? 0xFF00FF : 0x00FF00 // Magenta for super sniper, green for others }); } } // Equip weapon sniper.bulletDamage = weapon.damage; sniper.bulletSpeed = weapon.speed; sniper.switchWeapon(index); // Switch to selected weapon appearance LK.getSound('upgrade').play(); updateUI(); return true; } else { // Not enough currency LK.effects.flashScreen(0xFF0000, 300); return false; } }; // Check if an item was clicked self.checkItemClick = function (x, y) { if (!self.isOpen) return false; var pos = self.toLocal({ x: x, y: y }); for (var i = 0; i < self.weaponItems.length; i++) { var item = self.weaponItems[i]; // Use item's actual bounds for hit detection var bounds = item.children[0].getBounds(); // children[0] is the background // Convert bounds to local coordinates relative to the panel var itemLeft = item.x + bounds.x - bounds.width * item.children[0].anchorX; var itemRight = itemLeft + bounds.width; var itemTop = item.y + bounds.y - bounds.height * item.children[0].anchorY; var itemBottom = itemTop + bounds.height; if (pos.x >= itemLeft && pos.x <= itemRight && pos.y >= itemTop && pos.y <= itemBottom) { return self.selectWeapon(item.weaponIndex); } } return false; }; // Add down event handlers to each weapon item for (var i = 0; i < self.weaponItems.length; i++) { var item = self.weaponItems[i]; item.interactive = true; item.index = i; // Store the index // Using custom event handler for each item (function (index) { item.down = function (x, y, obj) { self.selectWeapon(index); }; })(i); } return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ // No title, no description // Always backgroundColor is black backgroundColor: 0x000000 }); /**** * Game Code ****/ // Create background var background = game.attachAsset('background', { width: 2048, height: 2732, anchorX: 0, anchorY: 0, tint: 0xC2B280 // Apply dry land tint to the background }); // Game variables var bunkerHealth = 100; var maxBunkerHealth = 100; var bunkerY = 2732 - 100; // Position near bottom of screen var currency = 500; var difficulty = 1; var wave = 1; var enemySpawnRate = 3000; // ms between enemy spawns var lastEnemySpawn = 0; var gameActive = true; var waveInProgress = false; var enemyIncreasePerWave = 0.5; // 50% more enemies per wave var enemiesPerWave = 10; // Starting with 10 enemies var enemiesSpawned = 0; // Track enemies spawned in current wave var enemiesRequired = 10; // Initial enemies required for first wave // Magazine system for each weapon type var magazines = { basic: { max: 15, current: 15, reloading: false, reloadTime: 1200 }, sniper: { max: 10, current: 10, reloading: false, reloadTime: 1800 }, "super": { max: 5, current: 5, reloading: false, reloadTime: 2500 } }; // UI for ammo display var ammoTxt = new Text2('Ammo: 5/5', { size: 50, fill: 0xFFFF00 }); ammoTxt.anchor.set(1, 0); ammoTxt.x = 2048 - 80; ammoTxt.y = 60; LK.gui.top.addChild(ammoTxt); // Helper to update ammo UI function updateAmmoUI() { var weapon = sniper.currentWeapon; var mag = magazines[weapon]; if (mag.reloading) { ammoTxt.setText('Reloading...'); } else { ammoTxt.setText('Ammo: ' + mag.current + '/' + mag.max); } } // Upgrade costs and values var upgrades = { fireRate: { level: 1, cost: 10, value: 1000, // ms between shots increment: -100 // decrease time between shots }, bulletDamage: { level: 1, cost: 15, value: 1, increment: 1 // increase damage } }; // Arrays for tracking game objects var bullets = []; var enemies = []; var walls = []; // Ally instance (semi-transparent melee ally) var ally = null; // Create bunker var bunker = new Bunker(); bunker.x = 2048 / 2; bunker.y = bunkerY; game.addChild(bunker); // Create sniper var sniper = new Sniper(); sniper.x = 2048 / 2; sniper.y = bunkerY - 50; game.addChild(sniper); // Create weapon shop var weaponShop = new WeaponShop(); weaponShop.x = 350; // Moved more to the right for better visibility weaponShop.y = 1800; // Position higher on the screen for better visibility game.addChild(weaponShop); // Add to game instead of GUI for better positioning // Create building shop var buildingShop = new BuildingShop(); buildingShop.x = 400; // Moved further right to improve visibility and hit detection buildingShop.y = 600; // Repositioned lower on the screen for better accessibility game.addChild(buildingShop); // Create wave countdown timer var waveCountdown = new WaveCountdown(); waveCountdown.x = 2048 / 2; // Center horizontally waveCountdown.y = 2732 / 2; // Center vertically waveCountdown.visible = false; // Hide initially game.addChild(waveCountdown); // UI Elements // Score display var scoreTxt = new Text2('Score: 0', { size: 70, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); scoreTxt.y = 50; LK.gui.top.addChild(scoreTxt); // Wave display var waveTxt = new Text2('Wave: 1', { size: 50, fill: 0xFFFFFF }); waveTxt.anchor.set(1, 0); LK.gui.topLeft.addChild(waveTxt); waveTxt.x = 150; // Move away from the top left corner // Health display var healthTxt = new Text2('Bunker: 100%', { size: 50, fill: 0xFFFFFF }); healthTxt.anchor.set(0.5, 0); healthTxt.y = 130; LK.gui.top.addChild(healthTxt); // Currency display var currencyTxt = new Text2('$: 0', { size: 50, fill: 0x00FF00 }); currencyTxt.anchor.set(0, 0); LK.gui.topLeft.addChild(currencyTxt); currencyTxt.x = 150; // Move away from top left corner currencyTxt.y = 60; // Position below wave display // Upgrade buttons removed as requested // Update UI elements function updateUI() { scoreTxt.setText('Score: ' + LK.getScore()); currencyTxt.setText('$: ' + currency); waveTxt.setText('Wave: ' + wave); updateUpgradeButtons(); } function updateBunkerHealth() { var healthPercentage = Math.max(0, Math.min(100, Math.round(bunkerHealth / maxBunkerHealth * 100))); healthTxt.setText('Bunker: ' + healthPercentage + '%'); bunker.showDamage(bunkerHealth / maxBunkerHealth); // Only make damage indicator visible and shake when actually taking damage // Don't show it during initialization // Only proceed with damage indication animations if bunker is actually taking damage if (bunkerHealth < maxBunkerHealth) { // Make damage indicator visible and shake when damage is taken bunker.damageIndicator.alpha = 1; // Shake effect tween(bunker.damageIndicator, { x: bunker.damageIndicator.originalX + (Math.random() * 10 - 5), y: bunker.damageIndicator.originalY + (Math.random() * 10 - 5) }, { duration: 50, repeat: 5, yoyo: true, onFinish: function onFinish() { // Hide damage indicator after shake completes (1 second) LK.setTimeout(function () { if (gameActive) { // Fade out damage indicator tween(bunker.damageIndicator, { alpha: 0 }, { duration: 300 }); } }, 1000); } }); } // Create a visual indicator effect when health is low if (bunkerHealth / maxBunkerHealth < 0.5) { // Add continuous damage indicator update for low health LK.setTimeout(function () { if (gameActive) bunker.showDamage(bunkerHealth / maxBunkerHealth); }, 100); } } function updateUpgradeButtons() { // Upgrade buttons removed as requested } // Game mechanics functions function spawnEnemy() { var now = Date.now(); if (!waveInProgress || now - lastEnemySpawn < enemySpawnRate) return; // Check if we've already spawned enough enemies for this wave if (enemiesSpawned >= enemiesRequired) return; lastEnemySpawn = now; // Calculate number of enemies to spawn based on score var currentScore = LK.getScore(); var enemiesToSpawnAtOnce = 1; // Default spawn one enemy at a time // Increase enemies spawned at once based on score thresholds if (currentScore >= 500) { enemiesToSpawnAtOnce = 5; // Spawn 5 enemies at once at high scores } else if (currentScore >= 300) { enemiesToSpawnAtOnce = 4; // Spawn 4 enemies at once } else if (currentScore >= 200) { enemiesToSpawnAtOnce = 3; // Spawn 3 enemies at once } else if (currentScore >= 100) { enemiesToSpawnAtOnce = 2; // Spawn 2 enemies at once } // Make sure we don't spawn more enemies than required for this wave enemiesToSpawnAtOnce = Math.min(enemiesToSpawnAtOnce, enemiesRequired - enemiesSpawned); // Spawn multiple enemies at once for (var i = 0; i < enemiesToSpawnAtOnce; i++) { // Determine enemy type based on score and wave progression var enemyType = 'regular'; var random = Math.random(); // More advanced enemies appear based on score thresholds if (currentScore >= 300 && random < 0.3) { enemyType = 'tank'; } else if (currentScore >= 150 && random < 0.25) { enemyType = 'tank'; } else if (currentScore >= 100 && random < 0.35) { enemyType = 'fast'; } else if (currentScore >= 50 && random < 0.25) { enemyType = 'fast'; } var enemy = new Enemy(enemyType); // Distribute enemies across the width of the screen if (enemiesToSpawnAtOnce > 1) { // Distribute evenly but with some randomness var segment = 2048 / enemiesToSpawnAtOnce; enemy.x = i * segment + Math.random() * (segment - 100) + 50; } else { enemy.x = Math.random() * (2048 - 100) + 50; // Random x position } enemy.y = -50; // Start above the screen enemies.push(enemy); game.addChild(enemy); // Increment enemies spawned counter enemiesSpawned++; } } function checkCollisions() { for (var i = bullets.length - 1; i >= 0; i--) { var bullet = bullets[i]; if (!bullet.active) { game.removeChild(bullet); bullets.splice(i, 1); continue; } for (var j = enemies.length - 1; j >= 0; j--) { var enemy = enemies[j]; if (!enemy.active) { game.removeChild(enemy); enemies.splice(j, 1); continue; } if (bullet.active && enemy.active && bullet.intersects(enemy)) { enemy.takeDamage(bullet.damage); bullet.hit(); break; } } } } function upgradeFireRate() { if (currency >= upgrades.fireRate.cost) { currency -= upgrades.fireRate.cost; upgrades.fireRate.level++; upgrades.fireRate.value += upgrades.fireRate.increment; // Ensure fire rate doesn't go below minimum upgrades.fireRate.value = Math.max(200, upgrades.fireRate.value); sniper.fireRate = upgrades.fireRate.value; // Increase cost for next upgrade upgrades.fireRate.cost = Math.floor(upgrades.fireRate.cost * 1.5); LK.getSound('upgrade').play(); updateUI(); } } function upgradeBulletDamage() { if (currency >= upgrades.bulletDamage.cost) { currency -= upgrades.bulletDamage.cost; upgrades.bulletDamage.level++; upgrades.bulletDamage.value += upgrades.bulletDamage.increment; sniper.bulletDamage = upgrades.bulletDamage.value; // Increase cost for next upgrade upgrades.bulletDamage.cost = Math.floor(upgrades.bulletDamage.cost * 1.5); LK.getSound('upgrade').play(); updateUI(); } } function increaseDifficulty() { // Check if all enemies for this wave are spawned and eliminated if (waveInProgress && enemiesSpawned >= enemiesRequired && enemies.length === 0) { // All enemies in current wave defeated, prepare for next wave wave++; // Calculate new enemies required for next wave (increase by 50%) enemiesRequired = Math.ceil(enemiesPerWave * Math.pow(1 + enemyIncreasePerWave, wave - 1)); // Reset enemies spawned counter enemiesSpawned = 0; // Decrease spawn rate with each wave (faster spawns) based on score and wave var currentScore = LK.getScore(); // More aggressive spawn rate reduction based on score var scoreBasedReduction = Math.min(2000, Math.floor(currentScore / 8) * 25); // Use an exponential reduction for higher scores to make spawns much faster if (currentScore > 300) { scoreBasedReduction += Math.min(1000, Math.pow(currentScore - 300, 1.2)); } // Set a lower minimum spawn rate for higher scores var minSpawnRate = currentScore > 400 ? 100 : currentScore > 200 ? 200 : 300; enemySpawnRate = Math.max(minSpawnRate, 3000 - wave * 200 - scoreBasedReduction); // Pause wave progression and show countdown waveInProgress = false; // Start countdown for next wave waveCountdown.startCountdown(function () { // When countdown completes, start the new wave startNewWave(); }); } } function startNewWave() { // Clear all existing enemies for (var i = enemies.length - 1; i >= 0; i--) { game.removeChild(enemies[i]); } enemies = []; // Reset enemies spawned counter enemiesSpawned = 0; // Update UI to show new wave and enemy count waveTxt.setText('Wave: ' + wave + ' (' + enemiesRequired + ' enemies)'); // Start spawning enemies again waveInProgress = true; // Flash screen to indicate new wave LK.effects.flashScreen(0x00FF00, 500); // Adjust difficulty based on score var currentScore = LK.getScore(); if (currentScore > 300) { difficulty = 5; } else if (currentScore > 200) { difficulty = 4; } else if (currentScore > 100) { difficulty = 3; } else if (currentScore > 50) { difficulty = 2; } else { difficulty = 1; } } function gameOver() { gameActive = false; // Save high score if (LK.getScore() > storage.highScore) { storage.highScore = LK.getScore(); } // Save currency for next game storage.currency = currency; // Show game over screen LK.showGameOver(); } // Event handlers game.move = function (x, y, obj) { if (gameActive) { // If placing a wall, move it with cursor if (game.isPlacing && game.placeableWall) { game.placeableWall.x = x; game.placeableWall.y = y; } else { // Otherwise update rifle aim to follow cursor var angle = sniper.updateAim(x, y); // Let the updateAim method handle the character orientation // We don't rotate the sniper character itself anymore // This prevents the character from being upside down when aiming } } }; game.down = function (x, y, obj) { if (!gameActive) return; // Check if weapon shop item was clicked if (weaponShop.checkItemClick(x, y)) { return; } // Check if building shop item was clicked if (buildingShop.checkItemClick(x, y)) { return; } // If placing a wall, place it at the clicked position if (game.isPlacing && game.placeableWall) { // Don't place near bunker or too close to top-left corner var distToBunker = Math.sqrt(Math.pow(x - bunker.x, 2) + Math.pow(y - bunker.y, 2)); var distToTopLeft = Math.sqrt(Math.pow(x - 100, 2) + Math.pow(y - 100, 2)); if (distToBunker < 150 || distToTopLeft < 100 || y > bunkerY - 50) { // Can't place here - flash red LK.effects.flashObject(game.placeableWall, 0xFF0000, 300); return; } // Create an actual wall at this position var wall = new Wall(game.placeableWall.buildingType, game.placeableWall.buildingHealth); wall.x = x; wall.y = y; game.addChild(wall); // Add to walls array if we don't have one if (!game.walls) { game.walls = []; } game.walls.push(wall); // Remove placeable wall game.removeChild(game.placeableWall); game.placeableWall = null; game.isPlacing = false; return; } // Fire at touch location (single shot for all weapons) var bullet = sniper.shoot(x, y); if (bullet) { bullets.push(bullet); game.addChild(bullet); } }; game.up = function (x, y, obj) { // No machine gun auto fire to stop }; // Update function called every frame game.update = function () { if (!gameActive) return; // Only spawn enemies if a wave is in progress if (waveInProgress) { // Spawn enemies spawnEnemy(); // Update enemies for (var i = 0; i < enemies.length; i++) { if (enemies[i].active) { enemies[i].update(); } } // Check for collisions checkCollisions(); } // Update bullets regardless of wave status for (var i = 0; i < bullets.length; i++) { if (bullets[i].active) { bullets[i].update(); } } // Update walls and check for wall-enemy collisions if (game.walls && game.walls.length > 0) { for (var i = game.walls.length - 1; i >= 0; i--) { var wall = game.walls[i]; // Update wall health bar wall.update(); // Check for collisions with enemies for (var j = enemies.length - 1; j >= 0; j--) { var enemy = enemies[j]; if (enemy.active && wall.intersects(enemy)) { // Stop enemy and set it to attack the wall if (!enemy.isAttackingWall) { enemy.isAttackingWall = true; enemy.attackTarget = wall; enemy.attackAnimationTicks = 0; } // Check if wall was destroyed after the attack if (wall.health <= 0) { // Remove wall if destroyed game.removeChild(wall); game.walls.splice(i, 1); // Reset any enemies attacking this wall for (var k = 0; k < enemies.length; k++) { if (enemies[k].attackTarget === wall) { enemies[k].isAttackingWall = false; enemies[k].attackTarget = null; // Reset enemy position and rotation tween(enemies[k].graphics, { rotation: 0, y: 0 }, { duration: 200, easing: tween.easeOut }); } } break; } } } } } // Update muzzle flashes Object.keys(sniper.muzzleFlashes).forEach(function (key) { if (sniper.muzzleFlashes[key].active) { sniper.muzzleFlashes[key].update(); } }); // Update ally if present if (ally && ally.active) { ally.update(); } else if (ally && !ally.active) { // Remove dead ally from game game.removeChild(ally); ally = null; } // Update difficulty (handles wave transitions) increaseDifficulty(); // Continuously update damage indicator when health is low if (bunkerHealth / maxBunkerHealth < 0.4) { // Move damage indicator more frequently as health gets lower if (LK.ticks % Math.max(5, Math.floor(bunkerHealth / maxBunkerHealth * 20)) === 0) { bunker.showDamage(bunkerHealth / maxBunkerHealth); } } // Update UI if (LK.ticks % 30 === 0) { updateUI(); } }; // Make sure the weapon shop starts with the appropriate weapon equipped weaponShop.selectWeapon(0); // Start with basic rifle selected updateAmmoUI(); // Show initial ammo // Initialize UI updateUI(); // Ensure damage indicator is invisible at start bunker.damageIndicator.alpha = 0; updateBunkerHealth(); // Calculate initial enemies required for first wave enemiesRequired = enemiesPerWave; // Start the first wave with countdown waveInProgress = false; waveCountdown.startCountdown(function () { startNewWave(); }); // Place random bushes and trees around the game area function placeBushes() { // Number of decorative elements to place var bushCount = 25; var treeCount = 15; // Positions to avoid (bunker and sniper area) var avoidX = 2048 / 2; var avoidY = bunkerY; var avoidRadius = 200; // Also avoid the top-left corner where menu icon is located var topLeftX = 50; var topLeftY = 50; var topLeftRadius = 100; // Add bushes for (var i = 0; i < bushCount; i++) { var bush = new Bush(); // Keep generating positions until we find a suitable one var validPosition = false; var attempts = 0; while (!validPosition && attempts < 10) { // Generate random position bush.x = Math.random() * 2048; bush.y = Math.random() * 2732; // Check distance from bunker area var distToBunker = Math.sqrt(Math.pow(bush.x - avoidX, 2) + Math.pow(bush.y - avoidY, 2)); // Check distance from top-left corner var distToTopLeft = Math.sqrt(Math.pow(bush.x - topLeftX, 2) + Math.pow(bush.y - topLeftY, 2)); // Position is valid if it's away from both areas to avoid if (distToBunker > avoidRadius && distToTopLeft > topLeftRadius) { validPosition = true; } attempts++; } // Add bush behind other game elements (insert at the beginning of children array) game.addChildAt(bush, 0); } // Add trees for (var i = 0; i < treeCount; i++) { var tree = new Tree(); // Keep generating positions until we find a suitable one var validPosition = false; var attempts = 0; while (!validPosition && attempts < 10) { // Generate random position tree.x = Math.random() * 2048; tree.y = Math.random() * 2732; // Check distance from bunker area var distToBunker = Math.sqrt(Math.pow(tree.x - avoidX, 2) + Math.pow(tree.y - avoidY, 2)); // Check distance from top-left corner var distToTopLeft = Math.sqrt(Math.pow(tree.x - topLeftX, 2) + Math.pow(tree.y - topLeftY, 2)); // Position is valid if it's away from both areas to avoid if (distToBunker > avoidRadius && distToTopLeft > topLeftRadius) { validPosition = true; } attempts++; } // Add tree behind other game elements (insert at the beginning of children array) game.addChildAt(tree, 0); } } // Add bushes to the game placeBushes(); // Start background music LK.playMusic('gameBgMusic', { fade: { start: 0, end: 0.3, duration: 1000 } });
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1", {
highScore: 0,
currency: 0
});
/****
* Classes
****/
// Ally: Semi-transparent melee ally that follows sniper and attacks nearest enemy
var Ally = Container.expand(function () {
var self = Container.call(this);
// Use a yellowish shadow as the ally's body for now
self.graphics = self.attachAsset('shadow', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.2,
scaleY: 1.2,
tint: 0x00FFFF // Cyan for visibility
});
self.graphics.alpha = 0.5; // Semi-transparent
self.maxHealth = 60;
self.health = self.maxHealth;
self.damage = 12;
self.speed = 7;
self.attackRange = 90; // Melee range
self.attackCooldown = 600; // ms between attacks
self.lastAttack = 0;
self.targetEnemy = null;
self.followDistance = 80; // Distance to keep from sniper
self.active = true;
// Health bar
self.healthBar = LK.getAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5,
tint: 0x00FF00,
scaleX: 1.5,
scaleY: 0.18
});
self.healthBar.y = -60;
self.addChild(self.healthBar);
// Update health bar
self.updateHealthBar = function () {
var percent = Math.max(0, self.health / self.maxHealth);
self.healthBar.scale.x = 1.5 * percent;
if (percent < 0.3) {
self.healthBar.tint = 0xFF0000;
} else if (percent < 0.6) {
self.healthBar.tint = 0xFFFF00;
} else {
self.healthBar.tint = 0x00FF00;
}
self.healthBar.visible = percent < 1;
};
// Take damage
self.takeDamage = function (amount) {
self.health -= amount;
self.updateHealthBar();
LK.effects.flashObject(self, 0xff0000, 200);
if (self.health <= 0) {
self.active = false;
tween(self, {
alpha: 0
}, {
duration: 400
});
self.visible = false;
}
};
// Ally update: follow sniper or attack nearest enemy
self.update = function () {
if (!self.active) return;
self.updateHealthBar();
// Find nearest enemy in range
var nearest = null;
var minDist = 99999;
for (var i = 0; i < enemies.length; i++) {
var e = enemies[i];
if (!e.active) continue;
var dx = e.x - self.x;
var dy = e.y - self.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist < minDist) {
minDist = dist;
nearest = e;
}
}
var now = Date.now();
if (nearest && minDist <= self.attackRange) {
// Attack enemy if cooldown ready
self.targetEnemy = nearest;
// Move toward enemy if not close enough
if (minDist > 40) {
var angle = Math.atan2(nearest.y - self.y, nearest.x - self.x);
self.x += Math.cos(angle) * self.speed;
self.y += Math.sin(angle) * self.speed;
}
// Attack if close and cooldown ready
if (minDist <= self.attackRange && now - self.lastAttack > self.attackCooldown) {
self.lastAttack = now;
nearest.takeDamage(self.damage);
LK.effects.flashObject(nearest, 0x00FFFF, 120);
}
} else {
// No enemy in range, follow sniper
self.targetEnemy = null;
var dx = sniper.x - self.x;
var dy = sniper.y - self.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist > self.followDistance) {
var angle = Math.atan2(dy, dx);
self.x += Math.cos(angle) * self.speed * 0.7;
self.y += Math.sin(angle) * self.speed * 0.7;
}
}
};
return self;
});
var BuildingShop = Container.expand(function () {
var self = Container.call(this);
self.isOpen = false;
self.buildings = [{
name: "Basic Wall",
price: 10,
health: 100,
owned: false
}, {
name: "Reinforced Wall",
price: 20,
health: 200,
owned: false
}, {
name: "Sniper Tower",
price: 30,
health: 150,
damage: 2,
fireRate: 2000,
owned: false
}];
// Shop button
self.shopButton = new Text2("BUILDINGS", {
size: 80,
fill: 0xFFFF00
});
self.shopButton.anchor.set(0.5, 0);
// Add background to make button more visible
var buttonBg = LK.getAsset('bullet', {
width: 300,
height: 100,
anchorX: 0.5,
anchorY: 0.5,
tint: 0x333333
});
buttonBg.alpha = 0.8;
buttonBg.y = self.shopButton.height / 2;
self.addChild(buttonBg);
self.addChild(self.shopButton);
// Shop panel (hidden by default)
self.panel = new Container();
self.panel.visible = false;
self.addChild(self.panel);
// Create building options
self.buildingItems = [];
for (var i = 0; i < self.buildings.length; i++) {
var building = self.buildings[i];
var item = new Container();
var bg = LK.getAsset('bullet', {
width: 400,
height: 150,
anchorX: 0.5,
anchorY: 0.5,
tint: 0x333333
});
bg.alpha = 0.8;
item.addChild(bg);
var title = new Text2(building.name, {
size: 40,
fill: 0xFFFFFF
});
title.anchor.set(0.5, 0);
title.y = -50;
item.addChild(title);
var info;
if (building.name === "Sniper Tower") {
info = new Text2("Health: " + building.health + " | Damage: " + building.damage, {
size: 30,
fill: 0xFFFFFF
});
} else {
info = new Text2("Health: " + building.health, {
size: 30,
fill: 0xFFFFFF
});
}
info.anchor.set(0.5, 0);
info.y = 0;
item.addChild(info);
var priceText = new Text2(building.owned ? "OWNED" : "$" + building.price, {
size: 35,
fill: building.owned ? 0x00FF00 : 0xFFFF00
});
priceText.anchor.set(0.5, 0);
priceText.y = 40;
item.addChild(priceText);
item.y = i * 200;
item.buildingIndex = i;
self.buildingItems.push(item);
self.panel.addChild(item);
}
// Position panel
self.panel.y = 100;
// Handle shop button press
self.shopButton.down = function (x, y, obj) {
self.toggleShop();
};
// Toggle shop visibility
self.toggleShop = function () {
self.isOpen = !self.isOpen;
self.panel.visible = self.isOpen;
};
// Handle building selection/purchase
self.selectBuilding = function (index) {
var building = self.buildings[index];
if (currency >= building.price) {
// Always allow purchase, deduct currency every time
currency -= building.price;
updateUI();
// Update UI to show price (never "OWNED")
var priceText = self.buildingItems[index].children[3];
priceText.setText("$" + building.price, {
fill: 0xFFFF00
});
LK.getSound('upgrade').play();
// After purchase, immediately select it for placement
var buildingType;
var buildingHealth = building.health;
if (index === 0) {
buildingType = 'basic';
} else if (index === 1) {
buildingType = 'reinforced';
} else if (index === 2) {
buildingType = 'sniper';
}
// Create and add placeable wall
game.placeableWall = new PlaceableWall(buildingType, buildingHealth);
game.addChild(game.placeableWall);
game.isPlacing = true;
// Close shop
self.toggleShop();
return true;
} else if (building.owned) {
// (Legacy: If owned, allow placement without payment, but this should never be true now)
var buildingType;
var buildingHealth = building.health;
if (index === 0) {
buildingType = 'basic';
} else if (index === 1) {
buildingType = 'reinforced';
} else if (index === 2) {
buildingType = 'sniper';
}
game.placeableWall = new PlaceableWall(buildingType, buildingHealth);
game.addChild(game.placeableWall);
game.isPlacing = true;
self.toggleShop();
return true;
} else {
// Not enough currency
LK.effects.flashScreen(0xFF0000, 300);
return false;
}
};
// Check if an item was clicked
self.checkItemClick = function (x, y) {
if (!self.isOpen) return false;
var pos = self.toLocal({
x: x,
y: y
});
for (var i = 0; i < self.buildingItems.length; i++) {
var item = self.buildingItems[i];
// Use item's actual bounds for hit detection
var bounds = item.children[0].getBounds(); // children[0] is the background
// Convert bounds to local coordinates relative to the panel
var itemLeft = item.x + bounds.x - bounds.width * item.children[0].anchorX;
var itemRight = itemLeft + bounds.width;
var itemTop = item.y + bounds.y - bounds.height * item.children[0].anchorY;
var itemBottom = itemTop + bounds.height;
if (pos.x >= itemLeft && pos.x <= itemRight && pos.y >= itemTop && pos.y <= itemBottom) {
return self.selectBuilding(item.buildingIndex);
}
}
return false;
};
// Add down event handlers to each building item
for (var i = 0; i < self.buildingItems.length; i++) {
var item = self.buildingItems[i];
item.interactive = true;
item.index = i; // Store the index
// Using custom event handler for each item
(function (index) {
item.down = function (x, y, obj) {
self.selectBuilding(index);
};
})(i);
}
return self;
});
var Bullet = Container.expand(function () {
var self = Container.call(this);
self.graphics = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 15; // Default speed, will be overridden
self.damage = 1; // Default damage, will be overridden
self.active = true;
self.update = function () {
if (!self.active) return;
// Use directional movement if speedX and speedY are defined
if (self.speedX !== undefined && self.speedY !== undefined) {
self.x += self.speedX;
self.y += self.speedY;
} else {
// Fallback to original vertical-only movement
self.y -= self.speed;
}
// Bullet goes off screen (check all edges)
if (self.y < -50 || self.y > 2732 + 50 || self.x < -50 || self.x > 2048 + 50) {
self.active = false;
}
};
self.hit = function () {
self.active = false;
LK.getSound('enemyHit').play();
LK.effects.flashObject(self, 0xffffff, 200);
};
return self;
});
var Bunker = Container.expand(function () {
var self = Container.call(this);
self.graphics = self.attachAsset('bunker', {
anchorX: 0.5,
anchorY: 0.5
});
self.damageIndicator = self.attachAsset('damageIndicator', {
anchorX: 0.5,
anchorY: 0.5
});
self.damageIndicator.alpha = 0;
self.damageIndicator.originalX = 0;
self.damageIndicator.originalY = 0;
self.showDamage = function (percentage) {
// Make indicator more visible as health decreases
self.damageIndicator.alpha = 1 - percentage;
// Move the indicator based on health percentage
// Lower health = more movement
var moveFactor = (1 - percentage) * 10;
self.damageIndicator.x = self.damageIndicator.originalX + (Math.random() * 2 - 1) * moveFactor;
self.damageIndicator.y = self.damageIndicator.originalY + (Math.random() * 2 - 1) * moveFactor;
// Change tint to become redder as health decreases
var healthColor = Math.floor(percentage * 255);
self.damageIndicator.tint = 255 << 16 | healthColor << 8 | healthColor;
};
// Store original position
self.onAddedToStage = function () {
self.damageIndicator.originalX = self.damageIndicator.x;
self.damageIndicator.originalY = self.damageIndicator.y;
};
return self;
});
var Bush = Container.expand(function () {
var self = Container.call(this);
// Random bush appearance with slight variation
var type = Math.floor(Math.random() * 3);
var size = Math.random() * 0.5 + 0.8; // Size between 0.8 and 1.3
var rotation = Math.random() * 0.3 - 0.15; // Slight rotation
// Create the bush using bullet shape with green tint
self.graphics = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5,
tint: 0x2E8B57,
// Sea green color
scaleX: size,
scaleY: size
});
// Apply random rotation
self.graphics.rotation = rotation;
// Add some details to make bushes look different from each other
if (type === 0) {
// First type - taller bush
self.graphics.scale.y *= 1.3;
self.graphics.tint = 0x228B22; // Forest green
} else if (type === 1) {
// Second type - wider bush
self.graphics.scale.x *= 1.2;
self.graphics.tint = 0x006400; // Dark green
} else {
// Third type - round bush
self.graphics.tint = 0x3CB371; // Medium sea green
}
return self;
});
var Enemy = Container.expand(function (type) {
var self = Container.call(this);
self.type = type || 'regular';
// Set properties based on enemy type
switch (self.type) {
case 'fast':
self.graphics = self.attachAsset('fastEnemy', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2.5,
scaleY: 2.5
});
self.speed = 3;
self.hp = 1;
self.damage = 10;
self.points = 15;
self.currency = 2;
break;
case 'tank':
self.graphics = self.attachAsset('tankEnemy', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2.5,
scaleY: 2.5
});
self.speed = 1;
self.hp = 5;
self.damage = 25;
self.points = 30;
self.currency = 5;
break;
default:
// regular
self.graphics = self.attachAsset('regularEnemy', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2.5,
scaleY: 2.5
});
self.speed = 2;
self.hp = 2;
self.damage = 15;
self.points = 10;
self.currency = 1;
}
// Create and add shadow beneath enemy
self.shadow = new Shadow();
self.shadow.y = 30; // Position shadow slightly below enemy
// Update shadow size based on enemy type
var baseWidth = self.graphics.width * self.graphics.scale.x;
self.shadow.updateSize(baseWidth);
self.addChildAt(self.shadow, 0); // Add shadow behind the enemy
// Ensure the shadow is visible and properly positioned
self.shadow.x = 0;
self.shadow.graphics.scale.x = baseWidth * 0.8 / 100;
self.shadow.graphics.alpha = 0.5;
self.active = true;
self.update = function () {
if (!self.active) return;
// Basic diagonal movement pattern
if (!self.moveDirection) {
self.moveDirection = Math.random() > 0.5 ? 1 : -1; // Random initial direction
self.moveCounter = 0;
self.maxMoveDistance = Math.random() * 30 + 20; // Random move distance
self.isAttackingWall = false;
self.attackTarget = null;
self.attackAnimationTicks = 0;
}
// If enemy is attacking a wall, perform attack animation
if (self.isAttackingWall && self.attackTarget) {
// Increment animation counter
self.attackAnimationTicks++;
// Every 45 frames complete a full attack cycle
if (self.attackAnimationTicks < 20) {
// Pull back for attack - move head backwards
if (self.attackAnimationTicks === 1) {
tween(self.graphics, {
rotation: -0.3,
y: -10
}, {
duration: 300,
easing: tween.easeOut
});
}
} else if (self.attackAnimationTicks < 25) {
// Forward strike - move head forward quickly
if (self.attackAnimationTicks === 20) {
tween(self.graphics, {
rotation: 0.2,
y: 10
}, {
duration: 150,
easing: tween.easeIn
});
}
} else {
// Reset animation counter and damage the wall
self.attackAnimationTicks = 0;
// Apply damage to wall
if (self.attackTarget) {
self.attackTarget.takeDamage(self.damage / 5);
// Show damage effect
LK.effects.flashObject(self.attackTarget, 0xFF0000, 200);
}
}
// When wall is destroyed, resume movement
if (!self.attackTarget || self.attackTarget.health <= 0) {
self.isAttackingWall = false;
self.attackTarget = null;
// Reset position and rotation
tween(self.graphics, {
rotation: 0,
y: 0
}, {
duration: 200,
easing: tween.easeOut
});
}
return; // Don't move while attacking
}
// Move diagonally
self.y += self.speed;
self.x += self.moveDirection * (self.speed * 0.5);
// Switch direction after a certain distance
self.moveCounter += self.speed;
if (self.moveCounter >= self.maxMoveDistance) {
self.moveDirection *= -1; // Reverse direction
self.moveCounter = 0;
self.maxMoveDistance = Math.random() * 30 + 20; // New random distance
}
// Make the shadow grow or shrink slightly with height simulation
// Calculate height simulation based on movement cycle
var heightSimulation = Math.sin(LK.ticks * 0.05) * 0.1;
// Update shadow properties to create floating effect
self.shadow.graphics.alpha = 0.5 - heightSimulation * 0.1; // Vary opacity with more baseline visibility
self.shadow.graphics.scale.x = self.graphics.width * self.graphics.scale.x * 0.8 / 100 * (1 - heightSimulation); // Vary size
// Ensure shadow follows enemy even with movement
self.shadow.x = 0;
// Add walking animation
if (LK.ticks % 10 === 0 && !self.isAttackingWall) {
// Tilt the enemy slightly in the direction of movement
tween(self.graphics, {
rotation: self.moveDirection * 0.1
}, {
duration: 250,
easing: tween.easeInOut
});
}
// Ensure enemy stays within screen bounds
if (self.x < 50) {
self.x = 50;
self.moveDirection = 1;
} else if (self.x > 2048 - 50) {
self.x = 2048 - 50;
self.moveDirection = -1;
}
// Check if enemy reached the bunker
if (self.y > bunkerY - 50) {
self.attackBunker();
}
};
self.takeDamage = function (amount) {
self.hp -= amount;
if (self.hp <= 0) {
self.die();
} else {
LK.effects.flashObject(self, 0xffffff, 200);
}
};
self.die = function () {
// Fade out shadow when enemy dies
tween(self.shadow.graphics, {
alpha: 0
}, {
duration: 300
});
// Rotate enemy to make it lie on its side (90 degrees in radians)
tween(self.graphics, {
rotation: Math.PI / 2,
alpha: 0.2
}, {
duration: 500,
easing: tween.easeOut
});
// After rotation, fade out completely
LK.setTimeout(function () {
if (self.graphics) {
tween(self.graphics, {
alpha: 0
}, {
duration: 800,
easing: tween.easeIn
});
}
}, 400);
self.active = false;
var currentScore = LK.getScore();
var scoreMultiplier = 1;
// Increase rewards based on score progression
if (currentScore > 300) {
scoreMultiplier = 2.5;
} else if (currentScore > 200) {
scoreMultiplier = 2;
} else if (currentScore > 100) {
scoreMultiplier = 1.5;
}
LK.setScore(currentScore + self.points);
// Set different currency values based on enemy type with score multiplier
if (self.type === 'regular') {
currency += Math.ceil(3 * scoreMultiplier);
} else if (self.type === 'fast') {
currency += Math.ceil(4 * scoreMultiplier);
} else if (self.type === 'tank') {
currency += Math.ceil(6 * scoreMultiplier);
} else {
currency += Math.ceil(self.currency * scoreMultiplier); // Fallback
}
updateUI();
};
self.startAttackingWall = function (wall) {
self.isAttackingWall = true;
self.attackTarget = wall;
self.attackAnimationTicks = 0;
};
self.attackBunker = function () {
bunkerHealth -= self.damage;
updateBunkerHealth();
LK.getSound('bunkerHit').play();
LK.effects.flashObject(bunker, 0xff0000, 500);
// Make damage indicator visible when taking damage
bunker.damageIndicator.alpha = 1;
self.active = false;
// Check if bunker is destroyed
if (bunkerHealth <= 0) {
gameOver();
}
};
return self;
});
var MuzzleFlash = Container.expand(function () {
var self = Container.call(this);
// Create the flash using bullet shape with yellow-white tint
self.graphics = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5,
tint: 0xFFFF99 // Bright yellow-white color for flash
});
// Initially scale small
self.graphics.scale.set(0.3, 0.3);
self.graphics.alpha = 0.9;
// Animation lifetime
self.duration = 100; // ms
self.startTime = 0;
self.active = false;
// Start the flash effect
self.flash = function () {
self.active = true;
self.startTime = Date.now();
self.visible = true;
// Reset and start animation
self.graphics.scale.set(0.8, 0.8);
self.graphics.alpha = 1;
};
// Update the flash animation
self.update = function () {
if (!self.active) return;
var elapsed = Date.now() - self.startTime;
var progress = elapsed / self.duration;
if (progress >= 1) {
// Animation complete
self.active = false;
self.visible = false;
return;
}
// Animate scale and alpha
self.graphics.scale.set(0.8 * (1 - progress), 0.8 * (1 - progress));
self.graphics.alpha = 1 - progress;
};
// Hide initially
self.visible = false;
return self;
});
var PlaceableWall = Container.expand(function (buildingType, buildingHealth) {
var self = Container.call(this);
// Create semi-transparent wall based on type
if (buildingType === 'reinforced') {
self.graphics = self.attachAsset('reinforcedWall', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.3,
scaleY: 1.3
});
} else if (buildingType === 'sniper') {
// Create a tower
self.graphics = self.attachAsset('sniperTower', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.5,
scaleY: 1.5
});
// No need to add extra sniper on top since it's included in the image
} else {
// Basic wall
self.graphics = self.attachAsset('basicWall', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.3,
scaleY: 1.3
});
}
// Make it semi-transparent
self.alpha = 0.7;
// Store building properties for when it's placed
self.buildingType = buildingType;
self.buildingHealth = buildingHealth;
return self;
});
var Shadow = Container.expand(function () {
var self = Container.call(this);
// Create shadow using bullet shape
self.graphics = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5,
tint: 0x000000
});
// Set shadow properties
self.graphics.alpha = 0.5; // More visible shadow
// Squish the shadow to appear flat on the ground
self.graphics.scale.y = 0.3;
// Ensure the shadow is visible with default size
self.graphics.scale.x = 0.8;
// Method to update shadow size based on parent
self.updateSize = function (parentWidth) {
// Make shadow slightly smaller than parent
self.graphics.scale.x = parentWidth * 0.8 / 100;
};
return self;
});
var Sniper = Container.expand(function () {
var self = Container.call(this);
self.graphics = self.attachAsset('sniper', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.8,
scaleY: 0.8
});
// Add rifle that will rotate toward cursor
self.rifle = self.attachAsset('rifle', {
anchorX: 0,
anchorY: 0.5,
scaleX: 1.7,
scaleY: 1.7
});
// Create references to all weapon graphics but only show the active one
self.weapons = {
basic: self.rifle,
sniper: LK.getAsset('sniper_rifle', {
anchorX: 0,
anchorY: 0.5,
scaleX: 1.2,
scaleY: 1.2
}),
"super": LK.getAsset('sniper_rifle', {
anchorX: 0,
anchorY: 0.5,
scaleX: 1.5,
scaleY: 1.5,
tint: 0xFF00FF // Magenta tint for Super Sniper
})
};
// Add other weapons but hide them initially
self.weapons.sniper.visible = false;
self.weapons.sniper.x = 10;
self.addChild(self.weapons.sniper);
self.weapons["super"].visible = false;
self.weapons["super"].x = 10;
self.addChild(self.weapons["super"]);
// Position rifle to appear like it's being held by the sniper
self.rifle.x = 10;
// Initialize weapon positions
Object.keys(self.weapons).forEach(function (key) {
// Standard positioning
self.weapons[key].x = 10;
self.weapons[key].y = 0;
if (key === 'basic') {
self.weapons[key].scale.x = 1.7;
self.weapons[key].scale.y = 1.7;
} else if (key === 'sniper') {
self.weapons[key].scale.x = 1.2;
self.weapons[key].scale.y = 1.2;
} else {
self.weapons[key].scale.x = 1.7;
self.weapons[key].scale.y = 1.7;
}
});
// Create muzzle flash effects for each weapon
self.muzzleFlashes = {};
Object.keys(self.weapons).forEach(function (key) {
var flash = new MuzzleFlash();
self.weapons[key].addChild(flash);
// Position at the end of each weapon
flash.x = self.weapons[key].width - 10;
flash.y = 0;
if (key === 'super') {
flash.graphics.tint = 0xFF00FF; // Magenta flash for super sniper
}
self.muzzleFlashes[key] = flash;
});
self.fireRate = 1000; // ms between shots
self.lastShot = 0;
self.bulletDamage = 1;
self.bulletSpeed = 15; // Default bullet speed
self.currentWeapon = 'basic'; // Track current weapon type
// Method to update rifle rotation based on cursor position
self.updateAim = function (targetX, targetY) {
// Calculate angle to target
var angle = Math.atan2(targetY - self.y, targetX - self.x);
// Determine if target is on left or right side of the screen
var isTargetOnLeftSide = targetX < 2048 / 2;
// Update sniper graphics based on which side target is on
if (isTargetOnLeftSide) {
// Target is on left side - character faces left
self.graphics.scale.x = -1; // Flip character horizontally
// Adjust weapon positions for left-facing stance
Object.keys(self.weapons).forEach(function (key) {
self.weapons[key].x = -10; // Offset for left side
self.weapons[key].scale.x = -1; // Flip weapon horizontally
});
} else {
// Target is on right side - character faces right
self.graphics.scale.x = 1; // Normal orientation
// Adjust weapon positions for right-facing stance
Object.keys(self.weapons).forEach(function (key) {
self.weapons[key].x = 10; // Normal position on right side
self.weapons[key].scale.x = 1; // Normal weapon orientation
});
}
// Set all weapons rotation to aim at target, properly adjusted for direction
if (isTargetOnLeftSide) {
// When facing left, we need to adjust the angle
self.weapons.basic.rotation = angle + Math.PI;
self.weapons.sniper.rotation = angle + Math.PI;
self.weapons["super"].rotation = angle + Math.PI;
} else {
self.weapons.basic.rotation = angle;
self.weapons.sniper.rotation = angle;
self.weapons["super"].rotation = angle;
}
return angle;
};
self.canShoot = function () {
var now = Date.now();
if (now - self.lastShot >= self.fireRate) {
self.lastShot = now;
return true;
}
return false;
};
self.switchWeapon = function (weaponIndex) {
// Hide all weapons first
self.weapons.basic.visible = false;
self.weapons.sniper.visible = false;
self.weapons["super"].visible = false;
// Show selected weapon based on index
switch (weaponIndex) {
case 0:
self.weapons.basic.visible = true;
self.currentWeapon = 'basic';
break;
case 1:
self.weapons.sniper.visible = true;
self.currentWeapon = 'sniper';
break;
case 2:
self.weapons["super"].visible = true;
self.currentWeapon = 'super';
break;
default:
self.weapons.basic.visible = true;
self.currentWeapon = 'basic';
}
// Reset magazine if switching weapon
var mag = magazines[self.currentWeapon];
if (mag && mag.current > mag.max) mag.current = mag.max;
updateAmmoUI();
};
self.shoot = function (targetX, targetY) {
// Magazine and reload logic
var weapon = self.currentWeapon;
var mag = magazines[weapon];
if (mag.reloading) return null;
if (mag.current <= 0) {
// Start reload
mag.reloading = true;
updateAmmoUI();
// Animate reload: move weapon down and up, and show "reloading..." in UI
tween(self.weapons[weapon], {
y: 60,
alpha: 0.5
}, {
duration: Math.floor(mag.reloadTime * 0.4),
easing: tween.easeIn,
onFinish: function onFinish() {
tween(self.weapons[weapon], {
y: 0,
alpha: 1
}, {
duration: Math.floor(mag.reloadTime * 0.6),
easing: tween.easeOut
});
}
});
LK.setTimeout(function () {
mag.current = mag.max;
mag.reloading = false;
updateAmmoUI();
}, mag.reloadTime);
return null;
}
if (!self.canShoot()) return null;
mag.current--;
updateAmmoUI();
// Update rifle aim
var angle = self.updateAim(targetX, targetY);
var bullet = new Bullet();
// Determine if target is on left or right side of the screen
var isTargetOnLeftSide = targetX < 2048 / 2;
var activeWeapon = self.weapons[self.currentWeapon];
var rifleLength = activeWeapon.width;
// Calculate bullet spawn position at end of rifle, with direction awareness
var bulletAngle = angle;
if (isTargetOnLeftSide) {
// When facing left, we need to adjust calculations
bulletAngle = angle + Math.PI; // Adjust for left facing
}
// Calculate proper bullet starting position and direction
bullet.x = self.x + Math.cos(bulletAngle) * rifleLength;
bullet.y = self.y + Math.sin(bulletAngle) * rifleLength;
// Set bullet direction - always use the original angle for bullet direction
bullet.speedX = Math.cos(angle) * bullet.speed;
bullet.speedY = Math.sin(angle) * bullet.speed;
bullet.damage = self.bulletDamage;
bullet.speed = self.bulletSpeed; // Set bullet speed from sniper
// Customize bullet appearance based on weapon type
if (self.currentWeapon === 'sniper') {
bullet.graphics.tint = 0x33CCFF; // Blue tint for sniper bullets
bullet.graphics.scale.set(0.8, 1.5); // Thinner, longer bullets
} else if (self.currentWeapon === 'super') {
bullet.graphics.tint = 0xFF00FF; // Magenta tint for super sniper bullets
bullet.graphics.scale.set(1.2, 2.2); // Even longer, more powerful look
}
// Trigger muzzle flash for current weapon
var muzzleFlash = self.muzzleFlashes[self.currentWeapon];
if (muzzleFlash) {
muzzleFlash.flash();
}
// Add weapon recoil effect based on weapon type
var recoilDistance = 10; // Default recoil for rifle
var recoilDuration = 100; // Default recoil recovery time
var originX = activeWeapon.x;
// Set different recoil parameters based on weapon type
if (self.currentWeapon === 'sniper') {
recoilDistance = 20; // Stronger recoil for sniper
recoilDuration = 150;
} else if (self.currentWeapon === 'super') {
recoilDistance = 35; // Even stronger recoil for super sniper
recoilDuration = 200;
}
// Calculate recoil direction (opposite to shot direction)
// For recoil, we need to consider which direction the weapon is facing
var recoilDirection = isTargetOnLeftSide ? 1 : -1; // Reverse for left-facing
var recoilX = recoilDirection * Math.cos(bulletAngle) * recoilDistance;
var recoilY = -Math.sin(bulletAngle) * recoilDistance;
// Apply recoil to the active weapon
tween(activeWeapon, {
x: originX + recoilX,
y: recoilY
}, {
duration: 50,
// Quick recoil
easing: tween.easeOut,
onFinish: function onFinish() {
// Recover from recoil
tween(activeWeapon, {
x: originX,
y: 0
}, {
duration: recoilDuration,
easing: tween.easeInOut
});
}
});
LK.getSound('shoot').play();
return bullet;
};
return self;
});
var Tree = Container.expand(function () {
var self = Container.call(this);
// Random tree appearance with variation
var type = Math.floor(Math.random() * 3);
var size = Math.random() * 0.7 + 1.2; // Size between 1.2 and 1.9
var rotation = Math.random() * 0.2 - 0.1; // Slight rotation
// Create the tree trunk using bullet shape with brown tint
var treeTrunk = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5,
tint: 0x8B4513,
// Saddle brown color
scaleX: size * 0.3,
scaleY: size * 0.8
});
// Create the tree crown using bullet shape with green tint
var treeCrown = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5,
tint: 0x228B22,
// Forest green color
scaleX: size * 1.2,
scaleY: size * 1.0
});
// Position crown on top of trunk
treeCrown.y = -treeTrunk.height * 0.5;
// Apply random rotation
self.rotation = rotation;
// Add some details to make trees look different from each other
if (type === 0) {
// First type - taller tree with darker green
treeCrown.scale.y *= 1.4;
treeCrown.tint = 0x006400; // Dark green
} else if (type === 1) {
// Second type - wider tree with lighter green
treeCrown.scale.x *= 1.3;
treeCrown.tint = 0x32CD32; // Lime green
} else {
// Third type - autumn tree with different color
treeCrown.tint = 0xFF8C00; // Dark orange
}
return self;
});
var Wall = Container.expand(function (type, health) {
var self = Container.call(this);
// Set properties based on wall type
self.type = type || 'basic';
self.maxHealth = health || 100;
self.health = self.maxHealth;
// Create wall graphic based on type
if (self.type === 'reinforced') {
self.graphics = self.attachAsset('reinforcedWall', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.3,
scaleY: 1.3
});
} else if (self.type === 'sniper') {
// Create a tower
self.graphics = self.attachAsset('sniperTower', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.5,
scaleY: 1.5
});
// No need to add extra sniper on top since it's included in the image
} else {
// Basic wall
self.graphics = self.attachAsset('basicWall', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.3,
scaleY: 1.3
});
}
// Add health bar
self.healthBar = new Container();
self.addChild(self.healthBar);
// Health bar background
self.healthBarBg = LK.getAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5,
tint: 0x000000,
scaleX: 3,
scaleY: 0.3
});
self.healthBarBg.y = -40;
self.healthBar.addChild(self.healthBarBg);
// Health bar fill
self.healthBarFill = LK.getAsset('bullet', {
anchorX: 0,
anchorY: 0.5,
tint: 0x00FF00,
scaleX: 3,
scaleY: 0.2
});
self.healthBarFill.y = -40;
self.healthBarFill.x = -self.healthBarBg.width / 2;
self.healthBar.addChild(self.healthBarFill);
// Hide health bar initially
self.healthBar.visible = false;
self.update = function () {
// Show health bar if damaged
if (self.health < self.maxHealth) {
self.healthBar.visible = true;
// Update health bar fill
var healthPercent = self.health / self.maxHealth;
self.healthBarFill.scale.x = 3 * healthPercent;
// Change color based on health
if (healthPercent < 0.3) {
self.healthBarFill.tint = 0xFF0000; // Red
} else if (healthPercent < 0.6) {
self.healthBarFill.tint = 0xFFFF00; // Yellow
} else {
self.healthBarFill.tint = 0x00FF00; // Green
}
}
};
self.takeDamage = function (amount) {
self.health -= amount;
if (self.health <= 0) {
self.destroy();
return true; // Wall destroyed
}
return false; // Wall still standing
};
return self;
});
var WaveCountdown = Container.expand(function () {
var self = Container.call(this);
self.countdownTime = 60; // 60 seconds default
self.active = false;
// Create countdown text
self.countdownText = new Text2(self.countdownTime, {
size: 150,
fill: 0xFFFFFF
});
self.countdownText.anchor.set(0.5, 0.5);
self.addChild(self.countdownText);
// Create skip button
self.skipButton = new Text2("SKIP", {
size: 80,
fill: 0xFFFF00
});
self.skipButton.anchor.set(0.5, 0.5);
self.skipButton.y = 100;
self.addChild(self.skipButton);
// Skip button background for better visibility
var skipButtonBg = LK.getAsset('bullet', {
width: 200,
height: 100,
anchorX: 0.5,
anchorY: 0.5,
tint: 0x333333
});
skipButtonBg.alpha = 0.8;
skipButtonBg.y = 100;
self.addChild(skipButtonBg);
// Custom swap implementation since swapChildren is not available
var parent = self.skipButton.parent;
var skipButtonIndex = parent.children.indexOf(skipButtonBg);
var buttonIndex = parent.children.indexOf(self.skipButton);
// Manual reordering of children to create swap effect
if (skipButtonIndex !== -1 && buttonIndex !== -1) {
// Remove both from parent
parent.removeChild(skipButtonBg);
parent.removeChild(self.skipButton);
// Add them back in reverse order
parent.addChild(self.skipButton);
parent.addChild(skipButtonBg);
}
// Timer for countdown
self.timer = null;
// Start countdown
self.startCountdown = function (onComplete) {
self.active = true;
self.visible = true;
self.countdownTime = 60;
self.countdownText.setText(self.countdownTime);
self.onComplete = onComplete;
// Update countdown every second
self.timer = LK.setInterval(function () {
self.countdownTime--;
self.countdownText.setText(self.countdownTime);
if (self.countdownTime <= 0) {
self.stopCountdown();
if (self.onComplete) self.onComplete();
}
}, 1000);
};
// Stop countdown
self.stopCountdown = function () {
if (self.timer) {
LK.clearInterval(self.timer);
self.timer = null;
}
self.active = false;
self.visible = false;
};
// Skip button event handler
self.skipButton.down = function (x, y, obj) {
if (self.active) {
self.stopCountdown();
if (self.onComplete) self.onComplete();
}
};
return self;
});
var WeaponShop = Container.expand(function () {
var self = Container.call(this);
self.isOpen = false;
self.weapons = [{
name: "Basic Rifle",
price: 0,
damage: 1,
speed: 15,
owned: true
}, {
name: "Sniper Rifle",
price: 50,
damage: 3,
speed: 30,
owned: false
}, {
name: "Super Sniper",
price: 150,
damage: 7,
speed: 40,
owned: false
}];
// Shop button
self.shopButton = new Text2("WEAPONS", {
size: 80,
fill: 0xFFFF00
});
self.shopButton.anchor.set(0.5, 0);
// Add background to make button more visible
var buttonBg = LK.getAsset('bullet', {
width: 300,
height: 100,
anchorX: 0.5,
anchorY: 0.5,
tint: 0x333333
});
buttonBg.alpha = 0.8;
buttonBg.y = self.shopButton.height / 2;
self.addChild(buttonBg);
self.addChild(self.shopButton);
// Shop panel (hidden by default)
self.panel = new Container();
self.panel.visible = false;
self.addChild(self.panel);
// Create weapon options
self.weaponItems = [];
for (var i = 0; i < self.weapons.length; i++) {
var weapon = self.weapons[i];
var item = new Container();
var bg = LK.getAsset('bullet', {
width: 400,
height: 150,
anchorX: 0.5,
anchorY: 0.5,
tint: 0x333333
});
bg.alpha = 0.8;
item.addChild(bg);
var title = new Text2(weapon.name, {
size: 40,
fill: 0xFFFFFF
});
title.anchor.set(0.5, 0);
title.y = -50;
item.addChild(title);
var info = new Text2("Damage: " + weapon.damage + " | Speed: " + weapon.speed, {
size: 30,
fill: 0xFFFFFF
});
info.anchor.set(0.5, 0);
info.y = 0;
item.addChild(info);
var priceText = new Text2(weapon.owned ? "OWNED" : "$" + weapon.price, {
size: 35,
fill: weapon.owned ? 0x00FF00 : 0xFFFF00
});
priceText.anchor.set(0.5, 0);
priceText.y = 40;
item.addChild(priceText);
item.y = i * 200;
item.weaponIndex = i;
self.weaponItems.push(item);
self.panel.addChild(item);
}
// Position panel
self.panel.y = 100;
// Handle shop button press
self.shopButton.down = function (x, y, obj) {
self.toggleShop();
};
// Toggle shop visibility
self.toggleShop = function () {
self.isOpen = !self.isOpen;
self.panel.visible = self.isOpen;
};
// Handle weapon selection
self.selectWeapon = function (index) {
var weapon = self.weapons[index];
if (weapon.owned) {
// Equip weapon
sniper.bulletDamage = weapon.damage;
sniper.bulletSpeed = weapon.speed;
sniper.switchWeapon(index); // Switch to selected weapon appearance
// Visual feedback for equipped weapon
for (var i = 0; i < self.weaponItems.length; i++) {
var priceText = self.weaponItems[i].children[3];
if (i === index) {
priceText.setText("EQUIPPED", {
fill: i === 2 ? 0xFF00FF : 0x00FFFF // Magenta for super sniper, cyan for others
});
} else if (self.weapons[i].owned) {
priceText.setText("OWNED", {
fill: i === 2 ? 0xFF00FF : 0x00FF00 // Magenta for super sniper, green for others
});
}
}
LK.getSound('upgrade').play();
return true;
} else if (currency >= weapon.price) {
// Purchase weapon
currency -= weapon.price;
weapon.owned = true;
// Update UI
var priceText = self.weaponItems[index].children[3];
priceText.setText("EQUIPPED", {
fill: index === 2 ? 0xFF00FF : 0x00FFFF // Magenta for super sniper, cyan for others
});
// Reset other weapon texts to "OWNED"
for (var i = 0; i < self.weaponItems.length; i++) {
if (i !== index && self.weapons[i].owned) {
self.weaponItems[i].children[3].setText("OWNED", {
fill: i === 2 ? 0xFF00FF : 0x00FF00 // Magenta for super sniper, green for others
});
}
}
// Equip weapon
sniper.bulletDamage = weapon.damage;
sniper.bulletSpeed = weapon.speed;
sniper.switchWeapon(index); // Switch to selected weapon appearance
LK.getSound('upgrade').play();
updateUI();
return true;
} else {
// Not enough currency
LK.effects.flashScreen(0xFF0000, 300);
return false;
}
};
// Check if an item was clicked
self.checkItemClick = function (x, y) {
if (!self.isOpen) return false;
var pos = self.toLocal({
x: x,
y: y
});
for (var i = 0; i < self.weaponItems.length; i++) {
var item = self.weaponItems[i];
// Use item's actual bounds for hit detection
var bounds = item.children[0].getBounds(); // children[0] is the background
// Convert bounds to local coordinates relative to the panel
var itemLeft = item.x + bounds.x - bounds.width * item.children[0].anchorX;
var itemRight = itemLeft + bounds.width;
var itemTop = item.y + bounds.y - bounds.height * item.children[0].anchorY;
var itemBottom = itemTop + bounds.height;
if (pos.x >= itemLeft && pos.x <= itemRight && pos.y >= itemTop && pos.y <= itemBottom) {
return self.selectWeapon(item.weaponIndex);
}
}
return false;
};
// Add down event handlers to each weapon item
for (var i = 0; i < self.weaponItems.length; i++) {
var item = self.weaponItems[i];
item.interactive = true;
item.index = i; // Store the index
// Using custom event handler for each item
(function (index) {
item.down = function (x, y, obj) {
self.selectWeapon(index);
};
})(i);
}
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
// No title, no description
// Always backgroundColor is black
backgroundColor: 0x000000
});
/****
* Game Code
****/
// Create background
var background = game.attachAsset('background', {
width: 2048,
height: 2732,
anchorX: 0,
anchorY: 0,
tint: 0xC2B280 // Apply dry land tint to the background
});
// Game variables
var bunkerHealth = 100;
var maxBunkerHealth = 100;
var bunkerY = 2732 - 100; // Position near bottom of screen
var currency = 500;
var difficulty = 1;
var wave = 1;
var enemySpawnRate = 3000; // ms between enemy spawns
var lastEnemySpawn = 0;
var gameActive = true;
var waveInProgress = false;
var enemyIncreasePerWave = 0.5; // 50% more enemies per wave
var enemiesPerWave = 10; // Starting with 10 enemies
var enemiesSpawned = 0; // Track enemies spawned in current wave
var enemiesRequired = 10; // Initial enemies required for first wave
// Magazine system for each weapon type
var magazines = {
basic: {
max: 15,
current: 15,
reloading: false,
reloadTime: 1200
},
sniper: {
max: 10,
current: 10,
reloading: false,
reloadTime: 1800
},
"super": {
max: 5,
current: 5,
reloading: false,
reloadTime: 2500
}
};
// UI for ammo display
var ammoTxt = new Text2('Ammo: 5/5', {
size: 50,
fill: 0xFFFF00
});
ammoTxt.anchor.set(1, 0);
ammoTxt.x = 2048 - 80;
ammoTxt.y = 60;
LK.gui.top.addChild(ammoTxt);
// Helper to update ammo UI
function updateAmmoUI() {
var weapon = sniper.currentWeapon;
var mag = magazines[weapon];
if (mag.reloading) {
ammoTxt.setText('Reloading...');
} else {
ammoTxt.setText('Ammo: ' + mag.current + '/' + mag.max);
}
}
// Upgrade costs and values
var upgrades = {
fireRate: {
level: 1,
cost: 10,
value: 1000,
// ms between shots
increment: -100 // decrease time between shots
},
bulletDamage: {
level: 1,
cost: 15,
value: 1,
increment: 1 // increase damage
}
};
// Arrays for tracking game objects
var bullets = [];
var enemies = [];
var walls = [];
// Ally instance (semi-transparent melee ally)
var ally = null;
// Create bunker
var bunker = new Bunker();
bunker.x = 2048 / 2;
bunker.y = bunkerY;
game.addChild(bunker);
// Create sniper
var sniper = new Sniper();
sniper.x = 2048 / 2;
sniper.y = bunkerY - 50;
game.addChild(sniper);
// Create weapon shop
var weaponShop = new WeaponShop();
weaponShop.x = 350; // Moved more to the right for better visibility
weaponShop.y = 1800; // Position higher on the screen for better visibility
game.addChild(weaponShop); // Add to game instead of GUI for better positioning
// Create building shop
var buildingShop = new BuildingShop();
buildingShop.x = 400; // Moved further right to improve visibility and hit detection
buildingShop.y = 600; // Repositioned lower on the screen for better accessibility
game.addChild(buildingShop);
// Create wave countdown timer
var waveCountdown = new WaveCountdown();
waveCountdown.x = 2048 / 2; // Center horizontally
waveCountdown.y = 2732 / 2; // Center vertically
waveCountdown.visible = false; // Hide initially
game.addChild(waveCountdown);
// UI Elements
// Score display
var scoreTxt = new Text2('Score: 0', {
size: 70,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
scoreTxt.y = 50;
LK.gui.top.addChild(scoreTxt);
// Wave display
var waveTxt = new Text2('Wave: 1', {
size: 50,
fill: 0xFFFFFF
});
waveTxt.anchor.set(1, 0);
LK.gui.topLeft.addChild(waveTxt);
waveTxt.x = 150; // Move away from the top left corner
// Health display
var healthTxt = new Text2('Bunker: 100%', {
size: 50,
fill: 0xFFFFFF
});
healthTxt.anchor.set(0.5, 0);
healthTxt.y = 130;
LK.gui.top.addChild(healthTxt);
// Currency display
var currencyTxt = new Text2('$: 0', {
size: 50,
fill: 0x00FF00
});
currencyTxt.anchor.set(0, 0);
LK.gui.topLeft.addChild(currencyTxt);
currencyTxt.x = 150; // Move away from top left corner
currencyTxt.y = 60; // Position below wave display
// Upgrade buttons removed as requested
// Update UI elements
function updateUI() {
scoreTxt.setText('Score: ' + LK.getScore());
currencyTxt.setText('$: ' + currency);
waveTxt.setText('Wave: ' + wave);
updateUpgradeButtons();
}
function updateBunkerHealth() {
var healthPercentage = Math.max(0, Math.min(100, Math.round(bunkerHealth / maxBunkerHealth * 100)));
healthTxt.setText('Bunker: ' + healthPercentage + '%');
bunker.showDamage(bunkerHealth / maxBunkerHealth);
// Only make damage indicator visible and shake when actually taking damage
// Don't show it during initialization
// Only proceed with damage indication animations if bunker is actually taking damage
if (bunkerHealth < maxBunkerHealth) {
// Make damage indicator visible and shake when damage is taken
bunker.damageIndicator.alpha = 1;
// Shake effect
tween(bunker.damageIndicator, {
x: bunker.damageIndicator.originalX + (Math.random() * 10 - 5),
y: bunker.damageIndicator.originalY + (Math.random() * 10 - 5)
}, {
duration: 50,
repeat: 5,
yoyo: true,
onFinish: function onFinish() {
// Hide damage indicator after shake completes (1 second)
LK.setTimeout(function () {
if (gameActive) {
// Fade out damage indicator
tween(bunker.damageIndicator, {
alpha: 0
}, {
duration: 300
});
}
}, 1000);
}
});
}
// Create a visual indicator effect when health is low
if (bunkerHealth / maxBunkerHealth < 0.5) {
// Add continuous damage indicator update for low health
LK.setTimeout(function () {
if (gameActive) bunker.showDamage(bunkerHealth / maxBunkerHealth);
}, 100);
}
}
function updateUpgradeButtons() {
// Upgrade buttons removed as requested
}
// Game mechanics functions
function spawnEnemy() {
var now = Date.now();
if (!waveInProgress || now - lastEnemySpawn < enemySpawnRate) return;
// Check if we've already spawned enough enemies for this wave
if (enemiesSpawned >= enemiesRequired) return;
lastEnemySpawn = now;
// Calculate number of enemies to spawn based on score
var currentScore = LK.getScore();
var enemiesToSpawnAtOnce = 1; // Default spawn one enemy at a time
// Increase enemies spawned at once based on score thresholds
if (currentScore >= 500) {
enemiesToSpawnAtOnce = 5; // Spawn 5 enemies at once at high scores
} else if (currentScore >= 300) {
enemiesToSpawnAtOnce = 4; // Spawn 4 enemies at once
} else if (currentScore >= 200) {
enemiesToSpawnAtOnce = 3; // Spawn 3 enemies at once
} else if (currentScore >= 100) {
enemiesToSpawnAtOnce = 2; // Spawn 2 enemies at once
}
// Make sure we don't spawn more enemies than required for this wave
enemiesToSpawnAtOnce = Math.min(enemiesToSpawnAtOnce, enemiesRequired - enemiesSpawned);
// Spawn multiple enemies at once
for (var i = 0; i < enemiesToSpawnAtOnce; i++) {
// Determine enemy type based on score and wave progression
var enemyType = 'regular';
var random = Math.random();
// More advanced enemies appear based on score thresholds
if (currentScore >= 300 && random < 0.3) {
enemyType = 'tank';
} else if (currentScore >= 150 && random < 0.25) {
enemyType = 'tank';
} else if (currentScore >= 100 && random < 0.35) {
enemyType = 'fast';
} else if (currentScore >= 50 && random < 0.25) {
enemyType = 'fast';
}
var enemy = new Enemy(enemyType);
// Distribute enemies across the width of the screen
if (enemiesToSpawnAtOnce > 1) {
// Distribute evenly but with some randomness
var segment = 2048 / enemiesToSpawnAtOnce;
enemy.x = i * segment + Math.random() * (segment - 100) + 50;
} else {
enemy.x = Math.random() * (2048 - 100) + 50; // Random x position
}
enemy.y = -50; // Start above the screen
enemies.push(enemy);
game.addChild(enemy);
// Increment enemies spawned counter
enemiesSpawned++;
}
}
function checkCollisions() {
for (var i = bullets.length - 1; i >= 0; i--) {
var bullet = bullets[i];
if (!bullet.active) {
game.removeChild(bullet);
bullets.splice(i, 1);
continue;
}
for (var j = enemies.length - 1; j >= 0; j--) {
var enemy = enemies[j];
if (!enemy.active) {
game.removeChild(enemy);
enemies.splice(j, 1);
continue;
}
if (bullet.active && enemy.active && bullet.intersects(enemy)) {
enemy.takeDamage(bullet.damage);
bullet.hit();
break;
}
}
}
}
function upgradeFireRate() {
if (currency >= upgrades.fireRate.cost) {
currency -= upgrades.fireRate.cost;
upgrades.fireRate.level++;
upgrades.fireRate.value += upgrades.fireRate.increment;
// Ensure fire rate doesn't go below minimum
upgrades.fireRate.value = Math.max(200, upgrades.fireRate.value);
sniper.fireRate = upgrades.fireRate.value;
// Increase cost for next upgrade
upgrades.fireRate.cost = Math.floor(upgrades.fireRate.cost * 1.5);
LK.getSound('upgrade').play();
updateUI();
}
}
function upgradeBulletDamage() {
if (currency >= upgrades.bulletDamage.cost) {
currency -= upgrades.bulletDamage.cost;
upgrades.bulletDamage.level++;
upgrades.bulletDamage.value += upgrades.bulletDamage.increment;
sniper.bulletDamage = upgrades.bulletDamage.value;
// Increase cost for next upgrade
upgrades.bulletDamage.cost = Math.floor(upgrades.bulletDamage.cost * 1.5);
LK.getSound('upgrade').play();
updateUI();
}
}
function increaseDifficulty() {
// Check if all enemies for this wave are spawned and eliminated
if (waveInProgress && enemiesSpawned >= enemiesRequired && enemies.length === 0) {
// All enemies in current wave defeated, prepare for next wave
wave++;
// Calculate new enemies required for next wave (increase by 50%)
enemiesRequired = Math.ceil(enemiesPerWave * Math.pow(1 + enemyIncreasePerWave, wave - 1));
// Reset enemies spawned counter
enemiesSpawned = 0;
// Decrease spawn rate with each wave (faster spawns) based on score and wave
var currentScore = LK.getScore();
// More aggressive spawn rate reduction based on score
var scoreBasedReduction = Math.min(2000, Math.floor(currentScore / 8) * 25);
// Use an exponential reduction for higher scores to make spawns much faster
if (currentScore > 300) {
scoreBasedReduction += Math.min(1000, Math.pow(currentScore - 300, 1.2));
}
// Set a lower minimum spawn rate for higher scores
var minSpawnRate = currentScore > 400 ? 100 : currentScore > 200 ? 200 : 300;
enemySpawnRate = Math.max(minSpawnRate, 3000 - wave * 200 - scoreBasedReduction);
// Pause wave progression and show countdown
waveInProgress = false;
// Start countdown for next wave
waveCountdown.startCountdown(function () {
// When countdown completes, start the new wave
startNewWave();
});
}
}
function startNewWave() {
// Clear all existing enemies
for (var i = enemies.length - 1; i >= 0; i--) {
game.removeChild(enemies[i]);
}
enemies = [];
// Reset enemies spawned counter
enemiesSpawned = 0;
// Update UI to show new wave and enemy count
waveTxt.setText('Wave: ' + wave + ' (' + enemiesRequired + ' enemies)');
// Start spawning enemies again
waveInProgress = true;
// Flash screen to indicate new wave
LK.effects.flashScreen(0x00FF00, 500);
// Adjust difficulty based on score
var currentScore = LK.getScore();
if (currentScore > 300) {
difficulty = 5;
} else if (currentScore > 200) {
difficulty = 4;
} else if (currentScore > 100) {
difficulty = 3;
} else if (currentScore > 50) {
difficulty = 2;
} else {
difficulty = 1;
}
}
function gameOver() {
gameActive = false;
// Save high score
if (LK.getScore() > storage.highScore) {
storage.highScore = LK.getScore();
}
// Save currency for next game
storage.currency = currency;
// Show game over screen
LK.showGameOver();
}
// Event handlers
game.move = function (x, y, obj) {
if (gameActive) {
// If placing a wall, move it with cursor
if (game.isPlacing && game.placeableWall) {
game.placeableWall.x = x;
game.placeableWall.y = y;
} else {
// Otherwise update rifle aim to follow cursor
var angle = sniper.updateAim(x, y);
// Let the updateAim method handle the character orientation
// We don't rotate the sniper character itself anymore
// This prevents the character from being upside down when aiming
}
}
};
game.down = function (x, y, obj) {
if (!gameActive) return;
// Check if weapon shop item was clicked
if (weaponShop.checkItemClick(x, y)) {
return;
}
// Check if building shop item was clicked
if (buildingShop.checkItemClick(x, y)) {
return;
}
// If placing a wall, place it at the clicked position
if (game.isPlacing && game.placeableWall) {
// Don't place near bunker or too close to top-left corner
var distToBunker = Math.sqrt(Math.pow(x - bunker.x, 2) + Math.pow(y - bunker.y, 2));
var distToTopLeft = Math.sqrt(Math.pow(x - 100, 2) + Math.pow(y - 100, 2));
if (distToBunker < 150 || distToTopLeft < 100 || y > bunkerY - 50) {
// Can't place here - flash red
LK.effects.flashObject(game.placeableWall, 0xFF0000, 300);
return;
}
// Create an actual wall at this position
var wall = new Wall(game.placeableWall.buildingType, game.placeableWall.buildingHealth);
wall.x = x;
wall.y = y;
game.addChild(wall);
// Add to walls array if we don't have one
if (!game.walls) {
game.walls = [];
}
game.walls.push(wall);
// Remove placeable wall
game.removeChild(game.placeableWall);
game.placeableWall = null;
game.isPlacing = false;
return;
}
// Fire at touch location (single shot for all weapons)
var bullet = sniper.shoot(x, y);
if (bullet) {
bullets.push(bullet);
game.addChild(bullet);
}
};
game.up = function (x, y, obj) {
// No machine gun auto fire to stop
};
// Update function called every frame
game.update = function () {
if (!gameActive) return;
// Only spawn enemies if a wave is in progress
if (waveInProgress) {
// Spawn enemies
spawnEnemy();
// Update enemies
for (var i = 0; i < enemies.length; i++) {
if (enemies[i].active) {
enemies[i].update();
}
}
// Check for collisions
checkCollisions();
}
// Update bullets regardless of wave status
for (var i = 0; i < bullets.length; i++) {
if (bullets[i].active) {
bullets[i].update();
}
}
// Update walls and check for wall-enemy collisions
if (game.walls && game.walls.length > 0) {
for (var i = game.walls.length - 1; i >= 0; i--) {
var wall = game.walls[i];
// Update wall health bar
wall.update();
// Check for collisions with enemies
for (var j = enemies.length - 1; j >= 0; j--) {
var enemy = enemies[j];
if (enemy.active && wall.intersects(enemy)) {
// Stop enemy and set it to attack the wall
if (!enemy.isAttackingWall) {
enemy.isAttackingWall = true;
enemy.attackTarget = wall;
enemy.attackAnimationTicks = 0;
}
// Check if wall was destroyed after the attack
if (wall.health <= 0) {
// Remove wall if destroyed
game.removeChild(wall);
game.walls.splice(i, 1);
// Reset any enemies attacking this wall
for (var k = 0; k < enemies.length; k++) {
if (enemies[k].attackTarget === wall) {
enemies[k].isAttackingWall = false;
enemies[k].attackTarget = null;
// Reset enemy position and rotation
tween(enemies[k].graphics, {
rotation: 0,
y: 0
}, {
duration: 200,
easing: tween.easeOut
});
}
}
break;
}
}
}
}
}
// Update muzzle flashes
Object.keys(sniper.muzzleFlashes).forEach(function (key) {
if (sniper.muzzleFlashes[key].active) {
sniper.muzzleFlashes[key].update();
}
});
// Update ally if present
if (ally && ally.active) {
ally.update();
} else if (ally && !ally.active) {
// Remove dead ally from game
game.removeChild(ally);
ally = null;
}
// Update difficulty (handles wave transitions)
increaseDifficulty();
// Continuously update damage indicator when health is low
if (bunkerHealth / maxBunkerHealth < 0.4) {
// Move damage indicator more frequently as health gets lower
if (LK.ticks % Math.max(5, Math.floor(bunkerHealth / maxBunkerHealth * 20)) === 0) {
bunker.showDamage(bunkerHealth / maxBunkerHealth);
}
}
// Update UI
if (LK.ticks % 30 === 0) {
updateUI();
}
};
// Make sure the weapon shop starts with the appropriate weapon equipped
weaponShop.selectWeapon(0); // Start with basic rifle selected
updateAmmoUI(); // Show initial ammo
// Initialize UI
updateUI();
// Ensure damage indicator is invisible at start
bunker.damageIndicator.alpha = 0;
updateBunkerHealth();
// Calculate initial enemies required for first wave
enemiesRequired = enemiesPerWave;
// Start the first wave with countdown
waveInProgress = false;
waveCountdown.startCountdown(function () {
startNewWave();
});
// Place random bushes and trees around the game area
function placeBushes() {
// Number of decorative elements to place
var bushCount = 25;
var treeCount = 15;
// Positions to avoid (bunker and sniper area)
var avoidX = 2048 / 2;
var avoidY = bunkerY;
var avoidRadius = 200;
// Also avoid the top-left corner where menu icon is located
var topLeftX = 50;
var topLeftY = 50;
var topLeftRadius = 100;
// Add bushes
for (var i = 0; i < bushCount; i++) {
var bush = new Bush();
// Keep generating positions until we find a suitable one
var validPosition = false;
var attempts = 0;
while (!validPosition && attempts < 10) {
// Generate random position
bush.x = Math.random() * 2048;
bush.y = Math.random() * 2732;
// Check distance from bunker area
var distToBunker = Math.sqrt(Math.pow(bush.x - avoidX, 2) + Math.pow(bush.y - avoidY, 2));
// Check distance from top-left corner
var distToTopLeft = Math.sqrt(Math.pow(bush.x - topLeftX, 2) + Math.pow(bush.y - topLeftY, 2));
// Position is valid if it's away from both areas to avoid
if (distToBunker > avoidRadius && distToTopLeft > topLeftRadius) {
validPosition = true;
}
attempts++;
}
// Add bush behind other game elements (insert at the beginning of children array)
game.addChildAt(bush, 0);
}
// Add trees
for (var i = 0; i < treeCount; i++) {
var tree = new Tree();
// Keep generating positions until we find a suitable one
var validPosition = false;
var attempts = 0;
while (!validPosition && attempts < 10) {
// Generate random position
tree.x = Math.random() * 2048;
tree.y = Math.random() * 2732;
// Check distance from bunker area
var distToBunker = Math.sqrt(Math.pow(tree.x - avoidX, 2) + Math.pow(tree.y - avoidY, 2));
// Check distance from top-left corner
var distToTopLeft = Math.sqrt(Math.pow(tree.x - topLeftX, 2) + Math.pow(tree.y - topLeftY, 2));
// Position is valid if it's away from both areas to avoid
if (distToBunker > avoidRadius && distToTopLeft > topLeftRadius) {
validPosition = true;
}
attempts++;
}
// Add tree behind other game elements (insert at the beginning of children array)
game.addChildAt(tree, 0);
}
}
// Add bushes to the game
placeBushes();
// Start background music
LK.playMusic('gameBgMusic', {
fade: {
start: 0,
end: 0.3,
duration: 1000
}
});
kaya. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
sopalı düşman adam . No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
koşan ninja. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
tek gözlü dev. In-Game asset. 2d. High contrast. No shadows
barbed wire wall. In-Game asset. 2d. High contrast. No shadows
gözcü kulesi. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
yazıyı sil
Çöl haydut sniper. In-Game asset. 2d. High contrast. No shadows
önden zırhlı araç . No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
zırhlı aracaın arkası. In-Game asset. 2d. High contrast. No shadows
sağa giden askeri yeşil renkte zırhlı araç. In-Game asset. 2d. High contrast. No shadows