User prompt
araç ilerleken sağ sol asetlerini kullanıyor ön asetini kullannmıyor bunu düzelt
User prompt
araç ikide bir sağ sol yapıyor ilerlerken bu hatayı düzelt
User prompt
hala düzelmedi zırhlı araç animasyon berbat gözüküyor
User prompt
500 score dan başlat
User prompt
daha önce bütün düşmanlar için kullanılan kendi ekseninde sağa sola haraket ederek yürüme animasyonu demiştim ya sana işte animasyonu düşman zırhlı araçtan sil sadece kendi götsel değiştirmesi kalsın
User prompt
düzelmedi bütün düşmanlarda olan yürüme nimasyonunu zırhlı araçtan kaldır
User prompt
zırhlı araç yürüme animasyonunda hata var düz yürürken sağ sol giderken animasyonları sıra sıra çok hızlı şekilde kullanıyor bunu düzelt
User prompt
duvara veya sniper kulesine saldırdığında olduğu yerde duruyor geri itildiğinde bunu düzelt
User prompt
zırhlı araç düşmanı kulelere uzaktan vuruyor bu hatayı düzelt diğer düşmanlar gibi yakından saldırıcak ayrıca mermi tarafından durdulduğunda büyümeye başlıyor assesti bunuda düzelt
User prompt
Bütün düşmanlarda olan yürüme animasyonu zırhlı araç olan düşmana ekleme oyarmasını şey sadece kendine özgü olan animasyonu kullansın
User prompt
müttefik düşmanları tüm haritada takip etsin
User prompt
Please fix the bug: 'Cannot set properties of undefined (setting 'fill')' in or related to this line: 'healthTxt.style.fill = 0xFFFFFF;' Line Number: 2714
User prompt
görsel estetik, detaylar ekle, oyun akışı detayları kullancı ara yüzü yap
User prompt
Zırhlı araç çapraz veya sağa sola giderken animasyon devreye girmiyor lütfen düzelt
User prompt
Tamam daha fazla şeylikle detaylara ekle bir sürü şey ekle daha önce yazdığın şeyleri ekle çok uzun sürebilir ama umurumda değil
User prompt
Daha fazla göster daha fazla şeyler ekle örneğin düşman hasar aldığı zaman silaha göre durdudurma olsun veya geri itsin sadece bu değil daha bir sürü şey ekle eksik olan
User prompt
Mümkün olanları ekle şu an gerekirse bir saat sürsün
User prompt
çöl haydutunu sil
User prompt
500 score dan sonra zırhlı düşman aracı doğsun ama... 500 score dan sonra diğer turlardada 1 kez doğsun
User prompt
çöl haydutu silah sıkamıyor hasar veremiyor bu bugu hatayı düzelt
User prompt
koyulan yapılar sniper yakın olan biribirininn yerini işgal eden yapılarda sniper yanı oyncuya yakın olan yapı diğer yapının üzerine yer alır
User prompt
sniper kulesinin fiyatı 100 olsun. zırhlı araç için diğer düşmanlardaki kendi ekseninde çapraz şeklinde yürüme animasyonu olmasın onu sil
User prompt
hala ateş etmyior çöl haydutu duvarlara lütfen bu hatayı düzelt bak keskin nişancını gibi uzaktan mermi atsın sıksın hasar versin ve hasarı 4 olsun
User prompt
çölhaydutu hatası: çöl haydutuna müttefik çok uzaktan vura biliyor büyük ihitimale hitbox hatası. 2: çöl haydutu ateş etmiyor çöl haydutu keskin nişancı gibi silah ile ateş etsin
User prompt
zırhlı aracın hasar miktarını 15 yap
/****
* 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 unique ally soldier image as the ally's body
self.graphics = self.attachAsset('allySoldier', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.2,
scaleY: 1.2
});
self.graphics.alpha = 0.85; // Slightly transparent for distinction
self.maxHealth = 100;
self.health = self.maxHealth;
self.damage = 1;
self.speed = 3.2; // Faster than regular enemy speed
self.attackRange = 90; // Melee range
self.attackCooldown = 600; // ms between attacks
// Use regular enemy walk animation for Ally
self.walkAnimTick = 0;
self.lastMoveDirection = 1;
self.updateWalkAnim = function () {
// Diagonal walk animation: rotate left and right while moving
if (self.active) {
// Determine direction (toward target or following sniper)
var dir = 1;
if (self.targetEnemy) {
dir = self.targetEnemy.x > self.x ? 1 : -1;
} else if (sniper) {
dir = sniper.x > self.x ? 1 : -1;
}
self.lastMoveDirection = dir;
// Diagonal walk: oscillate rotation left and right as walking
// Use a sine wave for smooth left-right rotation
var walkOsc = Math.sin(LK.ticks * 0.18) * 0.28; // amplitude controls max angle (radians)
tween(self.graphics, {
rotation: walkOsc
}, {
duration: 180,
easing: tween.easeInOut
});
}
// Add up/down bobbing for walk animation (like enemy)
var walkCycle = Math.sin(LK.ticks * 0.15) * 6;
self.graphics.y = walkCycle;
};
self.lastAttack = 0;
self.targetEnemy = null;
self.followDistance = 80; // Distance to keep from sniper
self.active = true;
// Health bar background
self.healthBarBg = LK.getAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5,
tint: 0x000000,
scaleX: 1.6,
scaleY: 0.22
});
self.healthBarBg.y = 60;
self.addChild(self.healthBarBg);
// Health bar fill
self.healthBar = LK.getAsset('bullet', {
anchorX: 0,
anchorY: 0.5,
tint: 0x00FF00,
scaleX: 1.5,
scaleY: 0.18
});
self.healthBar.y = 60;
self.healthBar.x = -self.healthBarBg.width / 2;
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;
self.healthBarBg.visible = percent < 1;
};
// Take damage
self.takeDamage = function (amount) {
self.health -= amount;
self.updateHealthBar();
LK.effects.flashObject(self, 0xff0000, 200);
// Show floating damage number
if (typeof showDamageNumber === "function") {
showDamageNumber(self.x, self.y - 40, amount, 0x00FFFF);
}
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();
self.updateWalkAnim();
// 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);
// Only consider as nearest if within a reasonable max range (fixes too-far hitbox bug for desert bandit)
if (dist < minDist && dist < 200) {
// 200px: max melee targeting range for ally
minDist = dist;
nearest = e;
}
}
var now = Date.now();
if (nearest) {
// Always move toward nearest enemy if any exist
self.targetEnemy = nearest;
var angle = Math.atan2(nearest.y - self.y, nearest.x - self.x);
// If not in attack range, move toward enemy
if (minDist > self.attackRange * 0.7) {
self.x += Math.cos(angle) * self.speed;
self.y += Math.sin(angle) * self.speed;
}
// Attack if in range and cooldown ready
if (minDist <= self.attackRange && now - self.lastAttack > self.attackCooldown) {
self.lastAttack = now;
// 10% chance to stun, 10% chance to slow, 5% chance to confuse, 10% crit
var isCrit = Math.random() < 0.10;
var effectRoll = Math.random();
if (isCrit) {
nearest.takeDamage(self.damage * 2, 'basic', true);
} else if (effectRoll < 0.10) {
nearest.takeDamage(self.damage, 'stun');
} else if (effectRoll < 0.20) {
nearest.takeDamage(self.damage, 'slow');
} else if (effectRoll < 0.25) {
nearest.takeDamage(self.damage, 'confuse');
} else {
nearest.takeDamage(self.damage, 'basic');
}
LK.effects.flashObject(nearest, 0x00FFFF, 120);
}
} else {
// No enemy present, 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: 100,
health: 300,
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" : "$" + building.price, {
size: 35,
fill: building.owned ? 0x00FF00 : 0xFFFF00
});
priceText.anchor.set(0.5, 0);
priceText.y = 40;
item.addChild(priceText);
item.y = i * 200;
item.buildingIndex = i;
self.buildingItems.push(item);
self.panel.addChild(item);
}
// Position panel
self.panel.y = 250;
// Handle shop button press
self.shopButton.down = function (x, y, obj) {
self.toggleShop();
};
// Toggle shop visibility
self.toggleShop = function () {
self.isOpen = !self.isOpen;
self.panel.visible = self.isOpen;
};
// Handle building selection/purchase
self.selectBuilding = function (index) {
var building = self.buildings[index];
if (currency >= building.price) {
// Always allow purchase, deduct currency every time
currency -= building.price;
updateUI();
// Update UI to show price (never "OWNED")
var priceText = self.buildingItems[index].children[3];
priceText.setText("$" + 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;
// --- Begin: Status effect processing ---
// Burning: take 1 damage every 400ms while burning
if (self.burningUntil && Date.now() < self.burningUntil) {
if (!self.burnTick) self.burnTick = Date.now();
if (Date.now() - self.burnTick > 400) {
self.burnTick = Date.now();
self.hp -= 1;
if (typeof showDamageNumber === "function") {
showDamageNumber(self.x, self.y - 40, 1, 0xFF6600);
}
LK.effects.flashObject(self, 0xFF6600, 100);
if (self.hp <= 0) {
self.die();
return;
}
}
} else if (self.burningUntil && Date.now() >= self.burningUntil) {
self.burningUntil = null;
self.burnTick = null;
}
// Poison: take 1 damage every 600ms while poisoned
if (self.poisonedUntil && Date.now() < self.poisonedUntil) {
if (!self.poisonTick) self.poisonTick = Date.now();
if (Date.now() - self.poisonTick > 600) {
self.poisonTick = Date.now();
self.hp -= 1;
if (typeof showDamageNumber === "function") {
showDamageNumber(self.x, self.y - 40, 1, 0x00FF66);
}
LK.effects.flashObject(self, 0x00FF66, 100);
if (self.hp <= 0) {
self.die();
return;
}
}
} else if (self.poisonedUntil && Date.now() >= self.poisonedUntil) {
self.poisonedUntil = null;
self.poisonTick = null;
}
// Shield: show visual effect if shielded
if (self.hasShield && self.graphics) {
if (!self.shieldGlow) {
self.shieldGlow = LK.getAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2.8,
scaleY: 2.8,
tint: 0xFFFF00
});
self.shieldGlow.alpha = 0.25;
self.addChildAt(self.shieldGlow, 1);
}
} else if (self.shieldGlow) {
self.removeChild(self.shieldGlow);
self.shieldGlow = null;
}
// --- End: Status effect processing ---
// --- Status effect handling: stun, slow, confuse ---
var now = Date.now();
if (self.stunnedUntil && now < self.stunnedUntil) {
// Stunned: skip all movement and attack, but allow animation
if (self.graphics) {
tween(self.graphics, {
rotation: 0
}, {
duration: 120
});
}
// Still allow walk animation for visual feedback
var walkCycle = Math.sin(LK.ticks * 0.15) * 6;
self.graphics.y = walkCycle;
return;
} else if (self.stunnedUntil && now >= self.stunnedUntil) {
self.stunnedUntil = null;
}
if (self.slowedUntil && now < self.slowedUntil) {
self.speedModifier = self.slowFactor || 0.5;
} else if (self.slowedUntil && now >= self.slowedUntil) {
self.slowedUntil = null;
self.speedModifier = 1;
}
if (self.confusedUntil && now < self.confusedUntil) {
// Randomize move direction
if (Math.random() < 0.1) {
self.moveDirection = Math.random() > 0.5 ? 1 : -1;
}
} else if (self.confusedUntil && now >= self.confusedUntil) {
self.confusedUntil = null;
}
// Default speed modifier
if (typeof self.speedModifier !== "number") self.speedModifier = 1;
// Armored vehicle animation: only switch asset for straight directions (no diagonal/cross-walking animation)
if (self.type === "armoredVehicle" && self.graphics) {
// Calculate movement direction
var dx = 0,
dy = 0;
if (typeof self.lastX === "number" && typeof self.lastY === "number") {
dx = self.x - self.lastX;
dy = self.y - self.lastY;
}
// Only update if moved
if (dx !== 0 || dy !== 0) {
var dirAsset = "armoredVehicle_front";
// Determine direction (only straight, no diagonal)
if (Math.abs(dx) < 1 && dy < 0) {
dirAsset = "armoredVehicle_back";
} else if (Math.abs(dx) < 1 && dy > 0) {
dirAsset = "armoredVehicle_front";
} else if (dx > 0 && Math.abs(dy) < 1) {
dirAsset = "armoredVehicle_right";
} else if (dx < 0 && Math.abs(dy) < 1) {
dirAsset = "armoredVehicle_left";
}
// Only change asset if needed
if (self.graphics.assetId !== dirAsset) {
// Remove old graphics
self.removeChild(self.graphics);
self.graphics = self.attachAsset(dirAsset, {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.7,
scaleY: 1.7
});
// Always set assetId to prevent asset loss
self.graphics.assetId = dirAsset;
// Ensure shadow stays behind
if (self.shadow) {
self.setChildIndex(self.shadow, 0);
}
}
}
// Save last position for next frame
self.lastX = self.x;
self.lastY = self.y;
}
// 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 or ally, perform attack animation
if (self.isAttackingWall && self.attackTarget) {
// --- Always run walk animation, even while attacking ---
// Diagonal walk: oscillate rotation left and right as walking (like Ally)
var walkOsc = Math.sin(LK.ticks * 0.18) * 0.28;
// Always reset scale to default before tween to prevent cumulative shrinking
self.graphics.scale.x = self.type === 'fast' || self.type === 'tank' || self.type === 'regular' ? 2.5 : self.graphics.scale.x;
self.graphics.scale.y = self.type === 'fast' || self.type === 'tank' || self.type === 'regular' ? 2.5 : self.graphics.scale.y;
tween(self.graphics, {
rotation: walkOsc
}, {
duration: 180,
easing: tween.easeInOut
});
// Add up/down bobbing for walk animation
var walkCycle = Math.sin(LK.ticks * 0.15) * 6;
self.graphics.y = walkCycle;
// 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 or ally
self.attackAnimationTicks = 0;
// Apply damage to wall or ally
if (self.attackTarget) {
if (self.attackTarget.takeDamage) {
self.attackTarget.takeDamage(self.damage / 5);
LK.effects.flashObject(self.attackTarget, 0xFF0000, 200);
}
}
}
// When wall or ally is destroyed, resume movement
if (!self.attackTarget || self.attackTarget.health !== undefined && self.attackTarget.health <= 0 || self.attackTarget.active !== undefined && self.attackTarget.active === false) {
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
}
// --- Begin: Sniper Tower targeting logic ---
// Priority: Attack sniper tower if present and in range, else ally, else bunker
var sniperTowerWall = null;
var minTowerDist = 99999;
if (typeof game !== "undefined" && game.walls && game.walls.length > 0) {
for (var i = 0; i < game.walls.length; i++) {
var wall = game.walls[i];
if (wall.type === "sniper" && wall.health > 0) {
var dxTower = wall.x - self.x;
var dyTower = wall.y - self.y;
var distTower = Math.sqrt(dxTower * dxTower + dyTower * dyTower);
if (distTower < minTowerDist) {
minTowerDist = distTower;
sniperTowerWall = wall;
}
}
}
}
if (sniperTowerWall) {
// Move toward sniper tower and attack if in range
var dxTower = sniperTowerWall.x - self.x;
var dyTower = sniperTowerWall.y - self.y;
var distTower = Math.sqrt(dxTower * dxTower + dyTower * dyTower);
if (distTower < 60) {
if (!self.isAttackingWall || self.attackTarget !== sniperTowerWall) {
self.isAttackingWall = true;
self.attackTarget = sniperTowerWall;
self.attackAnimationTicks = 0;
}
// Do not move if attacking tower
return;
} else {
// Move toward sniper tower if not in attack range
var angleToTower = Math.atan2(dyTower, dxTower);
self.x += Math.cos(angleToTower) * self.speed;
self.y += Math.sin(angleToTower) * self.speed;
// Add walking animation for following tower
if (LK.ticks % 10 === 0 && !self.isAttackingWall) {
tween(self.graphics, {
rotation: (dxTower > 0 ? 1 : -1) * 0.1
}, {
duration: 250,
easing: tween.easeInOut
});
}
return;
}
}
// --- End: Sniper Tower targeting logic ---
// Check for ally in range and attack if present and active
if (typeof ally !== "undefined" && ally && ally.active) {
var dxAlly = ally.x - self.x;
var dyAlly = ally.y - self.y;
var distAlly = Math.sqrt(dxAlly * dxAlly + dyAlly * dyAlly);
// If ally is present, always follow and attack ally
if (distAlly < 60) {
if (!self.isAttackingWall || self.attackTarget !== ally) {
self.isAttackingWall = true;
self.attackTarget = ally;
self.attackAnimationTicks = 0;
}
// Do not move if attacking ally
return;
} else {
// Move toward ally if not in attack range
var angleToAlly = Math.atan2(dyAlly, dxAlly);
self.x += Math.cos(angleToAlly) * self.speed;
self.y += Math.sin(angleToAlly) * self.speed;
// Add walking animation for following ally
if (LK.ticks % 10 === 0 && !self.isAttackingWall) {
tween(self.graphics, {
rotation: (dxAlly > 0 ? 1 : -1) * 0.1
}, {
duration: 250,
easing: tween.easeInOut
});
}
return;
}
}
// 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 (always run, not just every 10 ticks, to prevent animation freeze)
if (!self.isAttackingWall) {
// Diagonal walk: oscillate rotation left and right as walking (like Ally)
var walkOsc = Math.sin(LK.ticks * 0.18) * 0.28;
// Always reset scale to default before tween to prevent cumulative shrinking
self.graphics.scale.x = self.type === 'fast' || self.type === 'tank' || self.type === 'regular' ? 2.5 : self.graphics.scale.x;
self.graphics.scale.y = self.type === 'fast' || self.type === 'tank' || self.type === 'regular' ? 2.5 : self.graphics.scale.y;
tween(self.graphics, {
rotation: walkOsc
}, {
duration: 180,
easing: tween.easeInOut
});
// Add up/down bobbing for walk animation
var walkCycle = Math.sin(LK.ticks * 0.15) * 6;
self.graphics.y = walkCycle;
}
// 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, weaponType, isCritical) {
// --- Begin: Advanced status effects and reactions ---
weaponType = weaponType || 'basic';
isCritical = !!isCritical;
// Burning: continuous damage over time, red flash
if (weaponType === 'burn' && !self.burningUntil) {
self.burningUntil = Date.now() + 2500;
self.burnTick = Date.now();
LK.effects.flashObject(self, 0xFF6600, 200);
}
// Freezing: slow and blue flash
if (weaponType === 'freeze') {
self.slowedUntil = Date.now() + 2500;
self.slowFactor = 0.3;
LK.effects.flashObject(self, 0x66CCFF, 200);
}
// Poison: green flash, damage over time
if (weaponType === 'poison' && !self.poisonedUntil) {
self.poisonedUntil = Date.now() + 4000;
self.poisonTick = Date.now();
LK.effects.flashObject(self, 0x00FF66, 200);
}
// Shield: absorb one hit, yellow flash
if (self.hasShield) {
self.hasShield = false;
LK.effects.flashObject(self, 0xFFFF00, 400);
// Show floating shield break
if (typeof showDamageNumber === "function") {
showDamageNumber(self.x, self.y - 60, "SHIELD", 0xFFFF00);
}
return;
}
// --- End: Advanced status effects and reactions ---
// Default weaponType to 'basic' if not provided
weaponType = weaponType || 'basic';
isCritical = !!isCritical;
// Critical hit: 2x damage, special effect
if (isCritical) {
amount = Math.floor(amount * 2);
if (typeof showDamageNumber === "function") {
showDamageNumber(self.x, self.y - 60, amount, 0xFFD700); // Gold color for crit
}
LK.effects.flashObject(self, 0xFFD700, 350);
// Briefly scale up enemy for crit
tween(self.graphics, {
scaleX: self.graphics.scale.x * 1.3,
scaleY: self.graphics.scale.y * 1.3
}, {
duration: 80,
yoyo: true,
repeat: 1,
onFinish: function onFinish() {
self.graphics.scale.x = self.type === 'fast' || self.type === 'tank' || self.type === 'regular' ? 2.5 : self.graphics.scale.x;
self.graphics.scale.y = self.type === 'fast' || self.type === 'tank' || self.type === 'regular' ? 2.5 : self.graphics.scale.y;
}
});
}
self.hp -= amount;
// Show floating damage number
if (!isCritical && typeof showDamageNumber === "function") {
showDamageNumber(self.x, self.y - 40, amount, 0xFF2222);
}
// --- Weapon-specific hit reactions ---
if (self.hp > 0) {
// Rifle: 10% chance to briefly stun
if (weaponType === 'basic' && Math.random() < 0.10) {
self.stunnedUntil = Date.now() + 350;
LK.effects.flashObject(self, 0x00FFFF, 120);
}
// Sniper: always knockback
if (weaponType === 'sniper') {
var angle = Math.atan2(self.y - sniper.y, self.x - sniper.x);
var knockbackDist = 60 + Math.random() * 30;
var targetX = self.x + Math.cos(angle) * knockbackDist;
var targetY = self.y + Math.sin(angle) * knockbackDist;
// Clamp to screen
targetX = Math.max(50, Math.min(2048 - 50, targetX));
targetY = Math.max(0, Math.min(2732 - 50, targetY));
tween(self, {
x: targetX,
y: targetY
}, {
duration: 180,
easing: tween.easeOut
});
// Briefly flash blue
LK.effects.flashObject(self, 0x33CCFF, 180);
}
// Super Sniper: stun and strong knockback
if (weaponType === 'super') {
var angle = Math.atan2(self.y - sniper.y, self.x - sniper.x);
var knockbackDist = 120 + Math.random() * 40;
var targetX = self.x + Math.cos(angle) * knockbackDist;
var targetY = self.y + Math.sin(angle) * knockbackDist;
targetX = Math.max(50, Math.min(2048 - 50, targetX));
targetY = Math.max(0, Math.min(2732 - 50, targetY));
tween(self, {
x: targetX,
y: targetY
}, {
duration: 220,
easing: tween.easeOut
});
self.stunnedUntil = Date.now() + 600;
LK.effects.flashObject(self, 0xFF00FF, 220);
}
// Tank: 20% chance to slow enemy for 2 seconds
if (weaponType === 'tank' && Math.random() < 0.20) {
self.slowedUntil = Date.now() + 2000;
self.slowFactor = 0.5;
LK.effects.flashObject(self, 0x00FF00, 200);
}
// Fast: 10% chance to confuse (random direction) for 1s
if (weaponType === 'fast' && Math.random() < 0.10) {
self.confusedUntil = Date.now() + 1000;
LK.effects.flashObject(self, 0xFF00FF, 120);
}
// Burn: apply burning status
if (weaponType === 'burn') {
self.burningUntil = Date.now() + 2500;
self.burnTick = Date.now();
if (typeof showDamageNumber === "function") {
showDamageNumber(self.x, self.y - 60, "BURN", 0xFF6600);
}
LK.effects.flashObject(self, 0xFF6600, 200);
}
// Freeze: apply slow
if (weaponType === 'freeze') {
self.slowedUntil = Date.now() + 2500;
self.slowFactor = 0.3;
if (typeof showDamageNumber === "function") {
showDamageNumber(self.x, self.y - 60, "FREEZE", 0x66CCFF);
}
LK.effects.flashObject(self, 0x66CCFF, 200);
}
// Poison: apply poison status
if (weaponType === 'poison') {
self.poisonedUntil = Date.now() + 4000;
self.poisonTick = Date.now();
if (typeof showDamageNumber === "function") {
showDamageNumber(self.x, self.y - 60, "POISON", 0x00FF66);
}
LK.effects.flashObject(self, 0x00FF66, 200);
}
// ShieldPierce: remove shield if present
if (weaponType === 'shieldPierce' && self.hasShield) {
self.hasShield = false;
if (typeof showDamageNumber === "function") {
showDamageNumber(self.x, self.y - 60, "SHIELD BREAK", 0xFFFF00);
}
LK.effects.flashObject(self, 0xFFFF00, 400);
}
// Default flash
if (!isCritical && weaponType === 'basic') {
LK.effects.flashObject(self, 0xffffff, 200);
}
}
// --- End weapon-specific hit reactions ---
if (self.hp <= 0) {
self.die();
}
};
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);
// Show floating damage number on bunker
if (typeof showDamageNumber === "function") {
showDamageNumber(bunker.x, bunker.y - 80, self.damage, 0xFF8800);
}
// 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;
});
// Security: Melee security guard with walk animation (like Ally/Enemy)
var Security = Container.expand(function () {
var self = Container.call(this);
// Use ally soldier image for security for now (replace with unique asset if available)
self.graphics = self.attachAsset('allySoldier', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.2,
scaleY: 1.2
});
self.graphics.alpha = 1;
self.maxHealth = 120;
self.health = self.maxHealth;
self.damage = 2;
self.speed = 2.8;
self.attackRange = 90;
self.attackCooldown = 700;
self.walkAnimTick = 0;
self.lastMoveDirection = 1;
self.updateWalkAnim = function () {
// Simulate walk animation (same as Ally/Enemy)
if (LK.ticks % 10 === 0 && self.active) {
var dir = 1;
if (self.targetEnemy) {
dir = self.targetEnemy.x > self.x ? 1 : -1;
}
self.lastMoveDirection = dir;
tween(self.graphics, {
rotation: dir * 0.1
}, {
duration: 250,
easing: tween.easeInOut
});
}
var walkCycle = Math.sin(LK.ticks * 0.15) * 6;
self.graphics.y = walkCycle;
};
self.lastAttack = 0;
self.targetEnemy = null;
self.followDistance = 100;
self.active = true;
// Health bar background
self.healthBarBg = LK.getAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5,
tint: 0x000000,
scaleX: 1.6,
scaleY: 0.22
});
self.healthBarBg.y = 60;
self.addChild(self.healthBarBg);
// Health bar fill
self.healthBar = LK.getAsset('bullet', {
anchorX: 0,
anchorY: 0.5,
tint: 0x00FF00,
scaleX: 1.5,
scaleY: 0.18
});
self.healthBar.y = 60;
self.healthBar.x = -self.healthBarBg.width / 2;
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;
self.healthBarBg.visible = percent < 1;
};
// Take damage
self.takeDamage = function (amount) {
self.health -= amount;
self.updateHealthBar();
LK.effects.flashObject(self, 0xff0000, 200);
// Show floating damage number
if (typeof showDamageNumber === "function") {
showDamageNumber(self.x, self.y - 40, amount, 0x00FFFF);
}
if (self.health <= 0) {
self.active = false;
tween(self, {
alpha: 0
}, {
duration: 400
});
self.visible = false;
}
};
// Security update: follow sniper or attack nearest enemy
self.update = function () {
if (!self.active) return;
self.updateHealthBar();
self.updateWalkAnim();
// 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) {
self.targetEnemy = nearest;
var angle = Math.atan2(nearest.y - self.y, nearest.x - self.x);
if (minDist > self.attackRange * 0.7) {
self.x += Math.cos(angle) * self.speed;
self.y += Math.sin(angle) * self.speed;
}
if (minDist <= self.attackRange && now - self.lastAttack > self.attackCooldown) {
self.lastAttack = now;
// 10% chance to stun, 10% chance to slow, 5% chance to confuse, 10% crit
var isCrit = Math.random() < 0.10;
var effectRoll = Math.random();
if (isCrit) {
nearest.takeDamage(self.damage * 2, 'basic', true);
} else if (effectRoll < 0.10) {
nearest.takeDamage(self.damage, 'stun');
} else if (effectRoll < 0.20) {
nearest.takeDamage(self.damage, 'slow');
} else if (effectRoll < 0.25) {
nearest.takeDamage(self.damage, 'confuse');
} else {
nearest.takeDamage(self.damage, 'basic');
}
LK.effects.flashObject(nearest, 0x00FFFF, 120);
}
} else {
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 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 the muzzle, always at the tip of the rifle in world space
// Get the local muzzle position (rifle tip) in weapon's local space
var muzzleLocalX = rifleLength;
var muzzleLocalY = 0;
// Transform muzzle position to world space
// 1. Get weapon's rotation and scale.x (for left/right flip)
var weaponRotation = activeWeapon.rotation;
var weaponScaleX = activeWeapon.scale.x;
// 2. Calculate rotated and flipped muzzle position
var cosR = Math.cos(weaponRotation);
var sinR = Math.sin(weaponRotation);
var muzzleWorldX = self.x + (activeWeapon.x + muzzleLocalX * weaponScaleX) * cosR - muzzleLocalY * sinR;
var muzzleWorldY = self.y + (activeWeapon.y + muzzleLocalX * weaponScaleX) * sinR + muzzleLocalY * cosR;
// Place bullet at the muzzle tip
bullet.x = muzzleWorldX;
bullet.y = muzzleWorldY;
// Set bullet direction - always use the original angle for bullet direction
bullet.speedX = Math.cos(angle) * (self.currentWeapon === "super" ? self.bulletSpeed : bullet.speed);
bullet.speedY = Math.sin(angle) * (self.currentWeapon === "super" ? self.bulletSpeed : 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
bullet.weaponType = 'sniper';
} 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
bullet.damage = self.bulletDamage; // Ensure correct damage
bullet.speed = self.bulletSpeed; // Ensure correct speed
bullet.weaponType = 'super';
} else if (self.currentWeapon === 'tank') {
bullet.graphics.tint = 0x00FF00; // Green for tank
bullet.graphics.scale.set(1.5, 1.5);
bullet.damage = self.bulletDamage;
bullet.speed = self.bulletSpeed;
bullet.weaponType = 'tank';
} else if (self.currentWeapon === 'fast') {
bullet.graphics.tint = 0xFF00FF; // Magenta for fast
bullet.graphics.scale.set(0.5, 0.7);
bullet.damage = self.bulletDamage;
bullet.speed = self.bulletSpeed;
bullet.weaponType = 'fast';
} else if (self.currentWeapon === 'burn') {
bullet.graphics.tint = 0xFF6600;
bullet.graphics.scale.set(1.1, 1.1);
bullet.weaponType = 'burn';
} else if (self.currentWeapon === 'freeze') {
bullet.graphics.tint = 0x66CCFF;
bullet.graphics.scale.set(1.1, 1.1);
bullet.weaponType = 'freeze';
} else if (self.currentWeapon === 'poison') {
bullet.graphics.tint = 0x00FF66;
bullet.graphics.scale.set(1.1, 1.1);
bullet.weaponType = 'poison';
} else if (self.currentWeapon === 'shieldPierce') {
bullet.graphics.tint = 0xFFFF00;
bullet.graphics.scale.set(1.1, 1.1);
bullet.weaponType = 'shieldPierce';
}
// 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 bulletAngle = angle; // Use the same angle as bullet direction
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
});
// Sniper tower stats
self.maxHealth = 300;
self.health = self.maxHealth;
self.towerDamage = 2;
self.towerRange = 700;
self.towerFireRate = 1200; // ms between shots
self.towerLastShot = 0;
self.towerTarget = null;
self.towerBulletSpeed = 18;
self.towerBullet = function (target) {
var bullet = new Bullet();
bullet.x = self.x;
bullet.y = self.y - self.graphics.height / 2;
var dx = target.x - bullet.x;
var dy = target.y - bullet.y;
var dist = Math.sqrt(dx * dx + dy * dy);
// Prevent division by zero and ensure bullet always moves
if (dist === 0) dist = 0.0001;
bullet.speedX = dx / dist * self.towerBulletSpeed;
bullet.speedY = dy / dist * self.towerBulletSpeed;
bullet.damage = self.towerDamage;
bullet.graphics.tint = 0x33CCFF;
bullet.graphics.scale.set(0.7, 1.3);
return bullet;
};
// 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, and always show for sniper tower if not full health
if (self.health < self.maxHealth || self.type === 'sniper' && 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
}
} else {
self.healthBar.visible = false;
}
// Sniper tower AI: shoot at nearest enemy in range
if (self.type === 'sniper' && self.health > 0) {
var now = Date.now();
// 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 && dist < self.towerRange) {
minDist = dist;
nearest = e;
}
}
if (nearest && now - self.towerLastShot > self.towerFireRate) {
self.towerLastShot = now;
var bullet = self.towerBullet(nearest);
if (bullet) {
bullets.push(bullet);
if (game && typeof game.addChild === "function") game.addChild(bullet);
}
}
}
};
self.takeDamage = function (amount) {
self.health -= amount;
// Show floating damage number on wall
if (typeof showDamageNumber === "function") {
showDamageNumber(self.x, self.y - 40, amount, 0xFFAA00);
}
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);
// Update next wave timer UI if available
if (typeof nextWaveTimerTxt !== "undefined") {
nextWaveTimerTxt.setText('Next Wave: ' + self.countdownTime + 's');
}
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,
weaponType: "basic"
}, {
name: "Sniper Rifle",
price: 50,
damage: 3,
speed: 30,
owned: false,
weaponType: "sniper"
}, {
name: "Super Sniper",
price: 150,
damage: 7,
speed: 40,
owned: false,
weaponType: "super"
}, {
name: "Tank Gun",
price: 90,
damage: 5,
speed: 18,
owned: false,
weaponType: "tank"
}, {
name: "Fast Blaster",
price: 70,
damage: 2,
speed: 35,
owned: false,
weaponType: "fast"
}, {
name: "Burn Gun",
price: 120,
damage: 2,
speed: 20,
owned: false,
weaponType: "burn"
}, {
name: "Freeze Gun",
price: 120,
damage: 2,
speed: 20,
owned: false,
weaponType: "freeze"
}, {
name: "Poison Gun",
price: 120,
damage: 2,
speed: 20,
owned: false,
weaponType: "poison"
}, {
name: "Shield Piercer",
price: 200,
damage: 3,
speed: 25,
owned: false,
weaponType: "shieldPierce"
}];
// 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 = 250;
// 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.currentWeapon = weapon.weaponType || "basic";
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
// Armored Vehicle (Zırhlı Araç) enemy assets for all directions
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 = 0.25; // 25% more enemies per wave
var enemiesPerWave = 25; // Starting with 25 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);
}
}
// --- Floating damage numbers ---
// Show floating text at (x, y) with value and color
function showDamageNumber(x, y, value, color) {
var dmgTxt = new Text2('-' + value, {
size: 48,
fill: color || 0xFF2222
});
dmgTxt.anchor.set(0.5, 0.5);
dmgTxt.x = x;
dmgTxt.y = y;
dmgTxt.alpha = 1;
game.addChild(dmgTxt);
// Animate up and fade out
tween(dmgTxt, {
y: y - 60,
alpha: 0
}, {
duration: 700,
easing: tween.easeOut,
onFinish: function onFinish() {
game.removeChild(dmgTxt);
}
});
}
// 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);
// --- Mini-map UI ---
// Mini-map config
var minimapWidth = 320;
var minimapHeight = 420;
var minimapScaleX = minimapWidth / 2048;
var minimapScaleY = minimapHeight / 2732;
var minimapMargin = 40;
// Mini-map container
var minimapContainer = new Container();
minimapContainer.x = 2048 - minimapWidth - minimapMargin;
minimapContainer.y = 2732 - minimapHeight - minimapMargin;
minimapContainer.alpha = 0.85;
// Mini-map background
var minimapBg = LK.getAsset('bullet', {
width: minimapWidth,
height: minimapHeight,
anchorX: 0,
anchorY: 0,
tint: 0x222222
});
minimapBg.alpha = 0.7;
minimapContainer.addChild(minimapBg);
// Mini-map bunker marker
var minimapBunker = LK.getAsset('bullet', {
width: 32,
height: 32,
anchorX: 0.5,
anchorY: 0.5,
tint: 0x00FF00
});
minimapBunker.alpha = 0.9;
minimapContainer.addChild(minimapBunker);
// Mini-map enemy markers (will be updated every frame)
var minimapEnemyMarkers = [];
// Add to game (not GUI, so it scales with world)
game.addChild(minimapContainer);
// Mini-map update function
function updateMinimap() {
// Update bunker marker
minimapBunker.x = bunker.x * minimapScaleX;
minimapBunker.y = bunker.y * minimapScaleY;
// Remove old enemy markers
for (var i = 0; i < minimapEnemyMarkers.length; i++) {
minimapContainer.removeChild(minimapEnemyMarkers[i]);
}
minimapEnemyMarkers = [];
// Add enemy markers
for (var i = 0; i < enemies.length; i++) {
var e = enemies[i];
if (!e.active) continue;
var marker = LK.getAsset('bullet', {
width: 18,
height: 18,
anchorX: 0.5,
anchorY: 0.5,
tint: e.type === "armoredVehicle" ? 0xFF8800 : e.type === "tank" ? 0xFF0000 : 0xFFFF00
});
marker.x = e.x * minimapScaleX;
marker.y = e.y * minimapScaleY;
marker.alpha = 0.95;
minimapContainer.addChild(marker);
minimapEnemyMarkers.push(marker);
}
}
// Ally purchase button (bottom left corner, visible)
var allyBtnBg = LK.getAsset('bullet', {
width: 260,
height: 110,
anchorX: 0.5,
anchorY: 0.5,
tint: 0x333333
});
allyBtnBg.alpha = 0.8;
var allyBtn = new Text2("ALLY\n$100", {
size: 55,
fill: 0x00FFFF
});
allyBtn.anchor.set(0.5, 0.5);
var allyBtnContainer = new Container();
allyBtnContainer.addChild(allyBtnBg);
allyBtnContainer.addChild(allyBtn);
allyBtnContainer.x = 140;
allyBtnContainer.y = 2732 - 140;
allyBtnContainer.interactive = true;
allyBtnContainer.visible = true;
game.addChild(allyBtnContainer);
// Ally button event
allyBtnContainer.down = function (x, y, obj) {
if (currency >= 100 && (!ally || !ally.active)) {
currency -= 100;
updateUI();
if (ally && !ally.active) {
game.removeChild(ally);
}
ally = new Ally();
ally.x = sniper.x + 80;
ally.y = sniper.y;
game.addChild(ally);
// --- Fix: Reset all enemy walk animation scale to default when ally is created ---
for (var i = 0; i < enemies.length; i++) {
var e = enemies[i];
if (e && e.graphics && (e.type === 'fast' || e.type === 'tank' || e.type === 'regular')) {
e.graphics.scale.x = 2.5;
e.graphics.scale.y = 2.5;
}
}
LK.effects.flashObject(ally, 0x00FFFF, 400);
} else if (currency < 100) {
LK.effects.flashObject(allyBtnContainer, 0xFF0000, 200);
}
};
// Wave display
var waveTxt = new Text2('Wave: 1', {
size: 50,
fill: 0xFFFFFF
});
waveTxt.anchor.set(1, 0);
LK.gui.topLeft.addChild(waveTxt);
waveTxt.x = 150; // Move away from the top left corner
// Health display
var healthTxt = new Text2('Bunker: 100%', {
size: 50,
fill: 0xFFFFFF
});
healthTxt.anchor.set(0.5, 0);
healthTxt.y = 130;
LK.gui.top.addChild(healthTxt);
// Enemy counter UI
var enemyCounterTxt = new Text2('Enemies: 0', {
size: 50,
fill: 0xFF4444
});
enemyCounterTxt.anchor.set(1, 0);
enemyCounterTxt.x = 2048 - 80;
enemyCounterTxt.y = 130;
LK.gui.top.addChild(enemyCounterTxt);
// Next wave timer UI
var nextWaveTimerTxt = new Text2('', {
size: 50,
fill: 0x00FFFF
});
nextWaveTimerTxt.anchor.set(1, 0);
nextWaveTimerTxt.x = 2048 - 80;
nextWaveTimerTxt.y = 200;
LK.gui.top.addChild(nextWaveTimerTxt);
// Currency display
var currencyTxt = new Text2('$: 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);
// Update enemy counter
var aliveEnemies = 0;
for (var i = 0; i < enemies.length; i++) {
if (enemies[i] && enemies[i].active) aliveEnemies++;
}
enemyCounterTxt.setText('Enemies: ' + aliveEnemies + '/' + enemiesRequired);
// Update next wave timer (if countdown active)
if (waveCountdown && waveCountdown.active) {
nextWaveTimerTxt.setText('Next Wave: ' + waveCountdown.countdownTime + 's');
} else {
nextWaveTimerTxt.setText('');
}
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
// Track if armored vehicle has spawned this game
if (typeof armoredVehicleSpawned === "undefined") {
var armoredVehicleSpawned = false;
}
if (typeof armoredVehicleWave === "undefined") {
var armoredVehicleWave = 0; // Track the last wave armored vehicle spawned
}
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;
// Limit: never spawn more than 10 alive enemies at once
var aliveEnemies = 0;
for (var i = 0; i < enemies.length; i++) {
if (enemies[i] && enemies[i].active) aliveEnemies++;
}
if (aliveEnemies >= 10) 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);
// Also, do not spawn more than (10 - aliveEnemies) at once
enemiesToSpawnAtOnce = Math.min(enemiesToSpawnAtOnce, 10 - aliveEnemies);
// If no room to spawn, return
if (enemiesToSpawnAtOnce <= 0) return;
// Spawn armored vehicle after 500 score, once per wave
if (currentScore >= 500 && waveInProgress && wave > 0 && armoredVehicleWave !== wave && aliveEnemies < 10) {
var armoredVehicle = new Enemy("armoredVehicle");
armoredVehicle.hp = 100;
armoredVehicle.damage = 15; // Zırhlı araç hasarı 15 olarak ayarlandı
armoredVehicle.speed = 3.5;
armoredVehicle.points = 100;
armoredVehicle.currency = 20;
// Use a random direction asset for variety
var directions = ["armoredVehicle_front", "armoredVehicle_back", "armoredVehicle_left", "armoredVehicle_right", "armoredVehicle_frontLeft", "armoredVehicle_frontRight", "armoredVehicle_backLeft", "armoredVehicle_backRight"];
var dirAsset = directions[Math.floor(Math.random() * directions.length)];
if (armoredVehicle.graphics) armoredVehicle.removeChild(armoredVehicle.graphics);
armoredVehicle.graphics = armoredVehicle.attachAsset(dirAsset, {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.7,
scaleY: 1.7
});
// Add shadow
if (armoredVehicle.shadow) armoredVehicle.removeChild(armoredVehicle.shadow);
armoredVehicle.shadow = new Shadow();
armoredVehicle.shadow.y = 40;
var baseWidth = armoredVehicle.graphics.width * armoredVehicle.graphics.scale.x;
armoredVehicle.shadow.updateSize(baseWidth);
armoredVehicle.addChildAt(armoredVehicle.shadow, 0);
armoredVehicle.shadow.x = 0;
armoredVehicle.shadow.graphics.scale.x = baseWidth * 0.8 / 100;
armoredVehicle.shadow.graphics.alpha = 0.5;
armoredVehicle.type = "armoredVehicle";
armoredVehicle.x = Math.random() * (2048 - 200) + 100;
armoredVehicle.y = -150;
enemies.push(armoredVehicle);
game.addChild(armoredVehicle);
enemiesSpawned++;
armoredVehicleWave = wave;
// Do not spawn other enemies this tick if armored vehicle is spawned
return;
}
// 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 >= 350 && random < 0.25) {
enemyType = 'tank';
} else 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;
if (enemyType === 'armoredVehicle') {
// Should not happen here, armored vehicle is handled above
continue;
} else {
enemy = new Enemy(enemyType);
// Randomly assign advanced status effects for variety
if (Math.random() < 0.08) {
enemy.hasShield = true;
}
if (Math.random() < 0.05) {
enemy.burningUntil = Date.now() + 2000 + Math.random() * 2000;
enemy.burnTick = Date.now();
}
if (Math.random() < 0.05) {
enemy.poisonedUntil = Date.now() + 2000 + Math.random() * 2000;
enemy.poisonTick = Date.now();
}
if (Math.random() < 0.04) {
enemy.slowedUntil = Date.now() + 2000 + Math.random() * 2000;
enemy.slowFactor = 0.4;
}
}
// 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
}
if (enemyType === 'desertBandit') {
enemy.y = -120; // Spawn desert bandit further back
} else {
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;
}
// Allow bullets to damage all enemies, including DesertBandit
if (bullet.active && enemy.active && bullet.intersects(enemy)) {
// Determine weaponType and crit
var weaponType = 'basic';
var isCritical = false;
if (sniper && sniper.currentWeapon) {
weaponType = sniper.currentWeapon;
// 10% crit chance for sniper, 20% for super, 5% for rifle
if (weaponType === 'sniper' && Math.random() < 0.10) isCritical = true;
if (weaponType === 'super' && Math.random() < 0.20) isCritical = true;
if (weaponType === 'basic' && Math.random() < 0.05) isCritical = true;
}
enemy.takeDamage(bullet.damage, weaponType, isCritical);
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 25%)
enemiesRequired = Math.ceil(enemiesPerWave * Math.pow(1 + 0.25, 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();
// Calculate spawn rate based on score: higher score = faster spawn, but never below 2000ms
// Example: every 50 score reduces spawn rate by 200ms, but never below 2000ms
var scoreSpawnReduction = Math.floor(currentScore / 50) * 200;
enemySpawnRate = Math.max(2000, 3000 - scoreSpawnReduction);
// Also apply wave-based reduction, but never below 2000ms
enemySpawnRate = Math.max(2000, enemySpawnRate - (wave - 1) * 100);
// 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;
// --- Begin: Overlap and stacking logic for buildings ---
// If placing a sniper tower, check for overlap with other walls and adjust stacking order
if (wall.type === "sniper" && game.walls && game.walls.length > 0) {
// Find all overlapping walls (excluding self)
var overlapping = [];
for (var i = 0; i < game.walls.length; i++) {
var other = game.walls[i];
if (!other || !other.graphics) continue;
// Simple bounding box overlap check
var dx = Math.abs(wall.x - other.x);
var dy = Math.abs(wall.y - other.y);
var combinedHalfWidth = (wall.graphics.width * wall.graphics.scale.x + other.graphics.width * other.graphics.scale.x) / 2;
var combinedHalfHeight = (wall.graphics.height * wall.graphics.scale.y + other.graphics.height * other.graphics.scale.y) / 2;
if (dx < combinedHalfWidth && dy < combinedHalfHeight) {
overlapping.push(other);
}
}
// If overlap, ensure sniper tower is above if closer to player (higher y)
if (overlapping.length > 0) {
// Find the wall with the highest y (closest to player)
var topWall = wall;
for (var i = 0; i < overlapping.length; i++) {
if (overlapping[i].y > topWall.y) {
topWall = overlapping[i];
}
}
// Add new wall to game
game.addChild(wall);
// If the new wall is the top wall, bring it to the top
if (topWall === wall) {
game.setChildIndex(wall, game.children.length - 1);
} else {
// Otherwise, ensure the top wall is above
game.setChildIndex(topWall, game.children.length - 1);
}
} else {
game.addChild(wall);
}
} else if (game.walls && game.walls.length > 0) {
// If placing a non-sniper wall, check for overlap with sniper towers and other walls
var overlapping = [];
for (var i = 0; i < game.walls.length; i++) {
var other = game.walls[i];
if (!other || !other.graphics) continue;
var dx = Math.abs(wall.x - other.x);
var dy = Math.abs(wall.y - other.y);
var combinedHalfWidth = (wall.graphics.width * wall.graphics.scale.x + other.graphics.width * other.graphics.scale.x) / 2;
var combinedHalfHeight = (wall.graphics.height * wall.graphics.scale.y + other.graphics.height * other.graphics.scale.y) / 2;
if (dx < combinedHalfWidth && dy < combinedHalfHeight) {
overlapping.push(other);
}
}
if (overlapping.length > 0) {
// Find the wall with the highest y (closest to player)
var topWall = wall;
for (var i = 0; i < overlapping.length; i++) {
if (overlapping[i].y > topWall.y) {
topWall = overlapping[i];
}
}
game.addChild(wall);
if (topWall === wall) {
game.setChildIndex(wall, game.children.length - 1);
} else {
game.setChildIndex(topWall, game.children.length - 1);
}
} else {
game.addChild(wall);
}
} else {
// No other walls, just add
game.addChild(wall);
}
// --- End: Overlap and stacking logic for buildings ---
// 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();
}
// Update minimap every frame
updateMinimap();
};
// 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
}
});
// Armored vehicle asset naming legend:
// front: ileri (aşağı)
// back: geri (yukarı)
// left: sola
// right: sağa
// frontLeft: çapraz aşağı-sola
// frontRight: çapraz aşağı-sağa
// backLeft: çapraz yukarı-sola
// backRight: çapraz yukarı-sağa ===================================================================
--- original.js
+++ change.js
@@ -146,9 +146,22 @@
}
// Attack if in range and cooldown ready
if (minDist <= self.attackRange && now - self.lastAttack > self.attackCooldown) {
self.lastAttack = now;
- nearest.takeDamage(self.damage);
+ // 10% chance to stun, 10% chance to slow, 5% chance to confuse, 10% crit
+ var isCrit = Math.random() < 0.10;
+ var effectRoll = Math.random();
+ if (isCrit) {
+ nearest.takeDamage(self.damage * 2, 'basic', true);
+ } else if (effectRoll < 0.10) {
+ nearest.takeDamage(self.damage, 'stun');
+ } else if (effectRoll < 0.20) {
+ nearest.takeDamage(self.damage, 'slow');
+ } else if (effectRoll < 0.25) {
+ nearest.takeDamage(self.damage, 'confuse');
+ } else {
+ nearest.takeDamage(self.damage, 'basic');
+ }
LK.effects.flashObject(nearest, 0x00FFFF, 120);
}
} else {
// No enemy present, follow sniper
@@ -508,8 +521,65 @@
self.shadow.graphics.alpha = 0.5;
self.active = true;
self.update = function () {
if (!self.active) return;
+ // --- Begin: Status effect processing ---
+ // Burning: take 1 damage every 400ms while burning
+ if (self.burningUntil && Date.now() < self.burningUntil) {
+ if (!self.burnTick) self.burnTick = Date.now();
+ if (Date.now() - self.burnTick > 400) {
+ self.burnTick = Date.now();
+ self.hp -= 1;
+ if (typeof showDamageNumber === "function") {
+ showDamageNumber(self.x, self.y - 40, 1, 0xFF6600);
+ }
+ LK.effects.flashObject(self, 0xFF6600, 100);
+ if (self.hp <= 0) {
+ self.die();
+ return;
+ }
+ }
+ } else if (self.burningUntil && Date.now() >= self.burningUntil) {
+ self.burningUntil = null;
+ self.burnTick = null;
+ }
+ // Poison: take 1 damage every 600ms while poisoned
+ if (self.poisonedUntil && Date.now() < self.poisonedUntil) {
+ if (!self.poisonTick) self.poisonTick = Date.now();
+ if (Date.now() - self.poisonTick > 600) {
+ self.poisonTick = Date.now();
+ self.hp -= 1;
+ if (typeof showDamageNumber === "function") {
+ showDamageNumber(self.x, self.y - 40, 1, 0x00FF66);
+ }
+ LK.effects.flashObject(self, 0x00FF66, 100);
+ if (self.hp <= 0) {
+ self.die();
+ return;
+ }
+ }
+ } else if (self.poisonedUntil && Date.now() >= self.poisonedUntil) {
+ self.poisonedUntil = null;
+ self.poisonTick = null;
+ }
+ // Shield: show visual effect if shielded
+ if (self.hasShield && self.graphics) {
+ if (!self.shieldGlow) {
+ self.shieldGlow = LK.getAsset('bullet', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 2.8,
+ scaleY: 2.8,
+ tint: 0xFFFF00
+ });
+ self.shieldGlow.alpha = 0.25;
+ self.addChildAt(self.shieldGlow, 1);
+ }
+ } else if (self.shieldGlow) {
+ self.removeChild(self.shieldGlow);
+ self.shieldGlow = null;
+ }
+ // --- End: Status effect processing ---
// --- Status effect handling: stun, slow, confuse ---
var now = Date.now();
if (self.stunnedUntil && now < self.stunnedUntil) {
// Stunned: skip all movement and attack, but allow animation
@@ -792,8 +862,40 @@
self.attackBunker();
}
};
self.takeDamage = function (amount, weaponType, isCritical) {
+ // --- Begin: Advanced status effects and reactions ---
+ weaponType = weaponType || 'basic';
+ isCritical = !!isCritical;
+ // Burning: continuous damage over time, red flash
+ if (weaponType === 'burn' && !self.burningUntil) {
+ self.burningUntil = Date.now() + 2500;
+ self.burnTick = Date.now();
+ LK.effects.flashObject(self, 0xFF6600, 200);
+ }
+ // Freezing: slow and blue flash
+ if (weaponType === 'freeze') {
+ self.slowedUntil = Date.now() + 2500;
+ self.slowFactor = 0.3;
+ LK.effects.flashObject(self, 0x66CCFF, 200);
+ }
+ // Poison: green flash, damage over time
+ if (weaponType === 'poison' && !self.poisonedUntil) {
+ self.poisonedUntil = Date.now() + 4000;
+ self.poisonTick = Date.now();
+ LK.effects.flashObject(self, 0x00FF66, 200);
+ }
+ // Shield: absorb one hit, yellow flash
+ if (self.hasShield) {
+ self.hasShield = false;
+ LK.effects.flashObject(self, 0xFFFF00, 400);
+ // Show floating shield break
+ if (typeof showDamageNumber === "function") {
+ showDamageNumber(self.x, self.y - 60, "SHIELD", 0xFFFF00);
+ }
+ return;
+ }
+ // --- End: Advanced status effects and reactions ---
// Default weaponType to 'basic' if not provided
weaponType = weaponType || 'basic';
isCritical = !!isCritical;
// Critical hit: 2x damage, special effect
@@ -876,8 +978,43 @@
if (weaponType === 'fast' && Math.random() < 0.10) {
self.confusedUntil = Date.now() + 1000;
LK.effects.flashObject(self, 0xFF00FF, 120);
}
+ // Burn: apply burning status
+ if (weaponType === 'burn') {
+ self.burningUntil = Date.now() + 2500;
+ self.burnTick = Date.now();
+ if (typeof showDamageNumber === "function") {
+ showDamageNumber(self.x, self.y - 60, "BURN", 0xFF6600);
+ }
+ LK.effects.flashObject(self, 0xFF6600, 200);
+ }
+ // Freeze: apply slow
+ if (weaponType === 'freeze') {
+ self.slowedUntil = Date.now() + 2500;
+ self.slowFactor = 0.3;
+ if (typeof showDamageNumber === "function") {
+ showDamageNumber(self.x, self.y - 60, "FREEZE", 0x66CCFF);
+ }
+ LK.effects.flashObject(self, 0x66CCFF, 200);
+ }
+ // Poison: apply poison status
+ if (weaponType === 'poison') {
+ self.poisonedUntil = Date.now() + 4000;
+ self.poisonTick = Date.now();
+ if (typeof showDamageNumber === "function") {
+ showDamageNumber(self.x, self.y - 60, "POISON", 0x00FF66);
+ }
+ LK.effects.flashObject(self, 0x00FF66, 200);
+ }
+ // ShieldPierce: remove shield if present
+ if (weaponType === 'shieldPierce' && self.hasShield) {
+ self.hasShield = false;
+ if (typeof showDamageNumber === "function") {
+ showDamageNumber(self.x, self.y - 60, "SHIELD BREAK", 0xFFFF00);
+ }
+ LK.effects.flashObject(self, 0xFFFF00, 400);
+ }
// Default flash
if (!isCritical && weaponType === 'basic') {
LK.effects.flashObject(self, 0xffffff, 200);
}
@@ -1162,9 +1299,22 @@
self.y += Math.sin(angle) * self.speed;
}
if (minDist <= self.attackRange && now - self.lastAttack > self.attackCooldown) {
self.lastAttack = now;
- nearest.takeDamage(self.damage);
+ // 10% chance to stun, 10% chance to slow, 5% chance to confuse, 10% crit
+ var isCrit = Math.random() < 0.10;
+ var effectRoll = Math.random();
+ if (isCrit) {
+ nearest.takeDamage(self.damage * 2, 'basic', true);
+ } else if (effectRoll < 0.10) {
+ nearest.takeDamage(self.damage, 'stun');
+ } else if (effectRoll < 0.20) {
+ nearest.takeDamage(self.damage, 'slow');
+ } else if (effectRoll < 0.25) {
+ nearest.takeDamage(self.damage, 'confuse');
+ } else {
+ nearest.takeDamage(self.damage, 'basic');
+ }
LK.effects.flashObject(nearest, 0x00FFFF, 120);
}
} else {
self.targetEnemy = null;
@@ -1416,23 +1566,43 @@
// 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
+ bullet.weaponType = 'sniper';
} 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
bullet.damage = self.bulletDamage; // Ensure correct damage
bullet.speed = self.bulletSpeed; // Ensure correct speed
+ bullet.weaponType = 'super';
} else if (self.currentWeapon === 'tank') {
bullet.graphics.tint = 0x00FF00; // Green for tank
bullet.graphics.scale.set(1.5, 1.5);
bullet.damage = self.bulletDamage;
bullet.speed = self.bulletSpeed;
+ bullet.weaponType = 'tank';
} else if (self.currentWeapon === 'fast') {
bullet.graphics.tint = 0xFF00FF; // Magenta for fast
bullet.graphics.scale.set(0.5, 0.7);
bullet.damage = self.bulletDamage;
bullet.speed = self.bulletSpeed;
+ bullet.weaponType = 'fast';
+ } else if (self.currentWeapon === 'burn') {
+ bullet.graphics.tint = 0xFF6600;
+ bullet.graphics.scale.set(1.1, 1.1);
+ bullet.weaponType = 'burn';
+ } else if (self.currentWeapon === 'freeze') {
+ bullet.graphics.tint = 0x66CCFF;
+ bullet.graphics.scale.set(1.1, 1.1);
+ bullet.weaponType = 'freeze';
+ } else if (self.currentWeapon === 'poison') {
+ bullet.graphics.tint = 0x00FF66;
+ bullet.graphics.scale.set(1.1, 1.1);
+ bullet.weaponType = 'poison';
+ } else if (self.currentWeapon === 'shieldPierce') {
+ bullet.graphics.tint = 0xFFFF00;
+ bullet.graphics.scale.set(1.1, 1.1);
+ bullet.weaponType = 'shieldPierce';
}
// Trigger muzzle flash for current weapon
var muzzleFlash = self.muzzleFlashes[self.currentWeapon];
if (muzzleFlash) {
@@ -1786,8 +1956,36 @@
damage: 2,
speed: 35,
owned: false,
weaponType: "fast"
+ }, {
+ name: "Burn Gun",
+ price: 120,
+ damage: 2,
+ speed: 20,
+ owned: false,
+ weaponType: "burn"
+ }, {
+ name: "Freeze Gun",
+ price: 120,
+ damage: 2,
+ speed: 20,
+ owned: false,
+ weaponType: "freeze"
+ }, {
+ name: "Poison Gun",
+ price: 120,
+ damage: 2,
+ speed: 20,
+ owned: false,
+ weaponType: "poison"
+ }, {
+ name: "Shield Piercer",
+ price: 200,
+ damage: 3,
+ speed: 25,
+ owned: false,
+ weaponType: "shieldPierce"
}];
// Shop button
self.shopButton = new Text2("WEAPONS", {
size: 80,
@@ -2426,8 +2624,24 @@
// Should not happen here, armored vehicle is handled above
continue;
} else {
enemy = new Enemy(enemyType);
+ // Randomly assign advanced status effects for variety
+ if (Math.random() < 0.08) {
+ enemy.hasShield = true;
+ }
+ if (Math.random() < 0.05) {
+ enemy.burningUntil = Date.now() + 2000 + Math.random() * 2000;
+ enemy.burnTick = Date.now();
+ }
+ if (Math.random() < 0.05) {
+ enemy.poisonedUntil = Date.now() + 2000 + Math.random() * 2000;
+ enemy.poisonTick = Date.now();
+ }
+ if (Math.random() < 0.04) {
+ enemy.slowedUntil = Date.now() + 2000 + Math.random() * 2000;
+ enemy.slowFactor = 0.4;
+ }
}
// Distribute enemies across the width of the screen
if (enemiesToSpawnAtOnce > 1) {
// Distribute evenly but with some randomness
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