User prompt
çapraz ilerlerken ve düz ilerlerken aset yok oluyor düzeltt
User prompt
düşman zırhlı araç animasyon çalışmıyor
User prompt
zırhlı araç hasarını 15 yap
User prompt
çöl haydutu düşmanı silah sıkamıyor sniper kulesine duvarlara yaklaştığında uzaktan duruyor ama silah ateşlemiyor lütfen bunu düzelt, ayrıca 100 score dan sonra zırhlı düşman aracı gelmedi bunu düzelt düşman max aynan spawn sayısı 10 olsun
User prompt
çölhaydutu biraz daha geride dursun. ve çöl haydutu silah sıkamıyor sniper kulesine duvarlara yaklaştığında uzaktan duruyor ama silah ateşlemiyor lütfen bunu düzelt
User prompt
zırhlı araç düşman hızlı ve güçlü olsun canı 100 olsun hasarı 5 olsun score 500 den sonra her oyun 1 kez doğar
User prompt
yeni zırhlı araç düşmanına animasyon eklicem sağa giderken sola giderken çapraz ilerleyişleride aşşağa giderlen yukarı giderken asetlerini oluştur ve asetlerde çapraz ön sağ sol arka gibi belirtiler olsun
User prompt
HADİ ANİMASYONLARIN ASETLERİNİ OLUŞTUR
User prompt
en fazla doğma sayısını 15 çıkart
User prompt
düşman doğma süresi score göre hızlanır ama 2 saniyenin altında olmaz
User prompt
düşman asla 8 kişiden fazla aynanda doğamaz
User prompt
Çöl haydutuna silahla sıktığımız zaman silah ona hasar vermiyor bunu hatayı düzelt
User prompt
Köyün haydutuna silah sıktığında hasar almıyor bu sorunu düzelt
User prompt
Çöl haydutları uzaktan ölüyor hayır böyle olmaması lazım uzaktan hasar yemesi olan kişi o değil saldırılı düşmanlardır bu hatayı düzelt
User prompt
çok aşşağda olmuş birazcık yukarda olsun
User prompt
silah mağzasına tıkladığımızda açılan silah bölmeleri biraz daha aşşağda olsun yapı mağazalarıda aynı şekilde ayarla
User prompt
düşman max sayısı 25 olsun
User prompt
çöl haydutu uzaktan ateş ediyor ve düşmanla karşılağtığında durup uzaktan ateş etmesi lazım
User prompt
SORUNU ANLADIM SORUN DÜŞMAN MÜTTEFİĞE SALDIRIRKEN SAĞ SOLA HARAKET ETTİĞİ İÇİN ANİMASYON KAYBOLUYORMUŞ GİBİ GÖZÜKÜYOR BUNU DÜZELT
User prompt
düzelmedi müttefiği oluşturduğumda düşmanların yürüme animasyonu kayboluyor veya bozulup çok küçük hale geliyor onu düzelt
User prompt
ayrıca müttefik doğduğunda düşmanların yürüme animasyonu kayboluyor bu sorunu düzelt
User prompt
düşman sayı sını 35 olacak yeni düşman olarak çöl haydutu eklenecek olayı ise menzilindeki düşmanlara yani: duvarlar sineper kuleleri veya ana oyuncu. ama müttfeik ona doğru ilerlerse müttefikten uzazklaşarak sıkar ve uzakta durmaya çalışır
User prompt
Diğer hataları da düzelt
User prompt
Please fix the bug: 'Sniper is not defined' in or related to this line: 'var sniper = new Sniper();' Line Number: 182
User prompt
Please fix the bug: 'Bunker is not defined' in or related to this line: 'var bunker = new Bunker();' Line Number: 133
/**** * 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); 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); if (dist < minDist) { 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; nearest.takeDamage(self.damage); 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: 30, 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; }); // DesertBandit: Ranged enemy that keeps distance from allies and attacks from range var DesertBandit = Container.expand(function () { var self = Container.call(this); // Use a new image asset for Desert Bandit (add to Assets if not present) self.graphics = self.attachAsset('desertBandit', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.5, scaleY: 2.5 }); self.shadow = new Shadow(); self.shadow.y = 30; var baseWidth = self.graphics.width * self.graphics.scale.x; self.shadow.updateSize(baseWidth); self.addChildAt(self.shadow, 0); self.shadow.x = 0; self.shadow.graphics.scale.x = baseWidth * 0.8 / 100; self.shadow.graphics.alpha = 0.5; self.type = 'desertBandit'; self.speed = 2.2; self.hp = 3; self.damage = 12; self.points = 20; self.currency = 4; self.active = true; self.attackRange = 420; // Bandit shooting range self.minDistance = 220; // Minimum distance to keep from target self.attackCooldown = 1200; // ms between shots self.lastAttack = 0; self.target = null; self.isAttacking = false; self.moveDirection = Math.random() > 0.5 ? 1 : -1; self.moveCounter = 0; self.maxMoveDistance = Math.random() * 30 + 20; // Walk animation: oscillate left/right self.updateWalkAnim = function () { var walkOsc = Math.sin(LK.ticks * 0.18) * 0.28; tween(self.graphics, { rotation: walkOsc }, { duration: 180, easing: tween.easeInOut }); var walkCycle = Math.sin(LK.ticks * 0.15) * 6; self.graphics.y = walkCycle; }; // Bandit fires a bullet at the target self.shootAt = function (target) { var now = Date.now(); if (now - self.lastAttack < self.attackCooldown) return; self.lastAttack = now; if (!target || !target.active) return; var bullet = new Bullet(); bullet.x = self.x; bullet.y = self.y; var dx = target.x - self.x; var dy = target.y - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist === 0) dist = 0.0001; bullet.speedX = dx / dist * 13; bullet.speedY = dy / dist * 13; bullet.damage = self.damage; bullet.graphics.tint = 0xC2B280; // Sand color bullet.graphics.scale.set(0.7, 1.2); bullets.push(bullet); if (game && typeof game.addChild === "function") game.addChild(bullet); // Visual feedback LK.effects.flashObject(self, 0xFFD700, 120); }; self.update = function () { if (!self.active) return; self.updateWalkAnim(); // Find nearest target: prioritize wall, sniper tower, or main player, then ally var bestTarget = null; var minDist = 99999; // 1. Walls (sniper towers and regular) if (game && game.walls && game.walls.length > 0) { for (var i = 0; i < game.walls.length; i++) { var wall = game.walls[i]; if (wall.health > 0) { var dx = wall.x - self.x; var dy = wall.y - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < minDist) { minDist = dist; bestTarget = wall; } } } } // 2. Sniper (main player) if (sniper && sniper.active) { var dxS = sniper.x - self.x; var dyS = sniper.y - self.y; var distS = Math.sqrt(dxS * dxS + dyS * dyS); if (distS < minDist) { minDist = distS; bestTarget = sniper; } } // 3. Ally if (ally && ally.active) { var dxA = ally.x - self.x; var dyA = ally.y - self.y; var distA = Math.sqrt(dxA * dxA + dyA * dyA); if (distA < minDist) { minDist = distA; bestTarget = ally; } } self.target = bestTarget; // If ally is approaching, keep distance and shoot if (self.target && self.target === ally && minDist < self.attackRange) { // Move away from ally if too close if (minDist < self.minDistance) { var angleAway = Math.atan2(self.y - ally.y, self.x - ally.x); self.x += Math.cos(angleAway) * self.speed * 1.2; self.y += Math.sin(angleAway) * self.speed * 1.2; } else if (minDist > self.attackRange * 0.7) { // Move closer if too far var angleTo = Math.atan2(ally.y - self.y, ally.x - self.x); self.x += Math.cos(angleTo) * self.speed; self.y += Math.sin(angleTo) * self.speed; } // Stop moving if in range (do not move forward) // Shoot at ally if in range if (minDist <= self.attackRange) { self.shootAt(ally); } return; } // If target is wall, sniper tower, or player, attack from range if (self.target && minDist < self.attackRange) { // Determine if the target is a wall or sniper tower var isWallOrTower = false; if (self.target && typeof self.target.type === "string" && (self.target.type === "sniper" || self.target.type === "basic" || self.target.type === "reinforced")) { isWallOrTower = true; } // Stand further back for walls/sniper tower, but still shoot if in range if (isWallOrTower) { // Desired distance to stand back from wall/tower var desiredDistance = self.minDistance + 80; // Stand even further back if (minDist < desiredDistance) { // Too close, move away var angleAway = Math.atan2(self.y - self.target.y, self.x - self.target.x); self.x += Math.cos(angleAway) * self.speed * 1.1; self.y += Math.sin(angleAway) * self.speed * 1.1; } else if (minDist > desiredDistance + 40) { // Too far, move a bit closer (but not too close) var angleTo = Math.atan2(self.target.y - self.y, self.target.x - self.x); self.x += Math.cos(angleTo) * self.speed; self.y += Math.sin(angleTo) * self.speed; } // Shoot at wall or sniper tower if in range if (minDist <= self.attackRange) { self.shootAt(self.target); } return; } else { // For other targets (e.g. player), keep distance: move away if too close, else shoot if (minDist < self.minDistance) { var angleAway = Math.atan2(self.y - self.target.y, self.x - self.target.x); self.x += Math.cos(angleAway) * self.speed * 1.1; self.y += Math.sin(angleAway) * self.speed * 1.1; } else if (minDist > self.attackRange * 0.7) { // Move closer if too far var angleTo = Math.atan2(self.target.y - self.y, self.target.x - self.x); self.x += Math.cos(angleTo) * self.speed; self.y += Math.sin(angleTo) * self.speed; } // Stop moving if in range (do not move forward) // Shoot at target if in range if (minDist <= self.attackRange) { self.shootAt(self.target); } return; } } // Default movement: move diagonally down self.y += self.speed; self.x += self.moveDirection * (self.speed * 0.5); self.moveCounter += self.speed; if (self.moveCounter >= self.maxMoveDistance) { self.moveDirection *= -1; self.moveCounter = 0; self.maxMoveDistance = Math.random() * 30 + 20; } // Stay 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; } // If reached bunker, attack it if (self.y > bunkerY - 50) { self.attackBunker(); } }; self.takeDamage = function (amount) { self.hp -= amount; if (self.hp <= 0) { self.die(); } else { LK.effects.flashObject(self, 0xffffff, 200); } }; self.die = function () { tween(self.shadow.graphics, { alpha: 0 }, { duration: 300 }); tween(self.graphics, { rotation: Math.PI / 2, alpha: 0.2 }, { duration: 500, easing: tween.easeOut }); 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; if (currentScore > 300) { scoreMultiplier = 2.5; } else if (currentScore > 200) { scoreMultiplier = 2; } else if (currentScore > 100) { scoreMultiplier = 1.5; } LK.setScore(currentScore + self.points); currency += Math.ceil(self.currency * scoreMultiplier); updateUI(); }; self.attackBunker = function () { bunkerHealth -= self.damage; updateBunkerHealth(); LK.getSound('bunkerHit').play(); LK.effects.flashObject(bunker, 0xff0000, 500); bunker.damageIndicator.alpha = 1; self.active = false; if (bunkerHealth <= 0) { gameOver(); } }; 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; // Armored vehicle animation: switch asset based on movement direction 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 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"; } else if (dx > 0 && dy > 0) { dirAsset = "armoredVehicle_frontRight"; } else if (dx < 0 && dy > 0) { dirAsset = "armoredVehicle_frontLeft"; } else if (dx > 0 && dy < 0) { dirAsset = "armoredVehicle_backRight"; } else if (dx < 0 && dy < 0) { dirAsset = "armoredVehicle_backLeft"; } // 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) { self.hp -= amount; if (self.hp <= 0) { self.die(); } else { LK.effects.flashObject(self, 0xffffff, 200); } }; self.die = function () { // Fade out shadow when enemy dies tween(self.shadow.graphics, { alpha: 0 }, { duration: 300 }); // Rotate enemy to make it lie on its side (90 degrees in radians) tween(self.graphics, { rotation: Math.PI / 2, alpha: 0.2 }, { duration: 500, easing: tween.easeOut }); // After rotation, fade out completely LK.setTimeout(function () { if (self.graphics) { tween(self.graphics, { alpha: 0 }, { duration: 800, easing: tween.easeIn }); } }, 400); self.active = false; var currentScore = LK.getScore(); var scoreMultiplier = 1; // Increase rewards based on score progression if (currentScore > 300) { scoreMultiplier = 2.5; } else if (currentScore > 200) { scoreMultiplier = 2; } else if (currentScore > 100) { scoreMultiplier = 1.5; } LK.setScore(currentScore + self.points); // Set different currency values based on enemy type with score multiplier if (self.type === 'regular') { currency += Math.ceil(3 * scoreMultiplier); } else if (self.type === 'fast') { currency += Math.ceil(4 * scoreMultiplier); } else if (self.type === 'tank') { currency += Math.ceil(6 * scoreMultiplier); } else { currency += Math.ceil(self.currency * scoreMultiplier); // Fallback } updateUI(); }; self.startAttackingWall = function (wall) { self.isAttackingWall = true; self.attackTarget = wall; self.attackAnimationTicks = 0; }; self.attackBunker = function () { bunkerHealth -= self.damage; updateBunkerHealth(); LK.getSound('bunkerHit').play(); LK.effects.flashObject(bunker, 0xff0000, 500); // Make damage indicator visible when taking damage bunker.damageIndicator.alpha = 1; self.active = false; // Check if bunker is destroyed if (bunkerHealth <= 0) { gameOver(); } }; return self; }); var MuzzleFlash = Container.expand(function () { var self = Container.call(this); // Create the flash using bullet shape with yellow-white tint self.graphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5, tint: 0xFFFF99 // Bright yellow-white color for flash }); // Initially scale small self.graphics.scale.set(0.3, 0.3); self.graphics.alpha = 0.9; // Animation lifetime self.duration = 100; // ms self.startTime = 0; self.active = false; // Start the flash effect self.flash = function () { self.active = true; self.startTime = Date.now(); self.visible = true; // Reset and start animation self.graphics.scale.set(0.8, 0.8); self.graphics.alpha = 1; }; // Update the flash animation self.update = function () { if (!self.active) return; var elapsed = Date.now() - self.startTime; var progress = elapsed / self.duration; if (progress >= 1) { // Animation complete self.active = false; self.visible = false; return; } // Animate scale and alpha self.graphics.scale.set(0.8 * (1 - progress), 0.8 * (1 - progress)); self.graphics.alpha = 1 - progress; }; // Hide initially self.visible = false; return self; }); var PlaceableWall = Container.expand(function (buildingType, buildingHealth) { var self = Container.call(this); // Create semi-transparent wall based on type if (buildingType === 'reinforced') { self.graphics = self.attachAsset('reinforcedWall', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.3, scaleY: 1.3 }); } else if (buildingType === 'sniper') { // Create a tower self.graphics = self.attachAsset('sniperTower', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); // No need to add extra sniper on top since it's included in the image } else { // Basic wall self.graphics = self.attachAsset('basicWall', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.3, scaleY: 1.3 }); } // Make it semi-transparent self.alpha = 0.7; // Store building properties for when it's placed self.buildingType = buildingType; self.buildingHealth = buildingHealth; return self; }); // 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); 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; nearest.takeDamage(self.damage); 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 } 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 } // 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; if (self.health <= 0) { self.destroy(); return true; // Wall destroyed } return false; // Wall still standing }; return self; }); var WaveCountdown = Container.expand(function () { var self = Container.call(this); self.countdownTime = 60; // 60 seconds default self.active = false; // Create countdown text self.countdownText = new Text2(self.countdownTime, { size: 150, fill: 0xFFFFFF }); self.countdownText.anchor.set(0.5, 0.5); self.addChild(self.countdownText); // Create skip button self.skipButton = new Text2("SKIP", { size: 80, fill: 0xFFFF00 }); self.skipButton.anchor.set(0.5, 0.5); self.skipButton.y = 100; self.addChild(self.skipButton); // Skip button background for better visibility var skipButtonBg = LK.getAsset('bullet', { width: 200, height: 100, anchorX: 0.5, anchorY: 0.5, tint: 0x333333 }); skipButtonBg.alpha = 0.8; skipButtonBg.y = 100; self.addChild(skipButtonBg); // Custom swap implementation since swapChildren is not available var parent = self.skipButton.parent; var skipButtonIndex = parent.children.indexOf(skipButtonBg); var buttonIndex = parent.children.indexOf(self.skipButton); // Manual reordering of children to create swap effect if (skipButtonIndex !== -1 && buttonIndex !== -1) { // Remove both from parent parent.removeChild(skipButtonBg); parent.removeChild(self.skipButton); // Add them back in reverse order parent.addChild(self.skipButton); parent.addChild(skipButtonBg); } // Timer for countdown self.timer = null; // Start countdown self.startCountdown = function (onComplete) { self.active = true; self.visible = true; self.countdownTime = 60; self.countdownText.setText(self.countdownTime); self.onComplete = onComplete; // Update countdown every second self.timer = LK.setInterval(function () { self.countdownTime--; self.countdownText.setText(self.countdownTime); if (self.countdownTime <= 0) { self.stopCountdown(); if (self.onComplete) self.onComplete(); } }, 1000); }; // Stop countdown self.stopCountdown = function () { if (self.timer) { LK.clearInterval(self.timer); self.timer = null; } self.active = false; self.visible = false; }; // Skip button event handler self.skipButton.down = function (x, y, obj) { if (self.active) { self.stopCountdown(); if (self.onComplete) self.onComplete(); } }; return self; }); var WeaponShop = Container.expand(function () { var self = Container.call(this); self.isOpen = false; self.weapons = [{ name: "Basic Rifle", price: 0, damage: 1, speed: 15, owned: true }, { name: "Sniper Rifle", price: 50, damage: 3, speed: 30, owned: false }, { name: "Super Sniper", price: 150, damage: 7, speed: 40, owned: false }]; // Shop button self.shopButton = new Text2("WEAPONS", { size: 80, fill: 0xFFFF00 }); self.shopButton.anchor.set(0.5, 0); // Add background to make button more visible var buttonBg = LK.getAsset('bullet', { width: 300, height: 100, anchorX: 0.5, anchorY: 0.5, tint: 0x333333 }); buttonBg.alpha = 0.8; buttonBg.y = self.shopButton.height / 2; self.addChild(buttonBg); self.addChild(self.shopButton); // Shop panel (hidden by default) self.panel = new Container(); self.panel.visible = false; self.addChild(self.panel); // Create weapon options self.weaponItems = []; for (var i = 0; i < self.weapons.length; i++) { var weapon = self.weapons[i]; var item = new Container(); var bg = LK.getAsset('bullet', { width: 400, height: 150, anchorX: 0.5, anchorY: 0.5, tint: 0x333333 }); bg.alpha = 0.8; item.addChild(bg); var title = new Text2(weapon.name, { size: 40, fill: 0xFFFFFF }); title.anchor.set(0.5, 0); title.y = -50; item.addChild(title); var info = new Text2("Damage: " + weapon.damage + " | Speed: " + weapon.speed, { size: 30, fill: 0xFFFFFF }); info.anchor.set(0.5, 0); info.y = 0; item.addChild(info); var priceText = new Text2(weapon.owned ? "OWNED" : "$" + weapon.price, { size: 35, fill: weapon.owned ? 0x00FF00 : 0xFFFF00 }); priceText.anchor.set(0.5, 0); priceText.y = 40; item.addChild(priceText); item.y = i * 200; item.weaponIndex = i; self.weaponItems.push(item); self.panel.addChild(item); } // Position panel self.panel.y = 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.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 ****/ // Armored Vehicle (Zırhlı Araç) enemy assets for all directions // Create background var background = game.attachAsset('background', { width: 2048, height: 2732, anchorX: 0, anchorY: 0, tint: 0xC2B280 // Apply dry land tint to the background }); // Game variables var bunkerHealth = 100; var maxBunkerHealth = 100; var bunkerY = 2732 - 100; // Position near bottom of screen var currency = 500; var difficulty = 1; var wave = 1; var enemySpawnRate = 3000; // ms between enemy spawns var lastEnemySpawn = 0; var gameActive = true; var waveInProgress = false; var enemyIncreasePerWave = 0.25; // 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); } } // 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); // 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$100", { size: 55, fill: 0x00FFFF }); allyBtn.anchor.set(0.5, 0.5); var allyBtnContainer = new Container(); allyBtnContainer.addChild(allyBtnBg); allyBtnContainer.addChild(allyBtn); allyBtnContainer.x = 140; allyBtnContainer.y = 2732 - 140; allyBtnContainer.interactive = true; allyBtnContainer.visible = true; game.addChild(allyBtnContainer); // Ally button event allyBtnContainer.down = function (x, y, obj) { if (currency >= 100 && (!ally || !ally.active)) { currency -= 100; updateUI(); if (ally && !ally.active) { game.removeChild(ally); } ally = new Ally(); ally.x = sniper.x + 80; ally.y = sniper.y; game.addChild(ally); // --- Fix: Reset all enemy walk animation scale to default when ally is created --- for (var i = 0; i < enemies.length; i++) { var e = enemies[i]; if (e && e.graphics && (e.type === 'fast' || e.type === 'tank' || e.type === 'regular')) { e.graphics.scale.x = 2.5; e.graphics.scale.y = 2.5; } } LK.effects.flashObject(ally, 0x00FFFF, 400); } else if (currency < 100) { LK.effects.flashObject(allyBtnContainer, 0xFF0000, 200); } }; // Wave display var waveTxt = new Text2('Wave: 1', { size: 50, fill: 0xFFFFFF }); waveTxt.anchor.set(1, 0); LK.gui.topLeft.addChild(waveTxt); waveTxt.x = 150; // Move away from the top left corner // Health display var healthTxt = new Text2('Bunker: 100%', { size: 50, fill: 0xFFFFFF }); healthTxt.anchor.set(0.5, 0); healthTxt.y = 130; LK.gui.top.addChild(healthTxt); // Currency display var currencyTxt = new Text2('$: 0', { size: 50, fill: 0x00FF00 }); currencyTxt.anchor.set(0, 0); LK.gui.topLeft.addChild(currencyTxt); currencyTxt.x = 150; // Move away from top left corner currencyTxt.y = 60; // Position below wave display // Upgrade buttons removed as requested // Update UI elements function updateUI() { scoreTxt.setText('Score: ' + LK.getScore()); currencyTxt.setText('$: ' + currency); waveTxt.setText('Wave: ' + wave); updateUpgradeButtons(); } function updateBunkerHealth() { var healthPercentage = Math.max(0, Math.min(100, Math.round(bunkerHealth / maxBunkerHealth * 100))); healthTxt.setText('Bunker: ' + healthPercentage + '%'); bunker.showDamage(bunkerHealth / maxBunkerHealth); // Only make damage indicator visible and shake when actually taking damage // Don't show it during initialization // Only proceed with damage indication animations if bunker is actually taking damage if (bunkerHealth < maxBunkerHealth) { // Make damage indicator visible and shake when damage is taken bunker.damageIndicator.alpha = 1; // Shake effect tween(bunker.damageIndicator, { x: bunker.damageIndicator.originalX + (Math.random() * 10 - 5), y: bunker.damageIndicator.originalY + (Math.random() * 10 - 5) }, { duration: 50, repeat: 5, yoyo: true, onFinish: function onFinish() { // Hide damage indicator after shake completes (1 second) LK.setTimeout(function () { if (gameActive) { // Fade out damage indicator tween(bunker.damageIndicator, { alpha: 0 }, { duration: 300 }); } }, 1000); } }); } // Create a visual indicator effect when health is low if (bunkerHealth / maxBunkerHealth < 0.5) { // Add continuous damage indicator update for low health LK.setTimeout(function () { if (gameActive) bunker.showDamage(bunkerHealth / maxBunkerHealth); }, 100); } } function updateUpgradeButtons() { // Upgrade buttons removed as requested } // Game mechanics functions // Track if armored vehicle has spawned this game if (typeof armoredVehicleSpawned === "undefined") { var armoredVehicleSpawned = false; } 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 100 score, only once per game if (!armoredVehicleSpawned && currentScore >= 100) { if (aliveEnemies < 10) { var armoredVehicle = new Enemy("armoredVehicle"); armoredVehicle.hp = 100; armoredVehicle.damage = 15; 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++; armoredVehicleSpawned = true; // Only spawn one armored vehicle per game // 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 = 'desertBandit'; } 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 === 'desertBandit') { enemy = new DesertBandit(); } else if (enemyType === 'armoredVehicle') { // Should not happen here, armored vehicle is handled above continue; } else { enemy = new Enemy(enemyType); } // Distribute enemies across the width of the screen if (enemiesToSpawnAtOnce > 1) { // Distribute evenly but with some randomness var segment = 2048 / enemiesToSpawnAtOnce; enemy.x = i * segment + Math.random() * (segment - 100) + 50; } else { enemy.x = Math.random() * (2048 - 100) + 50; // Random x position } 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)) { enemy.takeDamage(bullet.damage); bullet.hit(); break; } } } } function upgradeFireRate() { if (currency >= upgrades.fireRate.cost) { currency -= upgrades.fireRate.cost; upgrades.fireRate.level++; upgrades.fireRate.value += upgrades.fireRate.increment; // Ensure fire rate doesn't go below minimum upgrades.fireRate.value = Math.max(200, upgrades.fireRate.value); sniper.fireRate = upgrades.fireRate.value; // Increase cost for next upgrade upgrades.fireRate.cost = Math.floor(upgrades.fireRate.cost * 1.5); LK.getSound('upgrade').play(); updateUI(); } } function upgradeBulletDamage() { if (currency >= upgrades.bulletDamage.cost) { currency -= upgrades.bulletDamage.cost; upgrades.bulletDamage.level++; upgrades.bulletDamage.value += upgrades.bulletDamage.increment; sniper.bulletDamage = upgrades.bulletDamage.value; // Increase cost for next upgrade upgrades.bulletDamage.cost = Math.floor(upgrades.bulletDamage.cost * 1.5); LK.getSound('upgrade').play(); updateUI(); } } function increaseDifficulty() { // Check if all enemies for this wave are spawned and eliminated if (waveInProgress && enemiesSpawned >= enemiesRequired && enemies.length === 0) { // All enemies in current wave defeated, prepare for next wave wave++; // Calculate new enemies required for next wave (increase by 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; game.addChild(wall); // Add to walls array if we don't have one if (!game.walls) { game.walls = []; } game.walls.push(wall); // Remove placeable wall game.removeChild(game.placeableWall); game.placeableWall = null; game.isPlacing = false; return; } // Fire at touch location (single shot for all weapons) var bullet = sniper.shoot(x, y); if (bullet) { bullets.push(bullet); game.addChild(bullet); } }; game.up = function (x, y, obj) { // No machine gun auto fire to stop }; // Update function called every frame game.update = function () { if (!gameActive) return; // Only spawn enemies if a wave is in progress if (waveInProgress) { // Spawn enemies spawnEnemy(); // Update enemies for (var i = 0; i < enemies.length; i++) { if (enemies[i].active) { enemies[i].update(); } } // Check for collisions checkCollisions(); } // Update bullets regardless of wave status for (var i = 0; i < bullets.length; i++) { if (bullets[i].active) { bullets[i].update(); } } // Update walls and check for wall-enemy collisions if (game.walls && game.walls.length > 0) { for (var i = game.walls.length - 1; i >= 0; i--) { var wall = game.walls[i]; // Update wall health bar wall.update(); // Check for collisions with enemies for (var j = enemies.length - 1; j >= 0; j--) { var enemy = enemies[j]; if (enemy.active && wall.intersects(enemy)) { // Stop enemy and set it to attack the wall if (!enemy.isAttackingWall) { enemy.isAttackingWall = true; enemy.attackTarget = wall; enemy.attackAnimationTicks = 0; } // Check if wall was destroyed after the attack if (wall.health <= 0) { // Remove wall if destroyed game.removeChild(wall); game.walls.splice(i, 1); // Reset any enemies attacking this wall for (var k = 0; k < enemies.length; k++) { if (enemies[k].attackTarget === wall) { enemies[k].isAttackingWall = false; enemies[k].attackTarget = null; // Reset enemy position and rotation tween(enemies[k].graphics, { rotation: 0, y: 0 }, { duration: 200, easing: tween.easeOut }); } } break; } } } } } // Update muzzle flashes Object.keys(sniper.muzzleFlashes).forEach(function (key) { if (sniper.muzzleFlashes[key].active) { sniper.muzzleFlashes[key].update(); } }); // Update ally if present if (ally && ally.active) { ally.update(); } else if (ally && !ally.active) { // Remove dead ally from game game.removeChild(ally); ally = null; } // Update difficulty (handles wave transitions) increaseDifficulty(); // Continuously update damage indicator when health is low if (bunkerHealth / maxBunkerHealth < 0.4) { // Move damage indicator more frequently as health gets lower if (LK.ticks % Math.max(5, Math.floor(bunkerHealth / maxBunkerHealth * 20)) === 0) { bunker.showDamage(bunkerHealth / maxBunkerHealth); } } // Update UI if (LK.ticks % 30 === 0) { updateUI(); } }; // Make sure the weapon shop starts with the appropriate weapon equipped weaponShop.selectWeapon(0); // Start with basic rifle selected updateAmmoUI(); // Show initial ammo // Initialize UI updateUI(); // Ensure damage indicator is invisible at start bunker.damageIndicator.alpha = 0; updateBunkerHealth(); // Calculate initial enemies required for first wave enemiesRequired = enemiesPerWave; // Start the first wave with countdown waveInProgress = false; waveCountdown.startCountdown(function () { startNewWave(); }); // Place random bushes and trees around the game area function placeBushes() { // Number of decorative elements to place var bushCount = 25; var treeCount = 15; // Positions to avoid (bunker and sniper area) var avoidX = 2048 / 2; var avoidY = bunkerY; var avoidRadius = 200; // Also avoid the top-left corner where menu icon is located var topLeftX = 50; var topLeftY = 50; var topLeftRadius = 100; // Add bushes for (var i = 0; i < bushCount; i++) { var bush = new Bush(); // Keep generating positions until we find a suitable one var validPosition = false; var attempts = 0; while (!validPosition && attempts < 10) { // Generate random position bush.x = Math.random() * 2048; bush.y = Math.random() * 2732; // Check distance from bunker area var distToBunker = Math.sqrt(Math.pow(bush.x - avoidX, 2) + Math.pow(bush.y - avoidY, 2)); // Check distance from top-left corner var distToTopLeft = Math.sqrt(Math.pow(bush.x - topLeftX, 2) + Math.pow(bush.y - topLeftY, 2)); // Position is valid if it's away from both areas to avoid if (distToBunker > avoidRadius && distToTopLeft > topLeftRadius) { validPosition = true; } attempts++; } // Add bush behind other game elements (insert at the beginning of children array) game.addChildAt(bush, 0); } // Add trees for (var i = 0; i < treeCount; i++) { var tree = new Tree(); // Keep generating positions until we find a suitable one var validPosition = false; var attempts = 0; while (!validPosition && attempts < 10) { // Generate random position tree.x = Math.random() * 2048; tree.y = Math.random() * 2732; // Check distance from bunker area var distToBunker = Math.sqrt(Math.pow(tree.x - avoidX, 2) + Math.pow(tree.y - avoidY, 2)); // Check distance from top-left corner var distToTopLeft = Math.sqrt(Math.pow(tree.x - topLeftX, 2) + Math.pow(tree.y - topLeftY, 2)); // Position is valid if it's away from both areas to avoid if (distToBunker > avoidRadius && distToTopLeft > topLeftRadius) { validPosition = true; } attempts++; } // Add tree behind other game elements (insert at the beginning of children array) game.addChildAt(tree, 0); } } // Add bushes to the game placeBushes(); // Start background music LK.playMusic('gameBgMusic', { fade: { start: 0, end: 0.3, duration: 1000 } }); // 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
@@ -800,8 +800,10 @@
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);
}
@@ -2056,10 +2058,10 @@
/****
* Game Code
****/
-// Create background
// Armored Vehicle (Zırhlı Araç) enemy assets for all directions
+// Create background
var background = game.attachAsset('background', {
width: 2048,
height: 2732,
anchorX: 0,
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