User prompt
Make the Sparkling water get gifted when clicking Goosandra secret while Glen's HP is at 0
User prompt
Now gift the player sparkling water if the player clicks on the Goosandra Easter egg while Octo is spawning ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Make the game lose UI for a second, gain it back, ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Now let's add a Boombox (Control your music. Each piece must be listened in their natural environment before getting access.) ↪💡 Consider importing and using the following plugins: @upit/storage.v1 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
You have to add a lore button which tells how the game started and the prelogue
User prompt
Add Easter eggs
User prompt
LORE FOR GOOSANDRA: Certified Viggener, responsible for multiple genocides. Pounds sand with geese.
User prompt
Use a different asset for Goosandra
User prompt
Add a theme song and cutscene for Goosandra ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Consider importing storage.v1 so the state of revealing stays in the next game as the game ends when defeating secret boss ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
2: Glen: Haskell god, #########'s friend (Make it reveal Goosandra after defeating the secret boss)
User prompt
CORRECT LORE: Shant: A simple UPIT creator, mostly known for The Last Beat
User prompt
Add lore for each (Just code for now, i can help you get the right lore)
User prompt
Add a guide for each boss
User prompt
Reduce Viggen firerate
User prompt
Add Viggens to the Goosandra boss battle (Smaller but homing lasers)
User prompt
The Goodandra boss starts lagging significantly when activating the second wave
User prompt
Add optimization
User prompt
Add a new secret boss if you click at the health text on Glen's boss (named after me, Goosandra)
User prompt
Rename them into actual Upit usernames (1: Shant, 2: Glen, 3: Octo, 4: Benjaminsen, 5: Upit Developer)
User prompt
Make them named after Upit creators
User prompt
Please fix the bug: 'TypeError: tween.to is not a function' in or related to this line: 'tween.to(self, 0.3, {' Line Number: 143 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Level 4 isn't the final boss yet!
User prompt
Name the bosses
Code edit (1 edits merged)
Please save this source code
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
var Boss = Container.expand(function () {
var self = Container.call(this);
self.maxHealth = 100;
self.health = self.maxHealth;
self.attackCooldown = 0;
self.movePattern = 0;
self.speed = 2;
self.damage = 10;
self.takeDamage = function (damage) {
self.health -= damage;
LK.effects.flashObject(self, 0xffffff, 200);
LK.getSound('bossHit').play();
if (self.health <= 0) {
self.health = 0;
self.onDefeat();
}
};
self.onDefeat = function () {
LK.getSound('bossDefeat').play();
bossDefeated = true;
LK.setScore(LK.getScore() + 100 * currentBossLevel);
};
return self;
});
var Goosandra = Boss.expand(function () {
var self = Boss.call(this);
var graphics = self.attachAsset('viggen', {
anchorX: 0.5,
anchorY: 0.5
});
graphics.tint = 0x800080; // Purple tint for Goosandra
graphics.scaleX = 8; // Make Goosandra much larger
graphics.scaleY = 8; // Make Goosandra much larger
self.maxHealth = 1000;
self.health = self.maxHealth;
self.speed = 4;
self.secretPhase = 1;
self.phaseTimer = 0;
self.update = function () {
self.phaseTimer++;
if (self.secretPhase == 1) {
// Phase 1: Chaotic movement
self.x += Math.sin(self.phaseTimer * 0.03) * 4;
self.y += Math.cos(self.phaseTimer * 0.02) * 2;
self.attackCooldown--;
if (self.attackCooldown <= 0) {
self.chaosAttack();
self.attackCooldown = 25;
}
if (self.health < self.maxHealth * 0.6) {
self.secretPhase = 2;
self.phaseTimer = 0;
}
} else if (self.secretPhase == 2) {
// Phase 2: Ultimate chaos
self.x += Math.sin(self.phaseTimer * 0.05) * 6;
self.y += Math.cos(self.phaseTimer * 0.04) * 3;
self.attackCooldown--;
if (self.attackCooldown <= 0) {
self.ultimateAttack();
self.attackCooldown = 25;
}
}
};
self.chaosAttack = function () {
// Spiral chaos shot
for (var i = 0; i < 6; i++) {
var bullet = new BossBullet();
bullet.x = self.x;
bullet.y = self.y;
var angle = i / 6 * Math.PI * 2 + self.phaseTimer * 0.1;
bullet.targetX = self.x + Math.cos(angle) * 800;
bullet.targetY = self.y + Math.sin(angle) * 800;
bossBullets.push(bullet);
game.addChild(bullet);
}
// Add 1 Viggen every chaos attack
for (var j = 0; j < 1; j++) {
var viggen = getPooledViggen();
viggen.x = self.x + (j - 0.5) * 100;
viggen.y = self.y + 80;
viggen.velocityX = (Math.random() - 0.5) * 2;
viggen.velocityY = Math.random() * 2 + 1;
viggen.lifetime = 300;
viggens.push(viggen);
game.addChild(viggen);
}
};
self.ultimateAttack = function () {
// Ultimate chaos burst
for (var i = 0; i < 12; i++) {
var bullet = new BossBullet();
bullet.x = self.x;
bullet.y = self.y;
var angle = i / 12 * Math.PI * 2 + self.phaseTimer * 0.2;
bullet.targetX = self.x + Math.cos(angle) * 900;
bullet.targetY = self.y + Math.sin(angle) * 900;
bossBullets.push(bullet);
game.addChild(bullet);
}
// Random laser bursts
if (self.phaseTimer % 120 == 0) {
for (var j = 0; j < 2; j++) {
var laser = new BossLaser();
laser.x = 200 + Math.random() * 1648;
laser.y = 0;
bossLasers.push(laser);
game.addChild(laser);
}
}
// Add 2 Viggens during ultimate attack
for (var k = 0; k < 2; k++) {
var viggen = getPooledViggen();
viggen.x = self.x + (k - 0.5) * 80;
viggen.y = self.y + 100;
viggen.velocityX = (Math.random() - 0.5) * 3;
viggen.velocityY = Math.random() * 3 + 2;
viggen.lifetime = 300;
viggens.push(viggen);
game.addChild(viggen);
}
};
self.onDefeat = function () {
LK.getSound('bossDefeat').play();
LK.setScore(LK.getScore() + 2000);
secretBossDefeated = true;
storage.secretBossDefeated = true;
// Update Glen's lore text if currently viewing boss 2
if (currentBossLevel == 2) {
bossLoreText.setText(getBossLore(2));
}
// Dramatic defeat cutscene
LK.effects.flashScreen(0x800080, 2000);
// Spin and shrink effect
tween(self, {
rotation: Math.PI * 8,
scaleX: 0,
scaleY: 0
}, {
duration: 2000,
easing: tween.easeIn
});
// Fade out all UI elements dramatically
tween(levelText, {
alpha: 0,
scaleX: 0.5,
scaleY: 0.5
}, {
duration: 1500,
easing: tween.easeIn
});
tween(bossNameText, {
alpha: 0
}, {
duration: 1500,
easing: tween.easeIn
});
// Wait for dramatic effect before showing win
LK.setTimeout(function () {
LK.showYouWin();
}, 2500);
};
return self;
});
var FinalBoss = Boss.expand(function () {
var self = Boss.call(this);
var graphics = self.attachAsset('finalBoss', {
anchorX: 0.5,
anchorY: 0.5
});
self.maxHealth = 800;
self.health = self.maxHealth;
self.phase = 1;
self.phaseTimer = 0;
self.speed = 2;
self.update = function () {
self.phaseTimer++;
if (self.phase == 1) {
// Phase 1: Slow movement, regular attacks
self.x += Math.sin(self.phaseTimer * 0.01) * 2;
self.attackCooldown--;
if (self.attackCooldown <= 0) {
self.phase1Attack();
self.attackCooldown = 60;
}
if (self.health < self.maxHealth * 0.5) {
self.phase = 2;
self.phaseTimer = 0;
}
} else if (self.phase == 2) {
// Phase 2: Aggressive attacks
self.attackCooldown--;
if (self.attackCooldown <= 0) {
self.phase2Attack();
self.attackCooldown = 30;
}
}
};
self.phase1Attack = function () {
// Triple spread shot
for (var i = -2; i <= 2; i++) {
var bullet = new BossBullet();
bullet.x = self.x;
bullet.y = self.y + 150;
bullet.targetX = player.x + i * 100;
bullet.targetY = player.y;
bossBullets.push(bullet);
game.addChild(bullet);
}
};
self.phase2Attack = function () {
// Radial burst + laser
for (var i = 0; i < 12; i++) {
var bullet = new BossBullet();
bullet.x = self.x;
bullet.y = self.y;
var angle = i / 12 * Math.PI * 2;
bullet.targetX = self.x + Math.cos(angle) * 600;
bullet.targetY = self.y + Math.sin(angle) * 600;
bossBullets.push(bullet);
game.addChild(bullet);
}
if (self.phaseTimer % 120 == 0) {
var laser = new BossLaser();
laser.x = player.x;
laser.y = 0;
bossLasers.push(laser);
game.addChild(laser);
}
};
self.onDefeat = function () {
LK.getSound('bossDefeat').play();
LK.setScore(LK.getScore() + 1000);
LK.showYouWin();
};
return self;
});
var Boss5 = Boss.expand(function () {
var self = Boss.call(this);
var graphics = self.attachAsset('boss2', {
anchorX: 0.5,
anchorY: 0.5
});
graphics.scaleX = 1.5;
graphics.scaleY = 1.5;
self.maxHealth = 750;
self.health = self.maxHealth;
self.speed = 3;
self.teleportTimer = 0;
self.laserWaveTimer = 0;
self.update = function () {
self.teleportTimer++;
self.laserWaveTimer++;
// Teleport movement
if (self.teleportTimer % 120 == 0) {
var newX = 300 + Math.random() * 1448;
var newY = 300 + Math.random() * 400;
tween(self, {
x: newX,
y: newY
}, {
duration: 300
});
LK.effects.flashObject(self, 0xffffff, 300);
}
// Attack patterns
self.attackCooldown--;
if (self.attackCooldown <= 0) {
self.attack();
self.attackCooldown = 35;
}
// Laser wave attack
if (self.laserWaveTimer % 240 == 0) {
self.laserWave();
}
};
self.attack = function () {
// Homing missiles
for (var i = 0; i < 4; i++) {
var bullet = new BossBullet();
bullet.x = self.x + (i - 1.5) * 80;
bullet.y = self.y + 100;
bullet.targetX = player.x + (Math.random() - 0.5) * 200;
bullet.targetY = player.y + (Math.random() - 0.5) * 200;
bossBullets.push(bullet);
game.addChild(bullet);
}
};
self.laserWave = function () {
// Create multiple lasers across the screen
for (var i = 0; i < 5; i++) {
var laser = new BossLaser();
laser.x = 200 + i * 400;
laser.y = 0;
bossLasers.push(laser);
game.addChild(laser);
}
};
return self;
});
var Boss4 = Boss.expand(function () {
var self = Boss.call(this);
var graphics = self.attachAsset('boss3', {
anchorX: 0.5,
anchorY: 0.5
});
self.maxHealth = 600;
self.health = self.maxHealth;
self.speed = 5;
self.spiralAngle = 0;
self.burstTimer = 0;
self.update = function () {
// Spiral movement pattern
self.spiralAngle += 0.05;
self.x = 1024 + Math.cos(self.spiralAngle) * 400;
self.y = 500 + Math.sin(self.spiralAngle * 0.7) * 150;
// Multiple attack patterns
self.attackCooldown--;
self.burstTimer++;
if (self.attackCooldown <= 0) {
self.attack();
self.attackCooldown = 40;
}
// Burst attack every 3 seconds
if (self.burstTimer % 180 == 0) {
self.burstAttack();
}
};
self.attack = function () {
// Spiral shot pattern
for (var i = 0; i < 6; i++) {
var bullet = new BossBullet();
bullet.x = self.x;
bullet.y = self.y;
var angle = i / 6 * Math.PI * 2 + self.spiralAngle * 2;
bullet.targetX = self.x + Math.cos(angle) * 600;
bullet.targetY = self.y + Math.sin(angle) * 600;
bossBullets.push(bullet);
game.addChild(bullet);
}
};
self.burstAttack = function () {
// Massive radial burst
for (var i = 0; i < 16; i++) {
var bullet = new BossBullet();
bullet.x = self.x;
bullet.y = self.y;
var angle = i / 16 * Math.PI * 2;
bullet.targetX = self.x + Math.cos(angle) * 700;
bullet.targetY = self.y + Math.sin(angle) * 700;
bossBullets.push(bullet);
game.addChild(bullet);
}
};
return self;
});
var Boss3 = Boss.expand(function () {
var self = Boss.call(this);
var graphics = self.attachAsset('boss3', {
anchorX: 0.5,
anchorY: 0.5
});
self.maxHealth = 400;
self.health = self.maxHealth;
self.speed = 4;
self.laserCooldown = 0;
self.update = function () {
// Aggressive movement toward player
var dx = player.x - self.x;
var dy = player.y - self.y;
var distanceSquared = dx * dx + dy * dy;
if (distanceSquared > 0) {
var distance = Math.sqrt(distanceSquared);
self.x += dx / distance * self.speed * 0.5;
self.y += dy / distance * self.speed * 0.3;
}
// Multiple attack patterns
self.attackCooldown--;
self.laserCooldown--;
if (self.attackCooldown <= 0) {
self.attack();
self.attackCooldown = 45;
}
if (self.laserCooldown <= 0) {
self.laserAttack();
self.laserCooldown = 180;
}
};
self.attack = function () {
// Radial shot
for (var i = 0; i < 8; i++) {
var bullet = new BossBullet();
bullet.x = self.x;
bullet.y = self.y;
var angle = i / 8 * Math.PI * 2;
bullet.targetX = self.x + Math.cos(angle) * 500;
bullet.targetY = self.y + Math.sin(angle) * 500;
bossBullets.push(bullet);
game.addChild(bullet);
}
};
self.laserAttack = function () {
var laser = new BossLaser();
laser.x = self.x;
laser.y = self.y + 100;
bossLasers.push(laser);
game.addChild(laser);
};
return self;
});
var Boss2 = Boss.expand(function () {
var self = Boss.call(this);
var graphics = self.attachAsset('boss2', {
anchorX: 0.5,
anchorY: 0.5
});
self.maxHealth = 250;
self.health = self.maxHealth;
self.speed = 3;
self.angle = 0;
self.update = function () {
// Circular movement
self.angle += 0.02;
self.x = 1024 + Math.cos(self.angle) * 300;
self.y = 600 + Math.sin(self.angle) * 200;
// Faster shooting
self.attackCooldown--;
if (self.attackCooldown <= 0) {
self.attack();
self.attackCooldown = 60;
}
};
self.attack = function () {
// Spread shot
for (var i = -1; i <= 1; i++) {
var bullet = new BossBullet();
bullet.x = self.x;
bullet.y = self.y + 90;
bullet.targetX = player.x + i * 150;
bullet.targetY = player.y;
bossBullets.push(bullet);
game.addChild(bullet);
}
};
return self;
});
var Boss1 = Boss.expand(function () {
var self = Boss.call(this);
var graphics = self.attachAsset('boss1', {
anchorX: 0.5,
anchorY: 0.5
});
self.maxHealth = 150;
self.health = self.maxHealth;
self.moveDirection = 1;
self.update = function () {
// Simple horizontal movement
self.x += self.speed * self.moveDirection;
if (self.x > 1800 || self.x < 250) {
self.moveDirection *= -1;
}
// Simple shooting pattern
self.attackCooldown--;
if (self.attackCooldown <= 0) {
self.attack();
self.attackCooldown = 90;
}
};
self.attack = function () {
var bullet = new BossBullet();
bullet.x = self.x;
bullet.y = self.y + 75;
bullet.targetX = player.x;
bullet.targetY = player.y;
bossBullets.push(bullet);
game.addChild(bullet);
};
return self;
});
var BossBullet = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('bossBullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 6;
self.targetX = 0;
self.targetY = 0;
self.velocityX = 0;
self.velocityY = 0;
self.update = function () {
if (self.velocityX == 0 && self.velocityY == 0) {
var dx = self.targetX - self.x;
var dy = self.targetY - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 0) {
self.velocityX = dx / distance * self.speed;
self.velocityY = dy / distance * self.speed;
}
}
self.x += self.velocityX;
self.y += self.velocityY;
};
return self;
});
var BossLaser = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('bossLaser', {
anchorX: 0.5,
anchorY: 0.5
});
self.lifetime = 120;
self.update = function () {
self.lifetime--;
graphics.alpha = self.lifetime / 120;
};
return self;
});
var Player = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
self.maxHealth = 100;
self.health = self.maxHealth;
self.shootCooldown = 0;
self.speed = 8;
self.update = function () {
if (self.shootCooldown > 0) {
self.shootCooldown--;
}
};
self.takeDamage = function (damage) {
self.health -= damage;
LK.effects.flashObject(self, 0xff0000, 300);
LK.getSound('hit').play();
if (self.health <= 0) {
self.health = 0;
isGameOver = true;
}
};
self.shoot = function () {
if (self.shootCooldown <= 0) {
var bullet = getPooledPlayerBullet();
bullet.x = self.x;
bullet.y = self.y - 50;
playerBullets.push(bullet);
game.addChild(bullet);
self.shootCooldown = 10;
LK.getSound('shoot').play();
}
};
return self;
});
var PlayerBullet = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('playerBullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -12;
self.update = function () {
self.y += self.speed;
};
return self;
});
var Viggen = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('viggen', {
anchorX: 0.5,
anchorY: 0.5
});
graphics.tint = 0x00ffff; // Cyan tint for Viggens
self.speed = 4;
self.homingForce = 0.2;
self.velocityX = 0;
self.velocityY = 0;
self.lifetime = 300; // 5 seconds at 60fps
self.update = function () {
self.lifetime--;
// Homing behavior toward player
var dx = player.x - self.x;
var dy = player.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 0) {
self.velocityX += dx / distance * self.homingForce;
self.velocityY += dy / distance * self.homingForce;
}
// Apply velocity with speed limit
var currentSpeed = Math.sqrt(self.velocityX * self.velocityX + self.velocityY * self.velocityY);
if (currentSpeed > self.speed) {
self.velocityX = self.velocityX / currentSpeed * self.speed;
self.velocityY = self.velocityY / currentSpeed * self.speed;
}
self.x += self.velocityX;
self.y += self.velocityY;
// Fade out as lifetime decreases
graphics.alpha = Math.min(1, self.lifetime / 60);
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000011
});
/****
* Game Code
****/
var player;
var currentBoss;
var currentBossLevel = 1;
var playerBullets = [];
var bossBullets = [];
var bossLasers = [];
var viggens = [];
// Object pools for performance optimization
var playerBulletPool = [];
var bossBulletPool = [];
var bossLaserPool = [];
var viggenPool = [];
function getPooledPlayerBullet() {
if (playerBulletPool.length > 0) {
return playerBulletPool.pop();
}
return new PlayerBullet();
}
function getPooledBossBullet() {
if (bossBulletPool.length > 0) {
return bossBulletPool.pop();
}
return new BossBullet();
}
function getPooledBossLaser() {
if (bossLaserPool.length > 0) {
return bossLaserPool.pop();
}
return new BossLaser();
}
function getPooledViggen() {
if (viggenPool.length > 0) {
return viggenPool.pop();
}
return new Viggen();
}
function returnToPool(bullet, pool) {
bullet.x = 0;
bullet.y = 0;
bullet.velocityX = 0;
bullet.velocityY = 0;
bullet.targetX = 0;
bullet.targetY = 0;
pool.push(bullet);
}
var bossDefeated = false;
var isGameOver = false;
var transitionTimer = 0;
var dragNode = null;
var bossNames = ['Shant', 'Glen', 'Octo', 'Benjaminsen', 'Upit Developer', 'The Upit Collective'];
var secretBossUnlocked = false;
var secretBossDefeated = storage.secretBossDefeated || false;
// Easter egg variables
var konamiCode = [38, 38, 40, 40, 37, 39, 37, 39, 66, 65]; // Up Up Down Down Left Right Left Right B A
var konamiProgress = 0;
var rapidFireUnlocked = storage.rapidFireUnlocked || false;
var rainbowModeUnlocked = storage.rainbowModeUnlocked || false;
var clickCounter = 0;
var lastClickTime = 0;
var easterEggTimer = 0;
// UI Elements
var healthBar;
var bossHealthBar;
var levelText;
var instructionText;
// Initialize UI
healthBar = new Text2('Health: 100', {
size: 60,
fill: 0x00FF00
});
healthBar.anchor.set(0, 0);
LK.gui.topLeft.addChild(healthBar);
bossHealthBar = new Text2('Boss Health: 0', {
size: 60,
fill: 0xFF0000
});
bossHealthBar.anchor.set(0.5, 0);
LK.gui.top.addChild(bossHealthBar);
// Add click handler to boss health bar for secret boss
bossHealthBar.down = function (x, y, obj) {
if (currentBossLevel == 2 && currentBoss && !secretBossUnlocked) {
secretBossUnlocked = true;
// Spawn secret boss Goosandra
currentBoss.destroy();
currentBoss = game.addChild(new Goosandra());
currentBoss.x = 1024;
currentBoss.y = -300; // Start above screen for dramatic entrance
levelText.setText('Secret Boss: Goosandra');
bossNameText.setText('Secret Boss: Goosandra');
bossGuideText.setText('CHAOS! Two phases, homing Viggens, ultimate mayhem!');
bossLoreText.setText(getGoosandraLore());
// Play Goosandra's theme song
LK.playMusic('goosandraTheme');
// Dramatic entrance cutscene
LK.effects.flashScreen(0x800080, 1000);
// Easter egg: Extra special effects if both Easter eggs are unlocked
if (rapidFireUnlocked && rainbowModeUnlocked) {
// Create rainbow particle effect
for (var i = 0; i < 20; i++) {
var particle = LK.getAsset('playerBullet', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024 + (Math.random() - 0.5) * 400,
y: 1366 + (Math.random() - 0.5) * 400,
scaleX: 2,
scaleY: 2
});
particle.tint = Math.random() * 0xFFFFFF;
game.addChild(particle);
// Animate particles
tween(particle, {
x: particle.x + (Math.random() - 0.5) * 800,
y: particle.y + (Math.random() - 0.5) * 800,
alpha: 0,
rotation: Math.PI * 4
}, {
duration: 2000,
onFinish: function onFinish() {
particle.destroy();
}
});
}
// Special message for Easter egg hunters
var easterMsg = new Text2('🥚 TRUE EASTER EGG HUNTER! 🥚', {
size: 50,
fill: 0xFF69B4
});
easterMsg.anchor.set(0.5, 0.5);
easterMsg.x = 1024;
easterMsg.y = 1100;
game.addChild(easterMsg);
tween(easterMsg, {
scaleX: 2,
scaleY: 2,
alpha: 0
}, {
duration: 4000,
onFinish: function onFinish() {
easterMsg.destroy();
}
});
}
// Make UI text dramatic entrance
tween(levelText, {
scaleX: 1.5,
scaleY: 1.5
}, {
duration: 500,
easing: tween.bounceOut
});
tween(bossNameText, {
scaleX: 1.3,
scaleY: 1.3
}, {
duration: 600,
easing: tween.elasticOut
});
// Goosandra dramatic entrance from above
tween(currentBoss, {
y: 400
}, {
duration: 2000,
easing: tween.bounceOut
});
// Add spinning entrance effect
tween(currentBoss, {
rotation: Math.PI * 4
}, {
duration: 2000,
easing: tween.easeOut
});
// Pulsing size effect
tween(currentBoss, {
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 1000,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(currentBoss, {
scaleX: 1,
scaleY: 1
}, {
duration: 1000,
easing: tween.easeInOut
});
}
});
}
};
levelText = new Text2('Boss Level: 1', {
size: 80,
fill: 0xFFFF00
});
levelText.anchor.set(1, 0);
LK.gui.topRight.addChild(levelText);
instructionText = new Text2('Drag to move, tap to shoot!', {
size: 50,
fill: 0xFFFFFF
});
instructionText.anchor.set(0.5, 1);
LK.gui.bottom.addChild(instructionText);
var bossNameText = new Text2('Boss 1: Shant', {
size: 70,
fill: 0xFF6600
});
bossNameText.anchor.set(0.5, 0);
bossNameText.y = 100;
LK.gui.top.addChild(bossNameText);
// Easter egg: Rapid click on boss name for rainbow mode
bossNameText.down = function (x, y, obj) {
var currentTime = Date.now();
if (currentTime - lastClickTime < 200) {
// Clicks within 200ms
clickCounter++;
if (clickCounter >= 7) {
if (!rainbowModeUnlocked) {
rainbowModeUnlocked = true;
storage.rainbowModeUnlocked = true;
LK.effects.flashScreen(0xFFFFFF, 1000);
// Show rainbow message
var rainbowMsg = new Text2('🌈 RAINBOW MODE ACTIVATED! 🌈', {
size: 60,
fill: 0xFF00FF
});
rainbowMsg.anchor.set(0.5, 0.5);
rainbowMsg.x = 1024;
rainbowMsg.y = 1366;
game.addChild(rainbowMsg);
// Animate message
tween(rainbowMsg, {
scaleX: 2,
scaleY: 2,
alpha: 0
}, {
duration: 3000,
onFinish: function onFinish() {
rainbowMsg.destroy();
}
});
}
clickCounter = 0;
}
} else {
clickCounter = 1;
}
lastClickTime = currentTime;
};
var bossGuideText = new Text2('', {
size: 40,
fill: 0xAAAAA
});
bossGuideText.anchor.set(0.5, 0);
bossGuideText.y = 180;
LK.gui.top.addChild(bossGuideText);
var bossLoreText = new Text2('', {
size: 35,
fill: 0xCCCCCC
});
bossLoreText.anchor.set(0.5, 0);
bossLoreText.y = 240;
LK.gui.top.addChild(bossLoreText);
// Initialize player
player = game.addChild(new Player());
player.x = 1024;
player.y = 2200;
// Easter egg: Double tap player for rapid fire
var playerClickCount = 0;
var playerLastClickTime = 0;
player.down = function (x, y, obj) {
var currentTime = Date.now();
if (currentTime - playerLastClickTime < 300) {
// Double tap within 300ms
playerClickCount++;
if (playerClickCount >= 2 && !rapidFireUnlocked) {
rapidFireUnlocked = true;
storage.rapidFireUnlocked = true;
LK.effects.flashObject(player, 0xFFFF00, 1000);
// Show rapid fire message
var rapidMsg = new Text2('⚡ RAPID FIRE UNLOCKED! ⚡', {
size: 60,
fill: 0xFFFF00
});
rapidMsg.anchor.set(0.5, 0.5);
rapidMsg.x = 1024;
rapidMsg.y = 1500;
game.addChild(rapidMsg);
// Animate message
tween(rapidMsg, {
scaleX: 1.5,
scaleY: 1.5,
alpha: 0
}, {
duration: 2000,
onFinish: function onFinish() {
rapidMsg.destroy();
}
});
playerClickCount = 0;
}
} else {
playerClickCount = 1;
}
playerLastClickTime = currentTime;
};
// Start first boss
function getBossGuide(bossLevel) {
if (bossLevel == 1) {
return 'Simple movement, single shots. Stay mobile!';
} else if (bossLevel == 2) {
return 'Circular pattern, spread shots. Predict the path!';
} else if (bossLevel == 3) {
return 'Homing movement, radial + laser attacks. Keep distance!';
} else if (bossLevel == 4) {
return 'Spiral movement, burst attacks. Watch for patterns!';
} else if (bossLevel == 5) {
return 'Teleports randomly, homing missiles + laser waves!';
} else if (bossLevel >= 6) {
return 'Two phases, radial bursts + targeted lasers!';
}
return '';
}
function getBossLore(bossLevel) {
if (bossLevel == 1) {
var baseLore = 'A simple UPIT creator, mostly known for The Last Beat';
if (rapidFireUnlocked && rainbowModeUnlocked) {
return baseLore + ' 🎵 *hums The Last Beat* 🎵';
}
return baseLore;
} else if (bossLevel == 2) {
// Check if secret boss has been defeated to reveal Goosandra's name
if (secretBossDefeated) {
return 'Haskell god, Goosandra\'s friend';
} else {
return 'Haskell god, #########\'s friend';
}
} else if (bossLevel == 3) {
var baseLore = 'An aggressive hunter-killer with advanced targeting.';
if (rainbowModeUnlocked) {
return baseLore + ' 🐙 Surprisingly, loves rainbow colors! 🌈';
}
return baseLore;
} else if (bossLevel == 4) {
var baseLore = 'A master strategist who fights with calculated precision.';
if (rapidFireUnlocked) {
return baseLore + ' ⚡ Respects your rapid fire skills! ⚡';
}
return baseLore;
} else if (bossLevel == 5) {
return 'The lead developer, wielding reality-bending code.';
} else if (bossLevel >= 6) {
var baseLore = 'The merged consciousness of all UPIT minds.';
if (rapidFireUnlocked && rainbowModeUnlocked) {
return baseLore + ' 🧠✨ They are impressed by your Easter egg hunting! ✨🧠';
}
return baseLore;
}
return '';
}
function getGoosandraLore() {
return 'Certified Viggener, responsible for multiple genocides. Pounds sand with geese.';
}
function spawnBoss() {
if (currentBoss) {
currentBoss.destroy();
}
bossDefeated = false;
transitionTimer = 0;
// Clear bullets
for (var i = bossBullets.length - 1; i >= 0; i--) {
bossBullets[i].destroy();
bossBullets.splice(i, 1);
}
// Clear viggens
for (var i = viggens.length - 1; i >= 0; i--) {
viggens[i].destroy();
viggens.splice(i, 1);
}
// Spawn appropriate boss
if (currentBossLevel == 1) {
currentBoss = game.addChild(new Boss1());
currentBoss.x = 1024;
currentBoss.y = 400;
levelText.setText('Boss 1: Shant');
bossNameText.setText('Boss 1: Shant');
bossGuideText.setText(getBossGuide(1));
bossLoreText.setText(getBossLore(1));
} else if (currentBossLevel == 2) {
currentBoss = game.addChild(new Boss2());
currentBoss.x = 1024;
currentBoss.y = 600;
levelText.setText('Boss 2: Glen');
bossNameText.setText('Boss 2: Glen');
bossGuideText.setText(getBossGuide(2));
bossLoreText.setText(getBossLore(2));
} else if (currentBossLevel == 3) {
currentBoss = game.addChild(new Boss3());
currentBoss.x = 1024;
currentBoss.y = 500;
levelText.setText('Boss 3: Octo');
bossNameText.setText('Boss 3: Octo');
bossGuideText.setText(getBossGuide(3));
bossLoreText.setText(getBossLore(3));
} else if (currentBossLevel == 4) {
currentBoss = game.addChild(new Boss4());
currentBoss.x = 1024;
currentBoss.y = 500;
levelText.setText('Boss 4: Benjaminsen');
bossNameText.setText('Boss 4: Benjaminsen');
bossGuideText.setText(getBossGuide(4));
bossLoreText.setText(getBossLore(4));
} else if (currentBossLevel == 5) {
currentBoss = game.addChild(new Boss5());
currentBoss.x = 1024;
currentBoss.y = 400;
levelText.setText('Boss 5: Upit Developer');
bossNameText.setText('Boss 5: Upit Developer');
bossGuideText.setText(getBossGuide(5));
bossLoreText.setText(getBossLore(5));
} else if (currentBossLevel >= 6) {
currentBoss = game.addChild(new FinalBoss());
currentBoss.x = 1024;
currentBoss.y = 400;
levelText.setText('Final Boss: The Upit Collective');
bossNameText.setText('Final Boss: The Upit Collective');
bossGuideText.setText(getBossGuide(6));
bossLoreText.setText(getBossLore(6));
}
}
spawnBoss();
// Play battle music
LK.playMusic('battleMusic');
// Event handlers
function handleMove(x, y, obj) {
if (dragNode && !isGameOver) {
dragNode.x = Math.max(40, Math.min(2008, x));
dragNode.y = Math.max(1000, Math.min(2692, y));
}
}
game.move = handleMove;
game.down = function (x, y, obj) {
if (!isGameOver) {
dragNode = player;
handleMove(x, y, obj);
player.shoot();
}
};
game.up = function (x, y, obj) {
dragNode = null;
};
// Main game loop
game.update = function () {
if (isGameOver) {
LK.showGameOver();
return;
}
// Handle boss transition
if (bossDefeated) {
transitionTimer++;
if (transitionTimer > 120) {
currentBossLevel++;
if (currentBossLevel > 6) {
currentBossLevel = 6; // Stay at final boss
}
spawnBoss();
// Heal player slightly between bosses
player.health = Math.min(player.maxHealth, player.health + 20);
}
}
// Update player bullets
for (var i = playerBullets.length - 1; i >= 0; i--) {
var bullet = playerBullets[i];
if (bullet.y < -50) {
game.removeChild(bullet);
returnToPool(bullet, playerBulletPool);
playerBullets.splice(i, 1);
continue;
}
// Check collision with boss
if (currentBoss && bullet.intersects(currentBoss)) {
currentBoss.takeDamage(25);
game.removeChild(bullet);
returnToPool(bullet, playerBulletPool);
playerBullets.splice(i, 1);
continue;
}
}
// Update boss bullets
for (var i = bossBullets.length - 1; i >= 0; i--) {
var bullet = bossBullets[i];
if (bullet.x < -50 || bullet.x > 2098 || bullet.y < -50 || bullet.y > 2782) {
game.removeChild(bullet);
returnToPool(bullet, bossBulletPool);
bossBullets.splice(i, 1);
continue;
}
// Check collision with player
if (bullet.intersects(player)) {
player.takeDamage(15);
game.removeChild(bullet);
returnToPool(bullet, bossBulletPool);
bossBullets.splice(i, 1);
continue;
}
}
// Update boss lasers
for (var i = bossLasers.length - 1; i >= 0; i--) {
var laser = bossLasers[i];
if (laser.lifetime <= 0) {
game.removeChild(laser);
laser.lifetime = 120; // Reset lifetime for pooling
returnToPool(laser, bossLaserPool);
bossLasers.splice(i, 1);
continue;
}
// Check collision with player
if (laser.intersects(player)) {
player.takeDamage(2); // Continuous damage
}
}
// Update viggens
for (var i = viggens.length - 1; i >= 0; i--) {
var viggen = viggens[i];
if (viggen.lifetime <= 0 || viggen.x < -50 || viggen.x > 2098 || viggen.y < -50 || viggen.y > 2782) {
game.removeChild(viggen);
viggen.lifetime = 300; // Reset lifetime for pooling
returnToPool(viggen, viggenPool);
viggens.splice(i, 1);
continue;
}
// Check collision with player
if (viggen.intersects(player)) {
player.takeDamage(20);
game.removeChild(viggen);
viggen.lifetime = 300; // Reset lifetime for pooling
returnToPool(viggen, viggenPool);
viggens.splice(i, 1);
continue;
}
}
// Update UI (only every 10 frames to reduce text update overhead)
if (LK.ticks % 10 === 0) {
healthBar.setText('Health: ' + player.health);
if (currentBoss) {
bossHealthBar.setText('Boss Health: ' + currentBoss.health);
}
}
// Easter egg: Pulsing effect for unlocked features
if (rapidFireUnlocked) {
var pulseScale = 1 + Math.sin(easterEggTimer * 0.15) * 0.1;
player.scaleX = pulseScale;
player.scaleY = pulseScale;
}
// Auto-shoot (with rapid fire Easter egg)
var shootInterval = rapidFireUnlocked ? 5 : 15;
if (LK.ticks % shootInterval == 0 && !isGameOver) {
player.shoot();
}
// Easter egg effects
easterEggTimer++;
// Rainbow mode effect
if (rainbowModeUnlocked) {
var rainbowColor = Math.sin(easterEggTimer * 0.1) * 0.5 + 0.5;
var r = Math.sin(easterEggTimer * 0.1) * 127 + 128;
var g = Math.sin(easterEggTimer * 0.1 + 2) * 127 + 128;
var b = Math.sin(easterEggTimer * 0.1 + 4) * 127 + 128;
var color = (Math.floor(r) << 16) + (Math.floor(g) << 8) + Math.floor(b);
// Apply rainbow effect to UI elements
if (easterEggTimer % 3 == 0) {
bossNameText.tint = color;
levelText.tint = color;
}
}
// Easter egg: Hidden developer message appears randomly
if (easterEggTimer % 3600 == 0) {
// Every 60 seconds
var messages = ["The developer is watching... 👁️", "Viggens are secretly plotting...", "Glen approves of your gameplay", "Goosandra whispers your name...", "The code is strong with this one", "FRVR games are the best games! 🎮"];
var randomMsg = messages[Math.floor(Math.random() * messages.length)];
var devMsg = new Text2(randomMsg, {
size: 40,
fill: 0x00FFFF
});
devMsg.anchor.set(0.5, 0.5);
devMsg.x = 1024;
devMsg.y = 2000;
devMsg.alpha = 0;
game.addChild(devMsg);
// Fade in and out
tween(devMsg, {
alpha: 1,
y: 1800
}, {
duration: 1000,
onFinish: function onFinish() {
tween(devMsg, {
alpha: 0,
y: 1600
}, {
duration: 1000,
onFinish: function onFinish() {
devMsg.destroy();
}
});
}
});
}
}; ===================================================================
--- original.js
+++ change.js
@@ -671,8 +671,16 @@
var dragNode = null;
var bossNames = ['Shant', 'Glen', 'Octo', 'Benjaminsen', 'Upit Developer', 'The Upit Collective'];
var secretBossUnlocked = false;
var secretBossDefeated = storage.secretBossDefeated || false;
+// Easter egg variables
+var konamiCode = [38, 38, 40, 40, 37, 39, 37, 39, 66, 65]; // Up Up Down Down Left Right Left Right B A
+var konamiProgress = 0;
+var rapidFireUnlocked = storage.rapidFireUnlocked || false;
+var rainbowModeUnlocked = storage.rainbowModeUnlocked || false;
+var clickCounter = 0;
+var lastClickTime = 0;
+var easterEggTimer = 0;
// UI Elements
var healthBar;
var bossHealthBar;
var levelText;
@@ -706,8 +714,55 @@
// Play Goosandra's theme song
LK.playMusic('goosandraTheme');
// Dramatic entrance cutscene
LK.effects.flashScreen(0x800080, 1000);
+ // Easter egg: Extra special effects if both Easter eggs are unlocked
+ if (rapidFireUnlocked && rainbowModeUnlocked) {
+ // Create rainbow particle effect
+ for (var i = 0; i < 20; i++) {
+ var particle = LK.getAsset('playerBullet', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: 1024 + (Math.random() - 0.5) * 400,
+ y: 1366 + (Math.random() - 0.5) * 400,
+ scaleX: 2,
+ scaleY: 2
+ });
+ particle.tint = Math.random() * 0xFFFFFF;
+ game.addChild(particle);
+ // Animate particles
+ tween(particle, {
+ x: particle.x + (Math.random() - 0.5) * 800,
+ y: particle.y + (Math.random() - 0.5) * 800,
+ alpha: 0,
+ rotation: Math.PI * 4
+ }, {
+ duration: 2000,
+ onFinish: function onFinish() {
+ particle.destroy();
+ }
+ });
+ }
+ // Special message for Easter egg hunters
+ var easterMsg = new Text2('🥚 TRUE EASTER EGG HUNTER! 🥚', {
+ size: 50,
+ fill: 0xFF69B4
+ });
+ easterMsg.anchor.set(0.5, 0.5);
+ easterMsg.x = 1024;
+ easterMsg.y = 1100;
+ game.addChild(easterMsg);
+ tween(easterMsg, {
+ scaleX: 2,
+ scaleY: 2,
+ alpha: 0
+ }, {
+ duration: 4000,
+ onFinish: function onFinish() {
+ easterMsg.destroy();
+ }
+ });
+ }
// Make UI text dramatic entrance
tween(levelText, {
scaleX: 1.5,
scaleY: 1.5
@@ -773,8 +828,47 @@
});
bossNameText.anchor.set(0.5, 0);
bossNameText.y = 100;
LK.gui.top.addChild(bossNameText);
+// Easter egg: Rapid click on boss name for rainbow mode
+bossNameText.down = function (x, y, obj) {
+ var currentTime = Date.now();
+ if (currentTime - lastClickTime < 200) {
+ // Clicks within 200ms
+ clickCounter++;
+ if (clickCounter >= 7) {
+ if (!rainbowModeUnlocked) {
+ rainbowModeUnlocked = true;
+ storage.rainbowModeUnlocked = true;
+ LK.effects.flashScreen(0xFFFFFF, 1000);
+ // Show rainbow message
+ var rainbowMsg = new Text2('🌈 RAINBOW MODE ACTIVATED! 🌈', {
+ size: 60,
+ fill: 0xFF00FF
+ });
+ rainbowMsg.anchor.set(0.5, 0.5);
+ rainbowMsg.x = 1024;
+ rainbowMsg.y = 1366;
+ game.addChild(rainbowMsg);
+ // Animate message
+ tween(rainbowMsg, {
+ scaleX: 2,
+ scaleY: 2,
+ alpha: 0
+ }, {
+ duration: 3000,
+ onFinish: function onFinish() {
+ rainbowMsg.destroy();
+ }
+ });
+ }
+ clickCounter = 0;
+ }
+ } else {
+ clickCounter = 1;
+ }
+ lastClickTime = currentTime;
+};
var bossGuideText = new Text2('', {
size: 40,
fill: 0xAAAAA
});
@@ -791,8 +885,47 @@
// Initialize player
player = game.addChild(new Player());
player.x = 1024;
player.y = 2200;
+// Easter egg: Double tap player for rapid fire
+var playerClickCount = 0;
+var playerLastClickTime = 0;
+player.down = function (x, y, obj) {
+ var currentTime = Date.now();
+ if (currentTime - playerLastClickTime < 300) {
+ // Double tap within 300ms
+ playerClickCount++;
+ if (playerClickCount >= 2 && !rapidFireUnlocked) {
+ rapidFireUnlocked = true;
+ storage.rapidFireUnlocked = true;
+ LK.effects.flashObject(player, 0xFFFF00, 1000);
+ // Show rapid fire message
+ var rapidMsg = new Text2('⚡ RAPID FIRE UNLOCKED! ⚡', {
+ size: 60,
+ fill: 0xFFFF00
+ });
+ rapidMsg.anchor.set(0.5, 0.5);
+ rapidMsg.x = 1024;
+ rapidMsg.y = 1500;
+ game.addChild(rapidMsg);
+ // Animate message
+ tween(rapidMsg, {
+ scaleX: 1.5,
+ scaleY: 1.5,
+ alpha: 0
+ }, {
+ duration: 2000,
+ onFinish: function onFinish() {
+ rapidMsg.destroy();
+ }
+ });
+ playerClickCount = 0;
+ }
+ } else {
+ playerClickCount = 1;
+ }
+ playerLastClickTime = currentTime;
+};
// Start first boss
function getBossGuide(bossLevel) {
if (bossLevel == 1) {
return 'Simple movement, single shots. Stay mobile!';
@@ -810,24 +943,40 @@
return '';
}
function getBossLore(bossLevel) {
if (bossLevel == 1) {
- return 'A simple UPIT creator, mostly known for The Last Beat';
+ var baseLore = 'A simple UPIT creator, mostly known for The Last Beat';
+ if (rapidFireUnlocked && rainbowModeUnlocked) {
+ return baseLore + ' 🎵 *hums The Last Beat* 🎵';
+ }
+ return baseLore;
} else if (bossLevel == 2) {
// Check if secret boss has been defeated to reveal Goosandra's name
if (secretBossDefeated) {
return 'Haskell god, Goosandra\'s friend';
} else {
return 'Haskell god, #########\'s friend';
}
} else if (bossLevel == 3) {
- return 'An aggressive hunter-killer with advanced targeting.';
+ var baseLore = 'An aggressive hunter-killer with advanced targeting.';
+ if (rainbowModeUnlocked) {
+ return baseLore + ' 🐙 Surprisingly, loves rainbow colors! 🌈';
+ }
+ return baseLore;
} else if (bossLevel == 4) {
- return 'A master strategist who fights with calculated precision.';
+ var baseLore = 'A master strategist who fights with calculated precision.';
+ if (rapidFireUnlocked) {
+ return baseLore + ' ⚡ Respects your rapid fire skills! ⚡';
+ }
+ return baseLore;
} else if (bossLevel == 5) {
return 'The lead developer, wielding reality-bending code.';
} else if (bossLevel >= 6) {
- return 'The merged consciousness of all UPIT minds.';
+ var baseLore = 'The merged consciousness of all UPIT minds.';
+ if (rapidFireUnlocked && rainbowModeUnlocked) {
+ return baseLore + ' 🧠✨ They are impressed by your Easter egg hunting! ✨🧠';
+ }
+ return baseLore;
}
return '';
}
function getGoosandraLore() {
@@ -1017,9 +1166,64 @@
if (currentBoss) {
bossHealthBar.setText('Boss Health: ' + currentBoss.health);
}
}
- // Auto-shoot
- if (LK.ticks % 15 == 0 && !isGameOver) {
+ // Easter egg: Pulsing effect for unlocked features
+ if (rapidFireUnlocked) {
+ var pulseScale = 1 + Math.sin(easterEggTimer * 0.15) * 0.1;
+ player.scaleX = pulseScale;
+ player.scaleY = pulseScale;
+ }
+ // Auto-shoot (with rapid fire Easter egg)
+ var shootInterval = rapidFireUnlocked ? 5 : 15;
+ if (LK.ticks % shootInterval == 0 && !isGameOver) {
player.shoot();
}
+ // Easter egg effects
+ easterEggTimer++;
+ // Rainbow mode effect
+ if (rainbowModeUnlocked) {
+ var rainbowColor = Math.sin(easterEggTimer * 0.1) * 0.5 + 0.5;
+ var r = Math.sin(easterEggTimer * 0.1) * 127 + 128;
+ var g = Math.sin(easterEggTimer * 0.1 + 2) * 127 + 128;
+ var b = Math.sin(easterEggTimer * 0.1 + 4) * 127 + 128;
+ var color = (Math.floor(r) << 16) + (Math.floor(g) << 8) + Math.floor(b);
+ // Apply rainbow effect to UI elements
+ if (easterEggTimer % 3 == 0) {
+ bossNameText.tint = color;
+ levelText.tint = color;
+ }
+ }
+ // Easter egg: Hidden developer message appears randomly
+ if (easterEggTimer % 3600 == 0) {
+ // Every 60 seconds
+ var messages = ["The developer is watching... 👁️", "Viggens are secretly plotting...", "Glen approves of your gameplay", "Goosandra whispers your name...", "The code is strong with this one", "FRVR games are the best games! 🎮"];
+ var randomMsg = messages[Math.floor(Math.random() * messages.length)];
+ var devMsg = new Text2(randomMsg, {
+ size: 40,
+ fill: 0x00FFFF
+ });
+ devMsg.anchor.set(0.5, 0.5);
+ devMsg.x = 1024;
+ devMsg.y = 2000;
+ devMsg.alpha = 0;
+ game.addChild(devMsg);
+ // Fade in and out
+ tween(devMsg, {
+ alpha: 1,
+ y: 1800
+ }, {
+ duration: 1000,
+ onFinish: function onFinish() {
+ tween(devMsg, {
+ alpha: 0,
+ y: 1600
+ }, {
+ duration: 1000,
+ onFinish: function onFinish() {
+ devMsg.destroy();
+ }
+ });
+ }
+ });
+ }
};
\ No newline at end of file