User prompt
сделай так, чтобы спрайт «зеленое травянистое поле» медленно плыл на лего и клонировались, как облака ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
сделай так, что бы спрайт «зеленое травянистое поле» медленно плавала направо как облака ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Сделай так, чтобы сейчас был 28-й уровень в начале игры.
User prompt
Сделай так, чтобы сейчас был 10 уровень в начале игры.
User prompt
Сделай так, чтобы на 30 уровне фон с оранжевого поменялся на темно-синий, и спрайт «зеленое травянистое поле» исчез и поменялся на звезды. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
добавь звук для монет
User prompt
сделай так, чтобы на уровнях сверху очень редко падал одна монета и они давали 500 очков
User prompt
сделай так чтобы на уровнях сверху редко падали монеты и они давали бы 500 очков
User prompt
сделайте так, чтобы на десятом уровне спрайт «зеленое травянистое поле» медленно становился на 50% черным и на 50% прозрачным ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
сделайте так, чтобы на десятом уровне спрайт "зеленое травянистое поле" стал на 50% черным и на 50% прозрачным ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
измени 4 секунд на 5
User prompt
Если топор промахнётся и упадёт мимо цели через 4 секунды, то топор испаряется и здоровье уменьшится на единицу. После этого топоры всё ещё можно использовать. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Если топор промахнётся и упадёт мимо цели через 5 секунды, то здоровье уменьшится на единицу. После этого топоры всё ещё можно использовать.
User prompt
так же это работает и с врагами
User prompt
Если топор промахнётся и упадёт мимо цели после 4 секунд, то тогда здоровье уменьшится на единицу. После этого топоры всё ещё можно использовать.
User prompt
Если топор промахнётся и упадёт мимо цели, пройдёт 4 секунд, и здоровье уменьшится на единицу, топоры после этого ещё можно использовать ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Если топор промахнётся и упадёт мимо цели при этом пройдет 6 секунд, здоровье уменьшится на единицу ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Добавьте три иконки здоровья рядом со счётчиками уровней. Если топор промахнётся и упадёт мимо цели, здоровье уменьшится на единицу.
User prompt
Разрешите использовать оставшиеся топоры после того, как топор не попал в цель и упал вниз за экран
User prompt
не работает
User prompt
Разрешите использовать оставшиеся топоры после того, как топор не попал в цель
User prompt
Разрешите использовать оставшиеся топоры после того, как топор не попал в цель
User prompt
Разрешите использовать оставшиеся топоры после того, как топор не попал в цель
User prompt
Сделай так, когда топор падает мимо цели, можно будет использовать остальные топоры, которые остались.
User prompt
сделай так чтобы когда топор падает мимо, их можно использовать
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Axe = Container.expand(function () { var self = Container.call(this); var axeGraphics = self.attachAsset('axe', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 40; self.gravity = 0.3; // Adjusted gravity effect self.velocityY = -self.speed; // Initial upward velocity self._move_migrated = function () { self.velocityY += self.gravity; // Apply gravity to velocity self.y += self.velocityY; // Update position with velocity self.rotation += 0.1; }; // Add entrance animation when axe is created self.scale.set(0.1, 0.1); tween(self, { scaleX: 1, scaleY: 1 }, { duration: 200, easing: tween.bounceOut }); tween(axeGraphics, { tint: 0xFFFFFF }, { duration: 300 }); }); var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.direction = 1; self.scaleFactor = 0.1; // Initial small scale self.growthRate = 0.01; // Rate at which the enemy grows self._move_migrated = function () { // On level 10+, some enemies target axes if (level >= 10 && self.tracksAxes && axes.length > 0) { // Find closest axe var closestAxe = null; var closestDistance = Infinity; for (var k = 0; k < axes.length; k++) { var axeDistance = Math.sqrt(Math.pow(self.x - axes[k].x, 2) + Math.pow(self.y - axes[k].y, 2)); if (axeDistance < closestDistance) { closestDistance = axeDistance; closestAxe = axes[k]; } } // Move towards closest axe if (closestAxe) { var angleToAxe = Math.atan2(closestAxe.y - self.y, closestAxe.x - self.x); self.direction = angleToAxe; // Increase speed when tracking self.x += self.speed * 1.5 * Math.cos(self.direction); self.y += self.speed * 1.5 * Math.sin(self.direction); } else { // Normal movement if no axes if (Math.random() < 0.05) { self.direction = Math.random() * 2 * Math.PI; } self.x += self.speed * Math.cos(self.direction); self.y += self.speed * Math.sin(self.direction); } } else { // Normal movement for non-tracking enemies or level < 10 if (Math.random() < 0.05) { self.direction = Math.random() * 2 * Math.PI; // Random angle } // Update position based on direction self.x += self.speed * Math.cos(self.direction); self.y += self.speed * Math.sin(self.direction); } // Keep enemy within bounds if (self.x <= 0 || self.x >= 2048) { self.direction = Math.PI - self.direction; // Reflect horizontally } if (self.y <= 0 || self.y >= 2732) { self.direction = -self.direction; // Reflect vertically } // Increase size until normal size is reached if (self.scaleFactor < 1) { self.scaleFactor += self.growthRate; self.scale.set(self.scaleFactor, self.scaleFactor); } // Add pulsing effect when fully grown if (self.scaleFactor >= 1 && !self.pulseStarted) { self.pulseStarted = true; var _pulse = function pulse() { tween(self, { scaleX: 1.1, scaleY: 1.1 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1 }, { duration: 1000, easing: tween.easeInOut, onFinish: _pulse }); } }); }; _pulse(); } }; }); var Target = Container.expand(function () { var self = Container.call(this); var targetGraphics = self.attachAsset('target', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.direction = 1; self._move_migrated = function () { // Random direction changes like enemies if (Math.random() < 0.05) { self.direction = Math.random() * 2 * Math.PI; // Random angle } // Update position based on direction self.x += self.speed * Math.cos(self.direction); self.y += self.speed * Math.sin(self.direction); // Keep target within bounds if (self.x <= 0 || self.x >= 2048) { self.direction = Math.PI - self.direction; // Reflect horizontally } if (self.y <= 0 || self.y >= 2732) { self.direction = -self.direction; // Reflect vertically } }; // Add entrance animation self.alpha = 0; self.scale.set(0.1, 0.1); tween(self, { alpha: 1 }, { duration: 500, easing: tween.easeOut }); tween(self, { scaleX: 1, scaleY: 1 }, { duration: 800, easing: tween.elasticOut }); return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB }); /**** * Game Code ****/ // Start background music LK.playMusic('backgroundmusic'); var background = game.attachAsset('green_grass_field', {}); background.width = 2048; background.height = 2732; // Create second background for seamless scrolling var background2 = game.attachAsset('green_grass_field', {}); background2.width = 2048; background2.height = 2732; background2.y = -2732; // Position above the first background // Add both backgrounds to game game.addChild(background); game.addChild(background2); // Animate background movement var backgroundSpeed = 2; var animateBackground = function animateBackground() { // Move backgrounds down background.y += backgroundSpeed; background2.y += backgroundSpeed; // Reset position when background moves off screen if (background.y >= 2732) { background.y = background2.y - 2732; } if (background2.y >= 2732) { background2.y = background.y - 2732; } }; // Start background animation LK.on('tick', animateBackground); var targets = []; var axes = []; var score = 0; var kills = 0; var level = 1; var levelTxt = new Text2('Level: 1', { size: 100, fill: 0xFFFFFF, font: "Impact", dropShadow: true, dropShadowColor: 0x000000 }); levelTxt.anchor.set(1, 0); LK.gui.topRight.addChild(levelTxt); var targetSpeed = 5; var enemies = []; var scoreTxt = new Text2('0', { size: 150, fill: 0xFFFFFF, font: "Impact", dropShadow: true, dropShadowColor: 0x000000 }); scoreTxt.anchor.set(.5, 0); LK.gui.top.addChild(scoreTxt); // Add axe counter display at bottom left var axeCount = 5; var axeCountTxt = new Text2('Axes: ' + axeCount, { size: 100, fill: 0xFFFFFF, font: "Impact", dropShadow: true, dropShadowColor: 0x000000 }); axeCountTxt.anchor.set(0, 1); LK.gui.bottomLeft.addChild(axeCountTxt); // Add button-1 to the bottom area var button1 = game.attachAsset('button-1', { anchorX: 1.0, anchorY: 1.0, x: 2048, y: 2732 }); game.addChild(button1); // Add button-2 next to button-1 at the bottom var button2 = game.attachAsset('button-2', { anchorX: 1.0, anchorY: 1.0, x: 2048 - 310, y: 2732 }); game.addChild(button2); // Initialize button cost var buttonCost = 100; // Display the price next to button-1 var buttonPriceTxt = new Text2(buttonCost.toString(), { size: 100, fill: 0xFF0000, font: "Impact", dropShadow: true, dropShadowColor: 0x000000 }); buttonPriceTxt.anchor.set(1, 0); buttonPriceTxt.x = button1.x - button1.width / 2; buttonPriceTxt.y = button1.y - button1.height / 2; game.addChild(buttonPriceTxt); // Initialize button-2 cost var button2Cost = 50; // Display the price for button-2 var button2PriceTxt = new Text2(button2Cost.toString(), { size: 100, fill: 0xFF0000, font: "Impact", dropShadow: true, dropShadowColor: 0x000000 }); button2PriceTxt.anchor.set(1, 0); button2PriceTxt.x = button2.x - button2.width / 2; button2PriceTxt.y = button2.y - button2.height / 2; game.addChild(button2PriceTxt); // Add event listener for button-1 button1.down = function (x, y, obj) { if (score >= buttonCost) { // Play button sound LK.getSound('button-1').play(); // Smooth button press animation tween(button1, { scaleX: 0.85, scaleY: 0.85 }, { duration: 100, easing: tween.easeIn, onFinish: function onFinish() { tween(button1, { scaleX: 1.1, scaleY: 1.1 }, { duration: 150, easing: tween.bounceOut, onFinish: function onFinish() { tween(button1, { scaleX: 1.0, scaleY: 1.0 }, { duration: 100 }); } }); } }); score -= buttonCost; scoreTxt.setText(score); buttonCost += 50; buttonPriceTxt.setText(buttonCost.toString()); // Vaporize enemies with spinning and falling effect for (var i = 0; i < enemies.length; i++) { (function (enemy) { var _spinAndFall = function spinAndFall() { enemy.rotation += 0.1; enemy.speed = (enemy.speed || 10) * 1.05; // Increase speed by 5% each frame enemy.y += enemy.speed; if (enemy.y > 2732) { enemy.destroy(); } else { LK.setTimeout(_spinAndFall, 16); } }; _spinAndFall(); })(enemies[i]); } enemies = []; } }; // Add event listener for button-2 button2.down = function (x, y, obj) { if (score >= button2Cost) { // Play button sound LK.getSound('button-1').play(); // Smooth button press animation tween(button2, { scaleX: 0.85, scaleY: 0.85 }, { duration: 100, easing: tween.easeIn, onFinish: function onFinish() { tween(button2, { scaleX: 1.1, scaleY: 1.1 }, { duration: 150, easing: tween.bounceOut, onFinish: function onFinish() { tween(button2, { scaleX: 1.0, scaleY: 1.0 }, { duration: 100 }); } }); } }); score -= button2Cost; scoreTxt.setText(score); // Add 5 axes axeCount += 5; axeCountTxt.setText('Axes: ' + axeCount); // Increase button-2 cost by 50 like button-1 button2Cost += 50; button2PriceTxt.setText(button2Cost.toString()); } }; var spawnTargets = function spawnTargets() { for (var i = 0; i < 3; i++) { var target = game.addChild(new Target()); target.speed = targetSpeed; target.direction = Math.random() * 2 * Math.PI; // Random starting direction target.x = Math.random() * 2048; target.y = Math.random() * (2732 - target.height * 2); targets.push(target); } for (var i = 0; i < 1; i++) { var enemy = game.addChild(new Enemy()); enemy.speed = targetSpeed; enemy.x = Math.random() * 2048; enemy.y = Math.random() * (2732 - enemy.height * 2); // On level 10+, 50% chance enemy tracks axes if (level >= 10 && Math.random() < 0.5) { enemy.tracksAxes = true; // Visual indicator for tracking enemies tween(enemy, { tint: 0xFF4444 }, { duration: 500, easing: tween.easeOut }); } else { enemy.tracksAxes = false; } enemies.push(enemy); } }; LK.on('tick', function () { if (targets.length == 0) { spawnTargets(); } }); var axe; var axeActive = false; var axeCooldown = false; game.down = function (x, y, obj) { if (axeActive || axeCooldown || axeCount <= 0) return; // Check if click is on button-1 or button-2 to prevent axe throwing var button1Bounds = { left: button1.x - button1.width, right: button1.x, top: button1.y - button1.height, bottom: button1.y }; var button2Bounds = { left: button2.x - button2.width, right: button2.x, top: button2.y - button2.height, bottom: button2.y }; // If click is within button bounds, don't throw axe if (x >= button1Bounds.left && x <= button1Bounds.right && y >= button1Bounds.top && y <= button1Bounds.bottom || x >= button2Bounds.left && x <= button2Bounds.right && y >= button2Bounds.top && y <= button2Bounds.bottom) { return; } axe = game.addChild(new Axe()); LK.getSound('axe').play(); axe.x = x; axe.y = 2732 - axe.height + 295; axes.push(axe); axeActive = true; axeCooldown = true; axeCount--; axeCountTxt.setText('Axes: ' + axeCount); LK.setTimeout(function () { axeCooldown = false; }, 1000); }; LK.on('tick', function () { for (var i = 0; i < targets.length; i++) { targets[i]._move_migrated(); } for (var i = axes.length - 1; i >= 0; i--) { axes[i]._move_migrated(); // Check if axe has landed on the ground (stopped moving) if (axes[i].velocityY > 0 && axes[i].y >= 2732 - 100) { axes[i].velocityY = 0; // Stop the axe axes[i].y = 2732 - 100; // Place it on the ground axes[i].landed = true; // Mark as landed axes[i].rotation = 0; // Stop rotation axeActive = false; axeCooldown = false; // Add click handler to the landed axe if (!axes[i].clickHandlerAdded) { axes[i].clickHandlerAdded = true; axes[i].down = function (x, y, obj) { // Add the axe back to inventory axeCount++; axeCountTxt.setText('Axes: ' + axeCount); // Remove from axes array for (var k = axes.length - 1; k >= 0; k--) { if (axes[k] === this) { axes[k].destroy(); axes.splice(k, 1); break; } } // Play pickup sound LK.getSound('tree').play(); // Add pickup animation tween(this, { scaleX: 1.3, scaleY: 1.3, alpha: 0 }, { duration: 200, easing: tween.easeOut }); }; } continue; } if (axes[i].y < -50) { axes[i].destroy(); axes.splice(i, 1); axeActive = false; // Reset cooldown if axe is gone before 1s axeCooldown = false; continue; } if (axes[i] && axes[i].y <= 0 && !axes[i].landed) { LK.showGameOver(); axeActive = false; axeCooldown = false; } } for (var i = 0; i < enemies.length; i++) { enemies[i]._move_migrated(); for (var j = 0; j < axes.length; j++) { if (axes[j].intersects(enemies[i])) { axeActive = false; axeCooldown = false; LK.showGameOver(); return; } } } for (var i = axes.length - 1; i >= 0; i--) { if (!axes[i]) continue; // Skip if axe doesn't exist for (var j = targets.length - 1; j >= 0; j--) { if (!targets[j]) continue; // Skip if target doesn't exist if (axes[i].intersects(targets[j])) { var distance = Math.sqrt(Math.pow(axes[i].x - targets[j].x, 2) + Math.pow(axes[i].y - targets[j].y, 2)); score += Math.max(0, 100 - distance) + 50; scoreTxt.setText(score); // Store references before destruction var currentAxe = axes[i]; var currentTarget = targets[j]; // Animate target destruction tween(currentTarget, { scaleX: 0, scaleY: 0, rotation: Math.PI * 2, alpha: 0 }, { duration: 300, easing: tween.easeIn, onFinish: function onFinish() { currentTarget.destroy(); } }); // Animate axe hit effect tween(currentAxe, { scaleX: 1.5, scaleY: 1.5, alpha: 0 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { currentAxe.destroy(); } }); axes.splice(i, 1); axeActive = false; axeCooldown = false; targets.splice(j, 1); kills++; if (kills % 3 == 0) { targetSpeed += 1; level++; levelTxt.setText('Level: ' + level); // Add level up flash effect LK.effects.flashScreen(0x00FF00, 500); // Animate level text tween(levelTxt, { scaleX: 1.5, scaleY: 1.5 }, { duration: 300, easing: tween.bounceOut, onFinish: function onFinish() { tween(levelTxt, { scaleX: 1.0, scaleY: 1.0 }, { duration: 200 }); } }); // At level 10, slowly transition background from blue to orange if (level === 10) { // Create a dummy object to tween the background color var colorTransition = { color: 0x87CEEB }; // Start with current blue color tween(colorTransition, { color: 0xFFA500 // Orange color }, { duration: 5000, // 5 seconds for slow transition easing: tween.easeInOut, onFinish: function onFinish() { // Ensure final color is set game.setBackgroundColor(0xFFA500); } }); // Update background color during tween var _updateColor = function updateColor() { if (colorTransition.color !== undefined) { game.setBackgroundColor(Math.floor(colorTransition.color)); if (Math.floor(colorTransition.color) !== 0xFFA500) { LK.setTimeout(_updateColor, 16); // ~60fps update } } }; _updateColor(); } } break; } } } });
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Axe = Container.expand(function () {
var self = Container.call(this);
var axeGraphics = self.attachAsset('axe', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 40;
self.gravity = 0.3; // Adjusted gravity effect
self.velocityY = -self.speed; // Initial upward velocity
self._move_migrated = function () {
self.velocityY += self.gravity; // Apply gravity to velocity
self.y += self.velocityY; // Update position with velocity
self.rotation += 0.1;
};
// Add entrance animation when axe is created
self.scale.set(0.1, 0.1);
tween(self, {
scaleX: 1,
scaleY: 1
}, {
duration: 200,
easing: tween.bounceOut
});
tween(axeGraphics, {
tint: 0xFFFFFF
}, {
duration: 300
});
});
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5;
self.direction = 1;
self.scaleFactor = 0.1; // Initial small scale
self.growthRate = 0.01; // Rate at which the enemy grows
self._move_migrated = function () {
// On level 10+, some enemies target axes
if (level >= 10 && self.tracksAxes && axes.length > 0) {
// Find closest axe
var closestAxe = null;
var closestDistance = Infinity;
for (var k = 0; k < axes.length; k++) {
var axeDistance = Math.sqrt(Math.pow(self.x - axes[k].x, 2) + Math.pow(self.y - axes[k].y, 2));
if (axeDistance < closestDistance) {
closestDistance = axeDistance;
closestAxe = axes[k];
}
}
// Move towards closest axe
if (closestAxe) {
var angleToAxe = Math.atan2(closestAxe.y - self.y, closestAxe.x - self.x);
self.direction = angleToAxe;
// Increase speed when tracking
self.x += self.speed * 1.5 * Math.cos(self.direction);
self.y += self.speed * 1.5 * Math.sin(self.direction);
} else {
// Normal movement if no axes
if (Math.random() < 0.05) {
self.direction = Math.random() * 2 * Math.PI;
}
self.x += self.speed * Math.cos(self.direction);
self.y += self.speed * Math.sin(self.direction);
}
} else {
// Normal movement for non-tracking enemies or level < 10
if (Math.random() < 0.05) {
self.direction = Math.random() * 2 * Math.PI; // Random angle
}
// Update position based on direction
self.x += self.speed * Math.cos(self.direction);
self.y += self.speed * Math.sin(self.direction);
}
// Keep enemy within bounds
if (self.x <= 0 || self.x >= 2048) {
self.direction = Math.PI - self.direction; // Reflect horizontally
}
if (self.y <= 0 || self.y >= 2732) {
self.direction = -self.direction; // Reflect vertically
}
// Increase size until normal size is reached
if (self.scaleFactor < 1) {
self.scaleFactor += self.growthRate;
self.scale.set(self.scaleFactor, self.scaleFactor);
}
// Add pulsing effect when fully grown
if (self.scaleFactor >= 1 && !self.pulseStarted) {
self.pulseStarted = true;
var _pulse = function pulse() {
tween(self, {
scaleX: 1.1,
scaleY: 1.1
}, {
duration: 1000,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(self, {
scaleX: 1,
scaleY: 1
}, {
duration: 1000,
easing: tween.easeInOut,
onFinish: _pulse
});
}
});
};
_pulse();
}
};
});
var Target = Container.expand(function () {
var self = Container.call(this);
var targetGraphics = self.attachAsset('target', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5;
self.direction = 1;
self._move_migrated = function () {
// Random direction changes like enemies
if (Math.random() < 0.05) {
self.direction = Math.random() * 2 * Math.PI; // Random angle
}
// Update position based on direction
self.x += self.speed * Math.cos(self.direction);
self.y += self.speed * Math.sin(self.direction);
// Keep target within bounds
if (self.x <= 0 || self.x >= 2048) {
self.direction = Math.PI - self.direction; // Reflect horizontally
}
if (self.y <= 0 || self.y >= 2732) {
self.direction = -self.direction; // Reflect vertically
}
};
// Add entrance animation
self.alpha = 0;
self.scale.set(0.1, 0.1);
tween(self, {
alpha: 1
}, {
duration: 500,
easing: tween.easeOut
});
tween(self, {
scaleX: 1,
scaleY: 1
}, {
duration: 800,
easing: tween.elasticOut
});
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87CEEB
});
/****
* Game Code
****/
// Start background music
LK.playMusic('backgroundmusic');
var background = game.attachAsset('green_grass_field', {});
background.width = 2048;
background.height = 2732;
// Create second background for seamless scrolling
var background2 = game.attachAsset('green_grass_field', {});
background2.width = 2048;
background2.height = 2732;
background2.y = -2732; // Position above the first background
// Add both backgrounds to game
game.addChild(background);
game.addChild(background2);
// Animate background movement
var backgroundSpeed = 2;
var animateBackground = function animateBackground() {
// Move backgrounds down
background.y += backgroundSpeed;
background2.y += backgroundSpeed;
// Reset position when background moves off screen
if (background.y >= 2732) {
background.y = background2.y - 2732;
}
if (background2.y >= 2732) {
background2.y = background.y - 2732;
}
};
// Start background animation
LK.on('tick', animateBackground);
var targets = [];
var axes = [];
var score = 0;
var kills = 0;
var level = 1;
var levelTxt = new Text2('Level: 1', {
size: 100,
fill: 0xFFFFFF,
font: "Impact",
dropShadow: true,
dropShadowColor: 0x000000
});
levelTxt.anchor.set(1, 0);
LK.gui.topRight.addChild(levelTxt);
var targetSpeed = 5;
var enemies = [];
var scoreTxt = new Text2('0', {
size: 150,
fill: 0xFFFFFF,
font: "Impact",
dropShadow: true,
dropShadowColor: 0x000000
});
scoreTxt.anchor.set(.5, 0);
LK.gui.top.addChild(scoreTxt);
// Add axe counter display at bottom left
var axeCount = 5;
var axeCountTxt = new Text2('Axes: ' + axeCount, {
size: 100,
fill: 0xFFFFFF,
font: "Impact",
dropShadow: true,
dropShadowColor: 0x000000
});
axeCountTxt.anchor.set(0, 1);
LK.gui.bottomLeft.addChild(axeCountTxt);
// Add button-1 to the bottom area
var button1 = game.attachAsset('button-1', {
anchorX: 1.0,
anchorY: 1.0,
x: 2048,
y: 2732
});
game.addChild(button1);
// Add button-2 next to button-1 at the bottom
var button2 = game.attachAsset('button-2', {
anchorX: 1.0,
anchorY: 1.0,
x: 2048 - 310,
y: 2732
});
game.addChild(button2);
// Initialize button cost
var buttonCost = 100;
// Display the price next to button-1
var buttonPriceTxt = new Text2(buttonCost.toString(), {
size: 100,
fill: 0xFF0000,
font: "Impact",
dropShadow: true,
dropShadowColor: 0x000000
});
buttonPriceTxt.anchor.set(1, 0);
buttonPriceTxt.x = button1.x - button1.width / 2;
buttonPriceTxt.y = button1.y - button1.height / 2;
game.addChild(buttonPriceTxt);
// Initialize button-2 cost
var button2Cost = 50;
// Display the price for button-2
var button2PriceTxt = new Text2(button2Cost.toString(), {
size: 100,
fill: 0xFF0000,
font: "Impact",
dropShadow: true,
dropShadowColor: 0x000000
});
button2PriceTxt.anchor.set(1, 0);
button2PriceTxt.x = button2.x - button2.width / 2;
button2PriceTxt.y = button2.y - button2.height / 2;
game.addChild(button2PriceTxt);
// Add event listener for button-1
button1.down = function (x, y, obj) {
if (score >= buttonCost) {
// Play button sound
LK.getSound('button-1').play();
// Smooth button press animation
tween(button1, {
scaleX: 0.85,
scaleY: 0.85
}, {
duration: 100,
easing: tween.easeIn,
onFinish: function onFinish() {
tween(button1, {
scaleX: 1.1,
scaleY: 1.1
}, {
duration: 150,
easing: tween.bounceOut,
onFinish: function onFinish() {
tween(button1, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 100
});
}
});
}
});
score -= buttonCost;
scoreTxt.setText(score);
buttonCost += 50;
buttonPriceTxt.setText(buttonCost.toString());
// Vaporize enemies with spinning and falling effect
for (var i = 0; i < enemies.length; i++) {
(function (enemy) {
var _spinAndFall = function spinAndFall() {
enemy.rotation += 0.1;
enemy.speed = (enemy.speed || 10) * 1.05; // Increase speed by 5% each frame
enemy.y += enemy.speed;
if (enemy.y > 2732) {
enemy.destroy();
} else {
LK.setTimeout(_spinAndFall, 16);
}
};
_spinAndFall();
})(enemies[i]);
}
enemies = [];
}
};
// Add event listener for button-2
button2.down = function (x, y, obj) {
if (score >= button2Cost) {
// Play button sound
LK.getSound('button-1').play();
// Smooth button press animation
tween(button2, {
scaleX: 0.85,
scaleY: 0.85
}, {
duration: 100,
easing: tween.easeIn,
onFinish: function onFinish() {
tween(button2, {
scaleX: 1.1,
scaleY: 1.1
}, {
duration: 150,
easing: tween.bounceOut,
onFinish: function onFinish() {
tween(button2, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 100
});
}
});
}
});
score -= button2Cost;
scoreTxt.setText(score);
// Add 5 axes
axeCount += 5;
axeCountTxt.setText('Axes: ' + axeCount);
// Increase button-2 cost by 50 like button-1
button2Cost += 50;
button2PriceTxt.setText(button2Cost.toString());
}
};
var spawnTargets = function spawnTargets() {
for (var i = 0; i < 3; i++) {
var target = game.addChild(new Target());
target.speed = targetSpeed;
target.direction = Math.random() * 2 * Math.PI; // Random starting direction
target.x = Math.random() * 2048;
target.y = Math.random() * (2732 - target.height * 2);
targets.push(target);
}
for (var i = 0; i < 1; i++) {
var enemy = game.addChild(new Enemy());
enemy.speed = targetSpeed;
enemy.x = Math.random() * 2048;
enemy.y = Math.random() * (2732 - enemy.height * 2);
// On level 10+, 50% chance enemy tracks axes
if (level >= 10 && Math.random() < 0.5) {
enemy.tracksAxes = true;
// Visual indicator for tracking enemies
tween(enemy, {
tint: 0xFF4444
}, {
duration: 500,
easing: tween.easeOut
});
} else {
enemy.tracksAxes = false;
}
enemies.push(enemy);
}
};
LK.on('tick', function () {
if (targets.length == 0) {
spawnTargets();
}
});
var axe;
var axeActive = false;
var axeCooldown = false;
game.down = function (x, y, obj) {
if (axeActive || axeCooldown || axeCount <= 0) return;
// Check if click is on button-1 or button-2 to prevent axe throwing
var button1Bounds = {
left: button1.x - button1.width,
right: button1.x,
top: button1.y - button1.height,
bottom: button1.y
};
var button2Bounds = {
left: button2.x - button2.width,
right: button2.x,
top: button2.y - button2.height,
bottom: button2.y
};
// If click is within button bounds, don't throw axe
if (x >= button1Bounds.left && x <= button1Bounds.right && y >= button1Bounds.top && y <= button1Bounds.bottom || x >= button2Bounds.left && x <= button2Bounds.right && y >= button2Bounds.top && y <= button2Bounds.bottom) {
return;
}
axe = game.addChild(new Axe());
LK.getSound('axe').play();
axe.x = x;
axe.y = 2732 - axe.height + 295;
axes.push(axe);
axeActive = true;
axeCooldown = true;
axeCount--;
axeCountTxt.setText('Axes: ' + axeCount);
LK.setTimeout(function () {
axeCooldown = false;
}, 1000);
};
LK.on('tick', function () {
for (var i = 0; i < targets.length; i++) {
targets[i]._move_migrated();
}
for (var i = axes.length - 1; i >= 0; i--) {
axes[i]._move_migrated();
// Check if axe has landed on the ground (stopped moving)
if (axes[i].velocityY > 0 && axes[i].y >= 2732 - 100) {
axes[i].velocityY = 0; // Stop the axe
axes[i].y = 2732 - 100; // Place it on the ground
axes[i].landed = true; // Mark as landed
axes[i].rotation = 0; // Stop rotation
axeActive = false;
axeCooldown = false;
// Add click handler to the landed axe
if (!axes[i].clickHandlerAdded) {
axes[i].clickHandlerAdded = true;
axes[i].down = function (x, y, obj) {
// Add the axe back to inventory
axeCount++;
axeCountTxt.setText('Axes: ' + axeCount);
// Remove from axes array
for (var k = axes.length - 1; k >= 0; k--) {
if (axes[k] === this) {
axes[k].destroy();
axes.splice(k, 1);
break;
}
}
// Play pickup sound
LK.getSound('tree').play();
// Add pickup animation
tween(this, {
scaleX: 1.3,
scaleY: 1.3,
alpha: 0
}, {
duration: 200,
easing: tween.easeOut
});
};
}
continue;
}
if (axes[i].y < -50) {
axes[i].destroy();
axes.splice(i, 1);
axeActive = false;
// Reset cooldown if axe is gone before 1s
axeCooldown = false;
continue;
}
if (axes[i] && axes[i].y <= 0 && !axes[i].landed) {
LK.showGameOver();
axeActive = false;
axeCooldown = false;
}
}
for (var i = 0; i < enemies.length; i++) {
enemies[i]._move_migrated();
for (var j = 0; j < axes.length; j++) {
if (axes[j].intersects(enemies[i])) {
axeActive = false;
axeCooldown = false;
LK.showGameOver();
return;
}
}
}
for (var i = axes.length - 1; i >= 0; i--) {
if (!axes[i]) continue; // Skip if axe doesn't exist
for (var j = targets.length - 1; j >= 0; j--) {
if (!targets[j]) continue; // Skip if target doesn't exist
if (axes[i].intersects(targets[j])) {
var distance = Math.sqrt(Math.pow(axes[i].x - targets[j].x, 2) + Math.pow(axes[i].y - targets[j].y, 2));
score += Math.max(0, 100 - distance) + 50;
scoreTxt.setText(score);
// Store references before destruction
var currentAxe = axes[i];
var currentTarget = targets[j];
// Animate target destruction
tween(currentTarget, {
scaleX: 0,
scaleY: 0,
rotation: Math.PI * 2,
alpha: 0
}, {
duration: 300,
easing: tween.easeIn,
onFinish: function onFinish() {
currentTarget.destroy();
}
});
// Animate axe hit effect
tween(currentAxe, {
scaleX: 1.5,
scaleY: 1.5,
alpha: 0
}, {
duration: 200,
easing: tween.easeOut,
onFinish: function onFinish() {
currentAxe.destroy();
}
});
axes.splice(i, 1);
axeActive = false;
axeCooldown = false;
targets.splice(j, 1);
kills++;
if (kills % 3 == 0) {
targetSpeed += 1;
level++;
levelTxt.setText('Level: ' + level);
// Add level up flash effect
LK.effects.flashScreen(0x00FF00, 500);
// Animate level text
tween(levelTxt, {
scaleX: 1.5,
scaleY: 1.5
}, {
duration: 300,
easing: tween.bounceOut,
onFinish: function onFinish() {
tween(levelTxt, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 200
});
}
});
// At level 10, slowly transition background from blue to orange
if (level === 10) {
// Create a dummy object to tween the background color
var colorTransition = {
color: 0x87CEEB
}; // Start with current blue color
tween(colorTransition, {
color: 0xFFA500 // Orange color
}, {
duration: 5000,
// 5 seconds for slow transition
easing: tween.easeInOut,
onFinish: function onFinish() {
// Ensure final color is set
game.setBackgroundColor(0xFFA500);
}
});
// Update background color during tween
var _updateColor = function updateColor() {
if (colorTransition.color !== undefined) {
game.setBackgroundColor(Math.floor(colorTransition.color));
if (Math.floor(colorTransition.color) !== 0xFFA500) {
LK.setTimeout(_updateColor, 16); // ~60fps update
}
}
};
_updateColor();
}
}
break;
}
}
}
});