/****
* 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 Coin = Container.expand(function () {
var self = Container.call(this);
var coinGraphics = self.attachAsset('Coin', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 3; // Fall speed
self.collected = false;
self._move_migrated = function () {
// Fall down
self.y += self.speed;
// Rotate for visual effect
self.rotation += 0.05;
};
// Add entrance animation
self.scale.set(0.1, 0.1);
tween(self, {
scaleX: 1,
scaleY: 1
}, {
duration: 300,
easing: tween.bounceOut
});
// Add shimmer effect
tween(coinGraphics, {
tint: 0xFFFF00
}, {
duration: 500,
easing: tween.easeInOut,
loop: true,
yoyo: true
});
return self;
});
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 horizontal scrolling
var background2 = game.attachAsset('green_grass_field', {});
background2.width = 2048;
background2.height = 2732;
background2.x = 2048; // Position to the right of the first background
// Add both backgrounds to game
game.addChild(background);
game.addChild(background2);
// Animate background movement - floating slowly to the left like clouds
var backgroundSpeed = 0.5; // Slower speed for floating effect
var animateBackground = function animateBackground() {
// Move backgrounds left (floating effect)
background.x -= backgroundSpeed;
background2.x -= backgroundSpeed;
// Reset position when background moves off screen to the left
if (background.x <= -2048) {
background.x = background2.x + 2048;
}
if (background2.x <= -2048) {
background2.x = background.x + 2048;
}
};
// Start background animation
LK.on('tick', animateBackground);
var targets = [];
var axes = [];
var coins = [];
var score = 0;
var kills = 0;
var level = 1;
var health = 3;
var healthIcons = [];
var coinSpawnTimer = 0;
var coinSpawnInterval = 180; // 3 seconds at 60fps for "very rare" spawning
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);
// Add three health icons next to level text
for (var h = 0; h < 3; h++) {
var healthIcon = new Text2('♥', {
size: 80,
fill: 0xFF0000,
font: "Impact"
});
healthIcon.anchor.set(1, 0);
healthIcon.x = -20 - h * 90; // Position relative to topRight
healthIcon.y = 120; // Below level text
LK.gui.topRight.addChild(healthIcon);
healthIcons.push(healthIcon);
}
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 () {
// Coin spawning logic - very rare
coinSpawnTimer++;
if (coinSpawnTimer >= coinSpawnInterval) {
// Random chance to actually spawn (making it even more rare)
if (Math.random() < 0.3) {
// 30% chance every 3 seconds
var coin = game.addChild(new Coin());
coin.x = Math.random() * (2048 - 200) + 100; // Keep away from edges
coin.y = -100; // Start above screen
coins.push(coin);
}
coinSpawnTimer = 0;
// Randomize next spawn interval for more organic feel
coinSpawnInterval = 180 + Math.floor(Math.random() * 120); // 3-5 seconds
}
// Move and check coins
for (var c = coins.length - 1; c >= 0; c--) {
coins[c]._move_migrated();
// Remove coins that fall off screen
if (coins[c].y > 2732 + 100) {
coins[c].destroy();
coins.splice(c, 1);
continue;
}
// Check collision with axes
for (var a = 0; a < axes.length; a++) {
if (!coins[c].collected && coins[c].intersects(axes[a])) {
coins[c].collected = true;
// Play coin collection sound
LK.getSound('coin').play();
// Add 500 points
score += 500;
scoreTxt.setText(score);
// Collection animation
tween(coins[c], {
scaleX: 2,
scaleY: 2,
alpha: 0,
rotation: coins[c].rotation + Math.PI * 2
}, {
duration: 500,
easing: tween.easeOut,
onFinish: function (coin) {
return function () {
coin.destroy();
};
}(coins[c])
});
// Flash score text gold
tween(scoreTxt, {
tint: 0xFFD700
}, {
duration: 200,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(scoreTxt, {
tint: 0xFFFFFF
}, {
duration: 300,
easing: tween.easeIn
});
}
});
coins.splice(c, 1);
break;
}
}
}
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 been alive for 4 seconds (240 ticks at 60fps)
if (!axes[i].lifeTimer) {
axes[i].lifeTimer = 0;
}
axes[i].lifeTimer++;
if (axes[i].lifeTimer >= 300) {
// 5 seconds * 60 fps = 300 ticks
// Evaporate axe with animation
tween(axes[i], {
alpha: 0,
scaleX: 0,
scaleY: 0
}, {
duration: 300,
easing: tween.easeOut,
onFinish: function onFinish() {
if (axes[i]) {
axes[i].destroy();
}
}
});
axes.splice(i, 1);
axeActive = false;
axeCooldown = false;
// Reduce health when axe evaporates after 4 seconds
health--;
if (health > 0 && healthIcons[health]) {
// Hide health icon with animation
tween(healthIcons[health], {
alpha: 0,
scaleX: 0,
scaleY: 0
}, {
duration: 300,
easing: tween.easeIn
});
}
// Game over if no health left
if (health <= 0) {
LK.showGameOver();
return;
}
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) {
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();
// Make green grass field 50% black and 50% transparent
tween(background, {
tint: 0x808080,
// 50% black (gray)
alpha: 0.5 // 50% transparent
}, {
duration: 3000,
// 3 seconds for slow transition
easing: tween.easeInOut
});
tween(background2, {
tint: 0x808080,
// 50% black (gray)
alpha: 0.5 // 50% transparent
}, {
duration: 3000,
// 3 seconds for slow transition
easing: tween.easeInOut
});
}
}
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 Coin = Container.expand(function () {
var self = Container.call(this);
var coinGraphics = self.attachAsset('Coin', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 3; // Fall speed
self.collected = false;
self._move_migrated = function () {
// Fall down
self.y += self.speed;
// Rotate for visual effect
self.rotation += 0.05;
};
// Add entrance animation
self.scale.set(0.1, 0.1);
tween(self, {
scaleX: 1,
scaleY: 1
}, {
duration: 300,
easing: tween.bounceOut
});
// Add shimmer effect
tween(coinGraphics, {
tint: 0xFFFF00
}, {
duration: 500,
easing: tween.easeInOut,
loop: true,
yoyo: true
});
return self;
});
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 horizontal scrolling
var background2 = game.attachAsset('green_grass_field', {});
background2.width = 2048;
background2.height = 2732;
background2.x = 2048; // Position to the right of the first background
// Add both backgrounds to game
game.addChild(background);
game.addChild(background2);
// Animate background movement - floating slowly to the left like clouds
var backgroundSpeed = 0.5; // Slower speed for floating effect
var animateBackground = function animateBackground() {
// Move backgrounds left (floating effect)
background.x -= backgroundSpeed;
background2.x -= backgroundSpeed;
// Reset position when background moves off screen to the left
if (background.x <= -2048) {
background.x = background2.x + 2048;
}
if (background2.x <= -2048) {
background2.x = background.x + 2048;
}
};
// Start background animation
LK.on('tick', animateBackground);
var targets = [];
var axes = [];
var coins = [];
var score = 0;
var kills = 0;
var level = 1;
var health = 3;
var healthIcons = [];
var coinSpawnTimer = 0;
var coinSpawnInterval = 180; // 3 seconds at 60fps for "very rare" spawning
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);
// Add three health icons next to level text
for (var h = 0; h < 3; h++) {
var healthIcon = new Text2('♥', {
size: 80,
fill: 0xFF0000,
font: "Impact"
});
healthIcon.anchor.set(1, 0);
healthIcon.x = -20 - h * 90; // Position relative to topRight
healthIcon.y = 120; // Below level text
LK.gui.topRight.addChild(healthIcon);
healthIcons.push(healthIcon);
}
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 () {
// Coin spawning logic - very rare
coinSpawnTimer++;
if (coinSpawnTimer >= coinSpawnInterval) {
// Random chance to actually spawn (making it even more rare)
if (Math.random() < 0.3) {
// 30% chance every 3 seconds
var coin = game.addChild(new Coin());
coin.x = Math.random() * (2048 - 200) + 100; // Keep away from edges
coin.y = -100; // Start above screen
coins.push(coin);
}
coinSpawnTimer = 0;
// Randomize next spawn interval for more organic feel
coinSpawnInterval = 180 + Math.floor(Math.random() * 120); // 3-5 seconds
}
// Move and check coins
for (var c = coins.length - 1; c >= 0; c--) {
coins[c]._move_migrated();
// Remove coins that fall off screen
if (coins[c].y > 2732 + 100) {
coins[c].destroy();
coins.splice(c, 1);
continue;
}
// Check collision with axes
for (var a = 0; a < axes.length; a++) {
if (!coins[c].collected && coins[c].intersects(axes[a])) {
coins[c].collected = true;
// Play coin collection sound
LK.getSound('coin').play();
// Add 500 points
score += 500;
scoreTxt.setText(score);
// Collection animation
tween(coins[c], {
scaleX: 2,
scaleY: 2,
alpha: 0,
rotation: coins[c].rotation + Math.PI * 2
}, {
duration: 500,
easing: tween.easeOut,
onFinish: function (coin) {
return function () {
coin.destroy();
};
}(coins[c])
});
// Flash score text gold
tween(scoreTxt, {
tint: 0xFFD700
}, {
duration: 200,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(scoreTxt, {
tint: 0xFFFFFF
}, {
duration: 300,
easing: tween.easeIn
});
}
});
coins.splice(c, 1);
break;
}
}
}
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 been alive for 4 seconds (240 ticks at 60fps)
if (!axes[i].lifeTimer) {
axes[i].lifeTimer = 0;
}
axes[i].lifeTimer++;
if (axes[i].lifeTimer >= 300) {
// 5 seconds * 60 fps = 300 ticks
// Evaporate axe with animation
tween(axes[i], {
alpha: 0,
scaleX: 0,
scaleY: 0
}, {
duration: 300,
easing: tween.easeOut,
onFinish: function onFinish() {
if (axes[i]) {
axes[i].destroy();
}
}
});
axes.splice(i, 1);
axeActive = false;
axeCooldown = false;
// Reduce health when axe evaporates after 4 seconds
health--;
if (health > 0 && healthIcons[health]) {
// Hide health icon with animation
tween(healthIcons[health], {
alpha: 0,
scaleX: 0,
scaleY: 0
}, {
duration: 300,
easing: tween.easeIn
});
}
// Game over if no health left
if (health <= 0) {
LK.showGameOver();
return;
}
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) {
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();
// Make green grass field 50% black and 50% transparent
tween(background, {
tint: 0x808080,
// 50% black (gray)
alpha: 0.5 // 50% transparent
}, {
duration: 3000,
// 3 seconds for slow transition
easing: tween.easeInOut
});
tween(background2, {
tint: 0x808080,
// 50% black (gray)
alpha: 0.5 // 50% transparent
}, {
duration: 3000,
// 3 seconds for slow transition
easing: tween.easeInOut
});
}
}
break;
}
}
}
});