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At 20000 increase the missile and enemy spawn rates and scroll speed
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Move the bottom UI panel, bomb reload display and hearts all up by 50 pixels
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Remove the text display of lives at the top
Code edit (1 edits merged)
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Add a display below the score that shows how many lives the player has
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Here's what the heart status method should do: 1. Send the current number of lives to the method 2. Loop through the hearts. 3. If the lives total is less than the heart index set that heart to 0.2 opacity. 4. If the lives total is greater than the heart index set that heart to 1 opacity
Code edit (1 edits merged)
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Use the new function to restore 1 point of health when a bomb hits a missile
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Please fix the bug: 'ReferenceError: setHeartStatus is not defined' in or related to this line: 'setHeartStatus(player.lives, false);' Line Number: 418
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Start the game with three heart containers. Never destroy them, only set their opacity when they are active or inactive. Make a function that does this.
Code edit (1 edits merged)
Please save this source code
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Give the player 1000 points when they hit a missile with a bomb
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remove the red tint on the hearts
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When the player loses a heart just make it 10% opacity. Don't destroy it. When it is restored make it 100% opacity
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Make the score bigger and move it down ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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when the player hits a missile with a bomb, add a heart
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When the player hits a missile with a bomb, restore one heart.
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remove all the missile hit by bomb logic and recreate it using these rules: 1. When a bomb hits a missile destroy that missile 2. Give the player 1000 points if they hit the missile 3. When a missile hits the left edge of the screen grant 50 points 4. When a missile is destroyed by a bomb destroy all enemies and missiles on the screen
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Define a class for scrolling backgrounds var Background = Container.expand(function () { var self = Container.call(this); self.speed = 3; self.asset = null; self.init = function (assetName, startX) { self.asset = self.attachAsset(assetName, { anchorX: 0, anchorY: 0 }); self.x = startX; self.y = 0; }; self.update = function () { self.x -= gameSpeed; // If background has moved completely off screen to the left, reposition it to the right if (self.x <= -1366) { self.x = 1366 * 2; } }; return self; }); // Define a class for bombs dropped by player var Bomb = Container.expand(function () { var self = Container.call(this); // Create bomb graphic var bombGraphics = self.attachAsset('bomb', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.8, scaleY: 1.8 }); // Track last position and explosion state self.lastY = 0; self.hasExploded = false; self.velocityY = 4; // Reduced further to make bombs drop even slower // Update bomb position and check for ground collision self.update = function () { // Store last position before updating self.lastY = self.y; // Apply gravity self.velocityY += 0.2; // Reduced from 0.5 for even slower falling self.y += self.velocityY; // Make bomb pulse in size and rotate as it falls bombGraphics.rotation += 0.05; // Rotate the bomb // Pulse size between 1.0 and 1.4 based on sine wave with faster frequency var pulseScale = 1.0 + 0.2 * Math.sin(LK.ticks * 0.25); // Increased from 0.1 to 0.25 for faster pulse bombGraphics.scale.set(pulseScale, pulseScale); // Check for collision with missiles var children = game.children.slice(); for (var i = 0; i < children.length; i++) { if (children[i] instanceof Missile && self.intersects(children[i])) { // Create individual missile explosion at the hit missile's position var hitMissile = children[i]; var missileExplosion = new Container(); var missileExplosionGraphic = missileExplosion.attachAsset('explosion', { anchorX: 0.5, anchorY: 0.5, alpha: 0.9, scaleX: 0.1, scaleY: 0.1 }); missileExplosion.x = hitMissile.x; missileExplosion.y = hitMissile.y; missileExplosion.scrollSpeed = gameSpeed; missileExplosion.update = function () { missileExplosion.x -= missileExplosion.scrollSpeed; }; game.addChild(missileExplosion); // Animate explosion tween(missileExplosionGraphic, { alpha: 0, scaleX: 1.8, scaleY: 1.8 }, { duration: 1000, onFinish: function onFinish() { game.removeChild(missileExplosion); } }); LK.effects.flashScreen(0xFFA500, 500); // Orange flash for 500ms player.lives = Math.min(3, player.lives + 1); player.setHeartStatus(player.lives, true); // Remove the specific missile that was hit game.removeChild(hitMissile); // Give the player 1000 points LK.setScore(LK.getScore() + 1000); self.explode(); return; } } // Check if bomb hits the ground if (self.lastY < floorLevel && self.y >= floorLevel) { self.explode(); } }; // Handle explosion effect and enemy destruction self.explode = function () { if (self.hasExploded) { return; } self.hasExploded = true; // Play explosion sound LK.getSound('explosion').play(); // Create explosion graphic var explosion = LK.getAsset('explosion', { anchorX: 0.5, anchorY: 0.5, alpha: 0.8 }); explosion.x = self.x; explosion.y = self.y; game.addChild(explosion); // Check for enemies and missiles in explosion radius var enemyHit = false; var missileHit = false; var children = game.children.slice(); var missilesToRemove = []; var enemiesToRemove = []; for (var i = 0; i < children.length; i++) { // Check for enemy hits if (children[i] instanceof Enemy) { var enemy = children[i]; // Simple distance check for explosion radius var dx = enemy.x - self.x; var dy = enemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 150) { // Explosion radius // Create player hit explosion at enemy's position using playerHitExplosion asset var enemyExplosion = new Container(); var enemyExplosionGraphic = enemyExplosion.attachAsset('playerHitExplosion', { anchorX: 0.5, anchorY: 0.5, alpha: 0.9, scaleX: 0.1, scaleY: 0.1 }); enemyExplosion.x = enemy.x; enemyExplosion.y = enemy.y; enemyExplosion.scrollSpeed = gameSpeed; // Store the current game speed enemyExplosion.update = function () { // Make explosion scroll with background enemyExplosion.x -= enemyExplosion.scrollSpeed; }; game.addChild(enemyExplosion); // Animate explosion growing and fading out tween(enemyExplosionGraphic, { alpha: 0, scaleX: 1.5, scaleY: 1.5 }, { duration: 1000, onFinish: function onFinish() { game.removeChild(enemyExplosion); } }); // Add enemy to removal list enemiesToRemove.push(enemy); enemyHit = true; } } else if (children[i] instanceof Missile) { var missile = children[i]; // Check if missile is in explosion radius var mDx = missile.x - self.x; var mDy = missile.y - self.y; var mDistance = Math.sqrt(mDx * mDx + mDy * mDy); if (mDistance < 150) { // Create explosion at missile position var missileExplosion = new Container(); var missileExplosionGraphic = missileExplosion.attachAsset('explosion', { anchorX: 0.5, anchorY: 0.5, alpha: 0.9, scaleX: 0.1, scaleY: 0.1 }); missileExplosion.x = missile.x; missileExplosion.y = missile.y; missileExplosion.scrollSpeed = gameSpeed; missileExplosion.update = function () { missileExplosion.x -= missileExplosion.scrollSpeed; }; game.addChild(missileExplosion); // Animate explosion tween(missileExplosionGraphic, { alpha: 0, scaleX: 1.8, scaleY: 1.8 }, { duration: 1000, onFinish: function onFinish() { game.removeChild(missileExplosion); } }); // Restore heart using setHeartStatus function player.setHeartStatus(player.lives, true); // Flash the heart to highlight it was restored LK.effects.flashObject(player.hearts[player.lives - 1], 0x00FF00, 500); // Add missile to removal list missilesToRemove.push(missile); } } } if (enemyHit) { // If no missile was hit but an enemy was, give normal points // Play enemy hit sound when enemy is destroyed LK.getSound('enemyHit').play(); // Add 500 points for destroying enemy with bomb LK.setScore(LK.getScore() + 500); // Score text is updated in game.update animation } // Remove all collected enemies and missiles for (var k = 0; k < enemiesToRemove.length; k++) { game.removeChild(enemiesToRemove[k]); } for (var l = 0; l < missilesToRemove.length; l++) { game.removeChild(missilesToRemove[l]); } // Remove bomb game.removeChild(self); // Fade out and remove explosion after 500ms tween(explosion, { alpha: 0, scaleX: 2, scaleY: 2 }, { duration: 500, onFinish: function onFinish() { game.removeChild(explosion); } }); }; return self; }); // Define a class for enemies var Enemy = Container.expand(function () { var self = Container.call(this); // Create enemy using proper enemy sprite var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.5, scaleY: 0.5 }); // Track last position and collision state self.lastX = 0; self.lastCollided = false; self.update = function () { // Store last position before updating self.lastX = self.x; // Move at the same speed as background self.x -= gameSpeed; // Check if enemy hits left edge of screen if (self.lastX > 0 && self.x <= 0) { // Add 100 to score LK.setScore(LK.getScore() + 100); // Score text is updated in game.update animation // Remove this enemy self.parent.removeChild(self); } // Check collision with player if not previously collided if (!self.lastCollided && self.intersects(player)) { // Set collision flag to prevent multiple hits self.lastCollided = true; // Create player hit explosion at enemy's position using different asset var explosion = new Container(); var explosionGraphic = explosion.attachAsset('playerHitExplosion', { anchorX: 0.5, anchorY: 0.5, alpha: 0.9, scaleX: 0.1, scaleY: 0.1 }); explosion.x = self.x; explosion.y = self.y; explosion.scrollSpeed = gameSpeed; // Store the current game speed explosion.update = function () { // Make explosion scroll with background explosion.x -= explosion.scrollSpeed; }; game.addChild(explosion); // Play explosion sound when player is hit LK.getSound('explosion').play(); // Animate explosion growing and fading out tween(explosionGraphic, { alpha: 0, scaleX: 1.5, scaleY: 1.5 }, { duration: 1000, onFinish: function onFinish() { game.removeChild(explosion); } }); // Remove enemy from game self.parent.removeChild(self); // Reduce player lives if (player.lives > 0) { player.lives--; // Play sound when life is lost LK.getSound('lifeLost').play(); // Update heart display if (player.hearts.length > 0) { // Make the heart 10% opacity instead of removing it player.setHeartStatus(player.lives, false); } // Flash player to indicate damage LK.effects.flashObject(player, 0xFF0000, 500); // Game over if no lives left if (player.lives <= 0) { // Hide player player.visible = false; // Create explosion where player was var finalExplosion = new Container(); var finalExplosionGraphic = finalExplosion.attachAsset('playerExplosion', { anchorX: 0.5, anchorY: 0.5, alpha: 1.0, scaleX: 1.0, scaleY: 1.0 }); finalExplosion.x = player.x; finalExplosion.y = player.y; game.addChild(finalExplosion); // Stop game scrolling gameSpeed = 0; // Animate explosion growing and fading out over 1.5 seconds tween(finalExplosionGraphic, { alpha: 0, scaleX: 3.0, scaleY: 3.0 }, { duration: 1500, onFinish: function onFinish() { game.removeChild(finalExplosion); LK.showGameOver(); } }); } } } }; return self; }); // Define a class for missiles that launch at player var Missile = Container.expand(function () { var self = Container.call(this); // Create missile graphic using dedicated missile asset var missileGraphics = self.attachAsset('missile', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.5, scaleY: 2.2 }); // Track missile properties self.warningTime = 60; // 1 second warning at 60fps self.isWarning = true; // Start in warning state self.scrollSpeed = 0; // Will be set when missile is created // Create warning indicator self.warningIndicator = new Container(); var warningGraphic = self.warningIndicator.attachAsset('missile', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.2, scaleY: 1.0, tint: 0xFF0000 // Red color for warning }); // Add warning text self.warningText = new Text2('!', { size: 60, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 3 }); self.warningText.anchor.set(0.5, 0.5); self.warningIndicator.addChild(self.warningText); // Update method for missile behavior self.update = function () { if (self.isWarning) { // During warning phase, just count down self.warningTime--; // Make warning indicator blink self.warningIndicator.alpha = Math.floor(self.warningTime / 10) % 2 === 0 ? 1.0 : 0.3; // When warning time ends, start moving missile if (self.warningTime <= 0) { self.isWarning = false; game.removeChild(self.warningIndicator); // Flash missile red-white-red-white when it first launches LK.effects.flashObject(missileGraphics, 0xFF0000, 500, 4); // Play whoosh sound when missile starts moving LK.getSound('whoosh').play(); } } else { // Move missile from right to left at 1.5x scroll speed self.x -= self.scrollSpeed; // Check if missile is off screen if (self.x < -50) { if (self.parent) { // Add 50 points when missile reaches left edge LK.setScore(LK.getScore() + 50); self.parent.removeChild(self); } return; } // Check for collision with player if (self.intersects(player) && player.lives > 0) { // Create explosion var explosion = new Container(); var explosionGraphic = explosion.attachAsset('playerHitExplosion', { anchorX: 0.5, anchorY: 0.5, alpha: 0.9, scaleX: 0.1, scaleY: 0.1 }); explosion.x = self.x; explosion.y = self.y; explosion.scrollSpeed = gameSpeed; explosion.update = function () { explosion.x -= explosion.scrollSpeed; }; game.addChild(explosion); // Play explosion sound when player is hit by missile LK.getSound('explosion').play(); // Animate explosion tween(explosionGraphic, { alpha: 0, scaleX: 1.5, scaleY: 1.5 }, { duration: 1000, onFinish: function onFinish() { game.removeChild(explosion); } }); // Reduce player lives player.lives--; // Play sound when life is lost LK.getSound('lifeLost').play(); // Update heart display if (player.hearts.length > 0) { // Make the heart 10% opacity instead of removing it player.setHeartStatus(player.lives, false); } // Flash player to indicate damage LK.effects.flashObject(player, 0xFF0000, 500); // Game over if no lives left if (player.lives <= 0) { // Hide player player.visible = false; // Create explosion where player was var finalExplosion = new Container(); var finalExplosionGraphic = finalExplosion.attachAsset('playerExplosion', { anchorX: 0.5, anchorY: 0.5, alpha: 1.0, scaleX: 1.0, scaleY: 1.0 }); finalExplosion.x = player.x; finalExplosion.y = player.y; game.addChild(finalExplosion); // Stop game scrolling gameSpeed = 0; // Animate explosion growing and fading out over 1.5 seconds tween(finalExplosionGraphic, { alpha: 0, scaleX: 3.0, scaleY: 3.0 }, { duration: 1500, onFinish: function onFinish() { game.removeChild(finalExplosion); LK.showGameOver(); } }); } // Remove missile if (self.parent) { self.parent.removeChild(self); } } } }; // Initialize missile with warning at the specified position self.init = function (yPosition) { // Position missile at right edge of screen self.x = 2048; self.y = yPosition; // Set missile speed to 1.5x the current game speed self.scrollSpeed = gameSpeed * 1.5; // Position warning indicator at the right edge self.warningIndicator.x = 2048; self.warningIndicator.y = yPosition; // Add warning indicator to game game.addChild(self.warningIndicator); }; return self; }); //<Assets used in the game will automatically appear here> // Define a class for the player character var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); self.speed = 5; self.jumpHeight = 40; self.isJumping = false; self.velocityY = 0; self.lives = 3; // Initialize player with 3 lives self.hearts = []; // Array to store heart icons // Function to set heart visibility self.setHeartStatus = function (livesCount, active) { // Loop through all hearts for (var i = 0; i < self.hearts.length; i++) { // If lives count is less than or equal to the heart index, set to inactive // Otherwise set to active if (i < livesCount) { self.hearts[i].alpha = 1.0; } else { self.hearts[i].alpha = 0.2; } } }; self.canDropBomb = false; // Start with bomb unready self.activeBomb = null; // Reference to current active bomb self.bombCooldown = 240; // Start with full cooldown self.bombReloadTime = 240; // 4 seconds at 60fps self.createHearts = function () { // Always create three hearts in the middle of the screen near the bottom for (var i = 0; i < 3; i++) { var heart = new Container(); // Create a heart shape using heart asset var heartShape = heart.attachAsset('heart', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); // Calculate position in the middle of the screen heart.x = 2048 / 2 + (i - 1) * 200; // Center horizontally with even wider spacing heart.y = 2582; // Position 50 pixels up from previous position // Set inactive hearts to 10% opacity if beyond current lives if (i >= self.lives) { heart.alpha = 0.1; } // Add heart to array and game so it stays fixed self.hearts.push(heart); game.addChild(heart); } }; // Initialize hearts when player is created self.createHearts(); // Create bomb indicator self.bombIndicator = new Container(); var bombGraphic = self.bombIndicator.attachAsset('bomb', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.7, scaleY: 1.7 }); // No cooldown overlay needed // Add text to show reload progress self.bombReadyText = new Text2('READY', { size: 12, // Smaller text size fill: 0x4B0082, // Dark purple stroke: 0x000000, strokeThickness: 2 }); // Initialize style explicitly to avoid "Cannot set properties of undefined" error self.bombReadyText.style = { fill: 0x4B0082 // Dark purple }; self.bombReadyText.anchor.set(0.5, 0.5); // Center it on the bomb self.bombReadyText.y = 0; // Center it on the bomb self.bombIndicator.addChild(self.bombReadyText); // Position bomb indicator at bottom of screen, doubled in size self.bombIndicator.x = 2048 / 2; self.bombIndicator.y = 2732 - 375; // Position 50 pixels up from previous position self.bombIndicator.scale.set(2, 2); // Double the size game.addChild(self.bombIndicator); self.update = function () { if (self.isJumping) { // If there's an active bomb, hover in place until bomb explodes if (self.activeBomb && self.activeBomb.parent) { // Apply very slight hover effect self.y += Math.sin(LK.ticks * 0.1) * 0.5; // Remove any upward momentum if (self.velocityY < 0) { self.velocityY = 0; } } else { self.y += self.velocityY; self.velocityY += 0.7; // Decreased gravity effect by 30% if (self.y >= floorLevel) { // Return to floor level self.y = floorLevel; self.isJumping = false; self.velocityY = 0; self.activeBomb = null; // Clear reference to active bomb } } } // Handle bomb cooldown if (self.bombCooldown > 0) { self.bombCooldown--; // Calculate progress for new animation var progress = self.bombCooldown / self.bombReloadTime; // If it's the first frame of cooldown, set up initial state if (self.bombCooldown === self.bombReloadTime - 1) { // Stop any existing tweens tween.stop(bombGraphic); // Reset to 50% scale and transparent bombGraphic.scale.set(0.5, 0.5); bombGraphic.alpha = 0; // Start tween to scale up and increase opacity tween(bombGraphic, { alpha: 1.0, scaleX: 1.0, scaleY: 1.0 }, { duration: self.bombReloadTime * (1000 / 60), easing: tween.easeInOut }); } // Update text to show progress if (self.bombCooldown <= 0) { self.canDropBomb = true; self.bombReadyText.setText('READY'); self.bombReadyText.style.fill = 0x00FF00; // Play bomb ready sound when bomb becomes available LK.getSound('bombReady').play(); } else { var secondsLeft = Math.ceil(self.bombCooldown / 60); self.bombReadyText.setText(secondsLeft + 's'); self.bombReadyText.style.fill = 0xFF0000; } } }; self.jump = function () { if (!self.isJumping) { self.isJumping = true; self.velocityY = -self.jumpHeight; // Play jump sound when player jumps LK.getSound('jump').play(); } else if (self.canDropBomb) { // Drop a bomb if in mid-air and haven't dropped one yet self.canDropBomb = false; self.bombCooldown = self.bombReloadTime; // Start cooldown timer (4 seconds) // Reset bomb graphic to 50% size and transparent bombGraphic.scale.set(0.5, 0.5); bombGraphic.alpha = 0; // Create new bomb var bomb = new Bomb(); bomb.x = self.x; bomb.y = self.y + 50; // Position slightly below player bomb.lastY = bomb.y; // Add bomb to game game.addChild(bomb); self.activeBomb = bomb; } }; }); // Define a class for street backgrounds (bottom part) var StreetBackground = Container.expand(function () { var self = Container.call(this); self.speed = 3; self.asset = null; self.init = function (assetName, startX) { self.asset = self.attachAsset(assetName, { anchorX: 0, anchorY: 0, scaleY: 0.5 // Make the background half height }); self.x = startX; self.y = 2732 * 0.5; // Position in the bottom half of the screen }; self.update = function () { self.x -= gameSpeed; // If background has moved completely off screen to the left, reposition it to the right if (self.x <= -2048) { self.x = 2048 * 2 - gameSpeed; } }; return self; }); // UI Panel class var UIPanel = Container.expand(function () { var self = Container.call(this); // Create a panel using a brand new UI panel image var panel = self.attachAsset('uiPanelBackground', { anchorX: 0.5, anchorY: 0.5, alpha: 0.9 }); // Method to update panel content (kept for compatibility) self.updateContent = function (status) { // No text to update anymore }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x1A0933 // Dark purple background }); /**** * Game Code ****/ // Game speed control variable var gameSpeed = 5; // Floor level variable (Y position for player and enemies) var floorLevel = 2732 * 0.55 + 400; // 55% of screen height + 400px down // Track enemies var enemies = []; // Create three scrolling backgrounds for the top part var backgrounds = []; // Create three scrolling backgrounds for the bottom part (street) var streetBackgrounds = []; // Create each background and position them for (var i = 0; i < 3; i++) { var bg = new Background(); bg.init('background' + (i + 1), i * 1366); backgrounds.push(bg); game.addChild(bg); // Create street backgrounds using different assets var streetBg = new StreetBackground(); streetBg.init('street' + (i + 1), i * 2048); streetBackgrounds.push(streetBg); game.addChild(streetBg); } // Initialize player var player = game.addChild(new Player()); player.x = 2048 / 2 - 500; // Move player back 500 pixels player.y = floorLevel; // Position player at the floor level // Create and position UI panel var uiPanel = new UIPanel(); uiPanel.x = 2048 / 2; // Center horizontally uiPanel.y = 2732 - 250; // Position 50 pixels up from previous position uiPanel.scale.set(1.2, 1.2); // Make the UI panel 20% bigger // Make sure UI panel is at the right display level (moved up six levels) game.addChildAt(uiPanel, 6); // Create a new Text2 object to display the score with cyberpunk styling var scoreText = new Text2('0', { size: 120, fill: 0x00FFFF, // Cyan color for cyberpunk neon effect stroke: 0xFF00FF, // Magenta stroke for contrast strokeThickness: 5, // Thick stroke for glow effect dropShadow: true, dropShadowColor: 0x00FFFF, // Cyan shadow dropShadowBlur: 10, dropShadowAngle: Math.PI / 4, dropShadowDistance: 6, letterSpacing: 3 // Spacing between letters for futuristic look }); // Add the score text to the game GUI at the top center of the screen LK.gui.top.addChild(scoreText); // Center the text scoreText.anchor.set(0.5, 0); // Add padding from the top scoreText.y = 80; // Lives text has been removed // Keep track of displayed score for animation var displayedScore = 0; // Create a pulsating glow effect for the cyberpunk score display function pulseScoreText() { tween(scoreText, { strokeThickness: 8, dropShadowBlur: 15 }, { duration: 800, onFinish: function onFinish() { tween(scoreText, { strokeThickness: 5, dropShadowBlur: 10 }, { duration: 800, onFinish: pulseScoreText }); } }); } pulseScoreText(); // Handle game updates game.update = function () { // Increase game speed as score increases for difficulty progression gameSpeed = 5 + Math.min(LK.getScore() / 10, 5); // Cap at max 10 speed // Check if score reaches 3000, increase game speed and missile spawn rate if (LK.getScore() >= 20000) { // Boost speed significantly at 20000 points gameSpeed = 5 + Math.min(LK.getScore() / 10, 12); // Cap at max 17 speed } else if (LK.getScore() >= 3000) { // Boost speed further when score hits 3000 gameSpeed = 5 + Math.min(LK.getScore() / 10, 8); // Cap at max 13 speed } // Update scrolling backgrounds for (var i = 0; i < backgrounds.length; i++) { backgrounds[i].update(); } // Update street backgrounds for (var i = 0; i < streetBackgrounds.length; i++) { streetBackgrounds[i].update(); } player.update(); // Spawn enemies (wait 5 seconds at the start - 300 frames at 60fps) if (LK.ticks > 300) { // Determine enemy spawn interval based on score var enemySpawnInterval = 180; // Default: every 3 seconds if (LK.getScore() >= 20000) { enemySpawnInterval = 90; // Every 1.5 seconds at 20000+ } else if (LK.getScore() >= 3000) { enemySpawnInterval = 150; // Every 2.5 seconds at 3000+ } if (LK.ticks % enemySpawnInterval === 0) { // Spawn enemy var enemy = new Enemy(); enemy.x = 2048; // Start at right edge of screen enemy.y = floorLevel; // Position at floor level enemy.lastX = enemy.x; // Initialize lastX game.addChild(enemy); } } // Spawn missiles when player score reaches 1500 if (LK.getScore() >= 1500) { // Determine spawn interval based on score thresholds var missileSpawnInterval = 120; // Default interval if (LK.getScore() >= 20000) { missileSpawnInterval = 30; // Four times as often at 20000+ } else if (LK.getScore() >= 3000) { missileSpawnInterval = 60; // Twice as often at 3000+ } if (LK.ticks % missileSpawnInterval === 0) { // Calculate a y-position for the missile // Should be at least 500px above player but no higher than max jump height var playerMaxHeight = floorLevel - player.jumpHeight * 6; // Approximate max jump height var minMissileHeight = floorLevel - 2800; // At least 500px above player (increased from 300px) var maxMissileHeight = floorLevel - 800; // Don't go too high // Calculate the valid range for missile spawn positions var validRangeMin = Math.max(maxMissileHeight, minMissileHeight); var validRangeMax = floorLevel - 50; // Generate a random position within this range var missileY = validRangeMin + Math.random() * (validRangeMax - validRangeMin); // Ensure missile is within screen bounds missileY = Math.max(100, Math.min(missileY, floorLevel - 50)); // Create missile with warning var missile = new Missile(); missile.init(missileY); game.addChild(missile); } } // Update all enemies and bombs var children = game.children.slice(); for (var i = 0; i < children.length; i++) { if (children[i] instanceof Enemy) { children[i].update(); } else if (children[i] instanceof Bomb) { children[i].update(); } else if (children[i] instanceof Missile) { children[i].update(); } else if (children[i].update && children[i].scrollSpeed !== undefined) { // Update any container with scrollSpeed (like our player hit explosions) children[i].update(); } } // Animate score count up var actualScore = LK.getScore(); if (displayedScore < actualScore) { // Increment displayed score by a percentage of the difference displayedScore = Math.min(displayedScore + Math.ceil((actualScore - displayedScore) * 0.1), actualScore); scoreText.setText(displayedScore.toString()); } // Lives text display has been removed // Update UI panel is no longer needed - using player's bomb display }; // Handle player jump game.down = function (x, y, obj) { player.jump(); };
===================================================================
--- original.js
+++ change.js
@@ -807,11 +807,14 @@
game.update = function () {
// Increase game speed as score increases for difficulty progression
gameSpeed = 5 + Math.min(LK.getScore() / 10, 5); // Cap at max 10 speed
// Check if score reaches 3000, increase game speed and missile spawn rate
- if (LK.getScore() >= 3000) {
+ if (LK.getScore() >= 20000) {
+ // Boost speed significantly at 20000 points
+ gameSpeed = 5 + Math.min(LK.getScore() / 10, 12); // Cap at max 17 speed
+ } else if (LK.getScore() >= 3000) {
// Boost speed further when score hits 3000
- gameSpeed = 5 + Math.min(LK.getScore() / 10, 8); // Cap at max 13 speed (increased from 10)
+ gameSpeed = 5 + Math.min(LK.getScore() / 10, 8); // Cap at max 13 speed
}
// Update scrolling backgrounds
for (var i = 0; i < backgrounds.length; i++) {
backgrounds[i].update();
@@ -821,20 +824,34 @@
streetBackgrounds[i].update();
}
player.update();
// Spawn enemies (wait 5 seconds at the start - 300 frames at 60fps)
- if (LK.ticks > 300 && LK.ticks % 180 === 0) {
- // Spawn enemy every 3 seconds (180 frames at 60fps)
- var enemy = new Enemy();
- enemy.x = 2048; // Start at right edge of screen
- enemy.y = floorLevel; // Position at floor level
- enemy.lastX = enemy.x; // Initialize lastX
- game.addChild(enemy);
+ if (LK.ticks > 300) {
+ // Determine enemy spawn interval based on score
+ var enemySpawnInterval = 180; // Default: every 3 seconds
+ if (LK.getScore() >= 20000) {
+ enemySpawnInterval = 90; // Every 1.5 seconds at 20000+
+ } else if (LK.getScore() >= 3000) {
+ enemySpawnInterval = 150; // Every 2.5 seconds at 3000+
+ }
+ if (LK.ticks % enemySpawnInterval === 0) {
+ // Spawn enemy
+ var enemy = new Enemy();
+ enemy.x = 2048; // Start at right edge of screen
+ enemy.y = floorLevel; // Position at floor level
+ enemy.lastX = enemy.x; // Initialize lastX
+ game.addChild(enemy);
+ }
}
// Spawn missiles when player score reaches 1500
if (LK.getScore() >= 1500) {
- // Determine spawn interval - normal (120) or faster (60) if score >= 3000
- var missileSpawnInterval = LK.getScore() >= 3000 ? 60 : 120; // Twice as often when score >= 3000
+ // Determine spawn interval based on score thresholds
+ var missileSpawnInterval = 120; // Default interval
+ if (LK.getScore() >= 20000) {
+ missileSpawnInterval = 30; // Four times as often at 20000+
+ } else if (LK.getScore() >= 3000) {
+ missileSpawnInterval = 60; // Twice as often at 3000+
+ }
if (LK.ticks % missileSpawnInterval === 0) {
// Calculate a y-position for the missile
// Should be at least 500px above player but no higher than max jump height
var playerMaxHeight = floorLevel - player.jumpHeight * 6; // Approximate max jump height
cyberpunk pixel art asphalt street. In-Game asset. 2d. High contrast. No shadows, street debris
cyberpunk pixel art asphalt street. In-Game asset. 2d. High contrast. No shadows, street debris
Neon pink techno heart. In-Game asset. 2d. High contrast. No shadows
Side view, angry cyberpunk robot, looking left. full body, cute but aggro In-Game asset. 2d. High contrast. No shadows
Side view, cute female cyberpunk robot, looking right, full body, chibi, riding in a hover sphere with energy glow at bottom, hands on controls In-Game asset. 2d. High contrast. No shadows
cyberpunk explosion with the word "ouch" in the middle. sparks. In-Game asset. 2d. High contrast. No shadows
Glowing energy sphere. Spherical. Yellow and blue. In-Game asset. 2d. High contrast. No shadows
digital explosion, burnt orange neon blue, pixels, sparks. In-Game asset. 2d. High contrast. No shadows
digital explosion. squares. pixels. chaos. neon. sparks. In-Game asset. 2d. High contrast. No shadows