User prompt
Move the score to the top center of the screen. remove the word score and the colon. Whenever the score is increased have it count up to the new score
User prompt
Double check all missile logic. They should be removed when a bomb hits them
User prompt
The missiles should explode and disappear when a bomb hits them
User prompt
Make sure all enemies and missiles are removed when the bomb hits a missile
User prompt
When the bomb collides with a missile flash the screen, destroy all missiles and enemies, grant 1000 points āŖš” Consider importing and using the following plugins: @upit/tween.v1
User prompt
The bomb explosion should always spawn at the location where the bomb is destroyed. Add a new explosion for when a missile is detonated.
User prompt
Make the dropped bomb collide with the missiles
User prompt
If the player hits a missile with a bomb, destroy all missiles and enemies on the screen and give the player 1000 points.
User prompt
When a missile starts moving have it play a whoosh noise
User prompt
After the player hits 3000 points, make the missiles spawn twice as often and increase the scroll speed a bit.
User prompt
Make the missiles bigger
User prompt
When a missile first appears, flash it red-white-red-white before it launches
User prompt
Make the bomb pulse faster
User prompt
The bomb should start in the unready state
User prompt
Make the bomb drop even slower
User prompt
Get rid of the cooldownOverlay. Make the bombIndicator 0 opacity and 50% size when a bomb drops. āŖš” Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make the bomb ready display smaller. make the bomb that the player drops bigger and slower.
User prompt
Make the bomb ready text a bit smaller. When the player drops a bomb set the bomb ready image to 50% size and 0 opacity. Have the opacity increase until the bomb is ready
User prompt
When the player drops the bomb, remove any upward momentum they might have had
User prompt
Make the bomb drop a little slower. While the bomb is dropping stop the player from falling. They should hover while it drops.
User prompt
The bomb that the player drops should pulse in size and rotate as it drops
User prompt
Change the bomb reload animation. Instead have it scale up and increase opacity āŖš” Consider importing and using the following plugins: @upit/tween.v1
User prompt
Move the hearts, bomb reload display and panel all down by 50
User prompt
move the ui panel up two more levels. move it down 100 pixels
User prompt
move the ui panel up two more levels. move the hearts down 50 pixels. move the bomb reload image and text down 25 pixels.
/**** * 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])) { 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 = floorLevel; 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('playerHitExplosion', { 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: 1.5, scaleY: 1.5 }, { duration: 1000, onFinish: function onFinish() { game.removeChild(missileExplosion); } }); // Add missile to removal list missilesToRemove.push(missile); missileHit = true; } } } // If missile was hit, destroy all missiles and enemies on screen and give 1000 points if (missileHit) { // Add 1000 points for destroying a missile with bomb LK.setScore(LK.getScore() + 1000); scoreText.setText('Score: ' + LK.getScore()); // Find and destroy all remaining missiles and enemies for (var j = 0; j < children.length; j++) { if (children[j] instanceof Missile && !missilesToRemove.includes(children[j])) { // Create explosion for each missile var mExplosion = new Container(); var mExplosionGraphic = mExplosion.attachAsset('playerHitExplosion', { anchorX: 0.5, anchorY: 0.5, alpha: 0.9, scaleX: 0.1, scaleY: 0.1 }); mExplosion.x = children[j].x; mExplosion.y = children[j].y; mExplosion.scrollSpeed = gameSpeed; mExplosion.update = function () { mExplosion.x -= mExplosion.scrollSpeed; }; game.addChild(mExplosion); // Animate explosion tween(mExplosionGraphic, { alpha: 0, scaleX: 1.5, scaleY: 1.5 }, { duration: 1000, onFinish: function onFinish() { game.removeChild(mExplosion); } }); // Remove missile missilesToRemove.push(children[j]); } else if (children[j] instanceof Enemy && !enemiesToRemove.includes(children[j])) { // Create explosion for each enemy var eExplosion = new Container(); var eExplosionGraphic = eExplosion.attachAsset('playerHitExplosion', { anchorX: 0.5, anchorY: 0.5, alpha: 0.9, scaleX: 0.1, scaleY: 0.1 }); eExplosion.x = children[j].x; eExplosion.y = children[j].y; eExplosion.scrollSpeed = gameSpeed; eExplosion.update = function () { eExplosion.x -= eExplosion.scrollSpeed; }; game.addChild(eExplosion); // Animate explosion tween(eExplosionGraphic, { alpha: 0, scaleX: 1.5, scaleY: 1.5 }, { duration: 1000, onFinish: function onFinish() { game.removeChild(eExplosion); } }); // Remove enemy enemiesToRemove.push(children[j]); } } // Play sound for all destroyed entities LK.getSound('enemyHit').play(); } else 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); scoreText.setText('Score: ' + LK.getScore()); } // 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); scoreText.setText('Score: ' + LK.getScore()); // 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 && player.hearts[player.lives]) { game.removeChild(player.hearts[player.lives]); player.hearts.splice(player.lives, 1); } // 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) { 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 && player.hearts[player.lives]) { game.removeChild(player.hearts[player.lives]); player.hearts.splice(player.lives, 1); } // 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 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 () { // Create three hearts in the middle of the screen near the bottom for (var i = 0; i < self.lives; i++) { var heart = new Container(); // Create a red heart shape using heart shape var heartShape = heart.attachAsset('heart', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5, tint: 0xFF0000 // Red color for hearts }); // Calculate position in the middle of the screen heart.x = 2048 / 2 + (i - 1) * 200; // Center horizontally with even wider spacing heart.y = 2732 - 100; // Position even closer to the bottom of the screen (moved down 100px) // Remove heart from player and add to 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 - 325; // Position higher up from the bottom of the screen (moved down 75px) 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 - 200; // Position 150 pixels down 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('Score: 0', { size: 80, 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 right of the screen LK.gui.topRight.addChild(scoreText); // Anchor the text to the right side scoreText.anchor.set(1, 0); // Add padding from the right edge scoreText.x = -20; scoreText.y = 20; // 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() >= 3000) { // Boost speed further when score hits 3000 gameSpeed = 5 + Math.min(LK.getScore() / 10, 8); // Cap at max 13 speed (increased from 10) } // 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 && 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); } // 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 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(); } } // Update score display scoreText.setText('Score: ' + LK.getScore()); // 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
@@ -53,8 +53,16 @@
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])) {
+ self.explode();
+ return;
+ }
+ }
// Check if bomb hits the ground
if (self.lastY < floorLevel && self.y >= floorLevel) {
self.explode();
}
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