User prompt
karakterin boyutunu büyüt
User prompt
dron karaterin etrafında dönmesin karakterin bağımsız hareket etsin ve rasgele düşmanlara saldırsın
User prompt
kalkan 1 hit korusun
User prompt
çıkan her dron diğer dronun ters tarafında çıksın
User prompt
dron alındığı sürece 3 sefere kadar stacklenebilir
User prompt
dönen duron hasar versin
User prompt
arkaplan koy
User prompt
güçlendirmeler karakter hasar yiyene kadar kalıcı olsun
User prompt
ikili atış düz ilerlesin yayılmasın
User prompt
düşmanların ve karakterin hızını yavaşlat
User prompt
karakter kendisine en yakın düşmana doğru ateş etsin
Code edit (1 edits merged)
Please save this source code
User prompt
Rogue Wave Survival
Initial prompt
Create a top-down 2D rogue-like game where the player moves in the direction of input (e.g., arrow keys or WASD) and automatically shoots at approaching enemies. The game progresses in waves, with each wave increasing in difficulty by spawning more and stronger enemies. The player has a health bar; if it reaches zero, the game ends. Enemies spawn from outside the screen and move toward the player. There are three types of enemies: Normal enemy: balanced speed and health. Fast enemy: high speed, low health. Tank enemy: slow speed, high health. During gameplay, random power-ups spawn on the ground, including: Shield (adds temporary protection) Health (restores player HP) Dual Shot (fires two bullets at once) Enhanced Bullets (increased damage) Combat Drone (a drone that follows the player and shoots at enemies) The goal is to survive as many waves as possible, using movement, positioning, and power-ups to overcome the increasing enemy threat.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Drone class var Drone = Container.expand(function (player) { var self = Container.call(this); var droneSprite = self.attachAsset('drone', { anchorX: 0.5, anchorY: 0.5 }); self.radius = droneSprite.width / 2; self.player = player; self.shootInterval = 30; self.lastShotTick = 0; self.target = null; self.speed = 10 + Math.random() * 3; self._pickNewTarget = function () { // Pick a random enemy as target, or move to a random point if no enemies if (enemies.length > 0) { var idx = Math.floor(Math.random() * enemies.length); self.target = enemies[idx]; } else { // Move to a random point on the screen self.target = { x: 200 + Math.random() * (2048 - 400), y: 200 + Math.random() * (2732 - 400) }; } }; self._pickNewTarget(); self.x = player.x + (Math.random() - 0.5) * 400; self.y = player.y + (Math.random() - 0.5) * 400; self.update = function () { // If target is gone or destroyed, pick a new one if (!self.target || self.target.destroyed === true) { self._pickNewTarget(); } // Move toward target if (self.target) { var dx = self.target.x - self.x; var dy = self.target.y - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 10) { self.x += dx / dist * self.speed; self.y += dy / dist * self.speed; } else { // Arrived at target, pick a new one self._pickNewTarget(); } } }; return self; }); // Drone bullet class var DroneBullet = Container.expand(function () { var self = Container.call(this); var bulletSprite = self.attachAsset('drone_bullet', { anchorX: 0.5, anchorY: 0.5 }); self.radius = bulletSprite.width / 2; self.speed = 14; self.damage = 1; self.dirX = 0; self.dirY = -1; self.update = function () { self.x += self.dirX * self.speed; self.y += self.dirY * self.speed; }; return self; }); // Enemy class var Enemy = Container.expand(function () { var self = Container.call(this); self.type = 'normal'; // 'normal', 'fast', 'tank' self.speed = 6; self.health = 2; self.radius = 50; self.reward = 1; self.target = null; self.init = function (type) { self.type = type; if (type === 'normal') { self.attachAsset('enemy_normal', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.13, scaleY: 1.13 }); self.speed = 3 + Math.random() * 1; // normal enemy slower self.health = 2; self.radius = 102; // updated for new size (slightly larger) self.reward = 1; } else if (type === 'fast') { self.attachAsset('enemy_fast', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.13, scaleY: 1.13 }); self.speed = 4.7 + Math.random() * 0.8; // fast enemy slightly slower self.health = 1; self.radius = 81; // updated for new size (slightly larger) self.reward = 2; } else if (type === 'tank') { self.attachAsset('enemy_tank', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 1.5 + Math.random() * 0.7; // tank enemy slower self.health = 6; self.radius = 130; // updated for new size self.reward = 4; } }; self.takeDamage = function (amount) { self.health -= amount; LK.getSound('enemy_hit').play(); LK.effects.flashObject(self, 0xffffff, 200); if (self.health <= 0) { self.destroyed = true; } }; self.update = function () { if (!self.target) return; var dx = self.target.x - self.x; var dy = self.target.y - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 0) { self.x += dx / dist * self.speed; self.y += dy / dist * self.speed; } }; return self; }); // Player class var Player = Container.expand(function () { var self = Container.call(this); var playerSprite = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.0, scaleY: 2.0 }); self.radius = playerSprite.width * 2.0 / 2; self.speed = 9; self.maxHealth = 8; self.health = self.maxHealth; self.shield = 0; self.dualShot = false; self.enhanced = false; self.hasDrone = false; // Remove single drone reference, use drones array // self.drone = null; self.lastShotTick = 0; self.shootInterval = 18; // frames self.invulnTicks = 0; // For powerup timers self.dualShotTicks = 0; self.enhancedTicks = 0; self.shieldTicks = 0; // For touch drag self.isDragging = false; // Damage method self.takeDamage = function (amount) { if (self.invulnTicks > 0) return; if (self.shield > 0) { self.shield = 0; self.shieldTicks = 0; LK.effects.flashObject(self, 0x00e6e6, 400); return; } // On taking damage, clear all powerups except health and shield self.dualShot = false; self.dualShotTicks = 0; self.enhanced = false; self.enhancedTicks = 0; // Destroy all drones and clear stack if (self.hasDrone && drones.length > 0) { for (var i = 0; i < drones.length; i++) { if (drones[i]) drones[i].destroy(); } drones = []; } self.hasDrone = false; self.health -= amount; self.invulnTicks = 30; LK.effects.flashObject(self, 0xff0000, 400); LK.getSound('player_hit').play(); if (self.health <= 0) { LK.showGameOver(); } }; // Powerup methods self.applyPowerup = function (type) { if (type === 'shield') { self.shield = 1; self.shieldTicks = 600; } else if (type === 'health') { self.health = Math.min(self.maxHealth, self.health + 3); } else if (type === 'dual') { self.dualShot = true; self.dualShotTicks = 0; // not used anymore } else if (type === 'enhanced') { self.enhanced = true; self.enhancedTicks = 0; // not used anymore } else if (type === 'drone') { // Only allow 1 drone at a time if (drones.length < 1) { self.hasDrone = true; var newDrone = new Drone(self); newDrone.angle = 0; game.addChild(newDrone); drones.push(newDrone); } } else if (type === 'turret') { // Allow up to 2 turrets at a time if (remoteTurrets.length < 2) { var turret = new Turret(self); game.addChild(turret); remoteTurrets.push(turret); } } }; // Update powerup timers self.updatePowerups = function () { if (self.shield > 0) { self.shieldTicks--; if (self.shieldTicks <= 0) self.shield = 0; } // dualShot, enhanced, and drone are now cleared only on damage, not by timer }; // Update method self.update = function () { if (self.invulnTicks > 0) self.invulnTicks--; self.updatePowerups(); // Keep player inside bounds if (self.x < self.radius) self.x = self.radius; if (self.x > 2048 - self.radius) self.x = 2048 - self.radius; if (self.y < self.radius) self.y = self.radius; if (self.y > 2732 - self.radius) self.y = 2732 - self.radius; }; return self; }); // Player bullet class var PlayerBullet = Container.expand(function () { var self = Container.call(this); var bulletSprite = self.attachAsset('player_bullet', { anchorX: 0.5, anchorY: 0.5 }); self.radius = bulletSprite.width / 2; self.speed = 16; self.damage = 1; self.dirX = 0; self.dirY = -1; self.fromDrone = false; self.update = function () { self.x += self.dirX * self.speed; self.y += self.dirY * self.speed; }; return self; }); // Powerup class var Powerup = Container.expand(function () { var self = Container.call(this); self.type = 'shield'; self.radius = 40; self.init = function (type) { self.type = type; if (type === 'shield') { self.attachAsset('powerup_shield', { anchorX: 0.5, anchorY: 0.5 }); } else if (type === 'health') { self.attachAsset('powerup_health', { anchorX: 0.5, anchorY: 0.5 }); } else if (type === 'dual') { self.attachAsset('powerup_dual', { anchorX: 0.5, anchorY: 0.5 }); } else if (type === 'enhanced') { self.attachAsset('powerup_enhanced', { anchorX: 0.5, anchorY: 0.5 }); } else if (type === 'drone') { self.attachAsset('powerup_drone', { anchorX: 0.5, anchorY: 0.5 }); } else if (type === 'turret') { // Use TurretPowerup class for turret powerup var turretPowerup = new TurretPowerup(); turretPowerup.init(); self.addChild(turretPowerup); } }; self.update = function () { // Float up and down self.y += Math.sin(LK.ticks / 20 + self._floatPhase) * 1.2; }; self._floatPhase = Math.random() * Math.PI * 2; return self; }); // RemoteTurretBullet class var RemoteTurretBullet = Container.expand(function () { var self = Container.call(this); var bulletSprite = self.attachAsset('drone_bullet', { anchorX: 0.5, anchorY: 0.5 }); self.radius = bulletSprite.width / 2; self.speed = 18; self.damage = 1; self.dirX = 0; self.dirY = -1; self.update = function () { self.x += self.dirX * self.speed; self.y += self.dirY * self.speed; }; return self; }); // Turret class (actual spawned turret) var Turret = Container.expand(function (player) { var self = Container.call(this); var turretSprite = self.attachAsset('turret', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.3, scaleY: 1.3 }); self.radius = turretSprite.width * 1.3 / 2; self.player = player; self.shootInterval = 18; self.lastShotTick = 0; self.lifetime = 900; // 15 seconds at 60fps self.ticks = 0; // Place turret near player, but not on top self.x = player.x + (Math.random() - 0.5) * 400; self.y = player.y - 300 + (Math.random() - 0.5) * 100; self.update = function () { self.ticks++; // Fire at nearest enemy if (LK.ticks - self.lastShotTick >= self.shootInterval) { var nearest = null; var minDist = 999999; for (var i = 0; i < enemies.length; i++) { var dx = enemies[i].x - self.x; var dy = enemies[i].y - self.y; var d = dx * dx + dy * dy; if (d < minDist) { minDist = d; nearest = enemies[i]; } } if (nearest) { var dx = nearest.x - self.x; var dy = nearest.y - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 0) { var bullet = new TurretBullet(); bullet.x = self.x + dx / dist * (self.radius + 20); bullet.y = self.y + dy / dist * (self.radius + 20); bullet.dirX = dx / dist; bullet.dirY = dy / dist; remoteTurretBullets.push(bullet); game.addChild(bullet); LK.getSound('drone_shoot').play(); } self.lastShotTick = LK.ticks; } } // Remove after lifetime if (self.ticks > self.lifetime) { self.destroy(); var idx = remoteTurrets.indexOf(self); if (idx !== -1) remoteTurrets.splice(idx, 1); } }; return self; }); // TurretBullet class (spawned by Turret) var TurretBullet = Container.expand(function () { var self = Container.call(this); var bulletSprite = self.attachAsset('drone_bullet', { anchorX: 0.5, anchorY: 0.5 }); self.radius = bulletSprite.width / 2; self.speed = 18; self.damage = 1; self.dirX = 0; self.dirY = -1; self.update = function () { self.x += self.dirX * self.speed; self.y += self.dirY * self.speed; }; return self; }); // TurretPowerup class (for the powerup pickup) var TurretPowerup = Container.expand(function () { var self = Container.call(this); self.type = 'turret'; self.radius = 40; self.init = function () { self.attachAsset('powerup_remote_shooter_drone', { anchorX: 0.5, anchorY: 0.5 }); }; self.update = function () { self.y += Math.sin(LK.ticks / 20 + self._floatPhase) * 1.2; }; self._floatPhase = Math.random() * Math.PI * 2; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x181c24 }); /**** * Game Code ****/ // Add background shape to the game scene var backgroundShape = LK.getAsset('background', { anchorX: 0, anchorY: 0, x: 0, y: 0, width: 2048, height: 2732, color: 0x23283a // dark blueish background, adjust as desired }); game.addChild(backgroundShape); // Music // Sounds // Drone // Powerups // Bullets // Enemy types // Player // Game state variables var player; var enemies = []; var bullets = []; var droneBullets = []; var remoteTurrets = []; var remoteTurretBullets = []; var powerups = []; var wave = 1; var waveTicks = 0; var spawnTick = 0; var nextPowerupTick = 0; var dragging = false; var dragOffsetX = 0; var dragOffsetY = 0; var score = 0; var healthBar; var shieldBar; var waveText; var scoreText; var lastTouchX = 0; var lastTouchY = 0; // Track up to 3 drones var drones = []; // GUI function createGUI() { // Health bar healthBar = new Text2('', { size: 80, fill: 0xFF3A3A }); healthBar.anchor.set(0.5, 1); LK.gui.bottom.addChild(healthBar); // Shield bar shieldBar = new Text2('', { size: 60, fill: 0x00E6E6 }); shieldBar.anchor.set(0.5, 1); LK.gui.bottom.addChild(shieldBar); // Score scoreText = new Text2('Score: 0', { size: 80, fill: "#fff" }); scoreText.anchor.set(1, 0); LK.gui.topRight.addChild(scoreText); // Wave waveText = new Text2('Wave 1', { size: 70, fill: 0xFFE066 }); waveText.anchor.set(0.5, 0); LK.gui.top.addChild(waveText); // Position GUI // Bottom left, stacked vertically (health at bottom, shield above) healthBar.x = 180; healthBar.y = -40; shieldBar.x = 180; shieldBar.y = -130; scoreText.x = -40; scoreText.y = 20; waveText.x = 1024; waveText.y = 20; } function updateGUI() { var hearts = ''; for (var i = 0; i < player.maxHealth; i++) { hearts += i < player.health ? '♥ ' : '♡ '; } healthBar.setText('HP: ' + hearts.trim()); shieldBar.setText(player.shield > 0 ? 'Shield: ON' : ''); scoreText.setText('Score: ' + score); waveText.setText('Wave ' + wave); } // Spawn player function spawnPlayer() { player = new Player(); player.x = 2048 / 2; player.y = 2732 * 0.7; game.addChild(player); } // Spawn enemies for current wave function spawnEnemies() { // No boss waves, only normal enemy waves // Normal enemy waves // Reduce spawn count in early waves for all enemy types var num; if (wave === 1) { num = 3; } else if (wave === 2) { num = 4; } else if (wave === 3) { num = 5; } else if (wave === 4) { num = 6; } else { // Increase enemy count more slowly for higher waves num = 6 + Math.floor((wave - 4) * 1.2); } for (var i = 0; i < num; i++) { var type; if (wave >= 5 && Math.random() < 0.2) { type = 'tank'; } else if (Math.random() < 0.3 + wave * 0.02) { type = 'fast'; } else { type = 'normal'; } var enemy = new Enemy(); enemy.init(type); // Spawn outside screen var edge = Math.floor(Math.random() * 4); var ex, ey; if (edge === 0) { // top ex = Math.random() * 2048; ey = -enemy.radius - 20; } else if (edge === 1) { // right ex = 2048 + enemy.radius + 20; ey = Math.random() * 2732; } else if (edge === 2) { // bottom ex = Math.random() * 2048; ey = 2732 + enemy.radius + 20; } else { // left ex = -enemy.radius - 20; ey = Math.random() * 2732; } enemy.x = ex; enemy.y = ey; enemy.target = player; enemies.push(enemy); game.addChild(enemy); } } // Spawn a powerup at random location function spawnPowerup() { // Increase the chance for 'drone' and 'turret' powerups by duplicating them in the pool var types = ['shield', 'health', 'dual', 'enhanced', 'drone', 'drone', 'drone', // 3x more likely 'turret', 'turret', 'turret' // 3x more likely ]; var type = types[Math.floor(Math.random() * types.length)]; var powerup = new Powerup(); powerup.init(type); powerup.x = 200 + Math.random() * (2048 - 400); powerup.y = 400 + Math.random() * (2732 - 800); powerups.push(powerup); game.addChild(powerup); } // Fire player bullets function firePlayerBullets() { if (LK.ticks - player.lastShotTick < player.shootInterval) return; player.lastShotTick = LK.ticks; // Find nearest enemy var nearest = null; var minDist = 999999; for (var i = 0; i < enemies.length; i++) { var dx = enemies[i].x - player.x; var dy = enemies[i].y - player.y; var d = dx * dx + dy * dy; if (d < minDist) { minDist = d; nearest = enemies[i]; } } if (!nearest) return; // Don't shoot if no enemies // Calculate angle toward nearest enemy var dx = nearest.x - player.x; var dy = nearest.y - player.y; var angle = Math.atan2(dy, dx); var num = player.dualShot ? 2 : 1; for (var i = 0; i < num; i++) { var bullet = new PlayerBullet(); bullet.damage = player.enhanced ? 2 : 1; // For dual shot, both bullets go straight (no spread), but offset horizontally var offset = 0; if (num === 2) { // Perpendicular to shooting direction var perpX = -Math.sin(angle); var perpY = Math.cos(angle); offset = (i === 0 ? -1 : 1) * 32; // 32px left/right bullet.x = player.x + Math.cos(angle) * (player.radius + 30) + perpX * offset; bullet.y = player.y + Math.sin(angle) * (player.radius + 30) + perpY * offset; } else { bullet.x = player.x + Math.cos(angle) * (player.radius + 30); bullet.y = player.y + Math.sin(angle) * (player.radius + 30); } bullet.dirX = Math.cos(angle); bullet.dirY = Math.sin(angle); bullets.push(bullet); game.addChild(bullet); } LK.getSound('shoot').play(); } // Fire drone bullets function fireDroneBullets() { if (!player.hasDrone || !player.drone) return; if (LK.ticks - player.drone.lastShotTick < player.drone.shootInterval) return; player.drone.lastShotTick = LK.ticks; // Find nearest enemy var nearest = null; var minDist = 99999; for (var i = 0; i < enemies.length; i++) { var dx = enemies[i].x - player.drone.x; var dy = enemies[i].y - player.drone.y; var d = dx * dx + dy * dy; if (d < minDist) { minDist = d; nearest = enemies[i]; } } if (!nearest) return; var dx = nearest.x - player.drone.x; var dy = nearest.y - player.drone.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist === 0) return; var bullet = new DroneBullet(); bullet.dirX = dx / dist; bullet.dirY = dy / dist; bullet.x = player.drone.x + bullet.dirX * (player.drone.radius + 20); bullet.y = player.drone.y + bullet.dirY * (player.drone.radius + 20); droneBullets.push(bullet); game.addChild(bullet); LK.getSound('drone_shoot').play(); } // Handle dragging function handleMove(x, y, obj) { if (!dragging) return; // Clamp to bounds var nx = x - dragOffsetX; var ny = y - dragOffsetY; var r = player.radius; if (nx < r) nx = r; if (nx > 2048 - r) nx = 2048 - r; if (ny < r) ny = r; if (ny > 2732 - r) ny = 2732 - r; player.x = nx; player.y = ny; lastTouchX = x; lastTouchY = y; } // Touch events game.down = function (x, y, obj) { // Don't allow drag from top left 100x100 if (x < 100 && y < 100) return; var dx = x - player.x; var dy = y - player.y; if (dx * dx + dy * dy < player.radius * player.radius * 2.5) { dragging = true; dragOffsetX = x - player.x; dragOffsetY = y - player.y; lastTouchX = x; lastTouchY = y; } }; game.move = function (x, y, obj) { handleMove(x, y, obj); }; game.up = function (x, y, obj) { dragging = false; }; // Main update loop game.update = function () { // Player update player.update(); // Player auto-fire firePlayerBullets(); // Drone update and contact attack only (no bullet firing) // Remove drone if it has lasted 3 waves if (player.hasDrone && drones.length > 0) { // Track the wave when the drone was spawned if (typeof drones[0]._spawnWave === "undefined") { drones[0]._spawnWave = wave; } // Remove drone if more than 3 waves have passed since spawn if (wave - drones[0]._spawnWave >= 3) { for (var d = 0; d < drones.length; d++) { if (drones[d]) drones[d].destroy(); } drones = []; player.hasDrone = false; } else { for (var d = 0; d < drones.length; d++) { var drone = drones[d]; drone.update(); // Drone contact damage to enemies for (var i = enemies.length - 1; i >= 0; i--) { var e = enemies[i]; var dx = e.x - drone.x; var dy = e.y - drone.y; var dist = Math.sqrt(dx * dx + dy * dy); // Use a unique contact key per drone var contactKey = "_lastDroneContact" + d; if (dist < e.radius + drone.radius - 10) { if (!e[contactKey] || LK.ticks - e[contactKey] > 10) { e.takeDamage(1); e[contactKey] = LK.ticks; } } else { e[contactKey] = null; } } } } } // Remote turrets update for (var t = remoteTurrets.length - 1; t >= 0; t--) { var turret = remoteTurrets[t]; // Track the wave when the turret was spawned if (typeof turret._spawnWave === "undefined") { turret._spawnWave = wave; } // Remove turret if more than 3 waves have passed since spawn if (wave - turret._spawnWave >= 3) { turret.destroy(); remoteTurrets.splice(t, 1); continue; } turret.update(); } // Ensure player is always rendered above turrets if (remoteTurrets.length > 0 && player && game.children) { // Remove player from children if present var idx = -1; for (var i = 0; i < game.children.length; i++) { if (game.children[i] === player) { idx = i; break; } } if (idx !== -1) { game.children.splice(idx, 1); game.children.push(player); } } // Enemies update for (var i = enemies.length - 1; i >= 0; i--) { var e = enemies[i]; e.update(); // Check collision with player var dx = e.x - player.x; var dy = e.y - player.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < e.radius + player.radius - 10) { player.takeDamage(e.type === 'tank' ? 3 : 1); e.destroyed = true; } // Remove if offscreen if (e.x < -200 || e.x > 2248 || e.y < -200 || e.y > 2932) { e.destroyed = true; } // Remove if destroyed if (e.destroyed) { e.destroy(); enemies.splice(i, 1); score += e.reward; LK.setScore(score); } } // Bullets update for (var i = bullets.length - 1; i >= 0; i--) { var b = bullets[i]; b.update(); var hit = false; for (var j = enemies.length - 1; j >= 0; j--) { var e = enemies[j]; var dx = e.x - b.x; var dy = e.y - b.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < e.radius + b.radius - 10) { e.takeDamage(b.damage); hit = true; break; } } // Remove if hit or offscreen if (hit || b.x < -100 || b.x > 2148 || b.y < -100 || b.y > 2832) { b.destroy(); bullets.splice(i, 1); } } // Drone bullets update for (var i = droneBullets.length - 1; i >= 0; i--) { var b = droneBullets[i]; b.update(); var hit = false; for (var j = enemies.length - 1; j >= 0; j--) { var e = enemies[j]; var dx = e.x - b.x; var dy = e.y - b.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < e.radius + b.radius - 10) { e.takeDamage(1); hit = true; break; } } if (hit || b.x < -100 || b.x > 2148 || b.y < -100 || b.y > 2832) { b.destroy(); droneBullets.splice(i, 1); } } // Remote turret bullets update for (var i = remoteTurretBullets.length - 1; i >= 0; i--) { var b = remoteTurretBullets[i]; b.update(); var hit = false; for (var j = enemies.length - 1; j >= 0; j--) { var e = enemies[j]; var dx = e.x - b.x; var dy = e.y - b.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < e.radius + b.radius - 10) { e.takeDamage(1); hit = true; break; } } if (hit || b.x < -100 || b.x > 2148 || b.y < -100 || b.y > 2832) { b.destroy(); remoteTurretBullets.splice(i, 1); } } // Powerups update for (var i = powerups.length - 1; i >= 0; i--) { var p = powerups[i]; p.update(); var dx = p.x - player.x; var dy = p.y - player.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < p.radius + player.radius + 10) { player.applyPowerup(p.type); LK.getSound('powerup').play(); p.destroy(); powerups.splice(i, 1); } } // Wave logic waveTicks++; if (enemies.length === 0 && waveTicks > 60) { wave++; waveTicks = 0; spawnEnemies(); LK.effects.flashScreen(0x00ffcc, 400); } // Powerup spawn logic if (LK.ticks > nextPowerupTick && wave % 3 !== 0) { spawnPowerup(); nextPowerupTick = LK.ticks + 600 + Math.floor(Math.random() * 600); } // Update GUI updateGUI(); }; // Game start function startGame() { createGUI(); spawnPlayer(); spawnEnemies(); nextPowerupTick = LK.ticks + 300; score = 0; LK.setScore(0); LK.playMusic('bgmusic', { fade: { start: 0, end: 1, duration: 1200 } }); } startGame();
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Drone class
var Drone = Container.expand(function (player) {
var self = Container.call(this);
var droneSprite = self.attachAsset('drone', {
anchorX: 0.5,
anchorY: 0.5
});
self.radius = droneSprite.width / 2;
self.player = player;
self.shootInterval = 30;
self.lastShotTick = 0;
self.target = null;
self.speed = 10 + Math.random() * 3;
self._pickNewTarget = function () {
// Pick a random enemy as target, or move to a random point if no enemies
if (enemies.length > 0) {
var idx = Math.floor(Math.random() * enemies.length);
self.target = enemies[idx];
} else {
// Move to a random point on the screen
self.target = {
x: 200 + Math.random() * (2048 - 400),
y: 200 + Math.random() * (2732 - 400)
};
}
};
self._pickNewTarget();
self.x = player.x + (Math.random() - 0.5) * 400;
self.y = player.y + (Math.random() - 0.5) * 400;
self.update = function () {
// If target is gone or destroyed, pick a new one
if (!self.target || self.target.destroyed === true) {
self._pickNewTarget();
}
// Move toward target
if (self.target) {
var dx = self.target.x - self.x;
var dy = self.target.y - self.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist > 10) {
self.x += dx / dist * self.speed;
self.y += dy / dist * self.speed;
} else {
// Arrived at target, pick a new one
self._pickNewTarget();
}
}
};
return self;
});
// Drone bullet class
var DroneBullet = Container.expand(function () {
var self = Container.call(this);
var bulletSprite = self.attachAsset('drone_bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.radius = bulletSprite.width / 2;
self.speed = 14;
self.damage = 1;
self.dirX = 0;
self.dirY = -1;
self.update = function () {
self.x += self.dirX * self.speed;
self.y += self.dirY * self.speed;
};
return self;
});
// Enemy class
var Enemy = Container.expand(function () {
var self = Container.call(this);
self.type = 'normal'; // 'normal', 'fast', 'tank'
self.speed = 6;
self.health = 2;
self.radius = 50;
self.reward = 1;
self.target = null;
self.init = function (type) {
self.type = type;
if (type === 'normal') {
self.attachAsset('enemy_normal', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.13,
scaleY: 1.13
});
self.speed = 3 + Math.random() * 1; // normal enemy slower
self.health = 2;
self.radius = 102; // updated for new size (slightly larger)
self.reward = 1;
} else if (type === 'fast') {
self.attachAsset('enemy_fast', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.13,
scaleY: 1.13
});
self.speed = 4.7 + Math.random() * 0.8; // fast enemy slightly slower
self.health = 1;
self.radius = 81; // updated for new size (slightly larger)
self.reward = 2;
} else if (type === 'tank') {
self.attachAsset('enemy_tank', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 1.5 + Math.random() * 0.7; // tank enemy slower
self.health = 6;
self.radius = 130; // updated for new size
self.reward = 4;
}
};
self.takeDamage = function (amount) {
self.health -= amount;
LK.getSound('enemy_hit').play();
LK.effects.flashObject(self, 0xffffff, 200);
if (self.health <= 0) {
self.destroyed = true;
}
};
self.update = function () {
if (!self.target) return;
var dx = self.target.x - self.x;
var dy = self.target.y - self.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist > 0) {
self.x += dx / dist * self.speed;
self.y += dy / dist * self.speed;
}
};
return self;
});
// Player class
var Player = Container.expand(function () {
var self = Container.call(this);
var playerSprite = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2.0,
scaleY: 2.0
});
self.radius = playerSprite.width * 2.0 / 2;
self.speed = 9;
self.maxHealth = 8;
self.health = self.maxHealth;
self.shield = 0;
self.dualShot = false;
self.enhanced = false;
self.hasDrone = false;
// Remove single drone reference, use drones array
// self.drone = null;
self.lastShotTick = 0;
self.shootInterval = 18; // frames
self.invulnTicks = 0;
// For powerup timers
self.dualShotTicks = 0;
self.enhancedTicks = 0;
self.shieldTicks = 0;
// For touch drag
self.isDragging = false;
// Damage method
self.takeDamage = function (amount) {
if (self.invulnTicks > 0) return;
if (self.shield > 0) {
self.shield = 0;
self.shieldTicks = 0;
LK.effects.flashObject(self, 0x00e6e6, 400);
return;
}
// On taking damage, clear all powerups except health and shield
self.dualShot = false;
self.dualShotTicks = 0;
self.enhanced = false;
self.enhancedTicks = 0;
// Destroy all drones and clear stack
if (self.hasDrone && drones.length > 0) {
for (var i = 0; i < drones.length; i++) {
if (drones[i]) drones[i].destroy();
}
drones = [];
}
self.hasDrone = false;
self.health -= amount;
self.invulnTicks = 30;
LK.effects.flashObject(self, 0xff0000, 400);
LK.getSound('player_hit').play();
if (self.health <= 0) {
LK.showGameOver();
}
};
// Powerup methods
self.applyPowerup = function (type) {
if (type === 'shield') {
self.shield = 1;
self.shieldTicks = 600;
} else if (type === 'health') {
self.health = Math.min(self.maxHealth, self.health + 3);
} else if (type === 'dual') {
self.dualShot = true;
self.dualShotTicks = 0; // not used anymore
} else if (type === 'enhanced') {
self.enhanced = true;
self.enhancedTicks = 0; // not used anymore
} else if (type === 'drone') {
// Only allow 1 drone at a time
if (drones.length < 1) {
self.hasDrone = true;
var newDrone = new Drone(self);
newDrone.angle = 0;
game.addChild(newDrone);
drones.push(newDrone);
}
} else if (type === 'turret') {
// Allow up to 2 turrets at a time
if (remoteTurrets.length < 2) {
var turret = new Turret(self);
game.addChild(turret);
remoteTurrets.push(turret);
}
}
};
// Update powerup timers
self.updatePowerups = function () {
if (self.shield > 0) {
self.shieldTicks--;
if (self.shieldTicks <= 0) self.shield = 0;
}
// dualShot, enhanced, and drone are now cleared only on damage, not by timer
};
// Update method
self.update = function () {
if (self.invulnTicks > 0) self.invulnTicks--;
self.updatePowerups();
// Keep player inside bounds
if (self.x < self.radius) self.x = self.radius;
if (self.x > 2048 - self.radius) self.x = 2048 - self.radius;
if (self.y < self.radius) self.y = self.radius;
if (self.y > 2732 - self.radius) self.y = 2732 - self.radius;
};
return self;
});
// Player bullet class
var PlayerBullet = Container.expand(function () {
var self = Container.call(this);
var bulletSprite = self.attachAsset('player_bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.radius = bulletSprite.width / 2;
self.speed = 16;
self.damage = 1;
self.dirX = 0;
self.dirY = -1;
self.fromDrone = false;
self.update = function () {
self.x += self.dirX * self.speed;
self.y += self.dirY * self.speed;
};
return self;
});
// Powerup class
var Powerup = Container.expand(function () {
var self = Container.call(this);
self.type = 'shield';
self.radius = 40;
self.init = function (type) {
self.type = type;
if (type === 'shield') {
self.attachAsset('powerup_shield', {
anchorX: 0.5,
anchorY: 0.5
});
} else if (type === 'health') {
self.attachAsset('powerup_health', {
anchorX: 0.5,
anchorY: 0.5
});
} else if (type === 'dual') {
self.attachAsset('powerup_dual', {
anchorX: 0.5,
anchorY: 0.5
});
} else if (type === 'enhanced') {
self.attachAsset('powerup_enhanced', {
anchorX: 0.5,
anchorY: 0.5
});
} else if (type === 'drone') {
self.attachAsset('powerup_drone', {
anchorX: 0.5,
anchorY: 0.5
});
} else if (type === 'turret') {
// Use TurretPowerup class for turret powerup
var turretPowerup = new TurretPowerup();
turretPowerup.init();
self.addChild(turretPowerup);
}
};
self.update = function () {
// Float up and down
self.y += Math.sin(LK.ticks / 20 + self._floatPhase) * 1.2;
};
self._floatPhase = Math.random() * Math.PI * 2;
return self;
});
// RemoteTurretBullet class
var RemoteTurretBullet = Container.expand(function () {
var self = Container.call(this);
var bulletSprite = self.attachAsset('drone_bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.radius = bulletSprite.width / 2;
self.speed = 18;
self.damage = 1;
self.dirX = 0;
self.dirY = -1;
self.update = function () {
self.x += self.dirX * self.speed;
self.y += self.dirY * self.speed;
};
return self;
});
// Turret class (actual spawned turret)
var Turret = Container.expand(function (player) {
var self = Container.call(this);
var turretSprite = self.attachAsset('turret', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.3,
scaleY: 1.3
});
self.radius = turretSprite.width * 1.3 / 2;
self.player = player;
self.shootInterval = 18;
self.lastShotTick = 0;
self.lifetime = 900; // 15 seconds at 60fps
self.ticks = 0;
// Place turret near player, but not on top
self.x = player.x + (Math.random() - 0.5) * 400;
self.y = player.y - 300 + (Math.random() - 0.5) * 100;
self.update = function () {
self.ticks++;
// Fire at nearest enemy
if (LK.ticks - self.lastShotTick >= self.shootInterval) {
var nearest = null;
var minDist = 999999;
for (var i = 0; i < enemies.length; i++) {
var dx = enemies[i].x - self.x;
var dy = enemies[i].y - self.y;
var d = dx * dx + dy * dy;
if (d < minDist) {
minDist = d;
nearest = enemies[i];
}
}
if (nearest) {
var dx = nearest.x - self.x;
var dy = nearest.y - self.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist > 0) {
var bullet = new TurretBullet();
bullet.x = self.x + dx / dist * (self.radius + 20);
bullet.y = self.y + dy / dist * (self.radius + 20);
bullet.dirX = dx / dist;
bullet.dirY = dy / dist;
remoteTurretBullets.push(bullet);
game.addChild(bullet);
LK.getSound('drone_shoot').play();
}
self.lastShotTick = LK.ticks;
}
}
// Remove after lifetime
if (self.ticks > self.lifetime) {
self.destroy();
var idx = remoteTurrets.indexOf(self);
if (idx !== -1) remoteTurrets.splice(idx, 1);
}
};
return self;
});
// TurretBullet class (spawned by Turret)
var TurretBullet = Container.expand(function () {
var self = Container.call(this);
var bulletSprite = self.attachAsset('drone_bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.radius = bulletSprite.width / 2;
self.speed = 18;
self.damage = 1;
self.dirX = 0;
self.dirY = -1;
self.update = function () {
self.x += self.dirX * self.speed;
self.y += self.dirY * self.speed;
};
return self;
});
// TurretPowerup class (for the powerup pickup)
var TurretPowerup = Container.expand(function () {
var self = Container.call(this);
self.type = 'turret';
self.radius = 40;
self.init = function () {
self.attachAsset('powerup_remote_shooter_drone', {
anchorX: 0.5,
anchorY: 0.5
});
};
self.update = function () {
self.y += Math.sin(LK.ticks / 20 + self._floatPhase) * 1.2;
};
self._floatPhase = Math.random() * Math.PI * 2;
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x181c24
});
/****
* Game Code
****/
// Add background shape to the game scene
var backgroundShape = LK.getAsset('background', {
anchorX: 0,
anchorY: 0,
x: 0,
y: 0,
width: 2048,
height: 2732,
color: 0x23283a // dark blueish background, adjust as desired
});
game.addChild(backgroundShape);
// Music
// Sounds
// Drone
// Powerups
// Bullets
// Enemy types
// Player
// Game state variables
var player;
var enemies = [];
var bullets = [];
var droneBullets = [];
var remoteTurrets = [];
var remoteTurretBullets = [];
var powerups = [];
var wave = 1;
var waveTicks = 0;
var spawnTick = 0;
var nextPowerupTick = 0;
var dragging = false;
var dragOffsetX = 0;
var dragOffsetY = 0;
var score = 0;
var healthBar;
var shieldBar;
var waveText;
var scoreText;
var lastTouchX = 0;
var lastTouchY = 0;
// Track up to 3 drones
var drones = [];
// GUI
function createGUI() {
// Health bar
healthBar = new Text2('', {
size: 80,
fill: 0xFF3A3A
});
healthBar.anchor.set(0.5, 1);
LK.gui.bottom.addChild(healthBar);
// Shield bar
shieldBar = new Text2('', {
size: 60,
fill: 0x00E6E6
});
shieldBar.anchor.set(0.5, 1);
LK.gui.bottom.addChild(shieldBar);
// Score
scoreText = new Text2('Score: 0', {
size: 80,
fill: "#fff"
});
scoreText.anchor.set(1, 0);
LK.gui.topRight.addChild(scoreText);
// Wave
waveText = new Text2('Wave 1', {
size: 70,
fill: 0xFFE066
});
waveText.anchor.set(0.5, 0);
LK.gui.top.addChild(waveText);
// Position GUI
// Bottom left, stacked vertically (health at bottom, shield above)
healthBar.x = 180;
healthBar.y = -40;
shieldBar.x = 180;
shieldBar.y = -130;
scoreText.x = -40;
scoreText.y = 20;
waveText.x = 1024;
waveText.y = 20;
}
function updateGUI() {
var hearts = '';
for (var i = 0; i < player.maxHealth; i++) {
hearts += i < player.health ? '♥ ' : '♡ ';
}
healthBar.setText('HP: ' + hearts.trim());
shieldBar.setText(player.shield > 0 ? 'Shield: ON' : '');
scoreText.setText('Score: ' + score);
waveText.setText('Wave ' + wave);
}
// Spawn player
function spawnPlayer() {
player = new Player();
player.x = 2048 / 2;
player.y = 2732 * 0.7;
game.addChild(player);
}
// Spawn enemies for current wave
function spawnEnemies() {
// No boss waves, only normal enemy waves
// Normal enemy waves
// Reduce spawn count in early waves for all enemy types
var num;
if (wave === 1) {
num = 3;
} else if (wave === 2) {
num = 4;
} else if (wave === 3) {
num = 5;
} else if (wave === 4) {
num = 6;
} else {
// Increase enemy count more slowly for higher waves
num = 6 + Math.floor((wave - 4) * 1.2);
}
for (var i = 0; i < num; i++) {
var type;
if (wave >= 5 && Math.random() < 0.2) {
type = 'tank';
} else if (Math.random() < 0.3 + wave * 0.02) {
type = 'fast';
} else {
type = 'normal';
}
var enemy = new Enemy();
enemy.init(type);
// Spawn outside screen
var edge = Math.floor(Math.random() * 4);
var ex, ey;
if (edge === 0) {
// top
ex = Math.random() * 2048;
ey = -enemy.radius - 20;
} else if (edge === 1) {
// right
ex = 2048 + enemy.radius + 20;
ey = Math.random() * 2732;
} else if (edge === 2) {
// bottom
ex = Math.random() * 2048;
ey = 2732 + enemy.radius + 20;
} else {
// left
ex = -enemy.radius - 20;
ey = Math.random() * 2732;
}
enemy.x = ex;
enemy.y = ey;
enemy.target = player;
enemies.push(enemy);
game.addChild(enemy);
}
}
// Spawn a powerup at random location
function spawnPowerup() {
// Increase the chance for 'drone' and 'turret' powerups by duplicating them in the pool
var types = ['shield', 'health', 'dual', 'enhanced', 'drone', 'drone', 'drone',
// 3x more likely
'turret', 'turret', 'turret' // 3x more likely
];
var type = types[Math.floor(Math.random() * types.length)];
var powerup = new Powerup();
powerup.init(type);
powerup.x = 200 + Math.random() * (2048 - 400);
powerup.y = 400 + Math.random() * (2732 - 800);
powerups.push(powerup);
game.addChild(powerup);
}
// Fire player bullets
function firePlayerBullets() {
if (LK.ticks - player.lastShotTick < player.shootInterval) return;
player.lastShotTick = LK.ticks;
// Find nearest enemy
var nearest = null;
var minDist = 999999;
for (var i = 0; i < enemies.length; i++) {
var dx = enemies[i].x - player.x;
var dy = enemies[i].y - player.y;
var d = dx * dx + dy * dy;
if (d < minDist) {
minDist = d;
nearest = enemies[i];
}
}
if (!nearest) return; // Don't shoot if no enemies
// Calculate angle toward nearest enemy
var dx = nearest.x - player.x;
var dy = nearest.y - player.y;
var angle = Math.atan2(dy, dx);
var num = player.dualShot ? 2 : 1;
for (var i = 0; i < num; i++) {
var bullet = new PlayerBullet();
bullet.damage = player.enhanced ? 2 : 1;
// For dual shot, both bullets go straight (no spread), but offset horizontally
var offset = 0;
if (num === 2) {
// Perpendicular to shooting direction
var perpX = -Math.sin(angle);
var perpY = Math.cos(angle);
offset = (i === 0 ? -1 : 1) * 32; // 32px left/right
bullet.x = player.x + Math.cos(angle) * (player.radius + 30) + perpX * offset;
bullet.y = player.y + Math.sin(angle) * (player.radius + 30) + perpY * offset;
} else {
bullet.x = player.x + Math.cos(angle) * (player.radius + 30);
bullet.y = player.y + Math.sin(angle) * (player.radius + 30);
}
bullet.dirX = Math.cos(angle);
bullet.dirY = Math.sin(angle);
bullets.push(bullet);
game.addChild(bullet);
}
LK.getSound('shoot').play();
}
// Fire drone bullets
function fireDroneBullets() {
if (!player.hasDrone || !player.drone) return;
if (LK.ticks - player.drone.lastShotTick < player.drone.shootInterval) return;
player.drone.lastShotTick = LK.ticks;
// Find nearest enemy
var nearest = null;
var minDist = 99999;
for (var i = 0; i < enemies.length; i++) {
var dx = enemies[i].x - player.drone.x;
var dy = enemies[i].y - player.drone.y;
var d = dx * dx + dy * dy;
if (d < minDist) {
minDist = d;
nearest = enemies[i];
}
}
if (!nearest) return;
var dx = nearest.x - player.drone.x;
var dy = nearest.y - player.drone.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist === 0) return;
var bullet = new DroneBullet();
bullet.dirX = dx / dist;
bullet.dirY = dy / dist;
bullet.x = player.drone.x + bullet.dirX * (player.drone.radius + 20);
bullet.y = player.drone.y + bullet.dirY * (player.drone.radius + 20);
droneBullets.push(bullet);
game.addChild(bullet);
LK.getSound('drone_shoot').play();
}
// Handle dragging
function handleMove(x, y, obj) {
if (!dragging) return;
// Clamp to bounds
var nx = x - dragOffsetX;
var ny = y - dragOffsetY;
var r = player.radius;
if (nx < r) nx = r;
if (nx > 2048 - r) nx = 2048 - r;
if (ny < r) ny = r;
if (ny > 2732 - r) ny = 2732 - r;
player.x = nx;
player.y = ny;
lastTouchX = x;
lastTouchY = y;
}
// Touch events
game.down = function (x, y, obj) {
// Don't allow drag from top left 100x100
if (x < 100 && y < 100) return;
var dx = x - player.x;
var dy = y - player.y;
if (dx * dx + dy * dy < player.radius * player.radius * 2.5) {
dragging = true;
dragOffsetX = x - player.x;
dragOffsetY = y - player.y;
lastTouchX = x;
lastTouchY = y;
}
};
game.move = function (x, y, obj) {
handleMove(x, y, obj);
};
game.up = function (x, y, obj) {
dragging = false;
};
// Main update loop
game.update = function () {
// Player update
player.update();
// Player auto-fire
firePlayerBullets();
// Drone update and contact attack only (no bullet firing)
// Remove drone if it has lasted 3 waves
if (player.hasDrone && drones.length > 0) {
// Track the wave when the drone was spawned
if (typeof drones[0]._spawnWave === "undefined") {
drones[0]._spawnWave = wave;
}
// Remove drone if more than 3 waves have passed since spawn
if (wave - drones[0]._spawnWave >= 3) {
for (var d = 0; d < drones.length; d++) {
if (drones[d]) drones[d].destroy();
}
drones = [];
player.hasDrone = false;
} else {
for (var d = 0; d < drones.length; d++) {
var drone = drones[d];
drone.update();
// Drone contact damage to enemies
for (var i = enemies.length - 1; i >= 0; i--) {
var e = enemies[i];
var dx = e.x - drone.x;
var dy = e.y - drone.y;
var dist = Math.sqrt(dx * dx + dy * dy);
// Use a unique contact key per drone
var contactKey = "_lastDroneContact" + d;
if (dist < e.radius + drone.radius - 10) {
if (!e[contactKey] || LK.ticks - e[contactKey] > 10) {
e.takeDamage(1);
e[contactKey] = LK.ticks;
}
} else {
e[contactKey] = null;
}
}
}
}
}
// Remote turrets update
for (var t = remoteTurrets.length - 1; t >= 0; t--) {
var turret = remoteTurrets[t];
// Track the wave when the turret was spawned
if (typeof turret._spawnWave === "undefined") {
turret._spawnWave = wave;
}
// Remove turret if more than 3 waves have passed since spawn
if (wave - turret._spawnWave >= 3) {
turret.destroy();
remoteTurrets.splice(t, 1);
continue;
}
turret.update();
}
// Ensure player is always rendered above turrets
if (remoteTurrets.length > 0 && player && game.children) {
// Remove player from children if present
var idx = -1;
for (var i = 0; i < game.children.length; i++) {
if (game.children[i] === player) {
idx = i;
break;
}
}
if (idx !== -1) {
game.children.splice(idx, 1);
game.children.push(player);
}
}
// Enemies update
for (var i = enemies.length - 1; i >= 0; i--) {
var e = enemies[i];
e.update();
// Check collision with player
var dx = e.x - player.x;
var dy = e.y - player.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist < e.radius + player.radius - 10) {
player.takeDamage(e.type === 'tank' ? 3 : 1);
e.destroyed = true;
}
// Remove if offscreen
if (e.x < -200 || e.x > 2248 || e.y < -200 || e.y > 2932) {
e.destroyed = true;
}
// Remove if destroyed
if (e.destroyed) {
e.destroy();
enemies.splice(i, 1);
score += e.reward;
LK.setScore(score);
}
}
// Bullets update
for (var i = bullets.length - 1; i >= 0; i--) {
var b = bullets[i];
b.update();
var hit = false;
for (var j = enemies.length - 1; j >= 0; j--) {
var e = enemies[j];
var dx = e.x - b.x;
var dy = e.y - b.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist < e.radius + b.radius - 10) {
e.takeDamage(b.damage);
hit = true;
break;
}
}
// Remove if hit or offscreen
if (hit || b.x < -100 || b.x > 2148 || b.y < -100 || b.y > 2832) {
b.destroy();
bullets.splice(i, 1);
}
}
// Drone bullets update
for (var i = droneBullets.length - 1; i >= 0; i--) {
var b = droneBullets[i];
b.update();
var hit = false;
for (var j = enemies.length - 1; j >= 0; j--) {
var e = enemies[j];
var dx = e.x - b.x;
var dy = e.y - b.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist < e.radius + b.radius - 10) {
e.takeDamage(1);
hit = true;
break;
}
}
if (hit || b.x < -100 || b.x > 2148 || b.y < -100 || b.y > 2832) {
b.destroy();
droneBullets.splice(i, 1);
}
}
// Remote turret bullets update
for (var i = remoteTurretBullets.length - 1; i >= 0; i--) {
var b = remoteTurretBullets[i];
b.update();
var hit = false;
for (var j = enemies.length - 1; j >= 0; j--) {
var e = enemies[j];
var dx = e.x - b.x;
var dy = e.y - b.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist < e.radius + b.radius - 10) {
e.takeDamage(1);
hit = true;
break;
}
}
if (hit || b.x < -100 || b.x > 2148 || b.y < -100 || b.y > 2832) {
b.destroy();
remoteTurretBullets.splice(i, 1);
}
}
// Powerups update
for (var i = powerups.length - 1; i >= 0; i--) {
var p = powerups[i];
p.update();
var dx = p.x - player.x;
var dy = p.y - player.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist < p.radius + player.radius + 10) {
player.applyPowerup(p.type);
LK.getSound('powerup').play();
p.destroy();
powerups.splice(i, 1);
}
}
// Wave logic
waveTicks++;
if (enemies.length === 0 && waveTicks > 60) {
wave++;
waveTicks = 0;
spawnEnemies();
LK.effects.flashScreen(0x00ffcc, 400);
}
// Powerup spawn logic
if (LK.ticks > nextPowerupTick && wave % 3 !== 0) {
spawnPowerup();
nextPowerupTick = LK.ticks + 600 + Math.floor(Math.random() * 600);
}
// Update GUI
updateGUI();
};
// Game start
function startGame() {
createGUI();
spawnPlayer();
spawnEnemies();
nextPowerupTick = LK.ticks + 300;
score = 0;
LK.setScore(0);
LK.playMusic('bgmusic', {
fade: {
start: 0,
end: 1,
duration: 1200
}
});
}
startGame();
Draw a chibi-style top-down (bird's-eye view) park field. The scene should be cute and colorful, with soft, rounded shapes typical of chibi environments. Include details like small patches of flowers, tiny rocks, and gentle variations in the grass. The overall style should be whimsical and simple, with clean lines and a bright, cheerful color palette. In-Game asset. 2d. High contrast. No shadows