User prompt
level 20 de yeni bir bos gelmesini istiyorum bu bos 5 saniye 1 tane düşman spamlayabilecek bosun canı yarıya düştüğünde 5 saniyede 5 düşman çıkartacak bu yeni bosa yeni asset açarmısın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
makineli tüfek itemini yerden alıp kullanmaya başladığımda oyun donmaya başlıyor bunu fixler misin
User prompt
düşman sayısı arttıkça oyun donmaya başlıyor bunu optimize eder misin
User prompt
makineli tüfeğin fire rate hızı x3 olsun
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ilk 5 level a kadar coin değeri 10 olsun sonra her 5 in katı levelde coin değeri +5 artsın
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oyunun başında coin değeri 10 olsun her 5 level de bir coin değeri +5 artsın
Code edit (1 edits merged)
Please save this source code
User prompt
ilk 5 levele kadar coin değeri 2 den 10 a çıksın
User prompt
en baştan tekrar yazacağım oyun bozuldu benim senden istediğim 1 den 200 e kadar level olması her levelde düşman sayısı 1 artsın her 5 ve 5 in katı levellerde shop ekranı açılsın her 10 ve 10 un katları levellerde boss gelsin ana karakter 200 level e geldiğinde oyun kazanılsın
User prompt
shop ekranı kapandıktan sonraki turda düşman sayılarında düzensizlik oluyor lütfen düzelt
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level 6 ya geldim düşman sayısı hala 20 ben 6 olmasını istemiştim
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shop ekranı 5.level tamamlanınca açılsın 5 . level başlayınca değil ama ne olursa olsun bos fightlarından önce de açılsın yani her 5 levelda bir
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level 5 e geldiğimde düşman sayısı 18 olarak başladı böyle olmasın her tur 1 düşman artacak oyuna 5 düşmanla başlıyoruz level 5 e gelindiğinde 10 düşman olması gerekiyordu
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her levelda düşman sayısı sadece 1 artsın
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boss her 20 değil her 10 levelda bir gelsin
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bosu kestikten sonra çıkan shop ekranı bozuk sanki param yetmiyormuş gibi görünüyor ama param var 2. olarak her 10 levelde bir gelen bosu kestikten sonra bir sonraki level e geç bu levelde bostan bir önceki levelda düşman sayısı kaçsa bu levelde düşman sayısına +3 ekle bu böyle level 15 e kadar gelsin sonra düşman sayısına +2 daha ekle bu böyle level 20 ye gelsin sonra yine bos gelsin demek istediğimi anladın değilmi bu bir döngü oyunu taaki ölene kadar bu oyun bitmeyecek
User prompt
her bos savaşından önce shop ekranı açılsın
User prompt
The game skipped from level 9 directly to level 11, skipping level 10 — this should not happen. Please fix it so that no level is ever skipped, and the game progresses sequentially through each level.
User prompt
There will be a boss every 10 levels, and the player will only advance to level 11 (or the next level) after defeating that boss.
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When I defeat the boss during the level 10 boss fight, the level stays at 10 and the boss appears again — this is a bug. Please fix it so that after defeating the boss, the game progresses to level 11 and continues. This should be an endless game, where the player keeps leveling up until they die.
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The item dropped from the boss should increase the bullet count by +1 — for example, if I was firing 1 bullet, after picking up the item it should become 2.
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After defeating the boss, it should not appear again immediately. The next boss should only appear at level 20, and after that every 10 levels (e.g., level 30, 40, etc.). Please fix it so that bosses appear strictly at 10-level intervals.
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A boss should appear every 10 levels. After defeating the boss, the game should continue from level 11. When reaching level 20, another boss should appear, stronger than the previous one, and this pattern should continue every 10 levels.
User prompt
In Iron Body, the pushback information shown on the right side of the screen should indicate the actual multiplier — for example, display “3x Push Back” if it increases pushback by 3 times.
User prompt
The pushback effect of the Iron Body item should be stronger than normal.
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
var Boss = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('boss', {
anchorX: 0.5,
anchorY: 0.5
});
// Calculate total health of enemies from previous level (currentLevel - 1)
var previousLevel = Math.max(1, currentLevel - 1);
var enemyMaxHealth = 40 + (previousLevel - 1) * 8;
var enemiesInPreviousLevel = Math.floor(enemiesPerLevel * (1 + Math.floor((previousLevel - 1) / 5) * 0.4));
var totalEnemyHealth = enemyMaxHealth * enemiesInPreviousLevel;
self.maxHealth = totalEnemyHealth * 3;
self.health = self.maxHealth;
self.speed = 0.8 + Math.max(0, currentLevel - 10) * 0.1;
var baseDamage = 30;
var bossNumber = Math.floor(currentLevel / 10); // Boss 1 at level 10, Boss 2 at level 20, etc.
var damageMultiplier = 1 + (bossNumber - 1) * 0.5; // 50% increase per boss
self.damage = Math.floor(baseDamage * damageMultiplier);
self.lastAttack = 0;
// Create boss health bar background
self.healthBarBg = LK.getAsset('enemyHealthBarBg', {
anchorX: 0.5,
anchorY: 0.5,
width: 200,
height: 30
});
self.healthBarBg.y = -80;
self.addChild(self.healthBarBg);
// Create boss health bar fill
self.healthBarFill = LK.getAsset('enemyHealthBarFill', {
anchorX: 0,
anchorY: 0.5,
width: 196,
height: 26
});
self.healthBarFill.x = -98;
self.healthBarFill.y = -80;
self.addChild(self.healthBarFill);
self.attackCooldown = 120;
self.update = function () {
if (gameState === 'playing' && player) {
// Apply freeze effect if active
var effectiveSpeed = self.speed;
if (freezeEffectActive) {
effectiveSpeed *= 0.5;
// Apply blue tint when frozen
if (graphics.tint !== 0x4444ff) {
graphics.tint = 0x4444ff;
}
} else {
// Remove blue tint when not frozen
if (graphics.tint !== 0xffffff) {
graphics.tint = 0xffffff;
}
}
// Move towards player
var dx = player.x - self.x;
var dy = player.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 0) {
self.x += dx / distance * effectiveSpeed;
self.y += dy / distance * effectiveSpeed;
}
// Attack player on physical contact only
self.lastAttack++;
if (self.lastAttack >= self.attackCooldown) {
// Determine number of bullets based on health
var bulletsToFire = self.health <= self.maxHealth / 2 ? 3 : 1;
// Shoot bullets at player
for (var b = 0; b < bulletsToFire; b++) {
var bullet = new BossBullet();
bullet.x = self.x;
bullet.y = self.y;
var dx = player.x - self.x;
var dy = player.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 0) {
// Add spread for multiple bullets
var spreadAngle = 0;
if (bulletsToFire > 1) {
spreadAngle = (b - (bulletsToFire - 1) / 2) * 0.3; // Spread bullets
}
var angle = Math.atan2(dy, dx) + spreadAngle;
bullet.velocityX = Math.cos(angle) * 6;
bullet.velocityY = Math.sin(angle) * 6;
// Set bullet rotation to face movement direction
if (bullet.setRotation) {
bullet.setRotation(bullet.velocityX, bullet.velocityY);
}
}
bossBullets.push(bullet);
game.addChild(bullet);
}
LK.getSound('shoot').play();
self.lastAttack = 0;
}
}
};
self.takeDamage = function (damage) {
self.health -= damage;
if (self.health < 0) {
self.health = 0;
}
// Update boss health bar
var healthPercent = self.health / self.maxHealth;
self.healthBarFill.width = 196 * healthPercent;
LK.effects.flashObject(self, 0xff0000, 200);
if (self.health <= 0) {
self.die();
}
};
self.die = function () {
// Create massive explosion effect with multiple waves of particles
for (var e = 0; e < 8; e++) {
var explosionCircle = LK.getAsset('attackRange', {
anchorX: 0.5,
anchorY: 0.5,
width: 60 + e * 25,
height: 60 + e * 25,
alpha: 1.0 - e * 0.1,
tint: e === 0 ? 0xFF0000 : e === 1 ? 0xFF2200 : e === 2 ? 0xFF4500 : e === 3 ? 0xFF6600 : e === 4 ? 0xFF8800 : e === 5 ? 0xFFAA00 : e === 6 ? 0xFFCC00 : 0xFFFF00
});
explosionCircle.x = self.x + (Math.random() - 0.5) * 80;
explosionCircle.y = self.y + (Math.random() - 0.5) * 80;
game.addChild(explosionCircle);
// Animate explosion with dramatic scaling and movement
tween(explosionCircle, {
scaleX: 5 + e * 0.8,
scaleY: 5 + e * 0.8,
alpha: 0,
x: explosionCircle.x + (Math.random() - 0.5) * 200,
y: explosionCircle.y + (Math.random() - 0.5) * 200
}, {
duration: 800 + e * 150,
easing: e % 3 === 0 ? tween.easeOut : e % 3 === 1 ? tween.easeInOut : tween.bounceOut,
onFinish: function onFinish() {
explosionCircle.destroy();
}
});
}
// Drop guaranteed 10-20 coins
var numCoins = 10 + Math.floor(Math.random() * 11); // 10-20 coins
for (var i = 0; i < numCoins; i++) {
var coin = new Coin();
coin.value = 2 + Math.floor((currentLevel - 1) / 5) * 2; // Boss coins use same formula as regular enemies
coin.x = self.x + (Math.random() - 0.5) * 150;
coin.y = self.y + (Math.random() - 0.5) * 150;
coins.push(coin);
game.addChild(coin);
}
// Drop permanent bullet upgrade
var bulletUpgrade = new BulletUpgrade();
bulletUpgrade.x = self.x + (Math.random() - 0.5) * 100;
bulletUpgrade.y = self.y + (Math.random() - 0.5) * 100;
powerUps.push(bulletUpgrade);
game.addChild(bulletUpgrade);
// Guaranteed diamond drop
var diamond1 = new Diamond();
diamond1.value = (2 + Math.floor((currentLevel - 1) / 5) * 2) * 5; // Boss diamonds worth 5x current coin value
diamond1.x = self.x + (Math.random() - 0.5) * 100;
diamond1.y = self.y + (Math.random() - 0.5) * 100;
diamonds.push(diamond1);
game.addChild(diamond1);
// 50% chance for 2 additional diamonds
if (Math.random() < 0.50) {
for (var d = 0; d < 2; d++) {
var diamond = new Diamond();
diamond.value = (2 + Math.floor((currentLevel - 1) / 5) * 2) * 5;
diamond.x = self.x + (Math.random() - 0.5) * 100;
diamond.y = self.y + (Math.random() - 0.5) * 100;
diamonds.push(diamond);
game.addChild(diamond);
}
}
currentBoss = null;
self.destroy();
// Boss is defeated, level progression will be handled in main update loop
enemiesKilled = 0;
};
return self;
});
var BossBullet = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('bossBullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.velocityX = 0;
self.velocityY = 0;
self.damage = 15;
// Set rotation method for bullet orientation
self.setRotation = function (vx, vy) {
graphics.rotation = Math.atan2(vy, vx);
};
self.update = function () {
self.x += self.velocityX;
self.y += self.velocityY;
// Remove if off screen
if (self.x < -50 || self.x > 2098 || self.y < -50 || self.y > 2782) {
self.removeFromGame();
}
// Check collision with player using precise distance calculation
if (player) {
var dx = player.x - self.x;
var dy = player.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
var collisionDistance = (player.width + self.width) / 8; // Tight collision bounds
if (distance <= collisionDistance) {
player.takeDamage(self.damage);
self.removeFromGame();
}
}
};
self.removeFromGame = function () {
for (var i = 0; i < bossBullets.length; i++) {
if (bossBullets[i] === self) {
bossBullets.splice(i, 1);
break;
}
}
self.destroy();
};
return self;
});
var BulletUpgrade = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5,
tint: 0xFFD700,
scaleX: 1.5,
scaleY: 1.5
});
self.creationTime = LK.ticks;
self.expirationStarted = false;
self.update = function () {
// Never expire - permanent upgrade
if (player) {
var dx = player.x - self.x;
var dy = player.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
var collectionDistance = (player.width + self.width) / 4;
if (distance <= collectionDistance) {
// Permanently increase bullet count
playerBulletCount++;
LK.getSound('coinCollect').play();
// Remove from powerUps array
for (var i = 0; i < powerUps.length; i++) {
if (powerUps[i] === self) {
powerUps.splice(i, 1);
break;
}
}
self.destroy();
}
}
};
return self;
});
var Coin = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('coin', {
anchorX: 0.5,
anchorY: 0.5
});
self.value = 10;
self.creationTime = LK.ticks; // Track when coin was created
self.expirationStarted = false;
// Start continuous Y-axis rotation
self.startRotation = function () {
tween(graphics, {
scaleX: -1
}, {
duration: 1500,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(graphics, {
scaleX: 1
}, {
duration: 1500,
easing: tween.easeInOut,
onFinish: function onFinish() {
if (!self.expirationStarted) {
self.startRotation();
}
}
});
}
});
};
self.startRotation();
self.update = function () {
// Check for expiration after 30 seconds (30 * 60 = 1800 ticks at 60 FPS)
if (!self.expirationStarted && LK.ticks - self.creationTime >= 1800) {
self.expirationStarted = true;
// Start fade out animation over 1 second
tween(self, {
alpha: 0
}, {
duration: 1000,
onFinish: function onFinish() {
// Remove from coins array
for (var i = 0; i < coins.length; i++) {
if (coins[i] === self) {
coins.splice(i, 1);
break;
}
}
self.destroy();
}
});
}
if (player) {
// Check if coin is within player's attack range for magnetism
var dx = player.x - self.x;
var dy = player.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
var collectionDistance = (player.width + self.width) / 4; // Tight collision bounds for collection
// Only collect on precise physical contact using distance calculation
if (distance <= collectionDistance) {
var coinValue = self.value;
if (wealthActive) {
coinValue *= 2; // Double value during wealth effect
}
playerCoins += coinValue;
coinText.setText(playerCoins.toString());
LK.getSound('coinCollect').play();
// Create floating value text
var displayValue = wealthActive ? self.value * 2 : self.value;
var valueText = new Text2('+' + displayValue, {
size: 45,
fill: 0x00ff00
});
valueText.anchor.set(0.5, 0.5);
valueText.x = self.x;
valueText.y = self.y;
game.addChild(valueText);
// Animate the value text floating up and fading out
tween(valueText, {
y: valueText.y - 80,
alpha: 0
}, {
duration: 1000,
easing: tween.easeOut,
onFinish: function onFinish() {
valueText.destroy();
}
});
// Remove from coins array
for (var i = 0; i < coins.length; i++) {
if (coins[i] === self) {
coins.splice(i, 1);
break;
}
}
self.destroy();
} else if (magnetActive || distance <= player.attackRange && distance > collectionDistance) {
// Coin is within magnet range (entire scene) or attack range but not collected yet - apply magnetism
if (!self.magnetismActive) {
self.magnetismActive = true;
// Stop any existing movement tweens
tween.stop(self, {
x: true,
y: true
});
}
// Calculate target position with much stronger pull when magnet is active
var pullStrength = magnetActive ? 0.25 : 0.04; // Much stronger pull with magnet
var targetX = self.x + dx * pullStrength;
var targetY = self.y + dy * pullStrength;
// Smoothly move toward player using tween
tween(self, {
x: targetX,
y: targetY
}, {
duration: magnetActive ? 100 : 400,
easing: tween.easeOut
});
} else if (!magnetActive && distance > player.attackRange) {
// Coin is outside attack range and magnet is not active - stop magnetism
if (self.magnetismActive) {
self.magnetismActive = false;
tween.stop(self, {
x: true,
y: true
});
}
}
}
};
return self;
});
var Diamond = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('diamond', {
anchorX: 0.5,
anchorY: 0.5
});
self.value = 10;
self.creationTime = LK.ticks;
self.expirationStarted = false;
// Start continuous Y-axis rotation
self.startRotation = function () {
tween(graphics, {
scaleX: -1
}, {
duration: 1000,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(graphics, {
scaleX: 1
}, {
duration: 1000,
easing: tween.easeInOut,
onFinish: function onFinish() {
if (!self.expirationStarted) {
self.startRotation();
}
}
});
}
});
};
self.startRotation();
self.update = function () {
// Check for expiration after 45 seconds
if (!self.expirationStarted && LK.ticks - self.creationTime >= 2700) {
self.expirationStarted = true;
tween(self, {
alpha: 0
}, {
duration: 1000,
onFinish: function onFinish() {
for (var i = 0; i < diamonds.length; i++) {
if (diamonds[i] === self) {
diamonds.splice(i, 1);
break;
}
}
self.destroy();
}
});
}
if (player) {
var dx = player.x - self.x;
var dy = player.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
var collectionDistance = (player.width + self.width) / 4;
if (distance <= collectionDistance) {
var diamondValue = self.value;
if (wealthActive) {
diamondValue *= 2; // Double value during wealth effect
}
playerCoins += diamondValue;
coinText.setText(playerCoins.toString());
LK.getSound('coinCollect').play();
// Create floating value text
var displayValue = wealthActive ? self.value * 2 : self.value;
var valueText = new Text2('+' + displayValue, {
size: 45,
fill: 0x00ff00
});
valueText.anchor.set(0.5, 0.5);
valueText.x = self.x;
valueText.y = self.y;
game.addChild(valueText);
// Animate the value text floating up and fading out
tween(valueText, {
y: valueText.y - 80,
alpha: 0
}, {
duration: 1000,
easing: tween.easeOut,
onFinish: function onFinish() {
valueText.destroy();
}
});
for (var i = 0; i < diamonds.length; i++) {
if (diamonds[i] === self) {
diamonds.splice(i, 1);
break;
}
}
self.destroy();
} else if (magnetActive || distance <= player.attackRange && distance > collectionDistance) {
if (!self.magnetismActive) {
self.magnetismActive = true;
tween.stop(self, {
x: true,
y: true
});
}
var pullStrength = magnetActive ? 0.25 : 0.04;
var targetX = self.x + dx * pullStrength;
var targetY = self.y + dy * pullStrength;
tween(self, {
x: targetX,
y: targetY
}, {
duration: magnetActive ? 100 : 400,
easing: tween.easeOut
});
} else if (!magnetActive && distance > player.attackRange) {
if (self.magnetismActive) {
self.magnetismActive = false;
tween.stop(self, {
x: true,
y: true
});
}
}
}
};
return self;
});
var Enemy = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.maxHealth = 40 + (currentLevel - 1) * 8;
self.health = self.maxHealth;
self.speed = 1.5 + (currentLevel - 1) * 0.15;
self.damage = 10 * (1 + (currentLevel - 1) * 0.1);
self.lastAttack = 0;
self.attackCooldown = 120;
// Create enemy health bar background (simple rectangle)
self.healthBarBg = LK.getAsset('enemyHealthBarBg', {
anchorX: 0.5,
anchorY: 0.5
});
self.healthBarBg.y = -70;
self.addChild(self.healthBarBg);
// Create enemy health bar fill (simple rectangle)
self.healthBarFill = LK.getAsset('enemyHealthBarFill', {
anchorX: 0,
anchorY: 0.5
});
self.healthBarFill.x = -59;
self.healthBarFill.y = -70;
self.addChild(self.healthBarFill);
self.update = function () {
if (gameState === 'playing' && player) {
// Apply freeze effect if active
var effectiveSpeed = self.speed;
if (freezeEffectActive) {
effectiveSpeed *= 0.5;
// Apply blue tint when frozen
if (graphics.tint !== 0x4444ff) {
graphics.tint = 0x4444ff;
}
} else {
// Remove blue tint when not frozen
if (graphics.tint !== 0xffffff) {
graphics.tint = 0xffffff;
}
}
// Move towards player with improved collision avoidance
var dx = player.x - self.x;
var dy = player.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 0) {
// Calculate base movement direction toward player
var targetAngle = Math.atan2(dy, dx);
var baseMovementX = Math.cos(targetAngle) * effectiveSpeed;
var baseMovementY = Math.sin(targetAngle) * effectiveSpeed;
// Calculate avoidance vector
var avoidanceX = 0;
var avoidanceY = 0;
var nearbyEnemyCount = 0;
// Check collision with all other enemies
for (var e = 0; e < enemies.length; e++) {
var otherEnemy = enemies[e];
if (otherEnemy !== self) {
var otherDx = self.x - otherEnemy.x;
var otherDy = self.y - otherEnemy.y;
var otherDistance = Math.sqrt(otherDx * otherDx + otherDy * otherDy);
if (otherDistance < 100 && otherDistance > 0) {
// Calculate avoidance force that gets stronger as enemies get closer
var avoidanceStrength = (100 - otherDistance) / 100;
avoidanceX += otherDx / otherDistance * avoidanceStrength * effectiveSpeed * 1.5;
avoidanceY += otherDy / otherDistance * avoidanceStrength * effectiveSpeed * 1.5;
nearbyEnemyCount++;
}
}
}
// Check collision with green enemies too
for (var g = 0; g < greenEnemies.length; g++) {
var otherGreen = greenEnemies[g];
if (otherGreen !== self) {
var otherDx = self.x - otherGreen.x;
var otherDy = self.y - otherGreen.y;
var otherDistance = Math.sqrt(otherDx * otherDx + otherDy * otherDy);
if (otherDistance < 100 && otherDistance > 0) {
var avoidanceStrength = (100 - otherDistance) / 100;
avoidanceX += otherDx / otherDistance * avoidanceStrength * effectiveSpeed * 1.5;
avoidanceY += otherDy / otherDistance * avoidanceStrength * effectiveSpeed * 1.5;
nearbyEnemyCount++;
}
}
}
// Combine movement and avoidance forces
var finalMovementX = baseMovementX;
var finalMovementY = baseMovementY;
if (nearbyEnemyCount > 0) {
// Add avoidance when enemies are nearby, but still prioritize moving toward player
finalMovementX += avoidanceX * 0.8; // Strong avoidance
finalMovementY += avoidanceY * 0.8;
// Normalize the final movement to maintain consistent speed
var finalDistance = Math.sqrt(finalMovementX * finalMovementX + finalMovementY * finalMovementY);
if (finalDistance > effectiveSpeed) {
finalMovementX = finalMovementX / finalDistance * effectiveSpeed;
finalMovementY = finalMovementY / finalDistance * effectiveSpeed;
}
}
// Apply final movement
self.x += finalMovementX;
self.y += finalMovementY;
}
// Attack player on physical contact only
self.lastAttack++;
if (self.lastAttack >= self.attackCooldown) {
// Only damage on direct collision using precise distance calculation
var dx = player.x - self.x;
var dy = player.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
var collisionDistance = (player.width + self.width) / 8; // Much tighter collision bounds
if (distance <= collisionDistance) {
player.takeDamage(self.damage);
self.lastAttack = 0;
// Push back enemy by a small amount (larger if Iron Body is active)
var pushDistance = ironBodyActive ? 135 : 45; // 3x stronger pushback with Iron Body
var pushbackX = self.x - dx / distance * pushDistance;
var pushbackY = self.y - dy / distance * pushDistance;
// Use tween to animate the pushback
tween(self, {
x: pushbackX,
y: pushbackY
}, {
duration: 200,
easing: tween.easeOut
});
}
}
}
};
self.takeDamage = function (damage) {
self.health -= damage;
if (self.health < 0) {
self.health = 0;
}
// Update enemy health bar
var healthPercent = self.health / self.maxHealth;
self.healthBarFill.width = 118 * healthPercent;
LK.effects.flashObject(self, 0xff0000, 200);
if (self.health <= 0) {
self.die();
}
};
self.die = function () {
// Store position for item drops
var deathX = self.x;
var deathY = self.y;
// Enemy death animation - shrinking puff effect
tween(self, {
scaleX: 0,
scaleY: 0,
alpha: 0
}, {
duration: 150,
easing: tween.easeOut,
onFinish: function onFinish() {
// Create soft puff particles after shrinking
for (var e = 0; e < 4; e++) {
var puffCircle = LK.getAsset('attackRange', {
anchorX: 0.5,
anchorY: 0.5,
width: 20 + e * 10,
height: 20 + e * 10,
alpha: 0.4 - e * 0.08,
tint: e === 0 ? 0xFFFFFF : e === 1 ? 0xF8F8F8 : e === 2 ? 0xF0F0F0 : 0xE8E8E8
});
puffCircle.x = deathX + (Math.random() - 0.5) * 30;
puffCircle.y = deathY + (Math.random() - 0.5) * 30;
game.addChild(puffCircle);
// Animate puff with gentle expansion and fade
tween(puffCircle, {
scaleX: 2.2 + e * 0.3,
scaleY: 2.2 + e * 0.3,
alpha: 0,
y: puffCircle.y - 20 - e * 8
}, {
duration: 500 + e * 120,
easing: tween.easeOut,
onFinish: function onFinish() {
puffCircle.destroy();
}
});
}
// Drop items immediately after puff effect starts
// Calculate coin value - increases by +2 every 5 levels
var baseValue = 2 + Math.floor((currentLevel - 1) / 5) * 2;
var coinValue = baseValue;
// Drop coin with doubled value every 10 levels
var coin = new Coin();
coin.value = coinValue;
coin.x = deathX;
coin.y = deathY;
coins.push(coin);
game.addChild(coin);
// Drop diamond (5% chance, 30% during wealth effect)
var diamondChance = wealthActive ? 0.30 : 0.05;
if (Math.random() < diamondChance) {
var diamond = new Diamond();
diamond.value = coinValue * 3; // 3x current coin value
diamond.x = deathX + (Math.random() - 0.5) * 60;
diamond.y = deathY + (Math.random() - 0.5) * 60;
diamonds.push(diamond);
game.addChild(diamond);
}
// Rarely drop health pack (10% chance)
if (Math.random() < 0.10) {
var healthPack = new HealthPack();
healthPack.x = deathX + (Math.random() - 0.5) * 60;
healthPack.y = deathY + (Math.random() - 0.5) * 60;
healthPacks.push(healthPack);
game.addChild(healthPack);
}
// Remove from enemies array
for (var i = 0; i < enemies.length; i++) {
if (enemies[i] === self) {
enemies.splice(i, 1);
break;
}
}
self.destroy();
enemiesKilled++;
remainingEnemies--;
}
});
};
return self;
});
var FreezeBomb = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('freezeBomb', {
anchorX: 0.5,
anchorY: 0.5
});
self.creationTime = LK.ticks;
self.expirationStarted = false;
self.update = function () {
// Expire after 30 seconds
if (!self.expirationStarted && LK.ticks - self.creationTime >= 1800) {
self.expirationStarted = true;
tween(self, {
alpha: 0
}, {
duration: 1000,
onFinish: function onFinish() {
for (var i = 0; i < powerUps.length; i++) {
if (powerUps[i] === self) {
powerUps.splice(i, 1);
break;
}
}
self.destroy();
}
});
}
if (player) {
var dx = player.x - self.x;
var dy = player.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
var collectionDistance = (player.width + self.width) / 4;
if (distance <= collectionDistance) {
// Activate freeze effect
freezeEffectActive = true;
freezeEffectEndTime = LK.ticks + 1200; // 20 seconds
LK.getSound('coinCollect').play();
for (var i = 0; i < powerUps.length; i++) {
if (powerUps[i] === self) {
powerUps.splice(i, 1);
break;
}
}
self.destroy();
}
}
};
return self;
});
var GreenEnemy = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('greenEnemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.maxHealth = 40 + (currentLevel - 1) * 8; // Same health as regular enemies
self.health = self.maxHealth;
self.speed = 1.5 + (currentLevel - 1) * 0.15; // Same speed as regular enemies
self.damage = 10 * (1 + (currentLevel - 1) * 0.1); // Same damage as regular enemies
self.lastAttack = 0;
self.attackCooldown = 120;
// Create enemy health bar background
self.healthBarBg = LK.getAsset('enemyHealthBarBg', {
anchorX: 0.5,
anchorY: 0.5
});
self.healthBarBg.y = -70;
self.addChild(self.healthBarBg);
// Create enemy health bar fill
self.healthBarFill = LK.getAsset('enemyHealthBarFill', {
anchorX: 0,
anchorY: 0.5
});
self.healthBarFill.x = -59;
self.healthBarFill.y = -70;
self.addChild(self.healthBarFill);
self.update = function () {
if (gameState === 'playing' && player) {
// Apply freeze effect if active
var effectiveSpeed = self.speed;
if (freezeEffectActive) {
effectiveSpeed *= 0.5;
// Apply blue tint when frozen
if (graphics.tint !== 0x4444ff) {
graphics.tint = 0x4444ff;
}
} else {
// Remove blue tint when not frozen (return to green color)
if (graphics.tint !== 0x00ff00) {
graphics.tint = 0x00ff00;
}
}
// Move towards player with improved collision avoidance
var dx = player.x - self.x;
var dy = player.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 0) {
// Calculate base movement direction toward player
var targetAngle = Math.atan2(dy, dx);
var baseMovementX = Math.cos(targetAngle) * effectiveSpeed;
var baseMovementY = Math.sin(targetAngle) * effectiveSpeed;
// Calculate avoidance vector
var avoidanceX = 0;
var avoidanceY = 0;
var nearbyEnemyCount = 0;
// Check collision with regular enemies
for (var e = 0; e < enemies.length; e++) {
var otherEnemy = enemies[e];
var otherDx = self.x - otherEnemy.x;
var otherDy = self.y - otherEnemy.y;
var otherDistance = Math.sqrt(otherDx * otherDx + otherDy * otherDy);
if (otherDistance < 100 && otherDistance > 0) {
// Calculate avoidance force that gets stronger as enemies get closer
var avoidanceStrength = (100 - otherDistance) / 100;
avoidanceX += otherDx / otherDistance * avoidanceStrength * effectiveSpeed * 1.5;
avoidanceY += otherDy / otherDistance * avoidanceStrength * effectiveSpeed * 1.5;
nearbyEnemyCount++;
}
}
// Check collision with other green enemies
for (var g = 0; g < greenEnemies.length; g++) {
var otherGreen = greenEnemies[g];
if (otherGreen !== self) {
var otherDx = self.x - otherGreen.x;
var otherDy = self.y - otherGreen.y;
var otherDistance = Math.sqrt(otherDx * otherDx + otherDy * otherDy);
if (otherDistance < 100 && otherDistance > 0) {
var avoidanceStrength = (100 - otherDistance) / 100;
avoidanceX += otherDx / otherDistance * avoidanceStrength * effectiveSpeed * 1.5;
avoidanceY += otherDy / otherDistance * avoidanceStrength * effectiveSpeed * 1.5;
nearbyEnemyCount++;
}
}
}
// Combine movement and avoidance forces
var finalMovementX = baseMovementX;
var finalMovementY = baseMovementY;
if (nearbyEnemyCount > 0) {
// Add avoidance when enemies are nearby, but still prioritize moving toward player
finalMovementX += avoidanceX * 0.8; // Strong avoidance
finalMovementY += avoidanceY * 0.8;
// Normalize the final movement to maintain consistent speed
var finalDistance = Math.sqrt(finalMovementX * finalMovementX + finalMovementY * finalMovementY);
if (finalDistance > effectiveSpeed) {
finalMovementX = finalMovementX / finalDistance * effectiveSpeed;
finalMovementY = finalMovementY / finalDistance * effectiveSpeed;
}
}
// Apply final movement
self.x += finalMovementX;
self.y += finalMovementY;
}
// Attack player on physical contact
self.lastAttack++;
if (self.lastAttack >= self.attackCooldown) {
var dx = player.x - self.x;
var dy = player.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
var collisionDistance = (player.width + self.width) / 8;
if (distance <= collisionDistance) {
player.takeDamage(self.damage);
self.lastAttack = 0;
var pushDistance = ironBodyActive ? 135 : 45; // 3x stronger pushback with Iron Body
var pushbackX = self.x - dx / distance * pushDistance;
var pushbackY = self.y - dy / distance * pushDistance;
tween(self, {
x: pushbackX,
y: pushbackY
}, {
duration: 200,
easing: tween.easeOut
});
}
}
}
};
self.takeDamage = function (damage) {
self.health -= damage;
if (self.health < 0) {
self.health = 0;
}
var healthPercent = self.health / self.maxHealth;
self.healthBarFill.width = 118 * healthPercent;
LK.effects.flashObject(self, 0xff0000, 200);
if (self.health <= 0) {
self.die();
}
};
self.die = function () {
var deathX = self.x;
var deathY = self.y;
// Death animation
tween(self, {
scaleX: 0,
scaleY: 0,
alpha: 0
}, {
duration: 150,
easing: tween.easeOut,
onFinish: function onFinish() {
// Puff effect
for (var e = 0; e < 4; e++) {
var puffCircle = LK.getAsset('attackRange', {
anchorX: 0.5,
anchorY: 0.5,
width: 20 + e * 10,
height: 20 + e * 10,
alpha: 0.4 - e * 0.08,
tint: e === 0 ? 0x00FF00 : e === 1 ? 0x44FF44 : e === 2 ? 0x88FF88 : 0xAAFFAA
});
puffCircle.x = deathX + (Math.random() - 0.5) * 30;
puffCircle.y = deathY + (Math.random() - 0.5) * 30;
game.addChild(puffCircle);
tween(puffCircle, {
scaleX: 2.2 + e * 0.3,
scaleY: 2.2 + e * 0.3,
alpha: 0,
y: puffCircle.y - 20 - e * 8
}, {
duration: 500 + e * 120,
easing: tween.easeOut,
onFinish: function onFinish() {
puffCircle.destroy();
}
});
}
// Drop diamond (5% chance, 30% during wealth effect)
var diamondChance = wealthActive ? 0.30 : 0.05;
if (Math.random() < diamondChance) {
var coinValue = 10 + Math.floor((currentLevel - 1) / 5) * 2;
var diamond = new Diamond();
diamond.value = coinValue * 3; // 3x current coin value
diamond.x = deathX + (Math.random() - 0.5) * 60;
diamond.y = deathY + (Math.random() - 0.5) * 60;
diamonds.push(diamond);
game.addChild(diamond);
}
// 100% chance to drop power-up with equal chances for all items
if (Math.random() < 1.0) {
var powerUpTypes = [Magnet, Speed, Wealth, IronBody, HealingNeedle, MachineGun, RocketLauncher, FreezeBomb];
var randomIndex = Math.floor(Math.random() * powerUpTypes.length);
var powerUp = new powerUpTypes[randomIndex]();
powerUp.x = deathX;
powerUp.y = deathY;
powerUps.push(powerUp);
game.addChild(powerUp);
}
// Remove from greenEnemies array
for (var i = 0; i < greenEnemies.length; i++) {
if (greenEnemies[i] === self) {
greenEnemies.splice(i, 1);
break;
}
}
self.destroy();
enemiesKilled++;
remainingEnemies--;
}
});
};
return self;
});
var HealingNeedle = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('healingNeedle', {
anchorX: 0.5,
anchorY: 0.5
});
self.creationTime = LK.ticks;
self.expirationStarted = false;
self.update = function () {
// Expire after 30 seconds
if (!self.expirationStarted && LK.ticks - self.creationTime >= 1800) {
self.expirationStarted = true;
tween(self, {
alpha: 0
}, {
duration: 1000,
onFinish: function onFinish() {
for (var i = 0; i < powerUps.length; i++) {
if (powerUps[i] === self) {
powerUps.splice(i, 1);
break;
}
}
self.destroy();
}
});
}
if (player) {
var dx = player.x - self.x;
var dy = player.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
var collectionDistance = (player.width + self.width) / 4;
if (distance <= collectionDistance) {
// Activate healing needle effect
healingNeedleActive = true;
healingNeedleEndTime = LK.ticks + 1800; // 30 seconds
LK.getSound('coinCollect').play();
for (var i = 0; i < powerUps.length; i++) {
if (powerUps[i] === self) {
powerUps.splice(i, 1);
break;
}
}
self.destroy();
}
}
};
return self;
});
var HealingNeedleBullet = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('healingNeedleBullet', {
anchorX: 0.5,
anchorY: 0.5
});
// Apply special healing needle visual effect
graphics.tint = 0x00FF88; // Bright green healing color
graphics.scaleX = 1.2;
graphics.scaleY = 1.2;
// Add pulsing glow effect
tween(graphics, {
scaleX: 1.4,
scaleY: 1.4,
tint: 0xFFD700
}, {
duration: 200,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(graphics, {
scaleX: 1.2,
scaleY: 1.2,
tint: 0x00FF88
}, {
duration: 200,
easing: tween.easeInOut
});
}
});
self.velocityX = 0;
self.velocityY = 0;
self.damage = 20;
// Set rotation method for bullet orientation
self.setRotation = function (vx, vy) {
graphics.rotation = Math.atan2(vy, vx);
};
self.update = function () {
self.x += self.velocityX;
self.y += self.velocityY;
// Remove if off screen
if (self.x < -50 || self.x > 2098 || self.y < -50 || self.y > 2782) {
self.removeFromGame();
}
// Check collision with enemies
for (var i = 0; i < enemies.length; i++) {
var enemy = enemies[i];
if (self.intersects(enemy)) {
enemy.takeDamage(self.damage + (player ? player.damage : 0));
// Apply healing needle effect when hitting enemies
if (player) {
var healAmount = Math.floor(player.maxHealth * 0.1); // 10% of max health
player.health = Math.min(player.maxHealth, player.health + healAmount);
// Create floating heal text
var healText = new Text2('+' + healAmount + ' HP', {
size: 40,
fill: 0x00ff00
});
healText.anchor.set(0.5, 0.5);
healText.x = enemy.x;
healText.y = enemy.y;
game.addChild(healText);
// Animate the heal text floating up and fading out
tween(healText, {
y: healText.y - 80,
alpha: 0
}, {
duration: 1000,
easing: tween.easeOut,
onFinish: function onFinish() {
healText.destroy();
}
});
}
LK.getSound('enemyHit').play();
self.removeFromGame();
return;
}
}
// Check collision with green enemies
for (var g = 0; g < greenEnemies.length; g++) {
var greenEnemy = greenEnemies[g];
if (self.intersects(greenEnemy)) {
greenEnemy.takeDamage(self.damage + (player ? player.damage : 0));
// Apply healing needle effect when hitting green enemies
if (player) {
var healAmount = Math.floor(player.maxHealth * 0.1); // 10% of max health
player.health = Math.min(player.maxHealth, player.health + healAmount);
// Create floating heal text
var healText = new Text2('+' + healAmount + ' HP', {
size: 40,
fill: 0x00ff00
});
healText.anchor.set(0.5, 0.5);
healText.x = greenEnemy.x;
healText.y = greenEnemy.y;
game.addChild(healText);
// Animate the heal text floating up and fading out
tween(healText, {
y: healText.y - 80,
alpha: 0
}, {
duration: 1000,
easing: tween.easeOut,
onFinish: function onFinish() {
healText.destroy();
}
});
}
LK.getSound('enemyHit').play();
self.removeFromGame();
return;
}
}
// Check collision with boss
if (currentBoss && self.intersects(currentBoss)) {
currentBoss.takeDamage(self.damage + (player ? player.damage : 0));
// Apply healing needle effect when hitting boss
if (player) {
var healAmount = Math.floor(player.maxHealth * 0.1); // 10% of max health
player.health = Math.min(player.maxHealth, player.health + healAmount);
// Create floating heal text
var healText = new Text2('+' + healAmount + ' HP', {
size: 40,
fill: 0x00ff00
});
healText.anchor.set(0.5, 0.5);
healText.x = currentBoss.x;
healText.y = currentBoss.y;
game.addChild(healText);
// Animate the heal text floating up and fading out
tween(healText, {
y: healText.y - 80,
alpha: 0
}, {
duration: 1000,
easing: tween.easeOut,
onFinish: function onFinish() {
healText.destroy();
}
});
}
LK.getSound('enemyHit').play();
self.removeFromGame();
}
};
self.removeFromGame = function () {
for (var i = 0; i < playerBullets.length; i++) {
if (playerBullets[i] === self) {
playerBullets.splice(i, 1);
break;
}
}
self.destroy();
};
return self;
});
var HealthPack = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('healthPack', {
anchorX: 0.5,
anchorY: 0.5
});
self.healAmount = 0.20; // 20% of max health
self.creationTime = LK.ticks; // Track when health pack was created
self.expirationStarted = false;
// Start continuous Y-axis rotation
self.startRotation = function () {
tween(graphics, {
scaleX: -1
}, {
duration: 1500,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(graphics, {
scaleX: 1
}, {
duration: 1500,
easing: tween.easeInOut,
onFinish: function onFinish() {
if (!self.expirationStarted) {
self.startRotation();
}
}
});
}
});
};
self.startRotation();
self.update = function () {
// Check for expiration after 1 minute (60 * 60 = 3600 ticks at 60 FPS)
if (!self.expirationStarted && LK.ticks - self.creationTime >= 3600) {
self.expirationStarted = true;
// Start fade out animation over 1 second
tween(self, {
alpha: 0
}, {
duration: 1000,
onFinish: function onFinish() {
// Remove from healthPacks array
for (var i = 0; i < healthPacks.length; i++) {
if (healthPacks[i] === self) {
healthPacks.splice(i, 1);
break;
}
}
self.destroy();
}
});
}
if (player && player.health < player.maxHealth) {
// Only collect on precise physical contact using distance calculation
var dx = player.x - self.x;
var dy = player.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
var collectionDistance = (player.width + self.width) / 4; // Tight collision bounds for collection
// Apply magnet effect if active and player is not at full health (affects entire scene)
if (magnetActive && distance > collectionDistance) {
if (!self.magnetismActive) {
self.magnetismActive = true;
tween.stop(self, {
x: true,
y: true
});
}
var pullStrength = 0.25;
var targetX = self.x + dx * pullStrength;
var targetY = self.y + dy * pullStrength;
tween(self, {
x: targetX,
y: targetY
}, {
duration: 100,
easing: tween.easeOut
});
} else if (!magnetActive) {
if (self.magnetismActive) {
self.magnetismActive = false;
tween.stop(self, {
x: true,
y: true
});
}
}
if (distance <= collectionDistance) {
var healValue = Math.floor(player.maxHealth * self.healAmount);
player.health = Math.min(player.maxHealth, player.health + healValue);
LK.getSound('coinCollect').play();
// Remove from healthPacks array
for (var i = 0; i < healthPacks.length; i++) {
if (healthPacks[i] === self) {
healthPacks.splice(i, 1);
break;
}
}
self.destroy();
}
}
};
return self;
});
var IronBody = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('ironBody', {
anchorX: 0.5,
anchorY: 0.5
});
self.creationTime = LK.ticks;
self.expirationStarted = false;
self.update = function () {
// Expire after 30 seconds
if (!self.expirationStarted && LK.ticks - self.creationTime >= 1800) {
self.expirationStarted = true;
tween(self, {
alpha: 0
}, {
duration: 1000,
onFinish: function onFinish() {
for (var i = 0; i < powerUps.length; i++) {
if (powerUps[i] === self) {
powerUps.splice(i, 1);
break;
}
}
self.destroy();
}
});
}
if (player) {
var dx = player.x - self.x;
var dy = player.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
var collectionDistance = (player.width + self.width) / 4;
if (distance <= collectionDistance) {
// Activate iron body effect
ironBodyActive = true;
ironBodyEndTime = LK.ticks + 1800; // 30 seconds
LK.getSound('coinCollect').play();
for (var i = 0; i < powerUps.length; i++) {
if (powerUps[i] === self) {
powerUps.splice(i, 1);
break;
}
}
self.destroy();
}
}
};
return self;
});
var MachineGun = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('machineGun', {
anchorX: 0.5,
anchorY: 0.5
});
self.creationTime = LK.ticks;
self.expirationStarted = false;
self.update = function () {
// Expire after 30 seconds
if (!self.expirationStarted && LK.ticks - self.creationTime >= 1800) {
self.expirationStarted = true;
tween(self, {
alpha: 0
}, {
duration: 1000,
onFinish: function onFinish() {
for (var i = 0; i < powerUps.length; i++) {
if (powerUps[i] === self) {
powerUps.splice(i, 1);
break;
}
}
self.destroy();
}
});
}
if (player) {
var dx = player.x - self.x;
var dy = player.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
var collectionDistance = (player.width + self.width) / 4;
if (distance <= collectionDistance) {
// Activate machine gun effect
machineGunActive = true;
machineGunEndTime = LK.ticks + 1800; // 30 seconds
LK.getSound('coinCollect').play();
for (var i = 0; i < powerUps.length; i++) {
if (powerUps[i] === self) {
powerUps.splice(i, 1);
break;
}
}
self.destroy();
}
}
};
return self;
});
var MachineGunBullet = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('machineGunBullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.velocityX = 0;
self.velocityY = 0;
self.damage = 20; // Same as regular bullet damage
// Set rotation method for bullet orientation
self.setRotation = function (vx, vy) {
graphics.rotation = Math.atan2(vy, vx);
};
self.update = function () {
self.x += self.velocityX;
self.y += self.velocityY;
// Remove if off screen
if (self.x < -50 || self.x > 2098 || self.y < -50 || self.y > 2782) {
self.removeFromGame();
}
// Check collision with enemies
for (var i = 0; i < enemies.length; i++) {
var enemy = enemies[i];
if (self.intersects(enemy)) {
enemy.takeDamage(self.damage + (player ? player.damage : 0));
// Apply healing needle effect when hitting enemies
if (healingNeedleActive && player) {
var healAmount = Math.floor(player.maxHealth * 0.1); // 10% of max health
player.health = Math.min(player.maxHealth, player.health + healAmount);
// Create floating heal text
var healText = new Text2('+' + healAmount + ' HP', {
size: 40,
fill: 0x00ff00
});
healText.anchor.set(0.5, 0.5);
healText.x = enemy.x;
healText.y = enemy.y;
game.addChild(healText);
// Animate the heal text floating up and fading out
tween(healText, {
y: healText.y - 80,
alpha: 0
}, {
duration: 1000,
easing: tween.easeOut,
onFinish: function onFinish() {
healText.destroy();
}
});
}
// Create spark effect for machine gun bullets
for (var s = 0; s < 3; s++) {
var spark = LK.getAsset('attackRange', {
anchorX: 0.5,
anchorY: 0.5,
width: 8 + s * 4,
height: 8 + s * 4,
alpha: 0.8 - s * 0.2,
tint: s === 0 ? 0xFFFF44 : s === 1 ? 0xFFAA00 : 0xFF6600
});
spark.x = self.x + (Math.random() - 0.5) * 20;
spark.y = self.y + (Math.random() - 0.5) * 20;
game.addChild(spark);
tween(spark, {
scaleX: 1.5 + s * 0.3,
scaleY: 1.5 + s * 0.3,
alpha: 0,
x: spark.x + (Math.random() - 0.5) * 40,
y: spark.y + (Math.random() - 0.5) * 40
}, {
duration: 200 + s * 50,
easing: tween.easeOut,
onFinish: function onFinish() {
spark.destroy();
}
});
}
LK.getSound('enemyHit').play();
self.removeFromGame();
return;
}
}
// Check collision with green enemies
for (var g = 0; g < greenEnemies.length; g++) {
var greenEnemy = greenEnemies[g];
if (self.intersects(greenEnemy)) {
greenEnemy.takeDamage(self.damage + (player ? player.damage : 0));
// Apply healing needle effect when hitting green enemies
if (healingNeedleActive && player) {
var healAmount = Math.floor(player.maxHealth * 0.1); // 10% of max health
player.health = Math.min(player.maxHealth, player.health + healAmount);
// Create floating heal text
var healText = new Text2('+' + healAmount + ' HP', {
size: 40,
fill: 0x00ff00
});
healText.anchor.set(0.5, 0.5);
healText.x = greenEnemy.x;
healText.y = greenEnemy.y;
game.addChild(healText);
// Animate the heal text floating up and fading out
tween(healText, {
y: healText.y - 80,
alpha: 0
}, {
duration: 1000,
easing: tween.easeOut,
onFinish: function onFinish() {
healText.destroy();
}
});
}
// Create spark effect for machine gun bullets
for (var s = 0; s < 3; s++) {
var spark = LK.getAsset('attackRange', {
anchorX: 0.5,
anchorY: 0.5,
width: 8 + s * 4,
height: 8 + s * 4,
alpha: 0.8 - s * 0.2,
tint: s === 0 ? 0xFFFF44 : s === 1 ? 0xFFAA00 : 0xFF6600
});
spark.x = self.x + (Math.random() - 0.5) * 20;
spark.y = self.y + (Math.random() - 0.5) * 20;
game.addChild(spark);
tween(spark, {
scaleX: 1.5 + s * 0.3,
scaleY: 1.5 + s * 0.3,
alpha: 0,
x: spark.x + (Math.random() - 0.5) * 40,
y: spark.y + (Math.random() - 0.5) * 40
}, {
duration: 200 + s * 50,
easing: tween.easeOut,
onFinish: function onFinish() {
spark.destroy();
}
});
}
LK.getSound('enemyHit').play();
self.removeFromGame();
return;
}
}
// Check collision with boss
if (currentBoss && self.intersects(currentBoss)) {
currentBoss.takeDamage(self.damage + (player ? player.damage : 0));
// Apply healing needle effect when hitting boss
if (healingNeedleActive && player) {
var healAmount = Math.floor(player.maxHealth * 0.1); // 10% of max health
player.health = Math.min(player.maxHealth, player.health + healAmount);
// Create floating heal text
var healText = new Text2('+' + healAmount + ' HP', {
size: 40,
fill: 0x00ff00
});
healText.anchor.set(0.5, 0.5);
healText.x = currentBoss.x;
healText.y = currentBoss.y;
game.addChild(healText);
// Animate the heal text floating up and fading out
tween(healText, {
y: healText.y - 80,
alpha: 0
}, {
duration: 1000,
easing: tween.easeOut,
onFinish: function onFinish() {
healText.destroy();
}
});
}
// Create spark effect for machine gun bullets
for (var s = 0; s < 3; s++) {
var spark = LK.getAsset('attackRange', {
anchorX: 0.5,
anchorY: 0.5,
width: 8 + s * 4,
height: 8 + s * 4,
alpha: 0.8 - s * 0.2,
tint: s === 0 ? 0xFFFF44 : s === 1 ? 0xFFAA00 : 0xFF6600
});
spark.x = self.x + (Math.random() - 0.5) * 20;
spark.y = self.y + (Math.random() - 0.5) * 20;
game.addChild(spark);
tween(spark, {
scaleX: 1.5 + s * 0.3,
scaleY: 1.5 + s * 0.3,
alpha: 0,
x: spark.x + (Math.random() - 0.5) * 40,
y: spark.y + (Math.random() - 0.5) * 40
}, {
duration: 200 + s * 50,
easing: tween.easeOut,
onFinish: function onFinish() {
spark.destroy();
}
});
}
LK.getSound('enemyHit').play();
self.removeFromGame();
}
};
self.removeFromGame = function () {
for (var i = 0; i < playerBullets.length; i++) {
if (playerBullets[i] === self) {
playerBullets.splice(i, 1);
break;
}
}
self.destroy();
};
return self;
});
var Magnet = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('magnet', {
anchorX: 0.5,
anchorY: 0.5
});
self.creationTime = LK.ticks;
self.expirationStarted = false;
self.update = function () {
// Expire after 30 seconds
if (!self.expirationStarted && LK.ticks - self.creationTime >= 1800) {
self.expirationStarted = true;
tween(self, {
alpha: 0
}, {
duration: 1000,
onFinish: function onFinish() {
for (var i = 0; i < powerUps.length; i++) {
if (powerUps[i] === self) {
powerUps.splice(i, 1);
break;
}
}
self.destroy();
}
});
}
if (player) {
var dx = player.x - self.x;
var dy = player.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
var collectionDistance = (player.width + self.width) / 4;
if (distance <= collectionDistance) {
// Activate magnet effect
magnetActive = true;
magnetEndTime = LK.ticks + 3600; // 60 seconds
LK.getSound('coinCollect').play();
for (var i = 0; i < powerUps.length; i++) {
if (powerUps[i] === self) {
powerUps.splice(i, 1);
break;
}
}
self.destroy();
}
}
};
return self;
});
var Player = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
// Add attack range visual
var rangeGraphics = self.attachAsset('attackRange', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.2,
width: 600,
// 300 radius * 2
height: 600 // 300 radius * 2
});
self.maxHealth = 50;
self.health = self.maxHealth;
self.speed = 2.2;
self.damage = 5;
self.attackSpeed = 103;
self.attackRange = 300; // Base attack range radius
self.lastShot = 0;
self.update = function () {
if (gameState === 'playing') {
// Apply Iron Body visual effect
if (ironBodyActive) {
if (graphics.tint !== 0x808080) {
graphics.tint = 0x808080; // Metallic gray color
}
} else {
if (graphics.tint !== 0xffffff) {
graphics.tint = 0xffffff; // Normal color
}
}
// Move towards touch position if touching
if (touchPosition && (Math.abs(self.x - touchPosition.x) > 5 || Math.abs(self.y - touchPosition.y) > 5)) {
var dx = touchPosition.x - self.x;
var dy = touchPosition.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 0) {
self.x += dx / distance * self.speed;
self.y += dy / distance * self.speed;
// Make player face movement direction
if (dx > 0) {
graphics.scaleX = -Math.abs(graphics.scaleX); // Face right
} else if (dx < 0) {
graphics.scaleX = Math.abs(graphics.scaleX); // Face left
}
}
}
// Auto-shoot when enemies are in range
self.lastShot++;
var target = self.findNearestEnemy();
var effectiveAttackSpeed = self.attackSpeed;
if (machineGunActive) {
effectiveAttackSpeed = Math.floor(self.attackSpeed / 5); // 5x faster
}
if (self.lastShot >= effectiveAttackSpeed && target) {
self.shoot();
self.lastShot = 0;
}
}
};
self.shoot = function () {
var target = self.findNearestEnemy();
if (target) {
// Fire multiple bullets based on playerBulletCount
for (var b = 0; b < playerBulletCount; b++) {
var bullet;
// Create appropriate bullet type based on active power-ups
if (rocketLauncherActive) {
bullet = new RocketBullet();
} else if (machineGunActive) {
bullet = new MachineGunBullet();
} else if (healingNeedleActive) {
bullet = new HealingNeedleBullet();
} else {
bullet = new PlayerBullet();
}
bullet.x = self.x;
bullet.y = self.y;
var dx = target.x - self.x;
var dy = target.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
// Spread bullets slightly if multiple
var spreadAngle = 0;
if (playerBulletCount > 1) {
spreadAngle = (b - (playerBulletCount - 1) / 2) * 0.2; // Small spread
}
var angle = Math.atan2(dy, dx) + spreadAngle;
bullet.velocityX = Math.cos(angle) * 8;
bullet.velocityY = Math.sin(angle) * 8;
// Set bullet rotation to face movement direction
if (bullet.setRotation) {
bullet.setRotation(bullet.velocityX, bullet.velocityY);
}
playerBullets.push(bullet);
game.addChild(bullet);
}
LK.getSound('shoot').play();
}
};
self.findNearestEnemy = function () {
if (currentBoss) {
var dx = currentBoss.x - self.x;
var dy = currentBoss.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance <= self.attackRange) {
return currentBoss;
}
}
var nearest = null;
var nearestDistance = Infinity;
for (var i = 0; i < enemies.length; i++) {
var enemy = enemies[i];
var dx = enemy.x - self.x;
var dy = enemy.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance <= self.attackRange && distance < nearestDistance) {
nearestDistance = distance;
nearest = enemy;
}
}
for (var g = 0; g < greenEnemies.length; g++) {
var greenEnemy = greenEnemies[g];
var dx = greenEnemy.x - self.x;
var dy = greenEnemy.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance <= self.attackRange && distance < nearestDistance) {
nearestDistance = distance;
nearest = greenEnemy;
}
}
return nearest;
};
self.takeDamage = function (damage) {
var actualDamage = damage;
// Apply Iron Body damage reduction
if (ironBodyActive) {
actualDamage = Math.floor(damage * 0.1); // 90% reduction
}
self.health -= actualDamage;
if (self.health < 0) {
self.health = 0;
}
// Health bar now handled in GUI
LK.effects.flashObject(self, 0xff0000, 300);
if (self.health <= 0) {
// Remove player from scene
self.destroy();
player = null;
// Trigger nova explosion when player dies
for (var e = 0; e < 12; e++) {
var explosionCircle = LK.getAsset('attackRange', {
anchorX: 0.5,
anchorY: 0.5,
width: 80 + e * 40,
height: 80 + e * 40,
alpha: 1.0 - e * 0.08,
tint: e % 4 === 0 ? 0xFFFFFF : e % 4 === 1 ? 0xFFFF00 : e % 4 === 2 ? 0xFF8800 : 0xFF0000
});
explosionCircle.x = self.x + (Math.random() - 0.5) * 100;
explosionCircle.y = self.y + (Math.random() - 0.5) * 100;
game.addChild(explosionCircle);
// Animate massive nova explosion
tween(explosionCircle, {
scaleX: 8 + e * 1.2,
scaleY: 8 + e * 1.2,
alpha: 0,
x: explosionCircle.x + (Math.random() - 0.5) * 300,
y: explosionCircle.y + (Math.random() - 0.5) * 300
}, {
duration: 1500 + e * 200,
easing: e % 3 === 0 ? tween.easeOut : e % 3 === 1 ? tween.easeInOut : tween.bounceOut,
onFinish: function onFinish() {
explosionCircle.destroy();
}
});
}
// Show Game Over after 3 seconds with level display
LK.setTimeout(function () {
// Create custom game over display with level info
var gameOverContainer = new Container();
var gameOverBg = LK.getAsset('shopButton', {
anchorX: 0.5,
anchorY: 1.0,
scaleX: 12,
scaleY: 6,
x: 0,
y: 0,
tint: 0x000000
});
gameOverContainer.addChild(gameOverBg);
var gameOverText = new Text2('GAME OVER', {
size: 120,
fill: 0xFF0000,
font: "'GillSans-Bold',Impact,'Arial Black',Tahoma"
});
gameOverText.anchor.set(0.5, 0.5);
gameOverText.x = 0;
gameOverText.y = -200;
gameOverContainer.addChild(gameOverText);
var levelReachedText = new Text2('Level Reached: ' + currentLevel, {
size: 80,
fill: 0xFFFFFF,
font: "'GillSans-Bold',Impact,'Arial Black',Tahoma"
});
levelReachedText.anchor.set(0.5, 0.5);
levelReachedText.x = 0;
levelReachedText.y = -350;
gameOverContainer.addChild(levelReachedText);
gameOverContainer.x = 1024;
gameOverContainer.y = 2732;
game.addChild(gameOverContainer);
// Show standard game over after displaying custom info
LK.setTimeout(function () {
LK.showGameOver();
}, 2000);
}, 3000);
}
};
return self;
});
var PlayerBullet = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.velocityX = 0;
self.velocityY = 0;
// Set rotation method for bullet orientation
self.setRotation = function (vx, vy) {
graphics.rotation = Math.atan2(vy, vx);
};
self.damage = 20;
self.update = function () {
self.x += self.velocityX;
self.y += self.velocityY;
// Remove if off screen
if (self.x < -50 || self.x > 2098 || self.y < -50 || self.y > 2782) {
self.removeFromGame();
}
// Check collision with enemies
for (var i = 0; i < enemies.length; i++) {
var enemy = enemies[i];
if (self.intersects(enemy)) {
enemy.takeDamage(self.damage + (player ? player.damage : 0));
LK.getSound('enemyHit').play();
self.removeFromGame();
return;
}
}
// Check collision with green enemies
for (var g = 0; g < greenEnemies.length; g++) {
var greenEnemy = greenEnemies[g];
if (self.intersects(greenEnemy)) {
greenEnemy.takeDamage(self.damage + (player ? player.damage : 0));
LK.getSound('enemyHit').play();
self.removeFromGame();
return;
}
}
// Check collision with boss
if (currentBoss && self.intersects(currentBoss)) {
currentBoss.takeDamage(self.damage + (player ? player.damage : 0));
LK.getSound('enemyHit').play();
self.removeFromGame();
}
};
self.removeFromGame = function () {
for (var i = 0; i < playerBullets.length; i++) {
if (playerBullets[i] === self) {
playerBullets.splice(i, 1);
break;
}
}
self.destroy();
};
return self;
});
var RocketBullet = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('rocketBullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.velocityX = 0;
self.velocityY = 0;
self.damage = 20;
// Set rotation method for bullet orientation
self.setRotation = function (vx, vy) {
graphics.rotation = Math.atan2(vy, vx);
};
self.update = function () {
self.x += self.velocityX;
self.y += self.velocityY;
// Remove if off screen
if (self.x < -50 || self.x > 2098 || self.y < -50 || self.y > 2782) {
self.removeFromGame();
}
// Check collision with enemies
for (var i = 0; i < enemies.length; i++) {
var enemy = enemies[i];
if (self.intersects(enemy)) {
// Rocket splash damage - damage up to 4 nearest enemies within range
var nearbyEnemies = [];
// Collect all enemies within splash radius
for (var e = 0; e < enemies.length; e++) {
var splashEnemy = enemies[e];
var dx = splashEnemy.x - self.x;
var dy = splashEnemy.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance <= 200) {
nearbyEnemies.push({
enemy: splashEnemy,
distance: distance
});
}
}
for (var g = 0; g < greenEnemies.length; g++) {
var splashGreen = greenEnemies[g];
var dx = splashGreen.x - self.x;
var dy = splashGreen.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance <= 200) {
nearbyEnemies.push({
enemy: splashGreen,
distance: distance
});
}
}
// Sort by distance and damage up to 4 closest enemies
nearbyEnemies.sort(function (a, b) {
return a.distance - b.distance;
});
var enemiesToDamage = Math.min(4, nearbyEnemies.length);
for (var i = 0; i < enemiesToDamage; i++) {
nearbyEnemies[i].enemy.takeDamage(self.damage + (player ? player.damage : 0));
}
// Create explosion effect
var explosion = LK.getAsset('attackRange', {
anchorX: 0.5,
anchorY: 0.5,
width: 400,
height: 400,
alpha: 0.6,
tint: 0xFF6600
});
explosion.x = self.x;
explosion.y = self.y;
game.addChild(explosion);
tween(explosion, {
scaleX: 2,
scaleY: 2,
alpha: 0
}, {
duration: 400,
easing: tween.easeOut,
onFinish: function onFinish() {
explosion.destroy();
}
});
LK.getSound('enemyHit').play();
self.removeFromGame();
return;
}
}
// Check collision with green enemies
for (var g = 0; g < greenEnemies.length; g++) {
var greenEnemy = greenEnemies[g];
if (self.intersects(greenEnemy)) {
// Rocket splash damage
for (var e = 0; e < enemies.length; e++) {
var splashEnemy = enemies[e];
var dx = splashEnemy.x - self.x;
var dy = splashEnemy.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance <= 200) {
splashEnemy.takeDamage(self.damage + (player ? player.damage : 0));
}
}
for (var gg = 0; gg < greenEnemies.length; gg++) {
var splashGreen = greenEnemies[gg];
var dx = splashGreen.x - self.x;
var dy = splashGreen.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance <= 200) {
splashGreen.takeDamage(self.damage + (player ? player.damage : 0));
}
}
// Create explosion effect
var explosion = LK.getAsset('attackRange', {
anchorX: 0.5,
anchorY: 0.5,
width: 400,
height: 400,
alpha: 0.6,
tint: 0xFF6600
});
explosion.x = self.x;
explosion.y = self.y;
game.addChild(explosion);
tween(explosion, {
scaleX: 2,
scaleY: 2,
alpha: 0
}, {
duration: 400,
easing: tween.easeOut,
onFinish: function onFinish() {
explosion.destroy();
}
});
LK.getSound('enemyHit').play();
self.removeFromGame();
return;
}
}
// Check collision with boss
if (currentBoss && self.intersects(currentBoss)) {
// Splash damage on boss
var explosion = LK.getAsset('attackRange', {
anchorX: 0.5,
anchorY: 0.5,
width: 400,
height: 400,
alpha: 0.6,
tint: 0xFF6600
});
explosion.x = self.x;
explosion.y = self.y;
game.addChild(explosion);
tween(explosion, {
scaleX: 2,
scaleY: 2,
alpha: 0
}, {
duration: 400,
easing: tween.easeOut,
onFinish: function onFinish() {
explosion.destroy();
}
});
currentBoss.takeDamage(self.damage + (player ? player.damage : 0));
LK.getSound('enemyHit').play();
self.removeFromGame();
}
};
self.removeFromGame = function () {
for (var i = 0; i < playerBullets.length; i++) {
if (playerBullets[i] === self) {
playerBullets.splice(i, 1);
break;
}
}
self.destroy();
};
return self;
});
var RocketLauncher = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('rocketLauncher', {
anchorX: 0.5,
anchorY: 0.5
});
self.creationTime = LK.ticks;
self.expirationStarted = false;
self.update = function () {
// Expire after 30 seconds
if (!self.expirationStarted && LK.ticks - self.creationTime >= 1800) {
self.expirationStarted = true;
tween(self, {
alpha: 0
}, {
duration: 1000,
onFinish: function onFinish() {
for (var i = 0; i < powerUps.length; i++) {
if (powerUps[i] === self) {
powerUps.splice(i, 1);
break;
}
}
self.destroy();
}
});
}
if (player) {
var dx = player.x - self.x;
var dy = player.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
var collectionDistance = (player.width + self.width) / 4;
if (distance <= collectionDistance) {
// Activate rocket launcher effect
rocketLauncherActive = true;
rocketLauncherEndTime = LK.ticks + 1800; // 30 seconds
LK.getSound('coinCollect').play();
for (var i = 0; i < powerUps.length; i++) {
if (powerUps[i] === self) {
powerUps.splice(i, 1);
break;
}
}
self.destroy();
}
}
};
return self;
});
var Speed = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('speed', {
anchorX: 0.5,
anchorY: 0.5
});
self.creationTime = LK.ticks;
self.expirationStarted = false;
self.update = function () {
// Expire after 30 seconds
if (!self.expirationStarted && LK.ticks - self.creationTime >= 1800) {
self.expirationStarted = true;
tween(self, {
alpha: 0
}, {
duration: 1000,
onFinish: function onFinish() {
for (var i = 0; i < powerUps.length; i++) {
if (powerUps[i] === self) {
powerUps.splice(i, 1);
break;
}
}
self.destroy();
}
});
}
if (player) {
var dx = player.x - self.x;
var dy = player.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
var collectionDistance = (player.width + self.width) / 4;
if (distance <= collectionDistance) {
// Activate speed effect
speedActive = true;
speedEndTime = LK.ticks + 1800; // 30 seconds
// Only store original speed if not already active
if (!speedActive || speedOriginalSpeed === 0) {
speedOriginalSpeed = player.speed;
}
player.speed = speedOriginalSpeed * 2;
LK.getSound('coinCollect').play();
for (var i = 0; i < powerUps.length; i++) {
if (powerUps[i] === self) {
powerUps.splice(i, 1);
break;
}
}
self.destroy();
}
}
};
return self;
});
var Wealth = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('wealth', {
anchorX: 0.5,
anchorY: 0.5
});
self.creationTime = LK.ticks;
self.expirationStarted = false;
self.update = function () {
// Expire after 30 seconds
if (!self.expirationStarted && LK.ticks - self.creationTime >= 1800) {
self.expirationStarted = true;
tween(self, {
alpha: 0
}, {
duration: 1000,
onFinish: function onFinish() {
for (var i = 0; i < powerUps.length; i++) {
if (powerUps[i] === self) {
powerUps.splice(i, 1);
break;
}
}
self.destroy();
}
});
}
if (player) {
var dx = player.x - self.x;
var dy = player.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
var collectionDistance = (player.width + self.width) / 4;
if (distance <= collectionDistance) {
// Activate wealth effect
wealthActive = true;
wealthEndTime = LK.ticks + 1800; // 30 seconds
LK.getSound('coinCollect').play();
for (var i = 0; i < powerUps.length; i++) {
if (powerUps[i] === self) {
powerUps.splice(i, 1);
break;
}
}
self.destroy();
}
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x2c3e50
});
/****
* Game Code
****/
// Game variables
var gameState = 'playing'; // 'playing', 'shop', 'bodyPartSelection'
var currentLevel = 1;
var enemiesKilled = 0;
var enemiesPerLevel = 5;
var playerCoins = 0;
var touchPosition = null;
// Player upgrade levels and costs - reset to zero for each new game
var healthUpgradeLevel = 0;
var attackSpeedUpgradeLevel = 0;
var attackPowerUpgradeLevel = 0;
var movementSpeedUpgradeLevel = 0;
var attackRangeUpgradeLevel = 0;
// Game objects
var player = null;
var enemies = [];
var greenEnemies = [];
var playerBullets = [];
var bossBullets = [];
var coins = [];
var diamonds = [];
var healthPacks = [];
var powerUps = [];
var currentBoss = null;
var remainingEnemies = 0;
var playerBulletCount = 1;
// Power-up effects
var rocketLauncherActive = false;
var rocketLauncherEndTime = 0;
var freezeEffectActive = false;
var freezeEffectEndTime = 0;
var machineGunActive = false;
var machineGunEndTime = 0;
var magnetActive = false;
var magnetEndTime = 0;
var speedActive = false;
var speedEndTime = 0;
var speedOriginalSpeed = 0;
var wealthActive = false;
var wealthEndTime = 0;
var ironBodyActive = false;
var ironBodyEndTime = 0;
var healingNeedleActive = false;
var healingNeedleEndTime = 0;
// Boss fight green enemy spawning
var bossGreenEnemyTimer = 0;
var bossGreenEnemyInterval = 1800; // 30 seconds at 60 FPS
// UI elements
var levelText = new Text2('Level: 1', {
size: 60,
fill: 0xFFFFFF
});
levelText.anchor.set(0, 0);
levelText.x = 50;
levelText.y = 50;
LK.gui.topLeft.addChild(levelText);
var remainingText = new Text2('Enemies: 0', {
size: 45,
fill: 0xFFFFFF
});
remainingText.anchor.set(0, 0);
remainingText.x = 50;
remainingText.y = 120;
LK.gui.topLeft.addChild(remainingText);
// Create player health bar background (longer and slimmer black rectangle) at top of screen
var playerHealthBarBg = LK.getAsset('enemyHealthBarBg', {
anchorX: 0.5,
anchorY: 0,
width: 600,
height: 60,
tint: 0x000000
});
playerHealthBarBg.x = 0;
playerHealthBarBg.y = 50;
LK.gui.top.addChild(playerHealthBarBg);
// Create player health bar fill (longer and slimmer green rectangle)
var playerHealthBarFill = LK.getAsset('enemyHealthBarFill', {
anchorX: 0,
anchorY: 0,
width: 592,
height: 52,
tint: 0x00ff00
});
playerHealthBarFill.x = -296;
playerHealthBarFill.y = 54;
LK.gui.top.addChild(playerHealthBarFill);
// Create player health text (smaller white text)
var playerHealthBarText = new Text2('30', {
size: 42,
fill: 0xffffff,
font: "'GillSans-Bold',Impact,'Arial Black',Tahoma"
});
playerHealthBarText.anchor.set(0.5, 0.5);
playerHealthBarText.x = 0;
playerHealthBarText.y = 87;
LK.gui.top.addChild(playerHealthBarText);
// Create coin display container below health bar
var coinDisplayContainer = new Container();
// Create spinning coin icon
var coinIcon = LK.getAsset('coin', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.8,
scaleY: 0.8
});
coinIcon.x = -30; // Position to the left of text
coinIcon.y = 0;
// Start continuous coin spinning animation
function startCoinSpin() {
tween(coinIcon, {
scaleX: -0.8
}, {
duration: 1000,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(coinIcon, {
scaleX: 0.8
}, {
duration: 1000,
easing: tween.easeInOut,
onFinish: function onFinish() {
startCoinSpin(); // Loop the animation
}
});
}
});
}
startCoinSpin();
var coinText = new Text2('0', {
size: 40,
fill: 0xF1C40F
});
coinText.anchor.set(0, 0.5);
coinText.x = 10; // Position to the right of icon
coinText.y = 0;
coinDisplayContainer.addChild(coinIcon);
coinDisplayContainer.addChild(coinText);
// Position container below health bar
coinDisplayContainer.x = 0;
coinDisplayContainer.y = 160;
LK.gui.top.addChild(coinDisplayContainer);
// Stats display in top-right corner
var statsContainer = new Container();
var healthStatText = new Text2('Health: 30', {
size: 35,
fill: 0xE74C3C
});
healthStatText.anchor.set(1, 0);
healthStatText.x = -50;
healthStatText.y = 50;
var attackPowerStatText = new Text2('Attack: 5', {
size: 35,
fill: 0xFF6B6B
});
attackPowerStatText.anchor.set(1, 0);
attackPowerStatText.x = -50;
attackPowerStatText.y = 90;
var attackSpeedStatText = new Text2('A.Speed: 120', {
size: 35,
fill: 0x4ECDC4
});
attackSpeedStatText.anchor.set(1, 0);
attackSpeedStatText.x = -50;
attackSpeedStatText.y = 130;
var movementSpeedStatText = new Text2('M.Speed: 2.0', {
size: 35,
fill: 0x45B7D1
});
movementSpeedStatText.anchor.set(1, 0);
movementSpeedStatText.x = -50;
movementSpeedStatText.y = 170;
var attackRangeStatText = new Text2('Range: 600', {
size: 35,
fill: 0x9B59B6
});
attackRangeStatText.anchor.set(1, 0);
attackRangeStatText.x = -50;
attackRangeStatText.y = 210;
// Power-up timer displays
var rocketTimerText = new Text2('', {
size: 30,
fill: 0xff4444
});
rocketTimerText.anchor.set(0, 0);
rocketTimerText.x = 50;
rocketTimerText.y = 200;
rocketTimerText.visible = false;
var freezeTimerText = new Text2('', {
size: 30,
fill: 0x44aaff
});
freezeTimerText.anchor.set(0, 0);
freezeTimerText.x = 50;
freezeTimerText.y = 240;
freezeTimerText.visible = false;
var machineGunTimerText = new Text2('', {
size: 30,
fill: 0xffff44
});
machineGunTimerText.anchor.set(0, 0);
machineGunTimerText.x = 50;
machineGunTimerText.y = 280;
machineGunTimerText.visible = false;
var magnetTimerText = new Text2('', {
size: 30,
fill: 0xaa44ff
});
magnetTimerText.anchor.set(0, 0);
magnetTimerText.x = 50;
magnetTimerText.y = 320;
magnetTimerText.visible = false;
var speedTimerText = new Text2('', {
size: 30,
fill: 0x44ff44
});
speedTimerText.anchor.set(0, 0);
speedTimerText.x = 50;
speedTimerText.y = 360;
speedTimerText.visible = false;
var wealthTimerText = new Text2('', {
size: 30,
fill: 0xffaa44
});
wealthTimerText.anchor.set(0, 0);
wealthTimerText.x = 50;
wealthTimerText.y = 400;
wealthTimerText.visible = false;
var ironBodyTimerText = new Text2('', {
size: 30,
fill: 0x888888
});
ironBodyTimerText.anchor.set(0, 0);
ironBodyTimerText.x = 50;
ironBodyTimerText.y = 440;
ironBodyTimerText.visible = false;
var healingNeedleTimerText = new Text2('', {
size: 30,
fill: 0xff4488
});
healingNeedleTimerText.anchor.set(0, 0);
healingNeedleTimerText.x = 50;
healingNeedleTimerText.y = 480;
healingNeedleTimerText.visible = false;
var wealthValueText = new Text2('', {
size: 35,
fill: 0xFFD700
});
wealthValueText.anchor.set(1, 0);
wealthValueText.x = -50;
wealthValueText.y = 250;
wealthValueText.visible = false;
var speedValueText = new Text2('', {
size: 35,
fill: 0x44ff44
});
speedValueText.anchor.set(1, 0);
speedValueText.x = -50;
speedValueText.y = 290;
speedValueText.visible = false;
var magnetValueText = new Text2('', {
size: 35,
fill: 0xaa44ff
});
magnetValueText.anchor.set(1, 0);
magnetValueText.x = -50;
magnetValueText.y = 330;
magnetValueText.visible = false;
var ironBodyValueText = new Text2('', {
size: 35,
fill: 0x888888
});
ironBodyValueText.anchor.set(1, 0);
ironBodyValueText.x = -50;
ironBodyValueText.y = 370;
ironBodyValueText.visible = false;
var healingNeedleValueText = new Text2('', {
size: 35,
fill: 0xff4488
});
healingNeedleValueText.anchor.set(1, 0);
healingNeedleValueText.x = -50;
healingNeedleValueText.y = 410;
healingNeedleValueText.visible = false;
var machineGunValueText = new Text2('', {
size: 35,
fill: 0xffff44
});
machineGunValueText.anchor.set(1, 0);
machineGunValueText.x = -50;
machineGunValueText.y = 450;
machineGunValueText.visible = false;
var rocketLauncherValueText = new Text2('', {
size: 35,
fill: 0xff4444
});
rocketLauncherValueText.anchor.set(1, 0);
rocketLauncherValueText.x = -50;
rocketLauncherValueText.y = 490;
rocketLauncherValueText.visible = false;
var freezeBombValueText = new Text2('', {
size: 35,
fill: 0x44aaff
});
freezeBombValueText.anchor.set(1, 0);
freezeBombValueText.x = -50;
freezeBombValueText.y = 530;
freezeBombValueText.visible = false;
LK.gui.topLeft.addChild(rocketTimerText);
LK.gui.topLeft.addChild(freezeTimerText);
LK.gui.topLeft.addChild(machineGunTimerText);
LK.gui.topLeft.addChild(magnetTimerText);
LK.gui.topLeft.addChild(speedTimerText);
LK.gui.topLeft.addChild(wealthTimerText);
LK.gui.topLeft.addChild(ironBodyTimerText);
LK.gui.topLeft.addChild(healingNeedleTimerText);
LK.gui.topRight.addChild(wealthValueText);
LK.gui.topRight.addChild(speedValueText);
LK.gui.topRight.addChild(magnetValueText);
LK.gui.topRight.addChild(ironBodyValueText);
LK.gui.topRight.addChild(healingNeedleValueText);
LK.gui.topRight.addChild(machineGunValueText);
LK.gui.topRight.addChild(rocketLauncherValueText);
LK.gui.topRight.addChild(freezeBombValueText);
LK.gui.topRight.addChild(healthStatText);
LK.gui.topRight.addChild(attackPowerStatText);
LK.gui.topRight.addChild(attackSpeedStatText);
LK.gui.topRight.addChild(movementSpeedStatText);
LK.gui.topRight.addChild(attackRangeStatText);
// Shop UI (hidden initially)
var shopContainer = new Container();
var shopBackground = LK.getAsset('shopButton', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 8,
scaleY: 6,
x: 0,
y: 0
});
shopContainer.addChild(shopBackground);
var shopTitle = new Text2('SHOP', {
size: 120,
fill: 0x000000,
font: "'GillSans-Bold',Impact,'Arial Black',Tahoma"
});
shopTitle.anchor.set(0.5, 0.5);
shopTitle.x = 0;
shopTitle.y = -400;
shopContainer.addChild(shopTitle);
var upgradeButtons = [];
var upgradeLabels = [];
var upgradePlusButtons = [];
var upgradeCostLabels = [];
var upgradeNames = ['Health +15', 'Attack Speed +10', 'Attack Power +10', 'Move Speed +0.8', 'Range +100'];
for (var i = 0; i < 5; i++) {
var buttonBg = LK.getAsset('shopButton', {
anchorX: 0.5,
anchorY: 0.5,
x: -200,
y: -220 + i * 130
});
shopContainer.addChild(buttonBg);
upgradeButtons.push(buttonBg);
var label = new Text2(upgradeNames[i], {
size: 30,
fill: 0x000000,
font: "'GillSans-Bold',Impact,'Arial Black',Tahoma"
});
label.anchor.set(0.5, 0.5);
label.x = -200;
label.y = -220 + i * 130;
shopContainer.addChild(label);
upgradeLabels.push(label);
// Plus button for each upgrade
var plusButton = LK.getAsset('shopButton', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.6,
scaleY: 0.6,
x: 100,
y: -220 + i * 130,
tint: 0xff0000
});
shopContainer.addChild(plusButton);
upgradePlusButtons.push(plusButton);
// Plus text
var plusText = new Text2('+', {
size: 40,
fill: 0x000000,
font: "'GillSans-Bold',Impact,'Arial Black',Tahoma"
});
plusText.anchor.set(0.5, 0.5);
plusText.x = 100;
plusText.y = -220 + i * 130;
shopContainer.addChild(plusText);
// Cost label
var costLabel = new Text2('Cost: 0', {
size: 28,
fill: 0x000000,
font: "'GillSans-Bold',Impact,'Arial Black',Tahoma"
});
costLabel.anchor.set(0.5, 0.5);
costLabel.x = 280;
costLabel.y = -220 + i * 130;
shopContainer.addChild(costLabel);
upgradeCostLabels.push(costLabel);
}
var closeShopButton = LK.getAsset('shopButton', {
anchorX: 0.5,
anchorY: 0.5,
x: 500,
y: -250,
scaleX: 0.7,
scaleY: 0.7
});
shopContainer.addChild(closeShopButton);
var closeShopText = new Text2('CLOSE', {
size: 40,
fill: 0x000000,
font: "'GillSans-Bold',Impact,'Arial Black',Tahoma"
});
closeShopText.anchor.set(0.5, 0.5);
closeShopText.x = 500;
closeShopText.y = -250;
shopContainer.addChild(closeShopText);
shopContainer.x = 1024;
shopContainer.y = 1366;
shopContainer.visible = false;
// Body part selection UI (hidden initially)
var bodyPartContainer = new Container();
var bodyPartBackground = LK.getAsset('shopButton', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 10,
scaleY: 8,
x: 0,
y: 0
});
bodyPartContainer.addChild(bodyPartBackground);
var bodyPartTitle = new Text2('CHOOSE BODY PART', {
size: 70,
fill: 0xFFFFFF
});
bodyPartTitle.anchor.set(0.5, 0.5);
bodyPartTitle.x = 0;
bodyPartTitle.y = -250;
bodyPartContainer.addChild(bodyPartTitle);
var bodyPartButtons = [];
for (var i = 0; i < 3; i++) {
var partButton = LK.getAsset('shopButton', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: -100 + i * 120
});
bodyPartContainer.addChild(partButton);
bodyPartButtons.push(partButton);
}
bodyPartContainer.x = 1024;
bodyPartContainer.y = 1366;
bodyPartContainer.visible = false;
game.addChild(shopContainer);
game.addChild(bodyPartContainer);
// Initialize player
player = new Player();
player.x = 1024;
player.y = 1366;
game.addChild(player);
// Spawn initial enemies
function spawnEnemies() {
// No enemies during boss rounds (every 10 levels: 10, 20, 30, etc.)
if (currentLevel % 10 === 0) {
return;
}
// Calculate enemy count: starts at level 1 with 1 enemy, adds 1 per level
var enemiesToSpawn = currentLevel;
remainingEnemies = enemiesToSpawn;
remainingText.setText('Enemies: ' + remainingEnemies);
// Guarantee 30% chance to spawn exactly one green enemy per level (limited to 1 per level)
var shouldSpawnGreen = Math.random() < 0.3;
var greenEnemySpawned = false;
for (var i = 0; i < enemiesToSpawn; i++) {
// Spawn green enemy on first iteration if we should spawn one and haven't yet
var isGreen = shouldSpawnGreen && !greenEnemySpawned;
if (isGreen) {
greenEnemySpawned = true; // Mark that we've spawned our one green enemy for this level
}
var enemy = isGreen ? new GreenEnemy() : new Enemy();
var validPosition = false;
var attempts = 0;
// Try to find non-overlapping position
while (!validPosition && attempts < 50) {
// Spawn from edges
var side = Math.floor(Math.random() * 4);
switch (side) {
case 0:
// Top
enemy.x = Math.random() * 2048;
enemy.y = -50;
break;
case 1:
// Right
enemy.x = 2098;
enemy.y = Math.random() * 2732;
break;
case 2:
// Bottom
enemy.x = Math.random() * 2048;
enemy.y = 2782;
break;
case 3:
// Left
enemy.x = -50;
enemy.y = Math.random() * 2732;
break;
}
// Check if position overlaps with existing enemies
validPosition = true;
for (var j = 0; j < enemies.length; j++) {
var dx = enemy.x - enemies[j].x;
var dy = enemy.y - enemies[j].y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 120) {
// Minimum distance between enemies
validPosition = false;
break;
}
}
for (var g = 0; g < greenEnemies.length; g++) {
var dx = enemy.x - greenEnemies[g].x;
var dy = enemy.y - greenEnemies[g].y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 120) {
validPosition = false;
break;
}
}
attempts++;
}
if (isGreen) {
greenEnemies.push(enemy);
} else {
enemies.push(enemy);
}
game.addChild(enemy);
}
}
function spawnBoss() {
currentBoss = new Boss();
currentBoss.x = 1024;
currentBoss.y = 200;
game.addChild(currentBoss);
// Reset boss green enemy timer
bossGreenEnemyTimer = 0;
}
function showShop() {
gameState = 'shop';
shopContainer.visible = true;
updateShopDisplay();
// Restore player health to full when entering shop
if (player) {
player.health = player.maxHealth;
}
// Attract all coins and diamonds currently on the ground toward player
for (var i = 0; i < coins.length; i++) {
var coin = coins[i];
// Stop any existing movement tweens
tween.stop(coin, {
x: true,
y: true
});
// Calculate duration based on distance to player
var dx = player.x - coin.x;
var dy = player.y - coin.y;
var distance = Math.sqrt(dx * dx + dy * dy);
var duration = Math.min(1000, distance * 2); // Max 1 second, scale with distance
// Tween coin toward player
tween(coin, {
x: player.x,
y: player.y
}, {
duration: duration,
easing: tween.easeInOut
});
}
for (var i = 0; i < diamonds.length; i++) {
var diamond = diamonds[i];
// Stop any existing movement tweens
tween.stop(diamond, {
x: true,
y: true
});
// Calculate duration based on distance to player
var dx = player.x - diamond.x;
var dy = player.y - diamond.y;
var distance = Math.sqrt(dx * dx + dy * dy);
var duration = Math.min(1000, distance * 2); // Max 1 second, scale with distance
// Tween diamond toward player
tween(diamond, {
x: player.x,
y: player.y
}, {
duration: duration,
easing: tween.easeInOut
});
}
// Hide player if within shop area to prevent overlap
if (player) {
player.visible = false;
}
// Hide health packs when shop opens
for (var i = 0; i < healthPacks.length; i++) {
healthPacks[i].visible = false;
}
// Pause all game objects
for (var i = 0; i < enemies.length; i++) {
enemies[i].visible = false;
}
}
function updateShopDisplay() {
var baseCosts = [15, 15, 15, 15, 15];
var upgradeLevels = [healthUpgradeLevel, attackSpeedUpgradeLevel, attackPowerUpgradeLevel, movementSpeedUpgradeLevel, attackRangeUpgradeLevel];
var anyAffordable = false;
for (var i = 0; i < 5; i++) {
var cost = Math.floor(baseCosts[i] * Math.pow(2.5, upgradeLevels[i]));
upgradeCostLabels[i].setText('Cost: ' + cost);
// Enable/disable plus button based on affordability
if (playerCoins >= cost) {
upgradePlusButtons[i].visible = true;
upgradePlusButtons[i].alpha = 1.0;
anyAffordable = true;
} else {
upgradePlusButtons[i].visible = true;
upgradePlusButtons[i].alpha = 0.3;
}
}
// Show/hide close button based on affordability
if (!anyAffordable) {
closeShopButton.visible = true;
closeShopText.visible = true;
} else {
closeShopButton.visible = true;
closeShopText.visible = true;
}
}
function hideShop() {
gameState = 'playing';
shopContainer.visible = false;
// Show player again
if (player) {
player.visible = true;
}
// Show health packs when shop closes
for (var i = 0; i < healthPacks.length; i++) {
healthPacks[i].visible = true;
}
// Resume all game objects
for (var i = 0; i < enemies.length; i++) {
enemies[i].visible = true;
}
// Check if current level is a boss level and spawn boss instead of regular enemies
if (currentLevel % 10 === 0) {
// Spawn boss at boss levels
spawnBoss();
} else {
// Spawn regular enemies for non-boss levels
spawnEnemies();
}
}
function showBodyPartSelection() {
gameState = 'bodyPartSelection';
bodyPartContainer.visible = true;
}
function hideBodyPartSelection() {
gameState = 'playing';
bodyPartContainer.visible = false;
// Level progression is now handled in game.update
enemiesKilled = 0;
spawnEnemies();
}
// Event handlers
game.down = function (x, y, obj) {
touchPosition = {
x: x,
y: y
};
if (gameState === 'shop') {
// Convert screen coordinates to shop container coordinates
var shopPos = {
x: x - shopContainer.x,
y: y - shopContainer.y
};
// Check plus buttons
for (var i = 0; i < upgradePlusButtons.length; i++) {
var plusButton = upgradePlusButtons[i];
if (plusButton.visible && Math.abs(shopPos.x - plusButton.x) < 80 && Math.abs(shopPos.y - plusButton.y) < 40) {
var baseCosts = [15, 15, 15, 15, 15];
var upgradeLevels = [healthUpgradeLevel, attackSpeedUpgradeLevel, attackPowerUpgradeLevel, movementSpeedUpgradeLevel, attackRangeUpgradeLevel];
var cost = Math.floor(baseCosts[i] * Math.pow(2.5, upgradeLevels[i]));
if (playerCoins >= cost) {
purchaseUpgrade(i);
updateShopDisplay();
}
return;
}
}
// Check close button
if (Math.abs(shopPos.x - closeShopButton.x) < 120 && Math.abs(shopPos.y - closeShopButton.y) < 50) {
hideShop();
}
}
if (gameState === 'bodyPartSelection') {
// Convert screen coordinates to body part container coordinates
var bodyPos = {
x: x - bodyPartContainer.x,
y: y - bodyPartContainer.y
};
for (var i = 0; i < bodyPartButtons.length; i++) {
var button = bodyPartButtons[i];
if (Math.abs(bodyPos.x - button.x) < 200 && Math.abs(bodyPos.y - button.y) < 80) {
selectBodyPart(i);
hideBodyPartSelection();
return;
}
}
}
};
game.move = function (x, y, obj) {
if (gameState === 'playing') {
touchPosition = {
x: x,
y: y
};
}
};
game.up = function (x, y, obj) {
touchPosition = null;
};
function purchaseUpgrade(upgradeIndex) {
var baseCosts = [15, 15, 15, 15, 15];
var upgradeLevels = [healthUpgradeLevel, attackSpeedUpgradeLevel, attackPowerUpgradeLevel, movementSpeedUpgradeLevel, attackRangeUpgradeLevel];
var cost = Math.floor(baseCosts[upgradeIndex] * Math.pow(2.5, upgradeLevels[upgradeIndex]));
if (playerCoins >= cost) {
playerCoins -= cost;
coinText.setText(playerCoins.toString());
switch (upgradeIndex) {
case 0:
// Health upgrade
healthUpgradeLevel++;
storage.healthUpgradeLevel = healthUpgradeLevel;
player.maxHealth += 15;
player.health = player.maxHealth;
break;
case 1:
// Attack Speed upgrade
attackSpeedUpgradeLevel++;
storage.attackSpeedUpgradeLevel = attackSpeedUpgradeLevel;
// Calculate new attack speed to increase display by exactly 10
var currentDisplayValue = Math.round(3600 / player.attackSpeed);
var newDisplayValue = currentDisplayValue + 10;
player.attackSpeed = Math.round(3600 / newDisplayValue);
player.attackSpeed = Math.max(5, player.attackSpeed);
break;
case 2:
// Attack Power upgrade
attackPowerUpgradeLevel++;
storage.attackPowerUpgradeLevel = attackPowerUpgradeLevel;
player.damage += 10;
break;
case 3:
// Movement Speed upgrade
movementSpeedUpgradeLevel++;
storage.movementSpeedUpgradeLevel = movementSpeedUpgradeLevel;
player.speed += 0.8;
break;
case 4:
// Attack Range upgrade
attackRangeUpgradeLevel++;
storage.attackRangeUpgradeLevel = attackRangeUpgradeLevel;
player.attackRange += 50;
// Update visual range circle
var rangeGraphics = player.children[1]; // Second child is the range circle
rangeGraphics.width = player.attackRange * 2;
rangeGraphics.height = player.attackRange * 2;
break;
}
updateStatsDisplay();
}
}
function updateStatsDisplay() {
healthStatText.setText('Health: ' + player.maxHealth);
attackPowerStatText.setText('Attack: ' + player.damage);
attackSpeedStatText.setText('A.Speed: ' + Math.round(3600 / player.attackSpeed));
movementSpeedStatText.setText('M.Speed: ' + player.speed.toFixed(1));
attackRangeStatText.setText('Range: ' + player.attackRange * 2);
}
function selectBodyPart(partIndex) {
switch (partIndex) {
case 0:
// Strong Arms - More damage
player.damage += 25;
player.scaleX *= 1.1;
break;
case 1:
// Swift Legs - More speed
player.speed += 2;
player.scaleY *= 1.1;
break;
case 2:
// Tough Body - More health
player.maxHealth += 50;
player.health = player.maxHealth;
player.scaleX *= 1.05;
player.scaleY *= 1.05;
break;
}
}
// Spawn initial enemies
spawnEnemies();
game.update = function () {
// Update player health bar at top of screen only if player exists
if (player) {
var healthPercent = player.health / player.maxHealth;
playerHealthBarFill.width = 592 * healthPercent;
// Health bar color: green when above 20%, red when 20% or below
if (healthPercent <= 0.2) {
playerHealthBarFill.tint = 0xff0000; // Red when health is 20% or less
} else {
playerHealthBarFill.tint = 0x00ff00; // Green when health is above 20%
}
playerHealthBarText.setText(player.health.toString());
} else {
// Hide health bar when player is dead
playerHealthBarFill.width = 0;
playerHealthBarText.setText('0');
}
// Update stats display only if player exists
if (player) {
updateStatsDisplay();
}
// Update remaining enemies counter
if (currentBoss) {
remainingText.setText('Boss Fight!');
} else {
remainingText.setText('Enemies: ' + (enemies.length + greenEnemies.length));
}
// Check power-up expiration and update timers
if (rocketLauncherActive) {
if (LK.ticks >= rocketLauncherEndTime) {
rocketLauncherActive = false;
rocketTimerText.visible = false;
rocketLauncherValueText.visible = false;
} else {
var remainingTime = Math.ceil((rocketLauncherEndTime - LK.ticks) / 60);
rocketTimerText.setText('Rocket: ' + remainingTime + 's');
rocketTimerText.visible = true;
rocketLauncherValueText.setText('Splash Damage');
rocketLauncherValueText.visible = true;
}
} else {
rocketTimerText.visible = false;
rocketLauncherValueText.visible = false;
}
if (freezeEffectActive) {
if (LK.ticks >= freezeEffectEndTime) {
freezeEffectActive = false;
freezeTimerText.visible = false;
freezeBombValueText.visible = false;
} else {
var remainingTime = Math.ceil((freezeEffectEndTime - LK.ticks) / 60);
freezeTimerText.setText('Freeze: ' + remainingTime + 's');
freezeTimerText.visible = true;
freezeBombValueText.setText('Slow Enemies 50%');
freezeBombValueText.visible = true;
}
} else {
freezeTimerText.visible = false;
freezeBombValueText.visible = false;
}
if (machineGunActive) {
if (LK.ticks >= machineGunEndTime) {
machineGunActive = false;
machineGunTimerText.visible = false;
machineGunValueText.visible = false;
} else {
var remainingTime = Math.ceil((machineGunEndTime - LK.ticks) / 60);
machineGunTimerText.setText('Machine Gun: ' + remainingTime + 's');
machineGunTimerText.visible = true;
machineGunValueText.setText('5x Fire Rate');
machineGunValueText.visible = true;
}
} else {
machineGunTimerText.visible = false;
machineGunValueText.visible = false;
}
if (magnetActive) {
if (LK.ticks >= magnetEndTime) {
magnetActive = false;
magnetTimerText.visible = false;
magnetValueText.visible = false;
} else {
var remainingTime = Math.ceil((magnetEndTime - LK.ticks) / 60);
magnetTimerText.setText('Magnet: ' + remainingTime + 's');
magnetTimerText.visible = true;
magnetValueText.setText('Attract Items');
magnetValueText.visible = true;
}
} else {
magnetTimerText.visible = false;
magnetValueText.visible = false;
}
if (speedActive) {
if (LK.ticks >= speedEndTime) {
speedActive = false;
if (player) {
player.speed = speedOriginalSpeed;
}
speedTimerText.visible = false;
speedValueText.visible = false;
} else {
var remainingTime = Math.ceil((speedEndTime - LK.ticks) / 60);
speedTimerText.setText('Speed: ' + remainingTime + 's');
speedTimerText.visible = true;
speedValueText.setText('2x Move Speed + Fire Rate');
speedValueText.visible = true;
}
} else {
speedTimerText.visible = false;
speedValueText.visible = false;
}
if (wealthActive) {
if (LK.ticks >= wealthEndTime) {
wealthActive = false;
wealthTimerText.visible = false;
wealthValueText.visible = false;
} else {
var remainingTime = Math.ceil((wealthEndTime - LK.ticks) / 60);
wealthTimerText.setText('Wealth: ' + remainingTime + 's');
wealthTimerText.visible = true;
wealthValueText.setText('2x Coin Value + 30% Diamond Drop');
wealthValueText.visible = true;
}
} else {
wealthTimerText.visible = false;
wealthValueText.visible = false;
}
if (ironBodyActive) {
if (LK.ticks >= ironBodyEndTime) {
ironBodyActive = false;
ironBodyTimerText.visible = false;
ironBodyValueText.visible = false;
} else {
var remainingTime = Math.ceil((ironBodyEndTime - LK.ticks) / 60);
ironBodyTimerText.setText('Iron Body: ' + remainingTime + 's');
ironBodyTimerText.visible = true;
ironBodyValueText.setText('90% Dmg Reduction + 3x Push Back');
ironBodyValueText.visible = true;
}
} else {
ironBodyTimerText.visible = false;
ironBodyValueText.visible = false;
}
if (healingNeedleActive) {
if (LK.ticks >= healingNeedleEndTime) {
healingNeedleActive = false;
healingNeedleTimerText.visible = false;
healingNeedleValueText.visible = false;
} else {
var remainingTime = Math.ceil((healingNeedleEndTime - LK.ticks) / 60);
healingNeedleTimerText.setText('Healing: ' + remainingTime + 's');
healingNeedleTimerText.visible = true;
healingNeedleValueText.setText('Heal on Hit');
healingNeedleValueText.visible = true;
}
} else {
healingNeedleTimerText.visible = false;
healingNeedleValueText.visible = false;
}
// Spawn green enemies during boss fights every 1 minute
if (gameState === 'playing' && currentBoss) {
bossGreenEnemyTimer++;
if (bossGreenEnemyTimer >= bossGreenEnemyInterval) {
// Spawn one green enemy at random location on the map
var greenEnemy = new GreenEnemy();
var validPosition = false;
var attempts = 0;
// Try to find non-overlapping position anywhere on the map
while (!validPosition && attempts < 50) {
// Spawn at random location on the map
greenEnemy.x = Math.random() * 2048;
greenEnemy.y = Math.random() * 2732;
// Check if position is far enough from player and boss
validPosition = true;
if (player) {
var dx = greenEnemy.x - player.x;
var dy = greenEnemy.y - player.y;
var distanceToPlayer = Math.sqrt(dx * dx + dy * dy);
if (distanceToPlayer < 200) {
validPosition = false;
}
}
if (currentBoss && validPosition) {
var dx = greenEnemy.x - currentBoss.x;
var dy = greenEnemy.y - currentBoss.y;
var distanceToBoss = Math.sqrt(dx * dx + dy * dy);
if (distanceToBoss < 200) {
validPosition = false;
}
}
// Check if position overlaps with existing enemies
for (var e = 0; e < enemies.length && validPosition; e++) {
var dx = greenEnemy.x - enemies[e].x;
var dy = greenEnemy.y - enemies[e].y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 120) {
validPosition = false;
}
}
for (var g = 0; g < greenEnemies.length && validPosition; g++) {
var dx = greenEnemy.x - greenEnemies[g].x;
var dy = greenEnemy.y - greenEnemies[g].y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 120) {
validPosition = false;
}
}
attempts++;
}
greenEnemies.push(greenEnemy);
game.addChild(greenEnemy);
// Reset timer for next spawn
bossGreenEnemyTimer = 0;
}
}
// Check if all enemies are defeated and no boss exists
if (gameState === 'playing' && enemies.length === 0 && greenEnemies.length === 0 && !currentBoss) {
// Progress to next level first
currentLevel++;
levelText.setText('Level: ' + currentLevel);
enemiesKilled = 0;
// Check win condition at level 200
if (currentLevel > 200) {
LK.showYouWin();
return;
}
// Check if current level requires shop or boss
if (currentLevel % 10 === 0) {
// Boss levels (10, 20, 30, etc.) - show shop first, then boss
showShop();
} else if (currentLevel % 5 === 0) {
// Non-boss multiples of 5 (5, 15, 25, etc.) - show shop
showShop();
} else {
// Regular levels - spawn enemies
spawnEnemies();
}
}
}; ===================================================================
--- original.js
+++ change.js
@@ -150,16 +150,9 @@
// Drop guaranteed 10-20 coins
var numCoins = 10 + Math.floor(Math.random() * 11); // 10-20 coins
for (var i = 0; i < numCoins; i++) {
var coin = new Coin();
- // Calculate coin value - increases progressively from 2 to 10 over first 5 levels
- if (currentLevel <= 5) {
- // For levels 1-5: 2, 4, 6, 8, 10
- coin.value = 2 * currentLevel;
- } else {
- // For levels 6+: continue with previous formula (value at level 5 was 10, so start from there)
- coin.value = 10 + Math.floor((currentLevel - 5) / 5) * 2;
- }
+ coin.value = 2 + Math.floor((currentLevel - 1) / 5) * 2; // Boss coins use same formula as regular enemies
coin.x = self.x + (Math.random() - 0.5) * 150;
coin.y = self.y + (Math.random() - 0.5) * 150;
coins.push(coin);
game.addChild(coin);
@@ -171,36 +164,18 @@
powerUps.push(bulletUpgrade);
game.addChild(bulletUpgrade);
// Guaranteed diamond drop
var diamond1 = new Diamond();
- // Calculate base coin value for diamond calculation
- var baseCoinValue;
- if (currentLevel <= 5) {
- // For levels 1-5: 2, 4, 6, 8, 10
- baseCoinValue = 2 * currentLevel;
- } else {
- // For levels 6+: continue with previous formula (value at level 5 was 10, so start from there)
- baseCoinValue = 10 + Math.floor((currentLevel - 5) / 5) * 2;
- }
- diamond1.value = baseCoinValue * 5; // Boss diamonds worth 5x current coin value
+ diamond1.value = (2 + Math.floor((currentLevel - 1) / 5) * 2) * 5; // Boss diamonds worth 5x current coin value
diamond1.x = self.x + (Math.random() - 0.5) * 100;
diamond1.y = self.y + (Math.random() - 0.5) * 100;
diamonds.push(diamond1);
game.addChild(diamond1);
// 50% chance for 2 additional diamonds
if (Math.random() < 0.50) {
for (var d = 0; d < 2; d++) {
var diamond = new Diamond();
- // Calculate base coin value for diamond calculation
- var baseCoinValue;
- if (currentLevel <= 5) {
- // For levels 1-5: 2, 4, 6, 8, 10
- baseCoinValue = 2 * currentLevel;
- } else {
- // For levels 6+: continue with previous formula (value at level 5 was 10, so start from there)
- baseCoinValue = 10 + Math.floor((currentLevel - 5) / 5) * 2;
- }
- diamond.value = baseCoinValue * 5;
+ diamond.value = (2 + Math.floor((currentLevel - 1) / 5) * 2) * 5;
diamond.x = self.x + (Math.random() - 0.5) * 100;
diamond.y = self.y + (Math.random() - 0.5) * 100;
diamonds.push(diamond);
game.addChild(diamond);
@@ -732,17 +707,11 @@
}
});
}
// Drop items immediately after puff effect starts
- // Calculate coin value - increases progressively from 2 to 10 over first 5 levels
- var coinValue;
- if (currentLevel <= 5) {
- // For levels 1-5: 2, 4, 6, 8, 10
- coinValue = 2 * currentLevel;
- } else {
- // For levels 6+: continue with previous formula (value at level 5 was 10, so start from there)
- coinValue = 10 + Math.floor((currentLevel - 5) / 5) * 2;
- }
+ // Calculate coin value - increases by +2 every 5 levels
+ var baseValue = 2 + Math.floor((currentLevel - 1) / 5) * 2;
+ var coinValue = baseValue;
// Drop coin with doubled value every 10 levels
var coin = new Coin();
coin.value = coinValue;
coin.x = deathX;
@@ -1010,17 +979,9 @@
}
// Drop diamond (5% chance, 30% during wealth effect)
var diamondChance = wealthActive ? 0.30 : 0.05;
if (Math.random() < diamondChance) {
- // Calculate coin value - increases progressively from 2 to 10 over first 5 levels
- var coinValue;
- if (currentLevel <= 5) {
- // For levels 1-5: 2, 4, 6, 8, 10
- coinValue = 2 * currentLevel;
- } else {
- // For levels 6+: continue with previous formula (value at level 5 was 10, so start from there)
- coinValue = 10 + Math.floor((currentLevel - 5) / 5) * 2;
- }
+ var coinValue = 10 + Math.floor((currentLevel - 1) / 5) * 2;
var diamond = new Diamond();
diamond.value = coinValue * 3; // 3x current coin value
diamond.x = deathX + (Math.random() - 0.5) * 60;
diamond.y = deathY + (Math.random() - 0.5) * 60;
coin. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
health pack. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
scary toothed germ style enemy. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
cloud. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
emerald. In-Game asset. 2d. High contrast. No shadows
blue hand granade. In-Game asset. 2d. High contrast. No shadows
a green scary ball with metal teeth. In-Game asset. 2d. High contrast. No shadows
green poison ball. In-Game asset. 2d. High contrast. No shadows
machine gun. In-Game asset. 2d. High contrast. No shadows
machine gun bullet. In-Game asset. 2d. High contrast. No shadows
rocket launcher. In-Game asset. 2d. High contrast. No shadows
horizontal rocket bullet. In-Game asset. 2d. High contrast. No shadows
treasure chest. In-Game asset. 2d. High contrast. No shadows
vaccine with a plus sign. In-Game asset. 2d. High contrast. No shadows
blue steel vest. In-Game asset. 2d. High contrast. No shadows
u magnet. In-Game asset. 2d. High contrast. No shadows
red shoes with a 2x. In-Game asset. 2d. High contrast. No shadows
horizontal needle. In-Game asset. 2d. High contrast. No shadows
horizontal fire ball. In-Game asset. 2d. High contrast. No shadows
blue
pink blue black and orange mixed horizontal fire ball. In-Game asset. 2d. High contrast. No shadows
robot virüs. In-Game asset. 2d. High contrast. No shadows
artı işareti yeşil olsun bu artı işareti tedavi artı işareti yukarıda boyadığım kısım kırmızı olsun
metal kaplı görünsün
amber stone. In-Game asset. 2d. High contrast. No shadows
rengi mor olsun