User prompt
merhaba iron body itemi yerden alındığında karakterin görünümü değişsin ama bu görünümü ben seçmek istiyorum bana asset oluştururmusun
User prompt
Please fix the bug: 'Cannot read properties of null (reading 'x')' in or related to this line: 'ironBodyItem.x = player.x;' Line Number: 3653
User prompt
Please fix the bug: 'Cannot read properties of null (reading 'x')' in or related to this line: 'ironBodyItem.x = player.x;' Line Number: 3653
User prompt
bana iron body itemini verir misin
User prompt
sniper riffle alındığında içerideki küçük radius alanının içine bos haricinde düşman girerse girdiği gibi alan dışına itilir
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'destroy')' in or related to this line: 'player.children[2].destroy();' Line Number: 4677
User prompt
iron body itemini alınca karakterin görünümü değişmedi halbuki ben asset seçmiştim assetin adı PlayerİronBodyActive
User prompt
oyun başında bana iron body itemi ve sniper riffle verirmisin
User prompt
oyun başında bana iron body itemi ve sniper riffle verirmisin
User prompt
iron body itemi yerden alındığında karakterin şekli değişsin bu şekli ben belirlemek istiyorum bunun için bana asset açar mısın
User prompt
iron body itemi alındığında player iron body asseti giyilsin
User prompt
bana bir sniper rifle ve iron body verirmisin deneme yapmam gerek
User prompt
sniper riffle itemini yerden aldığımda karakterin radius alanı kaybolmasın mevcut radius alanı dursun ekstradan sniper riflenin de radius alanı şeffaf olarak görünsün yani iki daire birden olacak
User prompt
olmadı düşman bana dokunmadan benim canım gidiyor
User prompt
deneyebilmem için bana bir sniper rifle verirmisin
User prompt
sniper riffle itemini aldığımda ana karakterin collision collider hiçbirşeyi değişmesin normalde nasılsa öyle kalsın
User prompt
iron body itemi alındığında ana karakterin görünümü değişsin assetlerden benim belirlediğim görünüm olsun
User prompt
ilk turdan karaktere sniper rifle verir misin
User prompt
sniper riffle itemi alındığında ana karakterin collision alanı karakterin şekli kadar olsun
User prompt
sniper riffle itemini aldığımda karakterin collider ı küçülsün
User prompt
sniper riffle itemini aldığımda karakterin collision alanı genişliyor ve normalde karakterin görselinden daha büyük bir alanda damage yeniyor bunu düzeltirmisin karakter görseline düşman temas ederse karakterin canı azalsın
User prompt
iron body itemi alındığında karakterin görünümü değişsin bu değişim için bana asset açar mısın ben belirleyim
User prompt
sniper rifle itemi seçiliyken ana karakterin çarpışma çapı artıyor düşmanlar temas etmeden ana karakterin canı gidiyor bunu düzeltirmisin
User prompt
sniper rifle itemi seçiliyken düşmanlar ana karaktere temas etmeden ana karakterin canını götürebiliyorlar bunu düzelt tıpkı bu itemi almadan önceki hali gibi olsun düşmanla milimetrik temas anında canı gitsin
User prompt
bu arada bu emberler sadece 20 levelden sonra çıkmaya başlayacak
/****
* 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();
// Calculate coin value - first 5 levels = 10, then +5 every 5 levels
var levelGroup = Math.floor((currentLevel - 1) / 5);
if (levelGroup === 0) {
coin.value = 10; // Levels 1-5
} else {
coin.value = 10 + levelGroup * 5; // Level 6-10 = 15, 11-15 = 20, etc.
}
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();
// Calculate diamond value - 5x current coin value
var levelGroup = Math.floor((currentLevel - 1) / 5);
var coinValue;
if (levelGroup === 0) {
coinValue = 10; // Levels 1-5
} else {
coinValue = 10 + levelGroup * 5; // Level 6-10 = 15, 11-15 = 20, etc.
}
diamond1.value = coinValue * 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 diamond value - 5x current coin value
var levelGroup = Math.floor((currentLevel - 1) / 5);
var coinValue;
if (levelGroup === 0) {
coinValue = 10; // Levels 1-5
} else {
coinValue = 10 + levelGroup * 5; // Level 6-10 = 15, 11-15 = 20, etc.
}
diamond.value = coinValue * 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 fire ball bullet count (maximum 3)
if (fireBallBulletCount < 3) {
fireBallBulletCount++;
}
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
});
// Calculate coin value - first 5 levels = 10, then +5 every 5 levels
var levelGroup = Math.floor((currentLevel - 1) / 5);
if (levelGroup === 0) {
self.value = 10; // Levels 1-5
} else {
self.value = 10 + levelGroup * 5; // Level 6-10 = 15, 11-15 = 20, etc.
}
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 Ember = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('ember', {
anchorX: 0.5,
anchorY: 0.5,
tint: 0xFF8C00 // Orange color for ember
});
// Calculate ember value - 10x current coin value
var levelGroup = Math.floor((currentLevel - 1) / 5);
if (levelGroup === 0) {
self.value = 100; // 10x level 1-5 coin value (10 * 10)
} else {
self.value = (10 + levelGroup * 5) * 10; // 10x current coin value
}
self.creationTime = LK.ticks;
self.expirationStarted = false;
// Start continuous Y-axis rotation with orange glow effect
self.startRotation = function () {
tween(graphics, {
scaleX: -1.2,
tint: 0xFFD700 // Gold glow effect
}, {
duration: 800,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(graphics, {
scaleX: 1.2,
tint: 0xFF8C00 // Back to orange
}, {
duration: 800,
easing: tween.easeInOut,
onFinish: function onFinish() {
if (!self.expirationStarted) {
self.startRotation();
}
}
});
}
});
};
self.startRotation();
self.update = function () {
// Check for expiration after 45 seconds (like diamonds)
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 < embers.length; i++) {
if (embers[i] === self) {
embers.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 emberValue = self.value;
if (wealthActive) {
emberValue *= 2; // Double value during wealth effect
}
playerCoins += emberValue;
coinText.setText(playerCoins.toString());
LK.getSound('coinCollect').play();
// Create floating value text with orange color
var displayValue = wealthActive ? self.value * 2 : self.value;
var valueText = new Text2('+' + displayValue + ' EMBER', {
size: 50,
fill: 0xFF8C00
});
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 - 100,
alpha: 0
}, {
duration: 1500,
easing: tween.easeOut,
onFinish: function onFinish() {
valueText.destroy();
}
});
// Remove from embers array
for (var i = 0; i < embers.length; i++) {
if (embers[i] === self) {
embers.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 optimized 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;
// Only check collision avoidance every 5 frames to reduce CPU load
if (LK.ticks % 5 === 0) {
// Calculate avoidance vector
var avoidanceX = 0;
var avoidanceY = 0;
var nearbyEnemyCount = 0;
var maxChecks = Math.min(5, enemies.length); // Limit checks to 5 nearest enemies
// Check collision with limited number of other enemies
for (var e = 0; e < maxChecks && e < enemies.length; e++) {
var otherEnemy = enemies[e];
if (otherEnemy !== self) {
var otherDx = self.x - otherEnemy.x;
var otherDy = self.y - otherEnemy.y;
// Use faster distance check (no sqrt for initial filtering)
var otherDistanceSq = otherDx * otherDx + otherDy * otherDy;
if (otherDistanceSq < 10000 && otherDistanceSq > 0) {
// 100^2 = 10000
var otherDistance = Math.sqrt(otherDistanceSq);
// 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 limited number of green enemies
var maxGreenChecks = Math.min(3, greenEnemies.length); // Limit green enemy checks
for (var g = 0; g < maxGreenChecks && g < greenEnemies.length; g++) {
var otherGreen = greenEnemies[g];
if (otherGreen !== self) {
var otherDx = self.x - otherGreen.x;
var otherDy = self.y - otherGreen.y;
var otherDistanceSq = otherDx * otherDx + otherDy * otherDy;
if (otherDistanceSq < 10000 && otherDistanceSq > 0) {
var otherDistance = Math.sqrt(otherDistanceSq);
var avoidanceStrength = (100 - otherDistance) / 100;
avoidanceX += otherDx / otherDistance * avoidanceStrength * effectiveSpeed * 1.5;
avoidanceY += otherDy / otherDistance * avoidanceStrength * effectiveSpeed * 1.5;
nearbyEnemyCount++;
}
}
}
// Store avoidance for next few frames
self.cachedAvoidanceX = avoidanceX;
self.cachedAvoidanceY = avoidanceY;
self.cachedNearbyCount = nearbyEnemyCount;
}
// Combine movement and avoidance forces
var finalMovementX = baseMovementX;
var finalMovementY = baseMovementY;
if (self.cachedNearbyCount > 0) {
// Add cached avoidance when enemies are nearby
finalMovementX += (self.cachedAvoidanceX || 0) * 0.8; // Strong avoidance
finalMovementY += (self.cachedAvoidanceY || 0) * 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 () {
// Prevent multiple calls to die() for the same enemy
if (self.isDead) {
return;
}
self.isDead = true;
// 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 - first 5 levels = 10, then +5 every 5 levels
var levelGroup = Math.floor((currentLevel - 1) / 5);
var coinValue;
if (levelGroup === 0) {
coinValue = 10; // Levels 1-5
} else {
coinValue = 10 + levelGroup * 5; // Level 6-10 = 15, 11-15 = 20, etc.
}
// 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 ember (special orange coin) - only starts from level 20
if (currentLevel > 20) {
var emberChance = 0.02; // 2% base chance after level 20
if (currentLevel >= 50) {
emberChance = 0.15; // 15% chance at level 50+
} else if (currentLevel >= 40) {
emberChance = 0.10; // 10% chance at level 40-49
}
if (Math.random() < emberChance) {
var ember = new Ember();
ember.x = deathX + (Math.random() - 0.5) * 60;
ember.y = deathY + (Math.random() - 0.5) * 60;
embers.push(ember);
game.addChild(ember);
}
}
// 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 (5% chance)
if (Math.random() < 0.05) {
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) {
// If freeze effect is already active, only refresh the timer
if (freezeEffectActive) {
freezeEffectEndTime = LK.ticks + 1200; // 20 seconds
} else {
// Activate freeze effect for first time
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 optimized 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;
// Only check collision avoidance every 5 frames to reduce CPU load
if (LK.ticks % 5 === 0) {
// Calculate avoidance vector
var avoidanceX = 0;
var avoidanceY = 0;
var nearbyEnemyCount = 0;
var maxChecks = Math.min(5, enemies.length); // Limit checks to 5 nearest enemies
// Check collision with limited number of regular enemies
for (var e = 0; e < maxChecks && e < enemies.length; e++) {
var otherEnemy = enemies[e];
var otherDx = self.x - otherEnemy.x;
var otherDy = self.y - otherEnemy.y;
// Use faster distance check (no sqrt for initial filtering)
var otherDistanceSq = otherDx * otherDx + otherDy * otherDy;
if (otherDistanceSq < 10000 && otherDistanceSq > 0) {
// 100^2 = 10000
var otherDistance = Math.sqrt(otherDistanceSq);
// 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 limited number of other green enemies
var maxGreenChecks = Math.min(3, greenEnemies.length); // Limit green enemy checks
for (var g = 0; g < maxGreenChecks && g < greenEnemies.length; g++) {
var otherGreen = greenEnemies[g];
if (otherGreen !== self) {
var otherDx = self.x - otherGreen.x;
var otherDy = self.y - otherGreen.y;
var otherDistanceSq = otherDx * otherDx + otherDy * otherDy;
if (otherDistanceSq < 10000 && otherDistanceSq > 0) {
var otherDistance = Math.sqrt(otherDistanceSq);
var avoidanceStrength = (100 - otherDistance) / 100;
avoidanceX += otherDx / otherDistance * avoidanceStrength * effectiveSpeed * 1.5;
avoidanceY += otherDy / otherDistance * avoidanceStrength * effectiveSpeed * 1.5;
nearbyEnemyCount++;
}
}
}
// Store avoidance for next few frames
self.cachedAvoidanceX = avoidanceX;
self.cachedAvoidanceY = avoidanceY;
self.cachedNearbyCount = nearbyEnemyCount;
}
// Combine movement and avoidance forces
var finalMovementX = baseMovementX;
var finalMovementY = baseMovementY;
if (self.cachedNearbyCount > 0) {
// Add cached avoidance when enemies are nearby
finalMovementX += (self.cachedAvoidanceX || 0) * 0.8; // Strong avoidance
finalMovementY += (self.cachedAvoidanceY || 0) * 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 () {
// Prevent multiple calls to die() for the same enemy
if (self.isDead) {
return;
}
self.isDead = true;
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 ember (special orange coin) - only starts from level 20
if (currentLevel > 20) {
var emberChance = 0.02; // 2% base chance after level 20
if (currentLevel >= 50) {
emberChance = 0.15; // 15% chance at level 50+
} else if (currentLevel >= 40) {
emberChance = 0.10; // 10% chance at level 40-49
}
if (Math.random() < emberChance) {
var ember = new Ember();
ember.x = deathX + (Math.random() - 0.5) * 60;
ember.y = deathY + (Math.random() - 0.5) * 60;
embers.push(ember);
game.addChild(ember);
}
}
// Drop diamond (5% chance, 30% during wealth effect)
var diamondChance = wealthActive ? 0.30 : 0.05;
if (Math.random() < diamondChance) {
// Calculate coin value - first 5 levels = 10, then +5 every 5 levels
var levelGroup = Math.floor((currentLevel - 1) / 5);
var coinValue;
if (levelGroup === 0) {
coinValue = 10; // Levels 1-5
} else {
coinValue = 10 + levelGroup * 5; // Level 6-10 = 15, 11-15 = 20, etc.
}
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, SniperRifle];
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) {
// If healing needle is already active, only refresh the timer
if (healingNeedleActive) {
healingNeedleEndTime = LK.ticks + 1800; // 30 seconds
} else {
// Activate healing needle effect for first time
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 && currentBoss) {
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) {
// If iron body is already active, only refresh the timer
if (ironBodyActive) {
ironBodyEndTime = LK.ticks + 1800; // 30 seconds
} else {
// Activate iron body effect for first time
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;
});
// Note: Game title "Fight Bacteria" should be set at the engine/platform level
// The LK engine handles game metadata automatically
var Level30Boss = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('level30Boss', {
anchorX: 0.5,
anchorY: 0.5
});
// Calculate damage from previous level enemies (level 29)
var previousLevel = Math.max(1, currentLevel - 1);
var previousLevelDamage = 10 * (1 + (previousLevel - 1) * 0.1);
self.damage = previousLevelDamage;
// Health is 3x the damage value
self.maxHealth = self.damage * 3;
self.health = self.maxHealth;
self.speed = 0.8 + Math.max(0, currentLevel - 10) * 0.1;
self.lastAttack = 0;
self.attackCooldown = 60; // 1 second at 60 FPS
self.lastClone = 0;
self.cloneCooldown = 3600; // 60 seconds at 60 FPS
self.hasCloned = false;
// 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.update = function () {
if (gameState === 'playing' && player) {
// Apply freeze effect if active
var effectiveSpeed = self.speed;
if (freezeEffectActive) {
effectiveSpeed *= 0.5;
if (graphics.tint !== 0x4444ff) {
graphics.tint = 0x4444ff;
}
} else {
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;
}
// Shoot bullets at player
self.lastAttack++;
if (self.lastAttack >= self.attackCooldown) {
var bullet = new Level30BossBullet();
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) {
// Boss bullet speed is 50% of player's current bullet speed (which is 8)
var bulletSpeed = 4; // 50% of player bullet speed (8)
var angle = Math.atan2(dy, dx);
bullet.velocityX = Math.cos(angle) * bulletSpeed;
bullet.velocityY = Math.sin(angle) * bulletSpeed;
if (bullet.setRotation) {
bullet.setRotation(bullet.velocityX, bullet.velocityY);
}
}
bullet.bossDamage = self.damage; // Pass boss damage to bullet for health stealing calculation
bossBullets.push(bullet);
game.addChild(bullet);
LK.getSound('shoot').play();
self.lastAttack = 0;
}
// Clone creation when health drops below 50%
if (self.health <= self.maxHealth / 2 && !self.hasCloned) {
self.lastClone++;
if (self.lastClone >= self.cloneCooldown) {
// Create a clone with 20% of original stats
var clone = new Level30BossClone();
clone.x = self.x + (Math.random() - 0.5) * 200;
clone.y = self.y + (Math.random() - 0.5) * 200;
// Ensure clone spawns within game bounds
clone.x = Math.max(50, Math.min(1998, clone.x));
clone.y = Math.max(50, Math.min(2682, clone.y));
// Set clone stats to 20% of original
clone.maxHealth = Math.floor(self.maxHealth * 0.2);
clone.health = clone.maxHealth;
clone.damage = Math.floor(self.damage * 0.2);
clone.speed = self.speed * 0.2;
game.addChild(clone);
self.hasCloned = true; // Prevent further cloning
self.lastClone = 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
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);
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 rewards (same as other bosses)
var numCoins = 10 + Math.floor(Math.random() * 11);
for (var i = 0; i < numCoins; i++) {
var coin = new Coin();
var levelGroup = Math.floor((currentLevel - 1) / 5);
if (levelGroup === 0) {
coin.value = 10;
} else {
coin.value = 10 + levelGroup * 5;
}
coin.x = self.x + (Math.random() - 0.5) * 150;
coin.y = self.y + (Math.random() - 0.5) * 150;
coins.push(coin);
game.addChild(coin);
}
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);
var diamond1 = new Diamond();
var levelGroup = Math.floor((currentLevel - 1) / 5);
var coinValue;
if (levelGroup === 0) {
coinValue = 10;
} else {
coinValue = 10 + levelGroup * 5;
}
diamond1.value = coinValue * 5;
diamond1.x = self.x + (Math.random() - 0.5) * 100;
diamond1.y = self.y + (Math.random() - 0.5) * 100;
diamonds.push(diamond1);
game.addChild(diamond1);
if (Math.random() < 0.50) {
for (var d = 0; d < 2; d++) {
var diamond = new Diamond();
var levelGroup = Math.floor((currentLevel - 1) / 5);
var coinValue;
if (levelGroup === 0) {
coinValue = 10;
} else {
coinValue = 10 + levelGroup * 5;
}
diamond.value = coinValue * 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();
enemiesKilled = 0;
};
return self;
});
var Level30BossBullet = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('level30BossBullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.velocityX = 0;
self.velocityY = 0;
self.bossDamage = 0; // Will be set by the boss
self.setRotation = function (vx, vy) {
graphics.rotation = Math.atan2(vy, vx);
};
self.update = function () {
self.x += self.velocityX;
self.y += self.velocityY;
if (self.x < -50 || self.x > 2098 || self.y < -50 || self.y > 2782) {
self.removeFromGame();
}
// Check collision with player and steal health
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;
if (distance <= collisionDistance) {
// Deal damage to player
player.takeDamage(self.bossDamage);
// Boss steals health - 3% of damage dealt
if (currentBoss) {
var stolenHealth = Math.floor(self.bossDamage * 0.03);
currentBoss.health = Math.min(currentBoss.maxHealth, currentBoss.health + stolenHealth);
// Update boss health bar
var healthPercent = currentBoss.health / currentBoss.maxHealth;
currentBoss.healthBarFill.width = 196 * healthPercent;
// Create floating heal text for boss
var healText = new Text2('+' + stolenHealth + ' HP', {
size: 40,
fill: 0xff0000
});
healText.anchor.set(0.5, 0.5);
healText.x = currentBoss.x;
healText.y = currentBoss.y;
game.addChild(healText);
tween(healText, {
y: healText.y - 80,
alpha: 0
}, {
duration: 1000,
easing: tween.easeOut,
onFinish: function onFinish() {
healText.destroy();
}
});
}
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 Level30BossClone = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('boss', {
anchorX: 0.5,
anchorY: 0.5
});
// Scale down the clone to 0.5x to show it's smaller
graphics.scaleX = 0.5;
graphics.scaleY = 0.5;
graphics.tint = 0x888888; // Gray tint to differentiate from original
self.maxHealth = 1; // Will be overridden by creator
self.health = 1;
self.damage = 1; // Will be overridden by creator
self.speed = 0.1; // Will be overridden by creator
self.lastAttack = 0;
self.attackCooldown = 120; // 2 seconds at 60 FPS (slower than original)
// Create clone health bar background
self.healthBarBg = LK.getAsset('enemyHealthBarBg', {
anchorX: 0.5,
anchorY: 0.5,
width: 100,
// Smaller health bar
height: 15
});
self.healthBarBg.y = -60;
self.addChild(self.healthBarBg);
// Create clone health bar fill
self.healthBarFill = LK.getAsset('enemyHealthBarFill', {
anchorX: 0,
anchorY: 0.5,
width: 96,
height: 11
});
self.healthBarFill.x = -48;
self.healthBarFill.y = -60;
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;
if (graphics.tint !== 0x444488) {
graphics.tint = 0x444488; // Darker blue for frozen clone
}
} else {
if (graphics.tint !== 0x888888) {
graphics.tint = 0x888888; // Gray for normal clone
}
}
// 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;
}
// Shoot bullets at player (slower than original)
self.lastAttack++;
if (self.lastAttack >= self.attackCooldown) {
var bullet = new Level30BossCloneBullet();
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) {
// Clone bullet speed is also 20% of player bullet speed
var bulletSpeed = 1.6; // 20% of player bullet speed (8)
var angle = Math.atan2(dy, dx);
bullet.velocityX = Math.cos(angle) * bulletSpeed;
bullet.velocityY = Math.sin(angle) * bulletSpeed;
if (bullet.setRotation) {
bullet.setRotation(bullet.velocityX, bullet.velocityY);
}
}
bullet.bossDamage = self.damage; // Pass clone damage to bullet
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 clone health bar
var healthPercent = self.health / self.maxHealth;
self.healthBarFill.width = 96 * healthPercent;
LK.effects.flashObject(self, 0xff0000, 200);
if (self.health <= 0) {
self.die();
}
};
self.die = function () {
// Small explosion for clone
for (var e = 0; e < 4; e++) {
var explosionCircle = LK.getAsset('attackRange', {
anchorX: 0.5,
anchorY: 0.5,
width: 30 + e * 10,
height: 30 + e * 10,
alpha: 0.8 - e * 0.15,
tint: e === 0 ? 0x888888 : e === 1 ? 0xAAAAAA : e === 2 ? 0xCCCCCC : 0xEEEEEE
});
explosionCircle.x = self.x + (Math.random() - 0.5) * 40;
explosionCircle.y = self.y + (Math.random() - 0.5) * 40;
game.addChild(explosionCircle);
tween(explosionCircle, {
scaleX: 2 + e * 0.3,
scaleY: 2 + e * 0.3,
alpha: 0,
x: explosionCircle.x + (Math.random() - 0.5) * 80,
y: explosionCircle.y + (Math.random() - 0.5) * 80
}, {
duration: 400 + e * 75,
easing: tween.easeOut,
onFinish: function onFinish() {
explosionCircle.destroy();
}
});
}
// Drop small coin reward
var coin = new Coin();
var levelGroup = Math.floor((currentLevel - 1) / 5);
if (levelGroup === 0) {
coin.value = 5; // Half value for clone
} else {
coin.value = Math.floor((10 + levelGroup * 5) / 2); // Half value for clone
}
coin.x = self.x;
coin.y = self.y;
coins.push(coin);
game.addChild(coin);
self.destroy();
};
return self;
});
var Level30BossCloneBullet = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('level30BossBullet', {
anchorX: 0.5,
anchorY: 0.5
});
// Scale down clone bullet to 0.7x
graphics.scaleX = 0.7;
graphics.scaleY = 0.7;
graphics.tint = 0x888888; // Gray tint like clone
self.velocityX = 0;
self.velocityY = 0;
self.bossDamage = 0; // Will be set by the clone
self.setRotation = function (vx, vy) {
graphics.rotation = Math.atan2(vy, vx);
};
self.update = function () {
self.x += self.velocityX;
self.y += self.velocityY;
if (self.x < -50 || self.x > 2098 || self.y < -50 || self.y > 2782) {
self.removeFromGame();
}
// Check collision with player and steal health (but less than original)
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;
if (distance <= collisionDistance) {
// Deal damage to player
player.takeDamage(self.bossDamage);
// Clone steals less health - 1% of damage dealt (instead of 3%)
if (currentBoss) {
var stolenHealth = Math.max(1, Math.floor(self.bossDamage * 0.01));
currentBoss.health = Math.min(currentBoss.maxHealth, currentBoss.health + stolenHealth);
// Update boss health bar
var healthPercent = currentBoss.health / currentBoss.maxHealth;
currentBoss.healthBarFill.width = 196 * healthPercent;
}
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 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) {
// If machine gun is already active, only refresh the timer
if (machineGunActive) {
machineGunEndTime = LK.ticks + 1800; // 30 seconds
} else {
// Activate machine gun effect for first time
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 (limit checks for performance)
var maxEnemyChecks = Math.min(15, enemies.length); // Limit enemy checks for machine gun bullets
for (var i = 0; i < maxEnemyChecks; 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 (limit checks for performance)
var maxGreenChecks = Math.min(8, greenEnemies.length); // Limit green enemy checks for machine gun bullets
for (var g = 0; g < maxGreenChecks; 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 && currentBoss) {
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) {
// If magnet is already active, only refresh the timer
if (magnetActive) {
magnetEndTime = LK.ticks + 3600; // 60 seconds
} else {
// Activate magnet effect for first time
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 - change asset appearance
if (ironBodyActive) {
// Change to iron body asset if not already using it
if (graphics.texture !== LK.getAsset('playerIronBody', {}).texture) {
// Remove current graphics
self.removeChild(graphics);
// Create new iron body graphics with same properties
graphics = self.attachAsset('playerIronBody', {
anchorX: 0.5,
anchorY: 0.5
});
// Preserve current scale and facing direction
if (touchPosition && player) {
var dx = touchPosition.x - self.x;
if (dx > 0) {
graphics.scaleX = -Math.abs(graphics.scaleX); // Face right
} else if (dx < 0) {
graphics.scaleX = Math.abs(graphics.scaleX); // Face left
}
}
}
} else {
// Change back to normal player asset if not already using it
if (graphics.texture !== LK.getAsset('player', {}).texture) {
// Remove current graphics
self.removeChild(graphics);
// Create new normal graphics with same properties
graphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
// Preserve current scale and facing direction
if (touchPosition && player) {
var dx = touchPosition.x - self.x;
if (dx > 0) {
graphics.scaleX = -Math.abs(graphics.scaleX); // Face right
} else if (dx < 0) {
graphics.scaleX = Math.abs(graphics.scaleX); // Face left
}
}
}
}
// 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 / 3); // 3x faster
}
if (self.lastShot >= effectiveAttackSpeed && target) {
// Limit machine gun bullets to prevent performance issues
if (machineGunActive && playerBullets.length > 30) {
// Skip shooting if too many bullets exist
self.lastShot = Math.floor(effectiveAttackSpeed * 0.8); // Slight delay
} else {
self.shoot();
self.lastShot = 0;
}
}
}
};
self.shoot = function () {
var target = self.findNearestEnemy();
if (target) {
// Determine bullet count based on weapon type
var bulletsToFire = 1; // Default to 1 bullet for special weapons
if (!sniperRifleActive && !rocketLauncherActive && !machineGunActive && !healingNeedleActive) {
// Only use fire ball bullet count for basic fire ball bullets
bulletsToFire = fireBallBulletCount;
}
// Fire multiple bullets based on weapon type
for (var b = 0; b < bulletsToFire; b++) {
var bullet;
// Create appropriate bullet type based on active power-ups
if (sniperRifleActive) {
bullet = new SniperRifleBullet();
bullet.startX = self.x; // Set starting position for range tracking
bullet.startY = self.y;
} else 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 (bulletsToFire > 1) {
spreadAngle = (b - (bulletsToFire - 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 (limit checks for performance)
var maxEnemyChecks = Math.min(10, enemies.length);
for (var i = 0; i < maxEnemyChecks; 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 (limit checks for performance)
var maxGreenChecks = Math.min(5, greenEnemies.length);
for (var g = 0; g < maxGreenChecks; 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 <= 300) {
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 <= 300) {
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 <= 300) {
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 <= 300) {
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) {
// If rocket launcher is already active, only refresh the timer
if (rocketLauncherActive) {
rocketLauncherEndTime = LK.ticks + 1800; // 30 seconds
} else {
// Activate rocket launcher effect for first time
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 SniperRifle = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('sniperRifle', {
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) {
// If sniper rifle is already active, only refresh the timer
if (sniperRifleActive) {
sniperRifleEndTime = LK.ticks + 1800; // 30 seconds
} else {
// Activate sniper rifle effect for first time
sniperRifleActive = true;
sniperRifleEndTime = LK.ticks + 1800; // 30 seconds
sniperRifleOriginalRadius = player.attackRange;
sniperRifleOriginalAttackSpeed = player.attackSpeed;
// Set new radius to 3x current radius
player.attackRange = sniperRifleOriginalRadius * 3;
// Set attack speed to half of current attack speed
player.attackSpeed = sniperRifleOriginalAttackSpeed * 2;
// Create additional sniper rifle range circle
var sniperRangeGraphics = self.attachAsset('attackRange', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.15,
width: player.attackRange * 2,
height: player.attackRange * 2,
tint: 0x00ff00 // Green color
});
}
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 SniperRifleBullet = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('sniperRifleBullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.velocityX = 0;
self.velocityY = 0;
self.damage = 20;
self.hitTargets = []; // Track which enemies this bullet has already hit
self.startX = 0; // Starting position for range check
self.startY = 0;
// 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;
// Calculate distance from starting position
var dx = self.x - self.startX;
var dy = self.y - self.startY;
var distanceFromStart = Math.sqrt(dx * dx + dy * dy);
// Remove if bullet travels beyond sniper rifle radius or off screen
if (distanceFromStart > (player ? player.attackRange : 900) || self.x < -50 || self.x > 2098 || self.y < -50 || self.y > 2782) {
self.removeFromGame();
}
// Check collision with enemies (piercing - can hit multiple)
for (var i = 0; i < enemies.length; i++) {
var enemy = enemies[i];
// Check if we haven't hit this enemy yet
var alreadyHit = false;
for (var h = 0; h < self.hitTargets.length; h++) {
if (self.hitTargets[h] === enemy) {
alreadyHit = true;
break;
}
}
// Use precise collision detection instead of intersects
var dx = enemy.x - self.x;
var dy = enemy.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
var collisionDistance = (enemy.width + self.width) / 8; // Tight collision bounds
if (!alreadyHit && distance <= collisionDistance) {
enemy.takeDamage((self.damage + (player ? player.damage : 0)) * 3); // 3x damage
self.hitTargets.push(enemy); // Mark this enemy as hit
// 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();
}
});
}
LK.getSound('enemyHit').play();
}
}
// Check collision with green enemies (piercing - can hit multiple)
for (var g = 0; g < greenEnemies.length; g++) {
var greenEnemy = greenEnemies[g];
// Check if we haven't hit this enemy yet
var alreadyHit = false;
for (var h = 0; h < self.hitTargets.length; h++) {
if (self.hitTargets[h] === greenEnemy) {
alreadyHit = true;
break;
}
}
// Use precise collision detection instead of intersects
var dx = greenEnemy.x - self.x;
var dy = greenEnemy.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
var collisionDistance = (greenEnemy.width + self.width) / 8; // Tight collision bounds
if (!alreadyHit && distance <= collisionDistance) {
greenEnemy.takeDamage((self.damage + (player ? player.damage : 0)) * 3); // 3x damage
self.hitTargets.push(greenEnemy); // Mark this enemy as hit
// 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();
}
});
}
LK.getSound('enemyHit').play();
}
}
// Check collision with boss (piercing - can hit multiple times)
if (currentBoss) {
// Check if we haven't hit the boss yet
var alreadyHit = false;
for (var h = 0; h < self.hitTargets.length; h++) {
if (self.hitTargets[h] === currentBoss) {
alreadyHit = true;
break;
}
}
// Use precise collision detection instead of intersects
var dx = currentBoss.x - self.x;
var dy = currentBoss.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
var collisionDistance = (currentBoss.width + self.width) / 8; // Tight collision bounds
if (!alreadyHit && distance <= collisionDistance) {
currentBoss.takeDamage((self.damage + (player ? player.damage : 0)) * 3); // 3x damage
self.hitTargets.push(currentBoss); // Mark boss as hit
// Apply healing needle effect when hitting boss
if (healingNeedleActive && player && currentBoss) {
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 = function () {
for (var i = 0; i < playerBullets.length; i++) {
if (playerBullets[i] === self) {
playerBullets.splice(i, 1);
break;
}
}
self.destroy();
};
return self;
});
var SpawnerBoss = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('spawnerBoss', {
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;
// Enemy spawning properties
self.lastSpawn = 0;
self.spawnCooldown = 300; // 5 seconds at 60 FPS (8 seconds when health > 50%, 5 seconds when health <= 50%)
self.previousLevelEnemyHealth = 40 + (previousLevel - 1) * 8; // Health of enemies from previous level
self.previousLevelEnemySpeed = 1.5 + (previousLevel - 1) * 0.15; // Speed of enemies from previous level
self.previousLevelEnemyDamage = 10 * (1 + (previousLevel - 1) * 0.1); // Damage of enemies from previous level
self.spawnedEnemyCount = 0; // Track total enemies spawned (max 15)
// Create boss health bar background
self.healthBarBg = LK.getAsset('enemyHealthBarBg', {
anchorX: 0.5,
anchorY: 0.5,
width: 200,
height: 30
});
self.healthBarBg.y = -90;
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 = -90;
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
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;
}
// Spawn enemies
self.lastSpawn++;
// Dynamic cooldown: 8 seconds normally, 5 seconds when health <= 50%
var currentSpawnCooldown = self.health <= self.maxHealth / 2 ? 300 : 480; // 5 seconds vs 8 seconds at 60 FPS
if (self.lastSpawn >= currentSpawnCooldown && self.spawnedEnemyCount < 15) {
// Determine number of enemies to spawn based on health
var enemiesToSpawn = self.health <= self.maxHealth / 2 ? 5 : 1;
// Ensure we don't exceed the 15 enemy limit
enemiesToSpawn = Math.min(enemiesToSpawn, 15 - self.spawnedEnemyCount);
for (var e = 0; e < enemiesToSpawn; e++) {
var enemy = new Enemy();
// Set spawned enemy stats to previous level stats
enemy.maxHealth = self.previousLevelEnemyHealth;
enemy.health = enemy.maxHealth;
enemy.speed = self.previousLevelEnemySpeed;
enemy.damage = self.previousLevelEnemyDamage;
// Position enemy next to spawner boss with some spread
var spawnAngle = Math.random() * 2 * Math.PI;
var spawnDistance = 100 + Math.random() * 50; // Spawn 100-150 pixels away
enemy.x = self.x + Math.cos(spawnAngle) * spawnDistance;
enemy.y = self.y + Math.sin(spawnAngle) * spawnDistance;
// Ensure enemy spawns within game bounds
enemy.x = Math.max(50, Math.min(1998, enemy.x));
enemy.y = Math.max(50, Math.min(2682, enemy.y));
// Add to game
enemies.push(enemy);
game.addChild(enemy);
self.spawnedEnemyCount++;
}
self.lastSpawn = 0;
LK.getSound('shoot').play();
}
}
};
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();
// Calculate coin value - first 5 levels = 10, then +5 every 5 levels
var levelGroup = Math.floor((currentLevel - 1) / 5);
if (levelGroup === 0) {
coin.value = 10; // Levels 1-5
} else {
coin.value = 10 + levelGroup * 5; // Level 6-10 = 15, 11-15 = 20, etc.
}
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();
// Calculate diamond value - 5x current coin value
var levelGroup = Math.floor((currentLevel - 1) / 5);
var coinValue;
if (levelGroup === 0) {
coinValue = 10; // Levels 1-5
} else {
coinValue = 10 + levelGroup * 5; // Level 6-10 = 15, 11-15 = 20, etc.
}
diamond1.value = coinValue * 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 diamond value - 5x current coin value
var levelGroup = Math.floor((currentLevel - 1) / 5);
var coinValue;
if (levelGroup === 0) {
coinValue = 10; // Levels 1-5
} else {
coinValue = 10 + levelGroup * 5; // Level 6-10 = 15, 11-15 = 20, etc.
}
diamond.value = coinValue * 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 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) {
// If speed is already active, only refresh the timer
if (speedActive) {
speedEndTime = LK.ticks + 1800; // 30 seconds
} else {
// Activate speed effect for first time
speedActive = true;
speedEndTime = LK.ticks + 1800; // 30 seconds
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) {
// If wealth is already active, only refresh the timer
if (wealthActive) {
wealthEndTime = LK.ticks + 1800; // 30 seconds
} else {
// Activate wealth effect for first time
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 embers = [];
var healthPacks = [];
var powerUps = [];
var currentBoss = null;
var remainingEnemies = 0;
var playerBulletCount = 1;
var fireBallBulletCount = 1; // Separate counter for fire ball bullets only
// 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;
var sniperRifleActive = false;
var sniperRifleEndTime = 0;
var sniperRifleOriginalRadius = 0;
var sniperRifleOriginalAttackSpeed = 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 sniperRifleTimerText = new Text2('', {
size: 30,
fill: 0x00ff00
});
sniperRifleTimerText.anchor.set(0, 0);
sniperRifleTimerText.x = 50;
sniperRifleTimerText.y = 520;
sniperRifleTimerText.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;
var sniperRifleValueText = new Text2('', {
size: 35,
fill: 0x00ff00
});
sniperRifleValueText.anchor.set(1, 0);
sniperRifleValueText.x = -50;
sniperRifleValueText.y = 570;
sniperRifleValueText.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.topLeft.addChild(sniperRifleTimerText);
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(sniperRifleValueText);
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, capped at 15
var enemiesToSpawn = Math.min(15, 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() {
// Determine boss type based on level cycling system
var bossLevel = currentLevel % 30; // Cycle every 30 levels
if (bossLevel === 10 || bossLevel === 0) {
// Levels 10, 40, 70, 100, etc. (every 30 + 10)
currentBoss = new Boss();
} else if (bossLevel === 20) {
// Levels 20, 50, 80, 110, etc. (every 30 + 20)
currentBoss = new SpawnerBoss();
} else {
// Levels 30, 60, 90, 120, etc. (every 30)
currentBoss = new Level30Boss();
}
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
});
}
for (var i = 0; i < embers.length; i++) {
var ember = embers[i];
// Stop any existing movement tweens
tween.stop(ember, {
x: true,
y: true
});
// Calculate duration based on distance to player
var dx = player.x - ember.x;
var dy = player.y - ember.y;
var distance = Math.sqrt(dx * dx + dy * dy);
var duration = Math.min(1000, distance * 2); // Max 1 second, scale with distance
// Tween ember toward player
tween(ember, {
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('3x 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');
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;
}
if (sniperRifleActive) {
if (LK.ticks >= sniperRifleEndTime) {
sniperRifleActive = false;
if (player) {
// Restore original radius and attack speed
player.attackRange = sniperRifleOriginalRadius;
player.attackSpeed = sniperRifleOriginalAttackSpeed;
// Remove sniper rifle range circle if it exists (third child)
if (player.children.length > 2 && player.children[2]) {
player.removeChild(player.children[2]);
player.children[2].destroy();
}
}
sniperRifleTimerText.visible = false;
sniperRifleValueText.visible = false;
} else {
var remainingTime = Math.ceil((sniperRifleEndTime - LK.ticks) / 60);
sniperRifleTimerText.setText('Sniper: ' + remainingTime + 's');
sniperRifleTimerText.visible = true;
sniperRifleValueText.setText('3x Radius + 3x Damage\nPierce + Half Speed');
sniperRifleValueText.visible = true;
}
} else {
sniperRifleTimerText.visible = false;
sniperRifleValueText.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;
}
}
// Clean up excess bullets during machine gun usage to prevent performance issues
if (machineGunActive && playerBullets.length > 40) {
// Remove oldest bullets that are off-screen or furthest from enemies
var bulletsToRemove = [];
for (var i = 0; i < playerBullets.length; i++) {
var bullet = playerBullets[i];
// Remove bullets that are far off-screen
if (bullet.x < -200 || bullet.x > 2248 || bullet.y < -200 || bullet.y > 2932) {
bulletsToRemove.push(i);
}
}
// Remove bullets starting from the end to avoid index issues
for (var r = bulletsToRemove.length - 1; r >= 0; r--) {
var bulletIndex = bulletsToRemove[r];
if (playerBullets[bulletIndex]) {
playerBullets[bulletIndex].destroy();
playerBullets.splice(bulletIndex, 1);
}
}
}
// 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
@@ -234,9 +234,9 @@
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) / 6; // Slightly looser collision bounds
+ var collisionDistance = (player.width + self.width) / 8; // Tight collision bounds
if (distance <= collisionDistance) {
player.takeDamage(self.damage);
self.removeFromGame();
}
@@ -1858,9 +1858,9 @@
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) / 6;
+ var collisionDistance = (player.width + self.width) / 8;
if (distance <= collisionDistance) {
// Deal damage to player
player.takeDamage(self.bossDamage);
// Boss steals health - 3% of damage dealt
@@ -2073,9 +2073,9 @@
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) / 6;
+ var collisionDistance = (player.width + self.width) / 8;
if (distance <= collisionDistance) {
// Deal damage to player
player.takeDamage(self.bossDamage);
// Clone steals less health - 1% of damage dealt (instead of 3%)
@@ -3030,18 +3030,21 @@
sniperRifleActive = true;
sniperRifleEndTime = LK.ticks + 1800; // 30 seconds
sniperRifleOriginalRadius = player.attackRange;
sniperRifleOriginalAttackSpeed = player.attackSpeed;
- // Set new radius to 3x current radius (this only affects targeting range, not collision)
+ // Set new radius to 3x current radius
player.attackRange = sniperRifleOriginalRadius * 3;
- // Set attack speed to half of current attack speed (this only affects shooting rate, not collision)
+ // Set attack speed to half of current attack speed
player.attackSpeed = sniperRifleOriginalAttackSpeed * 2;
- // Update visual range circle to show new sniper range (visual only, doesn't affect collision)
- var rangeGraphics = player.children[1]; // Second child is the range circle
- rangeGraphics.width = player.attackRange * 2;
- rangeGraphics.height = player.attackRange * 2;
- rangeGraphics.alpha = 0.3; // Make it more transparent
- rangeGraphics.tint = 0x00ff00; // Green color
+ // Create additional sniper rifle range circle
+ var sniperRangeGraphics = self.attachAsset('attackRange', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ alpha: 0.15,
+ width: player.attackRange * 2,
+ height: player.attackRange * 2,
+ tint: 0x00ff00 // Green color
+ });
}
LK.getSound('coinCollect').play();
for (var i = 0; i < powerUps.length; i++) {
if (powerUps[i] === self) {
@@ -4602,14 +4605,13 @@
if (player) {
// Restore original radius and attack speed
player.attackRange = sniperRifleOriginalRadius;
player.attackSpeed = sniperRifleOriginalAttackSpeed;
- // Update visual range circle back to normal
- var rangeGraphics = player.children[1]; // Second child is the range circle
- rangeGraphics.width = player.attackRange * 2;
- rangeGraphics.height = player.attackRange * 2;
- rangeGraphics.alpha = 0.2; // Normal transparency
- rangeGraphics.tint = 0xffffff; // Normal color
+ // Remove sniper rifle range circle if it exists (third child)
+ if (player.children.length > 2 && player.children[2]) {
+ player.removeChild(player.children[2]);
+ player.children[2].destroy();
+ }
}
sniperRifleTimerText.visible = false;
sniperRifleValueText.visible = false;
} else {
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