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Skeleton model, after you unlock it, after you click you want to use it, it's the model of the player and you switch it with whatever player model you're using. ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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Please fix the bug: 'storage.getItem is not a function' in or related to this line: 'if (typeof storage !== "undefined" && storage.getItem("upgradedKnifeUnlocked")) {' Line Number: 320
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add skeleton player model when on the unlock section and to unlock it you need to get you need to finish normal mode by getting 900 kills ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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okay when you unlock the the player with 250 make it change the player model from the minecart to the player so the character turns into that
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Please fix the bug: 'ReferenceError: playerUnlocked is not defined' in or related to this line: 'if (game._superHardMode && !playerUnlocked) {' Line Number: 887
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Add the player in the unlock section and to unlock it you need to get at least 250 kills in super hard mode
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Super hard mode, spawn you at the same spot where you spawn in normal mode.
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Make super hard mode a little bit easier
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And I'm do it when you beat super hard mode when you click on the unlocked things do It says do you want to use this and then if you click yes, then the upgraded knife will be used
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Add a section on the main menu called Unlocked, so then you can unlock the upgraded knife.
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to beat super hard mode you have to reach the score of 1000 and then when you do it you will unlock the upgraded knife
Code edit (1 edits merged)
Please save this source code
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do, so if you complete the game, well in super hard mode, you unlock the upgraded knife in normal mode, so it is going to be really hard, and when to complete it, you get a knife.
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Make the buttons pressable.
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When you click normal mode, it takes you on to the game from before.
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Please fix the bug: 'TypeError: Cannot read properties of null (reading 'toLocal')' in or related to this line: 'var local = mainMenuOverlay.toLocal({' Line Number: 358
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When you click normal mode it takes you on to the game from before But when you click super hard mode and then I make a new level with completely different
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Add a kind of main menu screen where it has two options, normal mode and super hard mode.
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Add Upgraded Gun Into Game
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Remove the main menu screen.
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scale it to there, and you know what, just fix the main menu screen because that's what's doing it, I think.
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The error is still there, it says, read properties of null, reading invincible.
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It's still there.
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Please fix the error.
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There's a bug. Can you fix it? It's error L505.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Bullet var Bullet = Container.expand(function () { var self = Container.call(this); var bullet = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.width = bullet.width; self.height = bullet.height; self.speed = -36; // Upwards self.update = function () { self.y += self.speed; }; return self; }); // Enemy base class var Enemy = Container.expand(function () { var self = Container.call(this); self.type = 'enemy'; self.hp = 1; self.speed = 8; self.scoreValue = 1; self.update = function () {}; return self; }); // Skeleton enemy var Skeleton = Enemy.expand(function () { var self = Enemy.call(this); var skeleton = self.attachAsset('enemy_skeleton', { anchorX: 0.5, anchorY: 0.5 }); // Make skeleton bigger skeleton.scaleX = 1.7; skeleton.scaleY = 1.7; self.width = skeleton.width * 1.7; self.height = skeleton.height * 1.7; self.hp = 1; // Make skeleton slower self.speed = 6 + Math.random() * 2.5; self.scoreValue = 2; self.update = function () { self.y += self.speed; }; return self; }); // Goblin enemy var Goblin = Enemy.expand(function () { var self = Enemy.call(this); var goblin = self.attachAsset('enemy_goblin', { anchorX: 0.5, anchorY: 0.5 }); // Make goblin bigger goblin.scaleX = 1.7; goblin.scaleY = 1.7; self.width = goblin.width * 1.7; self.height = goblin.height * 1.7; self.hp = 2; // Make goblin slower self.speed = 5 + Math.random() * 2; self.scoreValue = 3; self.update = function () { self.y += self.speed; }; return self; }); // Ginger enemy var Ginger = Enemy.expand(function () { var self = Enemy.call(this); // Use goblin as base, but with different color and stats var ginger = self.attachAsset('enemy_goblin', { anchorX: 0.5, anchorY: 0.5 }); // Tint to orange/ginger color ginger.tint = 0xffa14e; ginger.scaleX = 1.7; ginger.scaleY = 1.7; self.width = ginger.width * 1.7; self.height = ginger.height * 1.7; self.hp = 3; self.speed = 7 + Math.random() * 2; self.scoreValue = 7; self.update = function () { self.y += self.speed; }; return self; }); // Bat enemy var Bat = Enemy.expand(function () { var self = Enemy.call(this); var bat = self.attachAsset('enemy_bat', { anchorX: 0.5, anchorY: 0.5 }); // Make bat much bigger so it stands out bat.scaleX = 3.5; bat.scaleY = 3.5; self.width = bat.width * 3.5; self.height = bat.height * 3.5; // Make bat very hard to kill self.hp = 30; // Make bat slower self.speed = 7 + Math.random() * 2.5; // Bat is worth 1000 coins self.scoreValue = 1000; self.update = function () { self.y += self.speed; self.x += Math.sin(LK.ticks / 12 + self._batWobble) * 8; }; self._batWobble = Math.random() * Math.PI * 2; return self; }); // Player Minecart var Minecart = Container.expand(function () { var self = Container.call(this); var cart = self.attachAsset('minecart', { anchorX: 0.5, anchorY: 0.5 }); self.width = cart.width; self.height = cart.height; self.weapon = 'gun'; // 'gun' or 'knife' self.weaponLevel = 1; // Upgrades increase this self.invincible = false; self.invincibleTimer = 0; self.attackCooldown = 0; self.knifeSwinging = false; self.knife = null; // Flash minecart when hit self.flash = function () { self.invincible = true; self.invincibleTimer = 60; // 1 second at 60fps tween(self, { alpha: 0.5 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { alpha: 1 }, { duration: 100 }); } }); }; // Switch weapon self.setWeapon = function (type) { self.weapon = type; }; // Upgrade weapon self.upgradeWeapon = function () { self.weaponLevel += 1; if (self.weaponLevel > 3) self.weaponLevel = 3; }; // Knife attack animation self.swingKnife = function () { if (self.knifeSwinging) return; self.knifeSwinging = true; if (!self.knife) { self.knife = self.attachAsset('knife', { anchorX: 0.1, anchorY: 0.5, x: self.width / 2 + 20, y: 0, rotation: 0 }); } self.knife.visible = true; self.knife.rotation = -0.7; tween(self.knife, { rotation: 0.7 }, { duration: 180, easing: tween.cubicOut, onFinish: function onFinish() { self.knife.visible = false; self.knifeSwinging = false; self.knife.rotation = -0.7; } }); }; return self; }); // Obstacle (rock) var Obstacle = Container.expand(function () { var self = Container.call(this); var rock = self.attachAsset('obstacle_rock', { anchorX: 0.5, anchorY: 0.5 }); self.width = rock.width; self.height = rock.height; self.speed = 14 + Math.random() * 6; self.update = function () { self.y += self.speed; }; return self; }); // Upgrade (gun or knife) var Upgrade = Container.expand(function () { var self = Container.call(this); self.kind = Math.random() < 0.5 ? 'gun' : 'knife'; var assetId = self.kind === 'gun' ? 'upgrade_gun' : 'upgrade_knife'; var upg = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); self.width = upg.width; self.height = upg.height; self.speed = 10 + Math.random() * 4; self.update = function () { self.y += self.speed; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x181818 }); /**** * Game Code ****/ // Game constants // Minecart (player) // Player's knife // Player's bullet // Enemy: Bat // Enemy: Goblin // Enemy: Skeleton // Obstacle: Rock // Upgrade: Gun // Upgrade: Knife // Maze background image (replace with your maze image asset id) var GAME_W = 2048; var GAME_H = 2732; var TRACK_LEFT = 300; var TRACK_RIGHT = GAME_W - 300; var PLAYER_Y = GAME_H - 350; // Game state var minecart = null; var bullets = []; var enemies = []; var obstacles = []; var upgrades = []; var dragNode = null; var lastTouchX = 0; var lastTouchY = 0; var scoreTxt = null; var lastScore = 0; var gameOver = false; var spawnTimer = 0; var obstacleTimer = 0; var upgradeTimer = 0; var difficulty = 1; var knifeHitEnemies = []; var lastKnifeSwingTick = -100; // --- Main Menu Implementation --- var mainMenuActive = true; var mainMenuContainer = new Container(); var menuBg = LK.getAsset('maze_bg', { anchorX: 0, anchorY: 0, x: 0, y: 0, width: GAME_W, height: GAME_H }); mainMenuContainer.addChild(menuBg); var titleText = new Text2("Bone Shaft Mayhem", { size: 220, fill: "#fff", font: "Impact, Arial Black, Tahoma" }); titleText.anchor.set(0.5, 0.5); titleText.x = GAME_W / 2; titleText.y = 700; mainMenuContainer.addChild(titleText); var tapToStartText = new Text2("Tap to Start", { size: 110, fill: "#fff", font: "Impact, Arial Black, Tahoma" }); tapToStartText.anchor.set(0.5, 0.5); tapToStartText.x = GAME_W / 2; tapToStartText.y = 1100; mainMenuContainer.addChild(tapToStartText); game.addChild(mainMenuContainer); // Hide gameplay elements until menu is dismissed var mazeBg = null; var scoreTxt = null; var minecart = null; // Menu tap handler game.down = function (x, y, obj) { if (mainMenuActive) { mainMenuActive = false; mainMenuContainer.destroy(); // Now start the game proper startGame(); return; } }; // Also support tap event for menu game.tap = function (x, y, obj) { if (mainMenuActive) { mainMenuActive = false; mainMenuContainer.destroy(); startGame(); return; } }; // Start game function (called after menu) function startGame() { // Add maze background image mazeBg = LK.getAsset('maze_bg', { anchorX: 0, anchorY: 0, x: 0, y: 0, width: GAME_W, height: GAME_H }); game.addChild(mazeBg); // Score display scoreTxt = new Text2('0', { size: 120, fill: "#fff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Create player minecart = new Minecart(); game.addChild(minecart); minecart.x = GAME_W / 2; minecart.y = PLAYER_Y; } // Vertical shooter: drag minecart only in X, fixed Y game.down = function (x, y, obj) { if (gameOver) return; dragNode = minecart; lastTouchX = x; lastTouchY = y; }; game.up = function (x, y, obj) { dragNode = null; }; game.move = function (x, y, obj) { if (gameOver) return; if (dragNode === minecart) { // Only allow movement in X, clamp to track var nx = x; if (nx < TRACK_LEFT) nx = TRACK_LEFT; if (nx > TRACK_RIGHT) nx = TRACK_RIGHT; minecart.x = nx; minecart.y = PLAYER_Y; } }; // Tap to attack (shoot or knife) game.tap = function (x, y, obj) { if (gameOver) return; if (minecart.weapon === 'gun') { if (minecart.attackCooldown <= 0) { fireBullet(); minecart.attackCooldown = 12 - minecart.weaponLevel * 2; // Faster with upgrades if (minecart.attackCooldown < 4) minecart.attackCooldown = 4; } } else if (minecart.weapon === 'knife') { if (LK.ticks - lastKnifeSwingTick > 18) { minecart.swingKnife(); lastKnifeSwingTick = LK.ticks; } } }; // Fire bullet(s) function fireBullet() { var spread = minecart.weaponLevel; for (var i = 0; i < spread; ++i) { var b = new Bullet(); b.x = minecart.x + (i - (spread - 1) / 2) * 40; b.y = minecart.y - minecart.height / 2 - 10; bullets.push(b); game.addChild(b); } } // Main update loop game.update = function () { if (gameOver) return; // Difficulty scaling if (LK.ticks % 300 === 0 && difficulty < 10) { difficulty += 1; } // Attack cooldown if (minecart && minecart.attackCooldown > 0) minecart.attackCooldown -= 1; // Invincibility timer if (minecart && minecart.invincible) { minecart.invincibleTimer -= 1; if (minecart.invincibleTimer <= 0) { minecart.invincible = false; } } // Bullets update for (var i = bullets.length - 1; i >= 0; --i) { var b = bullets[i]; b.update(); if (b.y < -50) { b.destroy(); bullets.splice(i, 1); continue; } // Bullet hits enemy for (var j = enemies.length - 1; j >= 0; --j) { var e = enemies[j]; if (b.intersects(e)) { e.hp -= 1; // If this is the Bat, update health bar if (game._batEnemy && e === game._batEnemy && game._batHealthBar) { var percent = Math.max(0, e.hp) / game._batMaxHp; // Clamp width to minimum 0 game._batHealthBar.width = 1680 * percent; // Optionally, you can tint the bar as it gets low (not required) } b.destroy(); bullets.splice(i, 1); if (e.hp <= 0) { addScore(e.scoreValue); e.destroy(); enemies.splice(j, 1); // If Bat is dead, remove health bar UI if (game._batEnemy && e === game._batEnemy) { if (game._batHealthBarBg) { LK.gui.top.removeChild(game._batHealthBarBg); game._batHealthBarBg = null; } if (game._batHealthBar) { LK.gui.top.removeChild(game._batHealthBar); game._batHealthBar = null; } game._batEnemy = null; } } break; } } } // Enemies update (vertical shooter: always visible, move down) for (var i = enemies.length - 1; i >= 0; --i) { var e = enemies[i]; e.update(); // Remove if out of bounds if (e.y > GAME_H + 200) { e.destroy(); enemies.splice(i, 1); continue; } // Enemy hits minecart if (minecart && !minecart.invincible && e.intersects(minecart)) { // Check if Bat killed the player for jump scare if (game._batEnemy && e === game._batEnemy) { // Show a big jump scare: flash white, show a big FACE in the center, and play a loud sound if available LK.effects.flashScreen(0xffffff, 1200); // Create a big FACE image in the center (using the goblin face as a placeholder for a jumpscare face) var jumpscareFace = LK.getAsset('enemy_goblin', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 2, x: GAME_W / 2, y: GAME_H / 2 }); jumpscareFace.alpha = 0; game.addChild(jumpscareFace); // Animate the face: scale up and fade in quickly, then fade out tween(jumpscareFace, { alpha: 1, scaleX: 7, scaleY: 7 }, { duration: 120, onFinish: function onFinish() { tween(jumpscareFace, { alpha: 0 }, { duration: 700, delay: 350, onFinish: function onFinish() { jumpscareFace.destroy(); } }); } }); // Optionally, play a loud sound here if you have a jumpscare sound asset } minecart.flash(); LK.effects.flashScreen(0xff0000, 600); // End game LK.showGameOver(); gameOver = true; return; } // Enemy hit by knife if (minecart.weapon === 'knife' && minecart.knife && minecart.knife.visible && !knifeHitEnemies.includes(e)) { // Knife is in swing, check collision var knifeGlobal = minecart.toGlobal(minecart.knife.position); var knifeRect = new Rectangle(knifeGlobal.x - 30, knifeGlobal.y - 12, 60, 24); var enemyRect = new Rectangle(e.x - e.width / 2, e.y - e.height / 2, e.width, e.height); if (rectsIntersect(knifeRect, enemyRect)) { e.hp -= 1; // If this is the Bat, update health bar if (game._batEnemy && e === game._batEnemy && game._batHealthBar) { var percent = Math.max(0, e.hp) / game._batMaxHp; game._batHealthBar.width = 1680 * percent; } knifeHitEnemies.push(e); if (e.hp <= 0) { addScore(e.scoreValue); e.destroy(); enemies.splice(i, 1); // If Bat is dead, remove health bar UI if (game._batEnemy && e === game._batEnemy) { if (game._batHealthBarBg) { LK.gui.top.removeChild(game._batHealthBarBg); game._batHealthBarBg = null; } if (game._batHealthBar) { LK.gui.top.removeChild(game._batHealthBar); game._batHealthBar = null; } game._batEnemy = null; } } } } } // Reset knife hit list if knife not swinging if (minecart && (!minecart.knife || !minecart.knife.visible)) { knifeHitEnemies = []; } // Obstacles update for (var i = obstacles.length - 1; i >= 0; --i) { var o = obstacles[i]; o.update(); if (o.y > GAME_H + 100) { o.destroy(); obstacles.splice(i, 1); continue; } // Obstacle hits minecart if (!minecart.invincible && o.intersects(minecart)) { minecart.flash(); LK.effects.flashScreen(0xff0000, 600); LK.showGameOver(); gameOver = true; return; } } // Upgrades update for (var i = upgrades.length - 1; i >= 0; --i) { var u = upgrades[i]; u.update(); if (u.y > GAME_H + 100) { u.destroy(); upgrades.splice(i, 1); continue; } // Pickup if (u.intersects(minecart)) { if (u.kind === 'gun') { minecart.setWeapon('gun'); minecart.upgradeWeapon(); } else { minecart.setWeapon('knife'); minecart.upgradeWeapon(); } u.destroy(); upgrades.splice(i, 1); } } // Spawning enemies spawnTimer -= 1; if (spawnTimer <= 0) { spawnEnemy(); spawnTimer = Math.max(24, 60 - difficulty * 4 - Math.floor(Math.random() * 10)); } // Spawning obstacles obstacleTimer -= 1; if (obstacleTimer <= 0) { if (Math.random() < 0.5 + difficulty * 0.04) { spawnObstacle(); } obstacleTimer = 90 + Math.floor(Math.random() * 60) - difficulty * 4; if (obstacleTimer < 30) obstacleTimer = 30; } // Spawning upgrades upgradeTimer -= 1; if (upgradeTimer <= 0) { if (Math.random() < 0.18) { spawnUpgrade(); } upgradeTimer = 600 + Math.floor(Math.random() * 300); } // Update score display if (LK.getScore() !== lastScore) { scoreTxt.setText(LK.getScore()); lastScore = LK.getScore(); } }; // Spawn enemy at random X at the top (vertical shooter style) function spawnEnemy() { var enemyType = Math.random(); var e = null; // Bat is now extremely rare: only spawn if enemyType < 0.02 (2% chance) if (enemyType < 0.02) { e = new Bat(); // Show warning text and play creepy music when Bat spawns if (!game._batWarningText) { // Create warning text if not already present var batWarning = new Text2("That is not you.", { size: 120, fill: 0xFF2222, font: "Impact, Arial Black, Tahoma" }); batWarning.anchor.set(0.5, 0.5); batWarning.alpha = 0.0; game._batWarningText = batWarning; // Add to LK.gui.center for true center of screen LK.gui.center.addChild(batWarning); } // Fade in text var warningText = game._batWarningText; warningText.alpha = 0.0; tween(warningText, { alpha: 1 }, { duration: 400, onFinish: function onFinish() { // Fade out after 1.2s tween(warningText, { alpha: 0 }, { duration: 800, delay: 1200 }); } }); // Play creepy music (music asset id: 'creepy_bat') LK.playMusic('creepy_bat', { fade: { start: 0, end: 1, duration: 800 } }); // --- Bat Health Bar UI --- // Remove any previous bat health bar if (game._batHealthBarBg) { LK.gui.top.removeChild(game._batHealthBarBg); game._batHealthBarBg = null; } if (game._batHealthBar) { LK.gui.top.removeChild(game._batHealthBar); game._batHealthBar = null; } // Create background bar (much bigger, at the very top) var barWidth = 1700; var barHeight = 90; var barBg = LK.getAsset('enemy_goblin', { width: barWidth, height: barHeight, color: 0x222222, anchorX: 0.5, anchorY: 0 }); barBg.x = GAME_W / 2; barBg.y = 10; // Very top of the screen // Create health bar (red, much bigger) var bar = LK.getAsset('enemy_goblin', { width: barWidth - 20, height: barHeight - 18, color: 0xff2222, anchorX: 0.5, anchorY: 0 }); bar.x = GAME_W / 2; bar.y = 19; // Just below the background bar // Add to GUI LK.gui.top.addChild(barBg); LK.gui.top.addChild(bar); game._batHealthBarBg = barBg; game._batHealthBar = bar; // Store reference to the Bat instance for health bar updates game._batEnemy = e; game._batMaxHp = e.hp; } else if (enemyType < 0.10) { // Ginger is rare, 8% chance (between 2% and 10%) e = new Ginger(); } else if (enemyType < 0.65) { e = new Goblin(); } else { e = new Skeleton(); } // Spawn at random X at the top of the screen e.x = TRACK_LEFT + 80 + Math.random() * (TRACK_RIGHT - TRACK_LEFT - 160); e.y = -80; enemies.push(e); game.addChild(e); } // Spawn obstacle function spawnObstacle() { var o = new Obstacle(); o.x = TRACK_LEFT + 80 + Math.random() * (TRACK_RIGHT - TRACK_LEFT - 160); o.y = -60; obstacles.push(o); game.addChild(o); } // Spawn upgrade function spawnUpgrade() { var u = new Upgrade(); u.x = TRACK_LEFT + 80 + Math.random() * (TRACK_RIGHT - TRACK_LEFT - 160); u.y = -60; upgrades.push(u); game.addChild(u); } // Add score function addScore(val) { LK.setScore(LK.getScore() + val); } // Rectangle intersection helper function rectsIntersect(r1, r2) { return !(r2.x > r1.x + r1.width || r2.x + r2.width < r1.x || r2.y > r1.y + r1.height || r2.y + r2.height < r1.y); } // Touch to attack (simulate tap on mobile) game.down = function (origDown) { return function (x, y, obj) { if (origDown) origDown(x, y, obj); game.tap(x, y, obj); }; }(game.down); // Reset game state on game over LK.on('gameover', function () { gameOver = true; }); // Track run count for Bat spawn logic if (typeof game._runCount === "undefined") { game._runCount = 0; } LK.on('newgame', function () { game._runCount = (game._runCount || 0) + 1; gameOver = false; LK.setScore(0); if (scoreTxt) scoreTxt.setText('0'); // Remove all objects for (var i = 0; i < bullets.length; ++i) bullets[i].destroy(); for (var i = 0; i < enemies.length; ++i) enemies[i].destroy(); for (var i = 0; i < obstacles.length; ++i) obstacles[i].destroy(); for (var i = 0; i < upgrades.length; ++i) upgrades[i].destroy(); bullets = []; enemies = []; obstacles = []; upgrades = []; minecart.x = GAME_W / 2; minecart.y = PLAYER_Y; minecart.weapon = 'gun'; minecart.weaponLevel = 1; minecart.invincible = false; minecart.invincibleTimer = 0; minecart.attackCooldown = 0; minecart.knifeSwinging = false; minecart.setWeapon('gun'); difficulty = 1; spawnTimer = 0; obstacleTimer = 0; upgradeTimer = 0; knifeHitEnemies = []; lastKnifeSwingTick = -100; // Remove Bat health bar UI if present if (game._batHealthBarBg) { LK.gui.top.removeChild(game._batHealthBarBg); game._batHealthBarBg = null; } if (game._batHealthBar) { LK.gui.top.removeChild(game._batHealthBar); game._batHealthBar = null; } game._batEnemy = null; game._batMaxHp = null; }); // Initial state spawnTimer = 0; obstacleTimer = 60; upgradeTimer = 600; difficulty = 1; gameOver = false; LK.setScore(0); if (scoreTxt) scoreTxt.setText('0');
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Bullet
var Bullet = Container.expand(function () {
var self = Container.call(this);
var bullet = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = bullet.width;
self.height = bullet.height;
self.speed = -36; // Upwards
self.update = function () {
self.y += self.speed;
};
return self;
});
// Enemy base class
var Enemy = Container.expand(function () {
var self = Container.call(this);
self.type = 'enemy';
self.hp = 1;
self.speed = 8;
self.scoreValue = 1;
self.update = function () {};
return self;
});
// Skeleton enemy
var Skeleton = Enemy.expand(function () {
var self = Enemy.call(this);
var skeleton = self.attachAsset('enemy_skeleton', {
anchorX: 0.5,
anchorY: 0.5
});
// Make skeleton bigger
skeleton.scaleX = 1.7;
skeleton.scaleY = 1.7;
self.width = skeleton.width * 1.7;
self.height = skeleton.height * 1.7;
self.hp = 1;
// Make skeleton slower
self.speed = 6 + Math.random() * 2.5;
self.scoreValue = 2;
self.update = function () {
self.y += self.speed;
};
return self;
});
// Goblin enemy
var Goblin = Enemy.expand(function () {
var self = Enemy.call(this);
var goblin = self.attachAsset('enemy_goblin', {
anchorX: 0.5,
anchorY: 0.5
});
// Make goblin bigger
goblin.scaleX = 1.7;
goblin.scaleY = 1.7;
self.width = goblin.width * 1.7;
self.height = goblin.height * 1.7;
self.hp = 2;
// Make goblin slower
self.speed = 5 + Math.random() * 2;
self.scoreValue = 3;
self.update = function () {
self.y += self.speed;
};
return self;
});
// Ginger enemy
var Ginger = Enemy.expand(function () {
var self = Enemy.call(this);
// Use goblin as base, but with different color and stats
var ginger = self.attachAsset('enemy_goblin', {
anchorX: 0.5,
anchorY: 0.5
});
// Tint to orange/ginger color
ginger.tint = 0xffa14e;
ginger.scaleX = 1.7;
ginger.scaleY = 1.7;
self.width = ginger.width * 1.7;
self.height = ginger.height * 1.7;
self.hp = 3;
self.speed = 7 + Math.random() * 2;
self.scoreValue = 7;
self.update = function () {
self.y += self.speed;
};
return self;
});
// Bat enemy
var Bat = Enemy.expand(function () {
var self = Enemy.call(this);
var bat = self.attachAsset('enemy_bat', {
anchorX: 0.5,
anchorY: 0.5
});
// Make bat much bigger so it stands out
bat.scaleX = 3.5;
bat.scaleY = 3.5;
self.width = bat.width * 3.5;
self.height = bat.height * 3.5;
// Make bat very hard to kill
self.hp = 30;
// Make bat slower
self.speed = 7 + Math.random() * 2.5;
// Bat is worth 1000 coins
self.scoreValue = 1000;
self.update = function () {
self.y += self.speed;
self.x += Math.sin(LK.ticks / 12 + self._batWobble) * 8;
};
self._batWobble = Math.random() * Math.PI * 2;
return self;
});
// Player Minecart
var Minecart = Container.expand(function () {
var self = Container.call(this);
var cart = self.attachAsset('minecart', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = cart.width;
self.height = cart.height;
self.weapon = 'gun'; // 'gun' or 'knife'
self.weaponLevel = 1; // Upgrades increase this
self.invincible = false;
self.invincibleTimer = 0;
self.attackCooldown = 0;
self.knifeSwinging = false;
self.knife = null;
// Flash minecart when hit
self.flash = function () {
self.invincible = true;
self.invincibleTimer = 60; // 1 second at 60fps
tween(self, {
alpha: 0.5
}, {
duration: 100,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(self, {
alpha: 1
}, {
duration: 100
});
}
});
};
// Switch weapon
self.setWeapon = function (type) {
self.weapon = type;
};
// Upgrade weapon
self.upgradeWeapon = function () {
self.weaponLevel += 1;
if (self.weaponLevel > 3) self.weaponLevel = 3;
};
// Knife attack animation
self.swingKnife = function () {
if (self.knifeSwinging) return;
self.knifeSwinging = true;
if (!self.knife) {
self.knife = self.attachAsset('knife', {
anchorX: 0.1,
anchorY: 0.5,
x: self.width / 2 + 20,
y: 0,
rotation: 0
});
}
self.knife.visible = true;
self.knife.rotation = -0.7;
tween(self.knife, {
rotation: 0.7
}, {
duration: 180,
easing: tween.cubicOut,
onFinish: function onFinish() {
self.knife.visible = false;
self.knifeSwinging = false;
self.knife.rotation = -0.7;
}
});
};
return self;
});
// Obstacle (rock)
var Obstacle = Container.expand(function () {
var self = Container.call(this);
var rock = self.attachAsset('obstacle_rock', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = rock.width;
self.height = rock.height;
self.speed = 14 + Math.random() * 6;
self.update = function () {
self.y += self.speed;
};
return self;
});
// Upgrade (gun or knife)
var Upgrade = Container.expand(function () {
var self = Container.call(this);
self.kind = Math.random() < 0.5 ? 'gun' : 'knife';
var assetId = self.kind === 'gun' ? 'upgrade_gun' : 'upgrade_knife';
var upg = self.attachAsset(assetId, {
anchorX: 0.5,
anchorY: 0.5
});
self.width = upg.width;
self.height = upg.height;
self.speed = 10 + Math.random() * 4;
self.update = function () {
self.y += self.speed;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x181818
});
/****
* Game Code
****/
// Game constants
// Minecart (player)
// Player's knife
// Player's bullet
// Enemy: Bat
// Enemy: Goblin
// Enemy: Skeleton
// Obstacle: Rock
// Upgrade: Gun
// Upgrade: Knife
// Maze background image (replace with your maze image asset id)
var GAME_W = 2048;
var GAME_H = 2732;
var TRACK_LEFT = 300;
var TRACK_RIGHT = GAME_W - 300;
var PLAYER_Y = GAME_H - 350;
// Game state
var minecart = null;
var bullets = [];
var enemies = [];
var obstacles = [];
var upgrades = [];
var dragNode = null;
var lastTouchX = 0;
var lastTouchY = 0;
var scoreTxt = null;
var lastScore = 0;
var gameOver = false;
var spawnTimer = 0;
var obstacleTimer = 0;
var upgradeTimer = 0;
var difficulty = 1;
var knifeHitEnemies = [];
var lastKnifeSwingTick = -100;
// --- Main Menu Implementation ---
var mainMenuActive = true;
var mainMenuContainer = new Container();
var menuBg = LK.getAsset('maze_bg', {
anchorX: 0,
anchorY: 0,
x: 0,
y: 0,
width: GAME_W,
height: GAME_H
});
mainMenuContainer.addChild(menuBg);
var titleText = new Text2("Bone Shaft Mayhem", {
size: 220,
fill: "#fff",
font: "Impact, Arial Black, Tahoma"
});
titleText.anchor.set(0.5, 0.5);
titleText.x = GAME_W / 2;
titleText.y = 700;
mainMenuContainer.addChild(titleText);
var tapToStartText = new Text2("Tap to Start", {
size: 110,
fill: "#fff",
font: "Impact, Arial Black, Tahoma"
});
tapToStartText.anchor.set(0.5, 0.5);
tapToStartText.x = GAME_W / 2;
tapToStartText.y = 1100;
mainMenuContainer.addChild(tapToStartText);
game.addChild(mainMenuContainer);
// Hide gameplay elements until menu is dismissed
var mazeBg = null;
var scoreTxt = null;
var minecart = null;
// Menu tap handler
game.down = function (x, y, obj) {
if (mainMenuActive) {
mainMenuActive = false;
mainMenuContainer.destroy();
// Now start the game proper
startGame();
return;
}
};
// Also support tap event for menu
game.tap = function (x, y, obj) {
if (mainMenuActive) {
mainMenuActive = false;
mainMenuContainer.destroy();
startGame();
return;
}
};
// Start game function (called after menu)
function startGame() {
// Add maze background image
mazeBg = LK.getAsset('maze_bg', {
anchorX: 0,
anchorY: 0,
x: 0,
y: 0,
width: GAME_W,
height: GAME_H
});
game.addChild(mazeBg);
// Score display
scoreTxt = new Text2('0', {
size: 120,
fill: "#fff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Create player
minecart = new Minecart();
game.addChild(minecart);
minecart.x = GAME_W / 2;
minecart.y = PLAYER_Y;
}
// Vertical shooter: drag minecart only in X, fixed Y
game.down = function (x, y, obj) {
if (gameOver) return;
dragNode = minecart;
lastTouchX = x;
lastTouchY = y;
};
game.up = function (x, y, obj) {
dragNode = null;
};
game.move = function (x, y, obj) {
if (gameOver) return;
if (dragNode === minecart) {
// Only allow movement in X, clamp to track
var nx = x;
if (nx < TRACK_LEFT) nx = TRACK_LEFT;
if (nx > TRACK_RIGHT) nx = TRACK_RIGHT;
minecart.x = nx;
minecart.y = PLAYER_Y;
}
};
// Tap to attack (shoot or knife)
game.tap = function (x, y, obj) {
if (gameOver) return;
if (minecart.weapon === 'gun') {
if (minecart.attackCooldown <= 0) {
fireBullet();
minecart.attackCooldown = 12 - minecart.weaponLevel * 2; // Faster with upgrades
if (minecart.attackCooldown < 4) minecart.attackCooldown = 4;
}
} else if (minecart.weapon === 'knife') {
if (LK.ticks - lastKnifeSwingTick > 18) {
minecart.swingKnife();
lastKnifeSwingTick = LK.ticks;
}
}
};
// Fire bullet(s)
function fireBullet() {
var spread = minecart.weaponLevel;
for (var i = 0; i < spread; ++i) {
var b = new Bullet();
b.x = minecart.x + (i - (spread - 1) / 2) * 40;
b.y = minecart.y - minecart.height / 2 - 10;
bullets.push(b);
game.addChild(b);
}
}
// Main update loop
game.update = function () {
if (gameOver) return;
// Difficulty scaling
if (LK.ticks % 300 === 0 && difficulty < 10) {
difficulty += 1;
}
// Attack cooldown
if (minecart && minecart.attackCooldown > 0) minecart.attackCooldown -= 1;
// Invincibility timer
if (minecart && minecart.invincible) {
minecart.invincibleTimer -= 1;
if (minecart.invincibleTimer <= 0) {
minecart.invincible = false;
}
}
// Bullets update
for (var i = bullets.length - 1; i >= 0; --i) {
var b = bullets[i];
b.update();
if (b.y < -50) {
b.destroy();
bullets.splice(i, 1);
continue;
}
// Bullet hits enemy
for (var j = enemies.length - 1; j >= 0; --j) {
var e = enemies[j];
if (b.intersects(e)) {
e.hp -= 1;
// If this is the Bat, update health bar
if (game._batEnemy && e === game._batEnemy && game._batHealthBar) {
var percent = Math.max(0, e.hp) / game._batMaxHp;
// Clamp width to minimum 0
game._batHealthBar.width = 1680 * percent;
// Optionally, you can tint the bar as it gets low (not required)
}
b.destroy();
bullets.splice(i, 1);
if (e.hp <= 0) {
addScore(e.scoreValue);
e.destroy();
enemies.splice(j, 1);
// If Bat is dead, remove health bar UI
if (game._batEnemy && e === game._batEnemy) {
if (game._batHealthBarBg) {
LK.gui.top.removeChild(game._batHealthBarBg);
game._batHealthBarBg = null;
}
if (game._batHealthBar) {
LK.gui.top.removeChild(game._batHealthBar);
game._batHealthBar = null;
}
game._batEnemy = null;
}
}
break;
}
}
}
// Enemies update (vertical shooter: always visible, move down)
for (var i = enemies.length - 1; i >= 0; --i) {
var e = enemies[i];
e.update();
// Remove if out of bounds
if (e.y > GAME_H + 200) {
e.destroy();
enemies.splice(i, 1);
continue;
}
// Enemy hits minecart
if (minecart && !minecart.invincible && e.intersects(minecart)) {
// Check if Bat killed the player for jump scare
if (game._batEnemy && e === game._batEnemy) {
// Show a big jump scare: flash white, show a big FACE in the center, and play a loud sound if available
LK.effects.flashScreen(0xffffff, 1200);
// Create a big FACE image in the center (using the goblin face as a placeholder for a jumpscare face)
var jumpscareFace = LK.getAsset('enemy_goblin', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2,
scaleY: 2,
x: GAME_W / 2,
y: GAME_H / 2
});
jumpscareFace.alpha = 0;
game.addChild(jumpscareFace);
// Animate the face: scale up and fade in quickly, then fade out
tween(jumpscareFace, {
alpha: 1,
scaleX: 7,
scaleY: 7
}, {
duration: 120,
onFinish: function onFinish() {
tween(jumpscareFace, {
alpha: 0
}, {
duration: 700,
delay: 350,
onFinish: function onFinish() {
jumpscareFace.destroy();
}
});
}
});
// Optionally, play a loud sound here if you have a jumpscare sound asset
}
minecart.flash();
LK.effects.flashScreen(0xff0000, 600);
// End game
LK.showGameOver();
gameOver = true;
return;
}
// Enemy hit by knife
if (minecart.weapon === 'knife' && minecart.knife && minecart.knife.visible && !knifeHitEnemies.includes(e)) {
// Knife is in swing, check collision
var knifeGlobal = minecart.toGlobal(minecart.knife.position);
var knifeRect = new Rectangle(knifeGlobal.x - 30, knifeGlobal.y - 12, 60, 24);
var enemyRect = new Rectangle(e.x - e.width / 2, e.y - e.height / 2, e.width, e.height);
if (rectsIntersect(knifeRect, enemyRect)) {
e.hp -= 1;
// If this is the Bat, update health bar
if (game._batEnemy && e === game._batEnemy && game._batHealthBar) {
var percent = Math.max(0, e.hp) / game._batMaxHp;
game._batHealthBar.width = 1680 * percent;
}
knifeHitEnemies.push(e);
if (e.hp <= 0) {
addScore(e.scoreValue);
e.destroy();
enemies.splice(i, 1);
// If Bat is dead, remove health bar UI
if (game._batEnemy && e === game._batEnemy) {
if (game._batHealthBarBg) {
LK.gui.top.removeChild(game._batHealthBarBg);
game._batHealthBarBg = null;
}
if (game._batHealthBar) {
LK.gui.top.removeChild(game._batHealthBar);
game._batHealthBar = null;
}
game._batEnemy = null;
}
}
}
}
}
// Reset knife hit list if knife not swinging
if (minecart && (!minecart.knife || !minecart.knife.visible)) {
knifeHitEnemies = [];
}
// Obstacles update
for (var i = obstacles.length - 1; i >= 0; --i) {
var o = obstacles[i];
o.update();
if (o.y > GAME_H + 100) {
o.destroy();
obstacles.splice(i, 1);
continue;
}
// Obstacle hits minecart
if (!minecart.invincible && o.intersects(minecart)) {
minecart.flash();
LK.effects.flashScreen(0xff0000, 600);
LK.showGameOver();
gameOver = true;
return;
}
}
// Upgrades update
for (var i = upgrades.length - 1; i >= 0; --i) {
var u = upgrades[i];
u.update();
if (u.y > GAME_H + 100) {
u.destroy();
upgrades.splice(i, 1);
continue;
}
// Pickup
if (u.intersects(minecart)) {
if (u.kind === 'gun') {
minecart.setWeapon('gun');
minecart.upgradeWeapon();
} else {
minecart.setWeapon('knife');
minecart.upgradeWeapon();
}
u.destroy();
upgrades.splice(i, 1);
}
}
// Spawning enemies
spawnTimer -= 1;
if (spawnTimer <= 0) {
spawnEnemy();
spawnTimer = Math.max(24, 60 - difficulty * 4 - Math.floor(Math.random() * 10));
}
// Spawning obstacles
obstacleTimer -= 1;
if (obstacleTimer <= 0) {
if (Math.random() < 0.5 + difficulty * 0.04) {
spawnObstacle();
}
obstacleTimer = 90 + Math.floor(Math.random() * 60) - difficulty * 4;
if (obstacleTimer < 30) obstacleTimer = 30;
}
// Spawning upgrades
upgradeTimer -= 1;
if (upgradeTimer <= 0) {
if (Math.random() < 0.18) {
spawnUpgrade();
}
upgradeTimer = 600 + Math.floor(Math.random() * 300);
}
// Update score display
if (LK.getScore() !== lastScore) {
scoreTxt.setText(LK.getScore());
lastScore = LK.getScore();
}
};
// Spawn enemy at random X at the top (vertical shooter style)
function spawnEnemy() {
var enemyType = Math.random();
var e = null;
// Bat is now extremely rare: only spawn if enemyType < 0.02 (2% chance)
if (enemyType < 0.02) {
e = new Bat();
// Show warning text and play creepy music when Bat spawns
if (!game._batWarningText) {
// Create warning text if not already present
var batWarning = new Text2("That is not you.", {
size: 120,
fill: 0xFF2222,
font: "Impact, Arial Black, Tahoma"
});
batWarning.anchor.set(0.5, 0.5);
batWarning.alpha = 0.0;
game._batWarningText = batWarning;
// Add to LK.gui.center for true center of screen
LK.gui.center.addChild(batWarning);
}
// Fade in text
var warningText = game._batWarningText;
warningText.alpha = 0.0;
tween(warningText, {
alpha: 1
}, {
duration: 400,
onFinish: function onFinish() {
// Fade out after 1.2s
tween(warningText, {
alpha: 0
}, {
duration: 800,
delay: 1200
});
}
});
// Play creepy music (music asset id: 'creepy_bat')
LK.playMusic('creepy_bat', {
fade: {
start: 0,
end: 1,
duration: 800
}
});
// --- Bat Health Bar UI ---
// Remove any previous bat health bar
if (game._batHealthBarBg) {
LK.gui.top.removeChild(game._batHealthBarBg);
game._batHealthBarBg = null;
}
if (game._batHealthBar) {
LK.gui.top.removeChild(game._batHealthBar);
game._batHealthBar = null;
}
// Create background bar (much bigger, at the very top)
var barWidth = 1700;
var barHeight = 90;
var barBg = LK.getAsset('enemy_goblin', {
width: barWidth,
height: barHeight,
color: 0x222222,
anchorX: 0.5,
anchorY: 0
});
barBg.x = GAME_W / 2;
barBg.y = 10; // Very top of the screen
// Create health bar (red, much bigger)
var bar = LK.getAsset('enemy_goblin', {
width: barWidth - 20,
height: barHeight - 18,
color: 0xff2222,
anchorX: 0.5,
anchorY: 0
});
bar.x = GAME_W / 2;
bar.y = 19; // Just below the background bar
// Add to GUI
LK.gui.top.addChild(barBg);
LK.gui.top.addChild(bar);
game._batHealthBarBg = barBg;
game._batHealthBar = bar;
// Store reference to the Bat instance for health bar updates
game._batEnemy = e;
game._batMaxHp = e.hp;
} else if (enemyType < 0.10) {
// Ginger is rare, 8% chance (between 2% and 10%)
e = new Ginger();
} else if (enemyType < 0.65) {
e = new Goblin();
} else {
e = new Skeleton();
}
// Spawn at random X at the top of the screen
e.x = TRACK_LEFT + 80 + Math.random() * (TRACK_RIGHT - TRACK_LEFT - 160);
e.y = -80;
enemies.push(e);
game.addChild(e);
}
// Spawn obstacle
function spawnObstacle() {
var o = new Obstacle();
o.x = TRACK_LEFT + 80 + Math.random() * (TRACK_RIGHT - TRACK_LEFT - 160);
o.y = -60;
obstacles.push(o);
game.addChild(o);
}
// Spawn upgrade
function spawnUpgrade() {
var u = new Upgrade();
u.x = TRACK_LEFT + 80 + Math.random() * (TRACK_RIGHT - TRACK_LEFT - 160);
u.y = -60;
upgrades.push(u);
game.addChild(u);
}
// Add score
function addScore(val) {
LK.setScore(LK.getScore() + val);
}
// Rectangle intersection helper
function rectsIntersect(r1, r2) {
return !(r2.x > r1.x + r1.width || r2.x + r2.width < r1.x || r2.y > r1.y + r1.height || r2.y + r2.height < r1.y);
}
// Touch to attack (simulate tap on mobile)
game.down = function (origDown) {
return function (x, y, obj) {
if (origDown) origDown(x, y, obj);
game.tap(x, y, obj);
};
}(game.down);
// Reset game state on game over
LK.on('gameover', function () {
gameOver = true;
});
// Track run count for Bat spawn logic
if (typeof game._runCount === "undefined") {
game._runCount = 0;
}
LK.on('newgame', function () {
game._runCount = (game._runCount || 0) + 1;
gameOver = false;
LK.setScore(0);
if (scoreTxt) scoreTxt.setText('0');
// Remove all objects
for (var i = 0; i < bullets.length; ++i) bullets[i].destroy();
for (var i = 0; i < enemies.length; ++i) enemies[i].destroy();
for (var i = 0; i < obstacles.length; ++i) obstacles[i].destroy();
for (var i = 0; i < upgrades.length; ++i) upgrades[i].destroy();
bullets = [];
enemies = [];
obstacles = [];
upgrades = [];
minecart.x = GAME_W / 2;
minecart.y = PLAYER_Y;
minecart.weapon = 'gun';
minecart.weaponLevel = 1;
minecart.invincible = false;
minecart.invincibleTimer = 0;
minecart.attackCooldown = 0;
minecart.knifeSwinging = false;
minecart.setWeapon('gun');
difficulty = 1;
spawnTimer = 0;
obstacleTimer = 0;
upgradeTimer = 0;
knifeHitEnemies = [];
lastKnifeSwingTick = -100;
// Remove Bat health bar UI if present
if (game._batHealthBarBg) {
LK.gui.top.removeChild(game._batHealthBarBg);
game._batHealthBarBg = null;
}
if (game._batHealthBar) {
LK.gui.top.removeChild(game._batHealthBar);
game._batHealthBar = null;
}
game._batEnemy = null;
game._batMaxHp = null;
});
// Initial state
spawnTimer = 0;
obstacleTimer = 60;
upgradeTimer = 600;
difficulty = 1;
gameOver = false;
LK.setScore(0);
if (scoreTxt) scoreTxt.setText('0');
Fullscreen modern App Store landscape banner, 16:9, high definition, for a game titled "Minecart Mayhem: Armed Run" and with the description "Survive a wild minecart ride by battling multiple enemy types with guns and knives, dodging obstacles, and collecting upgrades for a high-score chase.". No text on banner!
A skeleton with 3 legs and a creepy face and red eyes. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
A silver bullet. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
a maze . No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
Man with bag on head and red eyes. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
A man with a bag over his head and red eyes. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
Knife. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
Rock. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
Zombie. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
A knife with purple and golden around it. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
Man with bag on head with cross on it. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
Skeleton player model. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat