User prompt
Make the song Feel It by D4VD play in the background of the main menu screen, but when you click on a game mode, it's...
User prompt
Make the background music of the intro thing, like, you know, the start, where you click play and stuff. Make it a song, the song Feel It by D4VD in the background.
User prompt
If for some reason you don't unlock any of the avatars or anything, can you actually like make it unlockable?
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Please don't, if I'm dodging them, don't change that.
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On nightmare mode, make the monster be able to kill you.
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a new monster called Wendigo and make that one not be able to spawn and make it a 1.00% chance of spawning
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into the text of that one to say to unlock chicken jockey avatar please um do and complete nightmare mode
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also change the text for the nightmare mode thing to say when you complete nightmare mode you unlock
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So when you're unlocking chicken jockey to do it instead of reaching 500 points, it's when you win the game
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And for some reason when I even unlock stuff for some reason it doesn't unlock it when I've unlocked it got the right points and stuff So can you fix that?
User prompt
make the points that appear on the screen the ones that um count for like getting unlocked and stuff
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but do it when you actually reach 500 or higher than 500 it actually unlocks and then you click on it and then it tells you if you want to unlock it and do that the same logic with everything just with the points and if you beat it and stuff like that
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when you do get 500 points in nightmare mode make it so that the chicken jockey thing and that's your character and it says do you want to become this and then when you click yes the player model becomes that
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Change that text to blue
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make a new thing called upgrades so add a new upgrades thing to get it you need to have you need to get 500 points on nightmare mode
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Now, when you dodge an enemy, you get points instead.
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Make the monsters not be able to kill, and you just have to dodge them. That's what Nightmare Mode is.
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Make the monsters be able to die, because they're not dying.
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Make it the normal spawn speed too.
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Also spawn less of them.
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Oh, what? Make it the normal speed.
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A tiny bit less faster.
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Also make them the normal speed but just like a little bit faster.
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but change every other monster in nightmare mode just to that monster
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Make monster only in nightmare mode, like the monster, the new thing I just created.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.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.power = 1; // Default bullet power self.angle = 0; // For spread self.update = function () { if (self.angle !== 0) { // Move in angle for spread self.x += Math.sin(self.angle) * 12; self.y += Math.cos(self.angle) * self.speed; } else { 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; }); // Nightmare Monster (unique to Nightmare Mode) var NightmareMonster = Enemy.expand(function () { var self = Enemy.call(this); // Use the 'Monster' asset, which is unique and scary var monster = self.attachAsset('Monster', { anchorX: 0.5, anchorY: 0.5 }); // Make it very large and visually imposing monster.scaleX = 3.2; monster.scaleY = 3.2; self.width = monster.width * 3.2; self.height = monster.height * 3.2; // High HP, fast, and high score value self.hp = 12 + Math.floor(Math.random() * 8); // Set NightmareMonster speed to normal enemy speed self.speed = 8 + Math.random() * 2.5; self.scoreValue = 50; // Give it a creepy wobble movement self._wobble = Math.random() * Math.PI * 2; self.update = function () { self.y += self.speed; self.x += Math.sin(LK.ticks / 8 + self._wobble) * 18; }; 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); // Use selected player model from storage or default based on unlocks var assetId = 'minecart'; var selectedModel = storage.selectedPlayerModel || 'default'; if (selectedModel === 'skeleton' && typeof skeletonPlayerUnlocked !== 'undefined' && skeletonPlayerUnlocked) { assetId = 'Skeletonmodel'; } else if (selectedModel === 'player' && typeof playerUnlocked !== 'undefined' && playerUnlocked) { assetId = 'Player'; } else if (typeof skeletonPlayerUnlocked !== 'undefined' && skeletonPlayerUnlocked && selectedModel === 'default') { assetId = 'Skeletonmodel'; } else if (typeof playerUnlocked !== 'undefined' && playerUnlocked && selectedModel === 'default') { assetId = 'Player'; } var cart = self.attachAsset(assetId, { 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; // Track if player has unlocked the upgraded knife by beating super hard mode var upgradedKnifeUnlocked = false; // Track if player has chosen to use upgraded knife in normal mode (set via menu) var useUpgradedKnifeNextGame = false; // Track if player has unlocked the player (250 kills in super hard mode) var playerUnlocked = false; var playerKills = 0; // Track skeleton player unlock (900 kills in normal mode) var skeletonPlayerUnlocked = storage.skeletonPlayerUnlocked || false; var normalModeKills = storage.normalModeKills || 0; // Track upgrades unlock (500 points in Nightmare Mode) var upgradesUnlocked = false; if (typeof storage !== "undefined" && storage.upgradesUnlocked) { upgradesUnlocked = true; } // Try to load from persistent storage if available if (typeof storage !== "undefined" && storage.upgradedKnifeUnlocked) { upgradedKnifeUnlocked = true; } if (typeof storage !== "undefined" && storage.playerUnlocked) { playerUnlocked = true; } if (typeof storage !== "undefined" && storage.playerKills) { playerKills = parseInt(storage.playerKills, 10) || 0; } // Always reset useUpgradedKnifeNextGame on load useUpgradedKnifeNextGame = false; // --- Main Menu Overlay --- var mainMenuOverlay = null; var mainMenuTitle = null; var normalBtn = null; var hardBtn = null; var menuActive = true; function showMainMenu() { menuActive = true; // Overlay container mainMenuOverlay = new Container(); // Semi-transparent dark background var bg = LK.getAsset('maze_bg', { anchorX: 0, anchorY: 0, x: 0, y: 0, width: GAME_W, height: GAME_H }); bg.alpha = 0.82; mainMenuOverlay.addChild(bg); // Title mainMenuTitle = new Text2("Boneshaft 1: UPGRADED", { size: 180, fill: "#fff", font: "Impact, Arial Black, Tahoma" }); mainMenuTitle.anchor.set(0.5, 0.5); mainMenuTitle.x = GAME_W / 2; mainMenuTitle.y = 600; mainMenuOverlay.addChild(mainMenuTitle); // Normal Mode Button var normalLabel = "Normal Mode"; if (upgradedKnifeUnlocked) { normalLabel += " (Upgraded Knife!)"; } normalBtn = new Text2(normalLabel, { size: 120, fill: 0x44FF44, font: "Impact, Arial Black, Tahoma" }); normalBtn.anchor.set(0.5, 0.5); normalBtn.x = GAME_W / 2; normalBtn.y = 1100; mainMenuOverlay.addChild(normalBtn); // Super Hard Mode Button hardBtn = new Text2("Super Hard Mode", { size: 120, fill: 0xFF4444, font: "Impact, Arial Black, Tahoma" }); hardBtn.anchor.set(0.5, 0.5); hardBtn.x = GAME_W / 2; hardBtn.y = 1350; mainMenuOverlay.addChild(hardBtn); // Nightmare Mode Button nightmareBtn = new Text2("Nightmare Mode", { size: 120, fill: 0x000000, font: "Impact, Arial Black, Tahoma" }); nightmareBtn.anchor.set(0.5, 0.5); nightmareBtn.x = GAME_W / 2; // Move Nightmare Mode button a little bit further down nightmareBtn.y = 1700; mainMenuOverlay.addChild(nightmareBtn); // --- Unlocks Button and Unlocks Panel --- var unlocksBtn = new Text2("Unlocks", { size: 100, fill: 0xFFD700, font: "Impact, Arial Black, Tahoma" }); unlocksBtn.anchor.set(0.5, 0.5); unlocksBtn.x = GAME_W / 2; unlocksBtn.y = 1550; mainMenuOverlay.addChild(unlocksBtn); // Unlocks panel (hidden by default) var unlocksPanel = null; var unlocksPanelBg = null; var unlocksPanelOpen = false; function showUnlocksPanel() { if (unlocksPanelOpen) return; unlocksPanelOpen = true; unlocksPanel = new Container(); // Panel background // Always use black background for unlocks panel unlocksPanelBg = LK.getAsset('maze_bg', { anchorX: 0, anchorY: 0, x: GAME_W / 2 - 600, y: 900, width: 1200, height: 1800, // increased height for longer section color: 0x000000 // always black }); unlocksPanelBg.alpha = 0.96; unlocksPanel.addChild(unlocksPanelBg); // Title var unlocksTitle = new Text2("Unlocks", { size: 110, fill: 0xFFD700, font: "Impact, Arial Black, Tahoma" }); unlocksTitle.anchor.set(0.5, 0.5); unlocksTitle.x = GAME_W / 2; unlocksTitle.y = 1020; unlocksPanel.addChild(unlocksTitle); // Y position for first unlock var unlockY = 1150; var unlockSpacing = 200; // --- Upgraded Knife Unlock --- var unlockedKnifeText, unlockedKnifeIcon; var knifeConfirmDialog = null; if (upgradedKnifeUnlocked) { var showKnifeConfirmDialog = function showKnifeConfirmDialog() { if (knifeConfirmDialog) return; knifeConfirmDialog = new Container(); var dialogBg = LK.getAsset('maze_bg', { anchorX: 0, anchorY: 0, x: GAME_W / 2 - 400, y: 1200, width: 800, height: 400 }); dialogBg.alpha = 0.93; knifeConfirmDialog.addChild(dialogBg); var dialogText = new Text2("Use Upgraded Knife in Normal Mode?", { size: 60, fill: "#fff", font: "Impact, Arial Black, Tahoma" }); dialogText.anchor.set(0.5, 0.5); dialogText.x = GAME_W / 2; dialogText.y = 1320; knifeConfirmDialog.addChild(dialogText); var yesBtn = new Text2("Yes", { size: 90, fill: 0x44FF44, font: "Impact, Arial Black, Tahoma" }); yesBtn.anchor.set(0.5, 0.5); yesBtn.x = GAME_W / 2 - 140; yesBtn.y = 1450; knifeConfirmDialog.addChild(yesBtn); var noBtn = new Text2("No", { size: 90, fill: 0xFF4444, font: "Impact, Arial Black, Tahoma" }); noBtn.anchor.set(0.5, 0.5); noBtn.x = GAME_W / 2 + 140; noBtn.y = 1450; knifeConfirmDialog.addChild(noBtn); yesBtn.interactive = true; noBtn.interactive = true; yesBtn.down = function () { useUpgradedKnifeNextGame = true; if (knifeConfirmDialog) { knifeConfirmDialog.destroy(); knifeConfirmDialog = null; } }; noBtn.down = function () { if (knifeConfirmDialog) { knifeConfirmDialog.destroy(); knifeConfirmDialog = null; } }; yesBtn.on('down', yesBtn.down); noBtn.on('down', noBtn.down); unlocksPanel.addChild(knifeConfirmDialog); }; var unlockedKnifeDownHandler = function unlockedKnifeDownHandler() { showKnifeConfirmDialog(); }; unlockedKnifeText = new Text2("Upgraded Knife", { size: 80, fill: 0x00BFFF, font: "Impact, Arial Black, Tahoma" }); unlockedKnifeIcon = LK.getAsset('upgrade_knife', { anchorX: 0.5, anchorY: 0.5, x: GAME_W / 2 - 220, y: unlockY }); unlockedKnifeText.anchor.set(0, 0.5); unlockedKnifeText.x = GAME_W / 2 - 160; unlockedKnifeText.y = unlockY; unlocksPanel.addChild(unlockedKnifeIcon); unlocksPanel.addChild(unlockedKnifeText); unlockedKnifeText.interactive = true; unlockedKnifeIcon.interactive = true; unlockedKnifeText.down = unlockedKnifeDownHandler; unlockedKnifeIcon.down = unlockedKnifeDownHandler; unlockedKnifeText.on('down', unlockedKnifeDownHandler); unlockedKnifeIcon.on('down', unlockedKnifeDownHandler); } else { unlockedKnifeText = new Text2("??? (Beat Super Hard Mode to unlock)", { size: 70, fill: 0x00BFFF, //{3a} // bright blue font: "Impact, Arial Black, Tahoma" }); unlockedKnifeText.anchor.set(0.5, 0.5); unlockedKnifeText.x = GAME_W / 2; unlockedKnifeText.y = unlockY; unlocksPanel.addChild(unlockedKnifeText); } unlockY += unlockSpacing; // --- Player Unlock Section --- var unlockedPlayerText, unlockedPlayerIcon; var playerSectionY = unlockY; if (playerUnlocked) { unlockedPlayerText = new Text2("Player (Unlocked!)", { size: 80, fill: 0x00BFFF, font: "Impact, Arial Black, Tahoma" }); unlockedPlayerIcon = LK.getAsset('Player', { anchorX: 0.5, anchorY: 0.5, x: GAME_W / 2 - 220, y: playerSectionY }); unlockedPlayerText.anchor.set(0, 0.5); unlockedPlayerText.x = GAME_W / 2 - 160; unlockedPlayerText.y = playerSectionY; unlocksPanel.addChild(unlockedPlayerIcon); unlocksPanel.addChild(unlockedPlayerText); var playerDownHandler = function playerDownHandler() { storage.selectedPlayerModel = 'player'; }; unlockedPlayerText.interactive = true; unlockedPlayerIcon.interactive = true; unlockedPlayerText.down = playerDownHandler; unlockedPlayerIcon.down = playerDownHandler; unlockedPlayerText.on('down', playerDownHandler); unlockedPlayerIcon.on('down', playerDownHandler); } else { var killsNeeded = 250 - playerKills; if (killsNeeded < 0) killsNeeded = 0; unlockedPlayerText = new Text2("??? (Get 250 kills in Super Hard Mode to unlock)\nKills: " + playerKills + " / 250", { size: 60, fill: 0x00BFFF, //{3u} // bright blue font: "Impact, Arial Black, Tahoma" }); unlockedPlayerText.anchor.set(0.5, 0.5); unlockedPlayerText.x = GAME_W / 2; unlockedPlayerText.y = playerSectionY; unlocksPanel.addChild(unlockedPlayerText); } unlockY += unlockSpacing; // --- Skeleton Player Unlock Section --- var skeletonSectionY = unlockY; if (skeletonPlayerUnlocked) { var unlockedSkeletonText = new Text2("Skeleton Player (Unlocked!)", { size: 80, fill: 0x00BFFF, font: "Impact, Arial Black, Tahoma" }); var unlockedSkeletonIcon = LK.getAsset('Skeletonmodel', { anchorX: 0.5, anchorY: 0.5, x: GAME_W / 2 - 220, y: skeletonSectionY }); unlockedSkeletonText.anchor.set(0, 0.5); unlockedSkeletonText.x = GAME_W / 2 - 160; unlockedSkeletonText.y = skeletonSectionY; unlocksPanel.addChild(unlockedSkeletonIcon); unlocksPanel.addChild(unlockedSkeletonText); var skeletonPlayerDownHandler = function skeletonPlayerDownHandler() { storage.selectedPlayerModel = 'skeleton'; }; unlockedSkeletonText.interactive = true; unlockedSkeletonIcon.interactive = true; unlockedSkeletonText.down = skeletonPlayerDownHandler; unlockedSkeletonIcon.down = skeletonPlayerDownHandler; unlockedSkeletonText.on('down', skeletonPlayerDownHandler); unlockedSkeletonIcon.on('down', skeletonPlayerDownHandler); } else { var killsNeeded = 900 - normalModeKills; if (killsNeeded < 0) killsNeeded = 0; var unlockedSkeletonText = new Text2("??? (Get 900 kills in Normal Mode to unlock)\nKills: " + normalModeKills + " / 900", { size: 60, fill: 0x00BFFF, //{3P} // bright blue font: "Impact, Arial Black, Tahoma" }); unlockedSkeletonText.anchor.set(0.5, 0.5); unlockedSkeletonText.x = GAME_W / 2; unlockedSkeletonText.y = skeletonSectionY; unlocksPanel.addChild(unlockedSkeletonText); } unlockY += unlockSpacing; // --- Upgrades Unlock Section --- var upgradesSectionY = unlockY; var upgradesUnlockText, upgradesUnlockIcon; if (upgradesUnlocked) { upgradesUnlockText = new Text2("Upgrades (Unlocked!)", { size: 80, fill: 0xFFD700, font: "Impact, Arial Black, Tahoma" }); upgradesUnlockIcon = LK.getAsset('upgrade_gun', { anchorX: 0.5, anchorY: 0.5, x: GAME_W / 2 - 220, y: upgradesSectionY }); upgradesUnlockText.anchor.set(0, 0.5); upgradesUnlockText.x = GAME_W / 2 - 160; upgradesUnlockText.y = upgradesSectionY; unlocksPanel.addChild(upgradesUnlockIcon); unlocksPanel.addChild(upgradesUnlockText); } else { upgradesUnlockText = new Text2("??? (Get 500 points in Nightmare Mode to unlock)", { size: 60, fill: 0x00BFFF, font: "Impact, Arial Black, Tahoma" }); upgradesUnlockText.anchor.set(0.5, 0.5); upgradesUnlockText.x = GAME_W / 2; upgradesUnlockText.y = upgradesSectionY; unlocksPanel.addChild(upgradesUnlockText); } unlockY += unlockSpacing; // --- Add more unlocks here in the future --- // Close button var closeBtn = new Text2("Close", { size: 90, fill: 0xFF4444, font: "Impact, Arial Black, Tahoma" }); closeBtn.anchor.set(0.5, 0.5); closeBtn.x = GAME_W / 2; closeBtn.y = 900 + 1800 - 80; unlocksPanel.addChild(closeBtn); closeBtn.interactive = true; closeBtn.down = function () { if (unlocksPanel) { unlocksPanel.destroy(); unlocksPanel = null; unlocksPanelOpen = false; } }; closeBtn.on('down', closeBtn.down); // Attach unlocksPanel to mainMenuOverlay mainMenuOverlay.addChild(unlocksPanel); } // Button handler for unlocksBtn unlocksBtn.interactive = true; unlocksBtn.down = function () { showUnlocksPanel(); }; unlocksBtn.on('down', unlocksBtn.down); // Add overlay to game game.addChild(mainMenuOverlay); // Button hit areas normalBtn.interactive = true; hardBtn.interactive = true; nightmareBtn.interactive = true; // Add direct down event handlers to buttons for pressable effect normalBtn.down = function (x, y, obj) { if (!mainMenuOverlay) { return; } selectMode('normal'); }; hardBtn.down = function (x, y, obj) { if (!mainMenuOverlay) { return; } selectMode('hard'); }; nightmareBtn.down = function (x, y, obj) { if (!mainMenuOverlay) { return; } selectMode('nightmare'); }; normalBtn.on('down', normalBtn.down); hardBtn.on('down', hardBtn.down); nightmareBtn.on('down', nightmareBtn.down); // Touch/click handlers mainMenuOverlay.down = function (x, y, obj) { // Defensive: If overlay is destroyed or null, do nothing if (!mainMenuOverlay) { return; } // Convert to overlay local coordinates var local = mainMenuOverlay.toLocal({ x: x, y: y }); // Check if normalBtn was pressed if (pointInText(normalBtn, local.x, local.y)) { selectMode('normal'); } else if (pointInText(hardBtn, local.x, local.y)) { selectMode('hard'); } }; // Attach to overlay mainMenuOverlay.on('down', mainMenuOverlay.down); // Also attach to game for mobile game.down = function (x, y, obj) { if (menuActive && mainMenuOverlay) { mainMenuOverlay.down(x, y, obj); return; } if (gameOver) { return; } dragNode = minecart; lastTouchX = x; lastTouchY = y; }; } // Helper: check if point is inside Text2 bounds function pointInText(txt, x, y) { var w = txt.width; var h = txt.height; var tx = txt.x - w * txt.anchor.x; var ty = txt.y - h * txt.anchor.y; return x >= tx && x <= tx + w && y >= ty && y <= ty + h; } // Remove menu and start game function selectMode(mode) { if (!mainMenuOverlay) { return; } menuActive = false; mainMenuOverlay.destroy(); mainMenuOverlay = null; // Set difficulty and level mode if (mode === 'normal') { // Set up original game state for normal mode difficulty = 1; game._superHardMode = false; game._nightmareMode = false; // Remove any super hard mode 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; // Place player at original starting position if (minecart) { minecart.x = GAME_W / 2; minecart.y = PLAYER_Y; // If upgraded knife is unlocked AND player chose to use it, start with knife and max level if (upgradedKnifeUnlocked && useUpgradedKnifeNextGame) { minecart.setWeapon('knife'); minecart.weaponLevel = 3; useUpgradedKnifeNextGame = false; // Reset after use } } } else if (mode === 'hard') { difficulty = 7; game._superHardMode = true; game._nightmareMode = false; } else if (mode === 'nightmare') { difficulty = 12; game._superHardMode = false; game._nightmareMode = true; } // Reset game state LK.setScore(0); if (scoreTxt) { scoreTxt.setText('0'); } if (minecart) { 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'); } bullets = []; enemies = []; obstacles = []; upgrades = []; spawnTimer = 0; obstacleTimer = 60; upgradeTimer = 600; knifeHitEnemies = []; lastKnifeSwingTick = -100; gameOver = false; // If super hard mode, set up new level if (game._superHardMode) { // Remove all enemies, obstacles, upgrades, and spawn a new set for the new level 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(); } enemies = []; obstacles = []; upgrades = []; // Place player at the same starting position as normal mode minecart.x = GAME_W / 2; minecart.y = PLAYER_Y; // Optionally, change background or add new obstacles/enemy patterns // Example: spawn a wall of goblins at the top for (var gx = TRACK_LEFT + 120; gx < TRACK_RIGHT - 120; gx += 180) { var g = new Goblin(); g.x = gx; g.y = 0; enemies.push(g); game.addChild(g); } // Example: spawn a bat immediately var bat = new Bat(); bat.x = GAME_W / 2; bat.y = -100; enemies.push(bat); game.addChild(bat); // Set up bat health bar UI for super hard mode 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; 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; LK.gui.top.addChild(barBg); LK.gui.top.addChild(bar); game._batHealthBarBg = barBg; game._batHealthBar = bar; game._batEnemy = bat; game._batMaxHp = bat.hp; } } // Add maze background image var 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; var angleSpread = 0.18; // radians, about 10 degrees var basePower = 1 + Math.floor((minecart.weaponLevel - 1) / 2); // Level 1-2: 1, Level 3: 2 for (var i = 0; i < spread; ++i) { var b = new Bullet(); // Spread bullets horizontally and with angle var offset = i - (spread - 1) / 2; b.x = minecart.x + offset * 40; b.y = minecart.y - minecart.height / 2 - 10; // Angle for spread: center is 0, sides are negative/positive if (spread > 1) { b.angle = offset * angleSpread; } b.power = basePower; bullets.push(b); game.addChild(b); } } // Main update loop game.update = function () { if (menuActive) { return; } 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)) { // Use bullet power for damage e.hp -= b.power || 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); // Monster dies if hp <= 0 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; // If in super hard mode, check for score 1000 to win and unlock upgraded knife if (game._superHardMode && !upgradedKnifeUnlocked) { if (LK.getScore() >= 1000) { upgradedKnifeUnlocked = true; if (typeof storage !== "undefined") { storage.upgradedKnifeUnlocked = true; } // Show a win popup LK.showYouWin(); gameOver = true; return; } // Otherwise, keep playing until score 1000 is reached } } // --- Player unlock logic: count kills in super hard mode --- if (game._superHardMode && !playerUnlocked) { if (typeof playerKills === "undefined") playerKills = 0; playerKills++; if (playerKills >= 250) { playerUnlocked = true; if (typeof storage !== "undefined") { storage.playerUnlocked = true; } } if (typeof storage !== "undefined") { storage.playerKills = playerKills; } } // --- Skeleton player unlock logic: count kills in normal mode --- if (!game._superHardMode && !skeletonPlayerUnlocked) { if (typeof normalModeKills === "undefined") normalModeKills = 0; normalModeKills++; storage.normalModeKills = normalModeKills; if (normalModeKills >= 900) { skeletonPlayerUnlocked = true; storage.skeletonPlayerUnlocked = true; } } } break; } } } // Enemies update (vertical shooter: always visible, move down) for (var i = enemies.length - 1; i >= 0; --i) { var e = enemies[i]; // Track lastY for dodge detection in Nightmare Mode if (typeof e.lastY === "undefined") { e.lastY = e.y; } e.update(); // Remove if out of bounds if (e.y > GAME_H + 200) { // Nightmare Mode: Award points for dodging (enemy left screen without hitting player) if (game._nightmareMode && typeof e.dodgeScored === "undefined") { addScore(e.scoreValue); e.dodgeScored = true; } e.destroy(); enemies.splice(i, 1); continue; } // Update lastY for next frame e.lastY = e.y; // Enemy hits minecart if (minecart && minecart !== null && !minecart.invincible && e.intersects(minecart)) { // In Nightmare Mode, monsters can't kill you: just dodge (no death, no game over) if (game._nightmareMode) { // Still show jumpscare effect for fun, but do NOT kill the player or end the game LK.effects.flashScreen(0xffffff, 1200); var jumpscareMonster = LK.getAsset('enemy_skeleton', { anchorX: 0.5, anchorY: 0.5, scaleX: 6, scaleY: 6, x: GAME_W / 2, y: GAME_H / 2 }); jumpscareMonster.alpha = 0; game.addChild(jumpscareMonster); tween(jumpscareMonster, { alpha: 1, scaleX: 10, scaleY: 10 }, { duration: 100, onFinish: function onFinish() { tween(jumpscareMonster, { alpha: 0 }, { duration: 600, delay: 200, onFinish: function onFinish() { jumpscareMonster.destroy(); } }); } }); // No player flash, no red flash, no game over return; } // 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 && !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(); if (game._nightmareMode) { spawnTimer = Math.max(24, 60 - difficulty * 4 - Math.floor(Math.random() * 10)); } else { spawnTimer = Math.max(24, 60 - difficulty * 4 - Math.floor(Math.random() * 10)); } } // Spawning obstacles obstacleTimer -= 1; if (obstacleTimer <= 0) { if (game._nightmareMode) { if (Math.random() < 0.85) { spawnObstacle(); } obstacleTimer = 30 + Math.floor(Math.random() * 20); } else { 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 (game._superHardMode) { // Easier: upgrades spawn more often in super hard mode if (Math.random() < 0.38) { spawnUpgrade(); } upgradeTimer = 340 + Math.floor(Math.random() * 120); } else if (game._nightmareMode) { if (Math.random() < 0.10) { spawnUpgrade(); } upgradeTimer = 900 + Math.floor(Math.random() * 400); } else { 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(); } // Win condition for super hard mode: reach score 1000 if (game._superHardMode && !upgradedKnifeUnlocked && LK.getScore() >= 1000) { upgradedKnifeUnlocked = true; if (typeof storage !== "undefined") { storage.upgradedKnifeUnlocked = true; } LK.showYouWin(); gameOver = true; return; } // Unlock upgrades if 500 points reached in Nightmare Mode if (game._nightmareMode && typeof upgradesUnlocked === "undefined" && LK.getScore() >= 500) { upgradesUnlocked = true; if (typeof storage !== "undefined") { storage.upgradesUnlocked = true; } } // Win condition for nightmare mode: reach score 2000 if (game._nightmareMode && LK.getScore() >= 2000) { LK.showYouWin(); gameOver = true; return; } }; // Spawn enemy at random X at the top (vertical shooter style) function spawnEnemy() { // If in super hard mode, spawn new enemy patterns if (game._superHardMode) { // Example: spawn a slightly slower skeleton and a goblin together (easier) var e1 = new Skeleton(); e1.speed = 10 + Math.random() * 2.5; e1.x = TRACK_LEFT + 120 + Math.random() * (TRACK_RIGHT - TRACK_LEFT - 240); e1.y = -80; enemies.push(e1); game.addChild(e1); var e2 = new Goblin(); e2.speed = 8 + Math.random() * 2; e2.x = TRACK_LEFT + 120 + Math.random() * (TRACK_RIGHT - TRACK_LEFT - 240); e2.y = -180; enemies.push(e2); game.addChild(e2); // Occasionally spawn a Bat if (Math.random() < 0.12) { var bat = new Bat(); bat.x = TRACK_LEFT + 120 + Math.random() * (TRACK_RIGHT - TRACK_LEFT - 240); bat.y = -200; enemies.push(bat); game.addChild(bat); // Set up bat health bar UI 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; 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; LK.gui.top.addChild(barBg); LK.gui.top.addChild(bar); game._batHealthBarBg = barBg; game._batHealthBar = bar; game._batEnemy = bat; game._batMaxHp = bat.hp; } // Sometimes spawn a ginger if (Math.random() < 0.25) { var g = new Ginger(); g.x = TRACK_LEFT + 120 + Math.random() * (TRACK_RIGHT - TRACK_LEFT - 240); g.y = -120; enemies.push(g); game.addChild(g); } return; } // Nightmare Mode: spawn only NightmareMonster(s) if (game._nightmareMode) { var nMonsters = 1 + Math.floor(Math.random() * 2); // 1-2 per wave, less than before for (var i = 0; i < nMonsters; ++i) { var nm = new NightmareMonster(); nm.x = TRACK_LEFT + 120 + Math.random() * (TRACK_RIGHT - TRACK_LEFT - 240); nm.y = -200 - i * 180; enemies.push(nm); game.addChild(nm); } return; } // --- Normal mode enemy spawn --- 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; setTimeout(function () { showMainMenu(); }, 600); }); // 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'); } // Show main menu on load showMainMenu();
===================================================================
--- original.js
+++ change.js
@@ -668,9 +668,9 @@
unlocksPanel.addChild(upgradesUnlockText);
} else {
upgradesUnlockText = new Text2("??? (Get 500 points in Nightmare Mode to unlock)", {
size: 60,
- fill: 0xFFD700,
+ fill: 0x00BFFF,
font: "Impact, Arial Black, Tahoma"
});
upgradesUnlockText.anchor.set(0.5, 0.5);
upgradesUnlockText.x = GAME_W / 2;
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
A black monster with a creepy white grin. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
Blocky zombie riding blocky chicken. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat