User prompt
Between two roads, there will be maximum of 3 S-300
User prompt
increase a little bit the amount of buildings, both kind, near the road
User prompt
increase the amount of s-300 spawn during the game, exept the nuclear
User prompt
The flare generation should be 2.5 seconds
User prompt
תחזיר את קצב הייצור של הS-399, ואת קצר ייצור הנורים תעשה 2.5 שניות
User prompt
תעשה שהנורים יווצרו בקצב מהיר יותר בחצי שנייה
User prompt
make the vans at the nuclear facility phase drive, make two roads: one above the nuclear, one under. 5 vans on each road
User prompt
when ending the second night Clear everything from the board, and then spwan the nuclear facility with the S-300 and vans
User prompt
Make the S-300 near the Nuclear, able to shoot only time. After it, it can shoot again only if the missiles hit or destroyd. Reduce the number of S-300 to 5
User prompt
תפחית את כמות הS-300 מסביב למתקן הגרעין ל-6 תוסיף אותו במקרא במסך הפתיחה, ושיהיה כתוב שצריך 3 פצצות. בנוף גם בסטטיסטיקה בסוף
User prompt
אחרי שהשחקן הצליח לעבור את הלילה השני, אז מפסיק להיווצר כבישים והוא מגיע למתקן הגרעין. מסביב למתקן יש בצורה סימטרית 8 סוללות S-300, ו20 משאיות שלא נוסעות כשמגיעים לשם, אז המסך מפסיק להתגלגל. המטוס יכול לטוס כרגיל ברחבי המסך. המטרה - להצליח להנחית פצצה על מתקן הגרעין 3 פעמים. אם המשתמש הצליח - 50 נקודות ונגמר המשחק
User prompt
At the opening page: raise up the B-2 Misiion, the start button, and the legend change the legend for the car and the van: Cannon & Bombs)
User prompt
Add another target, spawn like the S-300 at the field between roads but a little more rare than the S-300. It will be miisiles storage, destroy by the bomb, and gain 10 points. Add it at the legend on the opening page, and at the conclude at the game over
User prompt
תגדיל את הרקע הכהה בעוד פי 3 לגובה של הססטיסטיקה
User prompt
תגדיל בהמון, בפי 6 בערך, את הרקע השחור שיש לסטטיסטיקה בסוף
User prompt
תוסיף רקע כהה לטקסט של סיכום המשחק והסטטיסטיקה שיהיה להם רקע שחור מאחורה ויהיה קריא
User prompt
Please fix the bug: 'TypeError: LK.clearAllTimeouts is not a function' in or related to this line: 'LK.clearAllTimeouts();' Line Number: 923
User prompt
תן רקע לנתונים על המשחק, ותפסיק את הספירה ברקע להחלפה למצב לילה או יום
User prompt
את המשחק עצמו, ברגע שהוא נגמר תעצור. המסך יותר לא גולל, הטילים לא עפים. ואם זה במצב לילה - תחזיר למצב יום
User prompt
זה לא מראה את הסטטיסטיקה שזה יראה game over ואז הניקוד ואז רשימה של כל מה שהוא הרס ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
במהלך הלילה, צבירת הנקודות היא כפול 2, גם לטוב וגם לרע תעשה שבסוף המשחק, מיד בסיום, יוצג הסטטיסטיקה של השחקן
User prompt
תעשה שבלילה, הכוכבים מגיעים בכל מני גדלים. יכולים להיות גם פי 2 מהרגיל ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
תעשה שבתחילת המשחק, מיד כשלוחצים להתחיל משחק והוא נטען, לעשות את הכוכבים בגודל של פיקסל בודד. רק בלילה כשיש פעם ראושנה להגדיל חזרה. שנייה אחרי טעינת המשחק, לעשות חד פעמית וידוא שהכוכבים בגודל של פיקסל. בלילה יכולים להיות גם בגדלים משתנים, קצת גדול יותר מהרגיל ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
במהלך היום, שהכוכבים יהיו בגודל של פיקסל בודד אחד בלילה רגיל וביחד עם העמוד של game over תראה את הסטטיסטיקות ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
ביום תקטין את הגודל שלהם לשליש, בלילה תשאיר בגודל הרגיל הכוכבים ברקע בסוף המשחק, כשכתוב Game Over תציג כמה השחקן עשה מכל סוג כמה מבנים מכל סוג הוא הרס עם הסמל של המבנה ליד כמה טילים הוא יירט כמה סוללות הוא הרס כמה רכבים הוא הרס ↪💡 Consider importing and using the following plugins: @upit/tween.v1
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var BackgroundStar = Container.expand(function () {
var self = Container.call(this);
var starGraphics = self.attachAsset('backgroundStar', {
anchorX: 0.5,
anchorY: 0.5
});
// Random movement properties
self.speedX = (Math.random() - 0.5) * 2; // -1 to 1
self.speedY = Math.random() * 2 + 1; // 1 to 3
self.originalColor = 0x4a5d4a; // Dark green for day
self.nightColor = 0xffffff; // White for night
self.update = function () {
self.x += self.speedX;
self.y += self.speedY;
// Wrap around screen edges
if (self.x < 0) self.x = 2048;
if (self.x > 2048) self.x = 0;
if (self.y > 2732) {
self.y = -10;
// Randomize position when wrapping
self.x = Math.random() * 2048;
}
};
return self;
});
var Bomb = Container.expand(function () {
var self = Container.call(this);
var bombGraphics = self.attachAsset('bomb', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 8;
self.targetX = 0;
self.targetY = 0;
self.update = function () {
// Basic fallback movement if no tween is active
if (!self.targetX && !self.targetY) {
self.y += self.speed;
}
};
return self;
});
var Bullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -12;
self.lastX = 0;
self.lastY = 0;
self.stuckTimer = 0;
self.update = function () {
self.y += self.speed;
// Track last position to detect if bullet is stuck
var moveThreshold = 2; // Minimum movement required
var dx = Math.abs(self.x - self.lastX);
var dy = Math.abs(self.y - self.lastY);
var totalMovement = dx + dy;
// If bullet hasn't moved enough, increment stuck timer
if (totalMovement < moveThreshold) {
self.stuckTimer++;
} else {
self.stuckTimer = 0; // Reset timer if bullet is moving
}
// If stuck for more than 3 seconds (180 frames at 60fps), mark for destruction
if (self.stuckTimer >= 180) {
self.destroy();
return;
}
// Store current position for next frame comparison
self.lastX = self.x;
self.lastY = self.y;
};
return self;
});
var DestructionMark = Container.expand(function () {
var self = Container.call(this);
var markGraphics = self.attachAsset('explosion', {
anchorX: 0.5,
anchorY: 0.5
});
markGraphics.tint = 0x000000; // Black color
markGraphics.alpha = 0.8;
self.update = function () {
self.y += scrollSpeed; // Move with ground scroll
};
return self;
});
var Explosion = Container.expand(function () {
var self = Container.call(this);
var explosionGraphics = self.attachAsset('explosion', {
anchorX: 0.5,
anchorY: 0.5
});
self.lifespan = 30;
self.update = function () {
self.lifespan--;
self.alpha = self.lifespan / 30;
if (self.lifespan <= 0) {
self.destroy();
}
};
return self;
});
var FighterJet = Container.expand(function () {
var self = Container.call(this);
var jetGraphics = self.attachAsset('fighterJet', {
anchorX: 0.5,
anchorY: 0.5
});
var bombTargetCircle = self.attachAsset('bombTarget', {
anchorX: 0.5,
anchorY: 0.5
});
bombTargetCircle.y = -400; // Position much further in front of the jet
bombTargetCircle.alpha = 0.6;
bombTargetCircle.visible = false;
self.bombTargetCircle = bombTargetCircle;
self.lives = 3;
self.flareCount = 3;
self.maxFlares = 3;
self.flareRechargeTimer = 0;
self.aaSystemsDestroyed = 0;
self.update = function () {
// Recharge flares over time
if (self.flareCount < self.maxFlares) {
self.flareRechargeTimer++;
if (self.flareRechargeTimer >= 150) {
// 2.5 seconds at 60fps
self.flareCount++;
self.flareRechargeTimer = 0;
updateFlareDisplay();
}
}
};
return self;
});
var Flare = Container.expand(function () {
var self = Container.call(this);
var flareGraphics = self.attachAsset('flare', {
anchorX: 0.5,
anchorY: 0.5
});
self.lifespan = 240; // 4 seconds at 60fps
self.update = function () {
self.lifespan--;
// Track nearest missile
var nearestMissile = null;
var nearestDistance = Infinity;
for (var i = 0; i < missiles.length; i++) {
var missile = missiles[i];
var dx = missile.x - self.x;
var dy = missile.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < nearestDistance) {
nearestDistance = distance;
nearestMissile = missile;
}
}
// Move towards nearest missile if within tracking range
if (nearestMissile && nearestDistance < 300) {
var dx = nearestMissile.x - self.x;
var dy = nearestMissile.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 0) {
self.x += dx / distance * 8;
self.y += dy / distance * 8;
}
}
// Destroy flare after 4 seconds no matter what
if (self.lifespan <= 0) {
self.destroy();
}
};
return self;
});
var GroundTarget = Container.expand(function (targetType) {
var self = Container.call(this);
var targetGraphics = self.attachAsset(targetType, {
anchorX: 0.5,
anchorY: 0.5
});
self.targetType = targetType;
self.points = getPointsForTarget(targetType);
self.canShootMissiles = targetType === 's300System';
self.missileTimer = 0;
// Set random movement direction for vehicles (only once at creation)
if (targetType === 'car' || targetType === 'armyVan') {
self.moveDirection = Math.random() < 0.5 ? -4 : 4; // Either -4 (left) or 4 (right)
} else {
self.moveDirection = 0;
}
self.update = function () {
self.y += scrollSpeed;
// Movement for cars and army vans in one consistent direction
if (self.targetType === 'car' || self.targetType === 'armyVan') {
// Don't move if moveDirection is 0 (stationary trucks at nuclear facility)
if (self.moveDirection !== 0) {
// Move consistently in the chosen direction
self.x += self.moveDirection;
// Mirror vehicle to face movement direction
if (self.moveDirection > 0) {
// Moving right - no flip needed (default orientation)
targetGraphics.scale.x = Math.abs(targetGraphics.scale.x);
} else {
// Moving left - flip horizontally
targetGraphics.scale.x = -Math.abs(targetGraphics.scale.x);
}
// Keep vehicles within screen bounds and reverse direction if hitting edges
if (self.x < 50) {
self.x = 50;
self.moveDirection = Math.abs(self.moveDirection); // Force positive direction
}
if (self.x > 1998) {
self.x = 1998;
self.moveDirection = -Math.abs(self.moveDirection); // Force negative direction
}
}
}
// S-300 systems shoot missiles at the player
if (self.canShootMissiles && self.y > 200 && self.y < 2000) {
self.missileTimer++;
if (self.missileTimer >= 180) {
// Every 3 seconds
self.fireMissile();
self.missileTimer = 0;
}
}
};
self.fireMissile = function () {
var missile = new Missile();
missile.x = self.x;
missile.y = self.y;
missile.targetX = fighterJet.x;
missile.targetY = fighterJet.y;
missiles.push(missile);
game.addChild(missile);
LK.getSound('missile').play();
};
return self;
});
var Missile = Container.expand(function () {
var self = Container.call(this);
var missileGraphics = self.attachAsset('missile', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 6;
self.targetX = 0;
self.targetY = 0;
self.lastX = 0;
self.lastY = 0;
self.stuckTimer = 0;
self.bottomTimer = 0; // Track time spent in bottom area
self.lifeTimer = 540; // 9 seconds at 60fps
self.update = function () {
// Decrease lifespan timer
self.lifeTimer--;
if (self.lifeTimer <= 0) {
self.destroy();
return;
}
// Track last position to detect if missile is stuck
var moveThreshold = 2; // Minimum movement required
var dx = Math.abs(self.x - self.lastX);
var dy = Math.abs(self.y - self.lastY);
var totalMovement = dx + dy;
// If missile hasn't moved enough, increment stuck timer
if (totalMovement < moveThreshold) {
self.stuckTimer++;
} else {
self.stuckTimer = 0; // Reset timer if missile is moving
}
// If stuck for more than 3 seconds (180 frames at 60fps), mark for destruction
if (self.stuckTimer >= 180) {
self.destroy();
return;
}
// Check if missile is in bottom 20% of screen (2732 * 0.8 = 2185.6)
if (self.y > 2185) {
self.bottomTimer++;
} else {
self.bottomTimer = 0; // Reset timer if missile leaves bottom area
}
// If missile has been in bottom area for more than 3 seconds (180 frames at 60fps), mark for destruction
if (self.bottomTimer >= 180) {
self.destroy();
return;
}
// Store current position for next frame comparison
self.lastX = self.x;
self.lastY = self.y;
// Move towards target (fighter jet)
var dx = self.targetX - self.x;
var dy = self.targetY - 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;
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
var gameStarted = false;
var startScreen = null;
var startButton = null;
var fighterJet = null;
var scrollSpeed = 3;
var missiles = [];
// Game statistics tracking
var gameStats = {
buildingsDestroyed: 0,
targetBuildingsDestroyed: 0,
missilesIntercepted: 0,
batteriesDestroyed: 0,
missileStorageDestroyed: 0,
vehiclesDestroyed: 0
};
// Nuclear facility tracking
var nightsPassed = 0;
var nuclearFacilityReached = false;
var nuclearFacility = null;
var nuclearFacilityHits = 0;
var facilityS300Systems = [];
var facilityTrucks = [];
// Create start screen
startScreen = new Container();
game.addChild(startScreen);
// Add title text
var titleText = new Text2('B-2 Mission', {
size: 120,
fill: '#ffffff'
});
titleText.anchor.set(0.5, 0.5);
titleText.x = 1024;
titleText.y = 400;
startScreen.addChild(titleText);
// Create start button
startButton = LK.getAsset('road', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.5,
scaleY: 1.2
});
startButton.x = 1024;
startButton.y = 700;
startButton.tint = 0x27ae60;
startScreen.addChild(startButton);
// Add button text
var buttonText = new Text2('START', {
size: 120,
fill: '#ffffff'
});
buttonText.anchor.set(0.5, 0.5);
buttonText.x = 1024;
buttonText.y = 700;
startScreen.addChild(buttonText);
// Add mouse illustration
var mouseIllustration = LK.getAsset('road', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.15,
scaleY: 0.4
});
mouseIllustration.x = 1024;
mouseIllustration.y = 2000;
mouseIllustration.tint = 0xcccccc;
startScreen.addChild(mouseIllustration);
// Add legend container
var legendContainer = new Container();
startScreen.addChild(legendContainer);
// Legend title
var legendTitle = new Text2('TARGET LEGEND', {
size: 90,
fill: '#ffffff'
});
legendTitle.anchor.set(0.5, 0.5);
legendTitle.x = 1024;
legendTitle.y = 850;
startScreen.addChild(legendTitle);
// Create legend entries with visual representations
var legendY = 950;
var legendSpacing = 140;
// Buildings (Civilian) - Bombs only
var civilianBuildingGraphic = LK.getAsset('building', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.5,
scaleY: 0.5
});
civilianBuildingGraphic.x = 300;
civilianBuildingGraphic.y = legendY;
startScreen.addChild(civilianBuildingGraphic);
var civilianBuildingText = new Text2('Civilian Building: -10 pts (Bombs Only)', {
size: 60,
fill: '#ff6666'
});
civilianBuildingText.anchor.set(0, 0.5);
civilianBuildingText.x = 450;
civilianBuildingText.y = legendY;
startScreen.addChild(civilianBuildingText);
// Target Buildings (Military) - Bombs only
legendY += legendSpacing;
var targetBuildingGraphic = LK.getAsset('targetBuilding', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.5,
scaleY: 0.5
});
targetBuildingGraphic.x = 300;
targetBuildingGraphic.y = legendY;
startScreen.addChild(targetBuildingGraphic);
var targetBuildingText = new Text2('Military Building: +10 pts (Bombs Only)', {
size: 60,
fill: '#66ff66'
});
targetBuildingText.anchor.set(0, 0.5);
targetBuildingText.x = 450;
targetBuildingText.y = legendY;
startScreen.addChild(targetBuildingText);
// S-300 Systems - Bombs only
legendY += legendSpacing;
var s300Graphic = LK.getAsset('s300System', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.6,
scaleY: 0.6
});
s300Graphic.x = 300;
s300Graphic.y = legendY;
startScreen.addChild(s300Graphic);
var s300Text = new Text2('S-300 System: +15 pts (Bombs Only)', {
size: 60,
fill: '#66ff66'
});
s300Text.anchor.set(0, 0.5);
s300Text.x = 450;
s300Text.y = legendY;
startScreen.addChild(s300Text);
// Missile Storage - Bombs only
legendY += legendSpacing;
var missileStorageGraphic = LK.getAsset('missileStorage', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.5,
scaleY: 0.5
});
missileStorageGraphic.x = 300;
missileStorageGraphic.y = legendY;
startScreen.addChild(missileStorageGraphic);
var missileStorageText = new Text2('Missile Storage: +10 pts (Bombs Only)', {
size: 60,
fill: '#66ff66'
});
missileStorageText.anchor.set(0, 0.5);
missileStorageText.x = 450;
missileStorageText.y = legendY;
startScreen.addChild(missileStorageText);
// Civilian Cars - Cannon only
legendY += legendSpacing;
var carGraphic = LK.getAsset('car', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.6,
scaleY: 0.6
});
carGraphic.x = 300;
carGraphic.y = legendY;
startScreen.addChild(carGraphic);
var carText = new Text2('Civilian Car: -5 pts (Cannon & Bombs)', {
size: 60,
fill: '#ff6666'
});
carText.anchor.set(0, 0.5);
carText.x = 450;
carText.y = legendY;
startScreen.addChild(carText);
// Army Vans - Cannon only
legendY += legendSpacing;
var armyVanGraphic = LK.getAsset('armyVan', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.6,
scaleY: 0.6
});
armyVanGraphic.x = 300;
armyVanGraphic.y = legendY;
startScreen.addChild(armyVanGraphic);
var armyVanText = new Text2('Army Van: +5 pts (Cannon & Bombs)', {
size: 60,
fill: '#66ff66'
});
armyVanText.anchor.set(0, 0.5);
armyVanText.x = 450;
armyVanText.y = legendY;
startScreen.addChild(armyVanText);
// Nuclear Facility - Bombs only, requires 3 hits
legendY += legendSpacing;
var nuclearFacilityGraphic = LK.getAsset('nuclearFacility', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.3,
scaleY: 0.3
});
nuclearFacilityGraphic.x = 300;
nuclearFacilityGraphic.y = legendY;
startScreen.addChild(nuclearFacilityGraphic);
var nuclearFacilityText = new Text2('Nuclear Facility: +50 pts (3 Bombs Required)', {
size: 60,
fill: '#ffff00'
});
nuclearFacilityText.anchor.set(0, 0.5);
nuclearFacilityText.x = 450;
nuclearFacilityText.y = legendY;
startScreen.addChild(nuclearFacilityText);
// Add weapon demonstrations
var weaponY = 2300;
var bombGraphic = LK.getAsset('bomb', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2.5,
scaleY: 2.5
});
bombGraphic.x = 350;
bombGraphic.y = weaponY;
startScreen.addChild(bombGraphic);
var bombWeaponText = new Text2('BOMB - Move mouse forward - Destroys Buildings & S-300', {
size: 65,
fill: '#ffff00'
});
bombWeaponText.anchor.set(0, 0.5);
bombWeaponText.x = 450;
bombWeaponText.y = weaponY;
startScreen.addChild(bombWeaponText);
weaponY += 120;
var bulletGraphic = LK.getAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 3,
scaleY: 3
});
bulletGraphic.x = 350;
bulletGraphic.y = weaponY;
startScreen.addChild(bulletGraphic);
var bulletWeaponText = new Text2('CANNON - Click mouse - Destroys Vehicles Only', {
size: 65,
fill: '#ffff00'
});
bulletWeaponText.anchor.set(0, 0.5);
bulletWeaponText.x = 450;
bulletWeaponText.y = weaponY;
startScreen.addChild(bulletWeaponText);
weaponY += 120;
var flareGraphic = LK.getAsset('flare', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 3,
scaleY: 3
});
flareGraphic.x = 350;
flareGraphic.y = weaponY;
startScreen.addChild(flareGraphic);
var flareWeaponText = new Text2('FLARES - Shake the mouse left and right to use', {
size: 65,
fill: '#ffff00'
});
flareWeaponText.anchor.set(0, 0.5);
flareWeaponText.x = 450;
flareWeaponText.y = weaponY;
startScreen.addChild(flareWeaponText);
// Handle start button click
startButton.down = function (x, y, obj) {
if (gameStarted) return;
gameStarted = true;
startScreen.destroy();
// Initialize game after start button is clicked
initializeGame();
};
function getPointsForTarget(targetType) {
switch (targetType) {
case 'building':
return -10;
// Civilian building penalty
case 'targetBuilding':
return 10;
// Military building points
case 'car':
return -5;
// Regular truck penalty
case 'armyVan':
return 5;
// Military truck points
case 's300System':
return 15;
// S-300 system points
case 'missileStorage':
return 10;
// Missile storage points
default:
return 10;
}
}
function updateFlareDisplay() {
if (fighterJet && fighterJet.flareCount !== undefined) {
var flareText = LK.gui.top.children.find(function (child) {
return child.text && child.text.includes('Flares:');
});
if (flareText) {
flareText.setText('Flares: ' + fighterJet.flareCount);
}
}
}
function initializeGame() {
// Set initial desert background color
game.setBackgroundColor(0xC2B280); // Desert sandy color
// Start background color cycling after game begins
var backgroundTimer = 0;
var isNightMode = false;
var glowingElements = []; // Track all elements that should glow
var backgroundStars = []; // Track background stars
// Create initial background stars
for (var i = 0; i < 150; i++) {
var star = new BackgroundStar();
star.x = Math.random() * 2048;
star.y = Math.random() * 2732;
// Initialize stars to single pixel size at game start
star.children[0].scale.x = 0.1;
star.children[0].scale.y = 0.1;
backgroundStars.push(star);
game.addChild(star);
}
function updateStarColors() {
for (var i = 0; i < backgroundStars.length; i++) {
var star = backgroundStars[i];
if (isNightMode) {
star.children[0].tint = star.nightColor;
// Variable sizes during night - can be up to 2x normal size
var nightScale = 1 + Math.random() * 1.0; // 1 to 2 times normal size
star.children[0].scale.x = nightScale;
star.children[0].scale.y = nightScale;
} else {
star.children[0].tint = star.originalColor;
// Single pixel size during day (1/10th of original 10px size)
star.children[0].scale.x = 0.1;
star.children[0].scale.y = 0.1;
}
}
}
function addGlowEffect(element) {
if (element && !element.isGlowing) {
element.isGlowing = true;
element.originalTint = element.tint || 0xffffff;
glowingElements.push(element);
// Enhanced glow effect with multiple colors
var glowColors = [0x00ffff, 0xffff00, 0xff00ff, 0x00ff00];
var randomColor = glowColors[Math.floor(Math.random() * glowColors.length)];
// Create pulsing glow effect with random color
tween(element, {
tint: randomColor
}, {
duration: 600,
easing: tween.easeInOut,
onFinish: function onFinish() {
if (element.isGlowing) {
tween(element, {
tint: 0xffffff
}, {
duration: 600,
easing: tween.easeInOut,
onFinish: function onFinish() {
if (element.isGlowing) {
addGlowEffect(element); // Continue glow cycle
}
}
});
}
}
});
}
}
function removeGlowEffect(element) {
if (element && element.isGlowing) {
element.isGlowing = false;
tween.stop(element, {
tint: true
});
element.tint = element.originalTint || 0xffffff;
}
}
var nightGlowTimer = 0;
function enhanceGlowEffect(element) {
if (element && element.isGlowing) {
// Stop any existing tween
tween.stop(element, {
tint: true
});
// Create intense glow burst effect
var intenseBrightColors = [0x00ffff, 0xffff00, 0xff00ff, 0x00ff00, 0xff8800, 0x8800ff];
var randomColor = intenseBrightColors[Math.floor(Math.random() * intenseBrightColors.length)];
// Enhanced bright glow effect
tween(element, {
tint: randomColor
}, {
duration: 300,
easing: tween.easeOut,
onFinish: function onFinish() {
if (element.isGlowing) {
tween(element, {
tint: 0xffffff
}, {
duration: 300,
easing: tween.easeIn
});
}
}
});
}
}
function updateNightGlow() {
if (isNightMode) {
// Increment night glow timer
nightGlowTimer++;
// Every 1.5 seconds (90 frames at 60fps), enhance the glow
var shouldEnhanceGlow = nightGlowTimer % 90 === 0;
// Add glow to all missiles
for (var i = 0; i < missiles.length; i++) {
addGlowEffect(missiles[i]);
if (shouldEnhanceGlow) {
enhanceGlowEffect(missiles[i]);
}
}
// Add glow to all bullets
for (var i = 0; i < bullets.length; i++) {
addGlowEffect(bullets[i]);
if (shouldEnhanceGlow) {
enhanceGlowEffect(bullets[i]);
}
}
// Add glow to all bombs
for (var i = 0; i < bombs.length; i++) {
addGlowEffect(bombs[i]);
if (shouldEnhanceGlow) {
enhanceGlowEffect(bombs[i]);
}
}
// Add glow to all flares
for (var i = 0; i < flares.length; i++) {
addGlowEffect(flares[i]);
if (shouldEnhanceGlow) {
enhanceGlowEffect(flares[i]);
}
}
// Add glow to all explosions
for (var i = 0; i < explosions.length; i++) {
addGlowEffect(explosions[i]);
if (shouldEnhanceGlow) {
enhanceGlowEffect(explosions[i]);
}
}
// Add glow to all ground targets
for (var i = 0; i < groundTargets.length; i++) {
addGlowEffect(groundTargets[i]);
if (shouldEnhanceGlow) {
enhanceGlowEffect(groundTargets[i]);
}
}
// Add glow to all destruction marks
for (var i = 0; i < destructionMarks.length; i++) {
addGlowEffect(destructionMarks[i]);
if (shouldEnhanceGlow) {
enhanceGlowEffect(destructionMarks[i]);
}
}
// Add glow to fighter jet
addGlowEffect(fighterJet);
if (shouldEnhanceGlow) {
enhanceGlowEffect(fighterJet);
}
// Add glow to fighter jet bomb target circle
if (fighterJet && fighterJet.bombTargetCircle) {
addGlowEffect(fighterJet.bombTargetCircle);
if (shouldEnhanceGlow) {
enhanceGlowEffect(fighterJet.bombTargetCircle);
}
}
} else {
// Reset night glow timer when not in night mode
nightGlowTimer = 0;
// Remove glow from all elements
for (var i = glowingElements.length - 1; i >= 0; i--) {
var element = glowingElements[i];
if (element && !element.destroyed) {
removeGlowEffect(element);
}
glowingElements.splice(i, 1);
}
}
}
function cycleBackground() {
if (!isNightMode) {
// Switch to night (dark desert)
tween(game, {}, {
duration: 1000,
onFinish: function onFinish() {
game.setBackgroundColor(0x2C1810); // Very dark desert color
isNightMode = true;
updateStarColors(); // Update star colors for night
updateNightGlow(); // Apply glow effects
LK.setTimeout(function () {
cycleBackground();
}, 10000); // 10 seconds night
}
});
} else {
// Switch back to day (desert)
tween(game, {}, {
duration: 1000,
onFinish: function onFinish() {
game.setBackgroundColor(0xC2B280); // Desert sandy color
isNightMode = false;
nightsPassed++; // Increment nights passed when day starts
updateStarColors(); // Update star colors for day
updateNightGlow(); // Remove glow effects
// Check if we should trigger nuclear facility after second night
if (nightsPassed >= 2 && !nuclearFacilityReached) {
nuclearFacilityReached = true;
scrollSpeed = 0; // Stop scrolling
createNuclearFacility(); // Create the nuclear facility
} else {
LK.setTimeout(function () {
cycleBackground();
}, 20000); // 20 seconds day
}
}
});
}
}
// One-time verification that stars are single pixel size after 1 second
LK.setTimeout(function () {
for (var i = 0; i < backgroundStars.length; i++) {
var star = backgroundStars[i];
if (!isNightMode) {
// Ensure stars are single pixel size during day
star.children[0].scale.x = 0.1;
star.children[0].scale.y = 0.1;
}
}
}, 1000);
// Start the first cycle after 20 seconds
LK.setTimeout(function () {
cycleBackground();
}, 20000);
// Create fighter jet instance
fighterJet = new FighterJet();
game.addChild(fighterJet);
fighterJet.x = 1024;
fighterJet.y = 2200;
var bullets = [];
var bombs = [];
var flares = [];
var groundTargets = [];
var explosions = [];
var destructionMarks = [];
var spawnTimer = 0;
var gameSpeed = 1;
var roadSystem = {
roads: [],
// Array to track active roads
roadGraphics: [],
// Array to track road graphics for movement
nextRoadTime: 0,
// Time for next road generation
roadHeight: 80,
// Height of road area
generateNewRoad: true // Flag to generate road immediately at start
};
var bombKeyPressed = false;
var flareKeyPressed = false;
var keyStates = {};
var fKeyPressed = false;
var bKeyPressed = false;
var lastMouseX = 0;
var lastMouseY = 0;
// Store bomb target position when bomb is released
var bombTargetX = 0;
var bombTargetY = 0;
var bombCooldown = 0;
var bombingActive = true;
var bombTargetMarked = false;
// UI Elements
var scoreText = new Text2('Score: 0', {
size: 60,
fill: '#ffffff'
});
scoreText.anchor.set(0, 0);
scoreText.x = 150;
scoreText.y = 50;
LK.gui.topLeft.addChild(scoreText);
var livesText = new Text2('Lives: 3', {
size: 60,
fill: '#ffffff'
});
livesText.anchor.set(1, 0);
LK.gui.topRight.addChild(livesText);
var flareText = new Text2('Flares: 3', {
size: 60,
fill: '#ffffff'
});
flareText.anchor.set(0.5, 0);
LK.gui.top.addChild(flareText);
var bombingText = new Text2('Bombing: Active', {
size: 60,
fill: '#ffffff'
});
bombingText.anchor.set(0.5, 0);
bombingText.y = 70;
LK.gui.top.addChild(bombingText);
function updateScore() {
scoreText.setText('Score: ' + LK.getScore());
}
function updateLivesDisplay() {
livesText.setText('Lives: ' + fighterJet.lives);
}
function updateFlareDisplay() {
flareText.setText('Flares: ' + fighterJet.flareCount);
}
function updateBombingDisplay() {
bombingText.setText('Bombing: ' + (bombingActive ? 'Active' : 'Disabled'));
}
function showGameOverWithStats() {
// Stop all game movement by setting scrollSpeed to 0
scrollSpeed = 0;
// Stop background cycling timers - clear specific timers manually
// Note: Since we don't have references to specific timers, we'll rely on the
// game state changes to prevent further timer actions
// Stop all missile movement
for (var i = 0; i < missiles.length; i++) {
if (missiles[i] && missiles[i].update) {
missiles[i].update = function () {}; // Override update to do nothing
}
}
// Stop all bullet movement
for (var i = 0; i < bullets.length; i++) {
if (bullets[i] && bullets[i].update) {
bullets[i].update = function () {}; // Override update to do nothing
}
}
// Stop all bomb movement
for (var i = 0; i < bombs.length; i++) {
if (bombs[i] && bombs[i].update) {
bombs[i].update = function () {}; // Override update to do nothing
}
}
// Stop all ground target movement
for (var i = 0; i < groundTargets.length; i++) {
if (groundTargets[i] && groundTargets[i].update) {
groundTargets[i].update = function () {}; // Override update to do nothing
}
}
// Stop all flare movement
for (var i = 0; i < flares.length; i++) {
if (flares[i] && flares[i].update) {
flares[i].update = function () {}; // Override update to do nothing
}
}
// Stop background star movement
for (var i = 0; i < backgroundStars.length; i++) {
if (backgroundStars[i] && backgroundStars[i].update) {
backgroundStars[i].update = function () {}; // Override update to do nothing
}
}
// Reset to day mode if currently in night mode
if (isNightMode) {
game.setBackgroundColor(0xC2B280); // Desert sandy color
isNightMode = false;
// Update star colors for day mode
for (var i = 0; i < backgroundStars.length; i++) {
var star = backgroundStars[i];
if (star && star.children && star.children[0]) {
star.children[0].tint = star.originalColor;
star.children[0].scale.x = 0.1;
star.children[0].scale.y = 0.1;
}
}
// Remove all glow effects
for (var i = glowingElements.length - 1; i >= 0; i--) {
var element = glowingElements[i];
if (element && !element.destroyed) {
element.isGlowing = false;
tween.stop(element, {
tint: true
});
element.tint = element.originalTint || 0xffffff;
}
glowingElements.splice(i, 1);
}
}
// Create game over statistics screen
var gameOverContainer = new Container();
game.addChild(gameOverContainer);
// Background - Main dark background
var bgRect = LK.getAsset('road', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.2,
scaleY: 2.5
});
bgRect.x = 1024;
bgRect.y = 1366;
bgRect.tint = 0x000000;
bgRect.alpha = 0.9;
gameOverContainer.addChild(bgRect);
// Statistics background - Dark background for statistics section
var statsBgRect = LK.getAsset('road', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 6.6,
scaleY: 32.4
});
statsBgRect.x = 1024;
statsBgRect.y = 1200;
statsBgRect.tint = 0x000000;
statsBgRect.alpha = 0.85;
gameOverContainer.addChild(statsBgRect);
// Game Over title
var gameOverTitle = new Text2('GAME OVER', {
size: 100,
fill: '#ffffff'
});
gameOverTitle.anchor.set(0.5, 0.5);
gameOverTitle.x = 1024;
gameOverTitle.y = 500;
gameOverContainer.addChild(gameOverTitle);
// Final Score
var finalScoreText = new Text2('Final Score: ' + LK.getScore(), {
size: 80,
fill: '#ffff00'
});
finalScoreText.anchor.set(0.5, 0.5);
finalScoreText.x = 1024;
finalScoreText.y = 600;
gameOverContainer.addChild(finalScoreText);
// Mission briefing data
var missionBriefingTitle = new Text2('MISSION DATA', {
size: 60,
fill: '#ffff00'
});
missionBriefingTitle.anchor.set(0.5, 0.5);
missionBriefingTitle.x = 1024;
missionBriefingTitle.y = 680;
gameOverContainer.addChild(missionBriefingTitle);
var missionDurationText = new Text2('Duration: ' + Math.floor(LK.ticks / 60) + ' seconds', {
size: 50,
fill: '#cccccc'
});
missionDurationText.anchor.set(0.5, 0.5);
missionDurationText.x = 1024;
missionDurationText.y = 720;
gameOverContainer.addChild(missionDurationText);
// Statistics title
var statsTitle = new Text2('MISSION STATISTICS', {
size: 70,
fill: '#ffffff'
});
statsTitle.anchor.set(0.5, 0.5);
statsTitle.x = 1024;
statsTitle.y = 780;
gameOverContainer.addChild(statsTitle);
var statsY = 880;
var statsSpacing = 120;
// Civilian Buildings Destroyed
var civilianBuildingIcon = LK.getAsset('building', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.4,
scaleY: 0.4
});
civilianBuildingIcon.x = 400;
civilianBuildingIcon.y = statsY;
gameOverContainer.addChild(civilianBuildingIcon);
var civilianBuildingStatText = new Text2('Civilian Buildings: ' + gameStats.buildingsDestroyed, {
size: 60,
fill: '#ff6666'
});
civilianBuildingStatText.anchor.set(0, 0.5);
civilianBuildingStatText.x = 500;
civilianBuildingStatText.y = statsY;
gameOverContainer.addChild(civilianBuildingStatText);
// Military Buildings Destroyed
statsY += statsSpacing;
var militaryBuildingIcon = LK.getAsset('targetBuilding', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.4,
scaleY: 0.4
});
militaryBuildingIcon.x = 400;
militaryBuildingIcon.y = statsY;
gameOverContainer.addChild(militaryBuildingIcon);
var militaryBuildingStatText = new Text2('Military Buildings: ' + gameStats.targetBuildingsDestroyed, {
size: 60,
fill: '#66ff66'
});
militaryBuildingStatText.anchor.set(0, 0.5);
militaryBuildingStatText.x = 500;
militaryBuildingStatText.y = statsY;
gameOverContainer.addChild(militaryBuildingStatText);
// S-300 Batteries Destroyed
statsY += statsSpacing;
var batteryIcon = LK.getAsset('s300System', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.5,
scaleY: 0.5
});
batteryIcon.x = 400;
batteryIcon.y = statsY;
gameOverContainer.addChild(batteryIcon);
var batteryStatText = new Text2('S-300 Batteries: ' + gameStats.batteriesDestroyed, {
size: 60,
fill: '#66ff66'
});
batteryStatText.anchor.set(0, 0.5);
batteryStatText.x = 500;
batteryStatText.y = statsY;
gameOverContainer.addChild(batteryStatText);
// Missile Storage Destroyed
statsY += statsSpacing;
var missileStorageIcon = LK.getAsset('missileStorage', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.4,
scaleY: 0.4
});
missileStorageIcon.x = 400;
missileStorageIcon.y = statsY;
gameOverContainer.addChild(missileStorageIcon);
var missileStorageStatText = new Text2('Missile Storage: ' + gameStats.missileStorageDestroyed, {
size: 60,
fill: '#66ff66'
});
missileStorageStatText.anchor.set(0, 0.5);
missileStorageStatText.x = 500;
missileStorageStatText.y = statsY;
gameOverContainer.addChild(missileStorageStatText);
// Vehicles Destroyed
statsY += statsSpacing;
var vehicleIcon = LK.getAsset('car', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.5,
scaleY: 0.5
});
vehicleIcon.x = 400;
vehicleIcon.y = statsY;
gameOverContainer.addChild(vehicleIcon);
var vehicleStatText = new Text2('Vehicles Destroyed: ' + gameStats.vehiclesDestroyed, {
size: 60,
fill: '#ffff66'
});
vehicleStatText.anchor.set(0, 0.5);
vehicleStatText.x = 500;
vehicleStatText.y = statsY;
gameOverContainer.addChild(vehicleStatText);
// Nuclear Facility Hits
statsY += statsSpacing;
var nuclearIcon = LK.getAsset('nuclearFacility', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.3,
scaleY: 0.3
});
nuclearIcon.x = 400;
nuclearIcon.y = statsY;
gameOverContainer.addChild(nuclearIcon);
var nuclearStatText = new Text2('Nuclear Facility Hits: ' + nuclearFacilityHits + '/3', {
size: 60,
fill: '#ffff00'
});
nuclearStatText.anchor.set(0, 0.5);
nuclearStatText.x = 500;
nuclearStatText.y = statsY;
gameOverContainer.addChild(nuclearStatText);
// Missiles Intercepted
statsY += statsSpacing;
var missileIcon = LK.getAsset('missile', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.5,
scaleY: 1.5
});
missileIcon.x = 400;
missileIcon.y = statsY;
gameOverContainer.addChild(missileIcon);
var missileStatText = new Text2('Missiles Intercepted: ' + gameStats.missilesIntercepted, {
size: 60,
fill: '#66ffff'
});
missileStatText.anchor.set(0, 0.5);
missileStatText.x = 500;
missileStatText.y = statsY;
gameOverContainer.addChild(missileStatText);
// Continue button
var continueButton = LK.getAsset('road', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.6,
scaleY: 1
});
continueButton.x = 1024;
continueButton.y = 2000;
continueButton.tint = 0x27ae60;
gameOverContainer.addChild(continueButton);
var continueButtonText = new Text2('CONTINUE', {
size: 80,
fill: '#ffffff'
});
continueButtonText.anchor.set(0.5, 0.5);
continueButtonText.x = 1024;
continueButtonText.y = 2000;
gameOverContainer.addChild(continueButtonText);
// Handle continue button click
continueButton.down = function () {
gameOverContainer.destroy();
LK.showGameOver();
};
// Auto continue after 10 seconds
LK.setTimeout(function () {
if (!gameOverContainer.destroyed) {
gameOverContainer.destroy();
LK.showGameOver();
}
}, 10000);
}
function generateRoadStructure() {
// Don't generate roads if nuclear facility is reached
if (nuclearFacilityReached) {
return;
}
// Check if we need to create a new road based on time
if (roadSystem.generateNewRoad || LK.ticks >= roadSystem.nextRoadTime) {
// Create new road at top of screen (y = 0)
var roadY = 0;
var road = {
y: roadY,
hasVehicles: true,
// Always have vehicles (minimum 1)
hasBuildings: true,
// Always have buildings (minimum 1)
vehicleCount: Math.floor(Math.random() * 4) + 1,
// 1-4 vehicles
buildingCount: Math.floor(Math.random() * 3) + 1 // 1-3 buildings
};
roadSystem.roads.push(road);
// Draw the actual road
var roadGraphics = LK.getAsset('road', {
anchorX: 0.5,
anchorY: 0.5
});
roadGraphics.x = 1024; // Center of screen
roadGraphics.y = roadY;
roadSystem.roadGraphics.push(roadGraphics);
game.addChild(roadGraphics);
// Spawn vehicles on road (always at least 1)
for (var v = 0; v < road.vehicleCount; v++) {
var vehicleType = Math.random() < 0.6 ? 'car' : 'armyVan';
var vehicle = new GroundTarget(vehicleType);
vehicle.x = Math.random() * 1700 + 174; // Increased travel distance
vehicle.y = roadY;
groundTargets.push(vehicle);
game.addChild(vehicle);
}
// Spawn buildings adjacent to road (above it) - always at least 1
var placedBuildings = []; // Track placed building positions
for (var b = 0; b < road.buildingCount; b++) {
var buildingType;
var rand = Math.random();
if (rand < 0.4) {
buildingType = 'building';
} else if (rand < 0.8) {
buildingType = 'targetBuilding';
} else if (rand < 0.82) {
buildingType = 's300System';
} else {
buildingType = 's300System';
}
// Find valid position with minimum spacing
var attempts = 0;
var validPosition = false;
var buildingX, buildingY;
while (!validPosition && attempts < 20) {
buildingX = Math.random() * 1400 + 324; // Slightly more constrained
buildingY = roadY - 150; // Position above road
validPosition = true;
// Check distance from other buildings
for (var pb = 0; pb < placedBuildings.length; pb++) {
var placedBuilding = placedBuildings[pb];
var dx = buildingX - placedBuilding.x;
var dy = buildingY - placedBuilding.y;
var distance = Math.sqrt(dx * dx + dy * dy);
// Minimum distance of 250 pixels between buildings
if (distance < 250) {
validPosition = false;
break;
}
}
attempts++;
}
// Only place building if valid position found
if (validPosition) {
var building = new GroundTarget(buildingType);
building.x = buildingX;
// Raise regular buildings by 25 pixels (original 5 + additional 20)
if (buildingType === 'building') {
building.y = buildingY - 25;
} else if (buildingType === 's300System') {
building.y = buildingY + 5; // Lower military buildings by 5 pixels
} else {
building.y = buildingY;
}
placedBuildings.push({
x: buildingX,
y: buildingY
});
groundTargets.push(building);
game.addChild(building);
}
}
// Calculate next road time: 5.5 seconds average ± 1.5 seconds (330 ± 90 ticks at 60fps)
var baseTime = 330; // 5.5 seconds at 60fps
var variance = 180; // ±3 seconds total range (1.5 second variance)
var nextRoadDelay = baseTime + (Math.random() * variance - variance / 2);
roadSystem.nextRoadTime = LK.ticks + nextRoadDelay;
roadSystem.generateNewRoad = false;
}
}
function spawnAntiAircraftSystems() {
// Don't spawn additional systems if nuclear facility is reached
if (nuclearFacilityReached) {
return;
}
// Spawn S-300 systems in dead zones between roads
if (Math.random() < 0.13) {
// 13% chance per spawn cycle
var s300 = new GroundTarget('s300System');
s300.x = Math.random() * 1600 + 224;
s300.y = -100 - Math.random() * 200; // In dead zone area
groundTargets.push(s300);
game.addChild(s300);
}
// Spawn missile storage in dead zones between roads (more rare than S-300)
if (Math.random() < 0.08) {
// 8% chance per spawn cycle (more rare than S-300)
var missileStorage = new GroundTarget('missileStorage');
missileStorage.x = Math.random() * 1600 + 224;
missileStorage.y = -100 - Math.random() * 200; // In dead zone area
groundTargets.push(missileStorage);
game.addChild(missileStorage);
}
}
function spawnGroundTarget() {
// This function is now called less frequently and handles structured generation
generateRoadStructure();
spawnAntiAircraftSystems();
}
function createNuclearFacility() {
// Create nuclear facility at center of screen
nuclearFacility = LK.getAsset('nuclearFacility', {
anchorX: 0.5,
anchorY: 0.5
});
nuclearFacility.x = 1024;
nuclearFacility.y = 1366;
nuclearFacility.tint = 0x666666; // Dark gray color
game.addChild(nuclearFacility);
// Create 6 S-300 systems symmetrically around the facility
var facilityRadius = 400;
for (var i = 0; i < 6; i++) {
var angle = i / 6 * Math.PI * 2;
var s300 = new GroundTarget('s300System');
s300.x = nuclearFacility.x + Math.cos(angle) * facilityRadius;
s300.y = nuclearFacility.y + Math.sin(angle) * facilityRadius;
facilityS300Systems.push(s300);
groundTargets.push(s300);
game.addChild(s300);
}
// Create 20 stationary trucks around the facility
for (var i = 0; i < 20; i++) {
var truckRadius = 250 + Math.random() * 200; // Random radius between 250-450
var angle = i / 20 * Math.PI * 2 + (Math.random() - 0.5) * 0.5; // Slight random angle variation
var truck = new GroundTarget('armyVan');
truck.x = nuclearFacility.x + Math.cos(angle) * truckRadius;
truck.y = nuclearFacility.y + Math.sin(angle) * truckRadius;
truck.moveDirection = 0; // Override movement to make trucks stationary
facilityTrucks.push(truck);
groundTargets.push(truck);
game.addChild(truck);
}
}
function createExplosion(x, y) {
var explosion = new Explosion();
explosion.x = x;
explosion.y = y;
explosions.push(explosion);
game.addChild(explosion);
LK.getSound('explosion').play();
}
function checkMissileFlareCollision(missile) {
for (var f = flares.length - 1; f >= 0; f--) {
var flare = flares[f];
if (missile.intersects(flare)) {
// Flare explodes and destroys missiles in radius
createExplosion(flare.x, flare.y);
// Destroy all missiles within explosion radius
for (var m = missiles.length - 1; m >= 0; m--) {
var targetMissile = missiles[m];
var dx = targetMissile.x - flare.x;
var dy = targetMissile.y - flare.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 150) {
// Explosion radius
createExplosion(targetMissile.x, targetMissile.y);
// Apply missile interception scoring with night mode multiplier
var pointsToAdd = 1; // +1 point for missile destruction by flare
if (isNightMode) {
pointsToAdd *= 2; // Double points during night mode
}
LK.setScore(LK.getScore() + pointsToAdd);
updateScore();
// Track missile interception statistics
gameStats.missilesIntercepted++;
targetMissile.destroy();
missiles.splice(m, 1);
}
}
flare.destroy();
flares.splice(f, 1);
return true;
}
}
return false;
}
// Generate first road at game start
generateRoadStructure();
// Event handlers
game.move = function (x, y, obj) {
fighterJet.x = x;
fighterJet.y = y;
// Improved keyboard input simulation with better detection
var deltaX = Math.abs(x - lastMouseX);
var deltaY = Math.abs(y - lastMouseY);
// F key simulation: horizontal movement with more sensitive detection
if (deltaX > 30 && deltaY < 30) {
fKeyPressed = true;
} else {
fKeyPressed = false;
}
// B key simulation: vertical movement with more sensitive detection
if (deltaY > 30 && deltaX < 30) {
bKeyPressed = true;
} else {
bKeyPressed = false;
}
lastMouseX = x;
lastMouseY = y;
};
game.down = function (x, y, obj) {
// Check for special input zones for keyboard simulation
if (y < 200 && x < 300) {
// Top-left corner click - fire flare (F key simulation)
if (fighterJet.flareCount > 0) {
var flare = new Flare();
flare.x = fighterJet.x + (Math.random() - 0.5) * 100;
flare.y = fighterJet.y + (Math.random() - 0.5) * 100;
flares.push(flare);
game.addChild(flare);
fighterJet.flareCount--;
updateFlareDisplay();
LK.getSound('flare').play();
}
return;
} else if (y < 200 && x > 1748) {
// Top-right corner click - drop bomb (B key simulation)
var bomb = new Bomb();
bomb.x = fighterJet.x;
bomb.y = fighterJet.y + 50;
bombs.push(bomb);
game.addChild(bomb);
LK.getSound('bomb').play();
return;
}
if (obj.event && obj.event.button === 0) {
// Left click - fire bullet
var bullet = new Bullet();
bullet.x = fighterJet.x;
bullet.y = fighterJet.y - 50;
bullets.push(bullet);
game.addChild(bullet);
LK.getSound('shoot').play();
} else if (obj.event && obj.event.button === 2) {
// Right click - drop bomb
var bomb = new Bomb();
bomb.x = fighterJet.x;
bomb.y = fighterJet.y + 50;
bombs.push(bomb);
game.addChild(bomb);
LK.getSound('bomb').play();
} else if (!obj.event) {
// Default action for touch/tap (no event object) - fire bullet
var bullet = new Bullet();
bullet.x = fighterJet.x;
bullet.y = fighterJet.y - 50;
bullets.push(bullet);
game.addChild(bullet);
LK.getSound('shoot').play();
}
};
game.update = function () {
// Update glow effects for night mode
if (isNightMode) {
updateNightGlow();
}
// Handle keyboard input - using LK tick-based simulation
// Since document is not available, we'll use mouse position changes to detect special actions
var currentFlareKeyPressed = false; // Will be triggered by specific mouse positions
var currentBombKeyPressed = false; // Will be triggered by specific mouse positions
// Fire flare on F key press (only once per press)
if (fKeyPressed && !flareKeyPressed && fighterJet.flareCount > 0) {
var flare = new Flare();
flare.x = fighterJet.x + (Math.random() - 0.5) * 100;
flare.y = fighterJet.y + (Math.random() - 0.5) * 100;
flares.push(flare);
game.addChild(flare);
fighterJet.flareCount--;
updateFlareDisplay();
LK.getSound('flare').play();
}
flareKeyPressed = fKeyPressed;
// Handle bomb cooldown
if (bombCooldown > 0) {
bombCooldown--;
if (bombCooldown === 0) {
bombingActive = true;
updateBombingDisplay();
}
}
// Drop bomb on B key press (only once per press)
if (bKeyPressed && !bombKeyPressed && bombingActive) {
if (!bombTargetMarked) {
// Calculate exact target position based on circle's current position, 55 pixels behind
bombTargetX = fighterJet.x + fighterJet.bombTargetCircle.x;
bombTargetY = fighterJet.y + fighterJet.bombTargetCircle.y + 60;
bombTargetMarked = true;
// Create and drop the bomb
var bomb = new Bomb();
bomb.x = fighterJet.x;
bomb.y = fighterJet.y + 50;
bomb.targetX = bombTargetX;
bomb.targetY = bombTargetY;
// Animate bomb falling to target position
tween(bomb, {
x: bombTargetX,
y: bombTargetY
}, {
duration: 2000,
easing: tween.easeIn,
onFinish: function onFinish() {
// Create big explosion at exact target
createExplosion(bombTargetX, bombTargetY);
// Create persistent destruction mark
var destructionMark = new DestructionMark();
destructionMark.x = bombTargetX;
destructionMark.y = bombTargetY;
destructionMarks.push(destructionMark);
game.addChild(destructionMark);
// Check if bomb hit nuclear facility
if (nuclearFacilityReached && nuclearFacility) {
var facilityDx = nuclearFacility.x - bombTargetX;
var facilityDy = nuclearFacility.y - bombTargetY;
var facilityDistance = Math.sqrt(facilityDx * facilityDx + facilityDy * facilityDy);
if (facilityDistance < 200) {
nuclearFacilityHits++;
// Flash facility to indicate hit
LK.effects.flashObject(nuclearFacility, 0xff0000, 1000);
if (nuclearFacilityHits >= 3) {
// Nuclear facility destroyed - victory!
LK.setScore(LK.getScore() + 50);
updateScore();
LK.showYouWin();
return;
}
}
}
// Destroy ground targets in explosion radius
for (var gt = groundTargets.length - 1; gt >= 0; gt--) {
var target = groundTargets[gt];
var dx = target.x - bombTargetX;
var dy = target.y - bombTargetY;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 200) {
// Big explosion radius
createExplosion(target.x, target.y);
// Apply scoring with night mode multiplier
var pointsToAdd = target.points;
if (isNightMode) {
pointsToAdd *= 2; // Double points during night mode
}
LK.setScore(LK.getScore() + pointsToAdd);
updateScore();
// Track statistics for building destruction
if (target.targetType === 'building') {
gameStats.buildingsDestroyed++;
} else if (target.targetType === 'targetBuilding') {
gameStats.targetBuildingsDestroyed++;
} else if (target.targetType === 's300System') {
gameStats.batteriesDestroyed++;
fighterJet.aaSystemsDestroyed++;
if (fighterJet.aaSystemsDestroyed >= 5 && fighterJet.lives < 3) {
fighterJet.lives++;
fighterJet.aaSystemsDestroyed = 0;
updateLivesDisplay();
}
} else if (target.targetType === 'missileStorage') {
gameStats.missileStorageDestroyed++;
}
target.destroy();
groundTargets.splice(gt, 1);
}
}
// Remove and destroy the bomb after explosion
bomb.destroy();
for (var i = bombs.length - 1; i >= 0; i--) {
if (bombs[i] === bomb) {
bombs.splice(i, 1);
break;
}
}
// Start cooldown
bombCooldown = 60; // 1 second at 60fps
bombingActive = false;
bombTargetMarked = false;
updateBombingDisplay();
}
});
bombs.push(bomb);
game.addChild(bomb);
LK.getSound('bomb').play();
}
}
bombKeyPressed = bKeyPressed;
spawnTimer++;
// Generate road structures and spawn targets
if (spawnTimer >= 30) {
// Every 0.5 seconds for more frequent spawning
spawnGroundTarget();
spawnTimer = 0;
}
// Update road system - move roads with scroll speed and clean up
for (var r = roadSystem.roads.length - 1; r >= 0; r--) {
var road = roadSystem.roads[r];
// Move road down with scroll speed
road.y += scrollSpeed;
// Move corresponding road graphics
if (roadSystem.roadGraphics[r]) {
roadSystem.roadGraphics[r].y += scrollSpeed;
}
// Remove roads that are off screen
if (road.y > 2800) {
// Destroy road graphics
if (roadSystem.roadGraphics[r]) {
roadSystem.roadGraphics[r].destroy();
roadSystem.roadGraphics.splice(r, 1);
}
roadSystem.roads.splice(r, 1);
}
}
// Show bomb target circle when mouse is in bombing position
if (fighterJet.y < 2500) {
fighterJet.bombTargetCircle.visible = true;
} else {
fighterJet.bombTargetCircle.visible = false;
}
// Update bullets
for (var b = bullets.length - 1; b >= 0; b--) {
var bullet = bullets[b];
if (bullet.y < -50) {
bullet.destroy();
bullets.splice(b, 1);
continue;
}
// Check bullet vs ground targets
for (var gt = groundTargets.length - 1; gt >= 0; gt--) {
var target = groundTargets[gt];
if (bullet.intersects(target)) {
// Only allow bullets to destroy certain targets - not S-300, missile buildings, or regular buildings
if (target.targetType === 's300System' || target.targetType === 'targetBuilding' || target.targetType === 'building') {
// Bullets cannot destroy S-300 systems, missile buildings, or regular buildings
bullet.destroy();
bullets.splice(b, 1);
break;
}
createExplosion(target.x, target.y);
// Apply scoring based on target type with night mode multiplier
var pointsToAdd = target.points;
if (isNightMode) {
pointsToAdd *= 2; // Double points during night mode
}
LK.setScore(LK.getScore() + pointsToAdd);
updateScore();
// Track vehicle destruction statistics
if (target.targetType === 'car' || target.targetType === 'armyVan') {
gameStats.vehiclesDestroyed++;
}
bullet.destroy();
bullets.splice(b, 1);
target.destroy();
groundTargets.splice(gt, 1);
break;
}
}
}
// Update bombs - cleanup only
for (var bo = bombs.length - 1; bo >= 0; bo--) {
var bomb = bombs[bo];
if (bomb.destroyed) {
bombs.splice(bo, 1);
}
}
// Update missiles
for (var m = missiles.length - 1; m >= 0; m--) {
var missile = missiles[m];
// Skip if missile doesn't exist (already removed)
if (!missile) {
continue;
}
// Update missile target to current fighter jet position
missile.targetX = fighterJet.x;
missile.targetY = fighterJet.y;
// Check if missile was intercepted by flare
if (checkMissileFlareCollision(missile)) {
missiles.splice(m, 1);
continue;
}
// Check missile vs fighter jet (only the jet graphics, not the targeting circle)
// Calculate distance to jet center for more precise collision
var dx = missile.x - fighterJet.x;
var dy = missile.y - fighterJet.y;
var distance = Math.sqrt(dx * dx + dy * dy);
// Only consider collision if missile is close to the actual jet (not the targeting circle)
if (distance < 60) {
// Jet is 120x80, so radius of ~60 should cover the jet body
createExplosion(fighterJet.x, fighterJet.y);
// Flash screen red when taking damage
LK.effects.flashScreen(0xff0000, 500);
fighterJet.lives--;
updateLivesDisplay();
if (fighterJet.lives <= 0) {
showGameOverWithStats();
return;
}
missile.destroy();
missiles.splice(m, 1);
continue;
}
// Remove missiles that go off screen
if (missile.y > 2800 || missile.y < -50 || missile.x < -50 || missile.x > 2100) {
missile.destroy();
missiles.splice(m, 1);
}
}
// Update ground targets
for (var gt = groundTargets.length - 1; gt >= 0; gt--) {
var target = groundTargets[gt];
if (target.y > 2800) {
target.destroy();
groundTargets.splice(gt, 1);
}
}
// Update flares
for (var f = flares.length - 1; f >= 0; f--) {
var flare = flares[f];
if (flare.destroyed) {
flares.splice(f, 1);
}
}
// Update explosions
for (var e = explosions.length - 1; e >= 0; e--) {
var explosion = explosions[e];
if (explosion.destroyed) {
explosions.splice(e, 1);
}
}
// Update destruction marks
for (var dm = destructionMarks.length - 1; dm >= 0; dm--) {
var destructionMark = destructionMarks[dm];
if (destructionMark.y > 2800) {
destructionMark.destroy();
destructionMarks.splice(dm, 1);
}
}
// Update background stars
for (var bs = backgroundStars.length - 1; bs >= 0; bs--) {
var star = backgroundStars[bs];
if (star.destroyed) {
backgroundStars.splice(bs, 1);
}
}
};
} ===================================================================
--- original.js
+++ change.js
@@ -513,8 +513,27 @@
armyVanText.anchor.set(0, 0.5);
armyVanText.x = 450;
armyVanText.y = legendY;
startScreen.addChild(armyVanText);
+// Nuclear Facility - Bombs only, requires 3 hits
+legendY += legendSpacing;
+var nuclearFacilityGraphic = LK.getAsset('nuclearFacility', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 0.3,
+ scaleY: 0.3
+});
+nuclearFacilityGraphic.x = 300;
+nuclearFacilityGraphic.y = legendY;
+startScreen.addChild(nuclearFacilityGraphic);
+var nuclearFacilityText = new Text2('Nuclear Facility: +50 pts (3 Bombs Required)', {
+ size: 60,
+ fill: '#ffff00'
+});
+nuclearFacilityText.anchor.set(0, 0.5);
+nuclearFacilityText.x = 450;
+nuclearFacilityText.y = legendY;
+startScreen.addChild(nuclearFacilityText);
// Add weapon demonstrations
var weaponY = 2300;
var bombGraphic = LK.getAsset('bomb', {
anchorX: 0.5,
@@ -1162,8 +1181,27 @@
vehicleStatText.anchor.set(0, 0.5);
vehicleStatText.x = 500;
vehicleStatText.y = statsY;
gameOverContainer.addChild(vehicleStatText);
+ // Nuclear Facility Hits
+ statsY += statsSpacing;
+ var nuclearIcon = LK.getAsset('nuclearFacility', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 0.3,
+ scaleY: 0.3
+ });
+ nuclearIcon.x = 400;
+ nuclearIcon.y = statsY;
+ gameOverContainer.addChild(nuclearIcon);
+ var nuclearStatText = new Text2('Nuclear Facility Hits: ' + nuclearFacilityHits + '/3', {
+ size: 60,
+ fill: '#ffff00'
+ });
+ nuclearStatText.anchor.set(0, 0.5);
+ nuclearStatText.x = 500;
+ nuclearStatText.y = statsY;
+ gameOverContainer.addChild(nuclearStatText);
// Missiles Intercepted
statsY += statsSpacing;
var missileIcon = LK.getAsset('missile', {
anchorX: 0.5,
@@ -1354,12 +1392,12 @@
nuclearFacility.x = 1024;
nuclearFacility.y = 1366;
nuclearFacility.tint = 0x666666; // Dark gray color
game.addChild(nuclearFacility);
- // Create 8 S-300 systems symmetrically around the facility
+ // Create 6 S-300 systems symmetrically around the facility
var facilityRadius = 400;
- for (var i = 0; i < 8; i++) {
- var angle = i / 8 * Math.PI * 2;
+ for (var i = 0; i < 6; i++) {
+ var angle = i / 6 * Math.PI * 2;
var s300 = new GroundTarget('s300System');
s300.x = nuclearFacility.x + Math.cos(angle) * facilityRadius;
s300.y = nuclearFacility.y + Math.sin(angle) * facilityRadius;
facilityS300Systems.push(s300);
B-2 bombing jet. In-Game asset. 2d. High contrast. No shadows
S-300 Anti Air system from the bird view. In-Game asset. 2d. High contrast. No shadows
Hi-Teck buikding. In-Game asset. 2d. High contrast. No shadows
Tiny missile pointing up. In-Game asset. 2d. High contrast. No shadows
Strait anti air missile. In-Game asset. 2d. High contrast. No shadows
strait flare missile. In-Game asset. 2d. High contrast. No shadows
WW2 bomb. In-Game asset. 2d. High contrast. No shadows
Army building. In-Game asset. 2d. High contrast. No shadows
רכב צבאי ארוך וגדול, כמו תובלתית, מכוסה בברזנט, מבט מהפרופיל.
Missiles storage. In-Game asset. 2d. High contrast. No shadows
מתקן ענק לשיגור טיל שעליו מוכן טיל גרעיני. In-Game asset. 2d. High contrast. No shadows