User prompt
now make enemys look like pepole
User prompt
re make enemys
User prompt
add enemys
User prompt
i can not see the enemys
User prompt
now polesh game
User prompt
now make it so you can see enemys
User prompt
now make more enemys
User prompt
make kill anamashon
User prompt
now make it so you can see inventory
User prompt
add inventory
User prompt
remove wave bar
User prompt
now perfect game
User prompt
now make the bullets look real
User prompt
now make the guns look real
User prompt
make the gum sprite real
User prompt
add gun sprits
User prompt
add skin coler and faces to pepole
User prompt
make the pepole realistc
User prompt
and make the gun slowly speed up
User prompt
now make enemy gun slow
User prompt
and slowly speed up
User prompt
make enemys slow
User prompt
make it so you can do damege and kill
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Bullet class var Bullet = Container.expand(function () { var self = Container.call(this); self.radius = 20; self.speed = 30; self.dir = -Math.PI / 2; self.damage = 1; self.fromPlayer = true; self.bulletAsset = 'bullet_basic'; self.sprite = null; self.init = function (asset, speed, dir, damage, fromPlayer) { self.bulletAsset = asset; self.speed = speed; self.dir = dir; self.damage = damage; self.fromPlayer = fromPlayer; if (self.sprite) self.removeChild(self.sprite); // Use realistic bullet image asset if available, fallback to shape if not var assetId = asset; if (asset === 'bullet_basic' || asset === 'bullet_basic_real') assetId = 'bullet_basic_real';else if (asset === 'bullet_big' || asset === 'bullet_big_real') assetId = 'bullet_big_real';else if (asset === 'bullet_rapid' || asset === 'bullet_rapid_real') assetId = 'bullet_rapid_real';else if (asset === 'bullet_spread' || asset === 'bullet_spread_real') assetId = 'bullet_spread_real'; self.sprite = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); self.radius = self.sprite.width / 2; }; self.update = function () { self.x += Math.cos(self.dir) * self.speed; self.y += Math.sin(self.dir) * self.speed; }; return self; }); // Normal enemy (person-like, red shirt) var Enemy = Container.expand(function () { var self = Container.call(this); // Head var head = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5, width: 28, height: 28, y: -32, color: 0xffe0b2, shape: 'ellipse' }); // Eyes var leye = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5, width: 5, height: 5, x: -6, y: -36, color: 0x222222, shape: 'ellipse' }); var reye = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5, width: 5, height: 5, x: 6, y: -36, color: 0x222222, shape: 'ellipse' }); // Body var body = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.0, width: 22, height: 38, y: -18, color: 0xc0392b, shape: 'box' }); // Left arm var larm = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.0, width: 7, height: 24, x: -16, y: -12, color: 0xffe0b2, shape: 'box' }); // Right arm var rarm = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.0, width: 7, height: 24, x: 16, y: -12, color: 0xffe0b2, shape: 'box' }); // Left leg var lleg = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.0, width: 7, height: 22, x: -7, y: 20, color: 0x222222, shape: 'box' }); // Right leg var rleg = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.0, width: 7, height: 22, x: 7, y: 20, color: 0x222222, shape: 'box' }); self.radius = 28; self.hp = 2; self.enemyType = "normal"; self.dir = Math.PI / 2 + (Math.random() - 0.5) * 0.5; self.speed = 4 + Math.random() * 2; self.update = function () { self.x += Math.cos(self.dir) * self.speed; self.y += Math.sin(self.dir) * self.speed; }; return self; }); // Fast enemy (person-like, blue shirt, smaller) var EnemyFast = Container.expand(function () { var self = Container.call(this); // Head var head = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5, width: 18, height: 18, y: -20, color: 0xffe0b2, shape: 'ellipse' }); // Eyes var leye = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5, width: 3, height: 3, x: -4, y: -22, color: 0x222222, shape: 'ellipse' }); var reye = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5, width: 3, height: 3, x: 4, y: -22, color: 0x222222, shape: 'ellipse' }); // Body var body = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.0, width: 13, height: 24, y: -10, color: 0x2980b9, shape: 'box' }); // Left arm var larm = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.0, width: 4, height: 14, x: -10, y: -6, color: 0xffe0b2, shape: 'box' }); // Right arm var rarm = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.0, width: 4, height: 14, x: 10, y: -6, color: 0xffe0b2, shape: 'box' }); // Left leg var lleg = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.0, width: 4, height: 12, x: -4, y: 12, color: 0x222222, shape: 'box' }); // Right leg var rleg = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.0, width: 4, height: 12, x: 4, y: 12, color: 0x222222, shape: 'box' }); self.radius = 18; self.hp = 1; self.enemyType = "fast"; self.dir = Math.PI / 2 + (Math.random() - 0.5) * 0.5; self.speed = 8 + Math.random() * 2.5; self.update = function () { self.x += Math.cos(self.dir) * self.speed; self.y += Math.sin(self.dir) * self.speed; }; return self; }); // Tank enemy (person-like, green shirt, big) var EnemyTank = Container.expand(function () { var self = Container.call(this); // Head var head = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5, width: 38, height: 38, y: -48, color: 0xffe0b2, shape: 'ellipse' }); // Eyes var leye = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5, width: 7, height: 7, x: -10, y: -54, color: 0x222222, shape: 'ellipse' }); var reye = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5, width: 7, height: 7, x: 10, y: -54, color: 0x222222, shape: 'ellipse' }); // Body var body = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.0, width: 32, height: 60, y: -20, color: 0x27ae60, shape: 'box' }); // Left arm var larm = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.0, width: 12, height: 36, x: -26, y: -10, color: 0xffe0b2, shape: 'box' }); // Right arm var rarm = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.0, width: 12, height: 36, x: 26, y: -10, color: 0xffe0b2, shape: 'box' }); // Left leg var lleg = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.0, width: 12, height: 28, x: -10, y: 44, color: 0x222222, shape: 'box' }); // Right leg var rleg = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.0, width: 12, height: 28, x: 10, y: 44, color: 0x222222, shape: 'box' }); self.radius = 38; self.hp = 6; self.enemyType = "tank"; self.dir = Math.PI / 2 + (Math.random() - 0.5) * 0.5; self.speed = 2 + Math.random() * 1.2; self.update = function () { self.x += Math.cos(self.dir) * self.speed; self.y += Math.sin(self.dir) * self.speed; }; return self; }); // GunDrop class var GunDrop = Container.expand(function () { var self = Container.call(this); self.gun = null; var dropSprite = self.attachAsset('gun_drop', { anchorX: 0.5, anchorY: 0.5 }); self.radius = dropSprite.width / 2; self.setGun = function (gun) { self.gun = gun; dropSprite.tint = gun.color; }; self.update = function () { self.y += 8; }; return self; }); // Player class var Player = Container.expand(function () { var self = Container.call(this); // Head var head = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5, width: 54, height: 54, y: -44, color: 0xffe0b2 // skin color }); // Face (simple: eyes and mouth) var leye = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5, width: 8, height: 8, x: -12, y: -44 - 6, color: 0x222222, shape: 'ellipse' }); var reye = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5, width: 8, height: 8, x: 12, y: -44 - 6, color: 0x222222, shape: 'ellipse' }); var mouth = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5, width: 18, height: 6, x: 0, y: -44 + 12, color: 0x8d5524, shape: 'ellipse' }); // Body var body = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.0, width: 28, height: 64, y: -17, color: 0x2980b9, shape: 'box' }); // Left arm var larm = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.0, width: 12, height: 40, x: -24, y: -8, color: 0x27ae60, shape: 'box' }); // Right arm var rarm = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.0, width: 12, height: 40, x: 24, y: -8, color: 0x27ae60, shape: 'box' }); // Gun sprite (player) - now using a realistic gun image var gunSprite = self.attachAsset('gun_real_player_img', { anchorX: 0.2, anchorY: 0.5, width: 64, height: 32, x: 36, y: 12 }); rarm.addChild(gunSprite); // Left leg var lleg = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.0, width: 12, height: 40, x: -10, y: 48, color: 0xf1c40f, shape: 'box' }); // Right leg var rleg = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.0, width: 12, height: 40, x: 10, y: 48, color: 0xf1c40f, shape: 'box' }); self.radius = 54; // head radius self.invulnTicks = 0; self.flashTween = null; // Animation state for realism self.animTick = Math.random() * 1000; self.lastX = 0; self.lastY = 0; self.update = function () { // Animate limbs for realism based on movement var dx = self.x - (self.lastX || self.x); var dy = self.y - (self.lastY || self.y); var speed = Math.sqrt(dx * dx + dy * dy); self.animTick += speed * 0.7 + 1; var phase = self.animTick * 0.09; var walkSwing = Math.sin(phase) * 0.7; var walkSwingLeg = Math.sin(phase + Math.PI / 2) * 0.7; // Arms swing larm.rotation = walkSwing * 0.5; rarm.rotation = -walkSwing * 0.5; // Legs swing lleg.rotation = -walkSwingLeg * 0.5; rleg.rotation = walkSwingLeg * 0.5; // Head bob head.y = -44 + Math.sin(phase) * 2; // Store last position for next frame self.lastX = self.x; self.lastY = self.y; }; self.setInvulnerable = function (ticks) { self.invulnTicks = ticks; if (self.flashTween) tween.stop(head, { alpha: true }); head.alpha = 0.5; self.flashTween = tween(head, { alpha: 1 }, { duration: 200, easing: tween.linear, onFinish: function onFinish() { tween(head, { alpha: 0.5 }, { duration: 200, easing: tween.linear, onFinish: function onFinish() { if (self.invulnTicks > 0) self.setInvulnerable(self.invulnTicks - 1);else head.alpha = 1; } }); } }); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x181c20 }); /**** * Game Code ****/ // Realistic bullet image assets // --- POLISH: Animated background --- var bgPolish = LK.getAsset('enemy', { anchorX: 0.5, anchorY: 0.5, width: 2048, height: 2732, x: 2048 / 2, y: 2732 / 2, color: 0x232a34, alpha: 0.13 }); game.addChildAt(bgPolish, 0); var bgPolish2 = LK.getAsset('enemy', { anchorX: 0.5, anchorY: 0.5, width: 2048, height: 2732, x: 2048 / 2, y: 2732 / 2, color: 0x3a506b, alpha: 0.09 }); game.addChildAt(bgPolish2, 1); var bgPolishTick = 0; game.update = function (origUpdate) { return function () { bgPolishTick++; bgPolish.rotation = Math.sin(bgPolishTick / 300) * 0.04; bgPolish2.rotation = -Math.sin(bgPolishTick / 400) * 0.03; if (origUpdate) origUpdate.apply(this, arguments); }; }(game.update); // --- END POLISH --- // Game state // Guns (shapes for now, will be replaced by images automatically) // Sounds // Gun definitions var GUNS = [{ id: 'basic', name: 'Basic Gun', bulletAsset: 'bullet_basic_real', fireRate: 18, // ticks between shots bulletSpeed: 32, spread: 0, bulletsPerShot: 1, damage: 1, color: 0xf1c40f }, { id: 'spread', name: 'Spread Shot', bulletAsset: 'bullet_spread_real', fireRate: 28, bulletSpeed: 26, spread: 0.25, bulletsPerShot: 3, damage: 1, color: 0x8e44ad }, { id: 'rapid', name: 'Rapid Fire', bulletAsset: 'bullet_rapid_real', fireRate: 7, bulletSpeed: 24, spread: 0.08, bulletsPerShot: 1, damage: 1, color: 0x16a085 }, { id: 'big', name: 'Big Blaster', bulletAsset: 'bullet_big_real', fireRate: 30, bulletSpeed: 20, spread: 0, bulletsPerShot: 1, damage: 3, color: 0xff9800 }]; // Helper: get random gun (not in excludeIds) function getRandomGun(excludeIds) { var pool = []; for (var i = 0; i < GUNS.length; ++i) { if (!excludeIds || excludeIds.indexOf(GUNS[i].id) === -1) pool.push(GUNS[i]); if (enemyGunFireTick > 0) { enemyGunFireTick--; } } ; if (pool.length === 0) pool = GUNS; return pool[Math.floor(Math.random() * pool.length)]; } var player = null; var enemies = []; var bullets = []; var gunDrops = []; var score = 0; var scoreTxt = null; var gunTxt = null; var wave = 1; var ticksToNextWave = 0; var playerGuns = []; var currentGunIndex = 0; var fireCooldown = 0; var dragging = false; var dragOffsetX = 0; var dragOffsetY = 0; var lastTouchX = 0; var lastTouchY = 0; var enemySpeedMultiplier = 1; // NEW: multiplier for enemy speed var enemySpeedupTicks = 0; // NEW: ticks counter for speedup var gameArea = { x: 0, y: 0, w: 2048, h: 2732 - 200 }; // leave some space at bottom for gun UI // Setup UI scoreTxt = new Text2('0', { size: 120, fill: '#fff' }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // (Wave UI removed) gunTxt = new Text2('', { size: 70, fill: '#fff' }); gunTxt.anchor.set(0.5, 0); LK.gui.bottom.addChild(gunTxt); // Inventory UI var inventoryUI = []; function updateInventoryUI() { // Remove old UI for (var i = 0; i < inventoryUI.length; ++i) { if (inventoryUI[i].parent) inventoryUI[i].parent.removeChild(inventoryUI[i]); } inventoryUI = []; // Show all guns in inventory at the bottom, horizontally var spacing = 180; var startX = (2048 - (playerGuns.length - 1) * spacing) / 2; var y = 2732 - 120; for (var i = 0; i < playerGuns.length; ++i) { var gun = playerGuns[i]; var assetId = gun.bulletAsset; // Use gun image for inventory, fallback to bullet asset if not available var gunAsset = null; if (gun.id === 'basic') gunAsset = LK.getAsset('gun_real_player_img', { anchorX: 0.5, anchorY: 0.5, width: 90, height: 90 });else if (gun.id === 'spread') gunAsset = LK.getAsset('gun_real_player_img', { anchorX: 0.5, anchorY: 0.5, width: 90, height: 90 });else if (gun.id === 'rapid') gunAsset = LK.getAsset('gun_real_player_img', { anchorX: 0.5, anchorY: 0.5, width: 90, height: 90 });else if (gun.id === 'big') gunAsset = LK.getAsset('gun_real_player_img', { anchorX: 0.5, anchorY: 0.5, width: 90, height: 90 });else gunAsset = LK.getAsset(assetId, { anchorX: 0.5, anchorY: 0.5, width: 90, height: 90 }); gunAsset.x = startX + i * spacing; gunAsset.y = y; // Highlight current gun gunAsset.alpha = i === currentGunIndex ? 1 : 0.5; LK.gui.bottom.addChild(gunAsset); inventoryUI.push(gunAsset); // POLISH: pop effect for selected gun if (i === currentGunIndex) { gunAsset.scaleX = 1.25; gunAsset.scaleY = 1.25; tween(gunAsset, { scaleX: 1, scaleY: 1 }, { duration: 180, easing: tween.easeOutBack }); } } } // Initialize player player = new Player(); player.x = 2048 / 2; player.y = 2732 - 350; game.addChild(player); // POLISH: player spawn flash LK.effects.flashObject(player, 0xffffff, 300); // Give player a starting gun playerGuns = [GUNS[0]]; currentGunIndex = 0; updateGunUI(); updateInventoryUI(); // Spawn first wave spawnWave(wave); // Touch controls game.down = function (x, y, obj) { // Only start drag if touch is on player var dx = x - player.x; var dy = y - player.y; if (dx * dx + dy * dy < player.radius * player.radius * 1.5) { dragging = true; dragOffsetX = player.x - x; dragOffsetY = player.y - y; lastTouchX = x; lastTouchY = y; } }; game.move = function (x, y, obj) { if (dragging) { // Move player directly to the touch/mouse position, clamped to game area var nx = x; var ny = y; if (nx < gameArea.x + player.radius) nx = gameArea.x + player.radius; if (nx > gameArea.x + gameArea.w - player.radius) nx = gameArea.x + gameArea.w - player.radius; if (ny < gameArea.y + player.radius) ny = gameArea.y + player.radius; if (ny > gameArea.y + gameArea.h - player.radius) ny = gameArea.y + gameArea.h - player.radius; player.x = nx; player.y = ny; lastTouchX = x; lastTouchY = y; } }; game.up = function (x, y, obj) { dragging = false; }; // Tap bottom of screen to switch gun game.on('down', function (x, y, obj) { if (y > 2732 - 200) { // Switch gun if (playerGuns.length > 1) { currentGunIndex = (currentGunIndex + 1) % playerGuns.length; updateGunUI(); updateInventoryUI(); LK.getSound('gunchange').play(); // Clamp player to game area in case new gun is larger if (player.x < gameArea.x + player.radius) player.x = gameArea.x + player.radius; if (player.x > gameArea.x + gameArea.w - player.radius) player.x = gameArea.x + gameArea.w - player.radius; if (player.y < gameArea.y + player.radius) player.y = gameArea.y + player.radius; if (player.y > gameArea.y + gameArea.h - player.radius) player.y = gameArea.y + gameArea.h - player.radius; } } }); // Enemy gun fire rate control var enemyGunFireRate = 80; // Higher = slower, default 80 ticks between shots (was much faster before) var enemyGunFireTick = 0; // NEW: variables to control enemy gun speedup var enemyGunFireRateMin = 20; // Minimum allowed fire rate (fastest) var enemyGunFireRateSpeedupTicks = 0; // Ticks counter for gun speedup // Main update loop game.update = function () { // Player invulnerability if (player.invulnTicks > 0) player.invulnTicks--; // Firing fireCooldown--; if (dragging && fireCooldown <= 0) { var gun = playerGuns[currentGunIndex]; fireGun(gun); fireCooldown = gun.fireRate; } // Update bullets for (var i = bullets.length - 1; i >= 0; --i) { var b = bullets[i]; b.update(); // Remove if out of bounds if (b.x < -100 || b.x > 2148 || b.y < -100 || b.y > 2832) { b.destroy(); bullets.splice(i, 1); continue; } // Collisions if (b.fromPlayer) { // Hit enemy for (var j = enemies.length - 1; j >= 0; --j) { var e = enemies[j]; var dx = b.x - e.x; var dy = b.y - e.y; var dist = dx * dx + dy * dy; if (dist < (b.radius + e.radius) * (b.radius + e.radius)) { // Bullet hits enemy: deal damage e.hp -= b.damage; LK.getSound('enemyhit').play(); b.destroy(); bullets.splice(i, 1); if (e.hp <= 0) { // Enemy dies spawnGunDrop(e.x, e.y); // Kill animation: flash enemy red and scale up, then destroy tween(e, { scaleX: 1.7, scaleY: 1.7, alpha: 0 }, { duration: 320, easing: tween.easeOutCubic, onFinish: function onFinish() { e.destroy(); } }); enemies.splice(j, 1); score += 10; scoreTxt.setText(score); // POLISH: score pop scoreTxt.scaleX = 1.3; scoreTxt.scaleY = 1.3; tween(scoreTxt, { scaleX: 1, scaleY: 1 }, { duration: 180, easing: tween.easeOutBack }); // Win condition: player wins at 500 points if (score >= 500) { LK.effects.flashScreen(0x00ff00, 1000); LK.showYouWin(); return; } } break; } } } else { // Enemy bullet hits player var dx = b.x - player.x; var dy = b.y - player.y; var dist = dx * dx + dy * dy; if (dist < (b.radius + player.radius) * (b.radius + player.radius)) { if (player.invulnTicks <= 0) { LK.effects.flashScreen(0xff0000, 600); player.setInvulnerable(40); b.destroy(); bullets.splice(i, 1); // Game over LK.showGameOver(); return; } } } } // Update enemies // Slowly increase enemy speed multiplier every 120 ticks (~2 seconds) enemySpeedupTicks++; if (enemySpeedupTicks >= 120) { enemySpeedupTicks = 0; enemySpeedMultiplier += 0.03; // Increase speed multiplier slowly if (enemySpeedMultiplier > 3) enemySpeedMultiplier = 3; // Cap to avoid going too fast } // NEW: Slowly speed up enemy gun by decreasing fire rate every 180 ticks (~3 seconds) enemyGunFireRateSpeedupTicks++; if (enemyGunFireRateSpeedupTicks >= 180) { enemyGunFireRateSpeedupTicks = 0; if (enemyGunFireRate > enemyGunFireRateMin) { enemyGunFireRate -= 2; // Decrease fire rate (speed up gun) if (enemyGunFireRate < enemyGunFireRateMin) enemyGunFireRate = enemyGunFireRateMin; } } for (var i = enemies.length - 1; i >= 0; --i) { var e = enemies[i]; // Apply speed multiplier for this frame var origSpeed = e.speed; e.speed = origSpeed * enemySpeedMultiplier; e.update(); e.speed = origSpeed; // Restore original speed for next frame // Remove if out of bounds if (e.x < -120 || e.x > 2168 || e.y > 2832) { e.destroy(); enemies.splice(i, 1); continue; } // Enemy collides with player var dx = e.x - player.x; var dy = e.y - player.y; var dist = dx * dx + dy * dy; if (dist < (e.radius + player.radius) * (e.radius + player.radius)) { if (player.invulnTicks <= 0) { LK.effects.flashScreen(0xff0000, 600); player.setInvulnerable(40); // Game over LK.showGameOver(); return; } } // Enemy fires at player (throttled by enemyGunFireRate) if (enemyGunFireTick <= 0) { if (Math.random() < 0.008 + wave * 0.001) { var dir = Math.atan2(player.y - e.y, player.x - e.x); var eb = new Bullet(); eb.init('bullet_basic', 18 + Math.random() * 6, dir, 1, false); eb.x = e.x; eb.y = e.y; bullets.push(eb); game.addChild(eb); enemyGunFireTick = enemyGunFireRate; } } } // Update gun drops for (var i = gunDrops.length - 1; i >= 0; --i) { var g = gunDrops[i]; g.update(); // Remove if out of bounds if (g.y > 2832) { g.destroy(); gunDrops.splice(i, 1); continue; } // Pickup var dx = g.x - player.x; var dy = g.y - player.y; var dist = dx * dx + dy * dy; if (dist < (g.radius + player.radius) * (g.radius + player.radius)) { // Add gun if not already owned if (!hasGun(g.gun.id)) { playerGuns.push(g.gun); currentGunIndex = playerGuns.length - 1; updateGunUI(); updateInventoryUI(); LK.getSound('pickup').play(); // Visual feedback for pickup LK.effects.flashObject(player, 0x00ff00, 400); } g.destroy(); gunDrops.splice(i, 1); } } // Next wave if (enemies.length === 0 && gunDrops.length === 0 && ticksToNextWave <= 0) { ticksToNextWave = 60; } if (ticksToNextWave > 0) { ticksToNextWave--; if (ticksToNextWave === 0) { wave++; spawnWave(wave); // (Wave UI update/animation removed) } } }; // Helper: fire gun function fireGun(gun) { for (var i = 0; i < gun.bulletsPerShot; ++i) { var b = new Bullet(); var spread = gun.spread * (Math.random() - 0.5); var dir = -Math.PI / 2 + spread + (gun.bulletsPerShot > 1 ? (i - (gun.bulletsPerShot - 1) / 2) * gun.spread : 0); b.init(gun.bulletAsset, gun.bulletSpeed, dir, gun.damage, true); b.x = player.x; b.y = player.y - player.radius; bullets.push(b); game.addChild(b); } LK.getSound('shoot').play(); } // Helper: spawn wave function spawnWave(w) { var n = 3 + Math.floor(w * 1.5); for (var i = 0; i < n; ++i) { // Choose enemy type: more tanks and fast enemies as wave increases var typeRand = Math.random(); var e; if (w > 2 && typeRand < Math.min(0.18 + w * 0.01, 0.33)) { // Tank enemy e = new EnemyTank(); e.hp = 6 + Math.floor(w / 2); e.speed = 2 + Math.random() * 0.8 + w * 0.04; } else if (w > 1 && typeRand < Math.min(0.45 + w * 0.01, 0.6)) { // Fast enemy e = new EnemyFast(); e.hp = 1 + Math.floor(w / 4); e.speed = 8 + Math.random() * 2.5 + w * 0.12; } else { // Normal enemy e = new Enemy(); e.hp = 2 + Math.floor(w / 2); e.speed = 2 + Math.random() * 1.5 + w * 0.08; } e.x = 200 + Math.random() * (2048 - 400); e.y = -100 - Math.random() * 200; // Add enemy to the game scene so it is visible game.addChild(e); enemies.push(e); // POLISH: spawn flash LK.effects.flashObject(e, 0xffffff, 200); } } // Helper: spawn gun drop function spawnGunDrop(x, y) { // 50% chance to drop a gun, only if player doesn't have all guns if (playerGuns.length >= GUNS.length) return; if (Math.random() < 0.5) { var exclude = []; for (var i = 0; i < playerGuns.length; ++i) exclude.push(playerGuns[i].id); var gun = getRandomGun(exclude); var g = new GunDrop(); g.x = x; g.y = y; g.setGun(gun); gunDrops.push(g); game.addChild(g); } } // Helper: update gun UI function updateGunUI() { var gun = playerGuns[currentGunIndex]; gunTxt.setText("Gun: " + gun.name + " (Tap here to switch)"); gunTxt.setStyle({ fill: "#" + gun.color.toString(16) }); updateInventoryUI(); } // Helper: has gun function hasGun(id) { for (var i = 0; i < playerGuns.length; ++i) if (playerGuns[i].id === id) return true; return false; }
===================================================================
--- original.js
+++ change.js
@@ -37,19 +37,97 @@
self.y += Math.sin(self.dir) * self.speed;
};
return self;
});
-// Normal enemy (red box, default)
+// Normal enemy (person-like, red shirt)
var Enemy = Container.expand(function () {
var self = Container.call(this);
- var body = self.attachAsset('enemy', {
+ // Head
+ var head = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5,
- width: 60,
- height: 60,
- color: 0xc0392b
+ width: 28,
+ height: 28,
+ y: -32,
+ color: 0xffe0b2,
+ shape: 'ellipse'
});
- self.radius = 30;
+ // Eyes
+ var leye = self.attachAsset('enemy', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ width: 5,
+ height: 5,
+ x: -6,
+ y: -36,
+ color: 0x222222,
+ shape: 'ellipse'
+ });
+ var reye = self.attachAsset('enemy', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ width: 5,
+ height: 5,
+ x: 6,
+ y: -36,
+ color: 0x222222,
+ shape: 'ellipse'
+ });
+ // Body
+ var body = self.attachAsset('enemy', {
+ anchorX: 0.5,
+ anchorY: 0.0,
+ width: 22,
+ height: 38,
+ y: -18,
+ color: 0xc0392b,
+ shape: 'box'
+ });
+ // Left arm
+ var larm = self.attachAsset('enemy', {
+ anchorX: 0.5,
+ anchorY: 0.0,
+ width: 7,
+ height: 24,
+ x: -16,
+ y: -12,
+ color: 0xffe0b2,
+ shape: 'box'
+ });
+ // Right arm
+ var rarm = self.attachAsset('enemy', {
+ anchorX: 0.5,
+ anchorY: 0.0,
+ width: 7,
+ height: 24,
+ x: 16,
+ y: -12,
+ color: 0xffe0b2,
+ shape: 'box'
+ });
+ // Left leg
+ var lleg = self.attachAsset('enemy', {
+ anchorX: 0.5,
+ anchorY: 0.0,
+ width: 7,
+ height: 22,
+ x: -7,
+ y: 20,
+ color: 0x222222,
+ shape: 'box'
+ });
+ // Right leg
+ var rleg = self.attachAsset('enemy', {
+ anchorX: 0.5,
+ anchorY: 0.0,
+ width: 7,
+ height: 22,
+ x: 7,
+ y: 20,
+ color: 0x222222,
+ shape: 'box'
+ });
+ self.radius = 28;
self.hp = 2;
self.enemyType = "normal";
self.dir = Math.PI / 2 + (Math.random() - 0.5) * 0.5;
self.speed = 4 + Math.random() * 2;
@@ -58,20 +136,97 @@
self.y += Math.sin(self.dir) * self.speed;
};
return self;
});
-// Fast enemy (blue ellipse, less HP, faster)
+// Fast enemy (person-like, blue shirt, smaller)
var EnemyFast = Container.expand(function () {
var self = Container.call(this);
- var body = self.attachAsset('enemy', {
+ // Head
+ var head = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5,
- width: 40,
- height: 40,
- color: 0x2980b9,
+ width: 18,
+ height: 18,
+ y: -20,
+ color: 0xffe0b2,
shape: 'ellipse'
});
- self.radius = 20;
+ // Eyes
+ var leye = self.attachAsset('enemy', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ width: 3,
+ height: 3,
+ x: -4,
+ y: -22,
+ color: 0x222222,
+ shape: 'ellipse'
+ });
+ var reye = self.attachAsset('enemy', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ width: 3,
+ height: 3,
+ x: 4,
+ y: -22,
+ color: 0x222222,
+ shape: 'ellipse'
+ });
+ // Body
+ var body = self.attachAsset('enemy', {
+ anchorX: 0.5,
+ anchorY: 0.0,
+ width: 13,
+ height: 24,
+ y: -10,
+ color: 0x2980b9,
+ shape: 'box'
+ });
+ // Left arm
+ var larm = self.attachAsset('enemy', {
+ anchorX: 0.5,
+ anchorY: 0.0,
+ width: 4,
+ height: 14,
+ x: -10,
+ y: -6,
+ color: 0xffe0b2,
+ shape: 'box'
+ });
+ // Right arm
+ var rarm = self.attachAsset('enemy', {
+ anchorX: 0.5,
+ anchorY: 0.0,
+ width: 4,
+ height: 14,
+ x: 10,
+ y: -6,
+ color: 0xffe0b2,
+ shape: 'box'
+ });
+ // Left leg
+ var lleg = self.attachAsset('enemy', {
+ anchorX: 0.5,
+ anchorY: 0.0,
+ width: 4,
+ height: 12,
+ x: -4,
+ y: 12,
+ color: 0x222222,
+ shape: 'box'
+ });
+ // Right leg
+ var rleg = self.attachAsset('enemy', {
+ anchorX: 0.5,
+ anchorY: 0.0,
+ width: 4,
+ height: 12,
+ x: 4,
+ y: 12,
+ color: 0x222222,
+ shape: 'box'
+ });
+ self.radius = 18;
self.hp = 1;
self.enemyType = "fast";
self.dir = Math.PI / 2 + (Math.random() - 0.5) * 0.5;
self.speed = 8 + Math.random() * 2.5;
@@ -80,19 +235,97 @@
self.y += Math.sin(self.dir) * self.speed;
};
return self;
});
-// Tank enemy (green, big, more HP, slower)
+// Tank enemy (person-like, green shirt, big)
var EnemyTank = Container.expand(function () {
var self = Container.call(this);
- var body = self.attachAsset('enemy', {
+ // Head
+ var head = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5,
- width: 90,
- height: 90,
- color: 0x27ae60
+ width: 38,
+ height: 38,
+ y: -48,
+ color: 0xffe0b2,
+ shape: 'ellipse'
});
- self.radius = 45;
+ // Eyes
+ var leye = self.attachAsset('enemy', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ width: 7,
+ height: 7,
+ x: -10,
+ y: -54,
+ color: 0x222222,
+ shape: 'ellipse'
+ });
+ var reye = self.attachAsset('enemy', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ width: 7,
+ height: 7,
+ x: 10,
+ y: -54,
+ color: 0x222222,
+ shape: 'ellipse'
+ });
+ // Body
+ var body = self.attachAsset('enemy', {
+ anchorX: 0.5,
+ anchorY: 0.0,
+ width: 32,
+ height: 60,
+ y: -20,
+ color: 0x27ae60,
+ shape: 'box'
+ });
+ // Left arm
+ var larm = self.attachAsset('enemy', {
+ anchorX: 0.5,
+ anchorY: 0.0,
+ width: 12,
+ height: 36,
+ x: -26,
+ y: -10,
+ color: 0xffe0b2,
+ shape: 'box'
+ });
+ // Right arm
+ var rarm = self.attachAsset('enemy', {
+ anchorX: 0.5,
+ anchorY: 0.0,
+ width: 12,
+ height: 36,
+ x: 26,
+ y: -10,
+ color: 0xffe0b2,
+ shape: 'box'
+ });
+ // Left leg
+ var lleg = self.attachAsset('enemy', {
+ anchorX: 0.5,
+ anchorY: 0.0,
+ width: 12,
+ height: 28,
+ x: -10,
+ y: 44,
+ color: 0x222222,
+ shape: 'box'
+ });
+ // Right leg
+ var rleg = self.attachAsset('enemy', {
+ anchorX: 0.5,
+ anchorY: 0.0,
+ width: 12,
+ height: 28,
+ x: 10,
+ y: 44,
+ color: 0x222222,
+ shape: 'box'
+ });
+ self.radius = 38;
self.hp = 6;
self.enemyType = "tank";
self.dir = Math.PI / 2 + (Math.random() - 0.5) * 0.5;
self.speed = 2 + Math.random() * 1.2;