User prompt
separar los botones de jugar y seleccion de personaje.
User prompt
agregar la imagen de jugador4 a la pantalla de seleccion de personaje.
User prompt
al presionar el boton seleccion de personaje se vera otra pantalla donde apareceran las imagenes de jugador, jugador 2 y jugador 3. debajo de las imagenes aparecera un boton de jugar, al presionarlo se comenzara el juego dependiendo de que imagen halla presionado el jugador.
User prompt
agregue un botón que diga selección de personaje debajo del botón jugar en la pantalla de inicio.
User prompt
borrar la imagen detras del boton de inicio.
User prompt
crear una pantalla de inicio del juego con el titulo en grande y debajo del titulo un boton para iniciar el juego.
User prompt
el enemigo jefe aparecerá cada 2 minutos de juego. aparecerán 2 enemigos jefe al mismo tiempo. cuando aparezcan no aparecerán otros enemigos. cuando los 2 enemigos sean derrotados volverán a aparecer los enemigos normales. se repetirá el ciclo.
User prompt
si 5 enemigos sobrepasan el lado izquierdo de la pantalla el jugador pierde el juego.
User prompt
los power-up aparecen cada 5 segundos.
User prompt
enemigo rapido radio de colision 85 pixeles. enemigo escudo radio de colision 90 pixeles.
User prompt
enemigo normal radio de colision 80 pixeles.
User prompt
el enemigo normal dispara cada 3 segundos. el enemigo rapido dispara cada 2 segundos.
User prompt
aparecen objetos que ayudan al jugador.
User prompt
los enemigos disparan con menor frecuencia.
User prompt
las balas ya no persiguen al jugador.
User prompt
garantizar el orden de inicialización adecuado: - Inicializar todas las `lastX`, `lastY` y otras variables de seguimiento en el constructor de la clase - Añadir comprobaciones nulas antes de utilizar estas variables en los métodos de actualización - Utilizar indicadores de inicialización para omitir la lógica en el primer fotograma si es necesario.
User prompt
utilizar patrones de iteración más seguros: - Continuar usando la iteración inversa (lo cual es correcto) - Considerar el uso de matrices "toRemove" independientes y procesarlas después de la iteración - Añadir comprobaciones de seguridad antes de acceder a los elementos de la matriz.
User prompt
Ajusta los valores alfa a rangos válidos: - Para enemigos jefes: asegúrate de que el alfa nunca baje de 0,3 ni supere 1,0 - Para enemigos con escudo: asegúrate de que el alfa se mantenga dentro del rango de 0,5 a 1,0 - Usa `Math.max()` y `Math.min()` para aplicar estos límites.
User prompt
Haz que las posiciones de aparición de balas sean relativas al tamaño y tipo de enemigo: - Calcula el desplazamiento de aparición según el ancho del enemigo: `enemy.x - (enemy.width/2 + bulletOffset)` - Usa una lógica consistente para todos los tipos de enemigos en lugar de valores codificados como -30 o -60.
User prompt
Ajusta los límites de rebote para tener en cuenta el tamaño escalado del jefe: - En lugar de rebotar entre 200 y 2532, calcula los límites según la altura real del jefe después de escalar. - Usa límites como `(boss.height/2 + margin)` para la parte superior y `(2732 - boss.height/2 - margin)` para la parte inferior. Esto garantiza que el jefe permanezca completamente visible dentro de los límites de la pantalla.
User prompt
Implementar una limpieza adecuada: - Agregar métodos de limpieza a las clases enemigas que eliminen adecuadamente los recursos - Asegurarse de que se borren todas las referencias cuando se destruyan los enemigos - Monitorear los tamaños de las matrices e implementar límites si es necesario.
User prompt
Implementa la limpieza diferida:- Marcar balas y enemigos para eliminarlos en lugar de destruirlos inmediatamente - Limpiar objetos marcados al final del bucle de actualización.
User prompt
Estandariza la detección de colisiones: - Usa radios de colisión consistentes para tipos de interacción similares - Haz que los radios de colisión sean proporcionales al tamaño y tipo de enemigo - Considera usar diferentes radios para diferentes niveles de amenaza (balas vs. contacto directo).
User prompt
Añadir un manejo de reserva adecuado: - Comprobar si la distancia es mayor que un umbral mínimo (p. ej., 1.0) antes de normalizar - Proporcionar direcciones predeterminadas significativas en lugar de reservas arbitrarias - Añadir protectores para evitar la división por números muy pequeños.
User prompt
Implementar optimización espacial: - Solo comprobar colisiones de enemigos y balas que estén dentro de los límites de la pantalla - Usar comprobaciones de cuadro delimitador antes de realizar cálculos de distancia costosos - Considerar dividir la pantalla en zonas y solo comprobar colisiones dentro de las zonas relevantes - Ordenar las entidades por posición para permitir la terminación temprana de los bucles de colisión.
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var BossEnemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('jefe', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2,
scaleY: 2
});
self.speed = -1; // Very slow
self.lastX = self.x; // Initialize in constructor
self.lastY = self.y; // Initialize in constructor
self.shootCooldown = 0;
self.health = 10; // Takes 10 hits to destroy
self.verticalSpeed = 2;
self.verticalDirection = 1;
self.isFirstFrame = true; // Initialization flag
self.update = function () {
// Skip first frame logic to ensure proper initialization
if (self.isFirstFrame) {
self.isFirstFrame = false;
return; // Skip first frame to avoid premature trigger
}
// Move enemy left
self.x += self.speed;
// Move vertically up and down
self.y += self.verticalSpeed * self.verticalDirection;
// Calculate bounds based on scaled boss height to keep it fully visible
var margin = 50; // Safety margin
var scaledHeight = 126 * 2; // Original height * scale factor
var topBound = scaledHeight / 2 + margin;
var bottomBound = 2732 - scaledHeight / 2 - margin;
if (self.y <= topBound || self.y >= bottomBound) {
self.verticalDirection *= -1;
}
// Update shooting cooldown
if (self.shootCooldown > 0) {
self.shootCooldown--;
}
// Update last values for next frame
self.lastX = self.x;
self.lastY = self.y;
};
self.canShoot = function () {
return self.shootCooldown <= 0;
};
self.shoot = function () {
if (self.canShoot()) {
self.shootCooldown = 60; // Slower shooting
return true;
}
return false;
};
self.takeDamage = function () {
self.health--;
// Visual feedback for taking damage
enemyGraphics.alpha = Math.max(0.3, Math.min(1.0, 0.3 + self.health / 10 * 0.7));
return self.health <= 0;
};
self.cleanup = function () {
// Clear any references and reset properties
self.lastX = undefined;
self.lastY = undefined;
self.shootCooldown = 0;
self.speed = 0;
self.health = 0;
self.verticalSpeed = 0;
self.verticalDirection = 1;
self.isFirstFrame = true;
// Remove from parent if still attached
if (self.parent) {
self.parent.removeChild(self);
}
};
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 = 8;
self.lastX = self.x; // Initialize in constructor
self.lastY = self.y; // Initialize in constructor
self.directionX = 1; // Default horizontal direction
self.directionY = 0; // Default no vertical movement
self.update = function () {
// Null checks for safety
if (self.lastX === null || self.lastX === undefined) self.lastX = self.x;
if (self.lastY === null || self.lastY === undefined) self.lastY = self.y;
// Set bullet rotation based on direction
var angle = Math.atan2(self.directionY, self.directionX);
bulletGraphics.rotation = angle;
self.x += self.speed * self.directionX;
self.y += self.speed * self.directionY;
self.lastX = self.x;
self.lastY = self.y;
};
self.cleanup = function () {
// Clear any references and reset properties
self.lastX = undefined;
self.lastY = undefined;
self.speed = 0;
self.directionX = 0;
self.directionY = 0;
// Remove from parent if still attached
if (self.parent) {
self.parent.removeChild(self);
}
};
return self;
});
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -3;
self.lastX = self.x; // Initialize in constructor
self.shootCooldown = 0;
self.isFirstFrame = true; // Initialization flag
self.update = function () {
// Skip first frame logic to ensure proper initialization
if (self.isFirstFrame) {
self.isFirstFrame = false;
return; // Skip first frame to avoid premature trigger
}
// Move enemy left
self.x += self.speed;
// Update shooting cooldown
if (self.shootCooldown > 0) {
self.shootCooldown--;
}
// Update lastX for next frame
self.lastX = self.x;
};
self.canShoot = function () {
return self.shootCooldown <= 0;
};
self.shoot = function () {
if (self.canShoot()) {
self.shootCooldown = 180; // 3 second cooldown
return true;
}
return false;
};
self.cleanup = function () {
// Clear any references and reset properties
self.lastX = undefined;
self.shootCooldown = 0;
self.speed = 0;
self.isFirstFrame = true;
// Remove from parent if still attached
if (self.parent) {
self.parent.removeChild(self);
}
};
return self;
});
var EnemyBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 6;
self.lastX = self.x; // Initialize in constructor
self.lastY = self.y; // Initialize in constructor
self.directionX = -1; // Default moving left
self.directionY = 0; // Default no vertical movement
self.update = function () {
// Null checks for safety
if (self.lastX === null || self.lastX === undefined) self.lastX = self.x;
if (self.lastY === null || self.lastY === undefined) self.lastY = self.y;
// Set bullet rotation based on direction
var angle = Math.atan2(self.directionY, self.directionX);
bulletGraphics.rotation = angle;
self.x += self.speed * self.directionX;
self.y += self.speed * self.directionY;
self.lastX = self.x;
self.lastY = self.y;
};
self.cleanup = function () {
// Clear any references and reset properties
self.lastX = undefined;
self.lastY = undefined;
self.speed = 0;
self.directionX = 0;
self.directionY = 0;
// Remove from parent if still attached
if (self.parent) {
self.parent.removeChild(self);
}
};
return self;
});
var FastEnemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemigorapido', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -6; // Faster than regular enemy
self.lastX = self.x; // Initialize in constructor
self.shootCooldown = 0;
self.isFirstFrame = true; // Initialization flag
self.update = function () {
// Skip first frame logic to ensure proper initialization
if (self.isFirstFrame) {
self.isFirstFrame = false;
return; // Skip first frame to avoid premature trigger
}
// Move enemy left
self.x += self.speed;
// Update shooting cooldown
if (self.shootCooldown > 0) {
self.shootCooldown--;
}
// Update lastX for next frame
self.lastX = self.x;
};
self.canShoot = function () {
return self.shootCooldown <= 0;
};
self.shoot = function () {
if (self.canShoot()) {
self.shootCooldown = 120; // 2 second cooldown
return true;
}
return false;
};
self.cleanup = function () {
// Clear any references and reset properties
self.lastX = undefined;
self.shootCooldown = 0;
self.speed = 0;
self.isFirstFrame = true;
// Remove from parent if still attached
if (self.parent) {
self.parent.removeChild(self);
}
};
return self;
});
var HealthPowerup = Container.expand(function () {
var self = Container.call(this);
var powerupGraphics = self.attachAsset('healthPowerup', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -2;
self.lastX = self.x;
self.lastY = self.y;
self.bobOffset = 0;
self.isFirstFrame = true;
self.update = function () {
if (self.isFirstFrame) {
self.isFirstFrame = false;
return;
}
// Move left
self.x += self.speed;
// Bob up and down for visual appeal
self.bobOffset += 0.1;
powerupGraphics.y = Math.sin(self.bobOffset) * 10;
// Gentle rotation
powerupGraphics.rotation += 0.02;
self.lastX = self.x;
self.lastY = self.y;
};
self.cleanup = function () {
self.lastX = undefined;
self.lastY = undefined;
self.speed = 0;
self.isFirstFrame = true;
if (self.parent) {
self.parent.removeChild(self);
}
};
return self;
});
var Player = Container.expand(function () {
var self = Container.call(this);
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
self.shootCooldown = 0;
self.update = function () {
if (self.shootCooldown > 0) {
self.shootCooldown--;
}
// Update shield visual effect
if (playerShieldTime > 0) {
// Pulsing blue tint when shielded
var pulse = Math.sin(LK.ticks * 0.3) * 0.3 + 0.7;
playerGraphics.tint = 0x4488ff;
playerGraphics.alpha = pulse;
} else {
// Normal appearance
playerGraphics.tint = 0xffffff;
playerGraphics.alpha = 1.0;
}
};
self.canShoot = function () {
return self.shootCooldown <= 0;
};
self.shoot = function () {
if (self.canShoot()) {
// Faster shooting with weapon upgrades
var cooldown = Math.max(5, 10 - (playerWeaponLevel - 1) * 2);
self.shootCooldown = cooldown;
return playerWeaponLevel; // Return weapon level for multi-shot
}
return 0;
};
return self;
});
var ShieldEnemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemigoescudo', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -2; // Slower than regular enemy
self.lastX = self.x; // Initialize in constructor
self.shootCooldown = 0;
self.health = 3; // Takes 3 hits to destroy
self.isFirstFrame = true; // Initialization flag
self.update = function () {
// Skip first frame logic to ensure proper initialization
if (self.isFirstFrame) {
self.isFirstFrame = false;
return; // Skip first frame to avoid premature trigger
}
// Move enemy left
self.x += self.speed;
// Update shooting cooldown
if (self.shootCooldown > 0) {
self.shootCooldown--;
}
// Update lastX for next frame
self.lastX = self.x;
};
self.canShoot = function () {
return self.shootCooldown <= 0;
};
self.shoot = function () {
if (self.canShoot()) {
self.shootCooldown = 150; // Much slower shooting
return true;
}
return false;
};
self.takeDamage = function () {
self.health--;
// Visual feedback for taking damage
enemyGraphics.alpha = Math.max(0.5, Math.min(1.0, 0.5 + self.health / 3 * 0.5));
return self.health <= 0;
};
self.cleanup = function () {
// Clear any references and reset properties
self.lastX = undefined;
self.shootCooldown = 0;
self.speed = 0;
self.health = 0;
self.isFirstFrame = true;
// Remove from parent if still attached
if (self.parent) {
self.parent.removeChild(self);
}
};
return self;
});
var ShieldPowerup = Container.expand(function () {
var self = Container.call(this);
var powerupGraphics = self.attachAsset('shieldPowerup', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -2;
self.lastX = self.x;
self.lastY = self.y;
self.bobOffset = 0;
self.isFirstFrame = true;
self.update = function () {
if (self.isFirstFrame) {
self.isFirstFrame = false;
return;
}
// Move left
self.x += self.speed;
// Bob up and down for visual appeal
self.bobOffset += 0.15;
powerupGraphics.y = Math.sin(self.bobOffset) * 15;
// Pulsing effect
var pulse = Math.sin(self.bobOffset * 2) * 0.2 + 1.0;
powerupGraphics.scaleX = pulse;
powerupGraphics.scaleY = pulse;
self.lastX = self.x;
self.lastY = self.y;
};
self.cleanup = function () {
self.lastX = undefined;
self.lastY = undefined;
self.speed = 0;
self.isFirstFrame = true;
if (self.parent) {
self.parent.removeChild(self);
}
};
return self;
});
var WeaponPowerup = Container.expand(function () {
var self = Container.call(this);
var powerupGraphics = self.attachAsset('weaponPowerup', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -2;
self.lastX = self.x;
self.lastY = self.y;
self.bobOffset = 0;
self.isFirstFrame = true;
self.update = function () {
if (self.isFirstFrame) {
self.isFirstFrame = false;
return;
}
// Move left
self.x += self.speed;
// Bob up and down for visual appeal
self.bobOffset += 0.12;
powerupGraphics.y = Math.sin(self.bobOffset) * 12;
// Spinning effect
powerupGraphics.rotation += 0.05;
self.lastX = self.x;
self.lastY = self.y;
};
self.cleanup = function () {
self.lastX = undefined;
self.lastY = undefined;
self.speed = 0;
self.isFirstFrame = true;
if (self.parent) {
self.parent.removeChild(self);
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x1a1a2e
});
/****
* Game Code
****/
var player = new Player();
var enemies = [];
var fastEnemies = [];
var shieldEnemies = [];
var bossEnemies = [];
var bullets = [];
var enemyBullets = [];
var enemySpawnTimer = 0;
var enemySpawnRate = 120; // Start spawning every 2 seconds (120 frames)
var difficultyTimer = 0;
var playerLives = 3;
var playerShieldTime = 0; // Shield duration in frames
var playerWeaponLevel = 1; // Weapon upgrade level (1-3)
var playerWeaponTime = 0; // Weapon upgrade duration in frames
// Power-up arrays
var healthPowerups = [];
var shieldPowerups = [];
var weaponPowerups = [];
var powerupSpawnTimer = 0;
var powerupSpawnRate = 300; // Spawn every 5 seconds
var enemiesEscaped = 0; // Track how many enemies have escaped
// Arrays to track objects marked for removal (using object references for safer iteration)
var bulletsToRemove = [];
var healthPowerupsToRemove = [];
var shieldPowerupsToRemove = [];
var weaponPowerupsToRemove = [];
var enemyBulletsToRemove = [];
var enemiesToRemove = [];
var fastEnemiesToRemove = [];
var shieldEnemiesToRemove = [];
var bossEnemiesToRemove = [];
// Position player in bottom-left corner of screen
player.x = 150;
player.y = 2732 - 150; // Near bottom with some margin
game.addChild(player);
// Create score display
var scoreTxt = new Text2('0', {
size: 100,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
scoreTxt.setText(LK.getScore());
// Create lives display
var livesTxt = new Text2('Lives: 3', {
size: 80,
fill: 0xFFFFFF
});
livesTxt.anchor.set(0, 0);
livesTxt.x = 120;
livesTxt.y = 20;
LK.gui.topLeft.addChild(livesTxt);
var isDragging = false;
// Touch/mouse down - start dragging and shoot
game.down = function (x, y, obj) {
isDragging = true;
// Move player to touch position (constrain to vertical movement)
player.y = Math.max(100, Math.min(2732 - 100, y));
var weaponLevel = player.shoot();
if (weaponLevel > 0) {
// Calculate direction vector from player to tap position
var deltaX = x - player.x;
var deltaY = y - player.y;
var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY);
var directionX = 1;
var directionY = 0;
if (distance > 1.0) {
directionX = deltaX / distance;
directionY = deltaY / distance;
}
// Create bullets based on weapon level
for (var w = 0; w < weaponLevel; w++) {
var bullet = new Bullet();
bullet.x = player.x + 40; // Spawn slightly ahead of player
bullet.y = player.y - 40 + (w - Math.floor(weaponLevel / 2)) * 20; // Spread bullets vertically
bullet.lastX = bullet.x;
bullet.lastY = bullet.y;
// Slight angle variation for multiple bullets
var angleOffset = (w - Math.floor(weaponLevel / 2)) * 0.2;
var cos = Math.cos(angleOffset);
var sin = Math.sin(angleOffset);
bullet.directionX = directionX * cos - directionY * sin;
bullet.directionY = directionX * sin + directionY * cos;
bullets.push(bullet);
game.addChild(bullet);
}
LK.getSound('shoot').play();
}
};
// Touch/mouse move - move player vertically while dragging
game.move = function (x, y, obj) {
if (isDragging) {
// Move player to touch position (constrain to vertical movement)
player.y = Math.max(100, Math.min(2732 - 100, y));
}
};
// Touch/mouse up - stop dragging
game.up = function (x, y, obj) {
isDragging = false;
};
game.update = function () {
// Update enemy spawn timer and difficulty
enemySpawnTimer++;
difficultyTimer++;
powerupSpawnTimer++;
// Update power-up timers
if (playerShieldTime > 0) {
playerShieldTime--;
}
if (playerWeaponTime > 0) {
playerWeaponTime--;
if (playerWeaponTime <= 0) {
playerWeaponLevel = 1; // Reset to normal weapon
}
}
// Increase difficulty every 10 seconds (600 frames)
if (difficultyTimer % 600 === 0 && enemySpawnRate > 30) {
enemySpawnRate -= 10; // Spawn enemies more frequently
}
// Spawn enemies
if (enemySpawnTimer >= enemySpawnRate) {
var spawnType = Math.random();
var spawnY = Math.random() * (2732 - 200) + 100;
if (spawnType < 0.5) {
// 50% chance for regular enemy
var enemy = new Enemy();
enemy.x = 2048 + 30;
enemy.y = spawnY;
enemy.lastX = enemy.x;
enemies.push(enemy);
game.addChild(enemy);
} else if (spawnType < 0.75) {
// 25% chance for fast enemy
var fastEnemy = new FastEnemy();
fastEnemy.x = 2048 + 30;
fastEnemy.y = spawnY;
fastEnemy.lastX = fastEnemy.x;
fastEnemies.push(fastEnemy);
game.addChild(fastEnemy);
} else if (spawnType < 0.95) {
// 20% chance for shield enemy
var shieldEnemy = new ShieldEnemy();
shieldEnemy.x = 2048 + 30;
shieldEnemy.y = spawnY;
shieldEnemy.lastX = shieldEnemy.x;
shieldEnemies.push(shieldEnemy);
game.addChild(shieldEnemy);
} else {
// 5% chance for boss enemy
var bossEnemy = new BossEnemy();
bossEnemy.x = 2048 + 30;
bossEnemy.y = spawnY;
bossEnemy.lastX = bossEnemy.x;
bossEnemies.push(bossEnemy);
game.addChild(bossEnemy);
}
enemySpawnTimer = 0;
}
// Spawn power-ups
if (powerupSpawnTimer >= powerupSpawnRate) {
var powerupType = Math.random();
var spawnY = Math.random() * (2732 - 200) + 100;
if (powerupType < 0.4) {
// 40% chance for health power-up
var healthPowerup = new HealthPowerup();
healthPowerup.x = 2048 + 30;
healthPowerup.y = spawnY;
healthPowerup.lastX = healthPowerup.x;
healthPowerup.lastY = healthPowerup.y;
healthPowerups.push(healthPowerup);
game.addChild(healthPowerup);
} else if (powerupType < 0.7) {
// 30% chance for shield power-up
var shieldPowerup = new ShieldPowerup();
shieldPowerup.x = 2048 + 30;
shieldPowerup.y = spawnY;
shieldPowerup.lastX = shieldPowerup.x;
shieldPowerup.lastY = shieldPowerup.y;
shieldPowerups.push(shieldPowerup);
game.addChild(shieldPowerup);
} else {
// 30% chance for weapon power-up
var weaponPowerup = new WeaponPowerup();
weaponPowerup.x = 2048 + 30;
weaponPowerup.y = spawnY;
weaponPowerup.lastX = weaponPowerup.x;
weaponPowerup.lastY = weaponPowerup.y;
weaponPowerups.push(weaponPowerup);
game.addChild(weaponPowerup);
}
powerupSpawnTimer = 0;
}
// Update and check bullets
for (var i = bullets.length - 1; i >= 0; i--) {
var bullet = bullets[i];
// Mark bullets that go off screen for removal
if (bullet.x > 2048 + 50 || bullet.y < -50) {
bulletsToRemove.push(bullet);
continue;
}
// Skip collision detection for bullets outside meaningful collision zones
if (bullet.x < -50 || bullet.x > 2100 || bullet.y < -50 || bullet.y > 2800) {
continue;
}
// Check bullet vs enemy collisions
var bulletHit = false;
// Check regular enemies
for (var j = enemies.length - 1; j >= 0; j--) {
var enemy = enemies[j];
// Skip enemies outside collision zone (bounding box check)
if (enemy.x < -250 || enemy.x > 2100 || enemy.y < -50 || enemy.y > 2800) {
continue;
}
// Check bullet collision with regular enemy using distance-based detection
var deltaX = bullet.x - enemy.x;
var deltaY = bullet.y - enemy.y;
var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY);
if (distance < 80) {
// 80px collision radius for regular enemies
// Bullet hit enemy
LK.setScore(LK.getScore() + 10);
scoreTxt.setText(LK.getScore());
// Check for victory condition
if (LK.getScore() >= 10000) {
LK.showYouWin();
return;
}
// Visual feedback
tween(enemy, {
scaleX: 1.5,
scaleY: 1.5,
alpha: 0
}, {
duration: 200,
onFinish: function onFinish() {
if (enemy.parent) {
enemy.destroy();
}
}
});
enemiesToRemove.push(enemy);
bulletsToRemove.push(bullet);
bulletHit = true;
LK.getSound('hit').play();
break;
}
}
// Check fast enemies
for (var j = fastEnemies.length - 1; j >= 0; j--) {
var fastEnemy = fastEnemies[j];
// Skip fast enemies outside collision zone (bounding box check)
if (fastEnemy.x < -250 || fastEnemy.x > 2100 || fastEnemy.y < -50 || fastEnemy.y > 2800) {
continue;
}
// Check bullet collision with fast enemy using distance-based detection
var deltaX = bullet.x - fastEnemy.x;
var deltaY = bullet.y - fastEnemy.y;
var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY);
if (distance < 85) {
// 85px collision radius for fast enemies
LK.setScore(LK.getScore() + 15);
scoreTxt.setText(LK.getScore());
if (LK.getScore() >= 10000) {
LK.showYouWin();
return;
}
tween(fastEnemy, {
scaleX: 1.5,
scaleY: 1.5,
alpha: 0
}, {
duration: 200,
onFinish: function onFinish() {
if (fastEnemy.parent) {
fastEnemy.destroy();
}
}
});
fastEnemiesToRemove.push(fastEnemy);
bulletsToRemove.push(bullet);
bulletHit = true;
LK.getSound('hit').play();
break;
}
}
// Check shield enemies
for (var j = shieldEnemies.length - 1; j >= 0; j--) {
var shieldEnemy = shieldEnemies[j];
// Skip shield enemies outside collision zone (bounding box check)
if (shieldEnemy.x < -250 || shieldEnemy.x > 2100 || shieldEnemy.y < -50 || shieldEnemy.y > 2800) {
continue;
}
// Check bullet collision with shield enemy using distance-based detection
var deltaX = bullet.x - shieldEnemy.x;
var deltaY = bullet.y - shieldEnemy.y;
var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY);
if (distance < 90) {
// 90px collision radius for shield enemies (larger due to shield)
if (shieldEnemy.takeDamage()) {
LK.setScore(LK.getScore() + 30);
scoreTxt.setText(LK.getScore());
if (LK.getScore() >= 10000) {
LK.showYouWin();
return;
}
tween(shieldEnemy, {
scaleX: 1.5,
scaleY: 1.5,
alpha: 0
}, {
duration: 200,
onFinish: function onFinish() {
if (shieldEnemy.parent) {
shieldEnemy.destroy();
}
}
});
shieldEnemiesToRemove.push(shieldEnemy);
} else {
LK.setScore(LK.getScore() + 5);
scoreTxt.setText(LK.getScore());
}
bulletsToRemove.push(bullet);
bulletHit = true;
LK.getSound('hit').play();
break;
}
}
// Check boss enemies
for (var j = bossEnemies.length - 1; j >= 0; j--) {
var bossEnemy = bossEnemies[j];
// Skip boss enemies outside collision zone (bounding box check)
if (bossEnemy.x < -250 || bossEnemy.x > 2100 || bossEnemy.y < -50 || bossEnemy.y > 2800) {
continue;
}
// Check bullet collision with boss enemy using distance-based detection
var deltaX = bullet.x - bossEnemy.x;
var deltaY = bullet.y - bossEnemy.y;
var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY);
if (distance < 80) {
// 80px collision radius for boss enemies (much larger due to 2x scale and boss status)
if (bossEnemy.takeDamage()) {
LK.setScore(LK.getScore() + 100);
scoreTxt.setText(LK.getScore());
if (LK.getScore() >= 10000) {
LK.showYouWin();
return;
}
tween(bossEnemy, {
scaleX: 3,
scaleY: 3,
alpha: 0
}, {
duration: 500,
onFinish: function onFinish() {
if (bossEnemy.parent) {
bossEnemy.destroy();
}
}
});
bossEnemiesToRemove.push(bossEnemy);
} else {
LK.setScore(LK.getScore() + 10);
scoreTxt.setText(LK.getScore());
}
bulletsToRemove.push(bullet);
bulletHit = true;
LK.getSound('hit').play();
break;
}
}
if (bulletHit) continue;
}
// Update and check enemy bullets
for (var m = enemyBullets.length - 1; m >= 0; m--) {
var enemyBullet = enemyBullets[m];
// Mark enemy bullets that go off screen for removal
if (enemyBullet.x < -50 || enemyBullet.y < -50 || enemyBullet.y > 2732 + 50) {
enemyBulletsToRemove.push(enemyBullet);
continue;
}
// Skip collision detection for enemy bullets outside meaningful collision zones
if (enemyBullet.x < -50 || enemyBullet.x > 2100 || enemyBullet.y < -50 || enemyBullet.y > 2800) {
continue;
}
// Check if enemy bullet hits player center (more precise collision)
var deltaX = enemyBullet.x - player.x;
var deltaY = enemyBullet.y - player.y;
var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY);
if (distance < 35) {
// Only hits if within 35 pixels of player center (consistent bullet collision radius)
if (playerShieldTime <= 0) {
// Only take damage if not shielded
playerLives--;
livesTxt.setText('Lives: ' + playerLives);
LK.effects.flashScreen(0xFF0000, 500);
if (playerLives <= 0) {
LK.showGameOver();
return;
}
}
enemyBulletsToRemove.push(enemyBullet);
}
}
// Update and check regular enemies
for (var k = enemies.length - 1; k >= 0; k--) {
var enemy = enemies[k];
// Mark enemies that go off screen for removal
if (enemy.x < -200) {
// Regular enemy width is 200px
enemiesEscaped++;
if (enemiesEscaped >= 5) {
LK.showGameOver();
return;
}
enemiesToRemove.push(enemy);
continue;
}
// Skip processing for enemies outside meaningful interaction zones
if (enemy.x < -250 || enemy.x > 2100 || enemy.y < -50 || enemy.y > 2800) {
continue;
}
// Calculate distance once for collision detection
var deltaX = player.x - enemy.x;
var deltaY = player.y - enemy.y;
var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY);
// Enemy shooting logic
if (enemy.shoot()) {
var enemyBullet = new EnemyBullet();
var bulletOffset = 10; // Additional offset beyond enemy edge
enemyBullet.x = enemy.x - (enemy.width / 2 + bulletOffset); // Spawn relative to enemy width
enemyBullet.y = enemy.y;
enemyBullet.lastX = enemyBullet.x;
enemyBullet.lastY = enemyBullet.y;
// Shoot straight left - no player tracking
enemyBullet.directionX = -1;
enemyBullet.directionY = 0;
enemyBullets.push(enemyBullet);
game.addChild(enemyBullet);
}
// Check if enemy collides with player center using same distance calculation
if (distance < 60) {
// Only hits if within 60 pixels of player center (larger radius for direct contact)
if (playerShieldTime <= 0) {
// Only take damage if not shielded
playerLives--;
livesTxt.setText('Lives: ' + playerLives);
LK.effects.flashScreen(0xFF0000, 500);
if (playerLives <= 0) {
LK.showGameOver();
return;
}
}
enemiesToRemove.push(enemy);
}
}
// Update and check fast enemies
for (var k = fastEnemies.length - 1; k >= 0; k--) {
var fastEnemy = fastEnemies[k];
// Mark fast enemies that go off screen for removal
if (fastEnemy.x < -200) {
// Fast enemy width is 200px
enemiesEscaped++;
if (enemiesEscaped >= 5) {
LK.showGameOver();
return;
}
fastEnemiesToRemove.push(fastEnemy);
continue;
}
// Skip processing for fast enemies outside meaningful interaction zones
if (fastEnemy.x < -250 || fastEnemy.x > 2100 || fastEnemy.y < -50 || fastEnemy.y > 2800) {
continue;
}
// Calculate distance once for collision detection
var deltaX = player.x - fastEnemy.x;
var deltaY = player.y - fastEnemy.y;
var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY);
if (fastEnemy.shoot()) {
var enemyBullet = new EnemyBullet();
var bulletOffset = 10; // Additional offset beyond enemy edge
enemyBullet.x = fastEnemy.x - (fastEnemy.width / 2 + bulletOffset); // Spawn relative to enemy width
enemyBullet.y = fastEnemy.y;
enemyBullet.lastX = enemyBullet.x;
enemyBullet.lastY = enemyBullet.y;
// Shoot straight left - no player tracking
enemyBullet.directionX = -1;
enemyBullet.directionY = 0;
enemyBullets.push(enemyBullet);
game.addChild(enemyBullet);
}
// Check if fast enemy collides with player center using same distance calculation
if (distance < 65) {
// Only hits if within 65 pixels of player center (slightly larger due to fast movement)
if (playerShieldTime <= 0) {
// Only take damage if not shielded
playerLives--;
livesTxt.setText('Lives: ' + playerLives);
LK.effects.flashScreen(0xFF0000, 500);
if (playerLives <= 0) {
LK.showGameOver();
return;
}
}
fastEnemiesToRemove.push(fastEnemy);
}
}
// Update and check shield enemies
for (var k = shieldEnemies.length - 1; k >= 0; k--) {
var shieldEnemy = shieldEnemies[k];
// Mark shield enemies that go off screen for removal
if (shieldEnemy.x < -200) {
// Shield enemy width is 200px
enemiesEscaped++;
if (enemiesEscaped >= 5) {
LK.showGameOver();
return;
}
shieldEnemiesToRemove.push(shieldEnemy);
continue;
}
// Skip processing for shield enemies outside meaningful interaction zones
if (shieldEnemy.x < -250 || shieldEnemy.x > 2100 || shieldEnemy.y < -50 || shieldEnemy.y > 2800) {
continue;
}
// Calculate distance once for collision detection
var deltaX = player.x - shieldEnemy.x;
var deltaY = player.y - shieldEnemy.y;
var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY);
if (shieldEnemy.shoot()) {
var enemyBullet = new EnemyBullet();
var bulletOffset = 10; // Additional offset beyond enemy edge
enemyBullet.x = shieldEnemy.x - (shieldEnemy.width / 2 + bulletOffset); // Spawn relative to enemy width
enemyBullet.y = shieldEnemy.y;
enemyBullet.lastX = enemyBullet.x;
enemyBullet.lastY = enemyBullet.y;
// Shoot straight left - no player tracking
enemyBullet.directionX = -1;
enemyBullet.directionY = 0;
enemyBullets.push(enemyBullet);
game.addChild(enemyBullet);
}
// Check if shield enemy collides with player center using same distance calculation
if (distance < 70) {
// Only hits if within 70 pixels of player center (larger due to shield size)
if (playerShieldTime <= 0) {
// Only take damage if not shielded
playerLives--;
livesTxt.setText('Lives: ' + playerLives);
LK.effects.flashScreen(0xFF0000, 500);
if (playerLives <= 0) {
LK.showGameOver();
return;
}
}
shieldEnemiesToRemove.push(shieldEnemy);
}
}
// Update and check health power-ups
for (var p = healthPowerups.length - 1; p >= 0; p--) {
var healthPowerup = healthPowerups[p];
// Remove if off screen
if (healthPowerup.x < -100) {
healthPowerupsToRemove.push(healthPowerup);
continue;
}
// Check collision with player
var deltaX = healthPowerup.x - player.x;
var deltaY = healthPowerup.y - player.y;
var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY);
if (distance < 50) {
// Player collected health power-up
if (playerLives < 5) {
// Max 5 lives
playerLives++;
livesTxt.setText('Lives: ' + playerLives);
LK.getSound('powerup').play();
LK.effects.flashScreen(0x00ff00, 300);
}
healthPowerupsToRemove.push(healthPowerup);
}
}
// Update and check shield power-ups
for (var p = shieldPowerups.length - 1; p >= 0; p--) {
var shieldPowerup = shieldPowerups[p];
// Remove if off screen
if (shieldPowerup.x < -100) {
shieldPowerupsToRemove.push(shieldPowerup);
continue;
}
// Check collision with player
var deltaX = shieldPowerup.x - player.x;
var deltaY = shieldPowerup.y - player.y;
var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY);
if (distance < 50) {
// Player collected shield power-up
playerShieldTime = 600; // 10 seconds of invincibility
LK.getSound('powerup').play();
LK.effects.flashScreen(0x0088ff, 300);
shieldPowerupsToRemove.push(shieldPowerup);
}
}
// Update and check weapon power-ups
for (var p = weaponPowerups.length - 1; p >= 0; p--) {
var weaponPowerup = weaponPowerups[p];
// Remove if off screen
if (weaponPowerup.x < -100) {
weaponPowerupsToRemove.push(weaponPowerup);
continue;
}
// Check collision with player
var deltaX = weaponPowerup.x - player.x;
var deltaY = weaponPowerup.y - player.y;
var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY);
if (distance < 50) {
// Player collected weapon power-up
playerWeaponLevel = Math.min(3, playerWeaponLevel + 1); // Max level 3
playerWeaponTime = 1800; // 30 seconds of upgrade
LK.getSound('powerup').play();
LK.effects.flashScreen(0xffaa00, 300);
weaponPowerupsToRemove.push(weaponPowerup);
}
}
// Update and check boss enemies
for (var k = bossEnemies.length - 1; k >= 0; k--) {
var bossEnemy = bossEnemies[k];
// Mark boss enemies that go off screen for removal
if (bossEnemy.x < -200) {
// Boss enemy width is 100px * 2 scale = 200px
enemiesEscaped++;
if (enemiesEscaped >= 5) {
LK.showGameOver();
return;
}
bossEnemiesToRemove.push(bossEnemy);
continue;
}
// Skip processing for boss enemies outside meaningful interaction zones
if (bossEnemy.x < -250 || bossEnemy.x > 2100 || bossEnemy.y < -50 || bossEnemy.y > 2800) {
continue;
}
// Calculate distance once for collision detection
var deltaX = player.x - bossEnemy.x;
var deltaY = player.y - bossEnemy.y;
var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY);
if (bossEnemy.shoot()) {
var enemyBullet = new EnemyBullet();
var bulletOffset = 10; // Additional offset beyond enemy edge
enemyBullet.x = bossEnemy.x - (bossEnemy.width / 2 + bulletOffset); // Spawn relative to enemy width (scaled)
enemyBullet.y = bossEnemy.y;
enemyBullet.lastX = enemyBullet.x;
enemyBullet.lastY = enemyBullet.y;
// Shoot straight left - no player tracking
enemyBullet.directionX = -1;
enemyBullet.directionY = 0;
enemyBullets.push(enemyBullet);
game.addChild(enemyBullet);
}
// Check if boss enemy collides with player center using same distance calculation
if (distance < 90) {
// Only hits if within 90 pixels of player center (much larger due to 2x scale and boss size)
if (playerShieldTime <= 0) {
// Only take damage if not shielded
playerLives--;
livesTxt.setText('Lives: ' + playerLives);
LK.effects.flashScreen(0xFF0000, 500);
if (playerLives <= 0) {
LK.showGameOver();
return;
}
}
bossEnemiesToRemove.push(bossEnemy);
}
}
// Deferred cleanup - process all marked objects for removal using safer object-based iteration
// Process bullets marked for removal
for (var i = bulletsToRemove.length - 1; i >= 0; i--) {
var bulletToRemove = bulletsToRemove[i];
if (bulletToRemove && bulletToRemove.parent) {
var index = bullets.indexOf(bulletToRemove);
if (index !== -1 && index < bullets.length) {
bullets[index].cleanup();
bullets[index].destroy();
bullets.splice(index, 1);
}
}
}
bulletsToRemove = [];
// Process enemy bullets marked for removal
for (var i = enemyBulletsToRemove.length - 1; i >= 0; i--) {
var enemyBulletToRemove = enemyBulletsToRemove[i];
if (enemyBulletToRemove && enemyBulletToRemove.parent) {
var index = enemyBullets.indexOf(enemyBulletToRemove);
if (index !== -1 && index < enemyBullets.length) {
enemyBullets[index].cleanup();
enemyBullets[index].destroy();
enemyBullets.splice(index, 1);
}
}
}
enemyBulletsToRemove = [];
// Process regular enemies marked for removal
for (var i = enemiesToRemove.length - 1; i >= 0; i--) {
var enemyToRemove = enemiesToRemove[i];
if (enemyToRemove && enemyToRemove.parent) {
var index = enemies.indexOf(enemyToRemove);
if (index !== -1 && index < enemies.length) {
enemies[index].cleanup();
enemies[index].destroy();
enemies.splice(index, 1);
}
}
}
enemiesToRemove = [];
// Process fast enemies marked for removal
for (var i = fastEnemiesToRemove.length - 1; i >= 0; i--) {
var fastEnemyToRemove = fastEnemiesToRemove[i];
if (fastEnemyToRemove && fastEnemyToRemove.parent) {
var index = fastEnemies.indexOf(fastEnemyToRemove);
if (index !== -1 && index < fastEnemies.length) {
fastEnemies[index].cleanup();
fastEnemies[index].destroy();
fastEnemies.splice(index, 1);
}
}
}
fastEnemiesToRemove = [];
// Process shield enemies marked for removal
for (var i = shieldEnemiesToRemove.length - 1; i >= 0; i--) {
var shieldEnemyToRemove = shieldEnemiesToRemove[i];
if (shieldEnemyToRemove && shieldEnemyToRemove.parent) {
var index = shieldEnemies.indexOf(shieldEnemyToRemove);
if (index !== -1 && index < shieldEnemies.length) {
shieldEnemies[index].cleanup();
shieldEnemies[index].destroy();
shieldEnemies.splice(index, 1);
}
}
}
shieldEnemiesToRemove = [];
// Process boss enemies marked for removal
for (var i = bossEnemiesToRemove.length - 1; i >= 0; i--) {
var bossEnemyToRemove = bossEnemiesToRemove[i];
if (bossEnemyToRemove && bossEnemyToRemove.parent) {
var index = bossEnemies.indexOf(bossEnemyToRemove);
if (index !== -1 && index < bossEnemies.length) {
bossEnemies[index].cleanup();
bossEnemies[index].destroy();
bossEnemies.splice(index, 1);
}
}
}
bossEnemiesToRemove = [];
// Process health power-ups marked for removal
for (var i = healthPowerupsToRemove.length - 1; i >= 0; i--) {
var healthPowerupToRemove = healthPowerupsToRemove[i];
if (healthPowerupToRemove && healthPowerupToRemove.parent) {
var index = healthPowerups.indexOf(healthPowerupToRemove);
if (index !== -1 && index < healthPowerups.length) {
healthPowerups[index].cleanup();
healthPowerups[index].destroy();
healthPowerups.splice(index, 1);
}
}
}
healthPowerupsToRemove = [];
// Process shield power-ups marked for removal
for (var i = shieldPowerupsToRemove.length - 1; i >= 0; i--) {
var shieldPowerupToRemove = shieldPowerupsToRemove[i];
if (shieldPowerupToRemove && shieldPowerupToRemove.parent) {
var index = shieldPowerups.indexOf(shieldPowerupToRemove);
if (index !== -1 && index < shieldPowerups.length) {
shieldPowerups[index].cleanup();
shieldPowerups[index].destroy();
shieldPowerups.splice(index, 1);
}
}
}
shieldPowerupsToRemove = [];
// Process weapon power-ups marked for removal
for (var i = weaponPowerupsToRemove.length - 1; i >= 0; i--) {
var weaponPowerupToRemove = weaponPowerupsToRemove[i];
if (weaponPowerupToRemove && weaponPowerupToRemove.parent) {
var index = weaponPowerups.indexOf(weaponPowerupToRemove);
if (index !== -1 && index < weaponPowerups.length) {
weaponPowerups[index].cleanup();
weaponPowerups[index].destroy();
weaponPowerups.splice(index, 1);
}
}
}
weaponPowerupsToRemove = [];
// Monitor array sizes and implement limits to prevent memory leaks
var maxBullets = 100;
var maxEnemyBullets = 200;
var maxEnemies = 50;
// Limit bullets array size with safety checks
if (bullets.length > maxBullets) {
for (var i = bullets.length - 1; i >= maxBullets; i--) {
if (i < bullets.length && bullets[i]) {
bullets[i].cleanup();
bullets[i].destroy();
bullets.splice(i, 1);
}
}
}
// Limit enemy bullets array size with safety checks
if (enemyBullets.length > maxEnemyBullets) {
for (var i = enemyBullets.length - 1; i >= maxEnemyBullets; i--) {
if (i < enemyBullets.length && enemyBullets[i]) {
enemyBullets[i].cleanup();
enemyBullets[i].destroy();
enemyBullets.splice(i, 1);
}
}
}
// Limit enemies array size with safety checks
if (enemies.length > maxEnemies) {
for (var i = enemies.length - 1; i >= maxEnemies; i--) {
if (i < enemies.length && enemies[i]) {
enemies[i].cleanup();
enemies[i].destroy();
enemies.splice(i, 1);
}
}
}
// Limit fast enemies array size with safety checks
if (fastEnemies.length > maxEnemies) {
for (var i = fastEnemies.length - 1; i >= maxEnemies; i--) {
if (i < fastEnemies.length && fastEnemies[i]) {
fastEnemies[i].cleanup();
fastEnemies[i].destroy();
fastEnemies.splice(i, 1);
}
}
}
// Limit shield enemies array size with safety checks
if (shieldEnemies.length > maxEnemies) {
for (var i = shieldEnemies.length - 1; i >= maxEnemies; i--) {
if (i < shieldEnemies.length && shieldEnemies[i]) {
shieldEnemies[i].cleanup();
shieldEnemies[i].destroy();
shieldEnemies.splice(i, 1);
}
}
}
// Limit boss enemies array size with safety checks
if (bossEnemies.length > maxEnemies) {
for (var i = bossEnemies.length - 1; i >= maxEnemies; i--) {
if (i < bossEnemies.length && bossEnemies[i]) {
bossEnemies[i].cleanup();
bossEnemies[i].destroy();
bossEnemies.splice(i, 1);
}
}
}
};
// Play background music
LK.playMusic('bgmusic'); ===================================================================
--- original.js
+++ change.js
@@ -487,8 +487,9 @@
var shieldPowerups = [];
var weaponPowerups = [];
var powerupSpawnTimer = 0;
var powerupSpawnRate = 300; // Spawn every 5 seconds
+var enemiesEscaped = 0; // Track how many enemies have escaped
// Arrays to track objects marked for removal (using object references for safer iteration)
var bulletsToRemove = [];
var healthPowerupsToRemove = [];
var shieldPowerupsToRemove = [];
@@ -876,8 +877,13 @@
var enemy = enemies[k];
// Mark enemies that go off screen for removal
if (enemy.x < -200) {
// Regular enemy width is 200px
+ enemiesEscaped++;
+ if (enemiesEscaped >= 5) {
+ LK.showGameOver();
+ return;
+ }
enemiesToRemove.push(enemy);
continue;
}
// Skip processing for enemies outside meaningful interaction zones
@@ -923,8 +929,13 @@
var fastEnemy = fastEnemies[k];
// Mark fast enemies that go off screen for removal
if (fastEnemy.x < -200) {
// Fast enemy width is 200px
+ enemiesEscaped++;
+ if (enemiesEscaped >= 5) {
+ LK.showGameOver();
+ return;
+ }
fastEnemiesToRemove.push(fastEnemy);
continue;
}
// Skip processing for fast enemies outside meaningful interaction zones
@@ -969,8 +980,13 @@
var shieldEnemy = shieldEnemies[k];
// Mark shield enemies that go off screen for removal
if (shieldEnemy.x < -200) {
// Shield enemy width is 200px
+ enemiesEscaped++;
+ if (enemiesEscaped >= 5) {
+ LK.showGameOver();
+ return;
+ }
shieldEnemiesToRemove.push(shieldEnemy);
continue;
}
// Skip processing for shield enemies outside meaningful interaction zones
@@ -1080,8 +1096,13 @@
var bossEnemy = bossEnemies[k];
// Mark boss enemies that go off screen for removal
if (bossEnemy.x < -200) {
// Boss enemy width is 100px * 2 scale = 200px
+ enemiesEscaped++;
+ if (enemiesEscaped >= 5) {
+ LK.showGameOver();
+ return;
+ }
bossEnemiesToRemove.push(bossEnemy);
continue;
}
// Skip processing for boss enemies outside meaningful interaction zones
tommy vercetti de gta vice city hecho con pixeles apuntando con un rifle de asalto m4 con la perspcetiva lateral. In-Game asset. 2d. High contrast. No shadows
un mafioso italiano usando un m4 con la perspectiva lateral de cuerpo completo In-Game asset. 2d. High contrast. No shadows
un pandillero mexicano apuntando con un SMG con la perspectiva lateral. In-Game asset. 2d. High contrast. No shadows de cuerpo completo
un pandillero negro con camisa azul oscuro y pantalon blanco usando una escopeta con la perspectiva lateral de cuerpo completo. In-Game asset. 2d. High contrast. No shadows
chaleco antibalas. In-Game asset. 2d. High contrast. No shadows
corazon verde dibujado. In-Game asset. 2d. High contrast. No shadows
escopeta dibujada. In-Game asset. 2d. High contrast. No shadows
claude speed de gta 3 apuntando con una ak47 desde una perspectiva lateral de cuerpo completo In-Game asset. 2d. High contrast. No shadows
las letras play con un color celeste y rosa combinados con una cursiva In-Game asset. 2d. High contrast. No shadows con contorno negro
letras que dicen seleccion de personaje con un color rosa y un color celeste y con contorno azul y rosa cursiva. In-Game asset. 2d. High contrast. No shadows
las letras vidas con un color rosa y azul con contorno rosa y azul combinados hechos con pixeles. In-Game asset. 2d. High contrast. No shadows
una mansion con piso rojo vista completa y totalmente desde arriba y desde dentro con una escalera grande igual que la de scarface la pelicula y pasillos a los lados. In-Game asset. 2d. High contrast. No shadows
no va a tener ese brazo especificamente
un motociclista vestido de negro apuntando con una smg de cuerpo completo con perspectiva lateral In-Game asset. 2d. High contrast. No shadows sin casco y sin moto
letras de color rosa y azul y con cursiva que digan vice city wars. In-Game asset. 2d. High contrast. No shadows
un hombre usando una chaqueta negra pantalones azules disparando un ak47. In-Game asset. 2d. High contrast. No shadows con la perspectiva lateral de cuerpo completo
letras de color rosa que dicen seleccion de personaje en cursiva y con contorno blanco