User prompt
The game could be better if you added a collectible heart-like item that increases your health.
User prompt
The game could be better if you added a collectible heart-like item that increases your health.
Code edit (1 edits merged)
Please save this source code
User prompt
add sound effects and music for each event
User prompt
Enemy tanks should come in a more aligned manner from above and below the game over text.
User prompt
animate the losing screen. Tanks and enemies come. Red from right and left, sometimes it says game over, it should be very dynamic and cool. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Well done, make the counter look better.
User prompt
We understand the problem, the problem is that when you press the game started text once, it starts, but when you press it again, the menu returns, this should not be the problem. Make sure the game is running smoothly.
User prompt
We understand the problem, the problem is that when you press the game started text once, it starts, but when you press it again, the menu returns, this should not be the problem. Make sure the game is running smoothly.
User prompt
We understand the problem, the problem is that when you press the game started text once, it starts, but when you press it again, the menu returns, this should not be the problem. Make sure the game is running smoothly.
User prompt
Say tap to satart and the menu should go and the game should start.
User prompt
Say tap to satart and the menu should go and the game should start.
User prompt
It would be better if the tank image in the main menu was lower than it is now. Also, there are a lot of problems with starting the game.
User prompt
when the game starts the tank image leaves a picture that stays where it is, fix this. also there should be an animated intro, i.e. at first a blue tank clears 3 red tanks and then the menu comes, it would be cool. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make an intro. then click and the game will start.
User prompt
No, when you say color, you don't mean like this, you add things like objects, depth and similar items.
User prompt
Add some color to the playground, make it like a real tank battlefield.
User prompt
Move the lives a little more to the left.
User prompt
Move the lives a little more to the right.Move the lives a little more to the right.
User prompt
Write "Glaud" in small orange in the upper right corner.
User prompt
enemies should fire slower.
User prompt
enemies should fire slower.enemies should fire slower.enemies should fire slower.
User prompt
enemies should move slower.enemies should move slower.enemies should move slower.enemies should move slower.
User prompt
enemies should move slower.
User prompt
the controlled tank should be faster
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Animated Intro Class
var AnimatedIntro = Container.expand(function () {
var self = Container.call(this);
// Create battlefield
var field = self.attachAsset('battlefieldFloor', {
anchorX: 0.5,
anchorY: 0.5
});
field.x = GAME_W / 2;
field.y = GAME_H / 2;
// Create tanks for animation
var blueTank = self.attachAsset('playerTank', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.5,
scaleY: 1.5
});
blueTank.x = GAME_W / 2;
blueTank.y = GAME_H - 400;
// Create enemy tanks
var redTanks = [];
for (var i = 0; i < 3; i++) {
var redTank = self.attachAsset('enemyTank', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.2,
scaleY: 1.2
});
redTank.x = 600 + i * 400;
redTank.y = 500;
redTanks.push(redTank);
self.addChild(redTank);
}
// Animation state
self.state = 'ready';
self.timer = 0;
self.explosions = [];
// Animation sequence
self.update = function () {
self.timer++;
if (self.state === 'ready' && self.timer > 60) {
// Start battle animation
self.state = 'fire1';
// Animate blue tank firing
var shell = self.attachAsset('playerShell', {
anchorX: 0.5,
anchorY: 0.5
});
shell.x = blueTank.x;
shell.y = blueTank.y - 100;
// Play fire sound
LK.getSound('fire').play();
// Animate shell movement
tween(shell, {
x: redTanks[0].x,
y: redTanks[0].y
}, {
duration: 500,
easing: tween.linear,
onFinish: function onFinish() {
// Create explosion
var exp = new Explosion();
exp.x = redTanks[0].x;
exp.y = redTanks[0].y;
self.addChild(exp);
self.explosions.push(exp);
LK.getSound('explode').play();
// Remove tank and shell
redTanks[0].destroy();
shell.destroy();
// Next state
self.state = 'fire2';
self.timer = 0;
}
});
} else if (self.state === 'fire2' && self.timer > 30) {
// Second shot
var shell = self.attachAsset('playerShell', {
anchorX: 0.5,
anchorY: 0.5
});
shell.x = blueTank.x;
shell.y = blueTank.y - 100;
tween(shell, {
x: redTanks[1].x,
y: redTanks[1].y
}, {
duration: 500,
easing: tween.linear,
onFinish: function onFinish() {
// Create explosion
var exp = new Explosion();
exp.x = redTanks[1].x;
exp.y = redTanks[1].y;
self.addChild(exp);
self.explosions.push(exp);
// Remove tank and shell
redTanks[1].destroy();
shell.destroy();
// Next state
self.state = 'fire3';
self.timer = 0;
}
});
} else if (self.state === 'fire3' && self.timer > 30) {
// Third shot
var shell = self.attachAsset('playerShell', {
anchorX: 0.5,
anchorY: 0.5
});
shell.x = blueTank.x;
shell.y = blueTank.y - 100;
tween(shell, {
x: redTanks[2].x,
y: redTanks[2].y
}, {
duration: 500,
easing: tween.linear,
onFinish: function onFinish() {
// Create explosion
var exp = new Explosion();
exp.x = redTanks[2].x;
exp.y = redTanks[2].y;
self.addChild(exp);
self.explosions.push(exp);
// Remove tank and shell
redTanks[2].destroy();
shell.destroy();
// Next state
self.state = 'victory';
self.timer = 0;
}
});
} else if (self.state === 'victory' && self.timer > 90) {
// Show intro screen
self.finish();
}
};
// Complete intro and show menu
self.finish = function () {
// Clean up all explosions
for (var i = 0; i < self.explosions.length; i++) {
if (self.explosions[i].parent) {
self.explosions[i].destroy();
}
}
// Fade out and destroy
tween(self, {
alpha: 0
}, {
duration: 500,
easing: tween.easeOut,
onFinish: function onFinish() {
self.destroy();
showIntroScreen();
}
});
};
return self;
});
// Enemy Shell Class
var EnemyShell = Container.expand(function () {
var self = Container.call(this);
var shell = self.attachAsset('enemyShell', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = shell.width;
self.height = shell.height;
self.vx = 0;
self.vy = 8; // Reduced speed
self.update = function () {
self.x += self.vx;
self.y += self.vy;
};
return self;
});
// Enemy Tank Class
var EnemyTank = Container.expand(function () {
var self = Container.call(this);
var tank = self.attachAsset('enemyTank', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = tank.width;
self.height = tank.height;
// Movement
self.speed = 1.5 + Math.random() * 0.5 + Math.floor(LK.getScore() / 30); // Decreased base speed and score scaling
// Firing
self.fireInterval = 240; // 4 seconds at 60fps (Increased fire interval further)
self.fireCounter = 0;
self.update = function () {
self.y += self.speed; // Move downwards
self.fireCounter++;
if (self.fireCounter >= self.fireInterval) {
self.fireCounter = 0;
self.fire();
}
};
self.fire = function () {
var shell = new EnemyShell();
shell.x = self.x;
shell.y = self.y + self.height / 2 + shell.height / 2; // Start below the enemy tank
// Aim at player
var dx = player.x - shell.x;
var dy = player.y - shell.y;
var mag = Math.sqrt(dx * dx + dy * dy);
// Rotate tank to face direction of fire
var angle = Math.atan2(dy, dx);
self.rotation = angle + Math.PI / 2; // +90 degrees since tank points up
// Lowered speed for enemy shells
var shellSpeed = 5 + Math.floor(LK.getScore() / 30);
shell.vx = dx / mag * shellSpeed;
shell.vy = dy / mag * shellSpeed;
enemyShells.push(shell);
game.addChild(shell);
LK.getSound('enemyFire').play();
};
return self;
});
// Explosion effect (for destroyed tanks)
var Explosion = Container.expand(function () {
var self = Container.call(this);
var exp = self.attachAsset('explosion', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.1,
scaleY: 0.1
});
exp.alpha = 0.9;
// Animate explosion growth and fade
tween(exp, {
scaleX: 2.5,
scaleY: 2.5,
alpha: 0.7
}, {
duration: 150,
easing: tween.easeOut
});
// Animate fade out and destroy
tween(exp, {
alpha: 0
}, {
duration: 450,
easing: tween.linear,
onFinish: function onFinish() {
self.destroy();
}
});
return self;
});
// Game Over Animation Class
var GameOverAnimator = Container.expand(function () {
var self = Container.call(this);
// Create battlefield background
var field = self.attachAsset('battlefieldFloor', {
anchorX: 0.5,
anchorY: 0.5
});
field.x = GAME_W / 2;
field.y = GAME_H / 2;
// Game Over text with animation
var gameOverText = new Text2('GAME OVER', {
size: 250,
fill: 0xFF0000
});
gameOverText.anchor.set(0.5, 0.5);
gameOverText.x = GAME_W / 2;
gameOverText.y = GAME_H / 2;
gameOverText.alpha = 0;
self.addChild(gameOverText);
// Animation elements
self.explosions = [];
self.tanks = [];
self.shells = [];
self.animationTimer = 0;
// Initialize animation
self.initialize = function () {
// Prepare text for animation (start invisible and small)
gameOverText.alpha = 0;
gameOverText.scaleX = 0.5;
gameOverText.scaleY = 0.5;
// Dramatic entrance for game over text
tween(gameOverText, {
alpha: 1,
scaleX: 1.5,
scaleY: 1.5
}, {
duration: 800,
easing: tween.elasticOut,
onStart: function onStart() {
// Big explosion at the center when text appears
var centerExplosion = new Explosion();
centerExplosion.x = GAME_W / 2;
centerExplosion.y = GAME_H / 2;
self.addChild(centerExplosion);
// Play explosion sound
LK.getSound('explode').play();
// Screen flash
LK.effects.flashScreen(0xff0000, 500);
}
});
// Create enemy tanks coming from all sides
self.createTanks();
// Add initial explosions in a circle around game over text
var explosionCount = 6;
for (var i = 0; i < explosionCount; i++) {
var angle = i / explosionCount * Math.PI * 2;
var radius = 400;
var exp = new Explosion();
exp.x = GAME_W / 2 + Math.cos(angle) * radius;
exp.y = GAME_H / 2 + Math.sin(angle) * radius;
self.addChild(exp);
self.explosions.push(exp);
}
// Schedule more random explosions
LK.setTimeout(function () {
self.createRandomExplosion();
}, 300);
};
// Create tanks for animation
self.createTanks = function () {
// Create tanks coming from top and bottom of the game over text
// Create top tanks (facing down)
for (var i = 0; i < 4; i++) {
var topTank = self.attachAsset('enemyTank', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.2,
scaleY: 1.2
});
topTank.x = GAME_W / 2 - 500 + i * 300; // Spread across horizontally, centered around text
topTank.y = -200; // Start above screen
topTank.rotation = Math.PI; // Face down
self.tanks.push({
sprite: topTank,
vx: 0,
vy: 6 + Math.random() * 3,
lastFired: 0,
fireRate: 30 + Math.floor(Math.random() * 60)
});
}
// Create bottom tanks (facing up)
for (var i = 0; i < 4; i++) {
var bottomTank = self.attachAsset('enemyTank', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.2,
scaleY: 1.2
});
bottomTank.x = GAME_W / 2 - 350 + i * 300; // Staggered positioning from top tanks
bottomTank.y = GAME_H + 200; // Start below screen
bottomTank.rotation = 0; // Face up
self.tanks.push({
sprite: bottomTank,
vx: 0,
vy: -6 - Math.random() * 3,
lastFired: 0,
fireRate: 30 + Math.floor(Math.random() * 60)
});
}
// Create side tanks for more dynamic feel
for (var i = 0; i < 3; i++) {
// Left side tank
var leftTank = self.attachAsset('enemyTank', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.2,
scaleY: 1.2
});
leftTank.x = -200;
leftTank.y = GAME_H / 2 - 300 + i * 300;
leftTank.rotation = Math.PI / 2; // Face right
self.tanks.push({
sprite: leftTank,
vx: 7 + Math.random() * 3,
vy: 0,
lastFired: 0,
fireRate: 30 + Math.floor(Math.random() * 60)
});
// Right side tank
var rightTank = self.attachAsset('enemyTank', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.2,
scaleY: 1.2
});
rightTank.x = GAME_W + 200;
rightTank.y = GAME_H / 2 - 150 + i * 300;
rightTank.rotation = -Math.PI / 2; // Face left
self.tanks.push({
sprite: rightTank,
vx: -7 - Math.random() * 3,
vy: 0,
lastFired: 0,
fireRate: 30 + Math.floor(Math.random() * 60)
});
}
};
// Create a random explosion
self.createRandomExplosion = function () {
var exp = new Explosion();
exp.x = Math.random() * GAME_W;
exp.y = Math.random() * GAME_H;
self.addChild(exp);
self.explosions.push(exp);
// Schedule next explosion
var nextExplosionTime = 30 + Math.floor(Math.random() * 60);
LK.setTimeout(function () {
self.createRandomExplosion();
}, nextExplosionTime * 16); // Convert frames to ms (approx)
};
// Create a shell from a tank
self.createShell = function (tank) {
var shell = self.attachAsset('enemyShell', {
anchorX: 0.5,
anchorY: 0.5
});
shell.x = tank.sprite.x;
shell.y = tank.sprite.y;
// Random direction but mostly toward center
var targetX = GAME_W / 2 + (Math.random() * 600 - 300);
var targetY = GAME_H / 2 + (Math.random() * 600 - 300);
var dx = targetX - shell.x;
var dy = targetY - shell.y;
var mag = Math.sqrt(dx * dx + dy * dy);
var shellSpeed = 8 + Math.random() * 5;
self.shells.push({
sprite: shell,
vx: dx / mag * shellSpeed,
vy: dy / mag * shellSpeed
});
};
// Main update function
self.update = function () {
self.animationTimer++;
// Update tanks
for (var i = 0; i < self.tanks.length; i++) {
var tank = self.tanks[i];
tank.sprite.x += tank.vx;
tank.sprite.y += tank.vy;
// Fire shells randomly
tank.lastFired++;
if (tank.lastFired > tank.fireRate) {
tank.lastFired = 0;
tank.fireRate = 30 + Math.floor(Math.random() * 60);
self.createShell(tank);
// Play fire sound occasionally
if (Math.random() < 0.3) {
LK.getSound('enemyFire').play();
}
}
// Remove tanks that go off screen and create new ones
var offScreen = false;
if (tank.vx > 0 && tank.sprite.x > GAME_W + 200 || tank.vx < 0 && tank.sprite.x < -200 || tank.vy > 0 && tank.sprite.y > GAME_H + 200 || tank.vy < 0 && tank.sprite.y < -200) {
offScreen = true;
}
if (offScreen) {
tank.sprite.destroy();
self.tanks.splice(i, 1);
i--;
// Create a new tank from the opposite side with a delay
LK.setTimeout(function () {
// Determine spawn location (top, bottom, left, right)
var spawnLocation = Math.floor(Math.random() * 4); // 0=top, 1=right, 2=bottom, 3=left
var newTank = self.attachAsset('enemyTank', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.2,
scaleY: 1.2
});
if (spawnLocation === 0) {
// Top
newTank.x = GAME_W / 2 - 400 + Math.random() * 800;
newTank.y = -200;
newTank.rotation = Math.PI; // Face down
self.tanks.push({
sprite: newTank,
vx: 0,
vy: 6 + Math.random() * 3,
lastFired: 0,
fireRate: 30 + Math.floor(Math.random() * 60)
});
} else if (spawnLocation === 1) {
newTank.x = GAME_W + 200;
newTank.y = GAME_H / 2 - 400 + Math.random() * 800;
newTank.rotation = -Math.PI / 2; // Face left
self.tanks.push({
sprite: newTank,
vx: -7 - Math.random() * 3,
vy: 0,
lastFired: 0,
fireRate: 30 + Math.floor(Math.random() * 60)
});
} else if (spawnLocation === 2) {
newTank.x = GAME_W / 2 - 400 + Math.random() * 800;
newTank.y = GAME_H + 200;
newTank.rotation = 0; // Face up
self.tanks.push({
sprite: newTank,
vx: 0,
vy: -6 - Math.random() * 3,
lastFired: 0,
fireRate: 30 + Math.floor(Math.random() * 60)
});
} else {
// Left
newTank.x = -200;
newTank.y = GAME_H / 2 - 400 + Math.random() * 800;
newTank.rotation = Math.PI / 2; // Face right
self.tanks.push({
sprite: newTank,
vx: 7 + Math.random() * 3,
vy: 0,
lastFired: 0,
fireRate: 30 + Math.floor(Math.random() * 60)
});
}
}, Math.random() * 800);
}
}
// Update shells
for (var i = 0; i < self.shells.length; i++) {
var shell = self.shells[i];
shell.sprite.x += shell.vx;
shell.sprite.y += shell.vy;
// Remove shells that go off screen
if (shell.sprite.x < -50 || shell.sprite.x > GAME_W + 50 || shell.sprite.y < -50 || shell.sprite.y > GAME_H + 50) {
shell.sprite.destroy();
self.shells.splice(i, 1);
i--;
continue;
}
// Create explosion if shells collide
for (var j = i + 1; j < self.shells.length; j++) {
var otherShell = self.shells[j];
var dx = shell.sprite.x - otherShell.sprite.x;
var dy = shell.sprite.y - otherShell.sprite.y;
var distSq = dx * dx + dy * dy;
if (distSq < 50 * 50) {
// If shells are close enough
var exp = new Explosion();
exp.x = shell.sprite.x;
exp.y = shell.sprite.y;
self.addChild(exp);
self.explosions.push(exp);
// Play explosion sound occasionally
if (Math.random() < 0.5) {
LK.getSound('explode').play();
}
shell.sprite.destroy();
otherShell.sprite.destroy();
self.shells.splice(j, 1);
self.shells.splice(i, 1);
i--;
break;
}
}
}
// Pulse text animation
if (self.animationTimer % 60 < 30) {
gameOverText.scale.x = 1.1 + Math.sin(self.animationTimer / 15) * 0.1;
gameOverText.scale.y = 1.1 + Math.sin(self.animationTimer / 15) * 0.1;
}
};
return self;
});
// Health Power-up Class
var Health = Container.expand(function () {
var self = Container.call(this);
// Create heart graphic
var heart = self.attachAsset('explosion', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.7,
scaleY: 0.7
});
// Set heart color to red
heart.tint = 0xFF0000;
// Size properties
self.width = heart.width * 0.7;
self.height = heart.height * 0.7;
// Animation properties
self.floatOffset = Math.random() * Math.PI * 2;
self.rotationSpeed = 0.01 + Math.random() * 0.01;
self.lastY = 0;
// Update function to animate the heart
self.update = function () {
self.lastY = self.y;
// Floating animation
self.y += Math.sin(LK.ticks * 0.05 + self.floatOffset) * 0.5;
self.rotation += self.rotationSpeed;
// Pulsing animation
var scale = 0.7 + Math.sin(LK.ticks * 0.1) * 0.05;
heart.scaleX = scale;
heart.scaleY = scale;
};
// Apply pick-up animation
self.collect = function () {
// Flash effect
tween(heart, {
scaleX: 1.5,
scaleY: 1.5,
alpha: 0
}, {
duration: 300,
easing: tween.easeOut
});
};
return self;
});
// Intro Screen Class
var IntroScreen = Container.expand(function () {
var self = Container.call(this);
// Create title text
var titleText = new Text2('TANK BATTLE', {
size: 200,
fill: 0xFF8800
});
titleText.anchor.set(0.5, 0.5);
titleText.x = GAME_W / 2;
titleText.y = GAME_H / 3;
self.addChild(titleText);
// Create subtitle text
var subtitleText = new Text2('Dodge enemy attacks and destroy enemy tanks', {
size: 80,
fill: 0xFFFFFF
});
subtitleText.anchor.set(0.5, 0.5);
subtitleText.x = GAME_W / 2;
subtitleText.y = GAME_H / 3 + 200;
self.addChild(subtitleText);
// Create start button
var startButton = self.attachAsset('explosion', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 3,
scaleY: 1.5
});
startButton.x = GAME_W / 2;
startButton.y = GAME_H / 3 + 400;
startButton.tint = 0x44aa44;
// Create start text
var startText = new Text2('TAP TO START', {
size: 100,
fill: 0xFFFFFF
});
startText.anchor.set(0.5, 0.5);
startText.x = GAME_W / 2;
startText.y = GAME_H / 3 + 400;
self.addChild(startText);
// Create tank decoration
var tankIcon = self.attachAsset('playerTank', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2,
scaleY: 2
});
tankIcon.x = GAME_W / 2;
tankIcon.y = GAME_H / 3 + 900; // Lower the tank position
// Animate button
self.update = function () {
// Pulse animation for button
startButton.scaleX = 3 + Math.sin(LK.ticks / 20) * 0.2;
startButton.scaleY = 1.5 + Math.sin(LK.ticks / 20) * 0.1;
};
// Add interaction
self.down = function (x, y, obj) {
startGame();
};
return self;
});
// Player Shell Class
var PlayerShell = Container.expand(function () {
var self = Container.call(this);
var shell = self.attachAsset('playerShell', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = shell.width;
self.height = shell.height;
self.vx = 0;
self.vy = -32; // Default upwards
self.lastX = 0;
self.lastY = 0;
self.update = function () {
self.lastX = self.x;
self.lastY = self.y;
self.x += self.vx;
self.y += self.vy;
};
return self;
});
// Player Tank Class
var PlayerTank = Container.expand(function () {
var self = Container.call(this);
var tank = self.attachAsset('playerTank', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = tank.width;
self.height = tank.height;
// Fire cooldown
self.canFire = true;
self.fireCooldown = 18; // frames (0.3s)
self.cooldownCounter = 0;
// Movement physics
self.targetX = 0;
self.targetY = 0;
self.velocityX = 0;
self.velocityY = 0;
self.acceleration = 0.4; // Increased acceleration
self.maxSpeed = 60; // Increased max speed
self.friction = 0.94; // Slightly less friction for smoother movement
self.isMoving = false;
self.reachedTarget = true;
self.rotationSpeed = 0.3; // Faster rotation
self.tracksFX = null;
// Move to a position with physics
self.moveTo = function (x, y) {
self.targetX = x;
self.targetY = y;
self.isMoving = true;
self.reachedTarget = false;
// Create dust/tracks effect
if (!self.tracksFX) {
self.createTracksFX();
}
};
// Create track/dust effect
self.createTracksFX = function () {
if (self.tracksFX) {
// Remove old track FX if it exists
if (self.tracksFX.parent) {
self.tracksFX.parent.removeChild(self.tracksFX);
}
self.tracksFX = null;
}
// Create new track effects
self.tracksFX = self.attachAsset('explosion', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.3,
scaleY: 0.3
});
self.tracksFX.y = self.height / 3;
self.tracksFX.alpha = 0.3;
self.tracksFX.tint = 0xCCCCCC;
};
// Stop movement
self.stopMoving = function () {
self.isMoving = false;
if (self.tracksFX) {
tween(self.tracksFX, {
alpha: 0
}, {
duration: 300,
easing: tween.easeOut
});
}
};
self.update = function () {
// Handle fire cooldown
if (!self.canFire) {
self.cooldownCounter++;
if (self.cooldownCounter >= self.fireCooldown) {
self.canFire = true;
self.cooldownCounter = 0;
}
}
// Handle physics-based movement
if (self.isMoving) {
// Calculate distance and direction to target
var dx = self.targetX - self.x;
var dy = self.targetY - self.y;
var distSq = dx * dx + dy * dy;
// Calculate desired direction
var targetAngle = Math.atan2(dy, dx) + Math.PI / 2;
// Smoothly rotate toward target direction
var angleDiff = targetAngle - self.rotation;
// Normalize angle difference to -PI to PI
while (angleDiff > Math.PI) {
angleDiff -= Math.PI * 2;
}
while (angleDiff < -Math.PI) {
angleDiff += Math.PI * 2;
}
self.rotation += angleDiff * self.rotationSpeed;
// If we're close to target, slow down
if (distSq < 10000) {
// 100*100
self.velocityX *= 0.9;
self.velocityY *= 0.9;
if (distSq < 100) {
// 10*10
self.reachedTarget = true;
self.velocityX = 0;
self.velocityY = 0;
self.stopMoving();
}
} else {
// Accelerate toward target based on tank's orientation
var facingX = Math.sin(self.rotation);
var facingY = -Math.cos(self.rotation);
// Only accelerate if facing approximately the right direction
var dotProduct = facingX * dx + facingY * dy;
if (dotProduct > 0 || distSq > 90000) {
// Allow movement if far away regardless of direction
self.velocityX += facingX * self.acceleration;
self.velocityY += facingY * self.acceleration;
}
}
// Apply friction and speed limits
self.velocityX *= self.friction;
self.velocityY *= self.friction;
// Limit max speed
var speed = Math.sqrt(self.velocityX * self.velocityX + self.velocityY * self.velocityY);
if (speed > self.maxSpeed) {
self.velocityX = self.velocityX / speed * self.maxSpeed;
self.velocityY = self.velocityY / speed * self.maxSpeed;
}
// Apply velocity
self.x += self.velocityX;
self.y += self.velocityY;
// Animate tracks effect
if (self.tracksFX && speed > 0.5) {
self.tracksFX.rotation = Math.random() * 0.2 - 0.1;
self.tracksFX.alpha = Math.min(0.2 + speed / 30, 0.7);
self.tracksFX.scaleX = 0.3 + Math.random() * 0.1;
self.tracksFX.scaleY = 0.3 + Math.random() * 0.1;
}
}
};
// Fire a shell
self.fire = function (targetX, targetY) {
if (self.canFire) {
var shell = new PlayerShell();
shell.x = self.x;
shell.y = self.y - self.height / 3; // Offset slightly to start from tank cannon
// Calculate direction
if (targetX !== undefined && targetY !== undefined) {
var dx = targetX - shell.x;
var dy = targetY - shell.y;
var mag = Math.sqrt(dx * dx + dy * dy);
var shellSpeed = 32; // Shell speed
shell.vx = dx / mag * shellSpeed;
shell.vy = dy / mag * shellSpeed;
// Rotate tank to face direction of fire
var angle = Math.atan2(dy, dx);
self.rotation = angle + Math.PI / 2; // +90 degrees since tank points up
} else {
// Default upward if no target
shell.vx = 0;
shell.vy = -32;
self.rotation = 0;
}
playerShells.push(shell);
game.addChild(shell);
LK.getSound('fire').play();
self.canFire = false;
shell.lastX = shell.x;
shell.lastY = shell.y;
// Animate recoil effect on firing
var originalY = self.y;
tween(self, {
y: self.y + 20
}, {
duration: 50,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(self, {
y: originalY
}, {
duration: 150,
easing: tween.elasticOut
});
}
});
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x22272b
});
/****
* Game Code
****/
// Play background music
LK.playMusic('bgmusic', {
loop: true,
fade: {
start: 0,
end: 1,
duration: 1000
}
});
// Sound effects
// Explosion: white ellipse (for flash effect)
// Enemy shell: orange ellipse
// Enemy tank: red box
// Player shell: yellow ellipse
// Player tank: green box
// Game area
var GAME_W = 2048;
var GAME_H = 2732;
// Game state
var gameStarted = false;
var introScreen = null;
var animatedIntro = null;
var introShown = false;
// Game elements - will be initialized when game starts
var player = null;
var playerShells = [];
var enemyTanks = [];
var enemyShells = [];
var healthPowerUps = [];
var healthPowerUps = [];
// Create animated intro
function showAnimatedIntro() {
animatedIntro = new AnimatedIntro();
game.addChild(animatedIntro);
}
// Create intro screen
function showIntroScreen() {
// Only show intro screen if game hasn't started
if (gameStarted || introShown) {
return;
}
introScreen = new IntroScreen();
game.addChild(introScreen);
introShown = true;
}
// Start the actual game
function startGame() {
// Remove intro screen
if (introScreen) {
introScreen.destroy();
introScreen = null;
introShown = false;
}
// Initialize game elements
gameStarted = true;
introScreen = null;
animatedIntro = null;
// Create player
player = new PlayerTank();
// Make sure track effects are properly reset
player.tracksFX = null;
player.x = GAME_W / 2;
player.y = GAME_H - 350;
game.addChild(player);
// Reset arrays
playerShells = [];
enemyTanks = [];
enemyShells = [];
healthPowerUps = [];
healthPowerUps = [];
// Reset score and health
LK.setScore(0);
scoreTxt.setText('0');
playerHealth = 5;
var hearts = '';
for (var h = 0; h < playerHealth; h++) {
hearts += '❤';
}
healthTxt.setText(hearts);
}
// Start with animated intro
showAnimatedIntro();
// Score display
var scoreTxt = new Text2('0', {
size: 120,
fill: "#fff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Player health
var playerHealth = 5;
var healthTxt = new Text2('❤❤❤❤❤', {
size: 100,
fill: 0xFF4444
});
healthTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(healthTxt);
healthTxt.x = 400;
healthTxt.y = 0;
// "Glaud" text
var glaudTxt = new Text2('Glaud', {
size: 40,
fill: 0xFFA500 // Orange color
});
glaudTxt.anchor.set(1, 0); // Anchor to the top right
LK.gui.topRight.addChild(glaudTxt);
// Dragging
var dragNode = null;
// Spawn enemy timer
var enemySpawnInterval = 90; // frames (1.5s)
var enemySpawnCounter = 0; // Start at 0 to spawn immediately
// Difficulty escalation
function getEnemySpawnInterval() {
var s = LK.getScore();
if (s < 10) {
return 90;
}
if (s < 25) {
return 70;
}
if (s < 50) {
return 55;
}
return 40;
}
// Move handler (physics-based tank movement)
function handleMove(x, y, obj) {
if (dragNode) {
// Calculate target position with bounds checking
var minX = dragNode.width / 2;
var maxX = GAME_W - dragNode.width / 2;
var minY = 100 + dragNode.height / 2;
var maxY = GAME_H - dragNode.height / 2;
var targetX = Math.max(minX, Math.min(maxX, x));
var targetY = Math.max(minY, Math.min(maxY, y));
// If it's the player tank, use the physics system
if (dragNode === player) {
player.moveTo(targetX, targetY);
} else {
// For other objects, use direct positioning
dragNode.x = targetX;
dragNode.y = targetY;
}
} else if (isFiring) {
// Update firing target if holding down
fireTarget.x = x;
fireTarget.y = y;
// Rotate tank to face direction
var dx = x - player.x;
var dy = y - player.y;
var angle = Math.atan2(dy, dx);
player.rotation = angle + Math.PI / 2; // +90 degrees since tank points up
}
}
game.move = handleMove;
game.down = function (x, y, obj) {
// Only drag if touch is on player tank
var local = player.toLocal(game.toGlobal({
x: x,
y: y
}));
if (local.x > -player.width / 2 && local.x < player.width / 2 && local.y > -player.height / 2 && local.y < player.height / 2) {
dragNode = player;
}
};
game.up = function (x, y, obj) {
// If we were dragging the player, let it continue to its last target
if (dragNode === player) {
// Already set target in handleMove, just release drag indicator
}
dragNode = null;
isFiring = false;
autoFireCounter = 0;
};
// Tap to move and fire
game.tap = function (x, y, obj) {
// If animated intro is playing, skip to intro screen
if (animatedIntro) {
animatedIntro.finish();
return;
}
// Only start the game if it hasn't started yet and introScreen is showing
if (!gameStarted && introScreen) {
startGame();
introScreen = null;
return;
}
// Avoid firing if already dragging
if (!dragNode) {
// Move the tank to the target position (using physics)
player.moveTo(x, y);
// Fire toward target
player.fire(x, y);
}
};
// Variables for firing control
var isFiring = false;
var fireTarget = {
x: 0,
y: 0
};
var autoFireRate = 10; // Fire every 10 frames while holding
var autoFireCounter = 0;
// Handle both movement and firing
game.down = function (x, y, obj) {
// Skip animated intro on tap
if (animatedIntro) {
animatedIntro.finish();
return;
}
// Only handle tank interactions if player exists
if (!player) {
return;
}
var local = player.toLocal(game.toGlobal({
x: x,
y: y
}));
if (local.x > -player.width / 2 && local.x < player.width / 2 && local.y > -player.height / 2 && local.y < player.height / 2) {
dragNode = player;
// When clicking on tank, start listening for drag
} else {
// When clicking elsewhere, move tank there and fire
// Set firing target and start firing
fireTarget.x = x;
fireTarget.y = y;
isFiring = true;
autoFireCounter = 0;
// Move the tank to the target position (using physics)
player.moveTo(x, y);
// Fire toward target
player.fire(fireTarget.x, fireTarget.y);
}
};
// Game over animation
var gameOverAnimation = null;
// Main update loop
game.update = function () {
// Update game over animation if active
if (gameOverAnimation) {
gameOverAnimation.update();
return;
}
// Update animated intro or intro screen if game hasn't started
if (!gameStarted) {
if (animatedIntro) {
animatedIntro.update();
return;
}
if (introScreen) {
introScreen.update();
}
return; // Don't run game logic until game starts
}
// Update player
player.update();
// Handle continuous firing while holding down
if (isFiring) {
autoFireCounter++;
if (autoFireCounter >= autoFireRate && player.canFire) {
player.fire(fireTarget.x, fireTarget.y);
autoFireCounter = 0;
}
}
// Update player shells
for (var i = playerShells.length - 1; i >= 0; i--) {
var shell = playerShells[i];
shell.update();
// Remove if off screen
if (shell.y < -shell.height / 2) {
shell.destroy();
playerShells.splice(i, 1);
continue;
}
// Check collision with enemy tanks
for (var j = enemyTanks.length - 1; j >= 0; j--) {
var enemy = enemyTanks[j];
if (shell.intersects(enemy)) {
// Explosion
var exp = new Explosion();
exp.x = enemy.x;
exp.y = enemy.y;
game.addChild(exp);
LK.getSound('explode').play();
// Remove both
shell.destroy();
playerShells.splice(i, 1);
enemy.destroy();
enemyTanks.splice(j, 1);
// Score
LK.setScore(LK.getScore() + 1);
scoreTxt.setText(LK.getScore());
break;
}
}
}
// Update enemy tanks
for (var i = enemyTanks.length - 1; i >= 0; i--) {
var enemy = enemyTanks[i];
enemy.update();
// Remove if off screen
if (enemy.y > GAME_H + enemy.height / 2) {
enemy.destroy();
enemyTanks.splice(i, 1);
continue;
}
// Check collision with player
if (enemy.intersects(player)) {
// Explosion
var exp = new Explosion();
exp.x = player.x;
exp.y = player.y;
game.addChild(exp);
LK.getSound('explode').play();
LK.effects.flashScreen(0xff0000, 800);
// Decrease health
playerHealth--;
// Update health display
var hearts = '';
for (var h = 0; h < playerHealth; h++) {
hearts += '❤';
}
healthTxt.setText(hearts);
if (playerHealth <= 0) {
// Create animated game over screen
gameOverAnimation = new GameOverAnimator();
game.addChild(gameOverAnimation);
gameOverAnimation.initialize();
// Delay the actual game over to allow animation to play
LK.setTimeout(function () {
LK.showGameOver();
}, 5000); // Show game over after 5 seconds of animation
return;
}
// Animate player hit effect
tween.stop(player, {
rotation: true,
scaleX: true,
scaleY: true,
alpha: true
});
tween(player, {
scaleX: 1.3,
scaleY: 1.3,
alpha: 0.6
}, {
duration: 150,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(player, {
scaleX: 1,
scaleY: 1,
alpha: 1
}, {
duration: 300,
easing: tween.elasticOut
});
}
});
// Remove enemy tank
enemy.destroy();
enemyTanks.splice(i, 1);
continue;
}
}
// Update enemy shells
for (var i = enemyShells.length - 1; i >= 0; i--) {
var shell = enemyShells[i];
shell.update();
// Remove if off screen
if (shell.y > GAME_H + shell.height / 2 || shell.x < -shell.width / 2 || shell.x > GAME_W + shell.width / 2) {
shell.destroy();
enemyShells.splice(i, 1);
continue;
}
// Check collision with player
if (shell.intersects(player)) {
// Explosion
var exp = new Explosion();
exp.x = shell.x;
exp.y = shell.y;
game.addChild(exp);
LK.getSound('explode').play();
LK.effects.flashScreen(0xff0000, 800);
// Decrease health
playerHealth--;
// Update health display
var hearts = '';
for (var h = 0; h < playerHealth; h++) {
hearts += '❤';
}
healthTxt.setText(hearts);
if (playerHealth <= 0) {
// Create animated game over screen
gameOverAnimation = new GameOverAnimator();
game.addChild(gameOverAnimation);
gameOverAnimation.initialize();
// Delay the actual game over to allow animation to play
LK.setTimeout(function () {
LK.showGameOver();
}, 5000); // Show game over after 5 seconds of animation
return;
}
// Animate player hit by shell
tween.stop(player, {
rotation: true,
alpha: true
});
// Push player slightly in the direction of the hit
var pushX = (player.x - shell.x) * 0.05;
var pushY = (player.y - shell.y) * 0.05;
var origX = player.x;
var origY = player.y;
tween(player, {
x: player.x + pushX,
y: player.y + pushY,
alpha: 0.7
}, {
duration: 120,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(player, {
x: origX,
y: origY,
alpha: 1
}, {
duration: 280,
easing: tween.easeInOut
});
}
});
// Remove shell
shell.destroy();
enemyShells.splice(i, 1);
continue;
}
}
// Update health power-ups
for (var i = healthPowerUps.length - 1; i >= 0; i--) {
var heart = healthPowerUps[i];
heart.update();
// Check if player collected the heart
if (player.intersects(heart)) {
// Only collect if health is less than maximum
if (playerHealth < 5) {
// Play collect sound
LK.getSound('enemyFire').play();
// Increase health
playerHealth++;
// Update health display
var hearts = '';
for (var h = 0; h < playerHealth; h++) {
hearts += '❤';
}
healthTxt.setText(hearts);
// Animation
heart.collect();
// Remove heart
LK.setTimeout(function () {
heart.destroy();
}, 300);
healthPowerUps.splice(i, 1);
// Flash effect
LK.effects.flashScreen(0x00ff00, 300);
}
}
// Remove if off screen
if (heart.y > GAME_H + heart.height / 2) {
heart.destroy();
healthPowerUps.splice(i, 1);
}
}
// Update health power-ups
for (var i = healthPowerUps.length - 1; i >= 0; i--) {
var heart = healthPowerUps[i];
heart.update();
// Check if player collected the heart
if (player.intersects(heart)) {
// Only collect if health is less than maximum
if (playerHealth < 5) {
// Play collect sound
LK.getSound('enemyFire').play();
// Increase health
playerHealth++;
// Update health display
var hearts = '';
for (var h = 0; h < playerHealth; h++) {
hearts += '❤';
}
healthTxt.setText(hearts);
// Animation
heart.collect();
// Remove heart
LK.setTimeout(function () {
heart.destroy();
}, 300);
healthPowerUps.splice(i, 1);
// Flash effect
LK.effects.flashScreen(0x00ff00, 300);
}
}
// Remove if off screen
if (heart.y > GAME_H + heart.height / 2) {
heart.destroy();
healthPowerUps.splice(i, 1);
}
}
// Spawn enemies
enemySpawnCounter++;
if (enemySpawnCounter >= getEnemySpawnInterval()) {
enemySpawnCounter = 0;
// Randomly spawn health power-up (around 10% chance, only if player's health is not full)
if (Math.random() < 0.1 && playerHealth < 5 && healthPowerUps.length < 2) {
var healthPowerUp = new Health();
var margin = 300;
healthPowerUp.x = margin + Math.random() * (GAME_W - margin * 2);
healthPowerUp.y = -healthPowerUp.height;
healthPowerUp.lastY = healthPowerUp.y;
// Add to game
healthPowerUps.push(healthPowerUp);
game.addChild(healthPowerUp);
// Apply slow falling movement
tween(healthPowerUp, {
y: GAME_H + healthPowerUp.height
}, {
duration: 20000,
// Slow fall over 20 seconds
easing: tween.linear
});
}
// Randomly spawn health power-up (around 10% chance, only if player's health is not full)
if (Math.random() < 0.1 && playerHealth < 5 && healthPowerUps.length < 2) {
var healthPowerUp = new Health();
var margin = 300;
healthPowerUp.x = margin + Math.random() * (GAME_W - margin * 2);
healthPowerUp.y = -healthPowerUp.height;
healthPowerUp.lastY = healthPowerUp.y;
// Add to game
healthPowerUps.push(healthPowerUp);
game.addChild(healthPowerUp);
// Apply slow falling movement
tween(healthPowerUp, {
y: GAME_H + healthPowerUp.height
}, {
duration: 20000,
// Slow fall over 20 seconds
easing: tween.linear
});
}
// Only spawn an enemy if there are not too many already
if (enemyTanks.length < 5 + Math.floor(LK.getScore() / 10)) {
var enemy = new EnemyTank();
// Position enemies at the top, across the width of the screen
var margin = 200;
enemy.x = margin / 2 + Math.random() * (GAME_W - margin);
enemy.y = -enemy.height / 2; // Start just off-screen at the top
// Rotate to face down
enemy.rotation = Math.PI; // 180 degrees to face down
enemyTanks.push(enemy);
game.addChild(enemy);
// Add spawn animation
enemy.alpha = 0;
enemy.scaleX = 0.2;
enemy.scaleY = 0.2;
tween(enemy, {
alpha: 1,
scaleX: 1,
scaleY: 1
}, {
duration: 400,
easing: tween.elasticOut
});
console.log("Spawned enemy tank from top");
}
}
};
// Game initialization happens in startGame function ===================================================================
--- original.js
+++ change.js
@@ -927,8 +927,9 @@
var playerShells = [];
var enemyTanks = [];
var enemyShells = [];
var healthPowerUps = [];
+var healthPowerUps = [];
// Create animated intro
function showAnimatedIntro() {
animatedIntro = new AnimatedIntro();
game.addChild(animatedIntro);
@@ -966,8 +967,9 @@
playerShells = [];
enemyTanks = [];
enemyShells = [];
healthPowerUps = [];
+ healthPowerUps = [];
// Reset score and health
LK.setScore(0);
scoreTxt.setText('0');
playerHealth = 5;
@@ -1368,8 +1370,43 @@
heart.destroy();
healthPowerUps.splice(i, 1);
}
}
+ // Update health power-ups
+ for (var i = healthPowerUps.length - 1; i >= 0; i--) {
+ var heart = healthPowerUps[i];
+ heart.update();
+ // Check if player collected the heart
+ if (player.intersects(heart)) {
+ // Only collect if health is less than maximum
+ if (playerHealth < 5) {
+ // Play collect sound
+ LK.getSound('enemyFire').play();
+ // Increase health
+ playerHealth++;
+ // Update health display
+ var hearts = '';
+ for (var h = 0; h < playerHealth; h++) {
+ hearts += '❤';
+ }
+ healthTxt.setText(hearts);
+ // Animation
+ heart.collect();
+ // Remove heart
+ LK.setTimeout(function () {
+ heart.destroy();
+ }, 300);
+ healthPowerUps.splice(i, 1);
+ // Flash effect
+ LK.effects.flashScreen(0x00ff00, 300);
+ }
+ }
+ // Remove if off screen
+ if (heart.y > GAME_H + heart.height / 2) {
+ heart.destroy();
+ healthPowerUps.splice(i, 1);
+ }
+ }
// Spawn enemies
enemySpawnCounter++;
if (enemySpawnCounter >= getEnemySpawnInterval()) {
enemySpawnCounter = 0;
@@ -1391,8 +1428,27 @@
// Slow fall over 20 seconds
easing: tween.linear
});
}
+ // Randomly spawn health power-up (around 10% chance, only if player's health is not full)
+ if (Math.random() < 0.1 && playerHealth < 5 && healthPowerUps.length < 2) {
+ var healthPowerUp = new Health();
+ var margin = 300;
+ healthPowerUp.x = margin + Math.random() * (GAME_W - margin * 2);
+ healthPowerUp.y = -healthPowerUp.height;
+ healthPowerUp.lastY = healthPowerUp.y;
+ // Add to game
+ healthPowerUps.push(healthPowerUp);
+ game.addChild(healthPowerUp);
+ // Apply slow falling movement
+ tween(healthPowerUp, {
+ y: GAME_H + healthPowerUp.height
+ }, {
+ duration: 20000,
+ // Slow fall over 20 seconds
+ easing: tween.linear
+ });
+ }
// Only spawn an enemy if there are not too many already
if (enemyTanks.length < 5 + Math.floor(LK.getScore() / 10)) {
var enemy = new EnemyTank();
// Position enemies at the top, across the width of the screen