User prompt
Сделай игрока бессмертным
User prompt
Исправь баг при котором после убийства босса взрыв не заканчивается
User prompt
Сделай так чтоб при появление босса другие враги не справились
User prompt
Сделай игрока бессмертным
User prompt
Добавь модульного босса состоящего из трех больших частей двух пушек по бокам и корпуса по центру
User prompt
Добавь карту раздвоины луч используя рисурс Асплитминд при его выборе из корабля выле ает два снаряда в разные направления из одной точки
User prompt
Исправь баг при котором взрыв начинается на другом корабле
User prompt
Сделай фон черным
User prompt
Добавь фон чтоб я мог его изменить
User prompt
И тоже самое с cards 1
User prompt
Изми ни карты скорости и скорости атаки чтоб они стали постоянами
User prompt
Сделай так чтобКоличество отбираемых карт ограничено событиями, и они меняются случайным образом
User prompt
Сделай так чтоб количество карт не прывышало трех
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'toLocal')' in or related to this line: 'var local = card1.toLocal({' Line Number: 1226
User prompt
Добавь шанс того что одна из карт будет кардсдсск при её выборе урон игрока возрастает в двое
User prompt
Добавь на фон мималестичные пиксельные звезды в два слоя
User prompt
Сделай так что во время выбора карты могла появиться вится карта cardhp она увеличивает максимальное хп на 1
User prompt
Сделай так чтоб куда я не нажал в меню гачаналь игра
User prompt
Вместо надписи используй картинку менюууууу
User prompt
Сделай так, чтобы принадатие кнопки «Старт» пропадало, появилась надпись «Космическая атака», появилась кнопка и появилась возможность использовать джойстик управления при приложении на экране
User prompt
Сделай кнопку старт рабочей
User prompt
Сделай так чтоб основная музыка не играла в меню
User prompt
Сделай так что в меню игра музыка Themamenu
User prompt
Сделай так что принадати кнопки старт меню пропадала и начиналась игра
User prompt
Убери надпись начать и замени её кнопкой старт из библиотеки ресурсов
/****
* Classes
****/
// New armored enemy ship: slower, more health, different sprite
var ArmoredEnemyShip = Container.expand(function () {
var self = Container.call(this);
self.fireCooldown = 120; // Fires more often than normal enemy
self.fireTimer = Math.random() * self.fireCooldown;
self.enemyProjectileSpawnPoint = {
x: 0,
y: 0
};
self.hit = function () {
if (self.isDestroyed) return;
self.health -= 1;
if (self.health <= 0) {
self.isDestroyed = true;
} else {
// Flash magenta on hit
if (self.shipSprite) LK.effects.flashObject(self.shipSprite, 0xe011a9, 80);
}
};
self.update = function () {
if (self.isOffScreen || self.isDestroyed) return;
if (typeof freezeEnemies !== 'undefined' && freezeEnemies) return;
// Target the player ship
if (typeof playerShip !== 'undefined' && playerShip && !playerShip.isDestroyed) {
var dx = playerShip.x - self.x;
var dy = playerShip.y - self.y;
var targetAngle = Math.atan2(dy, dx);
self.angle = targetAngle;
if (self.shipSprite) self.shipSprite.rotation = self.angle + Math.PI / 2;
}
self.lastX = self.x;
self.lastY = self.y;
// Armored enemy moves slower
var moveX = Math.cos(self.angle) * self.speed;
var moveY = Math.sin(self.angle) * self.speed;
if (typeof playerShip !== 'undefined' && playerShip && !playerShip.isDestroyed) {
var dxToPlayer = self.x + moveX - playerShip.x;
var dyToPlayer = self.y + moveY - playerShip.y;
var distToPlayer = Math.sqrt(dxToPlayer * dxToPlayer + dyToPlayer * dyToPlayer);
if (distToPlayer < 120) {
moveX = 0;
moveY = 0;
}
}
self.x += moveX;
self.y += moveY;
var shipAsset = self.shipSprite;
if (shipAsset) {
var noseDistance = shipAsset.height / 2;
self.enemyProjectileSpawnPoint.x = self.x + Math.cos(self.angle) * noseDistance;
self.enemyProjectileSpawnPoint.y = self.y + Math.sin(self.angle) * noseDistance;
}
self.fireTimer--;
if (self.fireTimer <= 0) {
if (typeof EnemyProjectile !== 'undefined' && typeof enemyProjectiles !== 'undefined' && game && typeof game.addChild === 'function') {
var newProjectile = new EnemyProjectile(self.angle);
newProjectile.x = self.enemyProjectileSpawnPoint.x;
newProjectile.y = self.enemyProjectileSpawnPoint.y;
enemyProjectiles.push(newProjectile);
game.addChild(newProjectile);
self.fireTimer = self.fireCooldown;
}
}
var gameWidth = 2048;
var gameHeight = 2732;
var marginWidth = self.shipSprite && self.shipSprite.width ? self.shipSprite.width / 2 + 50 : 100;
var marginHeight = self.shipSprite && self.shipSprite.height ? self.shipSprite.height / 2 + 50 : 100;
if (self.x < -marginWidth || self.x > gameWidth + marginWidth || self.y < -marginHeight || self.y > gameHeight + marginHeight) {
self.isOffScreen = true;
}
};
// Use a magenta box for armored enemy
self.shipSprite = self.attachAsset('Armoredenyme', {
anchorX: 0.5,
anchorY: 0.5
});
self.angle = Math.PI / 2;
if (self.shipSprite) self.shipSprite.rotation = self.angle + Math.PI / 2;
self.speed = 2.5; // Slower than normal enemy
self.isOffScreen = false;
self.lastX = self.x;
self.lastY = self.y;
self.health = 3; // Armored enemy starts with 3 HP
self.isDestroyed = false;
return self;
});
var BossCannon = Container.expand(function (parentBoss) {
var self = Container.call(this);
self.parentBoss = parentBoss;
self.health = 15; // Cannons are a bit tough
self.isDestroyed = false;
self.fireCooldown = 90; // Fires every 1.5 seconds
self.fireTimer = Math.random() * self.fireCooldown;
self.cannonSprite = self.attachAsset('Bossgun', {
anchorX: 0.5,
anchorY: 0.5
});
self.hit = function (damage) {
if (self.isDestroyed) return;
self.health -= damage;
LK.effects.flashObject(self.cannonSprite, 0xff8888, 100);
if (self.health <= 0) {
self.isDestroyed = true;
self.visible = false;
// Play a smaller explosion for cannon destruction
var explosionX = self.parentBoss.x + self.x;
var explosionY = self.parentBoss.y + self.y;
var boomImg = LK.getAsset('Boom3', {
anchorX: 0.5,
anchorY: 0.5,
x: explosionX,
y: explosionY
});
game.addChild(boomImg);
LK.setTimeout(function () {
if (boomImg && typeof boomImg.destroy === 'function') boomImg.destroy();
}, 500);
LK.getSound('Boom').play();
}
};
self.update = function () {
if (self.isDestroyed || typeof freezeEnemies !== 'undefined' && freezeEnemies) return;
// Aim at player
if (playerShip && !playerShip.isDestroyed) {
var globalCannonX = self.parentBoss.x + self.x;
var globalCannonY = self.parentBoss.y + self.y;
var dx = playerShip.x - globalCannonX;
var dy = playerShip.y - globalCannonY;
var angleToPlayer = Math.atan2(dy, dx);
self.cannonSprite.rotation = angleToPlayer + Math.PI / 2; // Assuming sprite points "up"
self.fireTimer--;
if (self.fireTimer <= 0) {
var noseOffset = self.cannonSprite.height / 2;
var projSpawnX = globalCannonX + Math.cos(angleToPlayer) * noseOffset;
var projSpawnY = globalCannonY + Math.sin(angleToPlayer) * noseOffset;
var newProjectile = new EnemyProjectile(angleToPlayer);
newProjectile.x = projSpawnX;
newProjectile.y = projSpawnY;
enemyProjectiles.push(newProjectile);
game.addChild(newProjectile);
self.fireTimer = self.fireCooldown;
}
}
};
return self;
});
var BossEnemy = Container.expand(function () {
var self = Container.call(this);
self.isDestroyed = false;
self.mainBody = new BossMainBody(self);
self.addChild(self.mainBody);
self.mainBody.x = 0;
self.mainBody.y = 0;
self.leftCannon = new BossCannon(self);
self.addChild(self.leftCannon);
self.rightCannon = new BossCannon(self);
self.addChild(self.rightCannon);
// Position cannons relative to the main body
// Ensure sprites are attached to get dimensions
var mainBodyWidth = self.mainBody.bodySprite.width;
var cannonWidth = self.leftCannon.cannonSprite.width; // Both cannons use same asset
self.leftCannon.x = -(mainBodyWidth / 2) - cannonWidth / 2 - 20; // 20px spacing
self.leftCannon.y = 0;
self.rightCannon.x = mainBodyWidth / 2 + cannonWidth / 2 + 20; // 20px spacing
self.rightCannon.y = 0;
self.update = function () {
if (self.isDestroyed || typeof freezeEnemies !== 'undefined' && freezeEnemies) return;
if (self.mainBody && !self.mainBody.isDestroyed) {
self.mainBody.update();
}
if (self.leftCannon && !self.leftCannon.isDestroyed) {
self.leftCannon.update();
}
if (self.rightCannon && !self.rightCannon.isDestroyed) {
self.rightCannon.update();
}
};
return self;
});
var BossMainBody = Container.expand(function (parentBoss) {
var self = Container.call(this);
self.parentBoss = parentBoss;
self.health = 50; // Main body is very tough
self.isDestroyed = false;
self.bodySprite = self.attachAsset('BossBodyAsset', {
anchorX: 0.5,
anchorY: 0.5
});
self.hit = function (damage) {
if (self.isDestroyed) return;
self.health -= damage;
LK.effects.flashObject(self.bodySprite, 0xff6666, 150);
if (self.health <= 0) {
self.isDestroyed = true;
self.visible = false;
self.parentBoss.isDestroyed = true; // Main body destroyed means boss is defeated
// Trigger larger explosion sequence for boss defeat in BossEnemy or game.update
}
};
self.update = function () {
if (self.isDestroyed || typeof freezeEnemies !== 'undefined' && freezeEnemies) return;
// Potential movement or special attacks later
};
return self;
});
var EnemyProjectile = Container.expand(function (fireAngle) {
var self = Container.call(this);
self.bulletSprite = self.attachAsset('enemyBulletSprite', {
anchorX: 0.5,
anchorY: 0.5
});
self.angle = fireAngle; // Angle of movement
self.speed = 10; // Enemy projectiles are a bit slower
if (self.bulletSprite) {
// Assuming the bullet shape is wider than tall, rotating by angle aligns its length with movement.
self.bulletSprite.rotation = self.angle;
}
self.isOffScreen = false;
self.update = function () {
if (self.isOffScreen) return;
if (typeof freezeEnemies !== 'undefined' && freezeEnemies) return; // Freeze enemy projectiles during card choice
self.x += Math.cos(self.angle) * self.speed;
self.y += Math.sin(self.angle) * self.speed;
var gameWidth = 2048;
var gameHeight = 2732;
// Margin based on projectile size to ensure it's fully off-screen
var margin = 50; // Default margin
if (self.bulletSprite && (self.bulletSprite.width || self.bulletSprite.height)) {
margin = Math.max(self.bulletSprite.width || 0, self.bulletSprite.height || 0) / 2 + 50;
}
if (self.x < -margin || self.x > gameWidth + margin || self.y < -margin || self.y > gameHeight + margin) {
self.isOffScreen = true;
}
};
return self;
});
// Orange rectangular bullet
var EnemyShip = Container.expand(function () {
var self = Container.call(this);
self.fireCooldown = 180; // Fire every 3 seconds (180 ticks at 60FPS)
self.fireTimer = Math.random() * self.fireCooldown; // Stagger initial firing
self.enemyProjectileSpawnPoint = {
x: 0,
y: 0
};
self.hit = function () {
if (self.isDestroyed) return; // Already destroyed
self.health--;
if (self.health <= 0) {
self.isDestroyed = true;
// Optionally, trigger a small visual effect here like a flash
// LK.effects.flashObject(self, 0xffffff, 100);
} else {
// Optionally, visual effect for taking damage but not destroyed
// LK.effects.flashObject(self, 0xffaaaa, 50);
}
};
self.update = function () {
if (self.isOffScreen || self.isDestroyed) return; // Don't update if off-screen or destroyed
if (typeof freezeEnemies !== 'undefined' && freezeEnemies) return; // Freeze all enemy movement and firing during card choice
// Target the player ship
if (typeof playerShip !== 'undefined' && playerShip && !playerShip.isDestroyed) {
var dx = playerShip.x - self.x;
var dy = playerShip.y - self.y;
// Calculate angle towards player
var targetAngle = Math.atan2(dy, dx);
// Update the enemy's angle to face the player
self.angle = targetAngle;
// Update sprite rotation to match the new angle
// Assuming the ship sprite is designed "pointing up" (nose along its local -Y axis or top)
// visual rotation = world angle + PI/2.
if (self.shipSprite) {
self.shipSprite.rotation = self.angle + Math.PI / 2;
}
}
// If playerShip is not available or is destroyed, the enemy will continue in its current self.angle.
self.lastX = self.x;
self.lastY = self.y;
// Prevent enemy from moving too close to the player
var safeDistance = 120; // Minimum allowed distance between enemy and player
var moveX = Math.cos(self.angle) * self.speed;
var moveY = Math.sin(self.angle) * self.speed;
if (typeof playerShip !== 'undefined' && playerShip && !playerShip.isDestroyed) {
var dxToPlayer = self.x + moveX - playerShip.x;
var dyToPlayer = self.y + moveY - playerShip.y;
var distToPlayer = Math.sqrt(dxToPlayer * dxToPlayer + dyToPlayer * dyToPlayer);
if (distToPlayer < safeDistance) {
// If moving would bring us too close, do not move this frame
moveX = 0;
moveY = 0;
}
}
self.x += moveX;
self.y += moveY;
// Update enemy projectile spawn point
var shipAsset = self.shipSprite;
if (shipAsset) {
var noseDistance = shipAsset.height / 2; // Assuming front is along height axis from center
self.enemyProjectileSpawnPoint.x = self.x + Math.cos(self.angle) * noseDistance;
self.enemyProjectileSpawnPoint.y = self.y + Math.sin(self.angle) * noseDistance;
}
// Firing logic
self.fireTimer--;
if (self.fireTimer <= 0) {
if (typeof EnemyProjectile !== 'undefined' && typeof enemyProjectiles !== 'undefined' && game && typeof game.addChild === 'function') {
var newProjectile = new EnemyProjectile(self.angle); // Fire in the direction the ship is moving
newProjectile.x = self.enemyProjectileSpawnPoint.x;
newProjectile.y = self.enemyProjectileSpawnPoint.y;
enemyProjectiles.push(newProjectile);
game.addChild(newProjectile);
self.fireTimer = self.fireCooldown; // Reset cooldown
}
}
// Generalized off-screen check
var gameWidth = 2048;
var gameHeight = 2732;
var marginWidth = self.shipSprite && self.shipSprite.width ? self.shipSprite.width / 2 + 50 : 100;
var marginHeight = self.shipSprite && self.shipSprite.height ? self.shipSprite.height / 2 + 50 : 100;
if (self.x < -marginWidth || self.x > gameWidth + marginWidth || self.y < -marginHeight || self.y > gameHeight + marginHeight) {
self.isOffScreen = true;
}
};
self.shipSprite = self.attachAsset('enemyShipSprite', {
anchorX: 0.5,
anchorY: 0.5
});
self.angle = Math.PI / 2; // Default angle: moving downwards (positive Y direction)
if (self.shipSprite) {
self.shipSprite.rotation = self.angle + Math.PI / 2;
}
self.speed = 4;
self.isOffScreen = false;
self.lastX = self.x;
self.lastY = self.y;
self.health = 1;
self.isDestroyed = false;
return self;
});
var FireButton = Container.expand(function () {
var self = Container.call(this);
self.buttonSprite = self.attachAsset('fireButtonSprite', {
anchorX: 0.5,
anchorY: 0.5
});
self.lastFireTick = -1000; // Track last tick when fired
self.down = function (x, y, obj) {
// Prevent holding down for auto-fire: only allow firing if enough time has passed since last fire
if (typeof LK !== 'undefined' && typeof LK.ticks !== 'undefined') {
if (typeof self.lastFireTick === 'undefined') self.lastFireTick = -1000;
// Only allow firing if at least fireButtonCooldown ticks have passed since last fire
if (typeof fireButtonCooldown === 'undefined') fireButtonCooldown = 30;
if (LK.ticks - self.lastFireTick < fireButtonCooldown) return;
}
// Only fire if player has ammo and not holding down for auto-fire
if (typeof playerAmmo !== 'undefined' && playerAmmo > 0) {
if (playerShip && typeof playerShip.currentAngle !== 'undefined' && typeof projectileSpawnPoint !== 'undefined' && playerProjectiles && PlayerProjectile) {
if (typeof playerSplitShotActive !== 'undefined' && playerSplitShotActive) {
var spreadAngle = Math.PI / 10; // 18 degrees spread for each projectile from center
// Projectile 1 (left/upward component of spread)
var proj1 = new PlayerProjectile(playerShip.currentAngle - spreadAngle);
proj1.x = projectileSpawnPoint.x;
proj1.y = projectileSpawnPoint.y;
playerProjectiles.push(proj1);
game.addChild(proj1);
// Projectile 2 (right/downward component of spread)
var proj2 = new PlayerProjectile(playerShip.currentAngle + spreadAngle);
proj2.x = projectileSpawnPoint.x;
proj2.y = projectileSpawnPoint.y;
playerProjectiles.push(proj2);
game.addChild(proj2);
} else {
// Single projectile (default behavior)
var newProjectile = new PlayerProjectile(playerShip.currentAngle);
newProjectile.x = projectileSpawnPoint.x;
newProjectile.y = projectileSpawnPoint.y;
playerProjectiles.push(newProjectile);
game.addChild(newProjectile);
}
playerAmmo = Math.max(0, playerAmmo - 1); // Decrease ammo by 1, never below 0
// Removed ammo counter update as per requirements
if (typeof LK !== 'undefined' && typeof LK.ticks !== 'undefined') {
self.lastFireTick = LK.ticks;
}
// Play shot sound when firing
if (typeof LK !== 'undefined' && typeof LK.getSound === 'function') {
var shotSound = LK.getSound('Shot');
if (shotSound && typeof shotSound.play === 'function') {
shotSound.play();
}
}
}
}
};
return self;
});
var HealthRestore = Container.expand(function () {
var self = Container.call(this);
self.restoreSprite = self.attachAsset('healthRestoreSprite', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
// Check for collision with player ship
if (playerShip && !playerShip.isDestroyed && self.intersects(playerShip)) {
if (playerShip.health < 3) {
playerShip.health = Math.min(playerShip.health + 1, 3); // Restore health, max 3
if (playerShip.shipSprite) {
LK.effects.flashObject(playerShip.shipSprite, 0x00ff00, 150); // Flash green on health restore
}
// Update hearts display
for (var i = 0; i < hearts.length; i++) {
hearts[i].visible = i < playerShip.health;
}
}
self.destroy();
}
};
return self;
});
var Heart = Container.expand(function () {
var self = Container.call(this);
self.heartSprite = self.attachAsset('heartSprite', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2,
scaleY: 2
});
return self;
});
// Red circular fire button
var Joystick = Container.expand(function () {
var self = Container.call(this);
self.baseSprite = self.attachAsset('joystickBaseSprite', {
anchorX: 0.5,
anchorY: 0.5
});
self.knobSprite = self.attachAsset('joystickKnobSprite', {
anchorX: 0.5,
anchorY: 0.5
});
// Maximum distance the knob's center can move from the base's center
self.radius = self.baseSprite.width / 2 - self.knobSprite.width / 2;
if (self.radius <= 0) {
// Ensure a sensible minimum radius
self.radius = self.baseSprite.width > 0 ? self.baseSprite.width / 4 : 50; // Use 1/4 of base width or 50 if base has no width
}
self.isDragging = false;
self.inputVector = {
x: 0,
y: 0
}; // Normalized output (-1 to 1)
self.handleDown = function (localX, localY) {
// localX, localY are relative to the joystick's center (its origin)
// Check if the touch is within the larger base area to start dragging
var distSqFromCenter = localX * localX + localY * localY;
if (distSqFromCenter <= self.baseSprite.width / 2 * (self.baseSprite.width / 2)) {
self.isDragging = true;
self.handleMove(localX, localY); // Snap knob to initial touch position
return true; // Indicates joystick took control
}
return false; // Joystick not activated
};
self.handleMove = function (localX, localY) {
if (!self.isDragging) return;
var dist = Math.sqrt(localX * localX + localY * localY);
if (dist > self.radius) {
// Normalize and scale to radius if touch is outside draggable area
self.knobSprite.x = localX / dist * self.radius;
self.knobSprite.y = localY / dist * self.radius;
} else {
self.knobSprite.x = localX;
self.knobSprite.y = localY;
}
// Calculate normalized input vector
if (self.radius > 0) {
self.inputVector.x = self.knobSprite.x / self.radius;
self.inputVector.y = self.knobSprite.y / self.radius;
} else {
// Avoid division by zero if radius is zero
self.inputVector.x = 0;
self.inputVector.y = 0;
}
};
self.handleUp = function () {
if (self.isDragging) {
self.isDragging = false;
// Reset knob to center and clear input vector
self.knobSprite.x = 0;
self.knobSprite.y = 0;
self.inputVector.x = 0;
self.inputVector.y = 0;
}
};
self.getInput = function () {
return self.inputVector;
};
self.isActive = function () {
return self.isDragging;
};
return self;
});
// Projectile class for player's bullets
var PlayerProjectile = Container.expand(function (fireAngle) {
var self = Container.call(this);
// Attach bullet sprite
self.bulletSprite = self.attachAsset('playerBulletSprite', {
anchorX: 0.5,
anchorY: 0.5
});
self.angle = fireAngle; // Store the firing angle
self.speed = 20; // Projectile speed magnitude
// The playerBulletSprite has orientation:1, meaning it's rotated 90deg clockwise.
// If original was thin vertical, it's now thin horizontal, "pointing" along its X-axis.
// So, self.angle directly applies.
self.bulletSprite.rotation = self.angle;
self.isOffScreen = false; // Flag to indicate if projectile is off-screen
// Update method to move projectile
self.update = function () {
if (self.isOffScreen) return; // Don't update if already marked off-screen
self.x += Math.cos(self.angle) * self.speed;
self.y += Math.sin(self.angle) * self.speed;
// Check if off-screen
var gameWidth = 2048;
var gameHeight = 2732;
// Margin based on projectile size to ensure it's fully off-screen
var margin = Math.max(self.bulletSprite.width, self.bulletSprite.height) / 2 + 50;
if (self.x < -margin || self.x > gameWidth + margin || self.y < -margin || self.y > gameHeight + margin) {
self.isOffScreen = true;
}
}; //{M} // Note: Original L was self.destroy related, removed.
return self;
});
// PlayerShip class to handle player ship logic and projectile spawn point calculation
var PlayerShip = Container.expand(function () {
var self = Container.call(this);
self.health = 3; // Player can take a few hits
self._fractionalHealth = self.health; // For fractional damage (e.g., 0.5 from armored enemy)
self.isDestroyed = false;
self.hit = function () {
if (self.isDestroyed) return;
// Player is immortal: Do not reduce health
// if (typeof self._fractionalHealth === 'undefined') self._fractionalHealth = self.health;
// self._fractionalHealth -= 1;
// self.health = Math.floor(self._fractionalHealth);
LK.effects.flashObject(self.shipSprite || self, 0xff0000, 150); // Flash red on hit (flash sprite if available)
// Update hearts display (health remains unchanged)
for (var i = 0; i < hearts.length; i++) {
hearts[i].visible = i < self.health;
}
// Player is immortal: Do not set isDestroyed
// if (self._fractionalHealth <= 0) {
// self.isDestroyed = true;
// // Game over will be triggered in game.update
// }
};
// Attach player ship sprite and set reference for spawn point calculation
self.shipSprite = self.attachAsset('playerShipSprite', {
anchorX: 0.5,
anchorY: 0.5
});
self.moveSpeed = 10; // Pixels per tick for movement speed
// currentAngle is the direction the ship moves and fires projectiles.
// 0 radians = right, -PI/2 = up (screen coordinates).
self.currentAngle = -Math.PI / 2; // Initial angle: pointing up.
// playerShipSprite is assumed to be designed pointing "up" (its nose along its local -Y axis).
// To make the sprite's nose align with currentAngle, its visual rotation needs adjustment.
// Visual rotation = currentAngle + Math.PI / 2.
// E.g., currentAngle = -PI/2 (up) => visual rotation = 0.
// E.g., currentAngle = 0 (right) => visual rotation = PI/2.
self.shipSprite.rotation = self.currentAngle + Math.PI / 2;
// Initialize projectile spawn point (remains important)
// This will be updated relative to the ship's current position in self.update()
// Initial dummy values, will be set correctly on first update.
projectileSpawnPoint.x = 0;
projectileSpawnPoint.y = 0;
self.applyJoystickInput = function (inputX, inputY) {
// Update angle only if joystick provides directional input
if (inputX !== 0 || inputY !== 0) {
self.currentAngle = Math.atan2(inputY, inputX);
self.shipSprite.rotation = self.currentAngle + Math.PI / 2;
}
self.x += inputX * self.moveSpeed;
self.y += inputY * self.moveSpeed;
// Boundary checks to keep ship on screen
var halfWidth = self.shipSprite.width / 2;
var halfHeight = self.shipSprite.height / 2;
var gameWidth = 2048;
var gameHeight = 2732;
var topSafeMargin = 100; // Top 100px area is reserved
if (self.x - halfWidth < 0) self.x = halfWidth;
if (self.x + halfWidth > gameWidth) self.x = gameWidth - halfWidth;
if (self.y - halfHeight < topSafeMargin) self.y = topSafeMargin + halfHeight;
if (self.y + halfHeight > gameHeight) self.y = gameHeight - halfHeight;
};
// Update projectile spawn point every frame based on player ship position and rotation
self.update = function () {
var shipAsset = self.shipSprite;
if (!shipAsset) return;
// Calculate spawn point at the tip of the ship, considering its currentAngle.
// The "nose" is shipAsset.height / 2 distance from the center.
var noseDistance = shipAsset.height / 2;
projectileSpawnPoint.x = self.x + Math.cos(self.currentAngle) * noseDistance;
projectileSpawnPoint.y = self.y + Math.sin(self.currentAngle) * noseDistance;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
// Will be updated in PlayerShip class update
// Projectile spawn point (relative to player ship center)
var projectileSpawnPoint = {
x: 0,
y: 0
};
var joystick; // Declare joystick instance
// Array to keep track of all player projectiles
var playerProjectiles = [];
// Player projectile damage (can be doubled by Cardsttsck)
var playerProjectileDamage = 1;
// Player ammo count (start with 10). Player cannot fire forever: must wait for ammo to restore and cannot hold fire for auto-fire.
var playerAmmo = 10;
// Create and add the game background
// You can change the background by updating the ID in the Assets section for 'game_background_image'
var gameBackground = LK.getAsset('game_background_image', {
anchorX: 0,
anchorY: 0,
x: 0,
y: 0
});
game.addChild(gameBackground);
// Adding it here as one of the first children to 'game' ensures it's in the background.
var maxPlayerAmmo = 10; // Maximum player ammo capacity
// Fire button cooldown in ticks (default 30, can be halved by Card1)
var fireButtonCooldown = 30;
// Array to keep track of all enemy ships
var enemyShips = [];
// Array to keep track of all enemy projectiles
var enemyProjectiles = [];
// Global flag: freeze all enemy movement and firing during card choice
var freezeEnemies = false;
var playerSplitShotActive = false; // Flag for Asplitmind card: player fires two projectiles
// Create player ship and add to game
var playerShip = new PlayerShip();
game.addChild(playerShip);
// Display hearts for player health
var hearts = [];
for (var i = 0; i < playerShip.health; i++) {
var heart = new Heart();
heart.x = i * 120 + 120; // Position hearts with increased spacing
heart.y = 60; // Top-left corner
LK.gui.topLeft.addChild(heart);
hearts.push(heart);
}
// Money counter (pixel style) in top-right corner
var money = 0;
var moneyTxt = new Text2(money + " $", {
size: 120,
fill: 0xFFE066,
font: "monospace, 'Press Start 2P', 'VT323', 'Courier New', Courier, monospace",
// pixel/retro style
align: "right"
});
moneyTxt.anchor.set(1, 0); // Right-top anchor
moneyTxt.x = -60; // Padding from right edge
moneyTxt.y = 60; // Padding from top edge
LK.gui.topRight.addChild(moneyTxt);
var enemiesKilled = 0; // Counter for killed enemies, to trigger boss
var bossEnemyInstance = null; // Holds the boss instance
var bossSpawned = false; // Flag to ensure boss spawns only once per game
// Ammo counter removed as per requirements
// Center player ship horizontally, place near bottom
playerShip.x = 2048 / 2;
playerShip.y = 2732 - 350;
// Create Joystick
joystick = new Joystick();
game.addChild(joystick);
// Set initial position (e.g., 0,0), though it will jump to touch.
joystick.x = 0;
joystick.y = 0;
// Enemy spawn multiplier (default 1, can be set to 3 for 5 seconds after Card2)
game._enemySpawnMultiplier = 1;
game._enemySpawnMultiplierTimeout = null;
// Create and add Enemy Ships
var enemyShip1 = new EnemyShip();
var enemyShipAssetHeight1 = enemyShip1.shipSprite && enemyShip1.shipSprite.height ? enemyShip1.shipSprite.height : 146; // Default to asset height
enemyShip1.x = 2048 / 3;
enemyShip1.y = -(enemyShipAssetHeight1 / 2) - 50; // Start off-screen at the top
enemyShip1.lastX = enemyShip1.x; // Initialize lastX to the actual starting x
enemyShip1.lastY = enemyShip1.y; // Initialize lastY to the actual starting y
game.addChild(enemyShip1);
enemyShips.push(enemyShip1);
var enemyShip2 = new EnemyShip();
var enemyShipAssetHeight2 = enemyShip2.shipSprite && enemyShip2.shipSprite.height ? enemyShip2.shipSprite.height : 146; // Default to asset height
enemyShip2.x = 2048 * 2 / 3;
enemyShip2.y = -(enemyShipAssetHeight2 / 2) - 150; // Start off-screen, staggered further up
enemyShip2.lastX = enemyShip2.x; // Initialize lastX to the actual starting x
enemyShip2.lastY = enemyShip2.y; // Initialize lastY to the actual starting y
game.addChild(enemyShip2);
enemyShips.push(enemyShip2);
// Game event handlers
// Create and position Fire Button
var fireButton = new FireButton();
LK.gui.bottomLeft.addChild(fireButton);
// Position the fire button visually in the bottom-left corner with some margin
// The buttonSprite is 200x200 and anchored at its center (0.5, 0.5)
// fireButton (Container) is added to LK.gui.bottomLeft, positioning its top-left (0,0) at screen bottom-left.
// Adjust x and y to make the button appear correctly.
var buttonMargin = 50; // 50px margin from screen edges
fireButton.x = fireButton.buttonSprite.width / 2 + buttonMargin;
fireButton.y = -fireButton.buttonSprite.height / 2 - buttonMargin; // Negative Y moves up from the bottom edge
game.down = function (x, y, obj) {
if (game._cardChoiceActive) {
// Block joystick and ship movement while card choice is active
return;
}
// x, y are global game coordinates
// Move the joystick to the touch position
joystick.x = x;
joystick.y = y;
joystick.visible = true;
// Activate the joystick. Since the joystick's origin is now at the touch point (x,y),
// the local coordinates for the touch within the joystick are (0,0).
// This centers the knob under the finger and initiates dragging.
joystick.handleDown(0, 0); // Pass (0,0) as local coordinates
// Note: With this "floating joystick" implementation, the joystick activates on any screen press.
// The previous mechanic, where tapping away from a fixed joystick fired projectiles,
// is superseded. Further design would be needed for a separate firing mechanism.
};
game.move = function (x, y, obj) {
if (game._cardChoiceActive) {
// Block joystick movement while card choice is active
return;
}
if (joystick.isActive()) {
var joystickLocalPos = joystick.toLocal({
x: x,
y: y
});
joystick.handleMove(joystickLocalPos.x, joystickLocalPos.y);
}
};
game.up = function (x, y, obj) {
if (game._cardChoiceActive) {
// Block joystick release while card choice is active
return;
}
if (joystick.isActive()) {
joystick.handleUp(); // Resets knob, inputVector, and isDragging flag
joystick.visible = false; // Hide the joystick when the touch is released
}
};
// Update game state
var ammoRestoreCooldown = 0; // Ticks until next ammo restore
game.update = function () {
// Prevent all game logic and object updates while card choice overlay is active
if (game._cardChoiceActive) {
// Only allow card overlay input, skip all updates and movement
return;
}
// Restore ammo if not full, with a delay (e.g., 30 ticks = 0.5s)
if (typeof playerAmmo !== 'undefined') {
if (typeof maxPlayerAmmo === 'undefined') maxPlayerAmmo = 10; // Defensive: ensure maxPlayerAmmo is defined
if (playerAmmo < maxPlayerAmmo) {
// Use maxPlayerAmmo instead of hardcoded 10
if (typeof ammoRestoreCooldown === 'undefined') ammoRestoreCooldown = 0;
if (ammoRestoreCooldown > 0) {
ammoRestoreCooldown--;
} else {
playerAmmo += 1;
// Removed ammo counter update as per requirements
ammoRestoreCooldown = 30; // 0.5s at 60FPS
}
} else {
// Player is at or above max ammo.
// Ensure current ammo doesn't exceed new max if it somehow did, though unlikely with current regen.
playerAmmo = Math.min(playerAmmo, maxPlayerAmmo);
ammoRestoreCooldown = 0;
}
}
// Apply joystick input to player ship movement
if (joystick && playerShip && playerShip.applyJoystickInput) {
var input = joystick.getInput();
playerShip.applyJoystickInput(input.x, input.y);
}
// Update player ship (e.g., to recalculate projectileSpawnPoint after moving)
if (playerShip && playerShip.update) {
playerShip.update();
}
// Update and clean up projectiles, and check for collisions with enemies
for (var i = playerProjectiles.length - 1; i >= 0; i--) {
var proj = playerProjectiles[i];
if (proj.update) {
proj.update(); // Call projectile's own update logic (movement)
}
// Check if the projectile flagged itself as off-screen AFTER moving
if (proj.isOffScreen) {
proj.destroy(); // Destroy the projectile
playerProjectiles.splice(i, 1); // Remove from the tracking array
continue; // Move to the next projectile
}
// Collision detection with enemy ships
for (var k = enemyShips.length - 1; k >= 0; k--) {
var enemy = enemyShips[k];
// Skip already destroyed or off-screen enemies for collision checks
if (enemy.isDestroyed || enemy.isOffScreen) {
continue;
}
if (proj.intersects(enemy)) {
// Use playerProjectileDamage if defined, else default to 1
var dmg = typeof playerProjectileDamage !== 'undefined' ? playerProjectileDamage : 1;
if (typeof enemy.health === 'number') {
enemy.health -= dmg;
if (enemy.health <= 0) {
enemy.isDestroyed = true;
} else {
if (typeof enemy.hit === 'function') enemy.hit();
}
} else {
if (typeof enemy.hit === 'function') enemy.hit();
}
proj.destroy(); // Projectile is consumed on hit
playerProjectiles.splice(i, 1); // Remove projectile
// If enemy.isDestroyed became true, it will be handled in the enemyShips loop below.
// Score will be awarded there too.
break; // Projectile is gone, no need to check against other enemies
}
}
// If projectile still exists, check collision with boss parts
if (!proj.isOffScreen && bossEnemyInstance && !bossEnemyInstance.isDestroyed) {
var bossPartsToCheck = [];
if (bossEnemyInstance.mainBody && !bossEnemyInstance.mainBody.isDestroyed) {
bossPartsToCheck.push(bossEnemyInstance.mainBody);
}
if (bossEnemyInstance.leftCannon && !bossEnemyInstance.leftCannon.isDestroyed) {
bossPartsToCheck.push(bossEnemyInstance.leftCannon);
}
if (bossEnemyInstance.rightCannon && !bossEnemyInstance.rightCannon.isDestroyed) {
bossPartsToCheck.push(bossEnemyInstance.rightCannon);
}
for (var bp_idx = 0; bp_idx < bossPartsToCheck.length; bp_idx++) {
var part = bossPartsToCheck[bp_idx];
if (proj.intersects(part)) {
var dmg = typeof playerProjectileDamage !== 'undefined' ? playerProjectileDamage : 1;
part.hit(dmg); // Part handles its own health and destruction visuals
if (part.isDestroyed) {
// Award points/money for destroying a part
if (part instanceof BossCannon) {
LK.setScore(LK.getScore() + 50); // More points for a cannon
money += 25;
if (typeof moneyTxt !== 'undefined' && moneyTxt.setText) {
moneyTxt.setText(money + " $");
}
}
// Main body destruction score is handled when boss is fully defeated
}
proj.destroy(); // Projectile is consumed
playerProjectiles.splice(i, 1);
break; // Projectile is gone, stop checking this projectile against other boss parts
}
}
}
// If proj was spliced (either by hitting enemy or boss part), loop continues correctly.
}
// Update and clean up enemy projectiles, and check for collisions with player
for (var l = enemyProjectiles.length - 1; l >= 0; l--) {
var eProj = enemyProjectiles[l];
if (eProj.update) {
eProj.update(); // Call projectile's own update logic (movement)
}
// Check if the projectile flagged itself as off-screen AFTER moving
if (eProj.isOffScreen) {
if (typeof eProj.destroy === 'function') eProj.destroy();
enemyProjectiles.splice(l, 1); // Remove from the tracking array
continue; // Move to the next projectile
}
// Collision detection with player ship
// Ensure playerShip exists and is not already destroyed before checking intersection
if (playerShip && !playerShip.isDestroyed && typeof eProj.intersects === 'function' && eProj.intersects(playerShip)) {
// Check if the projectile's parent is an ArmoredEnemyShip (for 0.5 damage)
var isArmored = false;
if (typeof enemyShips !== 'undefined') {
for (var ai = 0; ai < enemyShips.length; ai++) {
var es = enemyShips[ai];
if (es instanceof ArmoredEnemyShip && es.enemyProjectileSpawnPoint && Math.abs(eProj.x - es.enemyProjectileSpawnPoint.x) < 2 && Math.abs(eProj.y - es.enemyProjectileSpawnPoint.y) < 2) {
isArmored = true;
break;
}
}
}
if (isArmored) {
// Deal 0.5 damage: use a fractional health system
if (typeof playerShip.health === 'number') {
// Player is immortal: Do not reduce health or trigger game over
// if (typeof playerShip._fractionalHealth === 'undefined') playerShip._fractionalHealth = playerShip.health;
// playerShip._fractionalHealth -= 0.5;
// if (playerShip._fractionalHealth <= 0) {
// playerShip.health = 0;
// playerShip.isDestroyed = true;
// if (playerShip.shipSprite) playerShip.shipSprite.visible = false;else if (typeof playerShip.visible !== 'undefined') playerShip.visible = false;
// LK.showGameOver();
// } else {
// playerShip.health = Math.floor(playerShip._fractionalHealth);
LK.effects.flashObject(playerShip.shipSprite || playerShip, 0xff0000, 150); // Still flash for feedback
// Update hearts display (health remains unchanged)
for (var i = 0; i < hearts.length; i++) {
hearts[i].visible = i < playerShip.health;
}
// }
}
} else {
// Player is immortal: Do not call hit or trigger game over
// if (typeof playerShip.hit === 'function') playerShip.hit(); // Player takes damage
LK.effects.flashObject(playerShip.shipSprite || playerShip, 0xff0000, 150); // Still flash for feedback
// if (playerShip.isDestroyed) {
// if (playerShip.shipSprite) playerShip.shipSprite.visible = false;else if (typeof playerShip.visible !== 'undefined') playerShip.visible = false;
// LK.showGameOver();
// }
}
if (typeof eProj.destroy === 'function') eProj.destroy(); // Projectile is consumed on hit
enemyProjectiles.splice(l, 1); // Remove projectile
// If projectile hit player, it's gone. No need to check further for this projectile.
}
}
// Update and clean up enemy ships
// This loop should still run even if player is destroyed, to clean up existing enemies,
// though new game state might prevent further updates if LK.showGameOver() is effective immediately.
var _loop = function _loop() {
enemy = enemyShips[j]; // First, check if the enemy ship is marked as destroyed (e.g., by a projectile hit)
if (enemy.isDestroyed) {
// Capture enemy's current position for the explosion sequence
var explosionX = enemy.x;
var explosionY = enemy.y;
// Show Boom image at the captured position
var localBoomImg1 = LK.getAsset('Boom', {
// Use a new local variable for the first boom image
anchorX: 0.5,
anchorY: 0.5,
x: explosionX,
// Use captured X coordinate
y: explosionY // Use captured Y coordinate
});
game.addChild(localBoomImg1);
// Remove Boom image after a short delay (e.g., 125ms), then show Boom2 at the same position
LK.setTimeout(function () {
if (localBoomImg1 && typeof localBoomImg1.destroy === 'function') localBoomImg1.destroy(); // Destroy the correct local image
// Show Boom2 image at the same captured position
var boom2Img = LK.getAsset('Boom2', {
// This was already var, so local, good.
anchorX: 0.5,
anchorY: 0.5,
x: explosionX,
// Use captured X
y: explosionY // Use captured Y
});
game.addChild(boom2Img);
// Remove Boom2 image after a short delay (e.g., 125ms), then show Boom3 at the same position
LK.setTimeout(function () {
if (boom2Img && typeof boom2Img.destroy === 'function') boom2Img.destroy();
// Show Boom3 image at the same captured position
var boom3Img = LK.getAsset('Boom3', {
anchorX: 0.5,
anchorY: 0.5,
x: explosionX,
// Use captured X
y: explosionY // Use captured Y
});
game.addChild(boom3Img);
// Remove Boom3 image after a short delay (e.g., 125ms), then show Boom4 at the same position
LK.setTimeout(function () {
if (boom3Img && typeof boom3Img.destroy === 'function') boom3Img.destroy();
// Show Boom4 image at the same captured position
var boom4Img = LK.getAsset('Boom4', {
anchorX: 0.5,
anchorY: 0.5,
x: explosionX,
// Use captured X
y: explosionY // Use captured Y
});
game.addChild(boom4Img);
// Remove Boom4 image after a short delay (e.g., 125ms), then show Boom5 at the same position
LK.setTimeout(function () {
if (boom4Img && typeof boom4Img.destroy === 'function') boom4Img.destroy();
// Show Boom5 image at the same captured position
var boom5Img = LK.getAsset('Boom5', {
anchorX: 0.5,
anchorY: 0.5,
x: explosionX,
// Use captured X
y: explosionY // Use captured Y
});
game.addChild(boom5Img);
// Remove Boom5 image after a short delay (e.g., 125ms), then show Boom6 at the same position
LK.setTimeout(function () {
if (boom5Img && typeof boom5Img.destroy === 'function') boom5Img.destroy();
// Show Boom6 image at the same captured position
var boom6Img = LK.getAsset('Boom6', {
anchorX: 0.5,
anchorY: 0.5,
x: explosionX,
// Use captured X
y: explosionY // Use captured Y
});
game.addChild(boom6Img);
// Remove Boom6 image after a short delay (e.g., 125ms)
LK.setTimeout(function () {
if (boom6Img && typeof boom6Img.destroy === 'function') boom6Img.destroy();
}, 125);
}, 125);
}, 125);
}, 125);
}, 125);
}, 125);
enemy.destroy(); // Destroy the enemy ship
enemyShips.splice(j, 1); // Remove from the tracking array
LK.setScore(LK.getScore() + 10); // Award score for destroying an enemy
money += 5; // Add 5 money per enemy destroyed
if (typeof moneyTxt !== 'undefined' && moneyTxt.setText) {
moneyTxt.setText(money + " $");
}
LK.getSound('Boom').play(); // Play 'Boom' sound effect
// 25% chance to drop a health restoration
if (Math.random() < 0.25) {
healthRestore = new HealthRestore();
healthRestore.x = enemy.x;
healthRestore.y = enemy.y;
game.addChild(healthRestore);
}
// --- Card choice after 3 kills ---
enemiesKilled++;
// --- Boss Spawn Logic ---
// Spawn boss after 10 kills (for testing) and if not already spawned.
// Ensure this is checked *after* incrementing enemiesKilled and *before* card choice for that kill.
if (!bossSpawned && bossEnemyInstance === null && enemiesKilled >= 10) {
bossEnemyInstance = new BossEnemy();
bossEnemyInstance.x = 2048 / 2; // Center horizontally
bossEnemyInstance.y = 450; // Position near top of screen
game.addChild(bossEnemyInstance);
bossSpawned = true; // Mark that boss has been triggered for this game session
}
// --- End Boss Spawn Logic ---
if (enemiesKilled > 0 && enemiesKilled % 3 === 0 && !game._cardChoiceActive) {
// Helper to finish card choice and resume game
var finishCardChoice = function finishCardChoice() {
if (!game._cardChoiceActive) return;
game._cardChoiceActive = false;
freezeEnemies = false;
if (cardOverlay && typeof cardOverlay.destroy === 'function') cardOverlay.destroy();
// Restore input
game.down = oldGameDown;
game.move = oldGameMove;
game.up = oldGameUp;
// Resume game logic
// No need to call LK.resumeGame(); LK engine will resume game after overlay is destroyed
};
game._cardChoiceActive = true;
// Freeze all enemy movement and firing
freezeEnemies = true;
// --- Block card selection for 2 seconds ---
game._cardChoiceBlock = true;
LK.setTimeout(function () {
game._cardChoiceBlock = false;
}, 2000);
// Pause game logic is handled by LK.showGameOver() and LK.resumeGame(), no need to call LK.pause() here
// Create overlay for card choice
cardOverlay = new Container();
cardOverlay.name = "cardChoiceOverlay";
// Semi-transparent background
bg = LK.getAsset('centerCircle', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 20,
scaleY: 20,
x: 2048 / 2,
y: 2732 / 2,
tint: 0x000000,
alpha: 0.7
});
cardOverlay.addChild(bg);
// --- Define all available cards and their effects ---
var allAvailableCards = [{
key: "card1_ammo_firerate",
// Card1: More Ammo, Faster Fire Rate
asset: "Card1",
applyEffect: function applyEffect() {
if (typeof maxPlayerAmmo === 'undefined') maxPlayerAmmo = 10; // Defensive initialization
maxPlayerAmmo += 2; // Increase maximum ammo capacity
playerAmmo = Math.min(playerAmmo + 2, maxPlayerAmmo); // Add 2 to current ammo, capped by new maxPlayerAmmo
fireButtonCooldown = Math.max(1, Math.floor(fireButtonCooldown / 2)); // Halve cooldown, min 1
}
}, {
key: "card2_speed_spawn_heal",
// Card2: Speed Boost, Enemy Spawn Boost, Heal 1 HP
asset: "Csrd2",
applyEffect: function applyEffect() {
if (playerShip) {
if (typeof playerShip._originalMoveSpeed === 'undefined') {
playerShip._originalMoveSpeed = playerShip.moveSpeed;
}
playerShip.moveSpeed = playerShip._originalMoveSpeed * 2;
// Speed boost is now permanent, timeout removed.
// Heal 1 HP if not at max health
var currentMaxHealth = playerShip.maxHealth || 3;
if (playerShip.health < currentMaxHealth) {
playerShip.health = Math.min(playerShip.health + 1, currentMaxHealth);
if (typeof playerShip._fractionalHealth !== 'undefined') {
// Ensure fractional health is updated
playerShip._fractionalHealth = playerShip.health;
}
for (var i = 0; i < hearts.length; i++) {
hearts[i].visible = i < playerShip.health;
}
}
}
// Enemy spawn multiplier
if (typeof game._enemySpawnMultiplierTimeout !== 'undefined' && game._enemySpawnMultiplierTimeout) {
LK.clearTimeout(game._enemySpawnMultiplierTimeout);
}
game._enemySpawnMultiplier = 3;
game._enemySpawnMultiplierTimeout = LK.setTimeout(function () {
game._enemySpawnMultiplier = 1;
game._enemySpawnMultiplierTimeout = null;
}, 5000); // Enemy spawn boost for 5 seconds
}
}, {
key: "cardhp_maxhp_heal",
// Cardhp: Increase Max HP, Heal 1 HP
asset: "Cardhp",
applyEffect: function applyEffect() {
if (playerShip) {
if (typeof playerShip.maxHealth === 'undefined') {
playerShip.maxHealth = 3;
}
playerShip.maxHealth += 1;
playerShip.health = Math.min(playerShip.health + 1, playerShip.maxHealth); // Heal 1 HP up to new max
if (typeof playerShip._fractionalHealth !== 'undefined') {
// Ensure fractional health is updated
playerShip._fractionalHealth = playerShip.health;
}
// Add a new heart icon if needed (maxHealth might exceed initial hearts array length)
// Ensure heart icons match current maxHealth and health
while (hearts.length < playerShip.maxHealth) {
var newHeart = new Heart();
newHeart.x = hearts.length * 120 + 120;
newHeart.y = 60;
LK.gui.topLeft.addChild(newHeart);
hearts.push(newHeart);
}
for (var i = 0; i < hearts.length; i++) {
hearts[i].visible = i < playerShip.health;
}
}
}
}, {
key: "cardsttsck_doubledamage",
// Cardsttsck: Double Projectile Damage
asset: "Cardsttsck",
applyEffect: function applyEffect() {
if (typeof playerProjectileDamage === 'undefined') {
playerProjectileDamage = 1;
}
playerProjectileDamage *= 2;
}
}, {
// Adding new card Asplitmind
key: "asplitmind_split_shot",
asset: "Asplitmind",
applyEffect: function applyEffect() {
// playerSplitShotActive is globally defined and initialized to false.
// This effect makes the split shot permanently true.
playerSplitShotActive = true;
}
}];
// --- Shuffle and select 3 cards to display ---
// Fisher-Yates shuffle
for (var k = allAvailableCards.length - 1; k > 0; k--) {
var j_shuffle = Math.floor(Math.random() * (k + 1));
var tempCard = allAvailableCards[k];
allAvailableCards[k] = allAvailableCards[j_shuffle];
allAvailableCards[j_shuffle] = tempCard;
}
var cardsToDisplay = allAvailableCards.slice(0, 3); // Get the first 3 cards
// --- Position and display selected cards ---
var cardPositions = [{
x: 2048 / 2 - 450,
y: 2732 / 2
},
// Left card
{
x: 2048 / 2,
y: 2732 / 2
},
// Middle card
{
x: 2048 / 2 + 450,
y: 2732 / 2
} // Right card
];
for (var cardIdx = 0; cardIdx < cardsToDisplay.length; cardIdx++) {
var cardData = cardsToDisplay[cardIdx];
var cardContainer = new Container(); // Create a new container for each card
// The image itself is positioned globally based on cardPositions
var cardImg = LK.getAsset(cardData.asset, {
anchorX: 0.5,
anchorY: 0.5,
x: cardPositions[cardIdx].x,
y: cardPositions[cardIdx].y
});
cardContainer.addChild(cardImg);
// The container itself can be at 0,0 as its child (the image) is globally positioned.
// However, for consistency with how interactives are often handled,
// we can also set the container's position if we wanted the image local to it.
// For this setup, global positioning of the image is fine.
cardContainer.x = 0;
cardContainer.y = 0;
cardContainer.interactive = true;
// Use a closure to correctly capture cardData for each event handler
(function (currentCardData) {
cardContainer.down = function (x_down, y_down, obj_down) {
if (!game._cardChoiceActive || game._cardChoiceBlock) return;
currentCardData.applyEffect();
finishCardChoice();
};
})(cardData);
cardOverlay.addChild(cardContainer);
}
// Add overlay to game
game.addChild(cardOverlay);
// Block all input except card choice
oldGameDown = game.down;
oldGameMove = game.move;
oldGameUp = game.up;
game.down = function (x, y, obj) {
if (game._cardChoiceBlock) return;
// Defensive: Only forward to cards that exist in overlay
if (cardOverlay && cardOverlay.children) {
for (var i = 0; i < cardOverlay.children.length; i++) {
var child = cardOverlay.children[i];
if (child && child.interactive && typeof child.down === "function" && child.children && child.children.length > 0) {
var img = child.children[0];
if (img && typeof child.toLocal === "function") {
var local = child.toLocal({
x: x,
y: y
});
if (img.width && img.height && Math.abs(local.x) < img.width / 2 && Math.abs(local.y) < img.height / 2) {
child.down(x, y, obj);
return;
}
}
}
}
}
};
game.move = function () {};
game.up = function () {};
}
// }
// if (typeof scoreTxt !== 'undefined' && scoreTxt && scoreTxt.setText) {
// scoreTxt.setText(LK.getScore());
// }
return 1; // continue
// Move to the next enemy ship in the list
}
if (enemy.update) {
enemy.update(); // Call enemy ship's own update logic (movement, etc.)
}
// Then, check if the enemy ship flagged itself as off-screen (if not already destroyed)
if (enemy.isOffScreen) {
enemy.destroy(); // Destroy the enemy ship
enemyShips.splice(j, 1); // Remove from the tracking array
// No score for merely going off-screen, unless desired.
}
},
enemy,
boomImg,
healthRestore,
cardOverlay,
bg,
card1,
card1Bg,
card1Text,
card2,
card2Bg,
card2Text,
oldGameDown,
oldGameMove,
oldGameUp;
for (var j = enemyShips.length - 1; j >= 0; j--) {
if (_loop()) continue;
}
// Increase the number of enemies over time
// Spawn regular enemies only if the boss is not currently active (either not spawned, or already defeated)
if ((!bossEnemyInstance || bossEnemyInstance && bossEnemyInstance.isDestroyed) && LK.ticks % Math.max(30, 150 - Math.floor(LK.ticks / 300)) === 0) {
// Determine multiplier (default 1, or 3x if card2 effect active)
var multiplier = typeof game._enemySpawnMultiplier !== 'undefined' && game._enemySpawnMultiplier > 1 ? game._enemySpawnMultiplier : 1;
for (var spawnIdx = 0; spawnIdx < multiplier; spawnIdx++) {
// 25% chance to spawn armored enemy, else normal
var newEnemyShip;
if (Math.random() < 0.25 && typeof ArmoredEnemyShip !== 'undefined') {
newEnemyShip = new ArmoredEnemyShip();
} else {
newEnemyShip = new EnemyShip();
}
var enemyShipAssetHeight = newEnemyShip.shipSprite && newEnemyShip.shipSprite.height ? newEnemyShip.shipSprite.height : 146;
newEnemyShip.x = Math.random() * 2048;
newEnemyShip.y = -(enemyShipAssetHeight / 2) - 50;
newEnemyShip.lastX = newEnemyShip.x;
newEnemyShip.lastY = newEnemyShip.y;
game.addChild(newEnemyShip);
enemyShips.push(newEnemyShip);
}
}
// --- Boss Update and Defeat Logic ---
if (bossEnemyInstance) {
if (bossEnemyInstance.isDestroyed) {
// Duration each explosion frame is visible (ms)
// Helper function to manage the chained explosion sequence
var _showNextExplosion = function showNextExplosion(index, previousExplosionAsset) {
// Clean up the previous explosion asset from the screen
if (previousExplosionAsset && typeof previousExplosionAsset.destroy === 'function') {
previousExplosionAsset.destroy();
}
// Check if there are more explosion frames to show
if (index < explosionAssets.length) {
var assetId = explosionAssets[index];
var currentExplosion = LK.getAsset(assetId, {
anchorX: 0.5,
anchorY: 0.5,
x: explosionX,
// Uses explosionX defined outside this function
y: explosionY,
// Uses explosionY defined outside this function
scaleX: 1.5,
scaleY: 1.5 // Make boss explosions bigger
});
game.addChild(currentExplosion);
LK.getSound('Boom').play(); // Play sound for each frame
// Schedule the next part of the sequence:
// This will call showNextExplosion again to display the next frame,
// or to clean up the last frame if the sequence is over.
LK.setTimeout(function () {
_showNextExplosion(index + 1, currentExplosion);
}, explosionAssetDuration);
}
// If index >= explosionAssets.length, it means all explosion frames have been shown
// and the last one (passed as previousExplosionAsset) has just been destroyed.
// The sequence naturally ends here.
}; // Start the explosion sequence if there are assets defined for it
// Boss has been defeated (main body destroyed)
LK.setScore(LK.getScore() + 250); // Big score for defeating the boss
money += 100;
if (typeof moneyTxt !== 'undefined' && moneyTxt.setText) {
moneyTxt.setText(money + " $");
}
// Grand explosion for boss defeat
var explosionX = bossEnemyInstance.x + (bossEnemyInstance.mainBody ? bossEnemyInstance.mainBody.x : 0);
var explosionY = bossEnemyInstance.y + (bossEnemyInstance.mainBody ? bossEnemyInstance.mainBody.y : 0);
// Grand explosion for boss defeat is handled by a chained sequence
// Define explosion parameters (position is already defined above this block)
var explosionAssets = ['Boom', 'Boom2', 'Boom3', 'Boom4', 'Boom5', 'Boom6'];
var explosionAssetDuration = 150;
if (explosionAssets.length > 0) {
// Initial call to start the sequence with the first asset (index 0)
// There's no previousExplosionAsset for the first frame.
_showNextExplosion(0, null);
}
bossEnemyInstance.destroy(); // Remove boss from game
bossEnemyInstance = null;
// Optionally, trigger win condition or next phase
// LK.showYouWin();
} else {
bossEnemyInstance.update(); // Update active boss
}
}
// --- End Boss Update and Defeat Logic ---
};
LK.playMusic('Space');
; ===================================================================
--- original.js
+++ change.js
@@ -540,20 +540,22 @@
self._fractionalHealth = self.health; // For fractional damage (e.g., 0.5 from armored enemy)
self.isDestroyed = false;
self.hit = function () {
if (self.isDestroyed) return;
- if (typeof self._fractionalHealth === 'undefined') self._fractionalHealth = self.health;
- self._fractionalHealth -= 1;
- self.health = Math.floor(self._fractionalHealth);
+ // Player is immortal: Do not reduce health
+ // if (typeof self._fractionalHealth === 'undefined') self._fractionalHealth = self.health;
+ // self._fractionalHealth -= 1;
+ // self.health = Math.floor(self._fractionalHealth);
LK.effects.flashObject(self.shipSprite || self, 0xff0000, 150); // Flash red on hit (flash sprite if available)
- // Update hearts display
+ // Update hearts display (health remains unchanged)
for (var i = 0; i < hearts.length; i++) {
hearts[i].visible = i < self.health;
}
- if (self._fractionalHealth <= 0) {
- self.isDestroyed = true;
- // Game over will be triggered in game.update
- }
+ // Player is immortal: Do not set isDestroyed
+ // if (self._fractionalHealth <= 0) {
+ // self.isDestroyed = true;
+ // // Game over will be triggered in game.update
+ // }
};
// Attach player ship sprite and set reference for spawn point calculation
self.shipSprite = self.attachAsset('playerShipSprite', {
anchorX: 0.5,
@@ -899,30 +901,33 @@
}
if (isArmored) {
// Deal 0.5 damage: use a fractional health system
if (typeof playerShip.health === 'number') {
- if (typeof playerShip._fractionalHealth === 'undefined') playerShip._fractionalHealth = playerShip.health;
- playerShip._fractionalHealth -= 0.5;
- if (playerShip._fractionalHealth <= 0) {
- playerShip.health = 0;
- playerShip.isDestroyed = true;
- if (playerShip.shipSprite) playerShip.shipSprite.visible = false;else if (typeof playerShip.visible !== 'undefined') playerShip.visible = false;
- LK.showGameOver();
- } else {
- playerShip.health = Math.floor(playerShip._fractionalHealth);
- LK.effects.flashObject(playerShip.shipSprite || playerShip, 0xff0000, 150);
- // Update hearts display
- for (var i = 0; i < hearts.length; i++) {
- hearts[i].visible = i < playerShip.health;
- }
+ // Player is immortal: Do not reduce health or trigger game over
+ // if (typeof playerShip._fractionalHealth === 'undefined') playerShip._fractionalHealth = playerShip.health;
+ // playerShip._fractionalHealth -= 0.5;
+ // if (playerShip._fractionalHealth <= 0) {
+ // playerShip.health = 0;
+ // playerShip.isDestroyed = true;
+ // if (playerShip.shipSprite) playerShip.shipSprite.visible = false;else if (typeof playerShip.visible !== 'undefined') playerShip.visible = false;
+ // LK.showGameOver();
+ // } else {
+ // playerShip.health = Math.floor(playerShip._fractionalHealth);
+ LK.effects.flashObject(playerShip.shipSprite || playerShip, 0xff0000, 150); // Still flash for feedback
+ // Update hearts display (health remains unchanged)
+ for (var i = 0; i < hearts.length; i++) {
+ hearts[i].visible = i < playerShip.health;
}
+ // }
}
} else {
- if (typeof playerShip.hit === 'function') playerShip.hit(); // Player takes damage
- if (playerShip.isDestroyed) {
- if (playerShip.shipSprite) playerShip.shipSprite.visible = false;else if (typeof playerShip.visible !== 'undefined') playerShip.visible = false;
- LK.showGameOver();
- }
+ // Player is immortal: Do not call hit or trigger game over
+ // if (typeof playerShip.hit === 'function') playerShip.hit(); // Player takes damage
+ LK.effects.flashObject(playerShip.shipSprite || playerShip, 0xff0000, 150); // Still flash for feedback
+ // if (playerShip.isDestroyed) {
+ // if (playerShip.shipSprite) playerShip.shipSprite.visible = false;else if (typeof playerShip.visible !== 'undefined') playerShip.visible = false;
+ // LK.showGameOver();
+ // }
}
if (typeof eProj.destroy === 'function') eProj.destroy(); // Projectile is consumed on hit
enemyProjectiles.splice(l, 1); // Remove projectile
// If projectile hit player, it's gone. No need to check further for this projectile.
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