User prompt
Убери механику при которой при выборе карты ускорения враги устраивались
User prompt
Добавь на фон маленькие белые квадратики
User prompt
Сделай игрока бессмертным
User prompt
Добавь возможность игроку наносить и уничтожить кругового босса
User prompt
Сделай игрока бессмертным
User prompt
Воспроиводи музыку из ресурсов под названием Boss во время битв с боссами
User prompt
Воспроизводи музыку под названием Boss во время битвы с боссом
User prompt
Добавь возможность наносить урон круговому боссу
User prompt
Сделай игрока бессмертным
User prompt
Добавь музыку под названием Boss во время битвы с боссом
User prompt
Исправь баг при котором после убийства босса пропадала музыка
User prompt
Сделай игрока бессмертным
User prompt
Сделай так чтоб ракеты босса следавали не постоянно а лещер останавливается во время выстрела и после него
User prompt
Сделай игрока бессмертным
User prompt
Доблвь нового боса гигантский корабль в форме круга с с двумя ракетницами по бокам и лазерной по середине ракетници стреляют самагаважязимеся ракетами ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * 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 GiantBossBody = Container.expand(function (parentBoss) { var self = Container.call(this); self.parentBoss = parentBoss; self.health = 100; self.isDestroyed = false; self.bodySprite = self.attachAsset('GiantBossBodySprite', { anchorX: 0.5, anchorY: 0.5 }); self.hit = function (damage) { if (self.isDestroyed) return; self.health -= damage; if (self.bodySprite) LK.effects.flashObject(self.bodySprite, 0xff6666, 150); if (self.health <= 0) { self.isDestroyed = true; self.visible = false; self.parentBoss.isDestroyed = true; } }; self.update = function () { if (self.isDestroyed || typeof freezeEnemies !== 'undefined' && freezeEnemies) return; if (self.bodySprite) self.bodySprite.rotation += 0.002; // Slow spin }; return self; }); var GiantBossEnemy = Container.expand(function () { var self = Container.call(this); self.isDestroyed = false; self.mainBody = new GiantBossBody(self); self.addChild(self.mainBody); var bodyRadius = self.mainBody.bodySprite && self.mainBody.bodySprite.width ? self.mainBody.bodySprite.width / 2 : 250; self.laser = new GiantBossLaser(self); self.addChild(self.laser); self.laser.x = 0; self.laser.y = 0; // Or slightly offset if design requires self.leftLauncher = new GiantBossRocketLauncher(self); self.addChild(self.leftLauncher); var launcherWidth = self.leftLauncher.launcherSprite && self.leftLauncher.launcherSprite.width ? self.leftLauncher.launcherSprite.width / 2 : 50; self.leftLauncher.x = -bodyRadius - launcherWidth + 30; // Adjusted spacing self.leftLauncher.y = 0; self.rightLauncher = new GiantBossRocketLauncher(self); self.addChild(self.rightLauncher); self.rightLauncher.x = bodyRadius + launcherWidth - 30; // Adjusted spacing self.rightLauncher.y = 0; self.targetY = 350; self.initialY = -((self.mainBody.bodySprite && self.mainBody.bodySprite.height ? self.mainBody.bodySprite.height : 500) / 2 + 100); // Start off-screen self.y = self.initialY; self.hasStartedEntrance = false; self.startEntrance = function () { if (!self.hasStartedEntrance && typeof tween !== 'undefined') { tween(self, { y: self.targetY }, { duration: 4000, easing: tween.easeOutQuad }); self.hasStartedEntrance = true; } else if (!self.hasStartedEntrance) { // Fallback if tween is not available self.y = self.targetY; // Instant move self.hasStartedEntrance = true; } }; self.update = function () { if (self.isDestroyed || typeof freezeEnemies !== 'undefined' && freezeEnemies) return; // If not using tween for entrance, or as a fallback: // if (!self.hasStartedEntrance) { // if (self.y < self.targetY) { // self.y += 1; // Slow entrance speed // if (self.y >= self.targetY) { // self.y = self.targetY; // self.hasStartedEntrance = true; // } // } else { // Should not happen if initialY is correctly above screen // self.y = self.targetY; // self.hasStartedEntrance = true; // } // } if (self.mainBody && !self.mainBody.isDestroyed) self.mainBody.update(); if (self.laser && !self.laser.isDestroyed) self.laser.update(); if (self.leftLauncher && !self.leftLauncher.isDestroyed) self.leftLauncher.update(); if (self.rightLauncher && !self.rightLauncher.isDestroyed) self.rightLauncher.update(); }; return self; }); var GiantBossLaser = Container.expand(function (parentBoss) { var self = Container.call(this); self.parentBoss = parentBoss; self.health = 25; self.isDestroyed = false; self.turretSprite = self.attachAsset('LaserTurretSprite', { anchorX: 0.5, anchorY: 0.5 }); self.laserBeamSprite = null; self.laserState = "idle"; self.chargeDuration = 120; self.fireDuration = 180; self.cooldownDuration = 240; self.stateTimer = self.cooldownDuration / 2; self.aimAngle = -Math.PI / 2; // Initial aim downwards or towards player self.lockedFireAngle = -Math.PI / 2; // Angle used when laser is firing self.hit = function (damage) { if (self.isDestroyed) return; self.health -= damage; LK.effects.flashObject(self.turretSprite, 0xff8888, 100); if (self.health <= 0) { self.isDestroyed = true; self.visible = false; if (self.laserBeamSprite && typeof self.laserBeamSprite.destroy === 'function') { self.laserBeamSprite.destroy(); self.laserBeamSprite = null; } 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; var globalTurretX = self.parentBoss.x + self.x; var globalTurretY = self.parentBoss.y + self.y; // Turret aiming logic: Only aim when idle or charging. if ((self.laserState === "idle" || self.laserState === "charging") && playerShip && !playerShip.isDestroyed) { var dx = playerShip.x - globalTurretX; var dy = playerShip.y - globalTurretY; self.aimAngle = Math.atan2(dy, dx); if (self.turretSprite) self.turretSprite.rotation = self.aimAngle + Math.PI / 2; } else if (self.turretSprite && (self.laserState === "firing" || self.laserState === "cooldown")) { // Keep turret sprite rotation fixed based on the locked firing angle (derived from last aimAngle) // If self.aimAngle is not updated, turretSprite.rotation will naturally hold. // For clarity, we can set it to use a representation of the locked angle if needed, // but current logic implies self.aimAngle holds its value from charging state. // So, self.turretSprite.rotation = self.lockedFireAngle + Math.PI / 2; could be used if self.aimAngle was changed. // Since self.aimAngle isn't changed, the turret's visual rotation remains as it was at end of charging. } self.stateTimer--; if (self.laserState === "idle") { if (self.stateTimer <= 0) { self.laserState = "charging"; self.stateTimer = self.chargeDuration; if (self.turretSprite) LK.effects.flashObject(self.turretSprite, 0xFFFF00, self.chargeDuration); } } else if (self.laserState === "charging") { if (self.stateTimer <= 0) { self.laserState = "firing"; self.stateTimer = self.fireDuration; self.lockedFireAngle = self.aimAngle; // Lock the firing angle if (!self.laserBeamSprite) { self.laserBeamSprite = LK.getAsset('LaserBeamSprite', { anchorX: 0, anchorY: 0.5, x: globalTurretX, y: globalTurretY, rotation: self.lockedFireAngle // Use locked angle }); game.addChild(self.laserBeamSprite); } self.laserBeamSprite.visible = true; self.laserBeamSprite.rotation = self.lockedFireAngle; // Set rotation to locked angle self.laserBeamSprite.x = globalTurretX; // Position with boss self.laserBeamSprite.y = globalTurretY; // Position with boss } } else if (self.laserState === "firing") { if (self.laserBeamSprite) { // Laser beam does not re-aim; it fires along the lockedFireAngle. // Its position updates if the boss (turret's parent) moves. self.laserBeamSprite.rotation = self.lockedFireAngle; //{5q} // Keep rotation locked self.laserBeamSprite.x = globalTurretX; //{5r} // Update position if boss moves self.laserBeamSprite.y = globalTurretY; //{5s} // Update position if boss moves if (playerShip && !playerShip.isDestroyed && self.laserBeamSprite.intersects(playerShip)) { playerShip.hit(); if (playerShip.isDestroyed) { if (playerShip.shipSprite) playerShip.shipSprite.visible = false;else if (typeof playerShip.visible !== 'undefined') playerShip.visible = false; LK.showGameOver(); } } } if (self.stateTimer <= 0) { self.laserState = "cooldown"; self.stateTimer = self.cooldownDuration; if (self.laserBeamSprite) self.laserBeamSprite.visible = false; } } else if (self.laserState === "cooldown") { // Turret does not aim during cooldown due to the conditional aiming logic at the start of update. if (self.stateTimer <= 0) { self.laserState = "idle"; self.stateTimer = Math.random() * 120 + 60; // Random delay before next cycle } } }; return self; }); var GiantBossRocketLauncher = Container.expand(function (parentBoss) { var self = Container.call(this); self.parentBoss = parentBoss; self.health = 20; self.isDestroyed = false; self.launcherSprite = self.attachAsset('RocketLauncherSprite', { anchorX: 0.5, anchorY: 0.5 }); self.fireCooldown = 150; self.fireTimer = Math.random() * self.fireCooldown; // Spawn from the "front" assuming sprite points "up" (its local Y is forward) self.projectileSpawnOffsetY = self.launcherSprite && self.launcherSprite.height ? self.launcherSprite.height / 2 : 75; self.hit = function (damage) { if (self.isDestroyed) return; self.health -= damage; LK.effects.flashObject(self.launcherSprite, 0xff8888, 100); if (self.health <= 0) { self.isDestroyed = true; self.visible = false; 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; if (playerShip && !playerShip.isDestroyed) { var globalLauncherX = self.parentBoss.x + self.x; var globalLauncherY = self.parentBoss.y + self.y; var dx = playerShip.x - globalLauncherX; var dy = playerShip.y - globalLauncherY; var angleToPlayer = Math.atan2(dy, dx); if (self.launcherSprite) self.launcherSprite.rotation = angleToPlayer + Math.PI / 2; self.fireTimer--; if (self.fireTimer <= 0) { var spawnAngle = angleToPlayer; var projSpawnX = globalLauncherX + Math.cos(spawnAngle) * self.projectileSpawnOffsetY; var projSpawnY = globalLauncherY + Math.sin(spawnAngle) * self.projectileSpawnOffsetY; var newMissile = new HomingMissile(spawnAngle); newMissile.x = projSpawnX; newMissile.y = projSpawnY; newMissile.lastX = projSpawnX; newMissile.lastY = projSpawnY; homingMissiles.push(newMissile); game.addChild(newMissile); self.fireTimer = self.fireCooldown; // LK.getSound('RocketLaunchSound').play(); // Placeholder } } }; 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; }); // PlayerShip class to handle player ship logic and projectile spawn point calculation var HomingMissile = Container.expand(function (initialAngle) { var self = Container.call(this); self.missileSprite = self.attachAsset('HomingMissileSprite', { anchorX: 0.5, anchorY: 0.5 }); self.angle = initialAngle; self.speed = 7; self.turnRate = 0.05; // Radians per tick self.isOffScreen = false; self.lastX = self.x; self.lastY = self.y; if (self.missileSprite) { // Ensure sprite exists before setting rotation self.missileSprite.rotation = self.angle; // Assuming sprite points right (0 rad) initially } self.update = function () { if (self.isOffScreen || typeof freezeEnemies !== 'undefined' && freezeEnemies) return; if (playerShip && !playerShip.isDestroyed) { var targetAngle = Math.atan2(playerShip.y - self.y, playerShip.x - self.x); var angleDiff = targetAngle - self.angle; while (angleDiff > Math.PI) angleDiff -= 2 * Math.PI; while (angleDiff < -Math.PI) angleDiff += 2 * Math.PI; var turnAmount = Math.sign(angleDiff) * Math.min(self.turnRate, Math.abs(angleDiff)); self.angle += turnAmount; } if (self.missileSprite) self.missileSprite.rotation = self.angle; self.lastX = self.x; self.lastY = self.y; self.x += Math.cos(self.angle) * self.speed; self.y += Math.sin(self.angle) * self.speed; var gameWidth = 2048; var gameHeight = 2732; var margin = (self.missileSprite && self.missileSprite.width ? self.missileSprite.width / 2 : 25) + 50; if (self.x < -margin || self.x > gameWidth + margin || self.y < -margin || self.y > gameHeight + margin) { self.isOffScreen = true; } }; 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; }); 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; 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 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 } }; // 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 ****/ //Minimalistic tween library which should be used for animations over time, including tinting / colouring an object, scaling, rotating, or changing any game object property. //Only include the plugins you need to create the game. // Placeholder ID // Placeholder ID // Placeholder ID // Placeholder ID // Placeholder ID // Projectile spawn point (relative to player ship center) // Will be updated in PlayerShip class update 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); // Add small white squares to the background for (var i = 0; i < 50; i++) { var square = LK.getAsset('smallWhiteSquare', { anchorX: 0.5, anchorY: 0.5, x: Math.random() * 2048, y: Math.random() * 2732 }); game.addChild(square); } // 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 var homingMissiles = []; // Array for new boss's homing missiles var giantBossEnemyInstance = null; // Instance for the new giant boss var giantBossSpawned = false; // Flag for the new giant boss // 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 } } // Collision with NEW Giant Boss parts if (!proj.isOffScreen && giantBossEnemyInstance && !giantBossEnemyInstance.isDestroyed) { var giantBossPartsToCheck = []; if (giantBossEnemyInstance.mainBody && !giantBossEnemyInstance.mainBody.isDestroyed) { giantBossPartsToCheck.push(giantBossEnemyInstance.mainBody); } if (giantBossEnemyInstance.laser && !giantBossEnemyInstance.laser.isDestroyed) { giantBossPartsToCheck.push(giantBossEnemyInstance.laser); } if (giantBossEnemyInstance.leftLauncher && !giantBossEnemyInstance.leftLauncher.isDestroyed) { giantBossPartsToCheck.push(giantBossEnemyInstance.leftLauncher); } if (giantBossEnemyInstance.rightLauncher && !giantBossEnemyInstance.rightLauncher.isDestroyed) { giantBossPartsToCheck.push(giantBossEnemyInstance.rightLauncher); } for (var gbp_idx = 0; gbp_idx < giantBossPartsToCheck.length; gbp_idx++) { var part = giantBossPartsToCheck[gbp_idx]; if (proj.intersects(part)) { var dmg = typeof playerProjectileDamage !== 'undefined' ? playerProjectileDamage : 1; part.hit(dmg); if (part.isDestroyed) { if (part instanceof GiantBossRocketLauncher || part instanceof GiantBossLaser) { LK.setScore(LK.getScore() + 75); money += 35; } // Main body destruction score handled in Giant Boss defeat logic if (typeof moneyTxt !== 'undefined' && moneyTxt.setText) { moneyTxt.setText(money + " $"); } } proj.destroy(); playerProjectiles.splice(i, 1); // i is the projectile index from the outer loop break; } } } } // 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') { 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; } } } } 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(); } } 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 manage Homing Missiles from the new Giant Boss for (var hm_idx = homingMissiles.length - 1; hm_idx >= 0; hm_idx--) { var hMissile = homingMissiles[hm_idx]; if (hMissile.update) hMissile.update(); if (hMissile.isOffScreen) { hMissile.destroy(); homingMissiles.splice(hm_idx, 1); continue; } if (playerShip && !playerShip.isDestroyed && hMissile.intersects(playerShip)) { playerShip.hit(); if (playerShip.isDestroyed) { if (playerShip.shipSprite) playerShip.shipSprite.visible = false;else if (typeof playerShip.visible !== 'undefined') playerShip.visible = false; LK.showGameOver(); } hMissile.destroy(); homingMissiles.splice(hm_idx, 1); } } // 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 original boss after 10 kills if (!bossSpawned && bossEnemyInstance === null && enemiesKilled >= 10) { bossEnemyInstance = new BossEnemy(); bossEnemyInstance.x = 2048 / 2; bossEnemyInstance.y = 450; game.addChild(bossEnemyInstance); bossSpawned = true; LK.playMusic('Boss'); } // Spawn new giant boss after original boss is defeated AND enemiesKilled >= 20 (example) if (bossSpawned && bossEnemyInstance === null && // Original boss defeated or was never spawned (but bossSpawned implies it was attempted) !giantBossSpawned && giantBossEnemyInstance === null && enemiesKilled >= 20) { giantBossEnemyInstance = new GiantBossEnemy(); giantBossEnemyInstance.x = 2048 / 2; // Y position is handled by its entrance tween, starts off-screen game.addChild(giantBossEnemyInstance); if (typeof giantBossEnemyInstance.startEntrance === 'function') { giantBossEnemyInstance.startEntrance(); } giantBossSpawned = true; LK.playMusic('Boss'); // TODO: Consider a different music track for the new boss if available } // --- 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; // Removed speed boost effect // 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 NEITHER boss is currently active var originalBossActive = bossEnemyInstance && !bossEnemyInstance.isDestroyed; var giantBossActive = giantBossEnemyInstance && !giantBossEnemyInstance.isDestroyed; if (!originalBossActive && !giantBossActive && 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, y: explosionY, scaleX: 1.5, scaleY: 1.5 // Make boss explosions bigger }); game.addChild(currentExplosion); LK.getSound('Boom').play(); // Play sound for each frame LK.setTimeout(function () { _showNextExplosion(index + 1, currentExplosion); }, explosionAssetDuration); } else { // All explosion frames for the first boss are done bossEnemyInstance = null; // Officially nullify the global reference after explosion // Check if giant boss is NOT active (or not spawned / already destroyed) if (!giantBossEnemyInstance || giantBossEnemyInstance.isDestroyed) { LK.playMusic('Space'); // Resume normal gameplay music } // If giant boss IS active, its spawn logic would have (or will) set 'Boss' music. } }; // End of _showNextExplosion definition // 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 (destroys the actual game object) // Note: bossEnemyInstance = null; and LK.playMusic('Space'); have been moved into _showNextExplosion // Optionally, trigger win condition or next phase // LK.showYouWin(); } else { bossEnemyInstance.update(); // Update active boss } } // --- Giant Boss Update and Defeat Logic --- if (giantBossEnemyInstance) { if (giantBossEnemyInstance.isDestroyed) { // Ensure this function is defined or accessible here var _showNextGiantBossExplosion = function showNextGiantBossExplosion() { if (lastGiantExplosionAsset && typeof lastGiantExplosionAsset.destroy === 'function') { lastGiantExplosionAsset.destroy(); } if (currentGiantExplosionIdx < giantExplosionAssets.length) { var assetId = giantExplosionAssets[currentGiantExplosionIdx]; // Scatter explosions around the center var explosionX = explosionCenterX + (Math.random() - 0.5) * (giantBossEnemyInstance.mainBody.bodySprite.width * 0.6 || 200); var explosionY = explosionCenterY + (Math.random() - 0.5) * (giantBossEnemyInstance.mainBody.bodySprite.height * 0.6 || 200); var currentExplosion = LK.getAsset(assetId, { anchorX: 0.5, anchorY: 0.5, x: explosionX, y: explosionY, scaleX: 1.5 + Math.random() * 1.0, // Varied size scaleY: 1.5 + Math.random() * 1.0 }); game.addChild(currentExplosion); LK.getSound('Boom').play(); lastGiantExplosionAsset = currentExplosion; currentGiantExplosionIdx++; LK.setTimeout(_showNextGiantBossExplosion, giantExplosionDuration); } else { // Cleanup after sequence if (giantBossEnemyInstance.laser && giantBossEnemyInstance.laser.laserBeamSprite && typeof giantBossEnemyInstance.laser.laserBeamSprite.destroy === 'function') { giantBossEnemyInstance.laser.laserBeamSprite.destroy(); giantBossEnemyInstance.laser.laserBeamSprite = null; } for (var hm_idx = homingMissiles.length - 1; hm_idx >= 0; hm_idx--) { if (homingMissiles[hm_idx] && typeof homingMissiles[hm_idx].destroy === 'function') homingMissiles[hm_idx].destroy(); } homingMissiles = []; if (giantBossEnemyInstance && typeof giantBossEnemyInstance.destroy === 'function') { giantBossEnemyInstance.destroy(); // Destroy the main boss container } giantBossEnemyInstance = null; // Clear instance LK.playMusic('Space'); // Resume normal gameplay music // giantBossSpawned = false; // Allow respawn in a new game if needed, or keep true to mark it as "done" for this playthrough. // Let's keep it true to prevent re-spawning in the same game session. LK.showYouWin(); // Or trigger next game phase } }; LK.setScore(LK.getScore() + 500); // Score for giant boss money += 200; if (typeof moneyTxt !== 'undefined' && moneyTxt.setText) { moneyTxt.setText(money + " $"); } var explosionCenterX = giantBossEnemyInstance.x + (giantBossEnemyInstance.mainBody && giantBossEnemyInstance.mainBody.bodySprite ? giantBossEnemyInstance.mainBody.x : 0); var explosionCenterY = giantBossEnemyInstance.y + (giantBossEnemyInstance.mainBody && giantBossEnemyInstance.mainBody.bodySprite ? giantBossEnemyInstance.mainBody.y : 0); var giantExplosionAssets = ['Boom', 'Boom2', 'Boom3', 'Boom4', 'Boom5', 'Boom6', 'Boom4', 'Boom5', 'Boom6', 'Boom3', 'Boom2', 'Boom']; // Longer, more intense var giantExplosionDuration = 100; // Faster sequence var currentGiantExplosionIdx = 0; var lastGiantExplosionAsset = null; _showNextGiantBossExplosion(); // Start the sequence } else { giantBossEnemyInstance.update(); // Update active giant boss } } // --- End Boss Update and Defeat Logic --- }; LK.playMusic('Space'); ;
===================================================================
--- original.js
+++ change.js
@@ -926,17 +926,17 @@
/****
* Game Code
****/
-// Will be updated in PlayerShip class update
-// Projectile spawn point (relative to player ship center)
+//Minimalistic tween library which should be used for animations over time, including tinting / colouring an object, scaling, rotating, or changing any game object property.
+//Only include the plugins you need to create the game.
// Placeholder ID
// Placeholder ID
// Placeholder ID
// Placeholder ID
// Placeholder ID
-//Only include the plugins you need to create the game.
-//Minimalistic tween library which should be used for animations over time, including tinting / colouring an object, scaling, rotating, or changing any game object property.
+// Projectile spawn point (relative to player ship center)
+// Will be updated in PlayerShip class update
var projectileSpawnPoint = {
x: 0,
y: 0
};
@@ -1502,9 +1502,9 @@
if (playerShip) {
if (typeof playerShip._originalMoveSpeed === 'undefined') {
playerShip._originalMoveSpeed = playerShip.moveSpeed;
}
- playerShip.moveSpeed = playerShip._originalMoveSpeed * 2;
+ // playerShip.moveSpeed = playerShip._originalMoveSpeed * 2; // Removed speed boost effect
// Speed boost is now permanent, timeout removed.
// Heal 1 HP if not at max health
var currentMaxHealth = playerShip.maxHealth || 3;
if (playerShip.health < currentMaxHealth) {
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