Code edit (2 edits merged)
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add a HealthBar to the BasicEnemy class only if it's been hit
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Create a new `HealthBar` class based on the hero's health bar
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create a new HealthBar class based on the heroes healthbar, without changing the hero itself
Code edit (4 edits merged)
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Fix Bug: 'ReferenceError: enemy is not defined' in this line: 'LK.effects.flashObject(enemy, 0xaa0000, 1000);' Line Number: 197
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enemies briefly flash white when hit
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projectiles should record in a map which enemies it hit (by the enemy id) and the last tick they were hit. Enemies cannot get hit more than once every 10 ticks
Code edit (11 edits merged)
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instead of generating a unique id, use an integer which is incremented
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Fix Bug: 'TypeError: LK.generateUniqueId is not a function' in this line: 'enemies.push(new BasicEnemy(self, x, y, {' Line Number: 704
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Fix Bug: 'TypeError: LK.generateUniqueId is not a function' in this line: 'enemies.push(new BasicEnemy(self, x, y, {' Line Number: 704
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add a unique id to enemies, passed through in the constructor args object
Code edit (6 edits merged)
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Fix Bug: 'TypeError: t.setStageReference is not a function' in this line: 'parent.addChild(self);' Line Number: 138
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Code edit (3 edits merged)
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in the CrossWeapon's launch function, create additional projectiles based on the hero's "Extra" major boon. These additional projectiles should have their angle uniformally distributed in a radius around the hero
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make the screen flash red when a basicenemy deals damage to the hero
Code edit (4 edits merged)
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Fix Bug: 'ReferenceError: updateButton is not defined' in this line: 'updateButton.visible = bool;' Line Number: 595
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function updateIteration(container, vars) {
for (var i = 0; i < container.length; i++) {
if (container[i].update(vars)) {
container[i].destroy();
container.splice(i, 1);
i--;
}
}
}
var SectionalContainer = Container.expand(function (parent) {
var self = Container.call(this);
self.x = 0;
self.y = 0;
parent.addChild(self);
});
var BorderedText = Container.expand(function (string, settings) {
var self = Container.call(this);
var textList = [];
var defaultFill = '#ffffff';
var defaultBorder = '#000000';
var defaultFont = 'bold monospace';
var defaultSize = 50;
var defaultWeight = 2;
var offsets = [[-1, -1], [-1, 1], [1, 1], [1, -1], [0, 0]];
var borderSettings = {
fill: settings.border || defaultBorder,
font: settings.font || defaultFont,
size: settings.size || defaultSize
};
var textSettings = {
fill: settings.fill || defaultFill,
font: settings.font || defaultFont,
size: settings.size || defaultSize
};
self.x = settings.x;
self.y = settings.y;
for (var i = 0; i < offsets.length; i++) {
var localSettings = i === offsets.length - 1 ? textSettings : borderSettings;
var text = new Text2(string, localSettings);
text.x += offsets[i][0] * defaultWeight;
text.y += offsets[i][1] * defaultWeight;
if (settings.anchor) {
text.anchor.set(settings.anchor.x, settings.anchor.y);
}
textList.push(text);
self.addChild(text);
}
self.setText = function (string) {
for (var i = 0; i < textList.length; i++) {
textList[i].setText(string);
}
};
});
var CountdownTimer = Container.expand(function (initialCountdown) {
var self = Container.call(this);
var countdown = initialCountdown;
var ticker = 60;
var countdownTxt = new BorderedText('', {
size: 60,
anchor: {
x: .5,
y: 0
}
});
self.update = update;
self.addChild(countdownTxt);
adjustLabel();
function update() {
ticker -= 1;
if (ticker <= 0) {
ticker = 60;
countdown--;
if (countdown >= 0) {
adjustLabel();
}
}
return 1 - countdown / initialCountdown;
}
function adjustLabel() {
var minutes = Math.floor(countdown / 60);
var seconds = countdown % 60;
var minutesString = (minutes < 10 ? '0' : '') + minutes;
var secondsString = (seconds < 10 ? '0' : '') + seconds;
countdownTxt.setText(minutesString + ':' + secondsString);
}
});
var ExperiencePickup = Container.expand(function (parent, x, y, experience) {
var self = Container.call(this);
parent.addChild(self);
self.x = x;
self.y = y;
var pickupGraphics = self.createAsset('experiencePickup', 'Experience Pickup', .5, .5);
var active = false;
self.update = update;
function update(vars) {
var hero = vars.hero;
var dx = hero.x - self.x;
var dy = hero.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 400) {
self.active = true;
if (self.intersects(hero)) {
hero.addExperience(experience);
return true;
}
}
if (self.active) {
self.x += dx / distance * 20;
self.y += dy / distance * 20;
}
}
});
var CrucifixPickup = Container.expand(function (parent, x, y) {
var self = Container.call(this);
parent.addChild(self);
self.x = x;
self.y = y;
var pickupGraphics = self.createAsset('crucifixPickup', 'Crucifix Pickup', .5, .5);
});
var HealingPickup = Container.expand(function (parent, x, y) {
var self = Container.call(this);
parent.addChild(self);
self.x = x;
self.y = y;
var pickupGraphics = self.createAsset('healingPickup', 'Healing Pickup', .5, .5);
var healPercentage = 0.1;
self.update = update;
function update(args) {
var hero = args.hero;
if (self.intersects(hero)) {
hero.health = Math.min(hero.healthMax, hero.health + hero.healthMax * healPercentage);
return true;
}
}
});
var BasicBloodSplatter = Container.expand(function (parent, x, y) {
var self = Container.call(this);
parent.addChild(self);
self.x = x;
self.y = y;
var splatterGraphics = self.createAsset('bloodSplatter', 'Blood Splatter', .5, .5);
var initialLifetime = Math.floor(0.2 * 60);
var remainingLifetime = initialLifetime;
LK.setInterval(function () {
remainingLifetime -= 1;
var lifetime = remainingLifetime / initialLifetime;
splatterGraphics.alpha = lifetime;
splatterGraphics.scale = {
x: 2 - lifetime,
y: 2 - lifetime
};
if (remainingLifetime <= 0) {
self.destroy();
}
}, 0);
});
var BasicEnemy = Container.expand(function (parent, x, y, difficultyScale) {
var self = Container.call(this);
parent.addChild(self);
self.x = x;
self.y = y;
var enemyGraphics = self.createAsset('enemy', 'Enemy character', .5, .5);
var damageDistance = 100;
var speed = 1.8;
var damage = 5;
var initialCooldown = 20;
var cooldown = initialCooldown;
var bobMagnitude = 2;
var bobPeriod = 10;
var creationTick = LK.ticks;
var parent = parent;
self.health = 5 + 25 * difficultyScale;
self.update = update;
function update(args) {
var hero = args.hero;
var game = args.game;
var backgroundContainer = args.backgroundContainer;
var foregroundContainer = args.foregroundContainer;
if (self.health <= 0) {
kill(args);
return true;
}
var dx = hero.x - self.x;
var dy = hero.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > damageDistance) {
self.x += dx / distance * speed;
self.y += dy / distance * speed + Math.sin((LK.ticks - creationTick) / bobPeriod) * bobMagnitude;
cooldown = initialCooldown;
} else {
cooldown -= 1;
if (cooldown <= 0) {
cooldown = initialCooldown;
hero.health -= damage;
}
}
var newParent;
if (self.y <= hero.y) {
newParent = backgroundContainer;
} else {
newParent = foregroundContainer;
}
if (parent !== newParent) {
newParent.addChild(self);
parent = newParent;
}
}
function kill(args) {
var hero = args.hero;
var game = args.game;
var healthPickups = args.healthPickups;
var crucifixPickups = args.crucifixPickups;
var experiencePickups = args.experiencePickups;
if (crucifixPickups.length < 1 && Math.random() < Math.sqrt(hero.minorBoonLevels['Luck']) / 100) {
crucifixPickups.push(new CrucifixPickup(game, self.x, self.y));
} else if (healthPickups.length < 5) {
for (var k = 0; k <= hero.minorBoonLevels['Luck']; k++) {
if (Math.random() < 0.02) {
healthPickups.push(new HealingPickup(game, self.x, self.y));
break;
}
}
}
var experience = 0;
for (var k = 0; k <= hero.minorBoonLevels['Luck'] + 1; k++) {
if (Math.random() < 0.3) {
experience++;
}
}
if (experience > 0) {
var x = self.x + Math.random() * 100 - 50;
var y = self.y + Math.random() * 100 - 50;
experiencePickups.push(new ExperiencePickup(game, x, y, experience));
}
var bloodSplatter = new BasicBloodSplatter(game, self.x, self.y);
}
});
var CrossProjectile = Container.expand(function (parent, x, y, args) {
var self = Container.call(this);
parent.addChild(self);
self.x = x;
self.y = y;
var projectileAsset = self.createAsset('crossProjectile', 'Projectile Asset', .5, .5);
var speed = 30;
var range = args.range;
var damage = args.damage;
var destroyRange = -1200;
var angle = args.angle;
self.scale = {
x: args.scale,
y: args.scale
};
self.update = update;
function update(args) {
var hero = args.hero;
var enemies = args.enemies;
self.x += speed * Math.cos(angle);
self.y += speed * Math.sin(angle);
self.rotation += 0.2;
range -= Math.abs(speed);
if (range <= 0 && speed > -30) {
speed -= 1;
}
for (var i = 0; i < enemies.length; i++) {
var enemy = enemies[i];
if (self.intersects(enemy)) {
enemy.health -= damage;
}
}
return (self.x < 0 || self.x > 2048 || self.y < 0 || self.y > 2732) && range < destroyRange || self.intersects(hero) && speed < 0;
}
});
var CrossWeapon = Container.expand(function (parent) {
var self = Container.call(this);
parent.addChild(self);
self.x = 0;
self.y = 0;
var initialCooldown = 120;
var cooldown = self.initialCooldown;
self.update = update;
function update(args) {
var hero = args.hero;
if (cooldown > 0) {
cooldown--;
} else {
launch(args);
var attackSpeed = 1 + 0.25 * hero.minorBoonLevels['Rearm'];
cooldown = initialCooldown / attackSpeed;
}
}
function launch(args) {
var hero = args.hero;
var game = args.game;
var projectiles = args.projectiles;
var dx = hero.shootPos.x - hero.x;
var dy = hero.shootPos.y - hero.y;
var angle = Math.atan2(dy, dx);
var scale = 1 + 0.25 * hero.minorBoonLevels['Scale'];
var range = 200 + 50 * hero.minorBoonLevels['Range'];
var damage = 10 + 5 * hero.minorBoonLevels['Damage'];
projectiles.push(new CrossProjectile(game, hero.x, hero.y, {
scale,
range,
damage,
angle
}));
}
});
var Hero = Container.expand(function (parent, x, y, args) {
var self = Container.call(this);
parent.addChild(self);
self.x = x;
self.y = y;
var heroGraphics = self.createAsset('hero', 'Hero character', .5, .5);
var progressBar = args.progressBar;
var onLevelUp = args.onLevelUp;
var experience = 0;
var level = 1;
var levelRequirement = 20;
self.minorBoonLevels = {
'Luck': 0,
'Scale': 0,
'Range': 0,
'Damage': 0,
'Rearm': 0
};
self.majorBoonLevels = {
'Split': 0,
'Multi': 0
};
self.shootPos = {
x,
y
};
self.healthMax = 100;
self.health = self.healthMax;
self.healthBarBorder = self.createAsset('healthBarBorder', 'Health Bar Border', 0.5, 1);
self.healthBarBorder.y = -115;
self.healthBar = self.createAsset('healthBar', 'Health Bar', 0.5, 1);
self.healthBar.y = -120;
self.healthBarBorder.x = self.healthBar.x;
self.healthBarBorder.width = self.healthBar.width + 10;
self.healthBarBorder.height = self.healthBar.height + 10;
self.update = update;
self.addExperience = addExperience;
function update(args) {
var game = args.game;
self.healthBar.scale.x = Math.max(0, self.health / self.healthMax);
if (self.health <= 0) {
LK.showGameOver();
}
if (self.targetPos) {
var dx = self.targetPos.x - self.x;
var dy = self.targetPos.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 5) {
self.x += dx / distance * 10;
self.y += dy / distance * 10;
} else {
self.x = self.targetPos.x;
self.y = self.targetPos.y;
self.targetPos = null;
}
}
if (self.shootPos.x < self.x) {
self.scale.x = -1;
} else {
self.scale.x = 1;
}
}
function addExperience(amount) {
if (experience >= levelRequirement) {
level++;
experience -= levelRequirement;
levelRequirement = Math.floor(levelRequirement * 1.2);
onLevelUp(level);
}
progressBar.scale.x = hero.experience / hero.levelRequirement;
}
});
var BoonSelection = Container.expand(function (boons, type, count, callback) {
var self = Container.call(this);
var availableBoons = Object.keys(boons).filter(function (boon) {
return boons[boon] < 5;
});
if (!availableBoons.length) {
self.destroy();
callback();
}
var selectedBoons = [];
while (selectedBoons.length < 3 && availableBoons.length > 0) {
var boonIndex = Math.floor(Math.random() * availableBoons.length);
selectedBoons.push(availableBoons.splice(boonIndex, 1)[0]);
}
var background = self.createAsset('boonBackground', 'Boon Selection Popup', 0.5, 0.5);
var boonMessageTitle = new BorderedText('Choose ' + count, {
y: -220,
size: 60,
anchor: {
x: .5,
y: 0
}
});
background.y = 50;
self.addChild(boonMessageTitle);
var boonMessageSubtitle = new BorderedText(type + ' Boon', {
y: -160,
anchor: {
y: .5,
y: 0
}
});
self.addChild(boonMessageSubtitle);
for (var i = 0; i < selectedBoons.length; i++) {
var boon = selectedBoons[i];
var boonButton = self.createAsset('boonButton', boon + ' Boon Button', 0.5, 0.5);
boonButton.y = i * 120;
boonButton.x = -100;
boonButton.boon = boon;
boonButton.on('down', function () {
self.destroy();
callback(this.boon);
});
var boonLevel = new BorderedText(boons[boon], {
x: boonButton.x,
y: boonButton.y,
anchor: {
x: .5,
y: .5
}
});
var boonName = new BorderedText(boon, {
x: boonButton.x + 60,
y: boonButton.y,
anchor: {
x: 0,
y: .5
}
});
self.addChild(boonLevel);
self.addChild(boonName);
}
});
var Game = Container.expand(function () {
var self = Container.call(this);
var isPaused = false;
var minorBoonCount = 0;
var majorBoonCount = 0;
var grass = self.createAsset('grass', 'Grass Background', 0, 0);
var canMove = false;
var difficultyScale = 0;
var availableBoonsTxt = new BorderedText('0', {
x: -70,
y: 70,
fill: '#ff0000',
anchor: {
x: .5,
y: .5
}
});
var updateButton = LK.gui.topRight.createAsset('updateButton', 'Update Button', 0.5, 0.5);
LK.gui.topRight.addChild(availableBoonsTxt);
grass.width = 2048;
grass.height = 2732;
updateButton.x = -70;
updateButton.y = 70;
updateButton.on('down', function () {
if (minorBoonCount + majorBoonCount > 0) {
showBoonSelection();
}
});
var levelTxt = new BorderedText('Level 1 • XP', {
anchor: {
x: 1.0,
y: 0
},
size: 80
});
var selectingBoon = false;
var progressBarBorder = LK.getAsset('progressBarBorder', 'Progress Bar Border', 0, .5);
var progressBar = LK.getAsset('progressBar', 'Progress Bar', 0, .5);
var heroProjectiles = [];
var enemyProjectiles = [];
var weapons = [];
var enemies = [];
var healthPickups = [];
var crucifixPickups = [];
var experiencePickups = [];
var countdownTimer = new CountdownTimer(300);
LK.gui.topCenter.addChild(countdownTimer);
LK.gui.topCenter.addChild(progressBarBorder);
LK.gui.topCenter.addChild(progressBar);
LK.gui.topCenter.addChild(levelTxt);
countdownTimer.y = levelTxt.height + 10;
progressBarBorder.x = 20;
progressBarBorder.y = levelTxt.y + levelTxt.height / 2;
progressBar.x = 24;
progressBar.y = levelTxt.y + levelTxt.height / 2;
progressBar.scale.x = 0;
self.targetPos = null;
self.addChild(grass);
var backgroundContainer = new SectionalContainer(self);
var hero = new Hero(self, 2048 / 2, 2732 / 2, {
progressBar,
onLevelUp
});
weapons.push(new CrossWeapon(self));
var foregroundContainer = new SectionalContainer(self);
refreshBoonUpgradeButton();
stage.on('down', function (obj) {
canMove = true;
hero.targetPos = obj.event.getLocalPosition(self);
});
stage.on('up', function (obj) {
canMove = false;
hero.targetPos = null;
});
stage.on('move', function (obj) {
if (!isPaused) {
if (canMove) {
hero.targetPos = obj.event.getLocalPosition(self);
}
hero.shootPos = obj.event.getLocalPosition(self);
if (hero.shootPos.x < hero.x) {
hero.scale.x = -1;
} else {
hero.scale.x = 1;
}
}
});
LK.on('tick', function () {
if (!isPaused) {
difficultyScale = countdownTimer.update();
hero.update({
game: self
});
updateIteration(weapons, {
projectiles: heroProjectiles,
game: self,
hero
});
updateIteration(heroProjectiles, {
enemies,
hero
});
updateIteration(enemyProjectiles);
updateIteration(enemies, {
game: self,
backgroundContainer,
foregroundContainer,
crucifixPickups,
healthPickups,
experiencePickups,
hero
});
updateIteration(experiencePickups, {
hero
});
updateIteration(healthPickups, {
hero
});
for (var i = 0; i < crucifixPickups.length; i++) {
if (hero.intersects(crucifixPickups[i])) {
for (var j = 0; j < enemies.length; j++) {
enemies[j].destroy();
}
enemies = [];
for (var j = 0; j < enemyProjectiles.length; j++) {
enemyProjectiles[j].destroy();
}
enemyProjectiles = [];
for (var j = 0; j < healthPickups.length; j++) {
healthPickups[j].destroy();
}
healthPickups = [];
for (var j = 0; j < crucifixPickups.length; j++) {
crucifixPickups[j].destroy();
}
crucifixPickups = [];
for (var j = 0; j < experiencePickups.length; j++) {
experiencePickups[j].active = true;
}
LK.effects.flashScreen(0xffffff, 1000);
break;
}
}
if (LK.ticks % (60 - Math.floor(55 * difficultyScale)) === 0) {
spawnEnemy();
}
}
});
function refreshBoonUpgradeButton() {
var bool = minorBoonCount + majorBoonCount > 0;
updateButton.visible = bool;
availableBoonsTxt.visible = bool;
availableBoonsTxt.setText(minorBoonCount + majorBoonCount);
}
function showBoonSelection() {
if (!selectingBoon) {
var boonSelection;
if (minorBoonCount) {
selectingBoon = true;
boonSelection = new BoonSelection(hero.minorBoonLevels, 'Minor', minorBoonCount, function (boon) {
if (boon) {
hero.minorBoonLevels[boon]++;
minorBoonCount--;
selectingBoon = false;
refreshBoonUpgradeButton();
showBoonSelection();
}
});
} else if (majorBoonCount) {
selectingBoon = true;
boonSelection = new BoonSelection(hero.majorBoonLevels, 'Major', majorBoonCount, function (boon) {
if (boon) {
hero.majorBoonLevels[boon]++;
majorBoonCount--;
selectingBoon = false;
refreshBoonUpgradeButton();
showBoonSelection();
}
});
}
if (boonSelection) {
isPaused = true;
LK.gui.center.addChild(boonSelection);
} else {
isPaused = false;
}
}
}
function spawnEnemy() {
var side = Math.floor(Math.random() * 4);
var distance = Math.random();
var x, y;
switch (side) {
case 0:
x = 2048 * distance;
y = 0;
break;
case 1:
x = 2048;
y = 2732 * distance;
break;
case 2:
x = 2048 * distance;
y = 2732;
break;
case 3:
x = 0;
y = 2732 * distance;
break;
}
enemies.push(new BasicEnemy(self, x, y, difficultyScale));
}
function onLevelUp(level) {
levelTxt.setText('Level ' + level + ' • XP');
if (level % 5) {
minorBoonCount++;
} else {
majorBoonCount++;
}
refreshBoonUpgradeButton();
}
});
pixel art cross with blue accents Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
pixel art of a white orb. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
pixel art of a white orb with a halo. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
pixel art of a pulsating white heart with a halo. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
pixel art of a dark goo projectile with red highlights. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
pixel art tall blue fireball. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
pixel art of an evil fantasy sword facing downward. Minor red details. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
backgroundAmbient
Sound effect
heroHealed
Sound effect
pickupExperience
Sound effect
heroLeveled
Sound effect
weaponCrossImpact
Sound effect
heroImpact
Sound effect
enemyDeath
Sound effect
pickupWeapon
Sound effect
pickupCrucifix
Sound effect
weaponCrossLaunch
Sound effect
heroDeath
Sound effect
enemyRoar
Sound effect
clockChime
Sound effect