User prompt
Do not create bullet time counter or display for blitz powerup
User prompt
Do not show bullet time counter during blitzkrieg
User prompt
Do not show bullet time counter during blitzkrieg
User prompt
Dont slow the screen in blitzkrieg
User prompt
Blitz powerup should not have a counter. When triggered just scream "Blitzkrieg!" Then shake the screen, then make an explosive sound and squash all the fruits on the screen. Then continue gameplay ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Spawn 2 blitz, 2 bullet time and 2 lifefruits in level 1
User prompt
Create new powerup called Blitz that squashes all the fruits currently on screen
User prompt
Move bullet time counter 80px from top
User prompt
Create new powerup called bullettime. When this type is smashed, the entire fruits on screen go into very slow motion for the next 10 secons. Show countdown bar
User prompt
Make level 1 balls 30% slower
User prompt
Remove the boss image showing in the top left corner of level 1
User prompt
Make the leaderboard brighter
User prompt
Let it be multiple flashes of half second each
User prompt
Flash an image of the boss 80% into a level ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Reduce boss 1 size by 35% and reduce boss 2 size by 30%
User prompt
Move boss 1 position lower by 70px and move boss 2 lower by 40px
User prompt
Reduce boss 5 size by 30% and spawn speed by 25%
User prompt
Reverse the sizes of the fruits in the various levels making it big to small. Do not modify the boss sizes but let the first boss be smaller than the others
User prompt
Do not use fruit sizes to calculate boss sizes. Make boss size start from 250px and increase in steps of 100px for each subsequent level
User prompt
Reverse the sizes of the fruits in the various levels making it big to small. Leave the boss sizes as is
User prompt
Dont change the original boss sizes, just the fruits only
User prompt
Reverse the sizes of the fruits in the various levels making it big to small
User prompt
Let level one boss also spawn random level 1 fruits
User prompt
Increase level 5 boss spawn speed by 50%
User prompt
Increase it by 50%
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var Blade = Container.expand(function () { var self = Container.call(this); self.active = false; self.points = []; self.maxPoints = 10; self.trail = []; for (var i = 0; i < self.maxPoints; i++) { var trailPart = self.attachAsset('blade', { anchorX: 0.5, anchorY: 0.5, alpha: 0 }); self.trail.push(trailPart); } self.update = function () { // Update trail visuals for (var i = 0; i < self.trail.length; i++) { if (i < self.points.length) { var point = self.points[i]; var trailPart = self.trail[i]; trailPart.x = point.x; trailPart.y = point.y; trailPart.alpha = 0; // Keep blade invisible if (i > 0) { var prevPoint = self.points[i - 1]; var angle = Math.atan2(point.y - prevPoint.y, point.x - prevPoint.x); trailPart.rotation = angle; } } else { self.trail[i].alpha = 0; } } }; self.addPoint = function (x, y) { self.points.unshift({ x: x, y: y }); if (self.points.length > self.maxPoints) { self.points.pop(); } }; self.reset = function () { self.points = []; self.active = false; for (var i = 0; i < self.trail.length; i++) { self.trail[i].alpha = 0; } }; return self; }); var BlitzPowerup = Container.expand(function () { var self = Container.call(this); self.type = 'blitz'; self.sliced = false; self.width = 300; self.height = 300; self.points = 0; self.baseSpeed = 1.5; // Create a red lightning bolt-shaped fruit for blitz var blitzGraphics = self.attachAsset('kiwi', { anchorX: 0.5, anchorY: 0.5 }); blitzGraphics.tint = 0xFF0000; // Red color // Create lightning bolt symbol var boltTop = self.attachAsset('blade', { anchorX: 0.5, anchorY: 0.5, width: 20, height: 120 }); boltTop.tint = 0xFFFFFF; boltTop.rotation = Math.PI / 6; boltTop.y = -30; var boltBottom = self.attachAsset('blade', { anchorX: 0.5, anchorY: 0.5, width: 20, height: 120 }); boltBottom.tint = 0xFFFFFF; boltBottom.rotation = -Math.PI / 6; boltBottom.y = 30; self.vx = 0; self.vy = 0; self.gravity = 0.01; self.rotationSpeed = (Math.random() - 0.5) * 0.015; self.init = function (x, y, direction) { self.x = x; self.y = y; var angle = direction * (Math.PI / 4) + Math.random() * Math.PI / 8 - Math.PI / 16; var speed = self.baseSpeed + Math.random() * 0.8; self.vx = Math.cos(angle) * speed * 1.15; self.vy = -Math.sin(angle) * speed - 8; }; self.slice = function () { if (self.sliced) { return; } self.sliced = true; // Show "Blitzkrieg!" text announcement var blitzText = new Text2('Blitzkrieg!', { size: 120, fill: 0xFF0000, weight: 'bold' }); blitzText.anchor.set(0.5, 0.5); blitzText.x = GAME_WIDTH / 2; blitzText.y = GAME_HEIGHT / 2; game.addChild(blitzText); // Animate text tween(blitzText, { alpha: 0, scaleX: 2, scaleY: 2 }, { duration: 800, easing: tween.easeOut, onFinish: function onFinish() { blitzText.destroy(); } }); // Flash effect blitzGraphics.tint = 0xFFFFFF; boltTop.tint = 0xFF0000; boltBottom.tint = 0xFF0000; tween(blitzGraphics, { alpha: 0, scaleX: 1.5, scaleY: 1.5 }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { blitzGraphics.tint = 0xFF0000; } }); // Screen shake effect var shakeIntensity = 20; var shakeDuration = 500; var shakeStart = Date.now(); var originalX = game.x; var originalY = game.y; var shakeInterval = LK.setInterval(function () { var elapsed = Date.now() - shakeStart; if (elapsed >= shakeDuration) { game.x = originalX; game.y = originalY; LK.clearInterval(shakeInterval); } else { var progress = elapsed / shakeDuration; var intensity = shakeIntensity * (1 - progress); game.x = originalX + (Math.random() * 2 - 1) * intensity; game.y = originalY + (Math.random() * 2 - 1) * intensity; } }, 16); // Play explosion sound instead of slice sound LK.getSound('explosion').play(); // Squash all the fruits currently on screen after a short delay LK.setTimeout(function () { squashAllFruits(); }, 200); }; self.down = function (x, y, obj) { if (!self.sliced) { self.slice(); // Update combo comboCount++; comboTimer = Date.now() + comboTimeout; } }; self.update = function () { // Don't update movement if gameActive is false (leaderboard is visible) if (!gameActive) { return; } if (!self.sliced) { // Update whole fruit self.vy += self.gravity; self.x += self.vx; self.y += self.vy; self.rotation += self.rotationSpeed; // Bounce off walls if not sliced if (self.x < self.width / 2 && self.vx < 0) { self.vx = -self.vx * 0.8; self.x = self.width / 2; } if (self.x > GAME_WIDTH - self.width / 2 && self.vx > 0) { self.vx = -self.vx * 0.8; self.x = GAME_WIDTH - self.width / 2; } } }; self.isOffScreen = function () { return self.y > 2732 + self.height || self.x > GAME_WIDTH + self.width; }; return self; }); var Boss = Container.expand(function (level) { var self = Container.call(this); // Boss properties self.level = level || 1; self.health = 5 + self.level; // Health increases with level self.maxHealth = self.health; self.width = 800; self.height = 800; self.active = false; self.attackTimer = 0; self.attackInterval = self.level === 5 ? 833 : 3000 - self.level * 250; // Level 5 boss spawn speed reduced by 25% (increased from 667ms to 833ms) // Ensure level is within valid range (1-5) if (self.level < 1) { self.level = 1; } if (self.level > 5) { self.level = 5; } // Determine boss type based on level var bossType = BOSS_FRUIT_TYPES[self.level - 1] || 'strawberry'; // Create boss visual var bossGraphic = self.attachAsset(bossType, { anchorX: 0.5, anchorY: 0.5, scaleX: self.level === 1 ? 1.95 : self.level === 2 ? 2.8 : self.level === 5 ? 3.5 : 4, // Make level 1 boss smaller by 35%, level 2 boss smaller by 30%, level 5 boss 30% smaller (from 5 to 3.5) scaleY: self.level === 1 ? 1.95 : self.level === 2 ? 2.8 : self.level === 5 ? 3.5 : 4 // Make level 1 boss smaller by 35%, level 2 boss smaller by 30%, level 5 boss 30% smaller (from 5 to 3.5) }); // Health bar background var healthBarBg = new Container(); healthBarBg.x = -200; healthBarBg.y = -450; var healthBarBack = LK.getAsset('blade', { anchorX: 0, anchorY: 0.5, width: 400, height: 30 }); healthBarBack.tint = 0x333333; // Health bar fill var healthBarFill = LK.getAsset('blade', { anchorX: 0, anchorY: 0.5, width: 400, height: 30 }); healthBarFill.tint = 0xFF0000; healthBarBg.addChild(healthBarBack); healthBarBg.addChild(healthBarFill); self.addChild(healthBarBg); self.healthBar = healthBarFill; // Boss movement self.vx = self.level === 5 ? 8 : 2 + self.level * 0.5; // Level 5 boss moves much faster self.targetX = GAME_WIDTH / 2; self.activate = function () { self.active = true; self.health = self.maxHealth; self.x = GAME_WIDTH / 2; // Position boss below the top boundary (320px) with enough space to not overlap // Boss dimensions depend on the asset scale (4x) and boss type // Account for boss height and health bar to ensure it appears fully below the boundary // Position bosses at different heights based on level to avoid overlapping the top boundary if (self.level === 2) { self.y = 320 + 570; // Level 2 boss: 60px lower } else if (self.level === 3) { self.y = 320 + 690; // Level 3 boss: 170px lower (moved additional 30px lower) } else if (self.level === 4) { self.y = 320 + 750; // Level 4 boss: 200px lower } else if (self.level === 5) { self.y = 320 + 900; // Level 5 boss: 300px lower (moved from 600 to 900) } else { self.y = 320 + 570; // Default position for level 1 boss } self.updateHealthBar(); }; self.updateHealthBar = function () { self.healthBar.width = self.health / self.maxHealth * 400; }; self.hit = function () { if (!self.active) { return; } self.health--; self.updateHealthBar(); // Flash the boss red bossGraphic.tint = 0xFF0000; LK.setTimeout(function () { bossGraphic.tint = 0xFFFFFF; }, 200); // Check if boss is defeated if (self.health <= 0) { self.defeat(); return true; } return false; }; self.defeat = function () { self.active = false; // Make the health bar transparent healthBarBg.alpha = 0; // Create explosion effect bossGraphic.tint = 0xFFFFFF; tween(bossGraphic, { alpha: 0, scaleX: 3, scaleY: 3, rotation: Math.PI * 2 }, { duration: 1000, easing: tween.easeOut, onFinish: function onFinish() { // Add bonus points (increased for higher level bosses) var bonus = 25 * self.level; LK.setScore(LK.getScore() + bonus); scoreTxt.setText(LK.getScore()); LK.effects.flashScreen(0x00FF00, 500); } }); // Play explosion sound LK.getSound('explosion').play(); }; self.throwFruit = function () { if (!self.active) { return; } // Launch multiple bombs at the player var bombCount = self.level === 5 ? Math.floor(Math.random() * 3) + 2 : // Level 5: 2-4 bombs (reduced from 3-6) Math.floor(Math.random() * self.level) + 1; // Other levels: 1-level bombs // For level 5, also spawn random fruits alongside bombs // Also spawn random fruits with level 1 boss var fruitCount = self.level === 5 || self.level === 1 ? Math.floor(Math.random() * 2) : 0; // Reduced from 1-2 to 0-1 // Spawn bombs for (var i = 0; i < bombCount; i++) { var fruit = new Fruit('bomb'); // Generate random position on the boss perimeter var spawnAngle = Math.random() * Math.PI * 2; // Full 360 degrees var spawnRadius = self.width / 3; // Radius to spawn from (edge of boss) // Position the bomb on the perimeter fruit.x = self.x + Math.cos(spawnAngle) * spawnRadius; fruit.y = self.y + Math.sin(spawnAngle) * spawnRadius; // Aim outward from the spawn point with spread var angle = spawnAngle + Math.PI + (Math.random() - 0.5); // Outward direction with randomness var speed = self.level === 5 ? 5 + Math.random() * 3 : // Level 5: Much faster bombs 3 + Math.random() * 2 + self.level * 0.5; // Other levels: Normal speed fruit.vx = Math.cos(angle) * speed; fruit.vy = Math.sin(angle) * speed; game.addChild(fruit); fruits.push(fruit); } // For level 5 or level 1, also spawn random fruits if (self.level === 5 || self.level === 1) { for (var j = 0; j < fruitCount; j++) { // Select a random fruit type // For level 1, only use level 1 fruits (strawberry) var fruitType = self.level === 1 ? 'strawberry' : FRUIT_TYPES[Math.floor(Math.random() * FRUIT_TYPES.length)]; var randomFruit = new Fruit(fruitType); // Generate random position on the boss perimeter var fruitAngle = Math.random() * Math.PI * 2; var fruitRadius = self.width / 3; // Position the fruit on the perimeter randomFruit.x = self.x + Math.cos(fruitAngle) * fruitRadius; randomFruit.y = self.y + Math.sin(fruitAngle) * fruitRadius; // Aim outward with different trajectory var fruitDirection = fruitAngle + Math.PI + (Math.random() - 0.5) * 0.5; var fruitSpeed = 4 + Math.random() * 2; randomFruit.vx = Math.cos(fruitDirection) * fruitSpeed; randomFruit.vy = Math.sin(fruitDirection) * fruitSpeed; game.addChild(randomFruit); fruits.push(randomFruit); } } }; self.update = function (delta) { if (!self.active) { return; } // Apply bullet time effect if active (slow down by 75%) var speedMultiplier = bulletTimeActive ? 0.25 : 1; // Move boss back and forth if (Math.abs(self.x - self.targetX) < 10) { self.targetX = Math.random() * (GAME_WIDTH - 400) + 200; } var dirX = self.targetX - self.x; self.x += dirX / Math.abs(dirX) * self.vx * speedMultiplier; // Attack on timer var currentTime = Date.now(); if (currentTime >= self.attackTimer) { self.throwFruit(); // Extend attack interval during bullet time self.attackTimer = currentTime + self.attackInterval * (bulletTimeActive ? 4 : 1); } }; self.down = function (x, y, obj) { // Allow clicking on boss to damage it if (self.active) { self.hit(); } }; return self; }); var BulletTimePowerup = Container.expand(function () { var self = Container.call(this); self.type = 'bullettime'; self.sliced = false; self.width = 300; self.height = 300; self.points = 0; self.baseSpeed = 1.5; // Create a blue hourglass-shaped fruit for bullet time var bulletTimeGraphics = self.attachAsset('kiwi', { anchorX: 0.5, anchorY: 0.5 }); bulletTimeGraphics.tint = 0x00BFFF; // Deep sky blue color // Create hourglass symbol var hourglassTop = self.attachAsset('blade', { anchorX: 0.5, anchorY: 0.5, width: 140, height: 20 }); hourglassTop.tint = 0xFFFFFF; hourglassTop.y = -50; var hourglassBottom = self.attachAsset('blade', { anchorX: 0.5, anchorY: 0.5, width: 140, height: 20 }); hourglassBottom.tint = 0xFFFFFF; hourglassBottom.y = 50; var hourglassLeft = self.attachAsset('blade', { anchorX: 0.5, anchorY: 0.5, width: 20, height: 100 }); hourglassLeft.tint = 0xFFFFFF; hourglassLeft.x = -60; var hourglassRight = self.attachAsset('blade', { anchorX: 0.5, anchorY: 0.5, width: 20, height: 100 }); hourglassRight.tint = 0xFFFFFF; hourglassRight.x = 60; self.vx = 0; self.vy = 0; self.gravity = 0.01; self.rotationSpeed = (Math.random() - 0.5) * 0.015; self.init = function (x, y, direction) { self.x = x; self.y = y; var angle = direction * (Math.PI / 4) + Math.random() * Math.PI / 8 - Math.PI / 16; var speed = self.baseSpeed + Math.random() * 0.8; self.vx = Math.cos(angle) * speed * 1.15; self.vy = -Math.sin(angle) * speed - 8; }; self.slice = function () { if (self.sliced) { return; } self.sliced = true; // Flash effect bulletTimeGraphics.tint = 0xFFFFFF; hourglassTop.tint = 0x00BFFF; hourglassBottom.tint = 0x00BFFF; hourglassLeft.tint = 0x00BFFF; hourglassRight.tint = 0x00BFFF; tween(bulletTimeGraphics, { alpha: 0, scaleX: 1.5, scaleY: 1.5 }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { bulletTimeGraphics.tint = 0x00BFFF; } }); // Activate bullet time effect activateBulletTime(); // Play slice sound LK.getSound('slice').play(); }; self.down = function (x, y, obj) { if (!self.sliced) { self.slice(); // Update combo comboCount++; comboTimer = Date.now() + comboTimeout; } }; self.update = function () { // Don't update movement if gameActive is false (leaderboard is visible) if (!gameActive) { return; } if (!self.sliced) { // Update whole fruit self.vy += self.gravity; self.x += self.vx; self.y += self.vy; self.rotation += self.rotationSpeed; // Bounce off walls if not sliced if (self.x < self.width / 2 && self.vx < 0) { self.vx = -self.vx * 0.8; self.x = self.width / 2; } if (self.x > GAME_WIDTH - self.width / 2 && self.vx > 0) { self.vx = -self.vx * 0.8; self.x = GAME_WIDTH - self.width / 2; } } }; self.isOffScreen = function () { return self.y > 2732 + self.height || self.x > GAME_WIDTH + self.width; }; return self; }); var Fruit = Container.expand(function (type) { var self = Container.call(this); self.type = type || 'apple'; self.sliced = false; self.width = 0; self.height = 0; self.points = 0; self.baseSpeed = 0; var fruitGraphics; switch (self.type) { case 'watermelon': self.width = 200; self.height = 200; self.points = 5; self.baseSpeed = 1.6; // Faster base speed break; case 'apple': self.width = 240; self.height = 240; self.points = 4; self.baseSpeed = 1.7; // Faster base speed break; case 'orange': self.width = 280; self.height = 280; self.points = 3; self.baseSpeed = 1.8; // Faster base speed break; case 'kiwi': self.width = 320; self.height = 320; self.points = 2; self.baseSpeed = 2.0; // Faster base speed break; case 'passion_fruit': self.width = 360; self.height = 360; self.points = 6; self.baseSpeed = 2.3; // Even faster base speed break; case 'strawberry': self.width = 480; self.height = 480; self.points = 1; self.baseSpeed = 2.2; // Faster base speed break; case 'bomb': self.width = 320; self.height = 320; self.points = -10; self.baseSpeed = 1.7; // Faster base speed break; } fruitGraphics = self.attachAsset(self.type, { anchorX: 0.5, anchorY: 0.5 }); self.vx = 0; self.vy = 0; self.gravity = 0.01; // Reduced gravity to make fruits go higher self.rotationSpeed = (Math.random() - 0.5) * 0.018; // Slightly faster rotation self.init = function (x, y, direction) { self.x = x; self.y = y; var angle = direction * (Math.PI / 4) + Math.random() * Math.PI / 8 - Math.PI / 16; var currentLevel = Math.floor(LK.getScore() / 50) + 1; var levelMultiplier = 1 + (currentLevel - 1) * 0.1; // 10% increase per level var speed = (self.baseSpeed + Math.random() * 0.8) * levelMultiplier; // Further reduced random speed component // Apply 30% speed reduction for level 1 if (currentLevel === 1) { speed *= 0.7; // 30% slower for level 1 } self.vx = Math.cos(angle) * speed * 1.15; // Slightly faster horizontal movement self.vy = -Math.sin(angle) * speed - 8; // Higher initial upward velocity }; self.slice = function () { if (self.sliced || self.type === 'bomb') { return; } self.sliced = true; // Create explosive flash effect fruitGraphics.tint = 0xFFFFFF; fruitGraphics.alpha = 1; // Animate explosive flash effect with scaling tween(fruitGraphics, { alpha: 0, scaleX: 1.5, scaleY: 1.5 }, { duration: 300, easing: tween.easeOut, onUpdate: function onUpdate(progress) { // Create a pulsing effect with rotation during explosion fruitGraphics.rotation += 0.1; }, onFinish: function onFinish() { // Clean up after animation fruitGraphics.tint = 0xFFFFFF; fruitGraphics.scaleX = 1; fruitGraphics.scaleY = 1; } }); // Play slice sound LK.getSound('slice').play(); return self.points; }; self.down = function (x, y, obj) { if (!self.sliced) { // Slice the fruit when clicked var points = self.slice(); // Check if it's a bomb if (self.type === 'bomb') { // Lose a life when clicking a bomb LK.getSound('explosion').play(); LK.effects.flashScreen(0xFF0000, 500); playerLives--; // Reduce lives by 1 updateLivesDisplay(); // Update hearts display // If no lives left, game over if (playerLives <= 0) { // Update high score if current score is higher if (LK.getScore() > highScore) { highScore = LK.getScore(); storage.highScore = highScore; } // Add score to global leaderboard addScoreToLeaderboard(LK.getScore()); // Pass the current score and high score to game over display LK.showGameOver({ score: LK.getScore(), highScore: highScore }); } return; } // Add points to score LK.setScore(LK.getScore() + points); scoreTxt.setText(LK.getScore()); // Increment sliced fruits counter for current level slicedFruitsInLevel++; // Update combo comboCount++; comboTimer = Date.now() + comboTimeout; } }; self.update = function () { // Don't update movement if gameActive is false (leaderboard is visible) if (!gameActive) { return; } if (!self.sliced) { // Update whole fruit // Apply bullet time effect if active (slow down by 75%) var speedMultiplier = bulletTimeActive ? 0.25 : 1; self.vy += self.gravity * speedMultiplier; self.x += self.vx * speedMultiplier; self.y += self.vy * speedMultiplier; self.rotation += self.rotationSpeed * speedMultiplier; // Bounce off walls if not sliced if (self.x < self.width / 2 && self.vx < 0) { self.vx = -self.vx * 0.8; // Bounce with some energy loss self.x = self.width / 2; } if (self.x > GAME_WIDTH - self.width / 2 && self.vx > 0) { self.vx = -self.vx * 0.8; // Bounce with some energy loss self.x = GAME_WIDTH - self.width / 2; } } else { // No update for sliced fruit since we're just flashing and fading them } }; self.isOffScreen = function () { return self.y > 2732 + self.height || self.x > GAME_WIDTH + self.width; }; return self; }); var Heart = Container.expand(function () { var self = Container.call(this); // Create a red heart shape (using blade asset tinted red) var heartShape = self.attachAsset('blade', { anchorX: 0.5, anchorY: 0.5, width: 60, height: 60 }); heartShape.tint = 0xFF0000; return self; }); var Leaderboard = Container.expand(function () { var self = Container.call(this); self.visible = false; // Background panel var panel = self.attachAsset('blade', { anchorX: 0.5, anchorY: 0.5, width: 1500, height: 1800 }); panel.tint = 0x3498db; // Brighter blue color instead of dark slate panel.alpha = 1.0; // Fully opaque for better visibility // Title var title = new Text2('GLOBAL LEADERBOARD', { size: 100, fill: 0xFFFFFF }); title.anchor.set(0.5, 0); title.y = -800; self.addChild(title); // Scores container var scoresContainer = new Container(); scoresContainer.y = -650; self.addChild(scoresContainer); self.scoresContainer = scoresContainer; // Close button var closeBtn = self.attachAsset('blade', { anchorX: 0.5, anchorY: 0.5, width: 80, height: 80 }); closeBtn.tint = 0xFF0000; closeBtn.x = 700; closeBtn.y = -800; // X symbol on close button var closeX1 = self.attachAsset('blade', { anchorX: 0.5, anchorY: 0.5, width: 40, height: 8 }); closeX1.tint = 0xFFFFFF; closeX1.rotation = Math.PI / 4; closeX1.x = 700; closeX1.y = -800; var closeX2 = self.attachAsset('blade', { anchorX: 0.5, anchorY: 0.5, width: 40, height: 8 }); closeX2.tint = 0xFFFFFF; closeX2.rotation = -Math.PI / 4; closeX2.x = 700; closeX2.y = -800; // Close button interaction closeBtn.interactive = true; closeBtn.down = function (x, y, obj) { self.hide(); }; // Show leaderboard self.show = function (scores) { self.visible = true; self.updateScores(scores); // Pause the game when leaderboard is visible gameActive = false; // Make game area 50% transparent game.alpha = 0.5; // Make leaderboard panel fully opaque (0% transparent) panel.alpha = 1.0; // Bring leaderboard to front layer if (self.parent) { var parent = self.parent; parent.removeChild(self); parent.addChild(self); } }; // Hide leaderboard self.hide = function () { self.visible = false; // Resume the game when leaderboard is hidden gameActive = true; // Restore game area opacity game.alpha = 1.0; }; // Update scores display self.updateScores = function (scores) { // Clear existing score entries while (scoresContainer.children.length > 0) { scoresContainer.removeChildAt(0); } // Add score entries for (var i = 0; i < scores.length; i++) { var entry = scores[i]; var yPos = i * 120; // Rank var rank = new Text2(i + 1 + '.', { size: 80, fill: 0xFFFFFF }); rank.anchor.set(1, 0); rank.x = -600; rank.y = yPos; scoresContainer.addChild(rank); // Username var username = entry.username || "Player"; var usernameText = new Text2(username, { size: 60, fill: 0xFFFFFF }); usernameText.anchor.set(0, 0); usernameText.x = -500; usernameText.y = yPos; scoresContainer.addChild(usernameText); // Score value var scoreText = new Text2(entry.score.toString(), { size: 80, fill: 0xFFF200 // Brighter yellow color for better visibility }); scoreText.anchor.set(0, 0); scoreText.x = 0; scoreText.y = yPos; scoresContainer.addChild(scoreText); } // Add message if no scores if (scores.length === 0) { var noScores = new Text2("No scores yet!", { size: 80, fill: 0x00FFFF //{3Y} // Bright cyan color for better visibility }); noScores.anchor.set(0.5, 0); noScores.y = 100; scoresContainer.addChild(noScores); } }; return self; }); var LeaderboardButton = Container.expand(function () { var self = Container.call(this); // Create button background var buttonBg = self.attachAsset('blade', { anchorX: 0.5, anchorY: 0.5, width: 400, height: 120 }); buttonBg.tint = 0x3498db; // Create button text that says LEADERBOARD var buttonText = new Text2('LEADERBOARD', { size: 60, fill: 0xFFFFFF }); buttonText.anchor.set(0.5, 0.5); self.addChild(buttonText); // Button interaction self.down = function (x, y, obj) { // Scale down effect on press tween(self, { scaleX: 0.9, scaleY: 0.9 }, { duration: 100 }); // Toggle leaderboard visibility if (leaderboard && leaderboard.visible) { leaderboard.hide(); } else { showLeaderboard(); } }; self.up = function (x, y, obj) { // Scale back to normal on release tween(self, { scaleX: 1, scaleY: 1 }, { duration: 100 }); }; return self; }); var LifeFruit = Container.expand(function () { var self = Container.call(this); self.type = 'lifefruit'; self.sliced = false; self.width = 320; self.height = 320; self.points = 0; self.baseSpeed = 1.5; // Create a white fruit with heart shape for extra life var lifeGraphics = self.attachAsset('kiwi', { anchorX: 0.5, anchorY: 0.5 }); lifeGraphics.tint = 0xFFFFFF; // White color for life fruit var heartShape = self.attachAsset('blade', { anchorX: 0.5, anchorY: 0.5, width: 120, height: 120 }); heartShape.tint = 0xFF0000; self.vx = 0; self.vy = 0; self.gravity = 0.01; self.rotationSpeed = (Math.random() - 0.5) * 0.015; self.init = function (x, y, direction) { self.x = x; self.y = y; var angle = direction * (Math.PI / 4) + Math.random() * Math.PI / 8 - Math.PI / 16; var speed = self.baseSpeed + Math.random() * 0.8; self.vx = Math.cos(angle) * speed * 1.15; self.vy = -Math.sin(angle) * speed - 8; }; self.slice = function () { if (self.sliced) { return; } self.sliced = true; // Add an extra life playerLives = Math.min(playerLives + 1, 5); // Cap at maximum 5 lives updateLivesDisplay(); // Flash effect lifeGraphics.tint = 0xFFFFFF; heartShape.tint = 0xFFFFFF; tween(lifeGraphics, { alpha: 0, scaleX: 1.5, scaleY: 1.5 }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { lifeGraphics.tint = 0xFFFFFF; heartShape.tint = 0xFF0000; } }); // Play slice sound LK.getSound('slice').play(); }; self.down = function (x, y, obj) { if (!self.sliced) { self.slice(); // Update combo comboCount++; comboTimer = Date.now() + comboTimeout; } }; self.update = function () { // Don't update movement if gameActive is false (leaderboard is visible) if (!gameActive) { return; } if (!self.sliced) { // Update whole fruit // Apply bullet time effect if active (slow down by 75%) var speedMultiplier = bulletTimeActive ? 0.25 : 1; self.vy += self.gravity * speedMultiplier; self.x += self.vx * speedMultiplier; self.y += self.vy * speedMultiplier; self.rotation += self.rotationSpeed * speedMultiplier; // Bounce off walls if not sliced if (self.x < self.width / 2 && self.vx < 0) { self.vx = -self.vx * 0.8; self.x = self.width / 2; } if (self.x > GAME_WIDTH - self.width / 2 && self.vx > 0) { self.vx = -self.vx * 0.8; self.x = GAME_WIDTH - self.width / 2; } } }; self.isOffScreen = function () { return self.y > 2732 + self.height || self.x > GAME_WIDTH + self.width; }; return self; }); var PlayAreaBoundary = Container.expand(function (isTop) { var self = Container.call(this); var line = self.attachAsset('blade', { anchorX: 0, anchorY: 0.5, width: GAME_WIDTH, height: 10 }); line.tint = 0xFFFFFF; line.alpha = 0.7; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x3498DB }); /**** * Game Code ****/ // Game constants var GAME_WIDTH = 2048; var GAME_HEIGHT = 2732; var SPAWN_INTERVAL_MIN = 1000; // Decreased spawn interval minimum for more frequent spawning var SPAWN_INTERVAL_MAX = 2000; // Decreased spawn interval maximum for more frequent spawning var SPAWN_COUNT_MIN = 1; var SPAWN_COUNT_MAX = 2; // Increased to spawn more fruits at once var FRUIT_TYPES = ['watermelon', 'apple', 'orange', 'kiwi', 'strawberry', 'passion_fruit']; var BOSS_FRUIT_TYPES = ['strawberry', 'kiwi', 'orange', 'apple', 'passion_fruit']; // Boss type matches newest fruit type introduced in each level var LEVEL_THRESHOLDS = [5, 50, 150, 300, 450]; // Score thresholds for each level boss var LEVEL_FRUITS = [['strawberry'], // Level 1 fruits ['strawberry', 'kiwi'], // Level 2 fruits ['strawberry', 'kiwi', 'orange'], // Level 3 fruits ['strawberry', 'kiwi', 'orange', 'apple'], // Level 4 fruits ['strawberry', 'kiwi', 'orange', 'apple', 'watermelon'] // Level 5 fruits ]; var BOMB_PROBABILITY = 0.2; // Increased bomb probability // Game variables var fruits = []; var blade = null; // Boss-related variables var boss = null; var bossActivated = false; var slicedFruitsInLevel = 0; // Track how many fruits sliced in current level for boss activation var bossFlashed = false; // Track if boss has been flashed in current level // Bullet time variables var bulletTimeActive = false; var bulletTimeEndTime = 0; var bulletTimeBar; // Progress bar for bullet time var bulletTimeDuration = 10000; // 10 seconds // Level tracking var currentLevel = 1; var nextLevelNotified = false; var showingLevelText = false; var levelTextTimer = 0; var levelText; // Level notification text var levelDisplay; // Text to display current level // Spawn timers var lastSpawnTime = 0; var nextSpawnTime = 0; // Combo system var comboCount = 0; var comboTimer = 0; var comboTimeout = 1000; // ms to reset combo var comboTxt; // Text to display combo // Player state var gameActive = true; var playerLives = 3; // Player starts with 3 lives var heartsDisplay; // Container for heart icons var missedFruits = 0; // Counter for missed fruits var missedText; // Text to display missed count var lifeFruitSpawned = 0; // Track how many life fruits we've spawned // Score-related var scoreTxt; // Text to display score var highScore = storage.highScore || 0; // Get high score from storage or default to 0 var highScoreText; // Text to display high score // Leaderboard var leaderboardButton; // Button to open leaderboard var leaderboard; // Leaderboard UI component // Parse leaderboard scores from storage or use empty array if none exists var leaderboardScores = []; if (storage.leaderboardScores) { var scoresArray = storage.leaderboardScores.split(';'); for (var i = 0; i < scoresArray.length; i++) { if (scoresArray[i]) { var parts = scoresArray[i].split(','); var scoreObj = { score: parseInt(parts[0]) }; if (parts.length > 1) { scoreObj.username = parts[1]; } leaderboardScores.push(scoreObj); } } } // Global leaderboard data var playerName = storage.playerName || "Player"; // Get saved player name or use default // UI elements var scoreTxt; var comboTxt; function setupGame() { // Prompt for player name if not already stored if (!storage.playerName) { var defaultName = "Player"; // Skip popup for now and just use default name // LK.showPopup is not available in the current version storage.playerName = defaultName; playerName = defaultName; } // Create blade blade = game.addChild(new Blade()); // Create boss reference but don't create the actual boss instance yet // We'll create it only when needed for the boss fight boss = null; // Set up score display scoreTxt = new Text2('0', { size: 100, fill: 0xFFFFFF, weight: 'bold' // Make text bold }); scoreTxt.anchor.set(0.5, 0); scoreTxt.y = 30; LK.gui.top.addChild(scoreTxt); // Set up combo display comboTxt = new Text2('', { size: 60, fill: 0xFFFF00 }); comboTxt.anchor.set(0.5, 0); comboTxt.y = 140; comboTxt.alpha = 0; LK.gui.top.addChild(comboTxt); // Set up level text display levelText = new Text2('Level 1', { size: 120, fill: 0xFFFFFF }); levelText.anchor.set(0.5, 0.5); levelText.x = GAME_WIDTH / 2; levelText.y = GAME_HEIGHT / 2; levelText.alpha = 0; game.addChild(levelText); // Add level display to top right levelDisplay = new Text2('Level: 1', { size: 100, fill: 0xFFFFFF, weight: 'bold' // Make text bold }); levelDisplay.anchor.set(1, 0); levelDisplay.x = GAME_WIDTH - 50; // Right justified 50px from right wall levelDisplay.y = 100; game.addChild(levelDisplay); // Initialize missed counter missedFruits = 0; // Initialize the missed counter display through the dedicated function updateMissedCounter(); // Set up high score display highScoreText = new Text2('Your High Score: ' + highScore, { size: 60, fill: 0xFFFFFF }); highScoreText.anchor.set(0, 1); highScoreText.x = 50; highScoreText.y = -30; // Position at the bottom, moved 20 pixels below LK.gui.bottomLeft.addChild(highScoreText); // Create bullet time bar (initially hidden) bulletTimeBar = new Container(); bulletTimeBar.x = GAME_WIDTH / 2; bulletTimeBar.y = 280; // Moved 80px down from the top bulletTimeBar.visible = false; game.addChild(bulletTimeBar); // Bullet time bar background var bulletTimeBarBg = LK.getAsset('blade', { anchorX: 0.5, anchorY: 0.5, width: 1000, height: 30 }); bulletTimeBarBg.tint = 0x333333; // Bullet time bar fill var bulletTimeBarFill = LK.getAsset('blade', { anchorX: 0, anchorY: 0.5, width: 1000, height: 30 }); bulletTimeBarFill.tint = 0x00BFFF; // Match bullet time powerup color bulletTimeBarFill.x = -500; // Center the bar // Bullet time text var bulletTimeText = new Text2('BULLET TIME', { size: 60, fill: 0xFFFFFF }); bulletTimeText.anchor.set(0.5, 0.5); bulletTimeText.y = -60; // Add elements to bullet time bar bulletTimeBar.addChild(bulletTimeBarBg); bulletTimeBar.addChild(bulletTimeBarFill); bulletTimeBar.addChild(bulletTimeText); bulletTimeBar.barFill = bulletTimeBarFill; // Store reference to the fill for updates // Create hearts display for lives heartsDisplay = new Container(); heartsDisplay.x = GAME_WIDTH - 100; // Right justified 100px from right wall heartsDisplay.y = 250; // 250px from top game.addChild(heartsDisplay); // Add initial hearts (3 lives) updateLivesDisplay(); // Set up leaderboard button leaderboardButton = new LeaderboardButton(); leaderboardButton.x = GAME_WIDTH - 250; // Moved 30px to the left (from 220 to 250) leaderboardButton.y = GAME_HEIGHT - 100; game.addChild(leaderboardButton); // Create and position leaderboard UI leaderboard = new Leaderboard(); leaderboard.x = GAME_WIDTH / 2; leaderboard.y = GAME_HEIGHT / 2; leaderboard.visible = false; game.addChild(leaderboard); // Set initial spawn time nextSpawnTime = Date.now() + Math.random() * (SPAWN_INTERVAL_MAX - SPAWN_INTERVAL_MIN) + SPAWN_INTERVAL_MIN; // Play background music LK.playMusic('gameMusic'); // Reset all game state currentLevel = 1; bossActivated = false; nextLevelNotified = false; LK.setScore(0); missedFruits = 0; playerLives = 3; // Reset lives to 3 lifeFruitSpawned = 0; // Reset life fruit spawn counter slicedFruitsInLevel = 0; // Reset sliced fruits counter comboCount = 0; // Reset combo counter comboTimer = 0; // Reset combo timer // Add play area boundary lines var topBoundary = new PlayAreaBoundary(true); topBoundary.y = 320; // Position 320px from the top game.addChild(topBoundary); var bottomBoundary = new PlayAreaBoundary(false); bottomBoundary.y = GAME_HEIGHT - 200; // Position 200px from the bottom game.addChild(bottomBoundary); // Show level 1 text at start showLevelText(1); } // Function to display level text and reset level-specific state function showLevelText(level) { // Set level text content levelText.setText('Level ' + level); levelText.alpha = 0; showingLevelText = true; // Reset level-specific counters missedFruits = 0; updateMissedCounter(); slicedFruitsInLevel = 0; // Reset boss state for new level bossActivated = false; bossFlashed = false; // Reset boss flash state for new level // Reset bullet time bulletTimeActive = false; bulletTimeBar.visible = false; // Update level display in top right levelDisplay.setText('Level: ' + level); // Animate the level text tween(levelText, { alpha: 1 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { // Hold the text visible for a moment levelTextTimer = Date.now() + 2000; } }); } function spawnFruits() { var count = Math.floor(Math.random() * (SPAWN_COUNT_MAX - SPAWN_COUNT_MIN + 1)) + SPAWN_COUNT_MIN; // Get appropriate fruit types for current level var availableFruits = LEVEL_FRUITS[currentLevel - 1] || ['strawberry']; // Check if we should spawn a life fruit based on the current level var spawnLifeFruit = false; var spawnBulletTime = false; var spawnBlitz = false; var maxLifeFruits = currentLevel; // For level 1, explicitly spawn 2 of each special fruit if (currentLevel === 1) { // Count how many of each type we've spawned in level 1 if (!game.level1LifeFruitSpawned) { game.level1LifeFruitSpawned = 0; } if (!game.level1BulletTimeSpawned) { game.level1BulletTimeSpawned = 0; } if (!game.level1BlitzSpawned) { game.level1BlitzSpawned = 0; } // Decide which type to spawn if (game.level1LifeFruitSpawned < 2) { spawnLifeFruit = true; game.level1LifeFruitSpawned++; lifeFruitSpawned++; } else if (game.level1BulletTimeSpawned < 2 && !bulletTimeActive) { spawnBulletTime = true; game.level1BulletTimeSpawned++; } else if (game.level1BlitzSpawned < 2) { spawnBlitz = true; game.level1BlitzSpawned++; } } else { // Regular spawning logic for other levels if (currentLevel === 4) { maxLifeFruits = 3; } // Level 4 gets 3 life fruits if (lifeFruitSpawned < maxLifeFruits && Math.random() < 0.1) { // 10% chance to spawn a life fruit spawnLifeFruit = true; lifeFruitSpawned++; } else if (!bulletTimeActive && Math.random() < 0.05) { // 5% chance to spawn bullet time powerup if not already active spawnBulletTime = true; } else if (Math.random() < 0.05) { // 5% chance to spawn blitz powerup spawnBlitz = true; } } // Loop through and create fruits for (var i = 0; i < count; i++) { var fruit; // Create life fruit if it's time if (i === 0 && spawnLifeFruit) { fruit = new LifeFruit(); } else if (i === 0 && spawnBulletTime) { fruit = new BulletTimePowerup(); } else if (i === 0 && spawnBlitz) { fruit = new BlitzPowerup(); } else { var isBomb = Math.random() < BOMB_PROBABILITY; var type = isBomb ? 'bomb' : availableFruits[Math.floor(Math.random() * availableFruits.length)]; fruit = new Fruit(type); } // Determine flight pattern var pattern = Math.random(); if (pattern < 0.5) { // Horizontal flight from left to right var x = -fruit.width; var y = Math.random() * (GAME_HEIGHT / 3) + 300; // Higher position range fruit.x = x; fruit.y = y; fruit.vx = fruit.baseSpeed + Math.random() * 2.5; // Slightly faster fruit.vy = -Math.random() * 2; // Add slight upward movement } else { // Vertical drop var x = Math.random() * (GAME_WIDTH - 200) + 100; var direction = Math.random(); // Random direction between 0 and 1 fruit.init(x, GAME_HEIGHT, direction); } game.addChild(fruit); fruits.push(fruit); } // Schedule next spawn nextSpawnTime = Date.now() + Math.random() * (SPAWN_INTERVAL_MAX - SPAWN_INTERVAL_MIN) + SPAWN_INTERVAL_MIN; } function updateCombo() { if (comboCount > 1) { comboTxt.setText('COMBO x' + comboCount + '!'); comboTxt.alpha = 1; // Add combo bonus points LK.setScore(LK.getScore() + comboCount * 2); // Play combo sound LK.getSound('combo').play(); // Animate combo text tween(comboTxt, { alpha: 0 }, { duration: 1000, easing: tween.easeOut }); } comboCount = 0; } function handleBladeCollisions() { // Return early if the blade isn't active or doesn't have enough points to form a line if (!blade.active || blade.points.length < 2) { return; } var startPoint = blade.points[0]; var endPoint = blade.points[1]; // Check boss collision if active if (boss && boss.active && lineIntersectsCircle(startPoint.x, startPoint.y, endPoint.x, endPoint.y, boss.x, boss.y, boss.width / 3)) { // Hit the boss var defeated = boss.hit(); // Play slice sound LK.getSound('slice').play(); // Update combo comboCount++; comboTimer = Date.now() + comboTimeout; } // Check collisions with fruits for (var i = 0; i < fruits.length; i++) { var fruit = fruits[i]; if (!fruit.sliced && lineIntersectsCircle(startPoint.x, startPoint.y, endPoint.x, endPoint.y, fruit.x, fruit.y, fruit.width / 2)) { if (fruit.type === 'bomb') { // Lose a life when hitting a bomb LK.getSound('explosion').play(); LK.effects.flashScreen(0xFF0000, 500); playerLives--; // Reduce lives by 1 updateLivesDisplay(); // Update hearts display // If no lives left, game over if (playerLives <= 0) { // Update high score if current score is higher if (LK.getScore() > highScore) { highScore = LK.getScore(); storage.highScore = highScore; } // Add score to global leaderboard addScoreToLeaderboard(LK.getScore()); // Pass the current score and high score to game over display LK.showGameOver({ score: LK.getScore(), highScore: highScore }); } return; } // Handle life fruit else if (fruit.type === 'lifefruit') { // Slice the life fruit and gain an extra life fruit.slice(); // Play a special sound LK.getSound('combo').play(); // Flash green for the extra life LK.effects.flashScreen(0x00FF00, 300); // Update combo comboCount++; comboTimer = Date.now() + comboTimeout; } else { // Slice regular fruit var points = fruit.slice(); LK.setScore(LK.getScore() + points); scoreTxt.setText(LK.getScore()); // Increment sliced fruits counter for current level slicedFruitsInLevel++; // Play slice sound LK.getSound('slice').play(); // Update combo comboCount++; comboTimer = Date.now() + comboTimeout; } } } } function lineIntersectsCircle(x1, y1, x2, y2, cx, cy, r) { // Find the closest point on the line segment to the circle center var dx = x2 - x1; var dy = y2 - y1; var len = Math.sqrt(dx * dx + dy * dy); // Normalize direction vector dx /= len; dy /= len; // Vector from line start to circle center var vx = cx - x1; var vy = cy - y1; // Project this vector onto the line direction var projection = vx * dx + vy * dy; // Clamp projection to line segment projection = Math.max(0, Math.min(len, projection)); // Find the closest point on the line segment var closestX = x1 + projection * dx; var closestY = y1 + projection * dy; // Check if this point is within the circle var distanceSquared = (cx - closestX) * (cx - closestX) + (cy - closestY) * (cy - closestY); return distanceSquared <= r * r; } // Show the leaderboard UI function showLeaderboard() { if (leaderboard) { leaderboard.show(leaderboardScores); } } // Update the hearts display based on current lives function updateLivesDisplay() { // Clear existing hearts while (heartsDisplay.children.length > 0) { heartsDisplay.removeChildAt(0); } // Add new hearts based on current lives for (var i = 0; i < playerLives; i++) { var heart = new Heart(); heart.x = -i * 80; // Space hearts horizontally from right to left heartsDisplay.addChild(heart); } // Update the missed counter updateMissedCounter(); } // Dedicated function to update missed fruits counter and its color function updateMissedCounter() { // Determine color based on missed count var missedColor; if (missedFruits <= 3) { missedColor = 0x00FF00; // Green for 0-3 misses } else if (missedFruits <= 6) { missedColor = 0xFFA500; // Orange for 4-6 misses } else { missedColor = 0xFF0000; // Red for 7-10 misses } // Remove old text from parent if it exists if (missedText && missedText.parent) { missedText.parent.removeChild(missedText); } // Create new Text2 with the appropriate color missedText = new Text2('Missed: ' + missedFruits + '/10', { size: 100, fill: missedColor, // Apply the color based on missed count weight: 'bold' // Make text bold }); missedText.anchor.set(1, 0); missedText.x = GAME_WIDTH - 50; missedText.y = 10; game.addChild(missedText); } // Activate bullet time effect function activateBulletTime() { bulletTimeActive = true; bulletTimeEndTime = Date.now() + bulletTimeDuration; bulletTimeBar.visible = true; // Flash screen blue to indicate bullet time activation LK.effects.flashScreen(0x00BFFF, 500); // Play a sound LK.getSound('combo').play(); } // Update bullet time progress bar function updateBulletTime() { if (!bulletTimeActive) { return; } var currentTime = Date.now(); var remaining = bulletTimeEndTime - currentTime; if (remaining <= 0) { // Bullet time has ended bulletTimeActive = false; bulletTimeBar.visible = false; return; } // Update progress bar var progress = remaining / bulletTimeDuration; bulletTimeBar.barFill.width = 1000 * progress; // Check if we're during a blitzkrieg effect (screen shake happening) var isBlitzkriegActive = game.x !== 0 || game.y !== 0; // Hide bullet time counter during blitzkrieg bulletTimeBar.visible = bulletTimeActive && !isBlitzkriegActive; } // Squash all fruits on the screen function squashAllFruits() { // Flash screen red to indicate blitz activation LK.effects.flashScreen(0xFF0000, 300); // Play sound LK.getSound('combo').play(); // Store original bullet time state var originalBulletTimeActive = bulletTimeActive; // Disable bullet time temporarily to ensure squashing is not slowed bulletTimeActive = false; // Loop through all fruits and squash them for (var i = 0; i < fruits.length; i++) { var fruit = fruits[i]; // Skip bombs and already sliced fruits if (fruit.sliced || fruit.type === 'bomb') { continue; } // Slice the fruit if (fruit.slice) { var points = fruit.slice(); // Add points to score if it's a regular fruit if (points && points > 0) { LK.setScore(LK.getScore() + points); // Increment sliced fruits counter for current level slicedFruitsInLevel++; } } // Apply squashing effect - scale vertically tween(fruit, { scaleY: 0.2, y: fruit.y + fruit.height * 0.4 }, { duration: 300, easing: tween.easeOut }); } // Restore original bullet time state bulletTimeActive = originalBulletTimeActive; // Update score text scoreTxt.setText(LK.getScore()); } // Add a score to the leaderboard function addScoreToLeaderboard(score) { // Only add score if it's greater than 0 if (score <= 0) { return; } // Add new score to leaderboard with Upit username or 'Anon' var username = LK.getUptUsername ? LK.getUptUsername() : 'Anon'; leaderboardScores.push({ score: score, username: username }); // Sort leaderboard by score (highest first) leaderboardScores.sort(function (a, b) { return b.score - a.score; }); // Limit to top 10 scores if (leaderboardScores.length > 10) { leaderboardScores = leaderboardScores.slice(0, 10); } // Save to storage - convert to simple string format to avoid undefined JSON error var scoresString = ''; for (var i = 0; i < leaderboardScores.length; i++) { scoresString += leaderboardScores[i].score + "," + (leaderboardScores[i].username || "Player"); if (i < leaderboardScores.length - 1) { scoresString += ';'; } } storage.leaderboardScores = scoresString; } ; // Game update function game.update = function () { // Don't update game state if game is paused (leaderboard is shown) if (!gameActive) { return; } var currentTime = Date.now(); // Handle level text animation if (showingLevelText && currentTime > levelTextTimer && levelText.alpha > 0) { tween(levelText, { alpha: 0 }, { duration: 500, easing: tween.easeIn, onFinish: function onFinish() { showingLevelText = false; } }); } // Check if we should flash the boss at 80% into the level (4 fruits sliced out of 5) if (currentLevel >= 1 && currentLevel <= 5 && slicedFruitsInLevel >= 4 && !bossFlashed && !bossActivated) { var _doMultipleFlashes = function doMultipleFlashes(flashCount) { if (flashCount <= 0) { tempBoss.destroy(); return; } // Flash in tween(tempBoss, { alpha: 1 }, { duration: 250, // Half second total per flash (250ms in, 250ms out) easing: tween.easeOut, onFinish: function onFinish() { // Flash out tween(tempBoss, { alpha: 0 }, { duration: 250, // Half second total per flash (250ms in, 250ms out) easing: tween.easeIn, onFinish: function onFinish() { // Continue with next flash _doMultipleFlashes(flashCount - 1); } }); } }); }; // Start the sequence with 3 flashes bossFlashed = true; // Create a temporary boss image for flashing var tempBoss = new Boss(currentLevel); tempBoss.x = GAME_WIDTH / 2; tempBoss.y = GAME_HEIGHT / 2; tempBoss.alpha = 0; game.addChild(tempBoss); // Function to perform multiple boss flashes _doMultipleFlashes(3); } // Check if we should activate the boss fight based on fruit count // All levels: After 5 sliced fruits consistently var shouldActivateBoss = false; if (currentLevel >= 1 && currentLevel <= 5) { shouldActivateBoss = slicedFruitsInLevel >= 5 && !bossActivated && !nextLevelNotified; } else { // Fallback for any future levels beyond 5 shouldActivateBoss = LK.getScore() >= LEVEL_THRESHOLDS[currentLevel - 1] && !bossActivated && !nextLevelNotified; } if (currentLevel <= 5 && shouldActivateBoss) { bossActivated = true; // Create a new boss for the current level if (boss) { boss.destroy(); } boss = game.addChild(new Boss(currentLevel)); boss.activate(); // Clear existing fruits during boss transition for (var i = fruits.length - 1; i >= 0; i--) { fruits[i].destroy(); fruits.splice(i, 1); } } // Only spawn normal fruits if we're not in a boss fight if (currentTime >= nextSpawnTime && (!bossActivated || !boss.active)) { spawnFruits(); } // Update all fruits for (var i = fruits.length - 1; i >= 0; i--) { var fruit = fruits[i]; fruit.update(); // Remove fruits that are off-screen if (fruit.isOffScreen()) { // Only count missed fruits that aren't bombs or already sliced if (!fruit.sliced && fruit.type !== 'bomb') { missedFruits++; // Update the missed counter with new value and color updateMissedCounter(); // If 10 fruits are missed, lose a life and reset miss counter if (missedFruits >= 10) { LK.effects.flashScreen(0xFF0000, 500); playerLives--; // Reduce lives by 1 updateLivesDisplay(); // Update hearts display missedFruits = 0; // Reset missed fruits counter updateMissedCounter(); // Update missed counter display // Only show game over if no lives left if (playerLives <= 0) { // Update high score if current score is higher if (LK.getScore() > highScore) { highScore = LK.getScore(); storage.highScore = highScore; } // Add score to global leaderboard addScoreToLeaderboard(LK.getScore()); // Pass the current score and high score to game over display LK.showGameOver({ score: LK.getScore(), highScore: highScore }); } } } fruit.destroy(); fruits.splice(i, 1); } } // Check for blade collisions handleBladeCollisions(); // Update blade blade.update(); // Update boss if active if (boss && boss.active) { boss.update(1 / 60); // Pass approximate delta time } // If boss was defeated, move to next level if (bossActivated && boss && !boss.active) { bossActivated = false; nextLevelNotified = false; // Move to next level if we haven't reached level 5 yet if (currentLevel < 5) { currentLevel++; // Show level notification showLevelText(currentLevel); } else if (currentLevel === 5) { // Player has beaten all levels LK.effects.flashScreen(0x00FF00, 800); // Show "You Win" screen after completing all levels if (LK.getScore() > highScore) { highScore = LK.getScore(); storage.highScore = highScore; } // Add score to global leaderboard addScoreToLeaderboard(LK.getScore()); // Show you win screen LK.showYouWin({ score: LK.getScore(), highScore: highScore }); } } // Check combo timer if (comboCount > 0 && Date.now() > comboTimer) { updateCombo(); } // Update bullet time effect if (bulletTimeActive) { updateBulletTime(); } }; // Handle touch/mouse events game.down = function (x, y, obj) { blade.active = true; blade.reset(); blade.addPoint(x, y); }; game.move = function (x, y, obj) { if (blade.active) { blade.addPoint(x, y); handleBladeCollisions(); } }; game.up = function (x, y, obj) { blade.active = false; }; // Start the game setupGame();
===================================================================
--- original.js
+++ change.js
@@ -1548,13 +1548,9 @@
bulletTimeBar.barFill.width = 1000 * progress;
// Check if we're during a blitzkrieg effect (screen shake happening)
var isBlitzkriegActive = game.x !== 0 || game.y !== 0;
// Hide bullet time counter during blitzkrieg
- bulletTimeBar.visible = !isBlitzkriegActive;
- // Check if we're during a blitzkrieg effect (screen shake happening)
- var isBlitzkriegActive = game.x !== 0 || game.y !== 0;
- // Hide bullet time counter during blitzkrieg
- bulletTimeBar.visible = !isBlitzkriegActive;
+ bulletTimeBar.visible = bulletTimeActive && !isBlitzkriegActive;
}
// Squash all fruits on the screen
function squashAllFruits() {
// Flash screen red to indicate blitz activation
red bomb. In-Game asset. 2d. High contrast. No shadows
Head of pepe meme. each face shaped as a marble shaped face made in blender 3D. In-Game asset. 2d. High contrast. No shadows
Head of doge meme. face shaped as a marble shaped face made in blender 3D. In-Game asset. 2d. High contrast. No shadows
Head of troll face meme. face shaped as a marble shaped face made in blender 3D. In-Game asset. 2d. High contrast. No shadows
Head of think smart guy meme. face shaped as a marble shaped face made in blender 3D. In-Game asset. 2d. High contrast. No shadows
Head of white y u no meme. face shaped as a marble shaped face made in blender 3D. In-Game asset. 2d. High contrast. No shadows
Explosion. In-Game asset. 2d. High contrast. No shadows
Clock. In-Game asset. 3d. High contrast. No shadows
Red Heart. In-Game asset. 3d. High contrast. No shadows
gattling gun. In-Game asset. 2d. High contrast. No shadows