User prompt
cuando rota algo si se reinicia el juego aparezca un nivel 2 un nivel 2 con enemigos más complicados
User prompt
Haz que cuando derrotes al boss, deje de aparecer y se reinicie el juego.
User prompt
Please fix the bug: 'TypeError: Cannot read properties of null (reading 'health')' in or related to this line: 'if (boss.health <= 0) {' Line Number: 507
User prompt
Haz que el vosotros tengas 10 de vida.
User prompt
haz que cuando derrotas al boss, vuelvan a aparecer enemigos normales y desaparezca el boss
User prompt
Haz que en la batalla contra el boss dejen de aparecer enemigos normales. Haz que en la batalla contra el boss dejen de aparecer enemigos normales.
User prompt
Haz que en la batalla contra vos dejen de aparecer enemigos normales
User prompt
Haz que los proyectiles de los enemigos normales no hagan daño.
User prompt
Haz que los enemigos normales y el jefe sean dos enemigos aparte.
User prompt
elimine los ataques esos y hace ataque naranjas y celeste los ataques naranjas hacen que el jugador no se pueda hacer el jugador recibe daño si no se mueve y si los ataques celestes hacen que el jugador reciba daño cuando sí se mueve ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Haz que los ataques sigan al jugador. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Haz que el boss deje lanzar proyectiles y que ahora pueda lanzar rayos lásers, dos tipos, ahora te lo explico. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
haz que el boss solo te de 10 puntos y que las bolas también pueden atacar a la nave nuestra al jugador
User prompt
Please fix the bug: 'TypeError: Cannot read properties of null (reading 'x')' in or related to this line: 'var distanceFromBoss = Math.sqrt(Math.pow(projectile.x - boss.x, 2) + Math.pow(projectile.y - boss.y, 2));' Line Number: 476
User prompt
Haz que el jefe sea mucho más grande, que no se mueva y que sus ataques sean gigantes y que vaya rodeando en tres direcciones diferentes. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Haz que el jefe sea mucho más grande que no se mueva y que sus ataques sean gigantes y que vaya rodeando en tres direcciones diferentes. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
ahora es que el boss aparezca cuando el jugador obtenga los primeros 100 puntos los primeros 100 puntos y que no baje
User prompt
a que cuando pasen tres minutos agregue un jefe que ataque y haga más daño y que tenga un poquito más de vida y que no reciba daño de los ataques cargados
User prompt
Haga que cuando pasen 3 minutos agregue un jefe que ataque y haga mas daño y que tenga un poquito mas de vida y que no reciba daño de los ataques cargados.
User prompt
En el mío movimiento solamente das que cuando tenga un ataque cargado tenga un cuadradito verde.
User prompt
que el cosa de ataque tenga una animación diferente ¿no? haz que el ataque cargado tenga una animación para para cuando se... ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Haz que el ataque cargado tenga una animación para cuando se carga. Cuando se carga... ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Haz el ataque cargado y el ataque normal más grande.
User prompt
Haz que el ataque cargado haga 3 daño
User prompt
Haz que el ataque cargado se suelde cuando el jugador suelte el ataque de fire y que también tenga otro color. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var BossShip = Container.expand(function () {
var self = Container.call(this);
var shipGraphics = self.attachAsset('enemyShip', {
anchorX: 0.5,
anchorY: 0.5
});
shipGraphics.scaleX = 5;
shipGraphics.scaleY = 5;
shipGraphics.tint = 0xFF0000;
self.health = 30;
self.maxHealth = 30;
self.shootCooldown = 0;
self.attackPattern = 0;
self.update = function () {
// Boss stays stationary - no movement
// New attack pattern - orange and cyan attacks
if (self.shootCooldown <= 0) {
if (self.attackPattern % 2 === 0) {
// Orange attack pattern - 3 orange attacks tracking player
var playerDx = player.x - self.x;
var playerDy = player.y - self.y;
var playerDistance = Math.sqrt(playerDx * playerDx + playerDy * playerDy);
var playerDirX = playerDx / playerDistance;
var playerDirY = playerDy / playerDistance;
for (var i = 0; i < 3; i++) {
var orangeAttack = new OrangeAttack();
orangeAttack.x = self.x + (i - 1) * 120; // Spread attacks
orangeAttack.y = self.y + 100;
// Set tracking direction with spread
var spreadAngle = (i - 1) * 0.2;
orangeAttack.dirX = playerDirX * Math.cos(spreadAngle) - playerDirY * Math.sin(spreadAngle);
orangeAttack.dirY = playerDirX * Math.sin(spreadAngle) + playerDirY * Math.cos(spreadAngle);
game.addChild(orangeAttack);
orangeAttacks.push(orangeAttack);
}
self.shootCooldown = 80;
} else {
// Cyan attack pattern - 2 cyan attacks tracking player
var playerDx = player.x - self.x;
var playerDy = player.y - self.y;
var playerDistance = Math.sqrt(playerDx * playerDx + playerDy * playerDy);
var playerDirX = playerDx / playerDistance;
var playerDirY = playerDy / playerDistance;
for (var i = 0; i < 2; i++) {
var cyanAttack = new CyanAttack();
cyanAttack.x = self.x + (i === 0 ? -100 : 100);
cyanAttack.y = self.y + 100;
// Set tracking direction
cyanAttack.dirX = playerDirX;
cyanAttack.dirY = playerDirY;
game.addChild(cyanAttack);
cyanAttacks.push(cyanAttack);
}
self.shootCooldown = 90;
}
self.attackPattern++;
}
if (self.shootCooldown > 0) {
self.shootCooldown--;
}
// Pulsing effect based on health
var healthRatio = self.health / self.maxHealth;
var pulseScale = 5 + Math.sin(LK.ticks * 0.1) * 0.5 * (1 - healthRatio);
shipGraphics.scaleX = pulseScale;
shipGraphics.scaleY = pulseScale;
};
self.takeDamage = function (damage, isChargedAttack) {
// Boss is immune to charged attacks
if (isChargedAttack) {
return;
}
self.health -= damage;
LK.effects.flashObject(self, 0xFFFFFF, 200);
if (self.health <= 0) {
LK.setScore(LK.getScore() + 10);
LK.getSound('enemyDestroy').play();
bossActive = false;
}
};
return self;
});
var BossWideLaser = Container.expand(function () {
var self = Container.call(this);
var laserGraphics = self.attachAsset('bossWideLaser', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 8;
self.damage = 3;
self.update = function () {
// Move towards player if direction is set, otherwise move straight down
if (self.dirX !== undefined && self.dirY !== undefined) {
self.x += self.dirX * self.speed;
self.y += self.dirY * self.speed;
} else {
self.y += self.speed;
}
};
return self;
});
var ChargedPlayerLaser = Container.expand(function () {
var self = Container.call(this);
var laserGraphics = self.attachAsset('chargedPlayerLaser', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -10;
self.damage = 3;
self.update = function () {
self.y += self.speed;
};
return self;
});
var CyanAttack = Container.expand(function () {
var self = Container.call(this);
var attackGraphics = self.attachAsset('cyanAttack', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 8;
self.damage = 2;
self.checkTimer = 0;
self.update = function () {
// Move towards player if direction is set, otherwise move straight down
if (self.dirX !== undefined && self.dirY !== undefined) {
self.x += self.dirX * self.speed;
self.y += self.dirY * self.speed;
} else {
self.y += self.speed;
}
// Add pulsing cyan effect
var pulse = 1 + Math.sin(LK.ticks * 0.2) * 0.3;
attackGraphics.scaleX = pulse;
attackGraphics.scaleY = pulse;
};
return self;
});
var EnemyProjectile = Container.expand(function () {
var self = Container.call(this);
var projectileGraphics = self.attachAsset('enemyProjectile', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 6;
self.update = function () {
self.y += self.speed;
};
return self;
});
var EnemyShip = Container.expand(function () {
var self = Container.call(this);
var shipGraphics = self.attachAsset('enemyShip', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 8;
self.health = 3;
self.update = function () {
self.y += self.speed;
};
return self;
});
var OrangeAttack = Container.expand(function () {
var self = Container.call(this);
var attackGraphics = self.attachAsset('orangeAttack', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 8;
self.damage = 2;
self.checkTimer = 0;
self.update = function () {
// Move towards player if direction is set, otherwise move straight down
if (self.dirX !== undefined && self.dirY !== undefined) {
self.x += self.dirX * self.speed;
self.y += self.dirY * self.speed;
} else {
self.y += self.speed;
}
// Add pulsing orange effect
var pulse = 1 + Math.sin(LK.ticks * 0.2) * 0.3;
attackGraphics.scaleX = pulse;
attackGraphics.scaleY = pulse;
};
return self;
});
var PlayerLaser = Container.expand(function () {
var self = Container.call(this);
var laserGraphics = self.attachAsset('playerLaser', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -8;
self.damage = 1;
self.update = function () {
self.y += self.speed;
};
return self;
});
var PlayerShip = Container.expand(function () {
var self = Container.call(this);
var shipGraphics = self.attachAsset('playerShip', {
anchorX: 0.5,
anchorY: 0.5
});
var chargeIndicator = self.attachAsset('chargeIndicator', {
anchorX: 0.5,
anchorY: 0.5
});
chargeIndicator.x = 0;
chargeIndicator.y = -80;
chargeIndicator.visible = false;
self.health = 3;
self.shootCooldown = 0;
self.chargeAttackTime = 0;
self.isCharging = false;
self.update = function () {
if (self.shootCooldown > 0) {
self.shootCooldown--;
}
if (self.isCharging) {
self.chargeAttackTime++;
// Create pulsing animation while charging
var pulseIntensity = Math.min(self.chargeAttackTime / 60, 1); // 0 to 1
var pulseScale = 1 + Math.sin(LK.ticks * 0.3) * 0.15 * pulseIntensity;
self.scaleX = pulseScale;
self.scaleY = pulseScale;
// Add color tint that gets stronger as charge builds
var tintIntensity = Math.floor(pulseIntensity * 100);
self.tint = 0xFFFFFF + (tintIntensity << 8); // Add green tint
// When fully charged, show green square indicator
if (self.chargeAttackTime >= 60) {
var readyPulse = 1.2 + Math.sin(LK.ticks * 0.5) * 0.3;
self.scaleX = readyPulse;
self.scaleY = readyPulse;
self.tint = 0x00FF00; // Bright green when ready
chargeIndicator.visible = true;
}
} else {
// Reset scale and tint when not charging
self.scaleX = 1;
self.scaleY = 1;
self.tint = 0xFFFFFF;
chargeIndicator.visible = false;
}
};
self.shoot = function () {
if (self.shootCooldown <= 0) {
var laser;
// Create charged laser if charge time is sufficient
if (self.chargeAttackTime >= 60) {
laser = new ChargedPlayerLaser();
// Add spawn animation for charged laser
laser.scaleX = 0.3;
laser.scaleY = 0.3;
tween(laser, {
scaleX: 1,
scaleY: 1
}, {
duration: 200,
easing: tween.easeOut
});
// Add tint effect
laser.tint = 0x00FF00;
tween(laser, {
tint: 0xFFFFFF
}, {
duration: 300
});
} else {
laser = new PlayerLaser();
}
laser.x = self.x;
laser.y = self.y - 60;
game.addChild(laser);
playerLasers.push(laser);
self.shootCooldown = 10;
LK.getSound('shoot').play();
}
};
self.takeDamage = function () {
self.health--;
LK.getSound('playerHit').play();
LK.effects.flashObject(self, 0xff0000, 500);
if (self.health <= 0) {
LK.showGameOver();
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000011
});
/****
* Game Code
****/
var player = new PlayerShip();
player.x = 2048 / 2;
player.y = 2732 - 200;
game.addChild(player);
var enemies = [];
var playerLasers = [];
var enemyProjectiles = [];
var spawnTimer = 0;
var gameSpeed = 1;
var playerShootCooldown = 0;
var isFireButtonPressed = false;
var bossActive = false;
var boss = null;
var bossProjectiles = [];
var bossLasers = [];
var bossWideLasers = [];
var orangeAttacks = [];
var cyanAttacks = [];
var playerLastX = 0;
var playerLastY = 0;
var playerIsMoving = false;
var scoreTxt = new Text2('Score: 0', {
size: 80,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
var healthTxt = new Text2('Health: 3', {
size: 60,
fill: 0xFF4444
});
healthTxt.anchor.set(0, 0);
healthTxt.x = 150;
healthTxt.y = 50;
LK.gui.topLeft.addChild(healthTxt);
var fireButton = new Text2('FIRE', {
size: 120,
fill: 0x00FF00
});
fireButton.anchor.set(1, 0);
LK.gui.topRight.addChild(fireButton);
var dragNode = null;
fireButton.down = function (x, y, obj) {
isFireButtonPressed = true;
player.isCharging = true;
player.chargeAttackTime = 0;
if (playerShootCooldown <= 0) {
player.shoot();
playerShootCooldown = 20;
}
};
fireButton.up = function (x, y, obj) {
isFireButtonPressed = false;
// Shoot charged laser if player was charging
if (player.isCharging && player.chargeAttackTime >= 60) {
if (playerShootCooldown <= 0) {
player.shoot();
playerShootCooldown = 20;
}
}
player.isCharging = false;
player.chargeAttackTime = 0;
};
game.down = function (x, y, obj) {
dragNode = player;
player.isCharging = true;
player.chargeAttackTime = 0;
if (playerShootCooldown <= 0) {
player.shoot();
playerShootCooldown = 20;
}
};
game.move = function (x, y, obj) {
if (dragNode) {
dragNode.x = Math.max(100, Math.min(1948, x));
}
};
game.up = function (x, y, obj) {
dragNode = null;
// Shoot charged laser if player was charging
if (player.isCharging && player.chargeAttackTime >= 60) {
if (playerShootCooldown <= 0) {
player.shoot();
playerShootCooldown = 20;
}
}
player.isCharging = false;
player.chargeAttackTime = 0;
};
game.update = function () {
// Update cooldown
if (playerShootCooldown > 0) {
playerShootCooldown--;
}
// Track player movement
var currentPlayerMoving = Math.abs(player.x - playerLastX) > 1 || Math.abs(player.y - playerLastY) > 1;
playerIsMoving = currentPlayerMoving;
playerLastX = player.x;
playerLastY = player.y;
// Update UI
scoreTxt.setText('Score: ' + LK.getScore());
healthTxt.setText('Health: ' + player.health);
// Boss spawn when player reaches 100 points
if (LK.getScore() >= 100 && !bossActive) {
boss = new BossShip();
boss.x = 2048 / 2;
boss.y = 200;
game.addChild(boss);
bossActive = true;
}
// Spawn enemies (but not when boss is active)
if (!bossActive) {
spawnTimer++;
var spawnRate = Math.max(120 - Math.floor(LK.getScore() / 10) * 10, 60);
if (spawnTimer >= spawnRate) {
var enemy = new EnemyShip();
enemy.x = Math.random() * 1848 + 100;
enemy.y = -50;
enemy.speed = 6 + Math.floor(LK.getScore() / 15) * 1.5;
enemies.push(enemy);
game.addChild(enemy);
spawnTimer = 0;
}
}
// Update and check player lasers
for (var i = playerLasers.length - 1; i >= 0; i--) {
var laser = playerLasers[i];
if (laser.lastY === undefined) laser.lastY = laser.y;
// Remove lasers that go off screen
if (laser.lastY >= -50 && laser.y < -50) {
laser.destroy();
playerLasers.splice(i, 1);
continue;
}
// Check collision with enemies
var hitEnemy = false;
for (var j = enemies.length - 1; j >= 0; j--) {
var enemy = enemies[j];
if (laser.intersects(enemy)) {
enemy.health -= laser.damage;
laser.destroy();
playerLasers.splice(i, 1);
hitEnemy = true;
if (enemy.health <= 0) {
LK.setScore(LK.getScore() + 10);
LK.getSound('enemyDestroy').play();
enemy.destroy();
enemies.splice(j, 1);
}
break;
}
}
// Check collision with boss
if (bossActive && boss && laser.intersects(boss)) {
var isChargedAttack = laser.damage > 1;
boss.takeDamage(laser.damage, isChargedAttack);
laser.destroy();
playerLasers.splice(i, 1);
hitEnemy = true;
if (boss.health <= 0) {
boss.destroy();
boss = null;
bossActive = false;
}
}
if (!hitEnemy) {
laser.lastY = laser.y;
}
}
// Update and check enemies
for (var i = enemies.length - 1; i >= 0; i--) {
var enemy = enemies[i];
if (enemy.lastY === undefined) enemy.lastY = enemy.y;
// Remove enemies that reach bottom
if (enemy.lastY <= 2732 && enemy.y > 2732) {
enemy.destroy();
enemies.splice(i, 1);
continue;
}
// Check collision with player
if (enemy.intersects(player)) {
enemy.destroy();
enemies.splice(i, 1);
player.takeDamage();
continue;
}
enemy.lastY = enemy.y;
}
// Check boss collision with player
if (bossActive && boss && boss.intersects(player)) {
player.takeDamage();
player.takeDamage(); // Boss does double damage
}
// Update and check enemy projectiles
for (var i = enemyProjectiles.length - 1; i >= 0; i--) {
var projectile = enemyProjectiles[i];
if (projectile.lastY === undefined) projectile.lastY = projectile.y;
// Remove projectiles that go off screen
if (projectile.lastY <= 2732 && projectile.y > 2732) {
projectile.destroy();
enemyProjectiles.splice(i, 1);
continue;
}
// Check collision with player
if (projectile.intersects(player)) {
projectile.destroy();
enemyProjectiles.splice(i, 1);
// Enhanced damage for boss projectiles
if (projectile.damage && projectile.damage > 1) {
player.takeDamage();
player.takeDamage();
} else {
player.takeDamage();
}
continue;
}
projectile.lastY = projectile.y;
}
// Update and check boss projectiles
for (var i = bossProjectiles.length - 1; i >= 0; i--) {
var projectile = bossProjectiles[i];
// Remove projectiles if boss is dead or projectiles go too far
var shouldRemove = false;
if (!boss) {
shouldRemove = true;
} else {
var distanceFromBoss = Math.sqrt(Math.pow(projectile.x - boss.x, 2) + Math.pow(projectile.y - boss.y, 2));
shouldRemove = distanceFromBoss > 800;
}
if (shouldRemove || projectile.y > 2732 || projectile.y < -100 || projectile.x < -100 || projectile.x > 2148) {
projectile.destroy();
bossProjectiles.splice(i, 1);
continue;
}
// Check collision with player
if (projectile.intersects(player)) {
projectile.destroy();
bossProjectiles.splice(i, 1);
// Giant projectiles do massive damage
player.takeDamage();
player.takeDamage();
player.takeDamage();
continue;
}
}
// Update and check boss lasers
for (var i = bossLasers.length - 1; i >= 0; i--) {
var laser = bossLasers[i];
if (laser.lastY === undefined) laser.lastY = laser.y;
// Remove lasers that go off screen
if (laser.lastY <= 2732 && laser.y > 2732) {
laser.destroy();
bossLasers.splice(i, 1);
continue;
}
// Check collision with player
if (laser.intersects(player)) {
laser.destroy();
bossLasers.splice(i, 1);
player.takeDamage();
player.takeDamage(); // Boss lasers do double damage
continue;
}
laser.lastY = laser.y;
}
// Update and check boss wide lasers
for (var i = bossWideLasers.length - 1; i >= 0; i--) {
var laser = bossWideLasers[i];
if (laser.lastY === undefined) laser.lastY = laser.y;
// Remove lasers that go off screen
if (laser.lastY <= 2732 && laser.y > 2732) {
laser.destroy();
bossWideLasers.splice(i, 1);
continue;
}
// Check collision with player
if (laser.intersects(player)) {
laser.destroy();
bossWideLasers.splice(i, 1);
// Wide lasers do massive damage
player.takeDamage();
player.takeDamage();
player.takeDamage();
continue;
}
laser.lastY = laser.y;
}
// Update and check orange attacks
for (var i = orangeAttacks.length - 1; i >= 0; i--) {
var attack = orangeAttacks[i];
if (attack.lastY === undefined) attack.lastY = attack.y;
// Remove attacks that go off screen
if (attack.lastY <= 2732 && attack.y > 2732) {
attack.destroy();
orangeAttacks.splice(i, 1);
continue;
}
// Check collision with player - damage only when player is NOT moving
if (attack.intersects(player)) {
attack.destroy();
orangeAttacks.splice(i, 1);
// Orange attacks damage player when NOT moving
if (!playerIsMoving) {
player.takeDamage();
}
continue;
}
attack.lastY = attack.y;
}
// Update and check cyan attacks
for (var i = cyanAttacks.length - 1; i >= 0; i--) {
var attack = cyanAttacks[i];
if (attack.lastY === undefined) attack.lastY = attack.y;
// Remove attacks that go off screen
if (attack.lastY <= 2732 && attack.y > 2732) {
attack.destroy();
cyanAttacks.splice(i, 1);
continue;
}
// Check collision with player - damage only when player IS moving
if (attack.intersects(player)) {
attack.destroy();
cyanAttacks.splice(i, 1);
// Cyan attacks damage player when moving
if (playerIsMoving) {
player.takeDamage();
}
continue;
}
attack.lastY = attack.y;
}
}; ===================================================================
--- original.js
+++ change.js
@@ -5,52 +5,8 @@
/****
* Classes
****/
-var BossLaser = Container.expand(function () {
- var self = Container.call(this);
- var laserGraphics = self.attachAsset('bossLaser', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.speed = 12;
- self.damage = 2;
- self.update = function () {
- // Move towards player if direction is set, otherwise move straight down
- if (self.dirX !== undefined && self.dirY !== undefined) {
- self.x += self.dirX * self.speed;
- self.y += self.dirY * self.speed;
- } else {
- self.y += self.speed;
- }
- };
- return self;
-});
-var BossProjectile = Container.expand(function () {
- var self = Container.call(this);
- var projectileGraphics = self.attachAsset('bossProjectile', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.speed = 4;
- self.damage = 3;
- self.angle = 0;
- self.circleRadius = 300;
- self.centerX = 0;
- self.centerY = 0;
- self.direction = 1; // 1 for clockwise, -1 for counter-clockwise
- self.update = function () {
- // Move in circular pattern around center point
- self.angle += 0.05 * self.direction;
- self.x = self.centerX + Math.cos(self.angle) * self.circleRadius;
- self.y = self.centerY + Math.sin(self.angle) * self.circleRadius;
- // Add pulsing effect
- var pulse = 1 + Math.sin(LK.ticks * 0.1) * 0.2;
- projectileGraphics.scaleX = pulse;
- projectileGraphics.scaleY = pulse;
- };
- return self;
-});
var BossShip = Container.expand(function () {
var self = Container.call(this);
var shipGraphics = self.attachAsset('enemyShip', {
anchorX: 0.5,
@@ -64,73 +20,47 @@
self.shootCooldown = 0;
self.attackPattern = 0;
self.update = function () {
// Boss stays stationary - no movement
- // Laser attacks - two types alternating, now tracking player
+ // New attack pattern - orange and cyan attacks
if (self.shootCooldown <= 0) {
- if (self.attackPattern % 3 === 0) {
- // Standard laser attack - 3 lasers tracking player with spread
+ if (self.attackPattern % 2 === 0) {
+ // Orange attack pattern - 3 orange attacks tracking player
var playerDx = player.x - self.x;
var playerDy = player.y - self.y;
var playerDistance = Math.sqrt(playerDx * playerDx + playerDy * playerDy);
var playerDirX = playerDx / playerDistance;
var playerDirY = playerDy / playerDistance;
for (var i = 0; i < 3; i++) {
- var laser = new BossLaser();
- laser.x = self.x + (i - 1) * 150; // Spread lasers
- laser.y = self.y + 100;
- // Set tracking direction with slight spread
- var spreadAngle = (i - 1) * 0.3; // Spread angle in radians
- laser.dirX = playerDirX * Math.cos(spreadAngle) - playerDirY * Math.sin(spreadAngle);
- laser.dirY = playerDirX * Math.sin(spreadAngle) + playerDirY * Math.cos(spreadAngle);
- game.addChild(laser);
- bossLasers.push(laser);
+ var orangeAttack = new OrangeAttack();
+ orangeAttack.x = self.x + (i - 1) * 120; // Spread attacks
+ orangeAttack.y = self.y + 100;
+ // Set tracking direction with spread
+ var spreadAngle = (i - 1) * 0.2;
+ orangeAttack.dirX = playerDirX * Math.cos(spreadAngle) - playerDirY * Math.sin(spreadAngle);
+ orangeAttack.dirY = playerDirX * Math.sin(spreadAngle) + playerDirY * Math.cos(spreadAngle);
+ game.addChild(orangeAttack);
+ orangeAttacks.push(orangeAttack);
}
- self.shootCooldown = 60;
- } else if (self.attackPattern % 3 === 1) {
- // Wide laser attack - single wide laser tracking player
- var wideLaser = new BossWideLaser();
- wideLaser.x = self.x;
- wideLaser.y = self.y + 100;
- // Calculate direction to player
- var playerDx = player.x - wideLaser.x;
- var playerDy = player.y - wideLaser.y;
- var playerDistance = Math.sqrt(playerDx * playerDx + playerDy * playerDy);
- wideLaser.dirX = playerDx / playerDistance;
- wideLaser.dirY = playerDy / playerDistance;
- game.addChild(wideLaser);
- bossWideLasers.push(wideLaser);
- self.shootCooldown = 90;
+ self.shootCooldown = 80;
} else {
- // Mixed attack - both types tracking player
- var wideLaser = new BossWideLaser();
- wideLaser.x = self.x;
- wideLaser.y = self.y + 100;
- // Calculate direction to player for wide laser
- var playerDx = player.x - wideLaser.x;
- var playerDy = player.y - wideLaser.y;
+ // Cyan attack pattern - 2 cyan attacks tracking player
+ var playerDx = player.x - self.x;
+ var playerDy = player.y - self.y;
var playerDistance = Math.sqrt(playerDx * playerDx + playerDy * playerDy);
- wideLaser.dirX = playerDx / playerDistance;
- wideLaser.dirY = playerDy / playerDistance;
- game.addChild(wideLaser);
- bossWideLasers.push(wideLaser);
- // Calculate direction to player for spread lasers
- playerDx = player.x - self.x;
- playerDy = player.y - self.y;
- playerDistance = Math.sqrt(playerDx * playerDx + playerDy * playerDy);
var playerDirX = playerDx / playerDistance;
var playerDirY = playerDy / playerDistance;
for (var i = 0; i < 2; i++) {
- var laser = new BossLaser();
- laser.x = self.x + (i === 0 ? -200 : 200);
- laser.y = self.y + 150;
+ var cyanAttack = new CyanAttack();
+ cyanAttack.x = self.x + (i === 0 ? -100 : 100);
+ cyanAttack.y = self.y + 100;
// Set tracking direction
- laser.dirX = playerDirX;
- laser.dirY = playerDirY;
- game.addChild(laser);
- bossLasers.push(laser);
+ cyanAttack.dirX = playerDirX;
+ cyanAttack.dirY = playerDirY;
+ game.addChild(cyanAttack);
+ cyanAttacks.push(cyanAttack);
}
- self.shootCooldown = 75;
+ self.shootCooldown = 90;
}
self.attackPattern++;
}
if (self.shootCooldown > 0) {
@@ -188,8 +118,32 @@
self.y += self.speed;
};
return self;
});
+var CyanAttack = Container.expand(function () {
+ var self = Container.call(this);
+ var attackGraphics = self.attachAsset('cyanAttack', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 8;
+ self.damage = 2;
+ self.checkTimer = 0;
+ self.update = function () {
+ // Move towards player if direction is set, otherwise move straight down
+ if (self.dirX !== undefined && self.dirY !== undefined) {
+ self.x += self.dirX * self.speed;
+ self.y += self.dirY * self.speed;
+ } else {
+ self.y += self.speed;
+ }
+ // Add pulsing cyan effect
+ var pulse = 1 + Math.sin(LK.ticks * 0.2) * 0.3;
+ attackGraphics.scaleX = pulse;
+ attackGraphics.scaleY = pulse;
+ };
+ return self;
+});
var EnemyProjectile = Container.expand(function () {
var self = Container.call(this);
var projectileGraphics = self.attachAsset('enemyProjectile', {
anchorX: 0.5,
@@ -213,8 +167,32 @@
self.y += self.speed;
};
return self;
});
+var OrangeAttack = Container.expand(function () {
+ var self = Container.call(this);
+ var attackGraphics = self.attachAsset('orangeAttack', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 8;
+ self.damage = 2;
+ self.checkTimer = 0;
+ self.update = function () {
+ // Move towards player if direction is set, otherwise move straight down
+ if (self.dirX !== undefined && self.dirY !== undefined) {
+ self.x += self.dirX * self.speed;
+ self.y += self.dirY * self.speed;
+ } else {
+ self.y += self.speed;
+ }
+ // Add pulsing orange effect
+ var pulse = 1 + Math.sin(LK.ticks * 0.2) * 0.3;
+ attackGraphics.scaleX = pulse;
+ attackGraphics.scaleY = pulse;
+ };
+ return self;
+});
var PlayerLaser = Container.expand(function () {
var self = Container.call(this);
var laserGraphics = self.attachAsset('playerLaser', {
anchorX: 0.5,
@@ -344,8 +322,13 @@
var boss = null;
var bossProjectiles = [];
var bossLasers = [];
var bossWideLasers = [];
+var orangeAttacks = [];
+var cyanAttacks = [];
+var playerLastX = 0;
+var playerLastY = 0;
+var playerIsMoving = false;
var scoreTxt = new Text2('Score: 0', {
size: 80,
fill: 0xFFFFFF
});
@@ -417,8 +400,13 @@
// Update cooldown
if (playerShootCooldown > 0) {
playerShootCooldown--;
}
+ // Track player movement
+ var currentPlayerMoving = Math.abs(player.x - playerLastX) > 1 || Math.abs(player.y - playerLastY) > 1;
+ playerIsMoving = currentPlayerMoving;
+ playerLastX = player.x;
+ playerLastY = player.y;
// Update UI
scoreTxt.setText('Score: ' + LK.getScore());
healthTxt.setText('Health: ' + player.health);
// Boss spawn when player reaches 100 points
@@ -605,5 +593,49 @@
continue;
}
laser.lastY = laser.y;
}
+ // Update and check orange attacks
+ for (var i = orangeAttacks.length - 1; i >= 0; i--) {
+ var attack = orangeAttacks[i];
+ if (attack.lastY === undefined) attack.lastY = attack.y;
+ // Remove attacks that go off screen
+ if (attack.lastY <= 2732 && attack.y > 2732) {
+ attack.destroy();
+ orangeAttacks.splice(i, 1);
+ continue;
+ }
+ // Check collision with player - damage only when player is NOT moving
+ if (attack.intersects(player)) {
+ attack.destroy();
+ orangeAttacks.splice(i, 1);
+ // Orange attacks damage player when NOT moving
+ if (!playerIsMoving) {
+ player.takeDamage();
+ }
+ continue;
+ }
+ attack.lastY = attack.y;
+ }
+ // Update and check cyan attacks
+ for (var i = cyanAttacks.length - 1; i >= 0; i--) {
+ var attack = cyanAttacks[i];
+ if (attack.lastY === undefined) attack.lastY = attack.y;
+ // Remove attacks that go off screen
+ if (attack.lastY <= 2732 && attack.y > 2732) {
+ attack.destroy();
+ cyanAttacks.splice(i, 1);
+ continue;
+ }
+ // Check collision with player - damage only when player IS moving
+ if (attack.intersects(player)) {
+ attack.destroy();
+ cyanAttacks.splice(i, 1);
+ // Cyan attacks damage player when moving
+ if (playerIsMoving) {
+ player.takeDamage();
+ }
+ continue;
+ }
+ attack.lastY = attack.y;
+ }
};
\ No newline at end of file
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