User prompt
que el personage aguante 3 golpes
User prompt
que el juego sea infinito
User prompt
un menu
User prompt
que el menu prinsipal tenga las obciones de obciones jugar y creditos
User prompt
que haya un menu prinsipal
User prompt
que el personage aguanta 3 ataques
User prompt
que el juego sea infinito
User prompt
que los ataques sean un fuego teledirigido y un orbe explosivo ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
crea 2 ataques nuevos ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
que hayan 4 enemigos mas
User prompt
que tenga un sistema de ordas que aumentan la dificultad
User prompt
que haya un refugio que luego de 10000 puntos el personage entre y le de un multiplicador de daño mas un escudo al salir por 6 seg ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
añade una vase que luego de tener sierto puntage el personage entre a resguardarse
User prompt
que el ataque de orbe no se pueda tirar mas de 7 veses por orda
User prompt
que el ataque de orbe tenga un tiempo de 7 seg de recarga
User prompt
que el ataque de orbe tenga una recarga de 7
User prompt
que los enemigos tengan una barra de vida
User prompt
ahora que el proyectil ligrto se active con un boton
User prompt
que cada enemigo tenga distinta cantidad de vida
User prompt
ahora que el ataque de luz tenga solo 12 seg de recarga
User prompt
ahora que el ataque de luz tenga una recarga de 3 segundos y que elimine a todos los enemigos en pantalla ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
que el ataque de fuego valla directamente al enemigo
User prompt
que los ataques del personage se activen con un boton en pantalla
User prompt
que haya una gran bariedad de monstruos
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var BerserkerShadow = Container.expand(function () { var self = Container.call(this); var shadowGraphics = self.attachAsset('berserkerShadow', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 1.5 + Math.random() * 1; self.health = 5; self.maxHealth = 5; self.monsterType = 'berserker'; self.enraged = false; // Create health bar var healthBarBg = self.attachAsset('healthBarBg', { anchorX: 0.5, anchorY: 0.5 }); healthBarBg.y = -shadowGraphics.height / 2 - 15; var healthBarFill = self.attachAsset('healthBarFill', { anchorX: 0.5, anchorY: 0.5 }); healthBarFill.y = -shadowGraphics.height / 2 - 15; self.update = function () { var angle = Math.atan2(hero.y - self.y, hero.x - self.x); // Enrage when health is low if (self.health <= self.maxHealth * 0.4 && !self.enraged) { self.enraged = true; self.speed *= 2; shadowGraphics.tint = 0xff0000; } self.x += Math.cos(angle) * self.speed; self.y += Math.sin(angle) * self.speed; // Berserker effect when enraged if (self.enraged) { var shake = (Math.random() - 0.5) * 4; self.x += shake; self.y += shake; // Pulsing red effect var pulse = 1 + Math.sin(LK.ticks * 0.8) * 0.5; shadowGraphics.scaleX = pulse; shadowGraphics.scaleY = pulse; } // Update health bar var healthPercent = self.health / self.maxHealth; healthBarFill.scaleX = healthPercent; healthBarFill.tint = healthPercent > 0.5 ? 0x00ff00 : healthPercent > 0.25 ? 0xffff00 : 0xff0000; }; return self; }); var BomberShadow = Container.expand(function () { var self = Container.call(this); var shadowGraphics = self.attachAsset('bomberShadow', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 2 + Math.random() * 1; self.health = 2; self.maxHealth = 2; self.monsterType = 'bomber'; self.exploding = false; self.explosionTimer = 30; // Create health bar var healthBarBg = self.attachAsset('healthBarBg', { anchorX: 0.5, anchorY: 0.5 }); healthBarBg.y = -shadowGraphics.height / 2 - 15; var healthBarFill = self.attachAsset('healthBarFill', { anchorX: 0.5, anchorY: 0.5 }); healthBarFill.y = -shadowGraphics.height / 2 - 15; self.update = function () { var angle = Math.atan2(hero.y - self.y, hero.x - self.x); var distanceToHero = Math.sqrt(Math.pow(hero.x - self.x, 2) + Math.pow(hero.y - self.y, 2)); if (distanceToHero < 100 && !self.exploding) { self.exploding = true; shadowGraphics.tint = 0xff4444; } if (self.exploding) { self.explosionTimer--; var flash = Math.sin(self.explosionTimer * 0.5) > 0 ? 0xff0000 : 0xffff00; shadowGraphics.tint = flash; if (self.explosionTimer <= 0) { // Create explosion effect for (var i = 0; i < 6; i++) { var explosionAngle = i / 6 * Math.PI * 2; var fragment = new Shadow(); fragment.x = self.x + Math.cos(explosionAngle) * 20; fragment.y = self.y + Math.sin(explosionAngle) * 20; fragment.speed = 2; shadows.push(fragment); game.addChild(fragment); } } } else { self.x += Math.cos(angle) * self.speed; self.y += Math.sin(angle) * self.speed; } // Update health bar var healthPercent = self.health / self.maxHealth; healthBarFill.scaleX = healthPercent; healthBarFill.tint = healthPercent > 0.5 ? 0x00ff00 : healthPercent > 0.25 ? 0xffff00 : 0xff0000; }; return self; }); var ExplosiveOrb = Container.expand(function () { var self = Container.call(this); var orbGraphics = self.attachAsset('lightOrb', { anchorX: 0.5, anchorY: 0.5 }); self.lifetime = 180; // 3 seconds self.speed = 3; self.explosionRadius = 150; self.damage = 4; self.velocityX = 0; self.velocityY = 0; self.update = function () { self.lifetime--; self.x += self.velocityX; self.y += self.velocityY; // Pulsing effect var scale = 1 + Math.sin(LK.ticks * 0.4) * 0.3; orbGraphics.scaleX = scale; orbGraphics.scaleY = scale; // Color shifting from blue to red as it gets closer to explosion var timeRatio = 1 - self.lifetime / 180; var red = Math.floor(timeRatio * 255); var blue = Math.floor((1 - timeRatio) * 255); orbGraphics.tint = red << 16 | blue; }; return self; }); var FastShadow = Container.expand(function () { var self = Container.call(this); var shadowGraphics = self.attachAsset('fastShadow', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 3 + Math.random() * 2; self.health = 1; self.maxHealth = 1; self.monsterType = 'fast'; // Create health bar var healthBarBg = self.attachAsset('healthBarBg', { anchorX: 0.5, anchorY: 0.5 }); healthBarBg.y = -shadowGraphics.height / 2 - 15; var healthBarFill = self.attachAsset('healthBarFill', { anchorX: 0.5, anchorY: 0.5 }); healthBarFill.y = -shadowGraphics.height / 2 - 15; self.update = function () { var angle = Math.atan2(hero.y - self.y, hero.x - self.x); self.x += Math.cos(angle) * self.speed; self.y += Math.sin(angle) * self.speed; // Add erratic movement self.x += Math.sin(LK.ticks * 0.2) * 2; self.y += Math.cos(LK.ticks * 0.15) * 2; // Update health bar var healthPercent = self.health / self.maxHealth; healthBarFill.scaleX = healthPercent; healthBarFill.tint = healthPercent > 0.5 ? 0x00ff00 : healthPercent > 0.25 ? 0xffff00 : 0xff0000; }; return self; }); var FireSpell = Container.expand(function () { var self = Container.call(this); var spellGraphics = self.attachAsset('fireSpell', { anchorX: 0.5, anchorY: 0.5 }); self.lifetime = 30; // Half second self.radius = 80; self.update = function () { self.lifetime--; // Grow the spell var scale = 1 + (30 - self.lifetime) / 30; spellGraphics.scaleX = scale; spellGraphics.scaleY = scale; spellGraphics.alpha = self.lifetime / 30; }; return self; }); var GuidedFire = Container.expand(function () { var self = Container.call(this); var fireGraphics = self.attachAsset('fireSpell', { anchorX: 0.5, anchorY: 0.5 }); self.lifetime = 300; // 5 seconds self.speed = 4; self.target = null; self.damage = 3; self.update = function () { self.lifetime--; // Find nearest enemy if no target or target is destroyed if (!self.target || self.target.destroyed) { var nearestDistance = Infinity; self.target = null; for (var i = 0; i < shadows.length; i++) { var distance = Math.sqrt(Math.pow(self.x - shadows[i].x, 2) + Math.pow(self.y - shadows[i].y, 2)); if (distance < nearestDistance) { nearestDistance = distance; self.target = shadows[i]; } } } // Move towards target if (self.target) { var angle = Math.atan2(self.target.y - self.y, self.target.x - self.x); self.x += Math.cos(angle) * self.speed; self.y += Math.sin(angle) * self.speed; // Rotate towards target fireGraphics.rotation = angle; } // Fire effects var scale = 1 + Math.sin(LK.ticks * 0.3) * 0.2; fireGraphics.scaleX = scale; fireGraphics.scaleY = scale; fireGraphics.tint = 0xff4400; }; return self; }); var HealerShadow = Container.expand(function () { var self = Container.call(this); var shadowGraphics = self.attachAsset('healerShadow', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 0.8 + Math.random() * 0.5; self.health = 3; self.maxHealth = 3; self.monsterType = 'healer'; self.lastHeal = 0; self.healCooldown = 120; // 2 seconds // Create health bar var healthBarBg = self.attachAsset('healthBarBg', { anchorX: 0.5, anchorY: 0.5 }); healthBarBg.y = -shadowGraphics.height / 2 - 15; var healthBarFill = self.attachAsset('healthBarFill', { anchorX: 0.5, anchorY: 0.5 }); healthBarFill.y = -shadowGraphics.height / 2 - 15; self.update = function () { var angle = Math.atan2(hero.y - self.y, hero.x - self.x); self.x += Math.cos(angle) * self.speed; self.y += Math.sin(angle) * self.speed; // Healing ability if (LK.ticks - self.lastHeal > self.healCooldown) { for (var i = 0; i < shadows.length; i++) { var otherShadow = shadows[i]; if (otherShadow !== self) { var distance = Math.sqrt(Math.pow(self.x - otherShadow.x, 2) + Math.pow(self.y - otherShadow.y, 2)); if (distance < 150 && otherShadow.health < otherShadow.maxHealth) { otherShadow.health = Math.min(otherShadow.maxHealth, otherShadow.health + 1); LK.effects.flashObject(otherShadow, 0x00ff00, 300); self.lastHeal = LK.ticks; break; } } } } // Pulsing green effect var pulse = 1 + Math.sin(LK.ticks * 0.4) * 0.3; shadowGraphics.tint = 0x44ff44; shadowGraphics.scaleX = pulse; shadowGraphics.scaleY = pulse; // Update health bar var healthPercent = self.health / self.maxHealth; healthBarFill.scaleX = healthPercent; healthBarFill.tint = healthPercent > 0.5 ? 0x00ff00 : healthPercent > 0.25 ? 0xffff00 : 0xff0000; }; return self; }); var Hero = Container.expand(function () { var self = Container.call(this); var heroGraphics = self.attachAsset('hero', { anchorX: 0.5, anchorY: 0.5 }); self.lightPower = 1; self.fireRate = 60; // Fire every 60 ticks initially self.lastLightShot = 0; self.update = function () { // Hero update method - no automatic firing }; return self; }); var LightOrb = Container.expand(function () { var self = Container.call(this); var orbGraphics = self.attachAsset('lightOrb', { anchorX: 0.5, anchorY: 0.5 }); self.bobOffset = Math.random() * Math.PI * 2; self.baseY = self.y; self.update = function () { self.y = self.baseY + Math.sin(LK.ticks * 0.1 + self.bobOffset) * 10; }; return self; }); var LightProjectile = Container.expand(function () { var self = Container.call(this); var projectileGraphics = self.attachAsset('lightProjectile', { anchorX: 0.5, anchorY: 0.5 }); self.velocityX = 0; self.velocityY = 0; self.lifetime = 180; // 3 seconds at 60fps self.update = function () { self.x += self.velocityX; self.y += self.velocityY; self.lifetime--; }; return self; }); var MimicShadow = Container.expand(function () { var self = Container.call(this); var shadowGraphics = self.attachAsset('mimicShadow', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 1.8 + Math.random() * 1.2; self.health = 2; self.maxHealth = 2; self.monsterType = 'mimic'; self.lastCopy = 0; self.copyCooldown = 240; // 4 seconds self.copyTarget = null; // Create health bar var healthBarBg = self.attachAsset('healthBarBg', { anchorX: 0.5, anchorY: 0.5 }); healthBarBg.y = -shadowGraphics.height / 2 - 15; var healthBarFill = self.attachAsset('healthBarFill', { anchorX: 0.5, anchorY: 0.5 }); healthBarFill.y = -shadowGraphics.height / 2 - 15; self.update = function () { var angle = Math.atan2(hero.y - self.y, hero.x - self.x); self.x += Math.cos(angle) * self.speed; self.y += Math.sin(angle) * self.speed; // Copy nearest enemy abilities if (LK.ticks - self.lastCopy > self.copyCooldown) { var nearestEnemy = null; var nearestDistance = Infinity; for (var i = 0; i < shadows.length; i++) { var otherShadow = shadows[i]; if (otherShadow !== self && otherShadow.monsterType !== 'mimic') { var distance = Math.sqrt(Math.pow(self.x - otherShadow.x, 2) + Math.pow(self.y - otherShadow.y, 2)); if (distance < 200 && distance < nearestDistance) { nearestDistance = distance; nearestEnemy = otherShadow; } } } if (nearestEnemy) { self.copyTarget = nearestEnemy.monsterType; self.lastCopy = LK.ticks; // Visual feedback LK.effects.flashObject(self, 0xff00ff, 500); // Copy some properties if (nearestEnemy.monsterType === 'fast') { self.speed = nearestEnemy.speed; shadowGraphics.tint = 0xffff00; } else if (nearestEnemy.monsterType === 'tank') { self.health = Math.min(self.maxHealth + 2, nearestEnemy.health); shadowGraphics.tint = 0x888888; } else if (nearestEnemy.monsterType === 'teleporter') { shadowGraphics.tint = 0x8844ff; } } } // Rainbow shifting effect var hue = LK.ticks * 0.05 % 1; var r = Math.sin(hue * Math.PI * 2) * 127 + 128; var g = Math.sin((hue + 0.33) * Math.PI * 2) * 127 + 128; var b = Math.sin((hue + 0.66) * Math.PI * 2) * 127 + 128; var color = Math.floor(r) << 16 | Math.floor(g) << 8 | Math.floor(b); shadowGraphics.tint = color; // Update health bar var healthPercent = self.health / self.maxHealth; healthBarFill.scaleX = healthPercent; healthBarFill.tint = healthPercent > 0.5 ? 0x00ff00 : healthPercent > 0.25 ? 0xffff00 : 0xff0000; }; return self; }); var Shadow = Container.expand(function () { var self = Container.call(this); var shadowGraphics = self.attachAsset('shadow', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 1 + Math.random() * 2; self.health = 2; self.maxHealth = 2; // Create health bar var healthBarBg = self.attachAsset('healthBarBg', { anchorX: 0.5, anchorY: 0.5 }); healthBarBg.y = -shadowGraphics.height / 2 - 15; var healthBarFill = self.attachAsset('healthBarFill', { anchorX: 0.5, anchorY: 0.5 }); healthBarFill.y = -shadowGraphics.height / 2 - 15; self.update = function () { var angle = Math.atan2(hero.y - self.y, hero.x - self.x); self.x += Math.cos(angle) * self.speed; self.y += Math.sin(angle) * self.speed; // Update health bar var healthPercent = self.health / self.maxHealth; healthBarFill.scaleX = healthPercent; healthBarFill.tint = healthPercent > 0.5 ? 0x00ff00 : healthPercent > 0.25 ? 0xffff00 : 0xff0000; }; return self; }); var ShielderShadow = Container.expand(function () { var self = Container.call(this); var shadowGraphics = self.attachAsset('shielderShadow', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 1.2 + Math.random() * 0.8; self.health = 4; self.maxHealth = 4; self.monsterType = 'shielder'; self.shieldActive = false; self.lastShield = 0; self.shieldCooldown = 180; // 3 seconds self.shieldDuration = 120; // 2 seconds self.shieldTimer = 0; // Create health bar var healthBarBg = self.attachAsset('healthBarBg', { anchorX: 0.5, anchorY: 0.5 }); healthBarBg.y = -shadowGraphics.height / 2 - 15; var healthBarFill = self.attachAsset('healthBarFill', { anchorX: 0.5, anchorY: 0.5 }); healthBarFill.y = -shadowGraphics.height / 2 - 15; self.update = function () { var angle = Math.atan2(hero.y - self.y, hero.x - self.x); self.x += Math.cos(angle) * self.speed; self.y += Math.sin(angle) * self.speed; // Shield activation when damaged if (self.health < self.maxHealth && !self.shieldActive && LK.ticks - self.lastShield > self.shieldCooldown) { self.shieldActive = true; self.shieldTimer = self.shieldDuration; self.lastShield = LK.ticks; shadowGraphics.tint = 0x4444ff; } // Shield timer if (self.shieldActive) { self.shieldTimer--; if (self.shieldTimer <= 0) { self.shieldActive = false; shadowGraphics.tint = 0xffffff; } // Pulsing blue effect when shielded var pulse = 1 + Math.sin(LK.ticks * 0.6) * 0.4; shadowGraphics.scaleX = pulse; shadowGraphics.scaleY = pulse; } // Update health bar var healthPercent = self.health / self.maxHealth; healthBarFill.scaleX = healthPercent; healthBarFill.tint = healthPercent > 0.5 ? 0x00ff00 : healthPercent > 0.25 ? 0xffff00 : 0xff0000; }; return self; }); var SplitterShadow = Container.expand(function () { var self = Container.call(this); var shadowGraphics = self.attachAsset('splitterShadow', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 1.5 + Math.random() * 1; self.health = 3; self.maxHealth = 3; self.monsterType = 'splitter'; // Create health bar var healthBarBg = self.attachAsset('healthBarBg', { anchorX: 0.5, anchorY: 0.5 }); healthBarBg.y = -shadowGraphics.height / 2 - 15; var healthBarFill = self.attachAsset('healthBarFill', { anchorX: 0.5, anchorY: 0.5 }); healthBarFill.y = -shadowGraphics.height / 2 - 15; self.update = function () { var angle = Math.atan2(hero.y - self.y, hero.x - self.x); self.x += Math.cos(angle) * self.speed; self.y += Math.sin(angle) * self.speed; // Pulsing effect var pulse = 1 + Math.sin(LK.ticks * 0.3) * 0.2; shadowGraphics.scaleX = pulse; shadowGraphics.scaleY = pulse; // Update health bar var healthPercent = self.health / self.maxHealth; healthBarFill.scaleX = healthPercent; healthBarFill.tint = healthPercent > 0.5 ? 0x00ff00 : healthPercent > 0.25 ? 0xffff00 : 0xff0000; }; return self; }); var TankShadow = Container.expand(function () { var self = Container.call(this); var shadowGraphics = self.attachAsset('tankShadow', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 0.5 + Math.random() * 0.5; self.health = 8; self.maxHealth = 8; self.monsterType = 'tank'; // Create health bar var healthBarBg = self.attachAsset('healthBarBg', { anchorX: 0.5, anchorY: 0.5 }); healthBarBg.y = -shadowGraphics.height / 2 - 15; var healthBarFill = self.attachAsset('healthBarFill', { anchorX: 0.5, anchorY: 0.5 }); healthBarFill.y = -shadowGraphics.height / 2 - 15; self.update = function () { var angle = Math.atan2(hero.y - self.y, hero.x - self.x); self.x += Math.cos(angle) * self.speed; self.y += Math.sin(angle) * self.speed; // Visual health indicator var healthPercent = self.health / self.maxHealth; shadowGraphics.alpha = 0.5 + healthPercent * 0.5; // Update health bar healthBarFill.scaleX = healthPercent; healthBarFill.tint = healthPercent > 0.5 ? 0x00ff00 : healthPercent > 0.25 ? 0xffff00 : 0xff0000; }; return self; }); var TeleporterShadow = Container.expand(function () { var self = Container.call(this); var shadowGraphics = self.attachAsset('teleporterShadow', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 1 + Math.random() * 1; self.health = 2; self.maxHealth = 2; self.monsterType = 'teleporter'; self.lastTeleport = 0; self.teleportCooldown = 180; // 3 seconds // Create health bar var healthBarBg = self.attachAsset('healthBarBg', { anchorX: 0.5, anchorY: 0.5 }); healthBarBg.y = -shadowGraphics.height / 2 - 15; var healthBarFill = self.attachAsset('healthBarFill', { anchorX: 0.5, anchorY: 0.5 }); healthBarFill.y = -shadowGraphics.height / 2 - 15; self.update = function () { var angle = Math.atan2(hero.y - self.y, hero.x - self.x); var distanceToHero = Math.sqrt(Math.pow(hero.x - self.x, 2) + Math.pow(hero.y - self.y, 2)); // Teleport if far from hero and cooldown is ready if (distanceToHero > 300 && LK.ticks - self.lastTeleport > self.teleportCooldown) { var teleportDistance = 150; var teleportAngle = Math.atan2(hero.y - self.y, hero.x - self.x); self.x = hero.x - Math.cos(teleportAngle) * teleportDistance; self.y = hero.y - Math.sin(teleportAngle) * teleportDistance; self.lastTeleport = LK.ticks; LK.effects.flashObject(self, 0x8844ff, 300); } else { // Normal movement self.x += Math.cos(angle) * self.speed; self.y += Math.sin(angle) * self.speed; } // Update health bar var healthPercent = self.health / self.maxHealth; healthBarFill.scaleX = healthPercent; healthBarFill.tint = healthPercent > 0.5 ? 0x00ff00 : healthPercent > 0.25 ? 0xffff00 : 0xff0000; }; return self; }); /**** * Initialize Game ****/ // Guided fire button press handler var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Guided fire button press handler // Create single cube background function handleGuidedFireButton(x, y, obj) { var timeSinceLastFire = LK.ticks - lastIceAttack; if (timeSinceLastFire >= iceAttackCooldown && shadows.length > 0) { // Create 3 guided fire projectiles for (var i = 0; i < 3; i++) { var guidedFire = new GuidedFire(); guidedFire.x = hero.x + (i - 1) * 30; guidedFire.y = hero.y; iceAttacks.push(guidedFire); game.addChild(guidedFire); } lastIceAttack = LK.ticks; LK.effects.flashObject(iceButton, 0xff4400, 300); // Cooldown visual feedback tween(iceButton, { alpha: 0.3 }, { duration: 0 }); tween(iceButton, { alpha: 0.8 }, { duration: iceAttackCooldown * 16.67 }); } } // Explosive orb button press handler function handleExplosiveOrbButton(x, y, obj) { var timeSinceLastOrb = LK.ticks - lastWindAttack; if (timeSinceLastOrb >= windAttackCooldown) { // Create explosive orb towards nearest enemy var nearestShadow = null; var nearestDistance = Infinity; for (var i = 0; i < shadows.length; i++) { var distance = Math.sqrt(Math.pow(hero.x - shadows[i].x, 2) + Math.pow(hero.y - shadows[i].y, 2)); if (distance < nearestDistance) { nearestDistance = distance; nearestShadow = shadows[i]; } } if (nearestShadow) { var explosiveOrb = new ExplosiveOrb(); explosiveOrb.x = hero.x; explosiveOrb.y = hero.y; var angle = Math.atan2(nearestShadow.y - hero.y, nearestShadow.x - hero.x); explosiveOrb.velocityX = Math.cos(angle) * explosiveOrb.speed; explosiveOrb.velocityY = Math.sin(angle) * explosiveOrb.speed; windAttacks.push(explosiveOrb); game.addChild(explosiveOrb); } lastWindAttack = LK.ticks; LK.effects.flashObject(windButton, 0xff8800, 300); // Cooldown visual feedback tween(windButton, { alpha: 0.3 }, { duration: 0 }); tween(windButton, { alpha: 0.8 }, { duration: windAttackCooldown * 16.67 }); } } var cube = LK.getAsset('cube', { anchorX: 0.5, anchorY: 0.5 }); cube.x = 1024; cube.y = 1366; game.addChild(cube); var hero = game.addChild(new Hero()); hero.x = 1024; hero.y = 1366; var shadows = []; var lightProjectiles = []; var fireSpells = []; var lightOrbs = []; var iceAttacks = []; var windAttacks = []; var lastShadowSpawn = 0; var shadowSpawnRate = 120; // Start spawning every 2 seconds var waveLevel = 1; var score = 0; var lastFireSpell = 0; var fireSpellCooldown = 90; // 1.5 seconds cooldown at 60fps var maxActiveFireSpells = 3; var lastLightAttack = 0; var lightAttackCooldown = 420; // 7 seconds cooldown at 60fps var orbsUsedThisWave = 0; var maxOrbsPerWave = 7; var waveEnemiesRemaining = 0; var waveEnemiesTotal = 0; var waveActive = false; var waveStartDelay = 0; var waveDifficultyMultiplier = 1.0; var shelterActive = false; var shelterScore = 10000; // Score threshold to activate shelter var shelterDuration = 300; // 5 seconds at 60fps var shelterTimer = 0; var shelterGraphics = null; var damageBonusActive = false; var damageBonusTimer = 0; var damageBonusDuration = 360; // 6 seconds at 60fps var shieldActive = false; var shieldTimer = 0; var shieldDuration = 360; // 6 seconds at 60fps var lastIceAttack = 0; var iceAttackCooldown = 480; // 8 seconds cooldown var lastWindAttack = 0; var windAttackCooldown = 360; // 6 seconds cooldown var scoreTxt = new Text2('Score: 0', { size: 60, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); var waveTxt = new Text2('Wave: 1', { size: 50, fill: 0xFFFF00 }); waveTxt.anchor.set(0.5, 0); waveTxt.y = 70; LK.gui.top.addChild(waveTxt); var waveProgressTxt = new Text2('Enemies: 0/0', { size: 40, fill: 0x00FFFF }); waveProgressTxt.anchor.set(0.5, 0); waveProgressTxt.y = 130; LK.gui.top.addChild(waveProgressTxt); // Create fire button var fireButton = LK.getAsset('fireSpell', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.2, scaleY: 1.2, alpha: 0.8 }); fireButton.x = 200; fireButton.y = 2500; game.addChild(fireButton); // Create light attack button var lightButton = LK.getAsset('lightOrb', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.8, scaleY: 1.8, alpha: 0.8 }); lightButton.x = 1800; lightButton.y = 2500; game.addChild(lightButton); // Create light projectile button var lightProjectileButton = LK.getAsset('lightProjectile', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.0, scaleY: 2.0, alpha: 0.8 }); lightProjectileButton.x = 1024; lightProjectileButton.y = 2500; game.addChild(lightProjectileButton); // Create guided fire button var iceButton = LK.getAsset('fireSpell', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5, alpha: 0.8 }); iceButton.x = 512; iceButton.y = 2500; game.addChild(iceButton); iceButton.down = handleGuidedFireButton; // Create explosive orb button var windButton = LK.getAsset('lightOrb', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5, alpha: 0.8 }); windButton.x = 1536; windButton.y = 2500; game.addChild(windButton); windButton.down = handleExplosiveOrbButton; // Fire button press handler fireButton.down = function (x, y, obj) { // Fire spell at nearest enemy - check cooldown and limit var timeSinceLastFire = LK.ticks - lastFireSpell; if (timeSinceLastFire >= fireSpellCooldown && fireSpells.length < maxActiveFireSpells && shadows.length > 0) { // Find nearest shadow var nearestShadow = null; var nearestDistance = Infinity; for (var i = 0; i < shadows.length; i++) { var distance = Math.sqrt(Math.pow(hero.x - shadows[i].x, 2) + Math.pow(hero.y - shadows[i].y, 2)); if (distance < nearestDistance) { nearestDistance = distance; nearestShadow = shadows[i]; } } ; // Light attack button press handler lightButton.down = function (x, y, obj) { // Check cooldown and orb usage limit var timeSinceLastLight = LK.ticks - lastLightAttack; if (timeSinceLastLight >= lightAttackCooldown && orbsUsedThisWave < maxOrbsPerWave) { // Destroy all enemies on screen for (var i = shadows.length - 1; i >= 0; i--) { var shadow = shadows[i]; // Create light orb for each destroyed shadow var newOrb = new LightOrb(); newOrb.x = shadow.x; newOrb.y = shadow.y; newOrb.baseY = newOrb.y; lightOrbs.push(newOrb); game.addChild(newOrb); // Add score based on monster type var scoreValue = shadow.monsterType === 'tank' ? 25 : shadow.monsterType === 'splitter' ? 30 : shadow.monsterType === 'teleporter' ? 20 : shadow.monsterType === 'bomber' ? 35 : shadow.monsterType === 'healer' ? 40 : shadow.monsterType === 'shielder' ? 35 : shadow.monsterType === 'berserker' ? 45 : shadow.monsterType === 'mimic' ? 50 : 10; score += scoreValue; // Flash effect on each enemy before destruction tween(shadow, { alpha: 0 }, { duration: 200, onFinish: function onFinish() { shadow.destroy(); } }); shadows.splice(i, 1); } // Update score display scoreTxt.setText('Score: ' + score); // Play sound effect LK.getSound('shadowDestroy').play(); // Screen flash effect LK.effects.flashScreen(0xffffaa, 800); // Button feedback with cooldown visual LK.effects.flashObject(lightButton, 0xffffaa, 400); tween(lightButton, { alpha: 0.3 }, { duration: 0 }); tween(lightButton, { alpha: 0.8 }, { duration: lightAttackCooldown * 16.67 }); // Convert ticks to ms // Update cooldown and usage counter lastLightAttack = LK.ticks; orbsUsedThisWave++; } }; // Light projectile button press handler lightProjectileButton.down = function (x, y, obj) { // Fire light projectile var newProjectile = new LightProjectile(); newProjectile.x = hero.x; newProjectile.y = hero.y; // Fire in 8 directions var directions = 8; for (var i = 0; i < directions; i++) { var angle = i / directions * Math.PI * 2; var projectile = new LightProjectile(); projectile.x = hero.x; projectile.y = hero.y; projectile.velocityX = Math.cos(angle) * 8; projectile.velocityY = Math.sin(angle) * 8; lightProjectiles.push(projectile); game.addChild(projectile); } // Button feedback LK.effects.flashObject(lightProjectileButton, 0xffffaa, 200); }; if (nearestShadow) { var newFireSpell = new FireSpell(); newFireSpell.x = nearestShadow.x; newFireSpell.y = nearestShadow.y; fireSpells.push(newFireSpell); game.addChild(newFireSpell); lastFireSpell = LK.ticks; LK.getSound('fireBlast').play(); // Button feedback LK.effects.flashObject(fireButton, 0xff4400, 200); } } }; var dragNode = null; function handleMove(x, y, obj) { if (dragNode) { dragNode.x = x; dragNode.y = y; // Keep hero within bounds if (dragNode.x < 40) dragNode.x = 40; if (dragNode.x > 2008) dragNode.x = 2008; if (dragNode.y < 40) dragNode.y = 40; if (dragNode.y > 2692) dragNode.y = 2692; } } game.move = handleMove; game.down = function (x, y, obj) { // Check if touching hero var heroDistance = Math.sqrt(Math.pow(x - hero.x, 2) + Math.pow(y - hero.y, 2)); if (heroDistance < 60) { dragNode = hero; handleMove(x, y, obj); } }; game.up = function (x, y, obj) { dragNode = null; }; function startWave() { waveActive = true; waveStartDelay = 180; // 3 second delay before spawning waveEnemiesTotal = 5 + waveLevel * 2; // No cap - infinite scaling waveEnemiesRemaining = waveEnemiesTotal; waveDifficultyMultiplier = 1.0 + (waveLevel - 1) * 0.15; // 15% increase per wave shadowSpawnRate = Math.max(30, 120 - waveLevel * 8); // Faster spawning each wave orbsUsedThisWave = 0; // Reset orb usage for new wave waveTxt.setText('Wave: ' + waveLevel); waveProgressTxt.setText('Enemies: ' + (waveEnemiesTotal - waveEnemiesRemaining) + '/' + waveEnemiesTotal); LK.effects.flashScreen(0x00FF00, 500); } game.update = function () { // Wave management if (!waveActive && shadows.length === 0) { // Start new wave when no enemies remain startWave(); } // Spawn shadows during active wave if (waveActive && waveEnemiesRemaining > 0 && waveStartDelay <= 0 && LK.ticks - lastShadowSpawn >= shadowSpawnRate) { var newShadow; // Choose random monster type based on wave level var monsterRoll = Math.random(); if (waveLevel < 3) { // Early waves: mostly basic shadows if (monsterRoll < 0.7) newShadow = new Shadow();else if (monsterRoll < 0.9) newShadow = new FastShadow();else newShadow = new TankShadow(); } else if (waveLevel < 6) { // Mid waves: introduce more variety if (monsterRoll < 0.4) newShadow = new Shadow();else if (monsterRoll < 0.6) newShadow = new FastShadow();else if (monsterRoll < 0.75) newShadow = new TankShadow();else if (monsterRoll < 0.9) newShadow = new SplitterShadow();else newShadow = new TeleporterShadow(); } else if (waveLevel < 10) { // Late waves: all monster types including dangerous ones if (monsterRoll < 0.2) newShadow = new Shadow();else if (monsterRoll < 0.35) newShadow = new FastShadow();else if (monsterRoll < 0.5) newShadow = new TankShadow();else if (monsterRoll < 0.65) newShadow = new SplitterShadow();else if (monsterRoll < 0.75) newShadow = new TeleporterShadow();else if (monsterRoll < 0.85) newShadow = new BomberShadow();else if (monsterRoll < 0.92) newShadow = new HealerShadow();else newShadow = new ShielderShadow(); } else { // Very late waves: all enemy types including new ones if (monsterRoll < 0.15) newShadow = new Shadow();else if (monsterRoll < 0.25) newShadow = new FastShadow();else if (monsterRoll < 0.35) newShadow = new TankShadow();else if (monsterRoll < 0.45) newShadow = new SplitterShadow();else if (monsterRoll < 0.55) newShadow = new TeleporterShadow();else if (monsterRoll < 0.65) newShadow = new BomberShadow();else if (monsterRoll < 0.75) newShadow = new HealerShadow();else if (monsterRoll < 0.85) newShadow = new ShielderShadow();else if (monsterRoll < 0.93) newShadow = new BerserkerShadow();else newShadow = new MimicShadow(); } // Spawn from random edge var edge = Math.floor(Math.random() * 4); switch (edge) { case 0: // Top newShadow.x = Math.random() * 2048; newShadow.y = -30; break; case 1: // Right newShadow.x = 2078; newShadow.y = Math.random() * 2732; break; case 2: // Bottom newShadow.x = Math.random() * 2048; newShadow.y = 2762; break; case 3: // Left newShadow.x = -30; newShadow.y = Math.random() * 2732; break; } // Apply wave difficulty multiplier newShadow.speed = (newShadow.speed + waveLevel * 0.3) * waveDifficultyMultiplier; newShadow.health = Math.ceil(newShadow.health * waveDifficultyMultiplier); newShadow.maxHealth = newShadow.health; shadows.push(newShadow); game.addChild(newShadow); lastShadowSpawn = LK.ticks; waveEnemiesRemaining--; waveProgressTxt.setText('Enemies: ' + (waveEnemiesTotal - waveEnemiesRemaining) + '/' + waveEnemiesTotal); } // Wave start delay countdown if (waveStartDelay > 0) { waveStartDelay--; } // Check if wave is complete if (waveActive && waveEnemiesRemaining <= 0 && shadows.length === 0) { waveActive = false; waveLevel++; // Wave completion bonus score += waveLevel * 50; scoreTxt.setText('Score: ' + score); LK.effects.flashScreen(0xFFFF00, 800); } // Check hero collision with shadows for (var i = 0; i < shadows.length; i++) { var shadow = shadows[i]; if (hero.intersects(shadow) && !shelterActive && !shieldActive) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); return; } // Check bomber explosions if (shadow.monsterType === 'bomber' && shadow.exploding && shadow.explosionTimer <= 0) { var explosionDistance = Math.sqrt(Math.pow(hero.x - shadow.x, 2) + Math.pow(hero.y - shadow.y, 2)); if (explosionDistance < 120 && !shelterActive && !shieldActive) { LK.effects.flashScreen(0xff4400, 1000); LK.showGameOver(); return; } // Remove exploded bomber shadow.destroy(); shadows.splice(i, 1); i--; // Adjust index after removal } } // Update and check light projectiles for (var j = lightProjectiles.length - 1; j >= 0; j--) { var projectile = lightProjectiles[j]; if (projectile.lifetime <= 0 || projectile.x < -50 || projectile.x > 2098 || projectile.y < -50 || projectile.y > 2782) { projectile.destroy(); lightProjectiles.splice(j, 1); continue; } // Check collision with shadows for (var k = shadows.length - 1; k >= 0; k--) { if (projectile.intersects(shadows[k])) { var shadow = shadows[k]; // Check if enemy is shielded var damage = damageBonusActive ? 2 : 1; if (shadow.monsterType === 'shielder' && shadow.shieldActive) { damage = 0; // No damage when shielded LK.effects.flashObject(shadow, 0x4444ff, 100); } else { shadow.health -= damage; } var shadowDestroyed = false; if (shadow.health <= 0) { // Handle special monster behaviors on death if (shadow.monsterType === 'splitter' && shadow.health <= 0) { // Create two smaller fast shadows for (var split = 0; split < 2; split++) { var miniShadow = new FastShadow(); miniShadow.x = shadow.x + (split === 0 ? -30 : 30); miniShadow.y = shadow.y + (Math.random() - 0.5) * 60; miniShadow.speed *= 0.8; shadows.push(miniShadow); game.addChild(miniShadow); } } if (shadow.monsterType === 'bomber' && shadow.exploding && shadow.explosionTimer > 0) { // Bomber was destroyed while exploding, cancel explosion shadow.exploding = false; } // Create light orb var newOrb = new LightOrb(); newOrb.x = shadow.x; newOrb.y = shadow.y; newOrb.baseY = newOrb.y; lightOrbs.push(newOrb); game.addChild(newOrb); shadow.destroy(); shadows.splice(k, 1); shadowDestroyed = true; var scoreValue = shadow.monsterType === 'tank' ? 25 : shadow.monsterType === 'splitter' ? 30 : shadow.monsterType === 'teleporter' ? 20 : shadow.monsterType === 'bomber' ? 35 : shadow.monsterType === 'healer' ? 40 : shadow.monsterType === 'shielder' ? 35 : shadow.monsterType === 'berserker' ? 45 : shadow.monsterType === 'mimic' ? 50 : 10; score += scoreValue; scoreTxt.setText('Score: ' + score); LK.getSound('shadowDestroy').play(); } else { // Monster took damage but not destroyed LK.effects.flashObject(shadow, 0xffffff, 200); } projectile.destroy(); lightProjectiles.splice(j, 1); break; } } } // Update and check fire spells for (var l = fireSpells.length - 1; l >= 0; l--) { var spell = fireSpells[l]; if (spell.lifetime <= 0) { spell.destroy(); fireSpells.splice(l, 1); continue; } // Check collision with shadows for (var m = shadows.length - 1; m >= 0; m--) { var distance = Math.sqrt(Math.pow(spell.x - shadows[m].x, 2) + Math.pow(spell.y - shadows[m].y, 2)); if (distance < spell.radius) { var shadow = shadows[m]; // Check if enemy is shielded var damage = damageBonusActive ? 4 : 2; // Fire spells do more damage if (shadow.monsterType === 'shielder' && shadow.shieldActive) { damage = Math.ceil(damage / 2); // Reduced damage when shielded LK.effects.flashObject(shadow, 0x4444ff, 100); } shadow.health -= damage; if (shadow.health <= 0) { // Handle special monster behaviors on death if (shadow.monsterType === 'splitter') { // Create two smaller fast shadows for (var split = 0; split < 2; split++) { var miniShadow = new FastShadow(); miniShadow.x = shadow.x + (split === 0 ? -30 : 30); miniShadow.y = shadow.y + (Math.random() - 0.5) * 60; miniShadow.speed *= 0.8; shadows.push(miniShadow); game.addChild(miniShadow); } } if (shadow.monsterType === 'bomber' && shadow.exploding && shadow.explosionTimer > 0) { // Bomber was destroyed while exploding, cancel explosion shadow.exploding = false; } // Create light orb var newOrb = new LightOrb(); newOrb.x = shadow.x; newOrb.y = shadow.y; newOrb.baseY = newOrb.y; lightOrbs.push(newOrb); game.addChild(newOrb); shadow.destroy(); shadows.splice(m, 1); var scoreValue = shadow.monsterType === 'tank' ? 30 : shadow.monsterType === 'splitter' ? 35 : shadow.monsterType === 'teleporter' ? 25 : shadow.monsterType === 'bomber' ? 40 : shadow.monsterType === 'healer' ? 45 : shadow.monsterType === 'shielder' ? 40 : shadow.monsterType === 'berserker' ? 50 : shadow.monsterType === 'mimic' ? 55 : 15; score += scoreValue; scoreTxt.setText('Score: ' + score); LK.getSound('shadowDestroy').play(); } else { // Monster took damage but not destroyed LK.effects.flashObject(shadow, 0xff8800, 200); } } } } // Check light orb collection for (var n = lightOrbs.length - 1; n >= 0; n--) { var orb = lightOrbs[n]; if (hero.intersects(orb)) { hero.lightPower++; if (hero.fireRate > 20) { hero.fireRate -= 2; } orb.destroy(); lightOrbs.splice(n, 1); LK.getSound('collectOrb').play(); // Flash hero with light effect LK.effects.flashObject(hero, 0xffffaa, 500); } } // Shelter activation check if (score >= shelterScore && !shelterActive) { shelterActive = true; shelterTimer = shelterDuration; // Create shelter visual shelterGraphics = LK.getAsset('shelter', { anchorX: 0.5, anchorY: 0.5, alpha: 0.3 }); shelterGraphics.x = hero.x; shelterGraphics.y = hero.y; game.addChild(shelterGraphics); // Visual feedback for shelter activation LK.effects.flashScreen(0x00ffff, 1000); LK.effects.flashObject(hero, 0x00ffff, 1000); // Make hero semi-transparent during shelter hero.alpha = 0.5; // Pulsing effect for shelter tween(shelterGraphics, { alpha: 0.6 }, { duration: 500, easing: tween.easeInOut, onFinish: function onFinish() { tween(shelterGraphics, { alpha: 0.3 }, { duration: 500, easing: tween.easeInOut }); } }); } // Shelter timer countdown if (shelterActive) { shelterTimer--; // Move shelter with hero if (shelterGraphics) { shelterGraphics.x = hero.x; shelterGraphics.y = hero.y; } if (shelterTimer <= 0) { shelterActive = false; hero.alpha = 1.0; // Restore normal visibility // Remove shelter visual if (shelterGraphics) { shelterGraphics.destroy(); shelterGraphics = null; } // Activate damage bonus and shield after leaving shelter damageBonusActive = true; damageBonusTimer = damageBonusDuration; shieldActive = true; shieldTimer = shieldDuration; // Visual feedback for bonuses LK.effects.flashScreen(0xff8800, 800); LK.effects.flashObject(hero, 0xff8800, 1000); // Keep shelter accessible at same interval for infinite play shelterScore = score + 10000; } } // Damage bonus timer countdown if (damageBonusActive) { damageBonusTimer--; if (damageBonusTimer <= 0) { damageBonusActive = false; } } // Shield timer countdown if (shieldActive) { shieldTimer--; if (shieldTimer <= 0) { shieldActive = false; } } // Update and check guided fire attacks for (var p = iceAttacks.length - 1; p >= 0; p--) { var guidedFire = iceAttacks[p]; if (guidedFire.lifetime <= 0) { guidedFire.destroy(); iceAttacks.splice(p, 1); continue; } // Check collision with shadows for (var q = shadows.length - 1; q >= 0; q--) { if (guidedFire.intersects(shadows[q])) { var shadow = shadows[q]; // Check if enemy is shielded var damage = damageBonusActive ? guidedFire.damage * 2 : guidedFire.damage; if (shadow.monsterType === 'shielder' && shadow.shieldActive) { damage = Math.ceil(damage / 2); LK.effects.flashObject(shadow, 0x4444ff, 100); } shadow.health -= damage; if (shadow.health <= 0) { // Handle special monster behaviors on death if (shadow.monsterType === 'splitter') { for (var split = 0; split < 2; split++) { var miniShadow = new FastShadow(); miniShadow.x = shadow.x + (split === 0 ? -30 : 30); miniShadow.y = shadow.y + (Math.random() - 0.5) * 60; miniShadow.speed *= 0.8; shadows.push(miniShadow); game.addChild(miniShadow); } } // Create light orb var newOrb = new LightOrb(); newOrb.x = shadow.x; newOrb.y = shadow.y; newOrb.baseY = newOrb.y; lightOrbs.push(newOrb); game.addChild(newOrb); shadow.destroy(); shadows.splice(q, 1); var scoreValue = shadow.monsterType === 'tank' ? 25 : shadow.monsterType === 'splitter' ? 30 : shadow.monsterType === 'teleporter' ? 20 : shadow.monsterType === 'bomber' ? 35 : shadow.monsterType === 'healer' ? 40 : shadow.monsterType === 'shielder' ? 35 : shadow.monsterType === 'berserker' ? 45 : shadow.monsterType === 'mimic' ? 50 : 10; score += scoreValue; scoreTxt.setText('Score: ' + score); LK.getSound('shadowDestroy').play(); } else { LK.effects.flashObject(shadow, 0xff4400, 200); } guidedFire.destroy(); iceAttacks.splice(p, 1); break; } } } // Update and check explosive orbs for (var r = windAttacks.length - 1; r >= 0; r--) { var explosiveOrb = windAttacks[r]; var shouldExplode = false; // Check if orb should explode (lifetime ended, hit enemy, or went off screen) if (explosiveOrb.lifetime <= 0 || explosiveOrb.x < -100 || explosiveOrb.x > 2148 || explosiveOrb.y < -100 || explosiveOrb.y > 2832) { shouldExplode = true; } else { // Check collision with shadows for immediate explosion for (var s = 0; s < shadows.length; s++) { if (explosiveOrb.intersects(shadows[s])) { shouldExplode = true; break; } } } if (shouldExplode) { // Create explosion effect LK.effects.flashScreen(0xff8800, 300); // Damage all enemies within explosion radius for (var s = shadows.length - 1; s >= 0; s--) { var shadow = shadows[s]; var distance = Math.sqrt(Math.pow(explosiveOrb.x - shadow.x, 2) + Math.pow(explosiveOrb.y - shadow.y, 2)); if (distance < explosiveOrb.explosionRadius) { var damage = damageBonusActive ? explosiveOrb.damage * 2 : explosiveOrb.damage; if (shadow.monsterType === 'shielder' && shadow.shieldActive) { damage = Math.ceil(damage / 2); LK.effects.flashObject(shadow, 0x4444ff, 100); } shadow.health -= damage; if (shadow.health <= 0) { // Handle special monster behaviors on death if (shadow.monsterType === 'splitter') { for (var split = 0; split < 2; split++) { var miniShadow = new FastShadow(); miniShadow.x = shadow.x + (split === 0 ? -30 : 30); miniShadow.y = shadow.y + (Math.random() - 0.5) * 60; miniShadow.speed *= 0.8; shadows.push(miniShadow); game.addChild(miniShadow); } } // Create light orb var newOrb = new LightOrb(); newOrb.x = shadow.x; newOrb.y = shadow.y; newOrb.baseY = newOrb.y; lightOrbs.push(newOrb); game.addChild(newOrb); shadow.destroy(); shadows.splice(s, 1); var scoreValue = shadow.monsterType === 'tank' ? 25 : shadow.monsterType === 'splitter' ? 30 : shadow.monsterType === 'teleporter' ? 20 : shadow.monsterType === 'bomber' ? 35 : shadow.monsterType === 'healer' ? 40 : shadow.monsterType === 'shielder' ? 35 : shadow.monsterType === 'berserker' ? 45 : shadow.monsterType === 'mimic' ? 50 : 10; score += scoreValue; scoreTxt.setText('Score: ' + score); LK.getSound('shadowDestroy').play(); } else { LK.effects.flashObject(shadow, 0xff8800, 200); } } } explosiveOrb.destroy(); windAttacks.splice(r, 1); } } // Game is now infinite - no victory condition }; // Start first wave startWave();
===================================================================
--- original.js
+++ change.js
@@ -937,9 +937,9 @@
};
function startWave() {
waveActive = true;
waveStartDelay = 180; // 3 second delay before spawning
- waveEnemiesTotal = Math.min(5 + waveLevel * 2, 30); // Cap at 30 enemies
+ waveEnemiesTotal = 5 + waveLevel * 2; // No cap - infinite scaling
waveEnemiesRemaining = waveEnemiesTotal;
waveDifficultyMultiplier = 1.0 + (waveLevel - 1) * 0.15; // 15% increase per wave
shadowSpawnRate = Math.max(30, 120 - waveLevel * 8); // Faster spawning each wave
orbsUsedThisWave = 0; // Reset orb usage for new wave
@@ -1231,10 +1231,10 @@
shieldTimer = shieldDuration;
// Visual feedback for bonuses
LK.effects.flashScreen(0xff8800, 800);
LK.effects.flashObject(hero, 0xff8800, 1000);
- // Increase shelter score threshold for next activation
- shelterScore += 10000;
+ // Keep shelter accessible at same interval for infinite play
+ shelterScore = score + 10000;
}
}
// Damage bonus timer countdown
if (damageBonusActive) {
@@ -1366,11 +1366,8 @@
explosiveOrb.destroy();
windAttacks.splice(r, 1);
}
}
- // Victory condition
- if (score >= 500) {
- LK.showYouWin();
- }
+ // Game is now infinite - no victory condition
};
// Start first wave
startWave();
\ No newline at end of file
bola de fuego de pixeles. In-Game asset. 2d. High contrast. No shadows
monstruo de slime negro de pixeles. In-Game asset. 2d. High contrast. No shadows
suelo de sesped oscuro de pixeles. In-Game asset. 2d. High contrast. No shadows
bola de luz de pixeles. In-Game asset. 2d. High contrast. No shadows
sombra de pixeles que de miedo. In-Game asset. 2d. High contrast. No shadows
portal de pixeles de luz. In-Game asset. 2d. High contrast. No shadows
angel en forma de ojo de pixeles. In-Game asset. 2d. High contrast. No shadows
que ahora tenga una exprecion de determinacion
fuego negro de pixeles. In-Game asset. 2d. High contrast. No shadows
bola de luz azul de pixeles. In-Game asset. 2d. High contrast. No shadows
la muerte de pixeles. In-Game asset. 2d. High contrast. No shadows
orbe oscuro de pixeles con cara enojada. In-Game asset. 2d. High contrast. No shadows
berserquer de pixeles. In-Game asset. 2d. High contrast. No shadows
sombra mimica de pixeles. In-Game asset. 2d. High contrast. No shadows
casa de madera con barricadas de pixeles. In-Game asset. 2d. High contrast. No shadows
bola de hielo de pixeles. In-Game asset. 2d. High contrast. No shadows
bola de viento de pixeles. In-Game asset. 2d. High contrast. No shadows