User prompt
move it between mid height and upper screen limit
User prompt
lower
User prompt
move it lower then
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'y')' in or related to this line: 'lagWarningText.y = coinsDisplay.y + coinsDisplay.height + 50;' Line Number: 716
User prompt
move it under coins
User prompt
move it more up
User prompt
add small text in middle saying 'LAG WARNING' color black
User prompt
Add new asset for auto shoot upgrade which if bought will make auto shoot; first upgrade will make auto shoot each 1 second, second upgrade will be 0.75 second, the third upgrade will shoot every 0.5 sec and after that no more
User prompt
remove auto shoot
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'autoShootInterval')' in or related to this line: 'if (typeof hero.autoShootInterval === 'undefined') {' Line Number: 745
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'autoShootInterval')' in or related to this line: 'LK.setInterval(function () {' Line Number: 744
User prompt
auto shoot upgrade now shorter the auto shoot time
User prompt
add new asset for auto shoot upgrade
User prompt
Add auto shoot upgrade button over shield upgrade
User prompt
if enemy hp 80% or lower and get hits by bomb it dies too
User prompt
if bomb used twice on any enemy type, the enemy dies
User prompt
Bomb does 80% hp of all enemies now, no longer instakill
User prompt
longer large enemy hp bar and background because its 2.5x more hp than other enemy so its 2.5x longer than enemy hp bars
User prompt
make large enemy spawn only after 20 points now
User prompt
fast enemy wont spawn every 5 point anymore, it only start to spawn when score reaches 10
User prompt
large enemy gives 5 poins
User prompt
fast enemy spawns every 5 point
User prompt
large enemy spawn every 20 point now
User prompt
fast enemy start to spawn from 10 points or more now
User prompt
make less laggy game
/****
* Classes
****/
// BombButton class
var BombButton = Container.expand(function () {
var self = Container.call(this);
var bombButtonGraphics = self.attachAsset('bombButton', {
anchorX: 0.5,
anchorY: 0.5
});
self.cooldown = false;
self.on('down', function () {
if (!self.cooldown && totalCoins >= 10) {
self.cooldown = true;
totalCoins -= 10;
coinsDisplay.updateCoins(totalCoins);
var explosion = new Explosion();
explosion.x = 2048 / 2;
explosion.y = 2732 / 2 - 500;
game.addChild(explosion);
explosion.explode();
LK.setTimeout(function () {
self.cooldown = false;
}, 1000); // 1-second cooldown
}
});
});
// Bullet class
var Bullet = Container.expand(function () {
var self = Container.call(this);
//Create and attach asset. This is the same as calling var xxx = self.addChild(LK.getAsset(...))
var bulletGraphics = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
//Set bullet speed
self.speed = -5;
//Set bullet damage
self.damage = 10;
//This is automatically called every game tick, if the bullet is attached!
self.update = function () {
self.y += self.speed;
};
// Add _move_migrated method to Bullet class
self._move_migrated = function () {
self.y += self.speed;
};
});
// Coin class
var Coin = Container.expand(function () {
var self = Container.call(this);
var coinGraphics = self.attachAsset('coin', {
anchorX: 0.5,
anchorY: 0.5
});
self.value = 1;
self.speed = 5;
self._move_migrated = function () {
self.y += self.speed;
};
self.collect = function () {
self.collect = function () {
// Increment total coins collected by 1
totalCoins += 1;
// Update the total coins display
coinsDisplay.updateCoins(totalCoins);
// Create and animate the '+1' text for coins
var scorePopup = new ScorePopup();
scorePopup.x = self.x;
scorePopup.y = self.y;
game.addChild(scorePopup);
scorePopups.push(scorePopup);
scorePopup.animate();
// Drop 20 coins when large enemy dies
var coinDropCount = 10 * coinDropMultiplier; // Drop 10 coins, multiplied by coinDropMultiplier
for (var coinIndex = 0; coinIndex < coinDropCount; coinIndex++) {
var newCoin = new Coin();
newCoin.x = self.x + (Math.random() - 0.5) * self.children[0].width; // Randomize coin x position slightly using the width of the enemy asset
newCoin.y = self.y;
coins.push(newCoin);
game.addChild(newCoin);
}
self.destroy();
};
};
});
var CoinMultiplierUpgradeButton = Container.expand(function () {
var self = Container.call(this);
var upgradeButtonGraphics = self.attachAsset('coinMultiplierUpgradeButton', {
anchorX: 0.5,
anchorY: 0.5
});
self.upgradeCount = 0; // Initialize upgrade count
self.on('down', function () {
if (self.upgradeCount < 3 && totalCoins >= 25) {
coinDropMultiplier *= 2;
totalCoins -= 25;
coinsDisplay.updateCoins(totalCoins);
self.upgradeCount++;
}
});
});
// CoinsDisplay class
var CoinsDisplay = Container.expand(function () {
var self = Container.call(this);
var coinsText = new Text2('Coins: 0', {
size: 100,
fill: "#ffd700"
});
coinsText.anchor.set(0.5, 0);
self.addChild(coinsText);
self.updateCoins = function (totalCoins) {
coinsText.setText('Coins: ' + totalCoins.toString());
};
});
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 0.5; // Slower speed for LargeEnemy
self.hp = 20; // Set enemy HP to 20
self.maxHp = self.hp; // Initialize maxHp
self.bombHits = 0; // Track the number of times the enemy has been hit by a bomb
self.shootTimer = 0;
// Add health bar to enemy
self.healthBar = self.addChild(new HealthBar());
self.healthBar.x = -self.healthBar.children[1].width / 2;
self.healthBar.y = enemyGraphics.height / 2 + 40;
self.shootInterval = 300; // 5 seconds at 60FPS
self._move_migrated = function (directionX, directionY) {
self.x += directionX * self.speed;
self.y += directionY * self.speed;
self.x = Math.max(0, Math.min(2048 - self.children[0].width, self.x));
self.y += directionY * self.speed;
};
self.shoot = function () {
if (self.shootTimer >= self.shootInterval) {
var enemyBullet = new EnemyBullet();
enemyBullet.x = self.x;
enemyBullet.y = self.y + enemyGraphics.height / 2;
enemyBullets.push(enemyBullet);
game.addChild(enemyBullet);
self.shootTimer = 0;
}
};
});
var EnemyBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('enemyBullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5;
self.damage = 20;
self._move_migrated = function () {
self.y += self.speed;
};
});
// Bomb class
var Explosion = Container.expand(function () {
var self = Container.call(this);
var explosionGraphics = self.attachAsset('explosion', {
anchorX: 0.5,
anchorY: 0.5
});
self.explode = function () {
LK.setTimeout(function () {
self.checkCollisionWithEnemy();
self.destroy();
}, 250);
};
self.checkCollisionWithEnemy = function () {
for (var i = enemies.length - 1; i >= 0; i--) {
if (self.intersects(enemies[i])) {
// Apply 80% damage to all enemies
enemies[i].bombHits += 1;
if (enemies[i].bombHits >= 2 || enemies[i].hp <= enemies[i].maxHp * 0.8) {
enemies[i].hp = 0;
} else {
enemies[i].hp *= 0.2;
}
enemies[i].healthBar.setHealth(enemies[i].hp / 20); // Update health bar
// If enemy's HP is reduced to 0 or below, destroy it
if (enemies[i].hp <= 0) {
// Increase score for each enemy destroyed by the explosion
score++;
scoreTxt.setText(score.toString());
// Spawn a coin and diamonds when an enemy is destroyed
var coinDropCount = (Math.floor(Math.random() * 10) + 1) * coinDropMultiplier; // Drop between 1 and 10 coins, multiplied by coinDropMultiplier
var diamondDropCount = Math.floor(Math.random() * 5) + 1; // Drop between 1 and 5 diamonds
for (var coinIndex = 0; coinIndex < coinDropCount; coinIndex++) {
var newCoin = new Coin();
newCoin.x = enemies[i].x + (Math.random() - 0.5) * enemies[i].children[0].width; // Randomize coin x position slightly using the width of the enemy asset
newCoin.y = enemies[i].y;
newCoin.value = 1; // Set coin value to 1
coins.push(newCoin);
game.addChild(newCoin);
}
// Drop coins when enemy dies
var coinDropCount = (Math.floor(Math.random() * 10) + 1) * coinDropMultiplier; // Drop between 1 and 10 coins, multiplied by coinDropMultiplier
for (var coinIndex = 0; coinIndex < coinDropCount; coinIndex++) {
var newCoin = new Coin();
newCoin.x = enemies[i].x + (Math.random() - 0.5) * enemies[i].children[0].width; // Randomize coin x position slightly using the width of the enemy asset
newCoin.y = enemies[i].y;
coins.push(newCoin);
game.addChild(newCoin);
}
enemies[i].destroy();
enemies.splice(i, 1);
}
}
}
// Check for enemy bullet-explosion collisions
for (var j = enemyBullets.length - 1; j >= 0; j--) {
if (self.intersects(enemyBullets[j])) {
enemyBullets[j].destroy();
enemyBullets.splice(j, 1);
}
}
};
});
// FastEnemy class
var FastEnemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('fastEnemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 2; // Increased speed for FastEnemy
self.hp = 20; // Set fast enemy HP to 20
self.maxHp = self.hp; // Initialize maxHp
self.bombHits = 0; // Track the number of times the fast enemy has been hit by a bomb
self.shootTimer = 0;
// Add health bar to fast enemy
self.healthBar = self.addChild(new HealthBar());
self.healthBar.x = -self.healthBar.children[1].width / 2;
self.healthBar.y = enemyGraphics.height / 2 + 40;
self.shootInterval = 150; // 2.5 seconds at 60FPS
self.bumpDamage = 30; // Set bump damage to 30
self._move_migrated = function () {
var directionX = Math.random() < 0.5 ? -1 : 1;
var directionY = 1;
self.x += directionX * self.speed;
self.y += directionY * self.speed;
self.x = Math.max(0, Math.min(2048 - self.children[0].width, self.x));
self.y += directionY * self.speed;
};
self.shoot = function () {
if (self.shootTimer >= self.shootInterval) {
var enemyBullet = new EnemyBullet();
enemyBullet.x = self.x;
enemyBullet.y = self.y + enemyGraphics.height / 2;
enemyBullets.push(enemyBullet);
game.addChild(enemyBullet);
self.shootTimer = 0;
}
};
});
//{5.1}
// DiamondsDisplay class
var FrenzyButton = Container.expand(function () {
var self = Container.call(this);
var frenzyButtonGraphics = self.attachAsset('frenzyButton', {
anchorX: 0.5,
anchorY: 0.5
});
self.isFrenzyActive = false;
self.cooldownTime = 10000; // Initialize cooldown time to 10 seconds
self.toggleFrenzyMode = function () {
if (!self.isFrenzyActive && !self.cooldownActive) {
self.isFrenzyActive = true;
self.largeEnemySpawned = false;
fireRate = Math.max(5, fireRate - 10);
enemySpawnRateMultiplier *= 2; // Double enemy spawn rate multiplier
LK.setTimeout(function () {
self.isFrenzyActive = false;
fireRate = 30; // Reset fire rate to default when frenzy mode ends
enemySpawnRateMultiplier /= 2; // Reset enemy spawn rate multiplier
self.cooldownActive = true;
LK.setTimeout(function () {
self.cooldownActive = false;
}, self.cooldownTime); // Use dynamic cooldown time
}, 5000); // Frenzy mode lasts only 5 seconds
}
};
self.on('down', function () {
self.toggleFrenzyMode();
});
});
var HealthBar = Container.expand(function () {
var self = Container.call(this);
var backgroundBar = self.attachAsset('healthBarBackground', {
anchorY: 0.5
});
backgroundBar.width = 200; // Initial full health width
if (self.parent instanceof LargeEnemy) {
backgroundBar.width *= 2.5; // Extend background bar width for large enemies
}
var healthBar = self.attachAsset('healthBar', {
anchorY: 0.5
});
healthBar.width = 200; // Initial full health width
if (self.parent instanceof LargeEnemy) {
healthBar.width *= 2.5; // Extend health bar width for large enemies
}
self.setHealth = function (percentage) {
healthBar.width = 200 * percentage;
};
});
var HealthOrb = Container.expand(function () {
var self = Container.call(this);
var orbGraphics = self.attachAsset('healthOrb', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 3;
self._move_migrated = function () {
self.y += self.speed;
};
self.collect = function () {
if (hero.health < hero.maxHealth) {
hero.health = Math.min(hero.health + 20, hero.maxHealth);
hero.healthBar.setHealth(hero.health / hero.maxHealth);
self.destroy();
}
};
});
// Hero class
var Hero = Container.expand(function () {
var self = Container.call(this);
var heroGraphics = self.attachAsset('hero', {
anchorX: 0.5,
anchorY: 0.5
});
self.maxHealth = 100; // Initialize hero's max health to 100
self.maxShield = 0; // Initialize hero's max shield to 0
self.shield = 0; // Initialize hero's current shield to 0
self.health = self.maxHealth; // Initialize hero's current health to max health
self.bulletCount = Math.min(1, 4); // Initialize with 1 bullet and ensure it does not exceed 4
// The update method for the Hero class
self._update_migrated = function () {
// Add hero movement or other periodic update logic here
if (self.shield > 0) {
var shieldPercentage = self.shield / self.maxShield;
self.shieldBar.setShield(shieldPercentage);
self.shieldGraphic.updateVisibility(true);
self.shieldGraphic.updatePosition(self.x, self.y);
} else if (self.shieldGraphic) {
self.shieldGraphic.updateVisibility(false);
}
self.healthBar.setHealth(self.health / self.maxHealth);
if (!self.shieldRegenerationTimer) {
self.shieldRegenerationTimer = LK.setInterval(function () {
if (self.shield < self.maxShield) {
self.shield = Math.min(self.shield + self.maxShield * 0.05, self.maxShield);
self.shieldBar.setShield(self.shield / self.maxShield);
}
}, 2000);
}
};
// Health bar for the hero
self.healthBar = game.addChild(new HealthBar());
self.healthBar.x = 50; // Move health bar 50 pixels to the right
self.healthBar.y = 2732 - self.healthBar.children[1].height; // Position at the left bottom corner
// Initialize shield graphic and shield bar only if shield upgrade has been purchased
if (self.shield > 0) {
self.shieldGraphic = new ShieldGraphic();
self.shieldGraphic.updatePosition(self.x, self.y + self.height / 2 + self.shieldGraphic.height / 2);
self.shieldGraphic.updateVisibility(false);
var heroIndex = game.getChildIndex(self);
if (heroIndex > 0) {
game.addChildAt(self.shieldGraphic, heroIndex - 1); // Add shield graphic below hero model
} else {
game.addChildAt(self.shieldGraphic, 0); // Add shield graphic at the bottom if hero is at index 0
}
self.shieldBar = game.addChild(new ShieldBar());
self.shieldBar.x = self.healthBar.x + self.healthBar.children[1].width + 10; // Position shield bar next to health bar
self.shieldBar.y = self.healthBar.y; // Align shield bar with health bar
}
// Initialize shield graphic and shield bar only if shield upgrade has been purchased
if (self.shield) {
self.shieldGraphic = game.addChild(new ShieldGraphic());
self.shieldGraphic.updatePosition(self.x, self.y);
self.shieldGraphic.updateVisibility(false);
self.shieldBar = game.addChild(new ShieldBar());
self.shieldBar.x = self.healthBar.x + self.healthBar.children[1].width + 10; // Position shield bar next to health bar
self.shieldBar.y = self.healthBar.y; // Align shield bar with health bar
}
});
var LargeEnemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('largeEnemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 0.5; // Slower speed for LargeEnemy
self.hp = 50; // Set large enemy HP to 50
self.maxHp = self.hp; // Initialize maxHp
self.bombHits = 0; // Track the number of times the large enemy has been hit by a bomb
self.shootTimer = 0;
// Add health bar to large enemy
self.healthBar = self.addChild(new HealthBar());
self.healthBar.children[0].width *= 2.5; // Extend background bar width
self.healthBar.children[1].width *= 2.5; // Extend health bar width
self.healthBar.x = -self.healthBar.children[1].width / 2;
self.healthBar.y = enemyGraphics.height / 2 + 40;
self.shootInterval = 200; // 3.33 seconds at 60FPS
self.bumpDamage = 50; // Set bump damage to 50
self._move_migrated = function () {
var directionX = Math.random() < 0.5 ? -1 : 1;
var directionY = 1;
self.x += directionX * self.speed;
self.y += directionY * self.speed;
self.x = Math.max(0, Math.min(2048 - self.children[0].width, self.x));
self.y += directionY * self.speed;
};
self.shoot = function () {
if (self.shootTimer >= self.shootInterval) {
var enemyBullet = new EnemyBullet();
enemyBullet.x = self.x;
enemyBullet.y = self.y + enemyGraphics.height / 2;
enemyBullets.push(enemyBullet);
game.addChild(enemyBullet);
self.shootTimer = 0;
}
};
});
var Life = Container.expand(function () {
var self = Container.call(this);
var lifeGraphics = self.attachAsset('lifeIcon', {
anchorX: 0.5,
anchorY: 0.5
});
});
var LivesDisplay = Container.expand(function () {
var self = Container.call(this);
self.lives = 3;
self.icons = [];
for (var i = 0; i < self.lives; i++) {
var life = new Life();
life.x = (life.width + 10) * i;
self.addChild(life);
self.icons.push(life);
}
self.removeLife = function () {
if (self.lives > 0) {
self.lives--;
var lifeToRemove = self.icons[self.lives];
lifeToRemove.destroy();
self.icons.pop();
}
};
});
// MagnetButton class
var MagnetButton = Container.expand(function () {
var self = Container.call(this);
var magnetButtonGraphics = self.attachAsset('magnetButton', {
anchorX: 0.5,
anchorY: 0.5
});
self.cooldown = false;
self.on('down', function () {
if (!self.cooldown) {
self.cooldown = true;
coins.forEach(function (coin) {
// Increment total coins collected
totalCoins += coin.value;
// Update the total coins display
coinsDisplay.updateCoins(totalCoins);
coin.destroy();
});
coins = []; // Clear the coins array
diamonds.forEach(function (diamond) {
// Increment total diamonds collected by 1
totalDiamonds += 2;
diamond.destroy();
});
diamonds = []; // Clear the diamonds array
LK.setTimeout(function () {
self.cooldown = false;
}, 3000); // 3-second cooldown
}
});
});
var MultiBulletUpgradeButton = Container.expand(function () {
var self = Container.call(this);
var upgradeButtonGraphics = self.attachAsset('multiBulletUpgradeButton', {
anchorX: 0.5,
anchorY: 0.5
});
self.on('down', function () {
if (hero.bulletCount < 4 && totalCoins >= 20) {
hero.bulletCount++;
totalCoins -= 20;
coinsDisplay.updateCoins(totalCoins);
}
});
});
var RushButton = Container.expand(function () {
var self = Container.call(this);
var rushButtonGraphics = self.attachAsset('rushButton', {
anchorX: 0.5,
anchorY: 0.5
});
self.upgradeCount = 0; // Initialize upgrade count
self.on('down', function () {
if (self.upgradeCount < 5 && totalCoins >= 40) {
frenzyButton.cooldownTime = Math.max(0, frenzyButton.cooldownTime - 1000); // Reduce cooldown by 1 second
totalCoins -= 40;
coinsDisplay.updateCoins(totalCoins);
self.upgradeCount++;
frenzyButtonBio.setText('Cooldown: ' + frenzyButton.cooldownTime / 1000 + 's'); // Update cooldown text
}
});
});
var ScorePopup = Container.expand(function () {
var self = Container.call(this);
var scoreText = new Text2('-10', {
size: 80,
fill: "#000000"
});
scoreText.anchor.set(0.5, 0.5);
self.addChild(scoreText);
self.animate = function () {
self.y -= 2;
if (self.alpha > 0) {
self.alpha -= 0.05;
} else {
self.destroy();
}
};
});
var ShieldBar = Container.expand(function () {
var self = Container.call(this);
var backgroundBar = self.attachAsset('shieldBarBackground', {
anchorY: 0.5
});
backgroundBar.width = 200; // Initial full shield width
var shieldBar = self.attachAsset('shieldBar', {
anchorY: 0.5
});
shieldBar.width = 200; // Initial full shield width
self.setShield = function (percentage) {
shieldBar.width = 200 * percentage;
};
});
var ShieldGraphic = Container.expand(function () {
var self = Container.call(this);
var shieldGraphic = self.attachAsset('shieldGraphic', {
anchorX: 0.5,
anchorY: 0.5
});
self.updatePosition = function (x, y) {
self.x = x;
self.y = y;
};
self.updateVisibility = function (visible) {
self.visible = visible;
};
});
// ShieldUpgradeButton class
var ShieldUpgradeButton = Container.expand(function () {
var self = Container.call(this);
var shieldButtonGraphics = self.attachAsset('shieldButton', {
anchorX: 0.5,
anchorY: 0.5
});
self.on('down', function () {
if (totalCoins >= 30 && hero.maxShield < 100) {
hero.maxShield = Math.min(hero.maxShield + 10, 100); // Increase max shield by 10% up to a limit of 100%
hero.shield = hero.maxShield; // Reset shield to max after upgrade
if (hero.maxShield < 100) {
totalCoins -= 30;
coinsDisplay.updateCoins(totalCoins);
}
if (!hero.shieldGraphic) {
hero.shieldGraphic = new ShieldGraphic();
hero.shieldGraphic.updatePosition(hero.x, hero.y + hero.height / 2 + hero.shieldGraphic.height / 2);
hero.shieldGraphic.updateVisibility(false);
game.addChildAt(hero.shieldGraphic, game.getChildIndex(hero) - 1); // Add shield graphic below hero model
hero.shieldBar = game.addChild(new ShieldBar());
hero.shieldBar.x = hero.healthBar.x + hero.healthBar.children[1].width + 10; // Position shield bar next to health bar
hero.shieldBar.y = hero.healthBar.y; // Align shield bar with health bar
}
}
});
});
// ShootButton class
var ShootButton = Container.expand(function () {
var self = Container.call(this);
var shootButtonGraphics = self.attachAsset('shootButton', {
anchorX: 0.5,
anchorY: 0.5
});
self.cooldown = false;
self.on('down', function () {
if (!self.cooldown) {
self.cooldown = true;
for (var i = 0; i < Math.min(hero.bulletCount, 4); i++) {
var newBullet = new Bullet();
// Calculate the distance between bullets based on the current bullet count
var bulletSpacing = hero.bulletCount > 1 ? hero.width / (hero.bulletCount - 1) : 0;
newBullet.x = hero.x - hero.width / 2 + bulletSpacing * i;
newBullet.y = hero.y - hero.height / 2;
if (bullets.length < 40) {
bullets.push(newBullet);
game.addChild(newBullet);
} else {
newBullet.destroy();
}
}
LK.setTimeout(function () {
self.cooldown = false;
}, 250);
}
});
});
var Thumbstick = Container.expand(function () {
var self = Container.call(this);
var outerCircle = self.attachAsset('thumbstickOuter', {
anchorX: 0.5,
anchorY: 0.5
});
var innerCircle = self.attachAsset('thumbstickInner', {
anchorX: 0.5,
anchorY: 0.5
});
self.isDragging = false;
self.on('down', function (x, y, obj) {
self.isDragging = true;
var pos = game.toLocal(obj.global);
innerCircle.position.set(pos.x, pos.y);
});
game.on('move', function (x, y, obj) {
if (self.isDragging) {
var pos = outerCircle.toLocal(obj.global);
var dx = pos.x - outerCircle.width * 0.5;
var dy = pos.y - outerCircle.height * 0.5;
var distance = Math.sqrt(dx * dx + dy * dy);
var maxDistance = outerCircle.width * 0.5;
if (distance > maxDistance) {
var angle = Math.atan2(dy, dx);
innerCircle.x = Math.cos(angle) * maxDistance;
innerCircle.y = Math.sin(angle) * maxDistance;
} else {
innerCircle.position.set(pos.x, pos.y);
}
var heroMoveX = Math.min(10, Math.abs(dx * 0.05)) * Math.sign(dx);
var heroMoveY = Math.min(10, Math.abs(dy * 0.05)) * Math.sign(dy);
hero.x = Math.max(hero.width / 2, Math.min(2048 - hero.width / 2, hero.x + heroMoveX));
hero.y = Math.max(hero.height / 2, Math.min(2732 - hero.height / 2, hero.y + heroMoveY));
}
});
game.on('up', function (x, y, obj) {
self.isDragging = false;
innerCircle.position.set(outerCircle.x, outerCircle.y);
});
});
/****
* Initialize Game
****/
// DiamondsDisplay class
// Create diamonds display instance
// Create diamonds display instance
// Create frenzy button instance
var game = new LK.Game({
icon: 'newGameIcon',
// Set the new game icon asset
backgroundColor: 0xE0FFD6 //Init game with very light green background
});
/****
* Game Code
****/
// Add 'LAG WARNING' text in the middle of the screen
var lagWarningText = new Text2('LAG WARNING', {
size: 100,
fill: "#000000"
});
lagWarningText.anchor.set(0.5, 0.5);
lagWarningText.x = 2048 / 2;
lagWarningText.y = 2732 / 4;
game.addChild(lagWarningText);
Hero.prototype.autoShoot = function () {
for (var i = 0; i < Math.min(this.bulletCount, 4); i++) {
var newBullet = new Bullet();
var bulletSpacing = this.bulletCount > 1 ? this.width / (this.bulletCount - 1) : 0;
newBullet.x = this.x - this.width / 2 + bulletSpacing * i;
newBullet.y = this.y - this.height / 2;
if (bullets.length < 20) {
bullets.push(newBullet);
game.addChild(newBullet);
} else {
newBullet.destroy();
}
}
};
LK.setInterval(function () {
hero.autoShoot();
}, 1000);
// Create shield upgrade button instance
var shieldUpgradeButton = game.addChild(new ShieldUpgradeButton());
shieldUpgradeButton.x = shieldUpgradeButton.width / 2 + 100;
shieldUpgradeButton.y = 2732 / 2 - shieldUpgradeButton.height / 2;
// Create rush button upgrade instance
var rushButton = game.addChild(new RushButton());
rushButton.x = shieldUpgradeButton.x;
rushButton.y = shieldUpgradeButton.y + shieldUpgradeButton.height + 40;
// Add text at right of rush button that says 'Rush Upgrade (40 Coins)'
var rushButtonText = new Text2('Rush Upgrade (40 Coins)', {
size: 50,
fill: "#000000"
});
rushButtonText.anchor.set(0, 0.5);
rushButtonText.x = rushButton.x + rushButton.width / 2 + 20;
rushButtonText.y = rushButton.y;
game.addChild(rushButtonText);
// Add bio text under rush upgrade text
var rushUpgradeBio = new Text2('Reduces the cooldown of frenzy button by 1s per upgrade', {
size: 30,
fill: "#000000"
});
rushUpgradeBio.anchor.set(0, 0.5);
rushUpgradeBio.x = rushButtonText.x;
rushUpgradeBio.y = rushButtonText.y + 40;
game.addChild(rushUpgradeBio);
// Create multi bullet upgrade button instance
var multiBulletUpgradeButton = game.addChild(new MultiBulletUpgradeButton());
multiBulletUpgradeButton.x = rushButton.x;
multiBulletUpgradeButton.y = rushButton.y + rushButton.height + 40;
// Add text at right of multi bullet upgrade button that says 'Multi Bullet Upgrade'
var multiBulletUpgradeText = new Text2('Multi Bullet Upgrade (20 Coins)', {
size: 50,
fill: "#000000"
});
multiBulletUpgradeText.anchor.set(0, 0.5);
multiBulletUpgradeText.x = multiBulletUpgradeButton.x + multiBulletUpgradeButton.width / 2 + 20;
multiBulletUpgradeText.y = multiBulletUpgradeButton.y;
game.addChild(multiBulletUpgradeText);
// Add bio text under multi bullet upgrade text
var multiBulletUpgradeBio = new Text2('Increases the number of bullets fired by your hero', {
size: 30,
fill: "#000000"
});
multiBulletUpgradeBio.anchor.set(0, 0.5);
multiBulletUpgradeBio.x = multiBulletUpgradeText.x;
multiBulletUpgradeBio.y = multiBulletUpgradeText.y + 40;
game.addChild(multiBulletUpgradeBio);
// Create coin multiplier upgrade button instance
var coinMultiplierUpgradeButton = game.addChild(new CoinMultiplierUpgradeButton());
coinMultiplierUpgradeButton.x = multiBulletUpgradeButton.x;
coinMultiplierUpgradeButton.y = multiBulletUpgradeButton.y + multiBulletUpgradeButton.height + 40;
// Add text at right of coin multiplier upgrade button that says 'Coin Multiplier Upgrade'
var coinMultiplierUpgradeText = new Text2('Coin Multiplier Upgrade (25 Coins)', {
size: 50,
fill: "#000000"
});
coinMultiplierUpgradeText.anchor.set(0, 0.5);
coinMultiplierUpgradeText.x = coinMultiplierUpgradeButton.x + coinMultiplierUpgradeButton.width / 2 + 20;
coinMultiplierUpgradeText.y = coinMultiplierUpgradeButton.y;
game.addChild(coinMultiplierUpgradeText);
// Add bio text under coin multiplier upgrade text
var coinMultiplierUpgradeBio = new Text2('Doubles the number of coins dropped by enemies', {
size: 30,
fill: "#000000"
});
coinMultiplierUpgradeBio.anchor.set(0, 0.5);
coinMultiplierUpgradeBio.x = coinMultiplierUpgradeText.x;
coinMultiplierUpgradeBio.y = coinMultiplierUpgradeText.y + 40;
game.addChild(coinMultiplierUpgradeBio);
// Add text at right of shield button that says 'Shield Upgrade'
var shieldUpgradeText = new Text2('Shield Upgrade (30 Coins)', {
size: 50,
fill: "#000000"
});
shieldUpgradeText.anchor.set(0, 0.5);
shieldUpgradeText.x = shieldUpgradeButton.x + shieldUpgradeButton.width / 2 + 20;
shieldUpgradeText.y = shieldUpgradeButton.y;
game.addChild(shieldUpgradeText);
// Add bio text under shield upgrade text
var shieldUpgradeBio = new Text2('Increases your shield capacity by 10%', {
size: 30,
fill: "#000000"
});
shieldUpgradeBio.anchor.set(0, 0.5);
shieldUpgradeBio.x = shieldUpgradeText.x;
shieldUpgradeBio.y = shieldUpgradeText.y + 40;
game.addChild(shieldUpgradeBio);
// Create shoot button instance
var shootButton = game.addChild(new ShootButton());
shootButton.x = 2048 - shootButton.width / 2 - 100;
shootButton.y = 2732 - shootButton.height - 100;
// Add text under shoot button that says 'Shoot'
var shootButtonText = new Text2('Shoot', {
size: 50,
fill: "#000000"
});
shootButtonText.anchor.set(0.5, 0);
shootButtonText.x = shootButton.x;
shootButtonText.y = shootButton.y + shootButton.height / 2 + 20;
game.addChild(shootButtonText);
// Add text under 'Shoot' text that says 'Autoshoot every 1s btw'
var autoShootText = new Text2('Autoshoot every 1s btw', {
size: 30,
fill: "#000000"
});
autoShootText.anchor.set(0.5, 0);
autoShootText.x = shootButton.x;
autoShootText.y = shootButtonText.y + 60;
game.addChild(autoShootText);
var thumbstick = game.addChild(new Thumbstick());
thumbstick.x = thumbstick.width / 2 + 100;
thumbstick.y = 2732 - shootButton.height - 100;
var frenzyButton = game.addChild(new FrenzyButton());
frenzyButton.x = 2048 - frenzyButton.width / 2 - 100;
frenzyButton.y = 2732 / 2;
var bombButton = game.addChild(new BombButton());
bombButton.x = frenzyButton.x;
bombButton.y = frenzyButton.y + frenzyButton.height + 20;
// Add text left to bomb button that says 'Nuke (5 Coins)'
var bombButtonText = new Text2('Nuke (10 Coins)', {
size: 50,
fill: "#000000"
});
bombButtonText.anchor.set(1, 0.5);
bombButtonText.x = bombButton.x - bombButton.width / 2 - 20;
bombButtonText.y = bombButton.y;
game.addChild(bombButtonText);
// Add bio text under bomb button text
var bombButtonBio = new Text2('Cooldown: 1s', {
size: 30,
fill: "#000000"
});
bombButtonBio.anchor.set(1, 0.5);
bombButtonBio.x = bombButtonText.x;
bombButtonBio.y = bombButtonText.y + 40;
game.addChild(bombButtonBio);
// Add text next to frenzy button that says 'Rush'
var frenzyButtonText = new Text2('Rush', {
size: 50,
fill: "#000000"
});
frenzyButtonText.anchor.set(1, 0.5);
frenzyButtonText.x = frenzyButton.x - frenzyButton.width / 2 - 20;
frenzyButtonText.y = frenzyButton.y;
game.addChild(frenzyButtonText);
// Add bio text under frenzy button text
var frenzyButtonBio = new Text2('Cooldown: 10s', {
size: 30,
fill: "#000000"
});
frenzyButtonBio.anchor.set(1, 0.5);
frenzyButtonBio.x = frenzyButtonText.x;
frenzyButtonBio.y = frenzyButtonText.y + 40;
game.addChild(frenzyButtonBio);
var frenzyButton = game.addChild(new FrenzyButton());
var magnetButton = game.addChild(new MagnetButton());
magnetButton.x = 2048 - magnetButton.width / 2 - 100;
magnetButton.y = bombButton.y + bombButton.height + 40;
// Add text next to magnet button that says 'Pick All Coins'
var magnetButtonText = new Text2('Pick All Coins', {
size: 50,
fill: "#000000"
});
magnetButtonText.anchor.set(1, 0.5);
magnetButtonText.x = magnetButton.x - magnetButton.width / 2 - 20;
magnetButtonText.y = magnetButton.y;
game.addChild(magnetButtonText);
// Add bio text under magnet button text
var magnetButtonBio = new Text2('Cooldown: 3s', {
size: 30,
fill: "#000000"
});
magnetButtonBio.anchor.set(1, 0.5);
magnetButtonBio.x = magnetButtonText.x;
magnetButtonBio.y = magnetButtonText.y + 40;
game.addChild(magnetButtonBio);
frenzyButton.x = 2048 - frenzyButton.width / 2 - 100;
frenzyButton.y = 2732 / 2;
// Initialize important asset arrays, score, coins, diamonds, fire rate, enemy bullets, and explosion
var enemyBullets = [];
var bullets = [];
var enemies = [];
var coins = []; // Array to store coin instances
var diamonds = []; // Array to store diamond instances
var currentExplosion = null; // Variable to store the current explosion instance
var fireRate = 30; // Initialize fire rate to 30
var scorePopups = []; // Array to store instances of ScorePopup
var totalCoins = 0; // Initialize total coins collected to 0
var totalDiamonds = 0; // Initialize total diamonds collected to 0
var score = 0; // Initialize score to 0
enemySpawnRateMultiplier = 1; // Initialize enemy spawn rate multiplier to 1
var coinDropMultiplier = 1; // Initialize coin drop multiplier to 1
// Create score display
var scoreTxt = new Text2(score.toString(), {
size: 150,
fill: "#000000"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Create coins display instance
var coinsDisplay = new CoinsDisplay();
coinsDisplay.scale.set(0.5, 0.5);
LK.gui.top.addChild(coinsDisplay);
coinsDisplay.y = scoreTxt.height;
// Create diamonds display instance
// Create LivesDisplay instance
var livesDisplay = game.addChild(new LivesDisplay());
livesDisplay.x = 2048 - (livesDisplay.width + 10 * livesDisplay.lives);
livesDisplay.y = 100;
// Create hero instance
var hero = new Hero();
hero.x = 2048 / 2;
hero.y = 2732 - hero.height / 2 - 100; // Position hero a bit more up from the bottom of the screen
game.addChildAt(hero, 0); // Add hero at the bottom layer
// Game tick event
LK.on('tick', function () {
// Spawn HealthOrb every 10 seconds if hero's health is not full
if (hero.health < hero.maxHealth && LK.ticks % (20 * 60) == 0) {
// Check if there is already a HealthOrb on screen
var existingHealthOrbs = game.children.filter(function (child) {
return child instanceof HealthOrb;
});
if (existingHealthOrbs.length === 0) {
var healthOrb = new HealthOrb();
healthOrb.x = Math.random() * (2048 - healthOrb.width) + healthOrb.width / 2;
healthOrb.y = -healthOrb.height;
game.addChild(healthOrb);
}
}
// Move enemy bullets and check for collisions with hero
for (var i = enemyBullets.length - 1; i >= 0; i--) {
enemyBullets[i]._move_migrated();
if (enemyBullets[i].intersects(hero)) {
if (hero.shield > 0) {
var remainingDamage = 10 - hero.shield;
hero.shield = Math.max(0, hero.shield - 10);
hero.shieldBar.setShield(hero.shield / hero.maxShield);
if (remainingDamage > 0) {
hero.health = Math.max(0, hero.health - remainingDamage);
}
} else {
hero.health = Math.max(0, hero.health - 10);
}
hero.healthBar.setHealth(hero.health / 100); // Update health bar
if (hero.health <= 0) {
livesDisplay.removeLife();
if (livesDisplay.lives > 0) {
hero.health = hero.maxHealth;
hero.healthBar.setHealth(hero.health / hero.maxHealth);
} else {
LK.showGameOver();
}
}
enemyBullets[i].destroy();
enemyBullets.splice(i, 1);
} else if (enemyBullets[i].y > 2732) {
enemyBullets[i].destroy();
enemyBullets.splice(i, 1);
}
}
// Handle enemy shooting
for (var j = 0; j < enemies.length; j++) {
enemies[j].shootTimer++;
if (typeof enemies[j].shoot === 'function') {
enemies[j].shoot();
}
}
// Move bullets
for (var i = bullets.length - 1; i >= 0; i--) {
bullets[i].update();
if (bullets[i].y < 0) {
bullets[i].destroy();
bullets.splice(i, 1);
}
}
// Move enemies and check for collision with hero
for (var j = enemies.length - 1; j >= 0; j--) {
var directionX = Math.random() < 0.5 ? -1 : 1;
var directionY = 1;
enemies[j]._move_migrated(directionX, directionY);
if (enemies[j].y > 2732) {
enemies[j].destroy();
enemies.splice(j, 1);
} else if (hero.intersects(enemies[j])) {
var bumpDamage = enemies[j].bumpDamage || 20; // Default to 20 if bumpDamage is not defined
if (hero.shield > 0) {
var remainingDamage = bumpDamage - hero.shield;
hero.shield = Math.max(0, hero.shield - bumpDamage);
hero.shieldBar.setShield(hero.shield / hero.maxShield);
if (remainingDamage > 0) {
hero.health = Math.max(0, hero.health - remainingDamage);
if (hero.health <= 0) {
livesDisplay.removeLife();
if (livesDisplay.lives > 0) {
hero.health = hero.maxHealth;
hero.healthBar.setHealth(hero.health / hero.maxHealth);
} else {
LK.showGameOver();
}
}
}
} else {
hero.health = Math.max(0, hero.health - bumpDamage);
if (hero.health <= 0) {
livesDisplay.removeLife();
if (livesDisplay.lives > 0) {
hero.health = hero.maxHealth;
hero.healthBar.setHealth(hero.health / hero.maxHealth);
} else {
LK.showGameOver();
}
}
}
enemies[j].destroy();
enemies.splice(j, 1);
}
}
// Check for bullet-enemy collisions and bullet-enemyBullet collisions
for (var b = bullets.length - 1; b >= 0; b--) {
for (var eb = enemyBullets.length - 1; eb >= 0; eb--) {
if (bullets[b].intersects(enemyBullets[eb])) {
bullets[b].destroy();
bullets.splice(b, 1);
enemyBullets[eb].destroy();
enemyBullets.splice(eb, 1);
break; // Exit the loop after handling collision
}
}
for (var e = enemies.length - 1; e >= 0; e--) {
if (bullets[b] && bullets[b].intersects(enemies[e])) {
// Apply bullet damage to enemy
enemies[e].hp -= bullets[b].damage;
enemies[e].healthBar.setHealth(enemies[e].hp / 20); // Update health bar
if (enemies[e].hp <= 0) {
if (enemies[e] instanceof LargeEnemy) {
// Award 5 points when a large enemy is destroyed
score += 5;
scoreTxt.setText(score.toString());
// Drop 20 coins when large enemy dies
var coinDropCount = 20 * coinDropMultiplier; // Drop 20 coins, multiplied by coinDropMultiplier
for (var coinIndex = 0; coinIndex < coinDropCount; coinIndex++) {
var newCoin = new Coin();
newCoin.x = enemies[e].x + (Math.random() - 0.5) * enemies[e].children[0].width; // Randomize coin x position slightly using the width of the enemy asset
newCoin.y = enemies[e].y;
coins.push(newCoin);
game.addChild(newCoin);
}
}
// Increase score and update display for non-large enemies
if (!(enemies[e] instanceof LargeEnemy)) {
score++;
scoreTxt.setText(score.toString());
}
}
// Create and animate the '+1' text
var scorePopup = new ScorePopup();
scorePopup.x = enemies[e].x;
scorePopup.y = enemies[e].y;
game.addChild(scorePopup);
// Animate the '+1' text
scorePopups.push(scorePopup);
scorePopup.animate();
// Destroy the bullet and remove it from the array
bullets[b].destroy();
bullets.splice(b, 1);
if (enemies[e].hp <= 0) {
// Drop coins when fast enemy dies
var coinDropCount = (Math.floor(Math.random() * 10) + 1) * coinDropMultiplier; // Drop between 1 and 10 coins, multiplied by coinDropMultiplier
for (var coinIndex = 0; coinIndex < coinDropCount; coinIndex++) {
var newCoin = new Coin();
newCoin.x = enemies[e].x + (Math.random() - 0.5) * enemies[e].children[0].width; // Randomize coin x position slightly using the width of the enemy asset
newCoin.y = enemies[e].y;
coins.push(newCoin);
game.addChild(newCoin);
}
// Drop coins when enemy dies
var coinDropCount = (Math.floor(Math.random() * 10) + 1) * coinDropMultiplier; // Drop between 1 and 10 coins, multiplied by coinDropMultiplier
for (var coinIndex = 0; coinIndex < coinDropCount; coinIndex++) {
var newCoin = new Coin();
newCoin.x = enemies[e].x + (Math.random() - 0.5) * enemies[e].children[0].width; // Randomize coin x position slightly using the width of the enemy asset
newCoin.y = enemies[e].y;
coins.push(newCoin);
game.addChild(newCoin);
}
enemies[e].destroy();
enemies.splice(e, 1);
}
break;
}
}
}
// Move and collect HealthOrb
var healthOrbs = game.children.filter(function (child) {
return child instanceof HealthOrb;
});
for (var h = healthOrbs.length - 1; h >= 0; h--) {
healthOrbs[h]._move_migrated();
if (healthOrbs[h].intersects(hero)) {
healthOrbs[h].collect();
} else if (healthOrbs[h].y > 2732) {
healthOrbs[h].destroy();
}
}
// Move and collect coins
for (var c = coins.length - 1; c >= 0; c--) {
coins[c]._move_migrated();
var heroCoinCollectionArea = new Rectangle(hero.x - hero.width * 2, hero.y - hero.height * 2, hero.width * 5, hero.height * 5);
if (heroCoinCollectionArea.contains(coins[c].x, coins[c].y)) {
// Increment total coins collected
totalCoins += coins[c].value;
// Update the total coins display
coinsDisplay.updateCoins(totalCoins);
coins[c].destroy();
coins.splice(c, 1);
} else if (coins[c].y > 2732) {
// Remove coins that have moved off screen
coins[c].destroy();
coins.splice(c, 1);
}
}
// Spawn enemies
enemySpawnRateMultiplier = Math.min(1 + Math.floor(score / 10) * 0.1, 3); // Increase spawn rate multiplier based on score, max 3x
var enemySpawnRate = frenzyButton.isFrenzyActive ? Math.floor(30 / enemySpawnRateMultiplier) : Math.floor(240 / enemySpawnRateMultiplier); // Adjust spawn rate based on multiplier
if (LK.ticks % enemySpawnRate === 0 && enemies.length < 30) {
var enemyType;
if (frenzyButton.isFrenzyActive) {
if (!frenzyButton.largeEnemySpawned) {
enemyType = 'large';
frenzyButton.largeEnemySpawned = true;
} else {
enemyType = Math.random() < 0.5 ? 'regular' : 'fast';
}
} else if (score >= 20 && Math.random() < 0.1) {
enemyType = 'large';
} else if (score >= 10 && Math.random() < 0.5) {
enemyType = 'fast';
} else {
enemyType = 'regular';
}
var enemy;
if (enemyType === 'regular') {
enemy = new Enemy();
} else if (enemyType === 'fast') {
enemy = new FastEnemy();
} else {
enemy = new LargeEnemy();
}
enemy.x = Math.random() * (2048 - enemy.children[0].width) + enemy.children[0].width / 2;
enemy.y = -enemy.children[0].height;
enemies.push(enemy);
game.addChildAt(enemy, 0); // Add enemy at the bottom layer
}
// Check for explosion-enemy collisions
// Animate and remove the '+1' text popups
for (var p = scorePopups.length - 1; p >= 0; p--) {
scorePopups[p].animate();
if (scorePopups[p].alpha <= 0) {
scorePopups.splice(p, 1);
}
}
// Update hero
hero._update_migrated();
}); ===================================================================
--- original.js
+++ change.js
@@ -681,13 +681,9 @@
fill: "#000000"
});
lagWarningText.anchor.set(0.5, 0.5);
lagWarningText.x = 2048 / 2;
-if (coinsDisplay) {
- lagWarningText.y = coinsDisplay.y + coinsDisplay.height + 150;
-} else {
- lagWarningText.y = 100; // Default position if coinsDisplay is not defined
-}
+lagWarningText.y = 2732 / 4;
game.addChild(lagWarningText);
Hero.prototype.autoShoot = function () {
for (var i = 0; i < Math.min(this.bulletCount, 4); i++) {
var newBullet = new Bullet();
Coin. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Fighter jet. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Has rocket behind to boost movement to down faster
Explosion. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Medkit. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.