User prompt
no i mean make shield graphic layer to be under the hero so it dont block the hero's look
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make shield graphic to be below hero model
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make shield bar only appears when shield upgrade was bought and each shield upgrade gives extra 10% shield with maximum of stacks up to 10 times buy
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add shield bar and shield bar background next to hp bar
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shield bar will add as shield gets upgraded
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increase enemy spawn rate
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shield upgrade only adds 10% hp as a shield bar
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add shield bar in which if u upgrade shield it will appear next to hp bar
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Change shield upgrade to add more hp limit
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Change multi bullet upgrade text to 'Multi Bullet Upgrade (20 Coins)'
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change the shield upgrade text to 'Shield Upgrade (30 Coins)'
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add text at right of multi bullet upgrade that says 'Multi Bullet Upgrade' then color the text black
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make shield upgrade text black
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make it black color
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add text at right of shield button that says 'Shield Upgrade'
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Move multi bullet upgrade under shield instead
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Make healthbar background as long as healthbar but with the function is still
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no i mean make it so both type enemies can spawn everywhere from upper screen
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make enemy spawning randomly instead of fast in right and normal in left: mix the fast and normal enemy spawn
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'height')' in or related to this line: 'newBullet.y = hero.y - hero.children[1].height;' Line Number: 500
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remove direction line
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move it more right pls
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'height')' in or related to this line: 'thumbstick.y = 2732 - shootButton.height - 100;' Line Number: 589
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Move multi bullet upgrade next at right of shield button
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Please fix the bug: 'TypeError: bullets[i]._move_migrated is not a function' in or related to this line: 'bullets[i]._move_migrated();' Line Number: 701
/**** * 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) { self.cooldown = true; var explosion = new Explosion(); explosion.x = 2048 / 2; explosion.y = 2732 / 2 - 500; game.addChild(explosion); explosion.explode(); LK.setTimeout(function () { self.cooldown = false; }, 5000); } }); }); // 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; //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(); self.destroy(); }; }; }); // 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 = 1; // Normal enemy speed self.shootTimer = 0; 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._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(); }, 1000); }; self.checkCollisionWithEnemy = function () { for (var i = enemies.length - 1; i >= 0; i--) { if (self.intersects(enemies[i])) { // 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; // Drop between 1 and 10 coins 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); } 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.shootTimer = 0; self.shootInterval = 150; // 2.5 seconds at 60FPS 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.toggleFrenzyMode = function () { if (!self.isFrenzyActive && !self.cooldownActive) { self.isFrenzyActive = true; fireRate = Math.max(5, fireRate - 10); LK.setTimeout(function () { self.isFrenzyActive = false; fireRate = 30; // Reset fire rate to default when frenzy mode ends self.cooldownActive = true; LK.setTimeout(function () { self.cooldownActive = false; }, 20000); // 20-second cooldown }, 10000); // Frenzy mode lasts only 10 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 var healthBar = self.attachAsset('healthBar', { anchorY: 0.5 }); healthBar.width = 200; // Initial full health width 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 = 100; // Initialize hero's max shield to 100 self.health = self.maxHealth; // Initialize hero's current health to max health self.bulletCount = 1; // Initialize with 1 bullet // 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); } }, 4000); } }; // 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) { 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 } // Regeneration timer for the hero self.regenerationTimer = LK.setInterval(function () { if (self.health < self.maxHealth && self.health > 0) { self.health = Math.min(self.health + 10, self.maxHealth); self.healthBar.setHealth(self.health / self.maxHealth); } }, 4000); // 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 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 (totalCoins >= 20 && hero.bulletCount < 4) { hero.bulletCount++; totalCoins -= 20; coinsDisplay.updateCoins(totalCoins); } }); }); var ScorePopup = Container.expand(function () { var self = Container.call(this); var scoreText = new Text2('+1', { size: 80, fill: "#ffffff" }); 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 shieldBar = self.attachAsset('shieldBar', { anchorY: 0.5 }); var backgroundBar = self.attachAsset('shieldBarBackground', { anchorY: 0.5 }); backgroundBar.x = shieldBar.x; 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.maxHealth = Math.min(hero.maxHealth * 1.25, 200); // Increase max health by 25% up to a limit of 200 hero.health = hero.maxHealth; // Reset health to max after upgrade totalCoins -= 30; coinsDisplay.updateCoins(totalCoins); hero.healthBar.setHealth(hero.health / hero.maxHealth); // Extend the health bar's width to reflect the increased max health hero.healthBar.children[1].width = hero.healthBar.children[1].width / (hero.maxHealth - 20) * hero.maxHealth; } }); }); // 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 < hero.bulletCount; 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 : 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 ****/ // 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 multi bullet upgrade button instance var multiBulletUpgradeButton = game.addChild(new MultiBulletUpgradeButton()); multiBulletUpgradeButton.x = shieldUpgradeButton.x; multiBulletUpgradeButton.y = shieldUpgradeButton.y + shieldUpgradeButton.height + 20; // Create shoot button instance var shootButton = game.addChild(new ShootButton()); shootButton.x = 2048 - shootButton.width / 2 - 100; shootButton.y = 2732 - shootButton.height - 100; 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; 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 + 20; 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 // 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 = game.addChild(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 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 % (10 * 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) { hero.shield = Math.max(0, hero.shield - 10); } else { hero.health = Math.max(0, hero.health - 10); // Reset the health regeneration timer each time the hero is damaged LK.clearInterval(hero.regenerationTimer); hero.regenerationTimer = LK.setInterval(function () { if (hero.health < hero.maxHealth && hero.health > 0) { hero.health = Math.min(hero.health + 10, hero.maxHealth); hero.healthBar.setHealth(hero.health / hero.maxHealth); } }, 4000); } 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])) { hero.health -= 10; // Reduce hero health by 10 on collision // Reset the health regeneration timer each time the hero is damaged LK.clearInterval(hero.regenerationTimer); hero.regenerationTimer = LK.setInterval(function () { if (hero.health < hero.maxHealth && hero.health > 0) { hero.health = Math.min(hero.health + 10, hero.maxHealth); hero.healthBar.setHealth(hero.health / hero.maxHealth); } }, 4000); 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])) { // Increase score and update display 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(); // Drop coins regardless of the bullet source var coinDropCount = Math.floor(Math.random() * 10) + 1; // Drop between 1 and 10 coins 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); } // Destroy the bullet and remove it from the array bullets[b].destroy(); bullets.splice(b, 1); 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, hero.y - hero.height, hero.width * 3, hero.height * 3); 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 var enemySpawnRate = frenzyButton.isFrenzyActive ? 120 : 480; // Spawn rate is the same for both regular and fast enemies if (LK.ticks % enemySpawnRate == 0) { var enemyType = Math.random() < 0.5 ? 'regular' : 'fast'; var enemy; if (enemyType === 'regular') { enemy = new Enemy(); } else { enemy = new FastEnemy(); } enemy.x = Math.random() * (2048 - enemy.children[0].width) + enemy.children[0].width / 2; enemy.y = -enemy.children[0].height; enemies.push(enemy); game.addChild(enemy); } // 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
@@ -542,10 +542,10 @@
shieldUpgradeButton.x = shieldUpgradeButton.width / 2 + 100;
shieldUpgradeButton.y = 2732 / 2 - shieldUpgradeButton.height / 2;
// Create multi bullet upgrade button instance
var multiBulletUpgradeButton = game.addChild(new MultiBulletUpgradeButton());
-multiBulletUpgradeButton.x = shieldUpgradeButton.x + shieldUpgradeButton.width + 50;
-multiBulletUpgradeButton.y = shieldUpgradeButton.y;
+multiBulletUpgradeButton.x = shieldUpgradeButton.x;
+multiBulletUpgradeButton.y = shieldUpgradeButton.y + shieldUpgradeButton.height + 20;
// Create shoot button instance
var shootButton = game.addChild(new ShootButton());
shootButton.x = 2048 - shootButton.width / 2 - 100;
shootButton.y = 2732 - shootButton.height - 100;
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.