User prompt
add bullet and auto reload system
User prompt
coins drop if enemy die
User prompt
dont drop coin if enemy hit bullet
User prompt
make enemy drop coins only when died
User prompt
set dmg of bullet to 10
User prompt
Make enemy hp 20
User prompt
Add code so everytime rush upgrade bought, the text that says cooldown in frenzy button will change accordingly to how much cd it has now
User prompt
no i mean change the cooldown bio under rush text everytime player bought rush upgrade
User prompt
change cooldown text under rush text everytime rush button upgrade is bought
User prompt
increase bomb button price to 10
User prompt
add small bio under power up buttons to see the cd
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'push')' in or related to this line: 'enemies.push(enemy);' Line Number: 617
User prompt
make hero and enemy over the text but below the button
User prompt
add small bio under all upgrades text to show what its for
User prompt
dont make the buttons too close each other
User prompt
add rush button upgrade with new asset over shield upgrade which reduces the cd of frenzy button by 1s per upgrade with max 5 times upgrade, it cost 40 coins
User prompt
add 1s cd to bomb button
User prompt
make explosion effect duration only 0.25 second
User prompt
make it in left bro
User prompt
add text next to magnet button that says 'Pick All Coins'
User prompt
maximum multi bullet upgrade is now only until 4 bullet
User prompt
make multi bullet upgrad bullets a bit further from each other
User prompt
Please fix the bug: 'Error: [object Object]addChildAt: The index -1 supplied is out of bounds 30' in or related to this line: 'game.addChildAt(hero.shieldGraphic, game.getChildIndex(hero) - 1); // Add shield graphic below hero model' Line Number: 493
User prompt
increase collecting coins range of hero
User prompt
fix no enemy spawning after 10 scores
/**** * 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 >= 5) { self.cooldown = true; totalCoins -= 5; 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; //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(); }; }; }); 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 = 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(); }, 250); }; 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) * 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); } 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.cooldownTime = 10000; // Initialize cooldown time to 10 seconds 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; }, self.cooldownTime); // Use dynamic cooldown time }, 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 = 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 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++; } }); }); 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 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 ****/ // 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; 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 (5 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 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); 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); 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 % (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) { 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])) { 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); 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 - 10); 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) * 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); } // 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 * 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(60 / enemySpawnRateMultiplier) : Math.floor(240 / enemySpawnRateMultiplier); // Adjust spawn rate based on multiplier 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.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
@@ -596,8 +596,17 @@
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;
@@ -609,8 +618,17 @@
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;
@@ -622,8 +640,17 @@
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"
@@ -631,8 +658,17 @@
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;
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.