User prompt
make enemies and hero to be under all the buttons, bars etc
User prompt
increase enemy spawn rate as score adds up by 10, the multiplier can stack to 3 times as fast as normal, each 10 points gives 0.1x enemy spawn rate speed
User prompt
make it 10 sec and increase enemy spawn rate too
User prompt
remove bomb button cd now
User prompt
add text left to bomb button says 'Nuke (5 Coins)' and change bomb price from free to 5 coins
User prompt
not at the right, the left
User prompt
add text next to frenzy button that says 'Rush'
User prompt
max stack for coins upgrade is 3x upgrade, more than that will be unable and it wont spend money
User prompt
add coins button upgrade under multi bullet upgrade which increase coins drop range from enemy by twice, it cost 25 coins
User prompt
can u just simplify it
User prompt
can u at least add new asset for coin multiplier upgrade
User prompt
add coins button upgrade under multi bullet upgrade which increase multiplier of coins obtained from collected coins, it cost 25 coins
User prompt
add coins button upgrade
User prompt
make coin dont decrease if multi bullet bought more than 4 times
User prompt
maximum multi bullet upgrade is 4
User prompt
if damage taken by shield more than the shield itself, it will damage the hp as for the hp debt for paid
User prompt
hp cannot be regen itself now, it need wait medkit
User prompt
make shield regen quicker
User prompt
lets just say shield is second hp so if shield regen, the first thing gets damaged will be shield
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot set properties of undefined (setting 'updateVisibility')' in or related to this line: 'self.updateVisibility = function (visible) {' Line Number: 852
User prompt
Shield graphics will disappear until shield heals fully
User prompt
when shield upgrade bought after the 10th time it will not spend money
User prompt
make maximum amount of shield upgrade as 10
User prompt
lesser the duration of explosion effect from bomb
User prompt
make shield bar size as much as percentage of shield's hp
/****
* 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.on('down', function () {
if (totalCoins >= 5) {
totalCoins -= 5;
coinsDisplay.updateCoins(totalCoins);
var explosion = new Explosion();
explosion.x = 2048 / 2;
explosion.y = 2732 / 2 - 500;
game.addChild(explosion);
explosion.explode();
}
});
});
// 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();
}, 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) * 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.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;
}, 10000); // 10-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 = 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);
game.addChildAt(self.shieldGraphic, game.getChildIndex(self) - 1); // Add shield graphic below hero model
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) {
if (totalCoins >= 20) {
hero.bulletCount++;
totalCoins -= 20;
coinsDisplay.updateCoins(totalCoins);
}
} else {
hero.bulletCount++;
}
});
});
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 : 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;
// 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);
// Create coin multiplier upgrade button instance
var coinMultiplierUpgradeButton = game.addChild(new CoinMultiplierUpgradeButton());
coinMultiplierUpgradeButton.x = multiBulletUpgradeButton.x;
coinMultiplierUpgradeButton.y = multiBulletUpgradeButton.y + multiBulletUpgradeButton.height + 20;
// 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 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);
// 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 + 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
var 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, 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 enemySpawnRateMultiplier = Math.min(1 + Math.floor(score / 10) * 0.1, 3); // Increase spawn rate multiplier based on score, max 3x
var enemySpawnRate = frenzyButton.isFrenzyActive ? 60 / enemySpawnRateMultiplier : 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
@@ -664,11 +664,12 @@
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());
+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) {
@@ -854,9 +855,9 @@
}
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);
+ 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--) {
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.