User prompt
no i mean make shield graphic layer to be under the hero so it dont block the hero's look
User prompt
make shield graphic to be below hero model
User prompt
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
User prompt
add shield bar and shield bar background next to hp bar
User prompt
shield bar will add as shield gets upgraded
User prompt
increase enemy spawn rate
User prompt
shield upgrade only adds 10% hp as a shield bar
User prompt
add shield bar in which if u upgrade shield it will appear next to hp bar
User prompt
Change shield upgrade to add more hp limit
User prompt
Change multi bullet upgrade text to 'Multi Bullet Upgrade (20 Coins)'
User prompt
change the shield upgrade text to 'Shield Upgrade (30 Coins)'
User prompt
add text at right of multi bullet upgrade that says 'Multi Bullet Upgrade' then color the text black
User prompt
make shield upgrade text black
User prompt
make it black color
User prompt
add text at right of shield button that says 'Shield Upgrade'
User prompt
Move multi bullet upgrade under shield instead
User prompt
Make healthbar background as long as healthbar but with the function is still
User prompt
no i mean make it so both type enemies can spawn everywhere from upper screen
User prompt
make enemy spawning randomly instead of fast in right and normal in left: mix the fast and normal enemy spawn
User prompt
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
User prompt
remove direction line
User prompt
move it more right pls
User prompt
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
User prompt
Move multi bullet upgrade next at right of shield button
User prompt
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 = 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 = 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 > 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
}
// 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 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 = 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
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 < 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;
// 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 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;
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
@@ -290,11 +290,12 @@
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 = game.addChild(new ShieldGraphic());
+ 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
}
@@ -444,11 +445,12 @@
hero.shield = hero.maxShield; // Reset shield to max after upgrade
totalCoins -= 30;
coinsDisplay.updateCoins(totalCoins);
if (!hero.shieldGraphic) {
- hero.shieldGraphic = game.addChild(new 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
}
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.