User prompt
add border to font in diamond coutner
User prompt
make diamond coutner font text black
Code edit (3 edits merged)
Please save this source code
User prompt
make diamond icon transparent
Code edit (1 edits merged)
Please save this source code
User prompt
move diamond counter 200 pixels to the left and 200 down
User prompt
move diamond coutner 200 pixels to the left
User prompt
make diamon icon transparent
User prompt
bring diaamond coutner in front of diamond icon
User prompt
move diamond counter 200 pxels to the left but do not move icon
User prompt
move diaomnd iconn 100 pixels to the right but do not move counter
User prompt
center diamons counter in the middle of the diamond icon
User prompt
move diamond icon 200 pixles to the right
User prompt
move diaomnd counter number 200 pixels to the left but do not move diaomn icon
User prompt
move diamond counter 200 pixels to the left
User prompt
move diaomnd coutner 200 pixels to the left
User prompt
show diamond count in front of diamond icon
User prompt
instead of diamons text in the top right, use the diamond asset. counter should be inside the diamond
User prompt
Please fix the bug: 'TypeError: diamondCounterTxt.setText is not a function' in or related to this line: 'diamondCounterTxt.setText(diamondCount.toString());' Line Number: 431
User prompt
instead of diamons text in the top right, use the diamond asset
User prompt
replace coing references by diamond
User prompt
add pop effect when diamon spawns moving upwards and then fast downwards
Code edit (1 edits merged)
Please save this source code
User prompt
coins shpeed should be slower than stars
User prompt
coins should increase and dedcrease their size way less
/**** * Classes ****/ // Boss class var Boss = Container.expand(function () { var self = Container.call(this); var bossGraphics = self.attachAsset('boss', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 2; self.hitpoints = 20; // Boss hitpoints self.update = function () { // Logic to increase and decrease block sizes if (LK.ticks % 120 < 60) { self.scale.x += 0.001; self.scale.y += 0.001; } else { self.scale.x -= 0.001; self.scale.y -= 0.001; } // Create and update hitpoints display if (!self.hitpointsDisplay) { self.hitpointsDisplay = LK.getAsset('powerup', { width: self.width, height: 20, color: 0x90ee90, anchorX: 0.5, anchorY: 0.5 }); self.hitpointsDisplay.y = -self.height / 2 - 20; // Position above the boss self.addChild(self.hitpointsDisplay); } else { self.hitpointsDisplay.width = self.hitpoints / 20 * self.width; if (self.hitpoints > 10) { self.hitpointsDisplay.color = 0x66cc66; // Less shiny green } else if (self.hitpoints > 5) { self.hitpointsDisplay.color = 0xffff00; // Yellow } else { self.hitpointsDisplay.color = 0xff0000; // Red } } // Ensure the boss stays within the top 30% of the screen if (self.y < 0.3 * 2732) { self.y += self.speed; } else { self.y = 0.3 * 2732; } // Add lateral movement self.x += self.speed; if (self.x < 0 || self.x > 2048) { self.speed = -self.speed; // Reverse direction when hitting screen edges } // Boss shooting logic if (LK.ticks % 60 == 0) { // Boss shoots every 60 ticks var newBullet = new Bullet(); newBullet.x = self.x; newBullet.y = self.y; // Calculate direction towards the fairy var directionX = fairy.x - self.x; var directionY = fairy.y - self.y; var distance = Math.sqrt(directionX * directionX + directionY * directionY); // Normalize direction directionX /= distance; directionY /= distance; // Set bullet speed towards the fairy newBullet.speedX = directionX * 5; newBullet.speedY = directionY * 5; // Override bullet update function to move towards the fairy newBullet.update = function () { this.x += this.speedX; this.y += this.speedY; }; bullets.push(newBullet); game.addChild(newBullet); } }; }); // Bullet class var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -5; // Default bullet speed, can be overridden self.update = 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.speed = 6; self.update = function () { self.y += self.speed; self.rotation += 0.1; // Add rotation animation if (LK.ticks % 120 < 60) { self.scale.x += 0.002; self.scale.y += 0.002; } else { self.scale.x -= 0.002; self.scale.y -= 0.002; } if (self.y > 2732) { self.destroy(); } }; }); // Enemy class var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('block', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 3; self.hitpoints = 3; // Add hitpoints to enemies self.update = function () { self.y += self.speed; // Logic to increase and decrease block sizes if (LK.ticks % 120 < 60) { self.scale.x += 0.002; self.scale.y += 0.002; } else { self.scale.x -= 0.002; self.scale.y -= 0.002; } // Create and update hitpoints display if (!self.hitpointsDisplay) { self.hitpointsDisplay = new Text2(self.hitpoints.toString(), { size: 100, fill: "#ffffff", stroke: "#000000", strokeThickness: 5 }); self.hitpointsDisplay.anchor.set(0.5, 0.5); self.hitpointsDisplay.y = 0; self.addChild(self.hitpointsDisplay); } else { self.hitpointsDisplay.setText(self.hitpoints.toString()); } }; }); //<Assets used in the game will automatically appear here> // Fairy class var Fairy = Container.expand(function () { var self = Container.call(this); var fairyGraphics = self.attachAsset('fairy', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.update = function () { // Fairy movement logic }; }); // Goblin class var Goblin = Container.expand(function () { var self = Container.call(this); var goblinGraphics = self.attachAsset('goblin', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 4; self.hitpoints = 5; // Goblin hitpoints self.update = function () { // Create and update hitpoints display if (!self.hitpointsDisplay) { self.hitpointsDisplay = LK.getAsset('powerup', { width: self.width, height: 20, color: 0x90ee90, anchorX: 0.5, anchorY: 0.5 }); self.hitpointsDisplay.y = -self.height / 2 - 20; // Position above the goblin self.addChild(self.hitpointsDisplay); } else { self.hitpointsDisplay.width = self.hitpoints / 5 * self.width; if (self.hitpoints > 3) { self.hitpointsDisplay.color = 0x66cc66; // Less shiny green } else if (self.hitpoints > 1) { self.hitpointsDisplay.color = 0xffff00; // Yellow } else { self.hitpointsDisplay.color = 0xff0000; // Red } } // Calculate direction towards the player var directionX = fairy.x - self.x; var directionY = fairy.y - self.y; var distance = Math.sqrt(directionX * directionX + directionY * directionY); // Normalize direction directionX /= distance; directionY /= distance; // Apply jumpy movement self.x += directionX * self.speed * (Math.random() * 2); self.y += directionY * self.speed * (Math.random() * 2); // Create and update hitpoints display if (!self.hitpointsDisplay) { self.hitpointsDisplay = new Text2(self.hitpoints.toString(), { size: 100, fill: "#ffffff", stroke: "#000000", strokeThickness: 5 }); self.hitpointsDisplay.anchor.set(0.5, 0.5); self.hitpointsDisplay.y = 0; self.addChild(self.hitpointsDisplay); } else { self.hitpointsDisplay.width = self.hitpoints / 5 * self.width; } }; // Goblin shooting logic self.shoot = function () { var newBullet = new Bullet(); newBullet.x = self.x; newBullet.y = self.y; newBullet.speed = 5; // Goblin bullet speed bullets.push(newBullet); game.addChild(newBullet); }; }); // Powerup class var Powerup = Container.expand(function () { var self = Container.call(this); var powerupGraphics = self.attachAsset('powerup', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 3; self.update = function () { self.y += self.speed; if (self.y > 2732) { self.destroy(); } }; }); // Star class var Star = Container.expand(function () { var self = Container.call(this); var starGraphics = self.attachAsset('star', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.update = function () { self.y += self.speed; if (self.y > 2732) { self.y = -5; self.x = Math.random() * 2048; } }; }); // UpgradeMenu class var UpgradeMenu = Container.expand(function () { var self = Container.call(this); var menuGraphics = self.attachAsset('menu', { anchorX: 0.5, anchorY: 0.5 }); self.visible = false; // Initially hidden self.update = function () { // Update menu items }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x800080 //Init game with purple background }); /**** * Game Code ****/ // Function to start a new level or replay the previous level function startNewLevel() { waveCount = 0; // Reset wave count score = 0; // Reset score scoreTxt.setText(score); // Update score text coinCount = 0; // Reset coin count coinCounterTxt.setText('Coins: ' + coinCount); // Update coin counter text // Clear existing enemies and bullets for (var i = enemies.length - 1; i >= 0; i--) { enemies[i].destroy(); enemies.splice(i, 1); } for (var j = bullets.length - 1; j >= 0; j--) { bullets[j].destroy(); bullets.splice(j, 1); } // Reinitialize game elements initGame(); LK.resumeGame(); // Resume the game upgradeMenu.visible = false; // Hide the upgrade menu } // Initialize variables var fairy; var bullets = []; var enemies = []; var scoreTxt; var score = 0; var dragNode = null; var coinCount = 0; // Initialize coin counter var coinCounterTxt; // Declare coinCounterTxt variable var isFairyHeld = false; // Track if the fairy is being held var waveCount = 0; // Track the wave count var waveConfig = [{ enemies: 4, hitpoints: [1] }, { enemies: 8, hitpoints: [2, 1] }, { enemies: 12, hitpoints: [3, 2, 1] } // Add more wave configurations as needed ]; // Initialize game elements function initGame() { // Create and position the fairy fairy = game.addChild(new Fairy()); fairy.x = 2048 / 2; fairy.y = 2732 - 200; // Create score text scoreTxt = new Text2('0', { size: 150, fill: "#ffffff" }); scoreTxt.anchor.set(0.5, 0); // Anchor to the top center scoreTxt.x = 2048 / 2; // Position at the top center of the screen scoreTxt.y = 20; // Position with a margin from the top for (var i = 0; i < 50; i++) { var star = game.addChild(new Star()); star.x = Math.random() * 2048; star.y = Math.random() * 2732; } scoreTxt.anchor.set(0.5, 0); // Create coin counter text game.addChild(scoreTxt); // Create coin counter text coinCounterTxt = new Text2('Coins: 0', { size: 100, fill: "#ffffff" }); coinCounterTxt.anchor.set(1, 0); // Anchor to the top right coinCounterTxt.x = 2048 - 20; // Position at the top right of the screen with a margin coinCounterTxt.y = 20; // Position with a margin from the top game.addChild(coinCounterTxt); // Set up game event listeners game.down = function (x, y, obj) { dragNode = fairy; isFairyHeld = true; // Set isFairyHeld to true when the fairy is held }; game.up = function (x, y, obj) { dragNode = null; isFairyHeld = false; // Set isFairyHeld to false when the fairy is released }; game.move = handleMove; // Update game every tick game.update = updateGame; } // Handle move events function handleMove(x, y, obj) { if (dragNode) { // Check if the fairy is moving to the right if (x > dragNode.x) { // Mirror the fairy image dragNode.scale.x = -1; } else { // Reset the fairy image dragNode.scale.x = 1; } // Create a ghost image of the fairy when it moves every other frame if (LK.ticks % 4 === 0) { var ghostFairy = LK.getAsset('fairy', { anchorX: 0.5, anchorY: 0.5, alpha: 0.3 }); ghostFairy.x = dragNode.x; ghostFairy.y = dragNode.y; if (dragNode.parent === game) { game.addChildAt(ghostFairy, game.getChildIndex(dragNode)); } else { game.addChild(ghostFairy); } // Remove the ghost image after 0.5 seconds LK.setTimeout(function () { ghostFairy.destroy(); }, 250); } dragNode.x += (x - dragNode.x) * 0.1; if (y > 2732 * 0.6) { dragNode.y += (y - dragNode.y) * 0.1; } else { dragNode.y += (2732 * 0.6 - dragNode.y) * 0.1; } } } // Update game logic function updateGame() { // Update starfield for (var i = game.children.length - 1; i >= 0; i--) { if (game.children[i] instanceof Star) { game.children[i].update(); } if (game.children[i] instanceof Coin && game.children[i].intersects(fairy)) { game.children[i].destroy(); coinCount++; coinCounterTxt.setText('Coins: ' + coinCount); } } // Update bullets for (var i = bullets.length - 1; i >= 0; i--) { if (bullets[i] instanceof Bullet) { bullets[i].update(); } bullets[i].update(); if (bullets[i].y < -50) { bullets[i].destroy(); bullets.splice(i, 1); } } for (var j = enemies.length - 1; j >= 0; j--) { if (enemies[j] instanceof Boss) { enemies[j].update(); } enemies[j].update(); if (enemies[j].y > 2732 + 50) { enemies[j].destroy(); enemies.splice(j, 1); } if (fairy.intersects(enemies[j])) { var fairyX = fairy.x; var fairyY = fairy.y; // Create particle effect for fairy for (var p = 0; p < 20; p++) { var particle = LK.getAsset('star', { anchorX: 0.5, anchorY: 0.5, alpha: 1 }); particle.x = fairyX; particle.y = fairyY; particle.speedX = (Math.random() - 0.5) * 10; particle.speedY = (Math.random() - 0.5) * 10; particle.update = function () { this.x += this.speedX; this.y += this.speedY; this.alpha -= 0.02; if (this.alpha <= 0) { this.destroy(); } }; game.addChild(particle); } LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } for (var k = bullets.length - 1; k >= 0; k--) { if (bullets[k].intersects(enemies[j])) { bullets[k].destroy(); bullets.splice(k, 1); enemies[j].hitpoints--; if (enemies[j].hitpoints <= 0) { var enemyX = enemies[j].x; var enemyY = enemies[j].y; // Create particle effect for (var p = 0; p < 20; p++) { var particle = LK.getAsset('star', { anchorX: 0.5, anchorY: 0.5, alpha: 1 }); particle.x = enemyX; particle.y = enemyY; particle.speedX = (Math.random() - 0.5) * 10; particle.speedY = (Math.random() - 0.5) * 10; particle.update = function () { this.x += this.speedX; this.y += this.speedY; this.alpha -= 0.02; if (this.alpha <= 0) { this.destroy(); } }; game.addChild(particle); } enemies[j].destroy(); enemies.splice(j, 1); score++; scoreTxt.setText(score); var dropChance = Math.random(); if (dropChance < 0.2) { var newCoin = new Coin(); newCoin.x = enemyX; newCoin.y = enemyY; game.addChild(newCoin); } else if (dropChance < 0.2) { var newPowerup = new Powerup(); newPowerup.x = enemyX; newPowerup.y = enemyY; game.addChild(newPowerup); } if (enemies[j] instanceof Boss) { // Create bigger particle effect for boss for (var p = 0; p < 50; p++) { var particle = LK.getAsset('star', { anchorX: 0.5, anchorY: 0.5, alpha: 1 }); particle.x = enemyX; particle.y = enemyY; particle.speedX = (Math.random() - 0.5) * 20; particle.speedY = (Math.random() - 0.5) * 20; particle.update = function () { this.x += this.speedX; this.y += this.speedY; this.alpha -= 0.02; if (this.alpha <= 0) { this.destroy(); } }; game.addChild(particle); } LK.pauseGame(); upgradeMenu.visible = true; } } break; } } } // Check for collisions // Check for coin collection for (var i = game.children.length - 1; i >= 0; i--) { if (game.children[i] instanceof Coin && game.children[i].intersects(fairy)) { game.children[i].destroy(); coinCount++; coinCounterTxt.setText('Coins: ' + coinCount); } } for (var k = bullets.length - 1; k >= 0; k--) { for (var l = enemies.length - 1; l >= 0; l--) { if (bullets[k].intersects(enemies[l])) { bullets[k].destroy(); bullets.splice(k, 1); enemies[l].hitpoints--; if (enemies[l].hitpoints <= 0) { var enemyX = enemies[l].x; var enemyY = enemies[l].y; enemies[l].destroy(); enemies.splice(l, 1); score++; scoreTxt.setText(score); // Randomly drop coins or powerups var dropChance = Math.random(); if (dropChance < 0.2) { var newCoin = new Coin(); newCoin.x = enemyX; newCoin.y = enemyY; game.addChild(newCoin); } else if (dropChance < 0.2) { var newPowerup = new Powerup(); newPowerup.x = enemyX; newPowerup.y = enemyY; game.addChild(newPowerup); } // Check if the destroyed enemy is the boss if (enemies[l] instanceof Boss) { LK.pauseGame(); // Pause the game upgradeMenu.visible = true; // Show the upgrade menu } } break; } } } // Spawn new bullets if (LK.ticks % 20 == 0 && isFairyHeld) { // Only spawn new bullets if the fairy is being held var newBullet = new Bullet(); newBullet.x = fairy.x; newBullet.y = fairy.y; bullets.push(newBullet); game.addChild(newBullet); } // Spawn new enemies in a line if (LK.ticks % 600 == 0) { waveCount++; if (waveCount <= waveConfig.length) { var currentWave = waveConfig[waveCount - 1]; var maxEnemiesPerLine = 4; var enemySpacing = 2048 / (maxEnemiesPerLine + 1); // Adjust spacing to center enemies var totalRows = Math.ceil(currentWave.enemies / maxEnemiesPerLine); for (var i = 0; i < currentWave.enemies; i++) { var newBlock = new Enemy(); var row = Math.floor(i / maxEnemiesPerLine); newBlock.hitpoints = currentWave.hitpoints[row] || currentWave.hitpoints[currentWave.hitpoints.length - 1]; newBlock.x = i % maxEnemiesPerLine * enemySpacing + enemySpacing / 2; newBlock.y = row * 200 - 50; enemies.push(newBlock); game.addChild(newBlock); } // Center the rows of enemies var totalWidth = (Math.min(currentWave.enemies, maxEnemiesPerLine) - 1) * enemySpacing; var offsetX = (2048 - totalWidth) / 2; for (var j = 0; j < enemies.length; j++) { enemies[j].x += offsetX; } } else if (waveCount == waveConfig.length + 1) { // Spawn boss enemy var boss = new Boss(); boss.hitpoints = 20; // Set boss hitpoints boss.x = 2048 / 2; boss.y = 0; boss.speed = 5; // Set initial speed for lateral movement enemies.push(boss); game.addChild(boss); } // Spawn goblin between waves if (waveCount % 2 == 0) { var goblin = new Goblin(); goblin.x = Math.random() * 2048; goblin.y = -50; enemies.push(goblin); game.addChild(goblin); } } // Goblin shooting logic for (var i = enemies.length - 1; i >= 0; i--) { if (enemies[i] instanceof Goblin && LK.ticks % 100 == 0) { enemies[i].shoot(); } } } // Initialize the game initGame(); // Create and position the upgrade menu var upgradeMenu = game.addChild(new UpgradeMenu()); upgradeMenu.x = 2048 / 2; upgradeMenu.y = 2732 / 2;
/****
* Classes
****/
// Boss class
var Boss = Container.expand(function () {
var self = Container.call(this);
var bossGraphics = self.attachAsset('boss', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 2;
self.hitpoints = 20; // Boss hitpoints
self.update = function () {
// Logic to increase and decrease block sizes
if (LK.ticks % 120 < 60) {
self.scale.x += 0.001;
self.scale.y += 0.001;
} else {
self.scale.x -= 0.001;
self.scale.y -= 0.001;
}
// Create and update hitpoints display
if (!self.hitpointsDisplay) {
self.hitpointsDisplay = LK.getAsset('powerup', {
width: self.width,
height: 20,
color: 0x90ee90,
anchorX: 0.5,
anchorY: 0.5
});
self.hitpointsDisplay.y = -self.height / 2 - 20; // Position above the boss
self.addChild(self.hitpointsDisplay);
} else {
self.hitpointsDisplay.width = self.hitpoints / 20 * self.width;
if (self.hitpoints > 10) {
self.hitpointsDisplay.color = 0x66cc66; // Less shiny green
} else if (self.hitpoints > 5) {
self.hitpointsDisplay.color = 0xffff00; // Yellow
} else {
self.hitpointsDisplay.color = 0xff0000; // Red
}
}
// Ensure the boss stays within the top 30% of the screen
if (self.y < 0.3 * 2732) {
self.y += self.speed;
} else {
self.y = 0.3 * 2732;
}
// Add lateral movement
self.x += self.speed;
if (self.x < 0 || self.x > 2048) {
self.speed = -self.speed; // Reverse direction when hitting screen edges
}
// Boss shooting logic
if (LK.ticks % 60 == 0) {
// Boss shoots every 60 ticks
var newBullet = new Bullet();
newBullet.x = self.x;
newBullet.y = self.y;
// Calculate direction towards the fairy
var directionX = fairy.x - self.x;
var directionY = fairy.y - self.y;
var distance = Math.sqrt(directionX * directionX + directionY * directionY);
// Normalize direction
directionX /= distance;
directionY /= distance;
// Set bullet speed towards the fairy
newBullet.speedX = directionX * 5;
newBullet.speedY = directionY * 5;
// Override bullet update function to move towards the fairy
newBullet.update = function () {
this.x += this.speedX;
this.y += this.speedY;
};
bullets.push(newBullet);
game.addChild(newBullet);
}
};
});
// Bullet class
var Bullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -5; // Default bullet speed, can be overridden
self.update = 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.speed = 6;
self.update = function () {
self.y += self.speed;
self.rotation += 0.1; // Add rotation animation
if (LK.ticks % 120 < 60) {
self.scale.x += 0.002;
self.scale.y += 0.002;
} else {
self.scale.x -= 0.002;
self.scale.y -= 0.002;
}
if (self.y > 2732) {
self.destroy();
}
};
});
// Enemy class
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('block', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 3;
self.hitpoints = 3; // Add hitpoints to enemies
self.update = function () {
self.y += self.speed;
// Logic to increase and decrease block sizes
if (LK.ticks % 120 < 60) {
self.scale.x += 0.002;
self.scale.y += 0.002;
} else {
self.scale.x -= 0.002;
self.scale.y -= 0.002;
}
// Create and update hitpoints display
if (!self.hitpointsDisplay) {
self.hitpointsDisplay = new Text2(self.hitpoints.toString(), {
size: 100,
fill: "#ffffff",
stroke: "#000000",
strokeThickness: 5
});
self.hitpointsDisplay.anchor.set(0.5, 0.5);
self.hitpointsDisplay.y = 0;
self.addChild(self.hitpointsDisplay);
} else {
self.hitpointsDisplay.setText(self.hitpoints.toString());
}
};
});
//<Assets used in the game will automatically appear here>
// Fairy class
var Fairy = Container.expand(function () {
var self = Container.call(this);
var fairyGraphics = self.attachAsset('fairy', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5;
self.update = function () {
// Fairy movement logic
};
});
// Goblin class
var Goblin = Container.expand(function () {
var self = Container.call(this);
var goblinGraphics = self.attachAsset('goblin', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 4;
self.hitpoints = 5; // Goblin hitpoints
self.update = function () {
// Create and update hitpoints display
if (!self.hitpointsDisplay) {
self.hitpointsDisplay = LK.getAsset('powerup', {
width: self.width,
height: 20,
color: 0x90ee90,
anchorX: 0.5,
anchorY: 0.5
});
self.hitpointsDisplay.y = -self.height / 2 - 20; // Position above the goblin
self.addChild(self.hitpointsDisplay);
} else {
self.hitpointsDisplay.width = self.hitpoints / 5 * self.width;
if (self.hitpoints > 3) {
self.hitpointsDisplay.color = 0x66cc66; // Less shiny green
} else if (self.hitpoints > 1) {
self.hitpointsDisplay.color = 0xffff00; // Yellow
} else {
self.hitpointsDisplay.color = 0xff0000; // Red
}
}
// Calculate direction towards the player
var directionX = fairy.x - self.x;
var directionY = fairy.y - self.y;
var distance = Math.sqrt(directionX * directionX + directionY * directionY);
// Normalize direction
directionX /= distance;
directionY /= distance;
// Apply jumpy movement
self.x += directionX * self.speed * (Math.random() * 2);
self.y += directionY * self.speed * (Math.random() * 2);
// Create and update hitpoints display
if (!self.hitpointsDisplay) {
self.hitpointsDisplay = new Text2(self.hitpoints.toString(), {
size: 100,
fill: "#ffffff",
stroke: "#000000",
strokeThickness: 5
});
self.hitpointsDisplay.anchor.set(0.5, 0.5);
self.hitpointsDisplay.y = 0;
self.addChild(self.hitpointsDisplay);
} else {
self.hitpointsDisplay.width = self.hitpoints / 5 * self.width;
}
};
// Goblin shooting logic
self.shoot = function () {
var newBullet = new Bullet();
newBullet.x = self.x;
newBullet.y = self.y;
newBullet.speed = 5; // Goblin bullet speed
bullets.push(newBullet);
game.addChild(newBullet);
};
});
// Powerup class
var Powerup = Container.expand(function () {
var self = Container.call(this);
var powerupGraphics = self.attachAsset('powerup', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 3;
self.update = function () {
self.y += self.speed;
if (self.y > 2732) {
self.destroy();
}
};
});
// Star class
var Star = Container.expand(function () {
var self = Container.call(this);
var starGraphics = self.attachAsset('star', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5;
self.update = function () {
self.y += self.speed;
if (self.y > 2732) {
self.y = -5;
self.x = Math.random() * 2048;
}
};
});
// UpgradeMenu class
var UpgradeMenu = Container.expand(function () {
var self = Container.call(this);
var menuGraphics = self.attachAsset('menu', {
anchorX: 0.5,
anchorY: 0.5
});
self.visible = false; // Initially hidden
self.update = function () {
// Update menu items
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x800080 //Init game with purple background
});
/****
* Game Code
****/
// Function to start a new level or replay the previous level
function startNewLevel() {
waveCount = 0; // Reset wave count
score = 0; // Reset score
scoreTxt.setText(score); // Update score text
coinCount = 0; // Reset coin count
coinCounterTxt.setText('Coins: ' + coinCount); // Update coin counter text
// Clear existing enemies and bullets
for (var i = enemies.length - 1; i >= 0; i--) {
enemies[i].destroy();
enemies.splice(i, 1);
}
for (var j = bullets.length - 1; j >= 0; j--) {
bullets[j].destroy();
bullets.splice(j, 1);
}
// Reinitialize game elements
initGame();
LK.resumeGame(); // Resume the game
upgradeMenu.visible = false; // Hide the upgrade menu
}
// Initialize variables
var fairy;
var bullets = [];
var enemies = [];
var scoreTxt;
var score = 0;
var dragNode = null;
var coinCount = 0; // Initialize coin counter
var coinCounterTxt; // Declare coinCounterTxt variable
var isFairyHeld = false; // Track if the fairy is being held
var waveCount = 0; // Track the wave count
var waveConfig = [{
enemies: 4,
hitpoints: [1]
}, {
enemies: 8,
hitpoints: [2, 1]
}, {
enemies: 12,
hitpoints: [3, 2, 1]
}
// Add more wave configurations as needed
];
// Initialize game elements
function initGame() {
// Create and position the fairy
fairy = game.addChild(new Fairy());
fairy.x = 2048 / 2;
fairy.y = 2732 - 200;
// Create score text
scoreTxt = new Text2('0', {
size: 150,
fill: "#ffffff"
});
scoreTxt.anchor.set(0.5, 0); // Anchor to the top center
scoreTxt.x = 2048 / 2; // Position at the top center of the screen
scoreTxt.y = 20; // Position with a margin from the top
for (var i = 0; i < 50; i++) {
var star = game.addChild(new Star());
star.x = Math.random() * 2048;
star.y = Math.random() * 2732;
}
scoreTxt.anchor.set(0.5, 0);
// Create coin counter text
game.addChild(scoreTxt);
// Create coin counter text
coinCounterTxt = new Text2('Coins: 0', {
size: 100,
fill: "#ffffff"
});
coinCounterTxt.anchor.set(1, 0); // Anchor to the top right
coinCounterTxt.x = 2048 - 20; // Position at the top right of the screen with a margin
coinCounterTxt.y = 20; // Position with a margin from the top
game.addChild(coinCounterTxt);
// Set up game event listeners
game.down = function (x, y, obj) {
dragNode = fairy;
isFairyHeld = true; // Set isFairyHeld to true when the fairy is held
};
game.up = function (x, y, obj) {
dragNode = null;
isFairyHeld = false; // Set isFairyHeld to false when the fairy is released
};
game.move = handleMove;
// Update game every tick
game.update = updateGame;
}
// Handle move events
function handleMove(x, y, obj) {
if (dragNode) {
// Check if the fairy is moving to the right
if (x > dragNode.x) {
// Mirror the fairy image
dragNode.scale.x = -1;
} else {
// Reset the fairy image
dragNode.scale.x = 1;
}
// Create a ghost image of the fairy when it moves every other frame
if (LK.ticks % 4 === 0) {
var ghostFairy = LK.getAsset('fairy', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.3
});
ghostFairy.x = dragNode.x;
ghostFairy.y = dragNode.y;
if (dragNode.parent === game) {
game.addChildAt(ghostFairy, game.getChildIndex(dragNode));
} else {
game.addChild(ghostFairy);
}
// Remove the ghost image after 0.5 seconds
LK.setTimeout(function () {
ghostFairy.destroy();
}, 250);
}
dragNode.x += (x - dragNode.x) * 0.1;
if (y > 2732 * 0.6) {
dragNode.y += (y - dragNode.y) * 0.1;
} else {
dragNode.y += (2732 * 0.6 - dragNode.y) * 0.1;
}
}
}
// Update game logic
function updateGame() {
// Update starfield
for (var i = game.children.length - 1; i >= 0; i--) {
if (game.children[i] instanceof Star) {
game.children[i].update();
}
if (game.children[i] instanceof Coin && game.children[i].intersects(fairy)) {
game.children[i].destroy();
coinCount++;
coinCounterTxt.setText('Coins: ' + coinCount);
}
}
// Update bullets
for (var i = bullets.length - 1; i >= 0; i--) {
if (bullets[i] instanceof Bullet) {
bullets[i].update();
}
bullets[i].update();
if (bullets[i].y < -50) {
bullets[i].destroy();
bullets.splice(i, 1);
}
}
for (var j = enemies.length - 1; j >= 0; j--) {
if (enemies[j] instanceof Boss) {
enemies[j].update();
}
enemies[j].update();
if (enemies[j].y > 2732 + 50) {
enemies[j].destroy();
enemies.splice(j, 1);
}
if (fairy.intersects(enemies[j])) {
var fairyX = fairy.x;
var fairyY = fairy.y;
// Create particle effect for fairy
for (var p = 0; p < 20; p++) {
var particle = LK.getAsset('star', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 1
});
particle.x = fairyX;
particle.y = fairyY;
particle.speedX = (Math.random() - 0.5) * 10;
particle.speedY = (Math.random() - 0.5) * 10;
particle.update = function () {
this.x += this.speedX;
this.y += this.speedY;
this.alpha -= 0.02;
if (this.alpha <= 0) {
this.destroy();
}
};
game.addChild(particle);
}
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
for (var k = bullets.length - 1; k >= 0; k--) {
if (bullets[k].intersects(enemies[j])) {
bullets[k].destroy();
bullets.splice(k, 1);
enemies[j].hitpoints--;
if (enemies[j].hitpoints <= 0) {
var enemyX = enemies[j].x;
var enemyY = enemies[j].y;
// Create particle effect
for (var p = 0; p < 20; p++) {
var particle = LK.getAsset('star', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 1
});
particle.x = enemyX;
particle.y = enemyY;
particle.speedX = (Math.random() - 0.5) * 10;
particle.speedY = (Math.random() - 0.5) * 10;
particle.update = function () {
this.x += this.speedX;
this.y += this.speedY;
this.alpha -= 0.02;
if (this.alpha <= 0) {
this.destroy();
}
};
game.addChild(particle);
}
enemies[j].destroy();
enemies.splice(j, 1);
score++;
scoreTxt.setText(score);
var dropChance = Math.random();
if (dropChance < 0.2) {
var newCoin = new Coin();
newCoin.x = enemyX;
newCoin.y = enemyY;
game.addChild(newCoin);
} else if (dropChance < 0.2) {
var newPowerup = new Powerup();
newPowerup.x = enemyX;
newPowerup.y = enemyY;
game.addChild(newPowerup);
}
if (enemies[j] instanceof Boss) {
// Create bigger particle effect for boss
for (var p = 0; p < 50; p++) {
var particle = LK.getAsset('star', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 1
});
particle.x = enemyX;
particle.y = enemyY;
particle.speedX = (Math.random() - 0.5) * 20;
particle.speedY = (Math.random() - 0.5) * 20;
particle.update = function () {
this.x += this.speedX;
this.y += this.speedY;
this.alpha -= 0.02;
if (this.alpha <= 0) {
this.destroy();
}
};
game.addChild(particle);
}
LK.pauseGame();
upgradeMenu.visible = true;
}
}
break;
}
}
}
// Check for collisions
// Check for coin collection
for (var i = game.children.length - 1; i >= 0; i--) {
if (game.children[i] instanceof Coin && game.children[i].intersects(fairy)) {
game.children[i].destroy();
coinCount++;
coinCounterTxt.setText('Coins: ' + coinCount);
}
}
for (var k = bullets.length - 1; k >= 0; k--) {
for (var l = enemies.length - 1; l >= 0; l--) {
if (bullets[k].intersects(enemies[l])) {
bullets[k].destroy();
bullets.splice(k, 1);
enemies[l].hitpoints--;
if (enemies[l].hitpoints <= 0) {
var enemyX = enemies[l].x;
var enemyY = enemies[l].y;
enemies[l].destroy();
enemies.splice(l, 1);
score++;
scoreTxt.setText(score);
// Randomly drop coins or powerups
var dropChance = Math.random();
if (dropChance < 0.2) {
var newCoin = new Coin();
newCoin.x = enemyX;
newCoin.y = enemyY;
game.addChild(newCoin);
} else if (dropChance < 0.2) {
var newPowerup = new Powerup();
newPowerup.x = enemyX;
newPowerup.y = enemyY;
game.addChild(newPowerup);
}
// Check if the destroyed enemy is the boss
if (enemies[l] instanceof Boss) {
LK.pauseGame(); // Pause the game
upgradeMenu.visible = true; // Show the upgrade menu
}
}
break;
}
}
}
// Spawn new bullets
if (LK.ticks % 20 == 0 && isFairyHeld) {
// Only spawn new bullets if the fairy is being held
var newBullet = new Bullet();
newBullet.x = fairy.x;
newBullet.y = fairy.y;
bullets.push(newBullet);
game.addChild(newBullet);
}
// Spawn new enemies in a line
if (LK.ticks % 600 == 0) {
waveCount++;
if (waveCount <= waveConfig.length) {
var currentWave = waveConfig[waveCount - 1];
var maxEnemiesPerLine = 4;
var enemySpacing = 2048 / (maxEnemiesPerLine + 1); // Adjust spacing to center enemies
var totalRows = Math.ceil(currentWave.enemies / maxEnemiesPerLine);
for (var i = 0; i < currentWave.enemies; i++) {
var newBlock = new Enemy();
var row = Math.floor(i / maxEnemiesPerLine);
newBlock.hitpoints = currentWave.hitpoints[row] || currentWave.hitpoints[currentWave.hitpoints.length - 1];
newBlock.x = i % maxEnemiesPerLine * enemySpacing + enemySpacing / 2;
newBlock.y = row * 200 - 50;
enemies.push(newBlock);
game.addChild(newBlock);
}
// Center the rows of enemies
var totalWidth = (Math.min(currentWave.enemies, maxEnemiesPerLine) - 1) * enemySpacing;
var offsetX = (2048 - totalWidth) / 2;
for (var j = 0; j < enemies.length; j++) {
enemies[j].x += offsetX;
}
} else if (waveCount == waveConfig.length + 1) {
// Spawn boss enemy
var boss = new Boss();
boss.hitpoints = 20; // Set boss hitpoints
boss.x = 2048 / 2;
boss.y = 0;
boss.speed = 5; // Set initial speed for lateral movement
enemies.push(boss);
game.addChild(boss);
}
// Spawn goblin between waves
if (waveCount % 2 == 0) {
var goblin = new Goblin();
goblin.x = Math.random() * 2048;
goblin.y = -50;
enemies.push(goblin);
game.addChild(goblin);
}
}
// Goblin shooting logic
for (var i = enemies.length - 1; i >= 0; i--) {
if (enemies[i] instanceof Goblin && LK.ticks % 100 == 0) {
enemies[i].shoot();
}
}
}
// Initialize the game
initGame();
// Create and position the upgrade menu
var upgradeMenu = game.addChild(new UpgradeMenu());
upgradeMenu.x = 2048 / 2;
upgradeMenu.y = 2732 / 2;
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