User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'HeroBullet2.prototype.attachAsset('herobullet2', {' Line Number: 503
User prompt
when powerup2 is selected make sure to start using herobullet2 and its asset
User prompt
when powerup2 is selected, player should start using herobullet2
User prompt
create hero bullet2
User prompt
play hit sound when herobullet is destroyed
User prompt
remove play hit from game
User prompt
hit is not being played when enemy or boss is hit, please fix this
User prompt
please make sure hit is played when enemy is hit
User prompt
use hit sound when an enemy hitpoint is deducted
User prompt
create herobullet2. when player chooses upgrade2 user herobullet2 aasset and increase hit rate
Code edit (1 edits merged)
Please save this source code
User prompt
add .5 alpha to menu
User prompt
make menu powerup alpha .5
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move powerups 300 pixels up
Code edit (1 edits merged)
Please save this source code
User prompt
move diamons cost of powerups closer to diamond icon vertically
User prompt
Please fix the bug: 'TypeError: LK.getScreenWidth is not a function' in or related to this line: 'screenGraphics.width = LK.getScreenWidth() * 0.5; // Adjust width to half of the screen width dynamically' Line Number: 390
User prompt
allow powerup shop to have the size changed
User prompt
remove menu background from top of the screen where score and diamonds are
User prompt
make enemy2 movement smoother
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'width')' in or related to this line: 'var fairyGraphics = self.attachAsset('fairy', {' Line Number: 315
User prompt
reduce hitbox area of fairy
User prompt
when enemy2 touches sides it should nto stay there but move the other way
User prompt
enemy2 should not go offscreen sideways, but it should down on the screen
User prompt
make sure enemy2 does not go offscreen
/****
* Classes
****/
var Boss = Container.expand(function () {
var self = Container.call(this);
var bossGraphics = self.attachAsset('boss1', {
anchorX: 0.5,
anchorY: 0.5
// Removed tint for the boss
});
self.speed = 2;
self.hitpoints = 10; // High hitpoints for the boss
self.update = function () {
self.x += Math.sin(LK.ticks / 30) * 5; // Sideways movement
if (Math.sin(LK.ticks / 30) < 0) {
self.scale.x = -1; // Mirror image when moving left
} else {
self.scale.x = 1; // Normal image when moving right
}
self.y = Math.min(self.y + self.speed, 2732 * 0.4); // Move to the top 40% of the screen
// Logic to increase and decrease boss size
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;
}
if (LK.ticks % 120 == 0) {
LK.getSound('bossbullet').play(); // Play bossbullet sound when Boss shoots BossBullet
// Shoot bullets every second
var newBullet = new BossBullet();
newBullet.x = self.x;
newBullet.y = self.y + self.height / 2;
bullets.push(newBullet);
game.addChild(newBullet);
}
};
});
var Boss2 = Container.expand(function () {
var self = Container.call(this);
var bossGraphics = self.attachAsset('boss2', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 2;
self.hitpoints = 15; // Higher hitpoints for the second boss
self.update = function () {
self.x += Math.sin(LK.ticks / 30) * 5; // Sideways movement
if (Math.sin(LK.ticks / 30) < 0) {
self.scale.x = -1; // Mirror image when moving left
} else {
self.scale.x = 1; // Normal image when moving right
}
self.y = Math.min(self.y + self.speed, 2732 * 0.4); // Move to the top 40% of the screen
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;
}
if (LK.ticks % 60 == 0) {
LK.getSound('bossbullet').play(); // Play bossbullet sound when Boss2 shoots BossBullet2
var newBullet = new BossBullet2();
newBullet.x = self.x;
newBullet.y = self.y + self.height / 2;
bullets.push(newBullet);
game.addChild(newBullet);
}
};
});
var Boss3 = Container.expand(function () {
var self = Container.call(this);
var bossGraphics = self.attachAsset('boss3', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 2;
self.hitpoints = 20; // Higher hitpoints for the third boss
self.update = function () {
self.x += Math.sin(LK.ticks / 30) * 5; // Sideways movement
if (Math.sin(LK.ticks / 30) < 0) {
self.scale.x = -1; // Mirror image when moving left
} else {
self.scale.x = 1; // Normal image when moving right
}
self.y = Math.min(self.y + self.speed, 2732 * 0.4); // Move to the top 40% of the screen
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;
}
if (LK.ticks % 90 == 0) {
LK.getSound('bossbullet').play(); // Play bossbullet sound when Boss3 shoots BossBullet3
var newBullet = new BossBullet3();
newBullet.x = self.x;
newBullet.y = self.y + self.height / 2;
bullets.push(newBullet);
game.addChild(newBullet);
}
};
});
var BossBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('bossbullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5;
self.update = function () {
self.y += self.speed;
self.rotation += 0.1; // Add rotation to the boss bullet
// Logic to increase and decrease boss bullet size
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;
}
};
});
var BossBullet2 = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('bossbullet2', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5;
self.update = function () {
self.y += self.speed;
self.rotation += 0.1; // Add rotation to the boss bullet
// Logic to increase and decrease boss bullet size
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;
}
};
});
var BossBullet3 = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('boss3bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5;
self.update = function () {
self.y += self.speed;
self.rotation += 0.1; // Add rotation to the boss bullet
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;
}
};
});
// 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;
};
});
// Diamond class
var Diamond = Container.expand(function () {
var self = Container.call(this);
var diamondGraphics = self.attachAsset('diamond', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 4;
self.update = function () {
self.y += self.speed;
self.rotation += 0.05; // 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,
tint: 0xffffff // Default tint, will be overridden by wave configuration
});
self.speed = 3;
self.hitpoints = 3; // Add hitpoints to enemies
self.update = function () {
// Update tint based on hitpoints
if (self.hitpoints === 3) {
self.children[0].tint = 0xff6666; // Red tint for 3 hitpoints
} else if (self.hitpoints === 2) {
self.children[0].tint = 0xcc66ff; // Purple tint for 2 hitpoints
} else if (self.hitpoints === 1) {
self.children[0].tint = 0xffe066; // Yellow tint for 1 hitpoint
}
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 if (LK.ticks % 10 === 0) {
self.hitpointsDisplay.setText(self.hitpoints.toString());
}
};
});
var Enemy2 = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemy2', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 4; // Different speed for Enemy2
self.hitpoints = 4; // Different hitpoints for Enemy2
self.randomFactorX = Math.random() * 20 + 10; // Ensure a minimum value to reduce shakiness
self.randomFactorY = Math.random() * 10 + 5; // Ensure a minimum value to reduce shakiness
self.update = function () {
self.y += self.speed;
self.x += Math.sin(LK.ticks / (30 + self.randomFactorX)) * 5; // Add unique random sideways movement
self.y += Math.sin(LK.ticks / (15 + self.randomFactorY)) * 2; // Add unique random bouncy movement
// Ensure Enemy2 does not go offscreen
if (self.x < self.width / 2) {
self.x = self.width / 2;
} else if (self.x > 2048 - self.width / 2) {
self.x = 2048 - self.width / 2;
}
if (self.y < self.height / 2) {
self.y = self.height / 2;
} else if (self.y > 2732 - self.height / 2) {
self.y = 2732 - self.height / 2;
}
// Logic to increase and decrease size
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;
}
self.x += Math.sin(LK.ticks / (30 + self.randomFactorX)) * 5; // Add unique random sideways movement
self.y += Math.sin(LK.ticks / (15 + self.randomFactorY)) * 2; // Add unique random bouncy movement
if (self.y > 2732) {
self.destroy();
}
};
});
//<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.particles = [];
self.update = function () {
// Particle emitter logic
if (LK.ticks % 5 === 0) {
var particle = LK.getAsset('fairyemitter', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 1,
scaleX: 12,
scaleY: 12
});
particle.x = self.x + (self.scale.x === -1 ? 30 : -30);
particle.y = self.y + self.height / 2;
particle.speedX = (Math.random() - 0.5) * 2;
particle.speedY = Math.random() * 2 + 1; // Push particles downwards
particle.update = function () {
this.x += this.speedX;
this.y += this.speedY;
this.alpha -= 0.01;
if (this.alpha <= 0) {
this.destroy();
}
};
self.particles.push(particle);
game.addChild(particle);
}
// Update existing particles
for (var i = self.particles.length - 1; i >= 0; i--) {
self.particles[i].update();
if (self.particles[i].alpha <= 0) {
self.particles.splice(i, 1);
}
}
// Fairy movement logic
};
});
var HeroBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -5;
self.hitpoints = 1; // Add hitpoints property to HeroBullet
self.update = function () {
self.y += self.speed;
};
});
// 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();
}
};
});
var PowerupMenu = Container.expand(function () {
var self = Container.call(this);
var screenGraphics = self.attachAsset('menu', {
anchorX: 0.5,
anchorY: 0.5
});
screenGraphics.width = 1024; // Adjust width to half of the screen width
screenGraphics.height = 1366; // Adjust height to half of the screen height
screenGraphics.alpha = 0.8;
screenGraphics.x = 2048 / 4;
screenGraphics.y = 2732 / 4;
var title = new Text2('Powerup Shop', {
size: 150,
fill: "#ffffff",
stroke: "#000000",
strokeThickness: 5
});
title.anchor.set(0.5, 0.5);
title.x = screenGraphics.x;
title.y = screenGraphics.y - screenGraphics.height / 2 + 150;
self.x = 2048 / 2 - screenGraphics.width / 2 - 500;
self.y = 2732 / 2 - screenGraphics.height / 2;
self.addChild(title);
var powerup1 = LK.getAsset('powerup1', {
anchorX: 0.5,
anchorY: 0.5
});
powerup1.x = screenGraphics.x - 300;
powerup1.y = screenGraphics.y + 100;
self.addChild(powerup1);
powerup1.down = function (x, y, obj) {
console.log("Powerup1 touched");
if (diamondCount >= 10) {
diamondCount -= 10;
diamondCounterTxt.setText(diamondCount);
heroFireRate = Math.max(5, heroFireRate - 5); // Increase fire rate when the first powerup is selected, but not less than 5
self.destroy(); // Close powerup menu
isPowerupScreenActive = false;
if (currentLevelIndex < levels.length - 1) {
currentLevelIndex++;
currentLevel = levels[currentLevelIndex];
} else {
// Reset to first level and double enemy hitpoints
currentLevelIndex = 0;
currentLevel = levels[currentLevelIndex];
levels.forEach(function (level) {
level.waves.forEach(function (wave) {
wave.hitpoints = wave.hitpoints.map(function (hitpoint) {
return hitpoint * 2;
});
wave.speed = wave.speed ? wave.speed * 2 : 2; // Double the speed of enemies
});
});
bullets.forEach(function (bullet) {
bullet.speed *= 2; // Double the speed of bullets
});
}
} else {
var message = new Text2('I need 10 diamonds for this powerup!', {
size: 100,
fill: "#ff0000",
stroke: "#000000",
strokeThickness: 5
});
message.anchor.set(0.5, 0.5);
message.x = 2048 / 2;
message.y = 2732 / 2;
game.addChild(message);
LK.setTimeout(function () {
message.destroy();
}, 2000);
}
};
var powerup1DiamondIcon = LK.getAsset('diamond', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.5,
scaleY: 0.5
});
powerup1DiamondIcon.x = powerup1.x;
powerup1DiamondIcon.y = powerup1.y + powerup1.height / 2 + 20;
self.addChild(powerup1DiamondIcon);
var powerup1Cost = new Text2('10', {
size: 100,
fill: "#ffffff",
stroke: "#000000",
strokeThickness: 5
});
powerup1Cost.anchor.set(0.5, 0);
powerup1Cost.x = powerup1.x;
powerup1Cost.y = powerup1DiamondIcon.y + powerup1DiamondIcon.height / 2 + 20;
self.addChild(powerup1Cost);
var powerup2 = LK.getAsset('powerup2', {
anchorX: 0.5,
anchorY: 0.5
});
powerup2.x = screenGraphics.x;
powerup2.y = screenGraphics.y + 100;
self.addChild(powerup2);
powerup2.down = function (x, y, obj) {
console.log("Powerup2 touched");
if (diamondCount >= 20) {
diamondCount -= 20;
diamondCounterTxt.setText(diamondCount);
// Add action for powerup2
HeroBullet.prototype.hitpoints += 1;
self.destroy(); // Close powerup menu
isPowerupScreenActive = false;
// Increase level when a powerup is selected
if (currentLevelIndex < levels.length - 1) {
currentLevelIndex++;
currentLevel = levels[currentLevelIndex];
} else {
currentLevelIndex = 0;
currentLevel = levels[currentLevelIndex];
}
} else {
var message = new Text2('I need 20 diamonds for this powerup!', {
size: 100,
fill: "#ff0000",
stroke: "#000000",
strokeThickness: 5
});
message.anchor.set(0.5, 0.5);
message.x = 2048 / 2;
message.y = 2732 / 2;
game.addChild(message);
LK.setTimeout(function () {
message.destroy();
}, 2000);
}
};
var powerup2DiamondIcon = LK.getAsset('diamond', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.5,
scaleY: 0.5
});
powerup2DiamondIcon.x = powerup2.x;
powerup2DiamondIcon.y = powerup2.y + powerup2.height / 2 + 20;
self.addChild(powerup2DiamondIcon);
var powerup2Cost = new Text2('20', {
size: 100,
fill: "#ffffff",
stroke: "#000000",
strokeThickness: 5
});
powerup2Cost.anchor.set(0.5, 0);
powerup2Cost.x = powerup2.x;
powerup2Cost.y = powerup2DiamondIcon.y + powerup2DiamondIcon.height / 2 + 20;
self.addChild(powerup2Cost);
var powerup3 = LK.getAsset('powerup3', {
anchorX: 0.5,
anchorY: 0.5
});
powerup3.x = screenGraphics.x + 300;
powerup3.y = screenGraphics.y + 100;
self.addChild(powerup3);
powerup3.down = function (x, y, obj) {
console.log("Powerup3 touched");
if (diamondCount >= 30) {
diamondCount -= 30;
diamondCounterTxt.setText(diamondCount);
// Add action for powerup3
self.destroy(); // Close powerup menu
isPowerupScreenActive = false;
// Increase level when a powerup is selected
if (currentLevelIndex < levels.length - 1) {
currentLevelIndex++;
currentLevel = levels[currentLevelIndex];
} else {
currentLevelIndex = 0;
currentLevel = levels[currentLevelIndex];
}
} else {
var message = new Text2('I need 30 diamonds for this powerup!', {
size: 100,
fill: "#ff0000",
stroke: "#000000",
strokeThickness: 5
});
message.anchor.set(0.5, 0.5);
message.x = 2048 / 2;
message.y = 2732 / 2;
game.addChild(message);
LK.setTimeout(function () {
message.destroy();
}, 2000);
}
};
var powerup3DiamondIcon = LK.getAsset('diamond', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.5,
scaleY: 0.5
});
powerup3DiamondIcon.x = powerup3.x;
powerup3DiamondIcon.y = powerup3.y + powerup3.height / 2 + 20;
self.addChild(powerup3DiamondIcon);
var powerup3Cost = new Text2('30', {
size: 100,
fill: "#ffffff",
stroke: "#000000",
strokeThickness: 5
});
powerup3Cost.anchor.set(0.5, 0);
powerup3Cost.x = powerup3.x;
powerup3Cost.y = powerup3DiamondIcon.y + powerup3DiamondIcon.height / 2 + 20;
self.addChild(powerup3Cost);
var closeButton = new Text2('Close', {
size: 100,
fill: "#ffffff",
stroke: "#000000",
strokeThickness: 5
});
closeButton.anchor.set(0.5, 0.5);
closeButton.x = screenGraphics.x;
closeButton.y = screenGraphics.y + screenGraphics.height / 2 - 100;
self.addChild(closeButton);
closeButton.down = function (x, y, obj) {
self.destroy(); // Close powerup menu
isPowerupScreenActive = false;
if (currentLevelIndex < levels.length - 1) {
currentLevelIndex++;
currentLevel = levels[currentLevelIndex];
} else {
// Reset to first level and double enemy hitpoints
currentLevelIndex = 0;
currentLevel = levels[currentLevelIndex];
levels.forEach(function (level) {
level.waves.forEach(function (wave) {
wave.hitpoints = wave.hitpoints.map(function (hitpoint) {
return hitpoint * 2;
});
wave.speed = wave.speed ? wave.speed * 2 : 2; // Double the speed of enemies
});
});
bullets.forEach(function (bullet) {
bullet.speed *= 2; // Double the speed of bullets
});
}
};
self.down = function (x, y, obj) {
var localPos = self.toLocal(obj.global);
if (powerup1.intersects(self.toLocal(obj.global)) || powerup2.intersects(self.toLocal(obj.global)) || powerup3.intersects(self.toLocal(obj.global))) {
if (powerup1.intersects(self.toLocal(obj.global)) && diamondCount >= 10) {
console.log("Powerup1 touched");
diamondCount -= 10;
diamondCounterTxt.setText(diamondCount);
heroFireRate = Math.max(5, heroFireRate - 5); // Increase fire rate when the first powerup is selected, but not less than 5
self.destroy(); // Close powerup menu
isPowerupScreenActive = false;
} else if (powerup2.intersects(self.toLocal(obj.global)) && diamondCount >= 20) {
console.log("Powerup2 touched");
diamondCount -= 20;
diamondCounterTxt.setText(diamondCount);
// Add action for powerup2
HeroBullet.prototype.hitpoints += 1;
self.destroy(); // Close powerup menu
isPowerupScreenActive = false;
} else if (powerup3.intersects(self.toLocal(obj.global)) && diamondCount >= 30) {
console.log("Powerup3 touched");
diamondCount -= 30;
diamondCounterTxt.setText(diamondCount);
// Add action for powerup3
self.destroy(); // Close powerup menu
isPowerupScreenActive = false;
} else {
var messageText = 'I need more shiny things!';
if (powerup1.intersects(self.toLocal(obj.global)) && diamondCount < 10) {
messageText = 'I need 10 diamonds for this powerup!';
} else if (powerup2.intersects(self.toLocal(obj.global)) && diamondCount < 20) {
messageText = 'I need 20 diamonds for this powerup!';
} else if (powerup3.intersects(self.toLocal(obj.global)) && diamondCount < 30) {
messageText = 'I need 30 diamonds for this powerup!';
}
var message = new Text2(messageText, {
size: 100,
fill: "#ff0000",
stroke: "#000000",
strokeThickness: 5
});
message.anchor.set(0.5, 0.5);
message.x = 2048 / 2;
message.y = 2732 / 2;
game.addChild(message);
LK.setTimeout(function () {
message.destroy();
}, 2000);
}
} else if (closeButton.intersects(self.toLocal(obj.global))) {
self.destroy(); // Close powerup menu
isPowerupScreenActive = false;
if (currentLevelIndex < levels.length) {
currentLevelIndex++;
currentLevel = levels[currentLevelIndex];
}
}
};
});
// 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;
}
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x800080 //Init game with purple background
});
/****
* Game Code
****/
var Level = function Level(config, levelNumber) {
this.waves = config.waves;
this.currentWaveIndex = 0;
this.boss = config.boss;
this.levelNumber = levelNumber;
};
Level.prototype.getNextWave = function () {
if (this.currentWaveIndex < this.waves.length) {
return this.waves[this.currentWaveIndex++];
} else {
return null;
}
};
Level.prototype.hasBoss = function () {
return this.boss && this.currentWaveIndex >= this.waves.length;
};
var levels = [new Level({
waves: [{
enemies: 3,
hitpoints: [1],
tints: [0xffe066]
}, {
enemies: 6,
hitpoints: [2, 1],
tints: [0xcc66ff, 0xffe066]
}, {
enemies: 9,
hitpoints: [3, 2, 1],
tints: [0xff6666, 0xcc66ff, 0xffe066]
}],
boss: true
}, 1), new Level({
waves: [{
enemies: 4,
hitpoints: [2],
tints: [0x66ff66]
}, {
enemies: 8,
hitpoints: [3, 2],
tints: [0x66ccff, 0x66ff66]
}, {
enemies: 12,
hitpoints: [4, 3, 2],
tints: []
}],
boss: true
}, 2), new Level({
waves: [{
enemies: 5,
hitpoints: [3],
tints: [0xff9933]
}, {
enemies: 10,
hitpoints: [4, 3],
tints: [0xffcc00, 0xff9933]
}, {
enemies: 12,
hitpoints: [5, 4, 3],
tints: [0xff6600, 0xffcc00, 0xff9933]
}],
boss: true
}, 3)];
var currentLevelIndex = 0;
var currentLevel = levels[currentLevelIndex];
// Initialize variables
var fairy;
var bullets = [];
var enemies = [];
var scoreTxt;
var score = 0;
var dragNode = null;
var heroFireRate = 30; // Default fire rate for hero bullets
var defaultHeroFireRate = 30; // Store the default fire rate
var diamondCount = 100; // Initialize diamond counter with 999 diamonds
var diamondCounterTxt; // Declare diamondCounterTxt variable
var isFairyHeld = false; // Track if the fairy is being held
var isPowerupScreenActive = false; // Track if the powerup screen is active
var waveCount = 0; // Track the wave count
var waveConfig = [{
enemies: 3,
hitpoints: [1],
tints: [0xffe066]
}
/**** , {
enemies: 6,
hitpoints: [2, 1],
tints: [0xcc66ff, 0xffe066]
}
, {
enemies: 9,
hitpoints: [3, 2, 1],
tints: [0xff6666, 0xcc66ff, 0xffe066]
}
****/
// Add more wave configurations as needed
];
// Initialize game elements
function initGame() {
// Play background music on loop
var backgroundMusic = LK.getSound('backgroundmusic');
backgroundMusic.loop = true;
backgroundMusic.play();
// Create and position the fairy
fairy = game.addChild(new Fairy());
fairy.particles = [];
fairy.x = 2048 / 2;
fairy.y = 2732 - 400;
// Create score text
scoreTxt = new Text2('0', {
size: 200,
fill: "#ffffff",
stroke: "#000000",
strokeThickness: 5
});
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 < 30; 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
var overlay = LK.getAsset('menu', {
width: 2048,
height: 250,
color: 0x000000,
alpha: 0.5,
anchorX: 0.5,
anchorY: 0
});
overlay.x = 2048 / 2;
overlay.y = 0;
game.addChild(overlay);
var diamondCounterContainer = new Container();
var diamondIcon = LK.getAsset('diamond', {
anchorX: 1,
anchorY: 0,
alpha: 0.8,
scaleX: 1.4,
scaleY: 1.4
});
diamondIcon.x = 2048 - 100;
diamondIcon.y = 20;
diamondCounterContainer.addChild(diamondIcon);
diamondCounterTxt = new Text2('0', {
size: 120,
fill: "#ffffff",
stroke: "#000000",
strokeThickness: 5
});
diamondCounterTxt.anchor.set(0.5, 0.5);
diamondCounterTxt.x = diamondIcon.x + diamondIcon.width / 2 - 230;
diamondCounterTxt.y = diamondIcon.y + diamondIcon.height / 2 + 15;
diamondCounterContainer.addChild(diamondCounterTxt);
game.addChild(diamondCounterContainer);
// 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);
}
if (dragNode.scale.x === -1) {
ghostFairy.scale.x = -1;
}
// 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() {
// Check if background music is playing, if not, play it
var backgroundMusic = LK.getSound('backgroundmusic');
if (!backgroundMusic.isPlaying) {
backgroundMusic.play();
}
if (currentLevel) {
console.log("Current Level:", currentLevel.levelNumber);
} else {
console.log("Current Level: undefined");
}
// 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 Diamond && game.children[i].intersects(fairy)) {
game.children[i].destroy();
diamondCount++;
diamondCounterTxt.setText(diamondCount);
}
}
// 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--) {
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 < 10; 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] instanceof HeroBullet && bullets[k].intersects(enemies[j])) {
LK.getSound('hit').play();
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,
scaleX: 2,
scaleY: 2,
tint: enemies[j].children[0].tint
});
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();
LK.getSound('boom').play();
if (enemies[j] instanceof Boss || enemies[j] instanceof Boss2) {
var powerupMenu = new PowerupMenu();
powerupMenu.x = 2048 / 2 - powerupMenu.width / 2;
powerupMenu.y = 2732 / 2 - powerupMenu.height / 2;
game.addChild(powerupMenu);
isPowerupScreenActive = true;
// Removed level increase when boss is destroyed
}
enemies.splice(j, 1);
if (enemies[j]) {
score += enemies[j].hitpoints * 10;
}
scoreTxt.setText(score);
var dropChance = Math.random();
if (dropChance < 0.2) {
var newDiamond = new Diamond();
newDiamond.x = enemyX;
newDiamond.y = enemyY;
game.addChild(newDiamond);
} else if (dropChance < 0.2) {
var newPowerup = new Powerup();
newPowerup.x = enemyX;
newPowerup.y = enemyY;
game.addChild(newPowerup);
}
}
break;
}
}
}
// Check for collisions
// Check for coin collection
for (var i = game.children.length - 1; i >= 0; i--) {
if (game.children[i] instanceof Diamond && game.children[i].intersects(fairy)) {
game.children[i].destroy();
diamondCount++;
diamondCounterTxt.setText('Diamonds: ' + diamondCount);
}
}
for (var k = bullets.length - 1; k >= 0; k--) {
for (var l = enemies.length - 1; l >= 0; l--) {
if (bullets[k] instanceof HeroBullet && 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();
LK.getSound('boom').play();
enemies.splice(l, 1);
if (enemies[l]) {
score += enemies[l].hitpoints * 10;
}
scoreTxt.setText(score);
// Randomly drop coins or powerups
var dropChance = Math.random();
if (dropChance < 0.2) {
var newDiamond = new Diamond();
newDiamond.x = enemyX;
newDiamond.y = enemyY;
game.addChild(newDiamond);
} else if (dropChance < 0.2) {
var newPowerup = new Powerup();
newPowerup.x = enemyX;
newPowerup.y = enemyY;
game.addChild(newPowerup);
}
}
break;
}
}
}
// Spawn new bullets
if (LK.ticks % heroFireRate == 0 && isFairyHeld) {
// Only spawn new bullets if the fairy is being held
var newBullet = new HeroBullet();
newBullet.x = fairy.x;
newBullet.y = fairy.y - fairy.height / 2;
bullets.push(newBullet);
game.addChild(newBullet);
// Play shoot sound when a HeroBullet is shot
LK.getSound('shoot').play();
}
// Spawn new enemies in a line
if (LK.ticks % 600 == 0 && !isPowerupScreenActive) {
if (enemies.length === 0) {
waveCount++;
}
if (currentLevel) {
var currentWave = currentLevel.getNextWave();
if (currentWave) {
var maxEnemiesPerLine = 3;
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.width / 2;
newBlock.y = row * 220 - 50; // Increase row spacing by 20 pixels
newBlock.children[0].tint = currentWave.tints[row] || currentWave.tints[currentWave.tints.length - 1];
enemies.push(newBlock);
game.addChild(newBlock);
}
// Spawn Enemy2 based on the level number after the wave with a delay of 5 seconds
LK.setTimeout(function () {
for (var i = 0; i < currentLevel.levelNumber; i++) {
var newEnemy2 = new Enemy2();
newEnemy2.x = Math.random() * 2048;
newEnemy2.y = -newEnemy2.height;
enemies.push(newEnemy2);
game.addChild(newEnemy2);
}
}, 5000);
// 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 - enemies[j].width / 2;
}
} else if (currentLevel.hasBoss() && enemies.length === 0) {
var boss;
if (currentLevel.levelNumber === 3) {
boss = new Boss3();
} else if (currentLevel.levelNumber === 2) {
boss = new Boss2();
} else {
boss = new Boss();
}
boss.x = 2048 / 2;
boss.y = -boss.height;
enemies.push(boss);
game.addChild(boss);
LK.getSound('bossappear').play(); // Play bossappear sound when Boss is spawned
LK.effects.flashScreen(0xffffff, 500); // Flash screen white for 500ms
LK.setTimeout(function () {
LK.effects.flashScreen(0xffffff, 500); // Flash screen white again for 500ms
}, 600); // Delay the second flash by 600ms to allow a brief pause
}
}
}
}
// Initialize the game
initGame();
8-bit. cartoon. white star.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
cartoon 8 bit fairy dust. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Cartoon, 8bit, fireball. Black border. Cicular.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
cartoon, 8 bit, shield. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
8bit, cartoon, axe. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
dark electric ball, 8bit, cartoon.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
8bit, cartoon, treasure chest frame. very big empty center. only a fine border of chest. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
shoot
Sound effect
boom
Sound effect
Hit
Sound effect
backgroundmusic
Sound effect
bossbullet
Sound effect
bossappear
Sound effect
hit
Sound effect
diamondcollect
Sound effect
hooray
Sound effect
nono
Sound effect
letsgo
Sound effect
death
Sound effect
yes
Sound effect