User prompt
remove wait for 2 seconds between boss is destroyed and powerup menu is shown
User prompt
only apply this last big explossion and flash to boss, not all other enemies
User prompt
make boss explossion way bigger and flashier
User prompt
wait for 2 seconds between boss is destroyed and powerup menu is shown
User prompt
when boss is destroyed make 5 explosions with 100 pixels random from where boss was, with half a seconds difference. only shows powerupmenu once explosions are done
User prompt
boss 5 explosions should be half a second appart
User prompt
when a boss is destroyed, add 5 explosions and not only one. also play sound 5 times
User prompt
after boss is destroyed wait for 2 seconds before powerup screen is displayed
User prompt
boss dropped diamonds should go down slower
User prompt
add diamons gradviy effect like the ones dropped by boss
User prompt
bosses should drop between 2 to 5 diamonds, and if they should explode from the center of the boss and then just go down
User prompt
create a config place whre cost of powerups is set
User prompt
instead of hardcoding the ammount fo diamonds needed for powerup, if player tries to buy one and does not have enough, say, I need x amount of diamonds to buy this!
Code edit (1 edits merged)
Please save this source code
User prompt
move powerup menu 300 pixels right and 500 pixels down
Code edit (4 edits merged)
Please save this source code
User prompt
reduce alpha of powerup menu
Code edit (1 edits merged)
Please save this source code
Code edit (1 edits merged)
Please save this source code
User prompt
move powerup1 2 and 3 200 pixels up inside the powerup menu
User prompt
make powerup menu 50% size bigger on code
User prompt
move powerup menu 300 pixels up
Code edit (1 edits merged)
Please save this source code
User prompt
move not now message 300 pixels down
User prompt
add more movement to boss withing the top of the screen. they should move from side to side and top down, randomly
/****
* 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
self.y += Math.cos(LK.ticks / 50) * 3; // Top-down movement
self.x = Math.max(Math.min(self.x, 2048 - self.width / 2), self.width / 2); // Keep within screen bounds horizontally
self.y = Math.max(Math.min(self.y, 2732 * 0.4), self.height / 2); // Keep within top 40% of the screen
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
}
// 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
// Ensure Enemy2 changes direction when touching the sides
if (self.x < self.width / 2) {
self.x = self.width / 2;
self.randomFactorX = Math.random() * 20 + 10; // Change direction smoothly
} else if (self.x > 2048 - self.width / 2) {
self.x = 2048 - self.width / 2;
self.randomFactorX = -self.randomFactorX; // Change direction
}
// 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 / (60 + self.randomFactorX)) * 5; // Smooth sideways movement
self.y += Math.sin(LK.ticks / (30 + self.randomFactorY)) * 2; // Smooth 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
});
fairyGraphics.hitArea = new Rectangle(-fairyGraphics.width / 4, -fairyGraphics.height / 4, fairyGraphics.width / 2, fairyGraphics.height / 2); // Reduce hitbox area
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,
alpha: 0.8
});
self.speed = -5;
self.hitpoints = 1; // Add hitpoints property to HeroBullet
self.update = function () {
self.y += self.speed;
};
});
var HeroBullet2 = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('herobullet2', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -8; // Different speed for HeroBullet2
self.hitpoints = 1; // Different hitpoints for HeroBullet2
self.update = function () {
self.y += self.speed;
};
});
var HeroBullet3 = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('herobullet3', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -5; // Different speed for HeroBullet3
self.hitpoints = 2; // Different hitpoints for HeroBullet3
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 = 0.5;
screenGraphics.x = 2048 / 4;
screenGraphics.y = 2732 / 4;
var title = new Text2('Cool Stuff', {
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 - 200;
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
isUsingHeroBullet3 = true; // Switch to HeroBullet3
// Removed incorrect attachAsset call for HeroBullet3
// Removed shield application from powerup1
self.destroy(); // Close powerup menu
isPowerupScreenActive = false;
if (currentLevelIndex < levels.length - 1) {
currentLevelIndex++;
currentLevel = levels[currentLevelIndex];
} else {
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: "#ffffff",
stroke: "#000000",
strokeThickness: 5
});
message.anchor.set(0.5, 1.0);
message.x = 2048 / 2;
message.y = 2732 - 50;
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 + 10;
self.addChild(powerup1Cost);
var powerup2 = LK.getAsset('powerup2', {
anchorX: 0.5,
anchorY: 0.5
});
powerup2.x = screenGraphics.x;
powerup2.y = screenGraphics.y - 200;
self.addChild(powerup2);
powerup2.down = function (x, y, obj) {
console.log("Powerup2 touched");
if (diamondCount >= 20) {
diamondCount -= 20;
diamondCounterTxt.setText(diamondCount);
// Add action for powerup3
shield = game.addChild(new Shield());
shield = game.addChild(new Shield());
isUsingHeroBullet2 = true; // Switch to HeroBullet2
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: "#ffffff",
stroke: "#000000",
strokeThickness: 5
});
message.anchor.set(0.5, 1.0);
message.x = 2048 / 2;
message.y = 2732 - 50;
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 + 10;
self.addChild(powerup2Cost);
var powerup3 = LK.getAsset('powerup3', {
anchorX: 0.5,
anchorY: 0.5
});
powerup3.x = screenGraphics.x + 300;
powerup3.y = screenGraphics.y - 200;
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
shield = game.addChild(new Shield()); // Add shield when powerup3 is selected
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: "#ffffff",
stroke: "#000000",
strokeThickness: 5
});
message.anchor.set(0.5, 1.0);
message.x = 2048 / 2;
message.y = 2732 - 50;
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 + 10;
self.addChild(powerup3Cost);
var closeButton = new Text2('Not now!', {
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];
}
}
};
});
var Shield = Container.expand(function () {
var self = Container.call(this);
var shieldGraphics = self.attachAsset('shield', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.5
});
self.update = function () {
self.x = fairy.x;
self.y = fairy.y;
self.zIndex = fairy.zIndex + 1; // Ensure shield is rendered on top of fairy
};
});
// 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 isUsingHeroBullet2 = false; // Flag to track if HeroBullet2 is being used
var isUsingHeroBullet3 = false; // Flag to track if HeroBullet3 is being used
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 shield = null; // Initialize shield variable
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
// Removed menu background from the top of the screen where score and diamonds are
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 (shield && shield.intersects(enemies[j])) {
shield.destroy();
LK.getSound('boom').play(); // Play boom sound when shield is destroyed
shield = null;
enemies[j].destroy();
enemies.splice(j, 1);
} else 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] instanceof HeroBullet2 || bullets[k] instanceof HeroBullet3) && bullets[k].intersects(enemies[j])) {
LK.getSound('hit').play(); // Play hit sound when HeroBullet, HeroBullet2, or HeroBullet3 is destroyed
bullets[k].destroy();
bullets.splice(k, 1);
enemies[j].hitpoints -= bullets[k] instanceof HeroBullet2 ? 2 : bullets[k] instanceof HeroBullet3 ? 3 : 1;
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] instanceof HeroBullet3) && bullets[k].intersects(enemies[l])) {
LK.getSound('hit').play(); // Play hit sound when HeroBullet or HeroBullet3 is destroyed
bullets[k].destroy();
bullets.splice(k, 1);
enemies[l].hitpoints -= bullets[k] instanceof HeroBullet3 ? 3 : 1;
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;
if (isUsingHeroBullet3) {
newBullet = new HeroBullet3();
newBullet.attachAsset('herobullet3', {
anchorX: 0.5,
anchorY: 0.5
});
} else if (isUsingHeroBullet2) {
newBullet = new HeroBullet2();
newBullet.attachAsset('herobullet2', {
anchorX: 0.5,
anchorY: 0.5
});
} else {
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