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.speedX = 0; self.speedY = 4; self.update = function () { self.x += self.speedX; self.y += self.speedY; 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.speedY = 4; self.update = function () { self.y += self.speedY; self.speedY += 0.1; // Gravity effect 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 * 1.5; // Increase width by 50% screenGraphics.height = 1366 * 1.5; // Increase height by 50% screenGraphics.alpha = 0.7; screenGraphics.x = 2048 / 3 + 100; screenGraphics.y = 2732 / 3 + 50; var title = new Text2('', { 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 - 300; self.addChild(title); var powerup1 = LK.getAsset('powerup1', { anchorX: 0.5, anchorY: 0.5 }); powerup1.x = screenGraphics.x - 300; powerup1.y = screenGraphics.y - 400; self.addChild(powerup1); powerup1.down = function (x, y, obj) { console.log("Powerup1 touched"); if (diamondCount >= powerupCosts.powerup1) { diamondCount -= powerupCosts.powerup1; 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 ".concat(powerupCosts.powerup1 - diamondCount, " more 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 + 50; 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 - 400; self.addChild(powerup2); powerup2.down = function (x, y, obj) { console.log("Powerup2 touched"); if (diamondCount >= powerupCosts.powerup2) { diamondCount -= powerupCosts.powerup2; 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 ".concat(powerupCosts.powerup2 - diamondCount, " more 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 + 50; 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 - 400; self.addChild(powerup3); powerup3.down = function (x, y, obj) { console.log("Powerup3 touched"); if (diamondCount >= powerupCosts.powerup3) { diamondCount -= powerupCosts.powerup3; 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 ".concat(powerupCosts.powerup3 - diamondCount, " more 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 + 50; 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('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 - 300; 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 ****/ // Configuration for powerup costs var powerupCosts = { powerup1: 10, powerup2: 20, powerup3: 30 }; 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].update(); if (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 || enemies[j] instanceof Boss3) { var diamondCount = Math.floor(Math.random() * 4) + 2; // Random number between 2 and 5 for (var d = 0; d < diamondCount; d++) { var newDiamond = new Diamond(); newDiamond.x = enemies[j].x; newDiamond.y = enemies[j].y; newDiamond.speedX = (Math.random() - 0.5) * 10; // Random horizontal speed newDiamond.speedY = Math.random() * 2 + 1; // Slower random downward speed game.addChild(newDiamond); } // Add 5 explosions half a second apart and play sound 5 times for (var e = 0; e < 5; e++) { (function (e) { LK.setTimeout(function () { var explosion = LK.getAsset('star', { anchorX: 0.5, anchorY: 0.5, alpha: 1, scaleX: 2, scaleY: 2, tint: 0xff0000 }); explosion.x = enemies[j].x; explosion.y = enemies[j].y; explosion.speedX = (Math.random() - 0.5) * 10; explosion.speedY = (Math.random() - 0.5) * 10; explosion.update = function () { this.x += this.speedX; this.y += this.speedY; this.alpha -= 0.02; if (this.alpha <= 0) { this.destroy(); } }; game.addChild(explosion); LK.getSound('boom').play(); }, e * 500); // Half a second apart })(e); } LK.setTimeout(function () { var powerupMenu = new PowerupMenu(); powerupMenu.x = 2048 / 2 - powerupMenu.width / 2; powerupMenu.y = 2732 / 2 - powerupMenu.height / 2; game.addChild(powerupMenu); isPowerupScreenActive = true; }, 2000); // 2 seconds delay before showing the powerup screen } 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();
===================================================================
--- original.js
+++ change.js
@@ -1061,32 +1061,36 @@
newDiamond.speedX = (Math.random() - 0.5) * 10; // Random horizontal speed
newDiamond.speedY = Math.random() * 2 + 1; // Slower random downward speed
game.addChild(newDiamond);
}
- // Add 5 explosions and play sound 5 times
+ // Add 5 explosions half a second apart and play sound 5 times
for (var e = 0; e < 5; e++) {
- var explosion = LK.getAsset('star', {
- anchorX: 0.5,
- anchorY: 0.5,
- alpha: 1,
- scaleX: 2,
- scaleY: 2,
- tint: 0xff0000
- });
- explosion.x = enemies[j].x;
- explosion.y = enemies[j].y;
- explosion.speedX = (Math.random() - 0.5) * 10;
- explosion.speedY = (Math.random() - 0.5) * 10;
- explosion.update = function () {
- this.x += this.speedX;
- this.y += this.speedY;
- this.alpha -= 0.02;
- if (this.alpha <= 0) {
- this.destroy();
- }
- };
- game.addChild(explosion);
- LK.getSound('boom').play();
+ (function (e) {
+ LK.setTimeout(function () {
+ var explosion = LK.getAsset('star', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ alpha: 1,
+ scaleX: 2,
+ scaleY: 2,
+ tint: 0xff0000
+ });
+ explosion.x = enemies[j].x;
+ explosion.y = enemies[j].y;
+ explosion.speedX = (Math.random() - 0.5) * 10;
+ explosion.speedY = (Math.random() - 0.5) * 10;
+ explosion.update = function () {
+ this.x += this.speedX;
+ this.y += this.speedY;
+ this.alpha -= 0.02;
+ if (this.alpha <= 0) {
+ this.destroy();
+ }
+ };
+ game.addChild(explosion);
+ LK.getSound('boom').play();
+ }, e * 500); // Half a second apart
+ })(e);
}
LK.setTimeout(function () {
var powerupMenu = new PowerupMenu();
powerupMenu.x = 2048 / 2 - powerupMenu.width / 2;
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.