Code edit (4 edits merged)
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boss hitpoits and speed should be multiplied by its spawncount. staring always at 1
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add a counter on each boss to keep track of how many times it has spawned.
Code edit (1 edits merged)
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after a level is complete, set its index of wave back to 0
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make sure boss2 and boss3 also move like boss1
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ensure currentwaveinde is rested to 0 at the start of each level
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when level change, check level, and start from first wave on that level
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when a level is restarted make sure enemy waves are also started again
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levels should be played in loop. when the first 3 levels are complete, number one should start again, but harder, and so should be the boss
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add 3 more levels
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when a new level starts increase speed of start in the background and enemies by 10%
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when boss3 is destroyed, start level 1 again.
Code edit (1 edits merged)
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when diamond is collected play diamondcollect sound
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Please fix the bug: 'Timeout.tick error: Cannot read properties of undefined (reading 'children')' in or related to this line: 'enemies[j].children[0].tint = 0xffffff; // Revert tint back to white' Line Number: 1051
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when enemy2 and boss is hit, change tint for a millisecond
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enemy2 and boss should have a slight effect when hit
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flicker shoudl last shorter
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make flicker lighter
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make enemy2 and boss flicker when they are hit
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only apply shield when powerup3 is selected, not when powerup1 or powerup2 are
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remove wait for 2 seconds between boss is destroyed and powerup menu is shown
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only apply this last big explossion and flash to boss, not all other enemies
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make boss explossion way bigger and flashier
/**** * 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 = 1; // 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 = 1; // 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 = 1; // 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 = 7; 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 = 1; // 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 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 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 only 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: 3, hitpoints: [1], tints: [0x66ff66] /**** }, { enemies: 8, hitpoints: [3, 2], tints: [0x66ccff, 0x66ff66] }, { enemies: 12, hitpoints: [4, 3, 2], tints: [] ****/ }], boss: true }, 2), new Level({ waves: [{ enemies: 3, hitpoints: [1], 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); LK.getSound('diamondcollect').play(); // Play diamondcollect sound when a diamond is collected } } // 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 < 50; p++) { var particle = LK.getAsset('star', { anchorX: 0.5, anchorY: 0.5, alpha: 1, scaleX: 4, scaleY: 4, tint: enemies[j].children[0].tint }); particle.x = enemyX; particle.y = enemyY; particle.speedX = (Math.random() - 0.5) * 20; particle.speedY = (Math.random() - 0.5) * 20; particle.update = function () { this.x += this.speedX; this.y += this.speedY; this.alpha -= 0.01; 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) { LK.effects.flashScreen(0xff0000, 1000); // Flash screen red for 1 second if (enemies[j] instanceof Boss3) { currentLevelIndex = 0; currentLevel = levels[currentLevelIndex]; initGame(); } else { var powerupMenu = new PowerupMenu(); powerupMenu.x = 2048 / 2 - powerupMenu.width / 2; powerupMenu.y = 2732 / 2 - powerupMenu.height / 2; game.addChild(powerupMenu); isPowerupScreenActive = true; } } 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
@@ -1047,13 +1047,19 @@
enemies[j].destroy();
LK.getSound('boom').play();
if (enemies[j] instanceof Boss || enemies[j] instanceof Boss2 || enemies[j] instanceof Boss3) {
LK.effects.flashScreen(0xff0000, 1000); // Flash screen red for 1 second
- var powerupMenu = new PowerupMenu();
- powerupMenu.x = 2048 / 2 - powerupMenu.width / 2;
- powerupMenu.y = 2732 / 2 - powerupMenu.height / 2;
- game.addChild(powerupMenu);
- isPowerupScreenActive = true;
+ if (enemies[j] instanceof Boss3) {
+ currentLevelIndex = 0;
+ currentLevel = levels[currentLevelIndex];
+ initGame();
+ } else {
+ var powerupMenu = new PowerupMenu();
+ powerupMenu.x = 2048 / 2 - powerupMenu.width / 2;
+ powerupMenu.y = 2732 / 2 - powerupMenu.height / 2;
+ game.addChild(powerupMenu);
+ isPowerupScreenActive = true;
+ }
}
enemies.splice(j, 1);
if (enemies[j]) {
score += enemies[j].hitpoints * 10;
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.