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when boss speed increases, also increase its bullets speed
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bossbullets shoudl also increase speed when boss speed increases
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bosses should move faster every 5 seconds, but reset when they are killed
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if bossbullets hits fairy then game over, unless it has shield
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add collision between bossbullets and fairy.
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don not increase bullet speed when upgrade2 is selceted
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when powerup2 is purchased again increase hit points by 20%
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console log herobullet speed
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herobullet 3 base damage should be 1
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do not double hitpoints of bullet when upgrade1 is selected
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powerup1 will increase bullets speed by 1 but not increase the hit points
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make sure powerup2 and powerup1 replace each other when chosen
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make sure powerup2 set ups player to use herobullet2
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console log bullet damage
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console log boss hitpoints
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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.
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/****
* 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
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
}
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
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
}
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 = 5.5; // Increase speed by 10%
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 = 3.3; // Increase speed by 10%
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 = 4.4; // Increase speed by 10%
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
});
}
currentLevel.currentWaveIndex = 0; // Reset the current wave index to start from the first wave
levels.forEach(function (level) {
level.currentWaveIndex = 0; // Reset the wave index for all levels
});
} 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];
levels.forEach(function (level) {
level.waves.forEach(function (wave) {
wave.hitpoints = wave.hitpoints.map(function (hitpoint) {
return hitpoint * 1.5; // Increase hitpoints by 50%
});
wave.speed = wave.speed ? wave.speed * 1.5 : 1.5; // Increase speed by 50%
});
});
bullets.forEach(function (bullet) {
bullet.speed *= 1.5; // Increase bullet speed by 50%
});
}
} 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];
} 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
});
}
currentLevel.currentWaveIndex = 0; // Reset the current wave index to start from the first wave
}
};
});
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
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;
boss.hitpoints *= 1.5; // Increase boss hitpoints by 50%
boss.speed *= 1.5; // Increase boss speed by 50%
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.