User prompt
why can't I move after level 2? fix it
User prompt
enemies other than bosses and big enemies drop 1 xp
User prompt
make sound when ı take healt or speed or shoot
User prompt
have a boss fight every 10 levels, no other enemies around the boss when it comes ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
have big and small enemies, big enemies die in 2 hits or 3 hits depending on their size, have a health bar on them.
User prompt
Please fix the bug: 'TypeError: enemies[i].update is not a function' in or related to this line: 'enemies[i].update();' Line Number: 682
User prompt
make different enemies and as I get stronger, they come in droves
User prompt
when ı level up, enemies faster
User prompt
max level 50
User prompt
not teleport to where I click, just move when I drag
Code edit (1 edits merged)
Please save this source code
User prompt
Auto Shooter Evolution
Initial prompt
When a man who shoots automatically collects the new stats that appear on the screen, he gains stats such as rate of fire, new shooting mode, flamethrower, double shot, new weapon. Every time you kill an enemy, points drop from enemies, allowing you to level up. Each time he levels up he chooses one of 3 options, extra health, speed, new weapon or different features.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.velocityX = 0; self.velocityY = 0; self.damage = 25; self.update = function () { self.x += self.velocityX; self.y += self.velocityY; if (self.x < 0 || self.x > 2048 || self.y < 0 || self.y > 2732) { self.removeSelf(); } for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; if (self.intersects(enemy)) { enemy.takeDamage(self.damage); self.removeSelf(); break; } } }; self.removeSelf = function () { var index = bullets.indexOf(self); if (index !== -1) { bullets.splice(index, 1); } self.destroy(); }; return self; }); var EnemyBase = Container.expand(function (assetType, health, speed, damage, xpValue) { var self = Container.call(this); var enemyGraphics = self.attachAsset(assetType, { anchorX: 0.5, anchorY: 0.5 }); self.health = health || 20; self.maxHealth = self.health; self.speed = speed || 1; self.damage = damage || 10; self.xpValue = xpValue || 3; self.lastDamageTime = 0; self.baseSpeed = self.speed; self.assetType = assetType; self.healthBar = null; self.needsHealthBar = health > 50; // Big enemies (TankEnemy, ShooterEnemy) get health bars self.update = function () { self.updateMovement(); self.checkPlayerCollision(); if (self.healthBar) { self.healthBar.update(); } }; self.updateMovement = function () { var dx = player.x - self.x; var dy = player.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0) { self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; } }; self.checkPlayerCollision = function () { var dx = player.x - self.x; var dy = player.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 40 && LK.ticks - self.lastDamageTime > 60) { player.takeDamage(self.damage); self.lastDamageTime = LK.ticks; } }; self.takeDamage = function (damage) { self.health -= damage; // Create health bar if this enemy needs one and doesn't have one yet if (self.needsHealthBar && !self.healthBar) { var barSize = enemyHealthBarSizes[self.assetType] || { width: 40, height: 6 }; self.healthBar = new EnemyHealthBar(self, barSize.width, barSize.height); game.addChild(self.healthBar); } if (self.health <= 0) { self.die(); } }; self.die = function () { // Clean up health bar if it exists if (self.healthBar) { self.healthBar.removeSelf(); self.healthBar = null; } for (var i = 0; i < self.xpValue; i++) { var xpOrb = new XPOrb(); xpOrb.x = self.x + (Math.random() - 0.5) * 50; xpOrb.y = self.y + (Math.random() - 0.5) * 50; xpOrbs.push(xpOrb); game.addChild(xpOrb); } var index = enemies.indexOf(self); if (index !== -1) { enemies.splice(index, 1); } self.destroy(); }; return self; }); var TankEnemy = EnemyBase.expand(function () { var self = EnemyBase.call(this, 'tankEnemy', 150, 0.6, 20, 8); // Increased health to 150 (6 hits to kill) return self; }); var ShooterEnemy = EnemyBase.expand(function () { var self = EnemyBase.call(this, 'shooterEnemy', 75, 0.8, 12, 5); // Increased health to 75 (3 hits to kill) self.shootTimer = 0; self.shootRate = 120; self.updateMovement = function () { var dx = player.x - self.x; var dy = player.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // Stop moving when close to player and start shooting if (distance > 200) { if (distance > 0) { self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; } } else { // Shoot at player self.shootTimer++; if (self.shootTimer >= self.shootRate) { self.shootAtPlayer(); self.shootTimer = 0; } } }; self.shootAtPlayer = function () { var bullet = new EnemyBullet(); bullet.x = self.x; bullet.y = self.y; var dx = player.x - self.x; var dy = player.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0) { bullet.velocityX = dx / distance * 6; bullet.velocityY = dy / distance * 6; enemyBullets.push(bullet); game.addChild(bullet); } }; return self; }); var FastEnemy = EnemyBase.expand(function () { var self = EnemyBase.call(this, 'fastEnemy', 10, 2.5, 8, 1); return self; }); var Boss = EnemyBase.expand(function () { var self = EnemyBase.call(this, 'boss', 500, 0.5, 30, 50); self.maxHealth = 500 + Math.floor((player.level - 1) / 10) * 200; // Scale with boss tier self.health = self.maxHealth; self.needsHealthBar = true; self.attackTimer = 0; self.attackPhase = 0; self.isCharging = false; self.chargeTarget = { x: 0, y: 0 }; // Boss entrance animation self.alpha = 0; tween(self, { alpha: 1 }, { duration: 2000, easing: tween.easeOut }); tween(self, { scaleX: 1.2, scaleY: 1.2 }, { duration: 1000, easing: tween.bounceOut, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1 }, { duration: 500 }); } }); self.updateMovement = function () { if (self.isCharging) return; // Don't move normally when charging var dx = player.x - self.x; var dy = player.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // Keep distance from player but still move towards them slowly if (distance > 300) { if (distance > 0) { self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; } } else if (distance < 200) { // Move away if too close if (distance > 0) { self.x -= dx / distance * self.speed * 0.5; self.y -= dy / distance * self.speed * 0.5; } } }; self.update = function () { self.updateMovement(); self.checkPlayerCollision(); self.updateAttacks(); if (self.healthBar) { self.healthBar.update(); } }; self.updateAttacks = function () { self.attackTimer++; // Cycle through different attack patterns if (self.attackTimer >= 180) { // 3 seconds self.attackPhase = (self.attackPhase + 1) % 3; self.performAttack(); self.attackTimer = 0; } }; self.performAttack = function () { switch (self.attackPhase) { case 0: self.spiralAttack(); break; case 1: self.chargeAttack(); break; case 2: self.burstAttack(); break; } }; self.spiralAttack = function () { // Fire bullets in a spiral pattern for (var i = 0; i < 8; i++) { var angle = i / 8 * Math.PI * 2 + LK.ticks * 0.1; var bullet = new EnemyBullet(); bullet.x = self.x; bullet.y = self.y; bullet.velocityX = Math.cos(angle) * 4; bullet.velocityY = Math.sin(angle) * 4; enemyBullets.push(bullet); game.addChild(bullet); } // Visual effect tween(self, { tint: 0xff4444 }, { duration: 200, onFinish: function onFinish() { tween(self, { tint: 0xffffff }, { duration: 200 }); } }); }; self.chargeAttack = function () { // Charge towards player self.isCharging = true; self.chargeTarget.x = player.x; self.chargeTarget.y = player.y; // Visual warning tween(self, { tint: 0xff0000, scaleX: 1.3, scaleY: 1.3 }, { duration: 500, onFinish: function onFinish() { // Perform the charge tween(self, { x: self.chargeTarget.x, y: self.chargeTarget.y }, { duration: 800, easing: tween.easeOut, onFinish: function onFinish() { self.isCharging = false; tween(self, { tint: 0xffffff, scaleX: 1, scaleY: 1 }, { duration: 300 }); } }); } }); }; self.burstAttack = function () { // Fire bullets towards player in a burst for (var i = 0; i < 12; i++) { var bullet = new EnemyBullet(); bullet.x = self.x; bullet.y = self.y; var dx = player.x - self.x; var dy = player.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); var spread = (i - 6) * 0.2; // Spread bullets around target if (distance > 0) { var angle = Math.atan2(dy, dx) + spread; bullet.velocityX = Math.cos(angle) * 5; bullet.velocityY = Math.sin(angle) * 5; enemyBullets.push(bullet); game.addChild(bullet); } } }; self.die = function () { // Boss death animation tween(self, { alpha: 0, scaleX: 2, scaleY: 2, rotation: Math.PI }, { duration: 2000, easing: tween.easeOut, onFinish: function onFinish() { // Clean up health bar if it exists if (self.healthBar) { self.healthBar.removeSelf(); self.healthBar = null; } // Drop lots of XP for (var i = 0; i < self.xpValue; i++) { var xpOrb = new XPOrb(); xpOrb.x = self.x + (Math.random() - 0.5) * 100; xpOrb.y = self.y + (Math.random() - 0.5) * 100; xpOrbs.push(xpOrb); game.addChild(xpOrb); } var index = enemies.indexOf(self); if (index !== -1) { enemies.splice(index, 1); } // End boss fight isBossFight = false; self.destroy(); } }); }; return self; }); var BasicEnemy = EnemyBase.expand(function () { var self = EnemyBase.call(this, 'enemy', 20, 1, 10, 1); return self; }); var EnemyBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5, tint: 0xff0000 }); self.velocityX = 0; self.velocityY = 0; self.damage = 15; self.update = function () { self.x += self.velocityX; self.y += self.velocityY; if (self.x < 0 || self.x > 2048 || self.y < 0 || self.y > 2732) { self.removeSelf(); } var dx = player.x - self.x; var dy = player.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 30) { player.takeDamage(self.damage); self.removeSelf(); } }; self.removeSelf = function () { var index = enemyBullets.indexOf(self); if (index !== -1) { enemyBullets.splice(index, 1); } self.destroy(); }; return self; }); var EnemyHealthBar = Container.expand(function (enemy, barWidth, barHeight) { var self = Container.call(this); self.enemy = enemy; self.barWidth = barWidth || 40; self.barHeight = barHeight || 6; self.background = LK.getAsset('enemy', { width: self.barWidth, height: self.barHeight, anchorX: 0.5, anchorY: 0.5, tint: 0x666666 }); self.foreground = LK.getAsset('healthItem', { width: self.barWidth, height: self.barHeight, anchorX: 0.5, anchorY: 0.5, tint: 0x4CAF50 }); self.addChild(self.background); self.addChild(self.foreground); self.update = function () { // Position above enemy self.x = self.enemy.x; self.y = self.enemy.y - 30; // Update health display var healthPercent = self.enemy.health / self.enemy.maxHealth; self.foreground.width = self.barWidth * healthPercent; // Hide if enemy is at full health self.visible = healthPercent < 1.0; }; self.removeSelf = function () { self.destroy(); }; return self; }); var ExperienceBar = Container.expand(function () { var self = Container.call(this); self.background = LK.getAsset('enemy', { width: 300, height: 15, anchorX: 0, anchorY: 0, tint: 0x333333 }); self.foreground = LK.getAsset('xp', { width: 300, height: 15, anchorX: 0, anchorY: 0, tint: 0x9C27B0 }); self.addChild(self.background); self.addChild(self.foreground); self.updateDisplay = function () { var xpPercent = player.experience / player.experienceToNext; self.foreground.width = 300 * xpPercent; }; return self; }); var HealthBar = Container.expand(function () { var self = Container.call(this); self.background = LK.getAsset('enemy', { width: 200, height: 20, anchorX: 0, anchorY: 0, tint: 0x333333 }); self.foreground = LK.getAsset('player', { width: 200, height: 20, anchorX: 0, anchorY: 0, tint: 0x4CAF50 }); self.addChild(self.background); self.addChild(self.foreground); self.updateDisplay = function () { var healthPercent = player.health / player.maxHealth; self.foreground.width = 200 * healthPercent; }; return self; }); var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.health = 100; self.maxHealth = 100; self.speed = 3; self.fireRate = 30; self.fireTimer = 0; self.experience = 0; self.level = 1; self.experienceToNext = 10; self.update = function () { self.fireTimer++; if (self.fireTimer >= self.fireRate) { self.fireAtNearestEnemy(); self.fireTimer = 0; } }; self.fireAtNearestEnemy = function () { var nearestEnemy = null; var nearestDistance = Infinity; for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var dx = enemy.x - self.x; var dy = enemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < nearestDistance && distance < 400) { nearestDistance = distance; nearestEnemy = enemy; } } if (nearestEnemy) { var bullet = new Bullet(); bullet.x = self.x; bullet.y = self.y; var dx = nearestEnemy.x - self.x; var dy = nearestEnemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); bullet.velocityX = dx / distance * 8; bullet.velocityY = dy / distance * 8; bullets.push(bullet); game.addChild(bullet); LK.getSound('shoot').play(); } }; self.takeDamage = function (damage) { self.health -= damage; if (self.health <= 0) { self.health = 0; LK.showGameOver(); } healthBar.updateDisplay(); }; self.gainExperience = function (amount) { self.experience += amount; experienceBar.updateDisplay(); if (self.experience >= self.experienceToNext) { self.levelUp(); } }; self.levelUp = function () { if (self.level >= 50) { // At max level, just reset experience but don't level up self.experience = 0; experienceBar.updateDisplay(); return; } self.level++; self.experience = 0; self.experienceToNext = Math.floor(self.experienceToNext * 1.5); experienceBar.updateDisplay(); levelText.setText('Level: ' + self.level); // Check for boss fight every 10 levels if (self.level % 10 === 0 && !isBossFight) { spawnBoss(); } else { // Increase enemy speed based on player level (only if not boss fight) for (var i = 0; i < enemies.length; i++) { var levelFactor = 1 + (self.level - 1) * 0.1; enemies[i].speed = enemies[i].baseSpeed * levelFactor; } } LK.getSound('levelUp').play(); showUpgradeOptions(); }; return self; }); var StatItem = Container.expand(function (type) { var self = Container.call(this); var itemGraphics = self.attachAsset(type + 'Item', { anchorX: 0.5, anchorY: 0.5 }); self.type = type; self.lifeTime = 0; self.update = function () { self.lifeTime++; if (self.lifeTime > 1800) { self.removeSelf(); } var dx = player.x - self.x; var dy = player.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 30) { self.applyEffect(); self.removeSelf(); } }; self.applyEffect = function () { if (self.type === 'health') { player.health = Math.min(player.maxHealth, player.health + 25); healthBar.updateDisplay(); LK.getSound('pickup').play(); } else if (self.type === 'speed') { player.speed += 0.5; LK.getSound('pickup').play(); } }; self.removeSelf = function () { var index = statItems.indexOf(self); if (index !== -1) { statItems.splice(index, 1); } self.destroy(); }; return self; }); var XPOrb = Container.expand(function () { var self = Container.call(this); var xpGraphics = self.attachAsset('xp', { anchorX: 0.5, anchorY: 0.5 }); self.value = 1; self.update = function () { var dx = player.x - self.x; var dy = player.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 100) { self.x += dx / distance * 4; self.y += dy / distance * 4; } if (distance < 25) { player.gainExperience(self.value); LK.getSound('pickup').play(); self.removeSelf(); } }; self.removeSelf = function () { var index = xpOrbs.indexOf(self); if (index !== -1) { xpOrbs.splice(index, 1); } self.destroy(); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x1a1a1a }); /**** * Game Code ****/ var player; var enemies = []; var enemyHealthBarSizes = { 'enemy': { width: 40, height: 6 }, // BasicEnemy 'fastEnemy': { width: 30, height: 5 }, // FastEnemy 'shooterEnemy': { width: 35, height: 6 }, // ShooterEnemy 'tankEnemy': { width: 60, height: 8 } // TankEnemy (big) }; var bullets = []; var enemyBullets = []; var xpOrbs = []; var statItems = []; var enemySpawnTimer = 0; var itemSpawnTimer = 0; var waveLevel = 1; var upgradePanel = null; var healthBar; var experienceBar; var levelText; var hordeSpawnTimer = 0; var isBossFight = false; var currentBoss = null; // Initialize player player = game.addChild(new Player()); player.x = 1024; player.y = 1366; // Initialize UI healthBar = new HealthBar(); healthBar.x = 50; healthBar.y = 50; LK.gui.topLeft.addChild(healthBar); experienceBar = new ExperienceBar(); experienceBar.x = 50; experienceBar.y = 80; LK.gui.topLeft.addChild(experienceBar); levelText = new Text2('Level: 1', { size: 40, fill: 0xFFFFFF }); levelText.anchor.set(0, 0); levelText.x = 50; levelText.y = 110; LK.gui.topLeft.addChild(levelText); // Movement variables var dragNode = null; function showUpgradeOptions() { if (upgradePanel) return; upgradePanel = LK.getAsset('enemy', { width: 800, height: 600, anchorX: 0.5, anchorY: 0.5, tint: 0x333333 }); upgradePanel.x = 1024; upgradePanel.y = 1366; LK.gui.center.addChild(upgradePanel); var upgrades = [{ name: 'Extra Health', effect: function effect() { player.maxHealth += 25; player.health += 25; healthBar.updateDisplay(); } }, { name: 'Faster Fire', effect: function effect() { player.fireRate = Math.max(10, player.fireRate - 5); } }, { name: 'More Speed', effect: function effect() { player.speed += 1; } }, { name: 'Bigger Bullets', effect: function effect() {/* Visual upgrade */} }, { name: 'More Damage', effect: function effect() {/* Would need bullet damage tracking */} }]; var selectedUpgrades = []; for (var i = 0; i < 3; i++) { var randomIndex = Math.floor(Math.random() * upgrades.length); selectedUpgrades.push(upgrades[randomIndex]); } for (var i = 0; i < 3; i++) { var button = LK.getAsset('player', { width: 200, height: 80, anchorX: 0.5, anchorY: 0.5, tint: 0x4CAF50 }); button.x = -250 + i * 250; button.y = 0; button.upgradeIndex = i; button.upgrade = selectedUpgrades[i]; button.down = function (x, y, obj) { obj.upgrade.effect(); hideUpgradeOptions(); }; upgradePanel.addChild(button); var buttonText = new Text2(selectedUpgrades[i].name, { size: 24, fill: 0xFFFFFF }); buttonText.anchor.set(0.5, 0.5); buttonText.x = button.x; buttonText.y = button.y; upgradePanel.addChild(buttonText); } } function hideUpgradeOptions() { if (upgradePanel) { upgradePanel.destroy(); upgradePanel = null; } } function spawnEnemy() { var enemy; var levelFactor = 1 + (player.level - 1) * 0.1; // Choose enemy type based on player level var rand = Math.random(); if (player.level < 5) { enemy = new BasicEnemy(); } else if (player.level < 10) { if (rand < 0.7) enemy = new BasicEnemy();else enemy = new FastEnemy(); } else if (player.level < 20) { if (rand < 0.5) enemy = new BasicEnemy();else if (rand < 0.8) enemy = new FastEnemy();else enemy = new TankEnemy(); } else { if (rand < 0.3) enemy = new BasicEnemy();else if (rand < 0.55) enemy = new FastEnemy();else if (rand < 0.8) enemy = new TankEnemy();else enemy = new ShooterEnemy(); } // Scale enemy stats with player level enemy.speed = enemy.baseSpeed * levelFactor; enemy.health = Math.floor(enemy.maxHealth * levelFactor); enemy.maxHealth = enemy.health; var side = Math.floor(Math.random() * 4); switch (side) { case 0: // Top enemy.x = Math.random() * 2048; enemy.y = -50; break; case 1: // Right enemy.x = 2098; enemy.y = Math.random() * 2732; break; case 2: // Bottom enemy.x = Math.random() * 2048; enemy.y = 2782; break; case 3: // Left enemy.x = -50; enemy.y = Math.random() * 2732; break; } enemies.push(enemy); game.addChild(enemy); } function spawnHorde() { var hordeSize = Math.min(10, 3 + Math.floor(player.level / 5)); var enemyType = Math.random() < 0.6 ? BasicEnemy : FastEnemy; for (var i = 0; i < hordeSize; i++) { var enemy = new enemyType(); var levelFactor = 1 + (player.level - 1) * 0.1; enemy.speed = enemy.baseSpeed * levelFactor; enemy.health = Math.floor(enemy.maxHealth * levelFactor); enemy.maxHealth = enemy.health; // Spawn all enemies from the same side var side = Math.floor(Math.random() * 4); var offset = i * 80; switch (side) { case 0: enemy.x = (Math.random() * 1000 + 500 + offset) % 2048; enemy.y = -50; break; case 1: enemy.x = 2098; enemy.y = (Math.random() * 1000 + 500 + offset) % 2732; break; case 2: enemy.x = (Math.random() * 1000 + 500 + offset) % 2048; enemy.y = 2782; break; case 3: enemy.x = -50; enemy.y = (Math.random() * 1000 + 500 + offset) % 2732; break; } enemies.push(enemy); game.addChild(enemy); } } function spawnBoss() { // Clear all existing enemies for (var i = enemies.length - 1; i >= 0; i--) { enemies[i].destroy(); enemies.splice(i, 1); } // Clear all enemy bullets for (var i = enemyBullets.length - 1; i >= 0; i--) { enemyBullets[i].destroy(); enemyBullets.splice(i, 1); } isBossFight = true; currentBoss = new Boss(); currentBoss.x = 1024; // Center X currentBoss.y = 400; // Top area enemies.push(currentBoss); game.addChild(currentBoss); } function spawnStatItem() { var item = new StatItem(Math.random() < 0.5 ? 'health' : 'speed'); item.x = Math.random() * 1800 + 100; item.y = Math.random() * 2400 + 100; statItems.push(item); game.addChild(item); } game.move = function (x, y, obj) { if (dragNode) { dragNode.x = x; dragNode.y = y; // Keep player within bounds dragNode.x = Math.max(30, Math.min(2018, dragNode.x)); dragNode.y = Math.max(30, Math.min(2702, dragNode.y)); } }; game.down = function (x, y, obj) { dragNode = player; }; game.up = function (x, y, obj) { dragNode = null; }; game.update = function () { if (upgradePanel) return; // Don't spawn regular enemies during boss fights if (!isBossFight) { // Spawn enemies with increased frequency based on player level enemySpawnTimer++; var baseSpawnRate = Math.max(30, 180 - waveLevel * 10); var levelSpawnBonus = Math.floor(player.level / 5); var spawnRate = Math.max(15, baseSpawnRate - levelSpawnBonus * 5); if (enemySpawnTimer >= spawnRate) { // Higher chance of multiple spawns at higher levels var spawnCount = 1; if (player.level > 10 && Math.random() < 0.3) spawnCount = 2; if (player.level > 20 && Math.random() < 0.2) spawnCount = 3; for (var s = 0; s < spawnCount; s++) { spawnEnemy(); } enemySpawnTimer = 0; } // Spawn hordes periodically when player gets stronger hordeSpawnTimer++; var hordeRate = Math.max(600, 1800 - player.level * 20); if (hordeSpawnTimer >= hordeRate && player.level >= 5) { spawnHorde(); hordeSpawnTimer = 0; } } // Spawn stat items itemSpawnTimer++; if (itemSpawnTimer >= 600) { spawnStatItem(); itemSpawnTimer = 0; } // Increase difficulty over time if (LK.ticks % 1800 === 0) { waveLevel++; } // Update all game objects for (var i = enemies.length - 1; i >= 0; i--) { enemies[i].update(); } for (var i = bullets.length - 1; i >= 0; i--) { bullets[i].update(); } for (var i = enemyBullets.length - 1; i >= 0; i--) { enemyBullets[i].update(); } for (var i = xpOrbs.length - 1; i >= 0; i--) { xpOrbs[i].update(); } for (var i = statItems.length - 1; i >= 0; i--) { statItems[i].update(); } player.update(); };
===================================================================
--- original.js
+++ change.js
@@ -894,20 +894,18 @@
statItems.push(item);
game.addChild(item);
}
game.move = function (x, y, obj) {
- if (dragNode && !upgradePanel) {
+ if (dragNode) {
dragNode.x = x;
dragNode.y = y;
// Keep player within bounds
dragNode.x = Math.max(30, Math.min(2018, dragNode.x));
dragNode.y = Math.max(30, Math.min(2702, dragNode.y));
}
};
game.down = function (x, y, obj) {
- if (!upgradePanel) {
- dragNode = player;
- }
+ dragNode = player;
};
game.up = function (x, y, obj) {
dragNode = null;
};
yuvarlak mermi. In-Game asset. 2d. High contrast. No shadows
boss creature. In-Game asset. 2d. High contrast. No shadows
Tank enemy big creature. In-Game asset. 2d. High contrast. No shadows
XP point only round, no writing on and around it
creature enemy. In-Game asset. 2d. High contrast. No shadows
shooter enemy. In-Game asset. 2d. High contrast. No shadows
healty. In-Game asset. 2d. High contrast. No shadows
fire rate. In-Game asset. 2d. High contrast. No shadows
magnet. In-Game asset. 2d. High contrast. No shadows
hedef tahtası. In-Game asset. 2d. High contrast. No shadows
Give pistol
submachine gun. In-Game asset. 2d. High contrast. No shadows
Stronge. In-Game asset. 2d. High contrast. No shadows