User prompt
make character follow cursor slower
User prompt
make character follow cursor
User prompt
make enemies more weak
User prompt
make enemies spawn slower
User prompt
make more enemies spawn
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'var dx = enemy.x - brotato.x;' Line Number: 616
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'var dx = enemy.x - brotato.x;' Line Number: 614
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'fireCooldown')' in or related to this line: 'if (brotato.fireCooldown > 0) {' Line Number: 603
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'fireCooldown')' in or related to this line: 'if (brotato.fireCooldown > 0) {' Line Number: 603
User prompt
add a start screen
User prompt
if there is no enemy in the map dont shoot
User prompt
make our character shootable only there is an enemy in our range
User prompt
make range smaller
User prompt
make the range circle
User prompt
make our shoot range bigger
User prompt
make our character only shootable if there is an enemy in our range
User prompt
make range round and make smaller
User prompt
make range bigger and visible
User prompt
add range to our character if there is no enemy in range dont shoot
User prompt
make less enemies spawn
User prompt
make bullets auto aim enemie
User prompt
make bullet follow straight
User prompt
Make enemies spawn inside the borders
User prompt
Add a border to map
User prompt
make bullet following enemies
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Brotato (player) class var Brotato = Container.expand(function () { var self = Container.call(this); var body = self.attachAsset('brotato', { anchorX: 0.5, anchorY: 0.5 }); self.radius = body.width * 0.5; self.speed = 18; // Movement speed self.fireCooldown = 0; // Ticks until next shot self.fireRate = 30; // Ticks between shots (lower = faster) self.bulletSpeed = 32; self.bulletCount = 1; self.bulletSpread = 0.2; // radians self.damage = 1; self.xp = 0; self.level = 1; self.hp = 5; self.maxHp = 5; // For touch drag self.isDragging = false; // For upgrades self.applyUpgrade = function (upgrade) { if (upgrade === 'firerate') { self.fireRate = Math.max(8, self.fireRate - 4); } else if (upgrade === 'speed') { self.speed += 3; } else if (upgrade === 'damage') { self.damage += 1; } else if (upgrade === 'bullets') { self.bulletCount = Math.min(6, self.bulletCount + 1); } else if (upgrade === 'hp') { self.maxHp += 2; self.hp = self.maxHp; } }; return self; }); // Bullet class var Bullet = Container.expand(function () { var self = Container.call(this); var body = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.radius = Math.max(body.width, body.height) * 0.5; self.speed = 32; self.dx = 0; self.dy = 0; self.damage = 1; self.update = function () { // Home in on nearest enemy if any exist if (typeof enemies !== "undefined" && enemies.length > 0) { // Find nearest enemy var nearest = null; var minDist = Infinity; for (var i = 0; i < enemies.length; i++) { var ex = enemies[i].x; var ey = enemies[i].y; var dx = ex - self.x; var dy = ey - self.y; var dist = dx * dx + dy * dy; if (dist < minDist) { minDist = dist; nearest = enemies[i]; } } if (nearest) { var dx = nearest.x - self.x; var dy = nearest.y - self.y; var len = Math.sqrt(dx * dx + dy * dy); if (len > 0) { // Smoothly adjust direction toward target (homing) var homingStrength = 0.22; // 0=none, 1=instant turn var ndx = dx / len; var ndy = dy / len; self.dx = self.dx * (1 - homingStrength) + ndx * homingStrength; self.dy = self.dy * (1 - homingStrength) + ndy * homingStrength; // Normalize direction var dlen = Math.sqrt(self.dx * self.dx + self.dy * self.dy); if (dlen > 0) { self.dx /= dlen; self.dy /= dlen; } } } } self.x += self.dx * self.speed; self.y += self.dy * self.speed; }; return self; }); // Enemy class var Enemy = Container.expand(function () { var self = Container.call(this); var body = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.radius = body.width * 0.5; self.speed = 6 + Math.random() * 4; self.hp = 2; self.damage = 1; self.xpValue = 1; // Target to chase (brotato) self.target = null; self.update = function () { if (!self.target) return; var dx = self.target.x - self.x; var dy = self.target.y - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 0) { self.x += dx / dist * self.speed; self.y += dy / dist * self.speed; } }; return self; }); // Upgrade Button class var UpgradeButton = Container.expand(function () { var self = Container.call(this); var btn = self.attachAsset('upgradeBtn', { anchorX: 0.5, anchorY: 0.5 }); self.text = new Text2('', { size: 60, fill: 0xFFFFFF }); self.text.anchor.set(0.5, 0.5); self.addChild(self.text); self.upgradeType = ''; self.onSelect = null; self.down = function (x, y, obj) { if (typeof self.onSelect === 'function') { self.onSelect(self.upgradeType); } }; return self; }); // XP orb class var XPOrb = Container.expand(function () { var self = Container.call(this); var body = self.attachAsset('xp', { anchorX: 0.5, anchorY: 0.5 }); self.radius = body.width * 0.5; self.value = 1; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x222222 }); /**** * Game Code ****/ // Upgrade button (box, blue) // XP orb (ellipse, green) // Bullet (box, yellow) // Enemy (ellipse, red) // Potato hero (ellipse, brown) // Game state var brotato; var enemies = []; var bullets = []; var xporbs = []; var wave = 1; var waveTimer = 0; var waveDuration = 900; // 15 seconds per wave (60*15) var inUpgrade = false; var upgradeButtons = []; var score = 0; // UI var scoreTxt = new Text2('Score: 0', { size: 100, fill: "#fff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); var hpTxt = new Text2('HP: 5/5', { size: 80, fill: "#fff" }); hpTxt.anchor.set(0.5, 0); LK.gui.top.addChild(hpTxt); hpTxt.y = 120; // Level up text var levelTxt = new Text2('', { size: 100, fill: 0xFFE066 }); levelTxt.anchor.set(0.5, 0.5); LK.gui.center.addChild(levelTxt); // Helper: spawn brotato in center function spawnBrotato() { brotato = new Brotato(); brotato.x = 2048 / 2; brotato.y = 2732 / 2; game.addChild(brotato); } // Helper: spawn enemy at random edge function spawnEnemy() { var enemy = new Enemy(); var edge = Math.floor(Math.random() * 4); var margin = 100; if (edge === 0) { // Top enemy.x = margin + Math.random() * (2048 - 2 * margin); enemy.y = -margin; } else if (edge === 1) { // Bottom enemy.x = margin + Math.random() * (2048 - 2 * margin); enemy.y = 2732 + margin; } else if (edge === 2) { // Left enemy.x = -margin; enemy.y = margin + Math.random() * (2732 - 2 * margin); } else { // Right enemy.x = 2048 + margin; enemy.y = margin + Math.random() * (2732 - 2 * margin); } enemy.target = brotato; enemies.push(enemy); game.addChild(enemy); } // Helper: spawn XP orb at (x, y) function spawnXP(x, y, value) { var orb = new XPOrb(); orb.x = x; orb.y = y; orb.value = value || 1; xporbs.push(orb); game.addChild(orb); } // Helper: fire bullets from brotato function fireBullets() { var angleBase = 0; for (var i = 0; i < brotato.bulletCount; i++) { var spread = brotato.bulletCount > 1 ? (i - (brotato.bulletCount - 1) / 2) * brotato.bulletSpread : 0; var angle = angleBase + spread; var bullet = new Bullet(); bullet.x = brotato.x; bullet.y = brotato.y; bullet.dx = Math.cos(angle); bullet.dy = Math.sin(angle); bullet.damage = brotato.damage; bullets.push(bullet); game.addChild(bullet); } } // Helper: show upgrade selection function showUpgradeSelection() { inUpgrade = true; // Remove all enemies and bullets for (var i = 0; i < enemies.length; i++) enemies[i].destroy(); for (var i = 0; i < bullets.length; i++) bullets[i].destroy(); enemies = []; bullets = []; // Show 3 random upgrades var upgrades = [{ type: 'firerate', label: 'Faster Fire Rate' }, { type: 'speed', label: 'Move Speed Up' }, { type: 'damage', label: 'Bullet Damage Up' }, { type: 'bullets', label: 'More Bullets' }, { type: 'hp', label: 'Max HP Up' }]; // Shuffle upgrades for (var i = upgrades.length - 1; i > 0; i--) { var j = Math.floor(Math.random() * (i + 1)); var temp = upgrades[i]; upgrades[i] = upgrades[j]; upgrades[j] = temp; } // Show 3 for (var k = 0; k < 3; k++) { var btn = new UpgradeButton(); btn.x = 2048 / 2; btn.y = 900 + k * 350; btn.text.setText(upgrades[k].label); btn.upgradeType = upgrades[k].type; btn.onSelect = function (type) { // Remove buttons for (var b = 0; b < upgradeButtons.length; b++) { upgradeButtons[b].destroy(); } upgradeButtons = []; brotato.applyUpgrade(type); inUpgrade = false; levelTxt.setText(''); // Start next wave startWave(); }; upgradeButtons.push(btn); game.addChild(btn); } levelTxt.setText('Choose an Upgrade!'); } // Helper: start a wave function startWave() { waveTimer = 0; wave += 1; } // Helper: update UI function updateUI() { scoreTxt.setText('Score: ' + score); hpTxt.setText('HP: ' + brotato.hp + '/' + brotato.maxHp); } // Helper: handle brotato damage function brotatoHit(dmg) { brotato.hp -= dmg; LK.effects.flashObject(brotato, 0xff0000, 400); updateUI(); if (brotato.hp <= 0) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } } // Helper: handle brotato level up function brotatoLevelUp() { brotato.level += 1; brotato.xp = 0; levelTxt.setText('Level Up!'); showUpgradeSelection(); } // Helper: get XP needed for next level function xpForLevel(level) { return 5 + Math.floor(level * 2.5); } // Initialize game spawnBrotato(); updateUI(); startWave(); // Touch drag logic var dragNode = null; function handleMove(x, y, obj) { if (inUpgrade) return; if (dragNode) { // Clamp to arena var r = brotato.radius; dragNode.x = Math.max(r, Math.min(2048 - r, x)); dragNode.y = Math.max(r, Math.min(2732 - r, y)); } } game.move = handleMove; game.down = function (x, y, obj) { if (inUpgrade) return; dragNode = brotato; handleMove(x, y, obj); }; game.up = function (x, y, obj) { dragNode = null; }; // Main game loop game.update = function () { if (inUpgrade) return; // Wave timer waveTimer++; if (waveTimer >= waveDuration) { // End of wave: show upgrade showUpgradeSelection(); return; } // Spawn enemies if (LK.ticks % Math.max(20, 60 - wave * 2) === 0) { // More enemies per wave for (var i = 0; i < Math.min(1 + Math.floor(wave / 2), 5); i++) { spawnEnemy(); } } // Brotato auto-fire if (brotato.fireCooldown > 0) { brotato.fireCooldown--; } else { fireBullets(); brotato.fireCooldown = brotato.fireRate; } // Update enemies for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; enemy.update(); // Check collision with brotato var dx = enemy.x - brotato.x; var dy = enemy.y - brotato.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < enemy.radius + brotato.radius - 10) { brotatoHit(enemy.damage); // Destroy enemy spawnXP(enemy.x, enemy.y, enemy.xpValue); enemy.destroy(); enemies.splice(i, 1); continue; } // Remove if off screen (failsafe) if (enemy.x < -200 || enemy.x > 2248 || enemy.y < -200 || enemy.y > 2932) { enemy.destroy(); enemies.splice(i, 1); } } // Update bullets for (var j = bullets.length - 1; j >= 0; j--) { var bullet = bullets[j]; bullet.update(); // Remove if off screen if (bullet.x < -100 || bullet.x > 2148 || bullet.y < -100 || bullet.y > 2832) { bullet.destroy(); bullets.splice(j, 1); continue; } // Check collision with enemies var hit = false; for (var k = enemies.length - 1; k >= 0; k--) { var enemy = enemies[k]; var dx = bullet.x - enemy.x; var dy = bullet.y - enemy.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < bullet.radius + enemy.radius - 10) { enemy.hp -= bullet.damage; hit = true; if (enemy.hp <= 0) { spawnXP(enemy.x, enemy.y, enemy.xpValue); enemy.destroy(); enemies.splice(k, 1); score += 1; updateUI(); } break; } } if (hit) { bullet.destroy(); bullets.splice(j, 1); } } // Update XP orbs for (var m = xporbs.length - 1; m >= 0; m--) { var orb = xporbs[m]; // Attract to brotato if close var dx = orb.x - brotato.x; var dy = orb.y - brotato.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < 300) { var pull = 18; orb.x -= dx / dist * pull; orb.y -= dy / dist * pull; } // Collect if (dist < orb.radius + brotato.radius) { brotato.xp += orb.value; orb.destroy(); xporbs.splice(m, 1); // Level up? if (brotato.xp >= xpForLevel(brotato.level)) { brotatoLevelUp(); return; } } } }; // Play music (if you have a music asset, e.g. 'bgmusic') // LK.playMusic('bgmusic');
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Brotato (player) class
var Brotato = Container.expand(function () {
var self = Container.call(this);
var body = self.attachAsset('brotato', {
anchorX: 0.5,
anchorY: 0.5
});
self.radius = body.width * 0.5;
self.speed = 18; // Movement speed
self.fireCooldown = 0; // Ticks until next shot
self.fireRate = 30; // Ticks between shots (lower = faster)
self.bulletSpeed = 32;
self.bulletCount = 1;
self.bulletSpread = 0.2; // radians
self.damage = 1;
self.xp = 0;
self.level = 1;
self.hp = 5;
self.maxHp = 5;
// For touch drag
self.isDragging = false;
// For upgrades
self.applyUpgrade = function (upgrade) {
if (upgrade === 'firerate') {
self.fireRate = Math.max(8, self.fireRate - 4);
} else if (upgrade === 'speed') {
self.speed += 3;
} else if (upgrade === 'damage') {
self.damage += 1;
} else if (upgrade === 'bullets') {
self.bulletCount = Math.min(6, self.bulletCount + 1);
} else if (upgrade === 'hp') {
self.maxHp += 2;
self.hp = self.maxHp;
}
};
return self;
});
// Bullet class
var Bullet = Container.expand(function () {
var self = Container.call(this);
var body = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.radius = Math.max(body.width, body.height) * 0.5;
self.speed = 32;
self.dx = 0;
self.dy = 0;
self.damage = 1;
self.update = function () {
// Home in on nearest enemy if any exist
if (typeof enemies !== "undefined" && enemies.length > 0) {
// Find nearest enemy
var nearest = null;
var minDist = Infinity;
for (var i = 0; i < enemies.length; i++) {
var ex = enemies[i].x;
var ey = enemies[i].y;
var dx = ex - self.x;
var dy = ey - self.y;
var dist = dx * dx + dy * dy;
if (dist < minDist) {
minDist = dist;
nearest = enemies[i];
}
}
if (nearest) {
var dx = nearest.x - self.x;
var dy = nearest.y - self.y;
var len = Math.sqrt(dx * dx + dy * dy);
if (len > 0) {
// Smoothly adjust direction toward target (homing)
var homingStrength = 0.22; // 0=none, 1=instant turn
var ndx = dx / len;
var ndy = dy / len;
self.dx = self.dx * (1 - homingStrength) + ndx * homingStrength;
self.dy = self.dy * (1 - homingStrength) + ndy * homingStrength;
// Normalize direction
var dlen = Math.sqrt(self.dx * self.dx + self.dy * self.dy);
if (dlen > 0) {
self.dx /= dlen;
self.dy /= dlen;
}
}
}
}
self.x += self.dx * self.speed;
self.y += self.dy * self.speed;
};
return self;
});
// Enemy class
var Enemy = Container.expand(function () {
var self = Container.call(this);
var body = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.radius = body.width * 0.5;
self.speed = 6 + Math.random() * 4;
self.hp = 2;
self.damage = 1;
self.xpValue = 1;
// Target to chase (brotato)
self.target = null;
self.update = function () {
if (!self.target) return;
var dx = self.target.x - self.x;
var dy = self.target.y - self.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist > 0) {
self.x += dx / dist * self.speed;
self.y += dy / dist * self.speed;
}
};
return self;
});
// Upgrade Button class
var UpgradeButton = Container.expand(function () {
var self = Container.call(this);
var btn = self.attachAsset('upgradeBtn', {
anchorX: 0.5,
anchorY: 0.5
});
self.text = new Text2('', {
size: 60,
fill: 0xFFFFFF
});
self.text.anchor.set(0.5, 0.5);
self.addChild(self.text);
self.upgradeType = '';
self.onSelect = null;
self.down = function (x, y, obj) {
if (typeof self.onSelect === 'function') {
self.onSelect(self.upgradeType);
}
};
return self;
});
// XP orb class
var XPOrb = Container.expand(function () {
var self = Container.call(this);
var body = self.attachAsset('xp', {
anchorX: 0.5,
anchorY: 0.5
});
self.radius = body.width * 0.5;
self.value = 1;
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x222222
});
/****
* Game Code
****/
// Upgrade button (box, blue)
// XP orb (ellipse, green)
// Bullet (box, yellow)
// Enemy (ellipse, red)
// Potato hero (ellipse, brown)
// Game state
var brotato;
var enemies = [];
var bullets = [];
var xporbs = [];
var wave = 1;
var waveTimer = 0;
var waveDuration = 900; // 15 seconds per wave (60*15)
var inUpgrade = false;
var upgradeButtons = [];
var score = 0;
// UI
var scoreTxt = new Text2('Score: 0', {
size: 100,
fill: "#fff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
var hpTxt = new Text2('HP: 5/5', {
size: 80,
fill: "#fff"
});
hpTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(hpTxt);
hpTxt.y = 120;
// Level up text
var levelTxt = new Text2('', {
size: 100,
fill: 0xFFE066
});
levelTxt.anchor.set(0.5, 0.5);
LK.gui.center.addChild(levelTxt);
// Helper: spawn brotato in center
function spawnBrotato() {
brotato = new Brotato();
brotato.x = 2048 / 2;
brotato.y = 2732 / 2;
game.addChild(brotato);
}
// Helper: spawn enemy at random edge
function spawnEnemy() {
var enemy = new Enemy();
var edge = Math.floor(Math.random() * 4);
var margin = 100;
if (edge === 0) {
// Top
enemy.x = margin + Math.random() * (2048 - 2 * margin);
enemy.y = -margin;
} else if (edge === 1) {
// Bottom
enemy.x = margin + Math.random() * (2048 - 2 * margin);
enemy.y = 2732 + margin;
} else if (edge === 2) {
// Left
enemy.x = -margin;
enemy.y = margin + Math.random() * (2732 - 2 * margin);
} else {
// Right
enemy.x = 2048 + margin;
enemy.y = margin + Math.random() * (2732 - 2 * margin);
}
enemy.target = brotato;
enemies.push(enemy);
game.addChild(enemy);
}
// Helper: spawn XP orb at (x, y)
function spawnXP(x, y, value) {
var orb = new XPOrb();
orb.x = x;
orb.y = y;
orb.value = value || 1;
xporbs.push(orb);
game.addChild(orb);
}
// Helper: fire bullets from brotato
function fireBullets() {
var angleBase = 0;
for (var i = 0; i < brotato.bulletCount; i++) {
var spread = brotato.bulletCount > 1 ? (i - (brotato.bulletCount - 1) / 2) * brotato.bulletSpread : 0;
var angle = angleBase + spread;
var bullet = new Bullet();
bullet.x = brotato.x;
bullet.y = brotato.y;
bullet.dx = Math.cos(angle);
bullet.dy = Math.sin(angle);
bullet.damage = brotato.damage;
bullets.push(bullet);
game.addChild(bullet);
}
}
// Helper: show upgrade selection
function showUpgradeSelection() {
inUpgrade = true;
// Remove all enemies and bullets
for (var i = 0; i < enemies.length; i++) enemies[i].destroy();
for (var i = 0; i < bullets.length; i++) bullets[i].destroy();
enemies = [];
bullets = [];
// Show 3 random upgrades
var upgrades = [{
type: 'firerate',
label: 'Faster Fire Rate'
}, {
type: 'speed',
label: 'Move Speed Up'
}, {
type: 'damage',
label: 'Bullet Damage Up'
}, {
type: 'bullets',
label: 'More Bullets'
}, {
type: 'hp',
label: 'Max HP Up'
}];
// Shuffle upgrades
for (var i = upgrades.length - 1; i > 0; i--) {
var j = Math.floor(Math.random() * (i + 1));
var temp = upgrades[i];
upgrades[i] = upgrades[j];
upgrades[j] = temp;
}
// Show 3
for (var k = 0; k < 3; k++) {
var btn = new UpgradeButton();
btn.x = 2048 / 2;
btn.y = 900 + k * 350;
btn.text.setText(upgrades[k].label);
btn.upgradeType = upgrades[k].type;
btn.onSelect = function (type) {
// Remove buttons
for (var b = 0; b < upgradeButtons.length; b++) {
upgradeButtons[b].destroy();
}
upgradeButtons = [];
brotato.applyUpgrade(type);
inUpgrade = false;
levelTxt.setText('');
// Start next wave
startWave();
};
upgradeButtons.push(btn);
game.addChild(btn);
}
levelTxt.setText('Choose an Upgrade!');
}
// Helper: start a wave
function startWave() {
waveTimer = 0;
wave += 1;
}
// Helper: update UI
function updateUI() {
scoreTxt.setText('Score: ' + score);
hpTxt.setText('HP: ' + brotato.hp + '/' + brotato.maxHp);
}
// Helper: handle brotato damage
function brotatoHit(dmg) {
brotato.hp -= dmg;
LK.effects.flashObject(brotato, 0xff0000, 400);
updateUI();
if (brotato.hp <= 0) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
}
// Helper: handle brotato level up
function brotatoLevelUp() {
brotato.level += 1;
brotato.xp = 0;
levelTxt.setText('Level Up!');
showUpgradeSelection();
}
// Helper: get XP needed for next level
function xpForLevel(level) {
return 5 + Math.floor(level * 2.5);
}
// Initialize game
spawnBrotato();
updateUI();
startWave();
// Touch drag logic
var dragNode = null;
function handleMove(x, y, obj) {
if (inUpgrade) return;
if (dragNode) {
// Clamp to arena
var r = brotato.radius;
dragNode.x = Math.max(r, Math.min(2048 - r, x));
dragNode.y = Math.max(r, Math.min(2732 - r, y));
}
}
game.move = handleMove;
game.down = function (x, y, obj) {
if (inUpgrade) return;
dragNode = brotato;
handleMove(x, y, obj);
};
game.up = function (x, y, obj) {
dragNode = null;
};
// Main game loop
game.update = function () {
if (inUpgrade) return;
// Wave timer
waveTimer++;
if (waveTimer >= waveDuration) {
// End of wave: show upgrade
showUpgradeSelection();
return;
}
// Spawn enemies
if (LK.ticks % Math.max(20, 60 - wave * 2) === 0) {
// More enemies per wave
for (var i = 0; i < Math.min(1 + Math.floor(wave / 2), 5); i++) {
spawnEnemy();
}
}
// Brotato auto-fire
if (brotato.fireCooldown > 0) {
brotato.fireCooldown--;
} else {
fireBullets();
brotato.fireCooldown = brotato.fireRate;
}
// Update enemies
for (var i = enemies.length - 1; i >= 0; i--) {
var enemy = enemies[i];
enemy.update();
// Check collision with brotato
var dx = enemy.x - brotato.x;
var dy = enemy.y - brotato.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist < enemy.radius + brotato.radius - 10) {
brotatoHit(enemy.damage);
// Destroy enemy
spawnXP(enemy.x, enemy.y, enemy.xpValue);
enemy.destroy();
enemies.splice(i, 1);
continue;
}
// Remove if off screen (failsafe)
if (enemy.x < -200 || enemy.x > 2248 || enemy.y < -200 || enemy.y > 2932) {
enemy.destroy();
enemies.splice(i, 1);
}
}
// Update bullets
for (var j = bullets.length - 1; j >= 0; j--) {
var bullet = bullets[j];
bullet.update();
// Remove if off screen
if (bullet.x < -100 || bullet.x > 2148 || bullet.y < -100 || bullet.y > 2832) {
bullet.destroy();
bullets.splice(j, 1);
continue;
}
// Check collision with enemies
var hit = false;
for (var k = enemies.length - 1; k >= 0; k--) {
var enemy = enemies[k];
var dx = bullet.x - enemy.x;
var dy = bullet.y - enemy.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist < bullet.radius + enemy.radius - 10) {
enemy.hp -= bullet.damage;
hit = true;
if (enemy.hp <= 0) {
spawnXP(enemy.x, enemy.y, enemy.xpValue);
enemy.destroy();
enemies.splice(k, 1);
score += 1;
updateUI();
}
break;
}
}
if (hit) {
bullet.destroy();
bullets.splice(j, 1);
}
}
// Update XP orbs
for (var m = xporbs.length - 1; m >= 0; m--) {
var orb = xporbs[m];
// Attract to brotato if close
var dx = orb.x - brotato.x;
var dy = orb.y - brotato.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist < 300) {
var pull = 18;
orb.x -= dx / dist * pull;
orb.y -= dy / dist * pull;
}
// Collect
if (dist < orb.radius + brotato.radius) {
brotato.xp += orb.value;
orb.destroy();
xporbs.splice(m, 1);
// Level up?
if (brotato.xp >= xpForLevel(brotato.level)) {
brotatoLevelUp();
return;
}
}
}
};
// Play music (if you have a music asset, e.g. 'bgmusic')
// LK.playMusic('bgmusic');
gray bullet. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
Lazy bad kid. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
yellow shining star. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
Brown box with golden corners. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
gray and light gray squares . No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
2d pickle like brotato character with no legs and no arms. In-Game asset. 2d. High contrast. brotato