User prompt
play succes sound when a stickmen is shot
User prompt
play shot sound when firing
User prompt
make the fire button bigger
User prompt
you can control the scope with anywhere on screen
User prompt
revert to: fire when button is pressed
User prompt
when a target hit make a blood effect
User prompt
Make the size increase valid for mission 3
User prompt
Prevent stickmen from moving to the top half of the screen in the third mission
User prompt
Prevent stickmen from moving to the top half of the screen in the second mission
User prompt
increase it more
User prompt
The size increase should be greater and valid for all stick men
User prompt
make, In the first mission, the trash men increase in size as they approach the bottom of the screen.
User prompt
Prevent stickmen from moving to the top half of the screen in the first mission
User prompt
make every environment background an asset
User prompt
add more levels and add different environments for each level
User prompt
not he button the aiming released
User prompt
temporarily, fire when released
User prompt
add more civilians
User prompt
they move slower
User prompt
make all the stickmans move randomly
User prompt
more
User prompt
more
User prompt
do the opposite
User prompt
darken the scope ring
User prompt
more
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Fire Button class var FireButton = Container.expand(function () { var self = Container.call(this); var btn = self.attachAsset('fire_btn', { anchorX: 0.5, anchorY: 0.5 }); var txt = new Text2('FIRE', { size: 60, fill: "#fff" }); txt.anchor.set(0.5, 0.5); txt.x = 0; txt.y = 0; self.addChild(txt); // For press effect self.flash = function () { tween(btn, { alpha: 0.5 }, { duration: 80, onFinish: function onFinish() { tween(btn, { alpha: 1 }, { duration: 80 }); } }); }; return self; }); // Sniper Scope class var Scope = Container.expand(function () { var self = Container.call(this); // Scope ring var ring = self.attachAsset('scope_ring', { anchorX: 0.5, anchorY: 0.5, alpha: 1 }); // Crosshairs var crossV = self.attachAsset('scope_crosshair_v', { anchorX: 0.5, anchorY: 0.5, alpha: 0.5 }); var crossH = self.attachAsset('scope_crosshair_h', { anchorX: 0.5, anchorY: 0.5, alpha: 0.5 }); // For shot flash self.flash = function () { var flash = self.attachAsset('shot_flash', { anchorX: 0.5, anchorY: 0.5, alpha: 0.7 }); tween(flash, { alpha: 0 }, { duration: 200, onFinish: function onFinish() { flash.destroy(); } }); }; return self; }); // Stickman class (base for all stickmen) var Stickman = Container.expand(function () { var self = Container.call(this); // Default: civilian self.isTarget = false; self.isAlive = true; // Set up body and head var body = null; var head = null; self.setType = function (type) { // Remove previous if (body) body.destroy(); if (head) head.destroy(); if (type === 'target') { body = self.attachAsset('stickman_target_body', { anchorX: 0.5, anchorY: 0 }); head = self.attachAsset('stickman_target_head', { anchorX: 0.5, anchorY: 0.5, y: 0 }); head.y = -30; self.isTarget = true; } else if (type === 'civilian') { body = self.attachAsset('stickman_civilian_body', { anchorX: 0.5, anchorY: 0 }); head = self.attachAsset('stickman_civilian_head', { anchorX: 0.5, anchorY: 0.5, y: 0 }); head.y = -30; self.isTarget = false; } else { body = self.attachAsset('stickman_body', { anchorX: 0.5, anchorY: 0 }); head = self.attachAsset('stickman_head', { anchorX: 0.5, anchorY: 0.5, y: 0 }); head.y = -30; self.isTarget = false; } }; // For hit detection, we use the head and body rectangles self.getHitRects = function () { // Returns array of rectangles in game coordinates var rects = []; if (!body || !head) return rects; // Body rects.push(new Rectangle(self.x - body.width / 2, self.y, body.width, body.height)); // Head rects.push(new Rectangle(self.x - head.width / 2, self.y - 30 - head.height / 2, head.width, head.height)); return rects; }; // Animate death self.die = function () { if (!self.isAlive) return; self.isAlive = false; // Fade out and fall tween(self, { rotation: Math.PI / 2, alpha: 0 }, { duration: 700, easing: tween.cubicOut, onFinish: function onFinish() { self.visible = false; } }); }; // --- Random Movement for Stickmen --- self.moveTarget = { x: self.x, y: self.y }; self.moveSpeed = 0.7 + Math.random() * 0.8; // px per frame, slower movement self.moveCooldown = 0; self.lastX = self.x; self.lastY = self.y; // Helper to pick a new random target within bounds self.pickNewTarget = function () { // Stickmen should stay within the visible area var margin = 120; var minX = margin; var maxX = 2048 - margin; var minY = 400; var maxY = 2732 - margin; // Prevent stickmen from moving to the top half of the screen in the first, second, and third missions // Only for level 0 (first mission), level 1 (second mission), or level 2 (third mission) if (typeof currentLevel !== "undefined" && (currentLevel === 0 || currentLevel === 1 || currentLevel === 2)) { minY = Math.max(minY, 1366); // 1366 is half of 2732, so only allow bottom half } self.moveTarget.x = minX + Math.random() * (maxX - minX); self.moveTarget.y = minY + Math.random() * (maxY - minY); self.moveSpeed = 0.7 + Math.random() * 0.8; self.moveCooldown = 60 + Math.floor(Math.random() * 120); // 1-3 seconds before next move }; // Per-frame update for random movement self.update = function () { if (!self.isAlive) return; // Only move if not dying self.lastX = self.x; self.lastY = self.y; // If close to target or cooldown expired, pick a new target var dx = self.moveTarget.x - self.x; var dy = self.moveTarget.y - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < 10 || self.moveCooldown <= 0) { self.pickNewTarget(); } // Move towards target if (dist > 1) { var step = Math.min(self.moveSpeed, dist); self.x += dx / dist * step; self.y += dy / dist * step; } if (self.moveCooldown > 0) self.moveCooldown--; // --- Scale up all stickmen as they approach the bottom of the screen in the first mission --- if (typeof currentLevel !== "undefined" && currentLevel === 0) { // y ranges from 1366 (half) to 2732 (bottom) var minY = 1366; var maxY = 2732; var t = (self.y - minY) / (maxY - minY); if (t < 0) t = 0; if (t > 1) t = 1; // Scale from 1.0 at minY to 3.0 at maxY (even greater effect, applies to all stickmen) var scale = 1.0 + 2.0 * t; self.scaleX = scale; self.scaleY = scale; } else { // All stickmen normal size in other levels self.scaleX = 1; self.scaleY = 1; } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x222222 }); /**** * Game Code ****/ // --- Setup UI --- // --- Scope Mask Overlay --- // Background image assets for each environment var scopeMaskOverlay = null; function updateScopeMask(x, y) { // Remove previous mask if any if (scopeMaskOverlay) { scopeMaskOverlay.destroy(); scopeMaskOverlay = null; } // Create a new container for the mask scopeMaskOverlay = new Container(); // We'll use four black rectangles to cover the area outside the circle, and NOT darken the viewed area var radius = 400; // Scope visible radius var cx = typeof x === "number" ? x : scope ? scope.x : 2048 / 2; var cy = typeof y === "number" ? y : scope ? scope.y : 2732 / 2; // Top var topRect = LK.getAsset('scope_crosshair_h', { width: 2048, height: Math.max(0, cy - radius), anchorX: 0, anchorY: 0, x: 0, y: 0, alpha: 0.98, // darken not-viewed area even more color: 0xf8f8f8 }); topRect.alpha = 0.98; scopeMaskOverlay.addChild(topRect); // Bottom var bottomRect = LK.getAsset('scope_crosshair_h', { width: 2048, height: Math.max(0, 2732 - (cy + radius)), anchorX: 0, anchorY: 0, x: 0, y: cy + radius, alpha: 0.98, // darken not-viewed area even more color: 0xf8f8f8 }); bottomRect.alpha = 0.98; scopeMaskOverlay.addChild(bottomRect); // Left var leftRect = LK.getAsset('scope_crosshair_h', { width: Math.max(0, cx - radius), height: 2 * radius, anchorX: 0, anchorY: 0, x: 0, y: cy - radius, alpha: 0.98, // darken not-viewed area even more color: 0xf8f8f8 }); leftRect.alpha = 0.98; scopeMaskOverlay.addChild(leftRect); // Right var rightRect = LK.getAsset('scope_crosshair_h', { width: Math.max(0, 2048 - (cx + radius)), height: 2 * radius, anchorX: 0, anchorY: 0, x: cx + radius, y: cy - radius, alpha: 0.98, // darken not-viewed area even more color: 0xf8f8f8 }); rightRect.alpha = 0.98; scopeMaskOverlay.addChild(rightRect); // Increase alpha of all assets that start with 'scope' for (var i = 0; i < scopeMaskOverlay.children.length; ++i) { var child = scopeMaskOverlay.children[i]; if (child.assetId && typeof child.assetId === "string" && child.assetId.indexOf("scope") === 0) { child.alpha = 1; } } // No overlay inside the scope; viewed part is not artificially brightened or darkened // Add to game (on top of stickmen, under scope) game.addChild(scopeMaskOverlay); if (scope && scope.parent) { scope.parent.setChildIndex(scope, scope.parent.children.length - 1); } } // Stickman body (used for both targets and civilians, colored differently) // Sniper scope // Fire button // Shot effect // Sound effects // Music var levels = [ // Level 1: City Street { environment: { backgroundColor: 0x222222, name: "City Street", backgroundAssetId: "bg_city" }, targets: [{ x: 600, y: 1200 }], civilians: [{ x: 900, y: 1200 }, { x: 1400, y: 1200 }, { x: 700, y: 1000 }, { x: 1200, y: 1500 }, { x: 1700, y: 1100 }], time: 15, story: "Eliminate the red stickman. Avoid civilians! (City Street)" }, // Level 2: Rooftop { environment: { backgroundColor: 0x1a2637, name: "Rooftop", backgroundAssetId: "bg_rooftop" }, targets: [{ x: 400, y: 1000 }, { x: 1600, y: 1300 }], civilians: [{ x: 900, y: 1200 }, { x: 1200, y: 1400 }, { x: 700, y: 1500 }, { x: 500, y: 1100 }, { x: 1500, y: 1600 }, { x: 1800, y: 1200 }], time: 18, story: "Two targets this time. Don't miss! (Rooftop)" }, // Level 3: Park { environment: { backgroundColor: 0x2e5d2e, name: "Park", backgroundAssetId: "bg_park" }, targets: [{ x: 500, y: 900 }, { x: 1550, y: 1100 }, { x: 1000, y: 1700 }], civilians: [{ x: 800, y: 1200 }, { x: 1200, y: 1300 }, { x: 1700, y: 1500 }, { x: 600, y: 1600 }, { x: 400, y: 1000 }, { x: 1800, y: 1700 }, { x: 1000, y: 900 }], time: 20, story: "Three targets. Watch out for blue civilians! (Park)" }, // Level 4: Desert { environment: { backgroundColor: 0xf7e9b0, name: "Desert", backgroundAssetId: "bg_desert" }, targets: [{ x: 300, y: 1100 }, { x: 1800, y: 1200 }, { x: 1000, y: 1500 }, { x: 1400, y: 900 }], civilians: [{ x: 600, y: 1300 }, { x: 900, y: 1000 }, { x: 1200, y: 1700 }, { x: 1700, y: 1400 }, { x: 400, y: 1500 }, { x: 1600, y: 1700 }], time: 22, story: "Desert operation: Four targets, more civilians. Be careful!" }, // Level 5: Night Forest { environment: { backgroundColor: 0x1a2b1a, name: "Night Forest", backgroundAssetId: "bg_nightforest" }, targets: [{ x: 400, y: 1000 }, { x: 800, y: 1200 }, { x: 1200, y: 1400 }, { x: 1600, y: 1600 }, { x: 1800, y: 1000 }], civilians: [{ x: 600, y: 1100 }, { x: 1000, y: 1300 }, { x: 1400, y: 1500 }, { x: 1700, y: 1700 }, { x: 500, y: 1500 }, { x: 1500, y: 1200 }, { x: 900, y: 1700 }], time: 25, story: "Night Forest: Five targets. It's dark and dangerous!" }]; // --- Game State --- var currentLevel = 0; var stickmen = []; var targetsLeft = 0; var timeLeft = 0; var timerInterval = null; var gameActive = false; var score = 0; var shotsFired = 0; var shotsHit = 0; var levelStartTime = 0; // --- UI Elements --- var scope = null; var fireBtn = null; var timerTxt = null; var scoreTxt = null; var storyTxt = null; // --- Setup UI --- function setupUI() { // Remove previous UI if any if (timerTxt) timerTxt.destroy(); if (scoreTxt) scoreTxt.destroy(); if (storyTxt) storyTxt.destroy(); // Timer (top right) timerTxt = new Text2('00', { size: 90, fill: "#fff" }); timerTxt.anchor.set(1, 0); LK.gui.topRight.addChild(timerTxt); // Score (top center) scoreTxt = new Text2('Score: 0', { size: 90, fill: "#fff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Story (top, below score) storyTxt = new Text2('', { size: 60, fill: "#fff" }); storyTxt.anchor.set(0.5, 0); storyTxt.y = 100; LK.gui.top.addChild(storyTxt); } // --- Start Level --- function startLevel(levelIdx) { // Clean up previous for (var i = 0; i < stickmen.length; ++i) { stickmen[i].destroy(); } stickmen = []; targetsLeft = 0; timeLeft = 0; gameActive = false; shotsFired = 0; shotsHit = 0; setupUI(); // Level data var level = levels[levelIdx]; if (!level) { // No more levels: show win LK.showYouWin(); return; } // Remove previous background asset if any if (typeof game.bgAsset !== "undefined" && game.bgAsset) { game.bgAsset.destroy(); game.bgAsset = null; } // Show environment background asset if defined, else fallback to color if (level.environment && typeof level.environment.backgroundAssetId === "string") { var bgAsset = LK.getAsset(level.environment.backgroundAssetId, { anchorX: 0, anchorY: 0, x: 0, y: 0, width: 2048, height: 2732 }); game.addChildAt(bgAsset, 0); game.bgAsset = bgAsset; // Optionally set background color as fallback if (typeof level.environment.backgroundColor === "number") { game.setBackgroundColor(level.environment.backgroundColor); } } else if (level.environment && typeof level.environment.backgroundColor === "number") { game.setBackgroundColor(level.environment.backgroundColor); } // Show story storyTxt.setText(level.story); // Place stickmen // Targets for (var i = 0; i < level.targets.length; ++i) { var t = new Stickman(); t.setType('target'); t.x = level.targets[i].x; t.y = level.targets[i].y; game.addChild(t); stickmen.push(t); targetsLeft++; } // Civilians for (var i = 0; i < level.civilians.length; ++i) { var c = new Stickman(); c.setType('civilian'); c.x = level.civilians[i].x; c.y = level.civilians[i].y; game.addChild(c); stickmen.push(c); } // Reset scope position to center if (scope) scope.destroy(); scope = new Scope(); scope.x = 2048 / 2; scope.y = 2732 / 2; game.addChild(scope); updateScopeMask(scope.x, scope.y); // Fire button (bottom right, but offset diagonally up left) if (fireBtn) fireBtn.destroy(); fireBtn = new FireButton(); // Offset the button up and left from the bottom right corner fireBtn.x = -180; fireBtn.y = -180; LK.gui.bottomRight.addChild(fireBtn); // Fire button does nothing (handled by scope release) fireBtn.down = function (x, y, obj) { // Do nothing }; fireBtn.up = function (x, y, obj) { // Do nothing }; // Timer timeLeft = level.time; timerTxt.setText(timeLeft.toFixed(1)); scoreTxt.setText('Score: ' + score); // Start timer if (timerInterval) LK.clearInterval(timerInterval); timerInterval = LK.setInterval(function () { if (!gameActive) return; timeLeft -= 0.1; if (timeLeft < 0) timeLeft = 0; timerTxt.setText(timeLeft.toFixed(1)); if (timeLeft <= 0) { failLevel("Time's up!"); } }, 100); // Enable game gameActive = true; levelStartTime = Date.now(); } // --- Fire Shot --- function fireShot() { if (!gameActive) return; fireBtn.flash(); scope.flash(); LK.getSound('shot').play(); shotsFired++; // Check if any stickman is under the scope center var hit = false; var hitTarget = null; var hitCivilian = null; for (var i = 0; i < stickmen.length; ++i) { var s = stickmen[i]; if (!s.isAlive) continue; var rects = s.getHitRects(); for (var j = 0; j < rects.length; ++j) { var r = rects[j]; // Scope center is (scope.x, scope.y) if (scope.x >= r.x && scope.x <= r.x + r.width && scope.y >= r.y && scope.y <= r.y + r.height) { hit = true; if (s.isTarget) hitTarget = s;else hitCivilian = s; break; } } if (hit) break; } if (hitTarget) { // Success: kill target hitTarget.die(); targetsLeft--; shotsHit++; score += 100 + Math.max(0, Math.floor(50 * (timeLeft / levels[currentLevel].time))); scoreTxt.setText('Score: ' + score); LK.getSound('success').play(); if (targetsLeft <= 0) { // Level complete gameActive = false; LK.setTimeout(function () { currentLevel++; startLevel(currentLevel); }, 1200); } } else if (hitCivilian) { // Fail: hit civilian hitCivilian.die(); failLevel("You shot a civilian!"); } else { // Missed shot failLevel("You missed!"); } } // --- Fail Level --- function failLevel(msg) { if (!gameActive) return; gameActive = false; LK.getSound('fail').play(); LK.effects.flashScreen(0xff0000, 800); // Show game over after a short delay LK.setTimeout(function () { LK.showGameOver(); }, 900); } // --- Game Move/Drag Handling --- var draggingScope = false; var dragOffsetX = 0; var dragOffsetY = 0; // Only allow dragging scope, not fire button game.down = function (x, y, obj) { // If touch is inside fireBtn, don't drag scope var local = LK.gui.bottomRight.toLocal({ x: x, y: y }); if (fireBtn && fireBtn.containsPoint && fireBtn.containsPoint(local)) { // Do nothing, handled by fireBtn return; } // If touch is inside scope, start dragging var dx = x - scope.x; var dy = y - scope.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < 200) { // inside scope ring draggingScope = true; dragOffsetX = dx; dragOffsetY = dy; } }; game.move = function (x, y, obj) { if (draggingScope && gameActive) { // Clamp scope inside game area var nx = x - dragOffsetX; var ny = y - dragOffsetY; // Keep scope inside screen if (nx < 200) nx = 200; if (nx > 2048 - 200) nx = 2048 - 200; if (ny < 200) ny = 200; if (ny > 2732 - 200) ny = 2732 - 200; scope.x = nx; scope.y = ny; updateScopeMask(scope.x, scope.y); } }; game.up = function (x, y, obj) { // If we were dragging the scope and game is active, fire! if (draggingScope && gameActive) { fireShot(); } draggingScope = false; }; // Fire button press fireBtn = null; // Will be created in startLevel // (Removed: fire is now triggered by releasing the scope, not the button) // fireBtn.down is now always assigned in startLevel after creation // --- Game Update --- game.update = function () { // Move all stickmen randomly for (var i = 0; i < stickmen.length; ++i) { if (stickmen[i] && stickmen[i].update) stickmen[i].update(); } }; // --- Start Game --- currentLevel = 0; score = 0; setupUI(); startLevel(currentLevel); // --- Play music --- LK.playMusic('sniper_bg');
===================================================================
--- original.js
+++ change.js
@@ -170,11 +170,11 @@
var minX = margin;
var maxX = 2048 - margin;
var minY = 400;
var maxY = 2732 - margin;
- // Prevent stickmen from moving to the top half of the screen in the first and second missions
- // Only for level 0 (first mission) or level 1 (second mission)
- if (typeof currentLevel !== "undefined" && (currentLevel === 0 || currentLevel === 1)) {
+ // Prevent stickmen from moving to the top half of the screen in the first, second, and third missions
+ // Only for level 0 (first mission), level 1 (second mission), or level 2 (third mission)
+ if (typeof currentLevel !== "undefined" && (currentLevel === 0 || currentLevel === 1 || currentLevel === 2)) {
minY = Math.max(minY, 1366); // 1366 is half of 2732, so only allow bottom half
}
self.moveTarget.x = minX + Math.random() * (maxX - minX);
self.moveTarget.y = minY + Math.random() * (maxY - minY);