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make the boss faster and add various attack mechanics with visual effects ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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enemies can drop a health potion with a chance of %10 that restores 1 heart
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make the boss projectile face the direction it was thornw
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spawn boss in 6th dungein
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do not spawn any other mobs in boss dungeon and give alert to plaher before the dungeon starts
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can you make the buttons bigger and apart of each kther
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the last request didnt change anyting can you try something different for it
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If a movement key is held down and the finger is moved to another movement key, that movement key is being pressed. instead of still pressing initial button
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add 2 more dungeon and add a bossfight to last dungeon
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add more enemy types
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make the games name and theme "Dungeon Crawler"
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increasethe alpha of bg asset to 1 for non transparent
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prevent enemies spawn too close to player at start
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add a background asset
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make he speed enemies faster
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increase the speed of the regular enemies and make them die with 2 hits
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remove the visual effect and just particles stay
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increase thhe number of particles
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add: knockback, blood particles, and visual effects when an enemy is hit ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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add a slash anim asset to the character
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add a 0.4 sec slash cooldown
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increase the slash range
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make the attack a sword slash instead of a punch
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make an indivdual asset for each enemy type
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prevent collision between plaer and enemies
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var BloodParticle = Container.expand(function () { var self = Container.call(this); var particleGraphics = self.attachAsset('bloodParticle', { anchorX: 0.5, anchorY: 0.5 }); self.velocityX = (Math.random() - 0.5) * 8; self.velocityY = -Math.random() * 6 - 2; self.gravity = 0.3; self.lifetime = 60; // 1 second at 60fps self.update = function () { self.x += self.velocityX; self.y += self.velocityY; self.velocityY += self.gravity; // Fade out over time self.lifetime--; particleGraphics.alpha = self.lifetime / 60; if (self.lifetime <= 0) { // Remove from bloodParticles array for (var i = bloodParticles.length - 1; i >= 0; i--) { if (bloodParticles[i] === self) { bloodParticles.splice(i, 1); break; } } self.destroy(); } }; return self; }); var Coin = Container.expand(function () { var self = Container.call(this); var coinGraphics = self.attachAsset('coin', { anchorX: 0.5, anchorY: 0.5 }); self.collectTimer = 0; self.update = function () { // Auto-collect after short delay self.collectTimer++; if (self.collectTimer > 30) { // 0.5 seconds self.collect(); } // Spin animation coinGraphics.rotation += 0.1; }; self.collect = function () { LK.getSound('coin').play(); // Remove from coins array for (var i = coins.length - 1; i >= 0; i--) { if (coins[i] === self) { coins.splice(i, 1); break; } } self.destroy(); }; return self; }); var Enemy = Container.expand(function (enemyType) { var self = Container.call(this); self.enemyType = enemyType || 'basic'; // Choose asset based on enemy type var assetName = 'enemy'; if (self.enemyType === 'basic') { assetName = 'enemyBasic'; } else if (self.enemyType === 'strong') { assetName = 'enemyStrong'; } else if (self.enemyType === 'fast') { assetName = 'enemyFast'; } var enemyGraphics = self.attachAsset(assetName, { anchorX: 0.5, anchorY: 1.0 }); self.health = 2; self.speed = 1; self.attackCooldown = 0; self.fromLeft = true; self.lastX = 0; self.lastY = 0; self.alerted = false; self.alertedByKnife = false; self.update = function () { var distanceToHero = Math.sqrt(Math.pow(self.x - hero.x, 2) + Math.pow(self.y - hero.y, 2)); var canSeeHero = distanceToHero < 500; // Line of sight range if (canSeeHero || self.alerted) { // Chase hero var dx = hero.x - self.x; var dy = hero.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0) { var newX = self.x + dx / distance * self.speed; var newY = self.y + dy / distance * self.speed; // Check collision with other enemies before moving var wouldCollide = false; for (var i = 0; i < enemies.length; i++) { var otherEnemy = enemies[i]; if (otherEnemy === self) continue; // Skip self var edx = newX - otherEnemy.x; var edy = newY - otherEnemy.y; var edistance = Math.sqrt(edx * edx + edy * edy); if (edistance < 70) { // Collision threshold between enemies wouldCollide = true; break; } } // Only move if no collision would occur if (!wouldCollide) { self.lastX = self.x; self.lastY = self.y; self.x = newX; self.y = newY; } // Face direction of movement enemyGraphics.scaleX = dx > 0 ? 1 : -1; } // Attack hero if close enough if (distanceToHero < 100 && self.attackCooldown <= 0) { hero.takeDamage(); self.attackCooldown = 120; // 2 seconds at 60fps } } else if (!self.alerted) { // Only roam if not alerted - alerted enemies keep chasing even when they can't see hero if (!self.roamDirection || Math.random() < 0.01) { self.roamDirection = { x: (Math.random() - 0.5) * 2, y: (Math.random() - 0.5) * 2 }; } var newX = self.x + self.roamDirection.x * self.speed * 0.5; var newY = self.y + self.roamDirection.y * self.speed * 0.5; // Check collision with other enemies before roaming var wouldCollide = false; for (var i = 0; i < enemies.length; i++) { var otherEnemy = enemies[i]; if (otherEnemy === self) continue; // Skip self var edx = newX - otherEnemy.x; var edy = newY - otherEnemy.y; var edistance = Math.sqrt(edx * edx + edy * edy); if (edistance < 70) { // Collision threshold between enemies wouldCollide = true; break; } } // Keep within level bounds and check collisions if (!wouldCollide && newX > 100 && newX < currentLevelData.width - 100) { self.lastX = self.x; self.x = newX; enemyGraphics.scaleX = self.roamDirection.x > 0 ? 1 : -1; } if (!wouldCollide && newY > 1600 && newY < 2400) { self.lastY = self.y; self.y = newY; } } else { // Alerted enemies that can't see hero still try to chase in last known direction var dx = hero.x - self.x; var dy = hero.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0) { var newX = self.x + dx / distance * self.speed; var newY = self.y + dy / distance * self.speed; // Check collision with other enemies before moving var wouldCollide = false; for (var i = 0; i < enemies.length; i++) { var otherEnemy = enemies[i]; if (otherEnemy === self) continue; // Skip self var edx = newX - otherEnemy.x; var edy = newY - otherEnemy.y; var edistance = Math.sqrt(edx * edx + edy * edy); if (edistance < 70) { // Collision threshold between enemies wouldCollide = true; break; } } // Only move if no collision would occur if (!wouldCollide) { self.lastX = self.x; self.lastY = self.y; self.x = newX; self.y = newY; } // Face direction of movement enemyGraphics.scaleX = dx > 0 ? 1 : -1; } } if (self.attackCooldown > 0) { self.attackCooldown--; } }; self.takeDamage = function (fromKnife) { self.health--; LK.effects.flashObject(self, 0xffffff, 200); // Create knockback effect var knockbackForce = 40; var knockbackDirection = fromKnife ? 1 : hero.x < self.x ? 1 : -1; var targetX = self.x + knockbackDirection * knockbackForce; var targetY = self.y - 20; // Slight upward knockback // Apply knockback with bounds checking targetX = Math.max(100, Math.min(targetX, currentLevelData.width - 100)); targetY = Math.max(1600, Math.min(targetY, 2400)); tween(self, { x: targetX, y: targetY }, { duration: 200, easing: tween.easeOut }); // Create blood particles for (var p = 0; p < 6; p++) { var bloodParticle = game.addChild(new BloodParticle()); bloodParticle.x = self.x + (Math.random() - 0.5) * 40; bloodParticle.y = self.y - 60 + (Math.random() - 0.5) * 40; bloodParticles.push(bloodParticle); } // Create hit effect var hitEffect = game.addChild(LK.getAsset('hitEffect', { anchorX: 0.5, anchorY: 0.5, alpha: 0.8 })); hitEffect.x = self.x; hitEffect.y = self.y - 60; // Animate hit effect tween(hitEffect, { scaleX: 2, scaleY: 2, alpha: 0 }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { hitEffect.destroy(); } }); if (fromKnife) { self.alerted = true; self.alertedByKnife = true; } if (self.health <= 0) { self.die(); } }; self.die = function () { // Drop coin var coin = game.addChild(new Coin()); coin.x = self.x; coin.y = self.y; // Add score and combo var baseScore = 10; var comboMultiplier = Math.floor(hero.comboCount / 5) + 1; var finalScore = baseScore * comboMultiplier; LK.setScore(LK.getScore() + finalScore); hero.addCombo(); // Remove from enemies array for (var i = enemies.length - 1; i >= 0; i--) { if (enemies[i] === self) { enemies.splice(i, 1); break; } } self.destroy(); updateScoreDisplay(); updateEnemiesLeftDisplay(); }; return self; }); var EnemyWarning = Container.expand(function () { var self = Container.call(this); self.targetEnemy = null; self.direction = 'left'; // 'left', 'right', 'up', 'down' self.warningGraphics = null; self.lastAlpha = 0; self.isVisible = false; self.setDirection = function (direction) { if (self.warningGraphics) { self.warningGraphics.destroy(); } var assetName = 'warningArrow' + direction.charAt(0).toUpperCase() + direction.slice(1); self.warningGraphics = self.attachAsset(assetName, { anchorX: 0.5, anchorY: 0.5, alpha: 0 }); self.direction = direction; }; self.update = function () { if (!self.targetEnemy || !self.warningGraphics) return; // Check if enemy is still alive var enemyExists = false; for (var i = 0; i < enemies.length; i++) { if (enemies[i] === self.targetEnemy) { enemyExists = true; break; } } if (!enemyExists) { self.hide(); return; } // Calculate distance from hero to enemy var distanceToHero = Math.sqrt(Math.pow(self.targetEnemy.x - hero.x, 2) + Math.pow(self.targetEnemy.y - hero.y, 2)); // Check if enemy is visible on screen var enemyScreenX = self.targetEnemy.x - camera.x; var enemyScreenY = self.targetEnemy.y - camera.y; var isOnScreen = enemyScreenX >= -100 && enemyScreenX <= 2148 && enemyScreenY >= -100 && enemyScreenY <= 2832; if (isOnScreen) { self.hide(); return; } // Calculate warning opacity based on distance (closer = more visible) var maxDistance = 800; var minDistance = 300; var targetAlpha = 0; if (distanceToHero <= maxDistance) { var normalizedDistance = Math.max(0, Math.min(1, (maxDistance - distanceToHero) / (maxDistance - minDistance))); targetAlpha = normalizedDistance * 0.8; } // Smooth alpha transition if (Math.abs(targetAlpha - self.lastAlpha) > 0.01) { tween.stop(self.warningGraphics, { alpha: true }); tween(self.warningGraphics, { alpha: targetAlpha }, { duration: 200 }); self.lastAlpha = targetAlpha; } // Position warning at screen edge var screenCenterX = 1024; var screenCenterY = 1366; var dx = self.targetEnemy.x - hero.x; var dy = self.targetEnemy.y - hero.y; if (Math.abs(dx) > Math.abs(dy)) { // Horizontal warning if (dx > 0) { self.setDirection('right'); self.x = screenCenterX + 900; self.y = screenCenterY + Math.max(-600, Math.min(600, dy * 0.5)); } else { self.setDirection('left'); self.x = screenCenterX - 900; self.y = screenCenterY + Math.max(-600, Math.min(600, dy * 0.5)); } } else { // Vertical warning if (dy > 0) { self.setDirection('down'); self.x = screenCenterX + Math.max(-800, Math.min(800, dx * 0.5)); self.y = screenCenterY + 1200; } else { self.setDirection('up'); self.x = screenCenterX + Math.max(-800, Math.min(800, dx * 0.5)); self.y = screenCenterY - 1200; } } }; self.hide = function () { if (self.warningGraphics && self.warningGraphics.alpha > 0) { tween.stop(self.warningGraphics, { alpha: true }); tween(self.warningGraphics, { alpha: 0 }, { duration: 300 }); self.lastAlpha = 0; } }; return self; }); var Hero = Container.expand(function () { var self = Container.call(this); var heroGraphics = self.attachAsset('hero', { anchorX: 0.5, anchorY: 1.0 }); self.maxHealth = 5; self.health = self.maxHealth; self.isAttacking = false; self.invulnerable = false; self.damageBoost = false; self.comboCount = 0; self.slashCooldown = 0; self.isSlashing = false; self.slashGraphics = null; self.lastX = 0; self.lastY = 0; self.isWalking = false; self.walkAnimationActive = false; self.walkAnimationFrame = 0; self.walkAnimationTimer = 0; self.walkAnimationSpeed = 10; // frames between texture changes self.attack = function (targetX) { if (self.isAttacking || self.slashCooldown > 0) return; self.isAttacking = true; self.isSlashing = true; self.slashCooldown = 24; // 0.4 seconds at 60fps // Face direction of attack if (targetX < self.x) { heroGraphics.scaleX = -1; } else { heroGraphics.scaleX = 1; } // Replace hero graphic with slash animation self.removeChild(heroGraphics); self.slashGraphics = self.attachAsset('heroSlash', { anchorX: 0.5, anchorY: 1.0 }); // Match facing direction self.slashGraphics.scaleX = heroGraphics.scaleX; // Attack animation tween(self.slashGraphics, { scaleY: 1.2 }, { duration: 100 }); tween(self.slashGraphics, { scaleY: 1.0 }, { duration: 100, onFinish: function onFinish() { // Return to normal hero graphic self.removeChild(self.slashGraphics); heroGraphics = self.attachAsset('hero', { anchorX: 0.5, anchorY: 1.0 }); // Maintain facing direction heroGraphics.scaleX = self.slashGraphics.scaleX; self.isAttacking = false; self.isSlashing = false; self.slashGraphics = null; } }); // Create sword slash effect var effect = game.addChild(LK.getAsset('slashEffect', { anchorX: 0.5, anchorY: 0.5, alpha: 0.9 })); effect.x = self.x + heroGraphics.scaleX * 120; effect.y = self.y - 80; // Set slash rotation and scale based on direction effect.rotation = heroGraphics.scaleX > 0 ? -0.3 : 0.3; // Diagonal slash effect.scaleX = heroGraphics.scaleX > 0 ? 1 : -1; // Mirror for left attacks tween(effect, { scaleX: effect.scaleX * 4, scaleY: 4, alpha: 0 }, { duration: 150, onFinish: function onFinish() { effect.destroy(); } }); LK.getSound('slash').play(); }; self.takeDamage = function () { if (self.invulnerable) return; self.health--; self.comboCount = 0; // Flash red when hit LK.effects.flashObject(self, 0xff0000, 500); // Temporary invulnerability self.invulnerable = true; LK.setTimeout(function () { self.invulnerable = false; }, 1000); LK.getSound('hit').play(); updateHealthDisplay(); if (self.health <= 0) { LK.showGameOver(); } }; self.heal = function () { if (self.health < self.maxHealth) { self.health++; updateHealthDisplay(); } }; self.addCombo = function () { self.comboCount++; }; self.startWalkAnimation = function () { if (self.walkAnimationActive) return; self.walkAnimationActive = true; self.walkAnimationFrame = 0; self.walkAnimationTimer = 0; }; self.stopWalkAnimation = function () { self.isWalking = false; self.walkAnimationActive = false; // Store current scale direction before removing graphics var currentScaleX = heroGraphics.scaleX; // Reset to default hero texture self.removeChild(heroGraphics); heroGraphics = self.attachAsset('hero', { anchorX: 0.5, anchorY: 1.0 }); // Maintain the current scale direction if (currentScaleX < 0) { heroGraphics.scaleX = -1; } }; self.move = function (direction) { var speed = 8; var newX = self.x; var newY = self.y; var didMove = false; if (direction === 'left' && self.x > 100) { newX = self.x - speed; heroGraphics.scaleX = -1; didMove = true; } else if (direction === 'right' && self.x < currentLevelData.width - 100) { newX = self.x + speed; heroGraphics.scaleX = 1; didMove = true; } else if (direction === 'up' && self.y > 1600) { newY = self.y - speed; didMove = true; } else if (direction === 'down' && self.y < 2400) { newY = self.y + speed; didMove = true; } // Check collision with enemies before moving var wouldCollide = false; for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var dx = newX - enemy.x; var dy = newY - enemy.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 120) { // Increased collision threshold to prevent overlap wouldCollide = true; break; } } // Only move if no collision would occur if (!wouldCollide && didMove) { self.lastX = self.x; self.lastY = self.y; self.x = newX; self.y = newY; // Start walking animation if (!self.isWalking) { self.isWalking = true; self.startWalkAnimation(); } // Update walking animation texture cycling if (self.walkAnimationActive) { self.walkAnimationTimer++; if (self.walkAnimationTimer >= self.walkAnimationSpeed) { self.walkAnimationTimer = 0; self.walkAnimationFrame = (self.walkAnimationFrame + 1) % 4; // Cycle through textures: hero, heroWalk1, heroWalk2, heroWalk3 var textureNames = ['hero', 'heroWalk1', 'heroWalk2', 'heroWalk3']; // Store current scale direction before removing graphics var currentScaleX = heroGraphics.scaleX; // Remove current graphics and add new one with correct texture self.removeChild(heroGraphics); heroGraphics = self.attachAsset(textureNames[self.walkAnimationFrame], { anchorX: 0.5, anchorY: 1.0 }); // Maintain the current scale direction if (currentScaleX < 0) { heroGraphics.scaleX = -1; } } } } // Update camera target camera.targetX = self.x - 1024; camera.targetY = self.y - 1366; // Clamp camera to level bounds camera.targetX = Math.max(0, Math.min(camera.targetX, currentLevelData.width - 2048)); camera.targetY = Math.max(0, Math.min(camera.targetY, currentLevelData.height - 2732)); }; self.update = function () { if (self.slashCooldown > 0) { self.slashCooldown--; } }; return self; }); var Knife = Container.expand(function () { var self = Container.call(this); var knifeGraphics = self.attachAsset('knife', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 15; self.direction = 1; // 1 for right, -1 for left self.routePoints = []; // Points to follow along the route self.currentRouteIndex = 0; // Current target point index self.velocityX = 0; // Velocity for precise targeting self.velocityY = 0; // Velocity for precise targeting self.lastX = 0; self.lastY = 0; self.setRoute = function (routePoints) { self.routePoints = routePoints; self.currentRouteIndex = 0; }; self.update = function () { self.lastX = self.x; self.lastY = self.y; // Follow route if available if (self.routePoints.length > 0 && self.currentRouteIndex < self.routePoints.length) { var targetPoint = self.routePoints[self.currentRouteIndex]; var dx = targetPoint.x - self.x; var dy = targetPoint.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 20) { // Close enough to current target, move to next point self.currentRouteIndex++; } else { // Move toward current target point if (distance > 0) { self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; // Calculate rotation angle to face target direction var angle = Math.atan2(dy, dx); knifeGraphics.rotation = angle; } } } else if (self.velocityX !== 0 || self.velocityY !== 0) { // Use velocity if set, otherwise use direction-based movement self.x += self.velocityX; self.y += self.velocityY; // Calculate rotation for velocity-based movement var angle = Math.atan2(self.velocityY, self.velocityX); knifeGraphics.rotation = angle; } else { self.x += self.speed * self.direction; self.y -= 2; // Slight upward arc // Calculate rotation for direction-based movement var angle = Math.atan2(-2, self.speed * self.direction); knifeGraphics.rotation = angle; } // Check if knife went off screen if (self.x < -100 || self.x > currentLevelData.width + 100 || self.y < -100 || self.y > 2900) { self.destroy(); // Remove from knives array for (var i = knives.length - 1; i >= 0; i--) { if (knives[i] === self) { knives.splice(i, 1); break; } } } // Check collision with enemies (hit enemy center) for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var dx = self.x - enemy.x; var dy = self.y - (enemy.y - 70); // Target enemy center var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 50) { // Hit enemy center - deal damage only to first enemy encountered enemy.takeDamage(true); self.destroy(); // Remove from knives array for (var j = knives.length - 1; j >= 0; j--) { if (knives[j] === self) { knives.splice(j, 1); break; } } return; // Exit update immediately to prevent further movement or collision checks } } }; return self; }); var PowerUp = Container.expand(function () { var self = Container.call(this); var powerupGraphics = self.attachAsset('powerup', { anchorX: 0.5, anchorY: 0.5 }); self.type = 'health'; // 'health', 'invulnerable', 'damage' self.lifetime = 600; // 10 seconds self.update = function () { self.lifetime--; if (self.lifetime <= 0) { self.expire(); } // Check collision with hero if (self.intersects(hero)) { self.collect(); } // Pulse animation var scale = 1 + Math.sin(LK.ticks * 0.2) * 0.2; powerupGraphics.scaleX = scale; powerupGraphics.scaleY = scale; }; self.collect = function () { LK.getSound('powerup').play(); if (self.type === 'health') { hero.heal(); } else if (self.type === 'invulnerable') { hero.invulnerable = true; LK.setTimeout(function () { hero.invulnerable = false; }, 5000); } else if (self.type === 'damage') { hero.damageBoost = true; LK.setTimeout(function () { hero.damageBoost = false; }, 5000); } // Remove from powerups array for (var i = powerups.length - 1; i >= 0; i--) { if (powerups[i] === self) { powerups.splice(i, 1); break; } } self.destroy(); }; self.expire = function () { // Remove from powerups array for (var i = powerups.length - 1; i >= 0; i--) { if (powerups[i] === self) { powerups.splice(i, 1); break; } } self.destroy(); }; return self; }); var RouteEffect = Container.expand(function () { var self = Container.call(this); self.routePoints = []; self.routePositions = []; // Store just the x,y coordinates for knife to follow self.targetEnemy = null; self.createRoute = function (enemy) { self.targetEnemy = enemy; self.clearRoute(); // Calculate direct path from hero center to enemy center var heroStartX = hero.x; var heroStartY = hero.y - 80; // Middle of hero asset var enemyMiddleX = enemy.x; var enemyMiddleY = enemy.y - 70; // Middle of enemy asset (enemy height is 140, so middle is -70 from bottom) var dx = enemyMiddleX - heroStartX; var dy = enemyMiddleY - heroStartY; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0) { // Create route points along the path var numPoints = Math.floor(distance / 50); // Point every 50 pixels for (var i = 0; i <= numPoints; i++) { var t = i / numPoints; var x = heroStartX + dx * t; var y = heroStartY + dy * t; var routePoint = self.addChild(LK.getAsset('routeLine', { anchorX: 0.5, anchorY: 0.5, alpha: 0 })); routePoint.x = x; routePoint.y = y; self.routePoints.push(routePoint); // Store position for knife to follow self.routePositions.push({ x: x, y: y }); // Animate route points appearing with delay tween(routePoint, { alpha: 0.8, scaleX: 2, scaleY: 2 }, { duration: 100 + i * 20 }); } // Add impact effect at enemy position var impactEffect = self.addChild(LK.getAsset('routeEffect', { anchorX: 0.5, anchorY: 0.5, alpha: 0, scaleX: 0.5, scaleY: 0.5 })); impactEffect.x = enemyMiddleX; impactEffect.y = enemyMiddleY; self.routePoints.push(impactEffect); // Animate impact effect tween(impactEffect, { alpha: 1, scaleX: 3, scaleY: 3 }, { duration: 300, easing: tween.easeOut }); // Remove route after 0.5 seconds LK.setTimeout(function () { self.destroy(); // Remove from routeEffects array for (var i = routeEffects.length - 1; i >= 0; i--) { if (routeEffects[i] === self) { routeEffects.splice(i, 1); break; } } }, 500); } }; self.clearRoute = function () { for (var i = self.routePoints.length - 1; i >= 0; i--) { self.routePoints[i].destroy(); } self.routePoints = []; }; self.fadeOut = function () { for (var i = 0; i < self.routePoints.length; i++) { tween(self.routePoints[i], { alpha: 0, scaleX: 0.1, scaleY: 0.1 }, { duration: 200 }); } LK.setTimeout(function () { self.destroy(); }, 300); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x2c3e50 }); /**** * Game Code ****/ // Game variables var hero; var enemies = []; var coins = []; var powerups = []; var enemyWarnings = []; var knives = []; var knivesRemaining = 5; var routeEffects = []; var bloodParticles = []; var currentLevel = 1; var levelComplete = false; var hearts = []; // Movement state tracking var movementState = { left: false, right: false, up: false, down: false }; // Camera system var camera = { x: 0, y: 0, targetX: 0, targetY: 0, smoothing: 0.1 }; // Level configuration var levels = [{ enemies: [{ type: 'basic', count: 3 }], width: 4096, height: 2732 }, { enemies: [{ type: 'basic', count: 5 }, { type: 'strong', count: 2 }], width: 5120, height: 2732 }, { enemies: [{ type: 'basic', count: 7 }, { type: 'strong', count: 3 }, { type: 'fast', count: 2 }], width: 6144, height: 2732 }]; var currentLevelData = levels[0]; // UI Elements var scoreText = new Text2('Score: 0', { size: 80, fill: 0xFFFFFF }); scoreText.anchor.set(0, 0); scoreText.x = 150; scoreText.y = 50; LK.gui.topLeft.addChild(scoreText); var levelText = new Text2('Level: 1', { size: 80, fill: 0xFFFFFF }); levelText.anchor.set(0.5, 0); LK.gui.top.addChild(levelText); levelText.y = 50; var comboText = new Text2('Combo: 0x', { size: 60, fill: 0xFFFF00 }); comboText.anchor.set(1, 0); LK.gui.topRight.addChild(comboText); comboText.x = -50; comboText.y = 120; var knivesText = new Text2('Knives: 5', { size: 60, fill: 0x8e44ad }); knivesText.anchor.set(1, 0); LK.gui.topRight.addChild(knivesText); knivesText.x = -50; knivesText.y = 190; var enemiesLeftText = new Text2('Enemies: 0', { size: 60, fill: 0xff4444 }); enemiesLeftText.anchor.set(1, 0); LK.gui.topRight.addChild(enemiesLeftText); enemiesLeftText.x = -50; enemiesLeftText.y = 260; // Create movement and attack buttons var leftButton = LK.getAsset('leftButton', { anchorX: 0.5, anchorY: 0.5, alpha: 0.8 }); leftButton.x = 120; leftButton.y = -250; LK.gui.bottomLeft.addChild(leftButton); var rightButton = LK.getAsset('rightButton', { anchorX: 0.5, anchorY: 0.5, alpha: 0.8 }); rightButton.x = 400; rightButton.y = -250; LK.gui.bottomLeft.addChild(rightButton); var upButton = LK.getAsset('upButton', { anchorX: 0.5, anchorY: 0.5, alpha: 0.8 }); upButton.x = 260; upButton.y = -380; LK.gui.bottomLeft.addChild(upButton); var downButton = LK.getAsset('downButton', { anchorX: 0.5, anchorY: 0.5, alpha: 0.8 }); downButton.x = 260; downButton.y = -120; LK.gui.bottomLeft.addChild(downButton); var attackButton = LK.getAsset('attackButton', { anchorX: 0.5, anchorY: 0.5, alpha: 0.9 }); attackButton.x = -150; attackButton.y = -200; LK.gui.bottomRight.addChild(attackButton); var knifeButton = LK.getAsset('knifeButton', { anchorX: 0.5, anchorY: 0.5, alpha: 0.9 }); knifeButton.x = -350; knifeButton.y = -200; LK.gui.bottomRight.addChild(knifeButton); // Create background grid var backgroundTiles = []; function createBackgroundGrid() { // Clear existing background tiles for (var i = backgroundTiles.length - 1; i >= 0; i--) { backgroundTiles[i].destroy(); } backgroundTiles = []; var tileSize = 200; var tilesX = Math.ceil(currentLevelData.width / tileSize) + 2; var tilesY = Math.ceil(currentLevelData.height / tileSize) + 2; for (var x = 0; x < tilesX; x++) { for (var y = 0; y < tilesY; y++) { var tile = game.addChild(LK.getAsset('backgroundTile', { anchorX: 0, anchorY: 0, alpha: 0.3 })); tile.x = x * tileSize; tile.y = y * tileSize; // Add subtle pattern variation if ((x + y) % 2 === 0) { tile.alpha = 0.2; } backgroundTiles.push(tile); } } } // Create hero hero = game.addChild(new Hero()); hero.x = 1024; // Center of screen hero.y = 2300; // Near bottom // Create health display function updateHealthDisplay() { // Remove existing hearts for (var i = hearts.length - 1; i >= 0; i--) { hearts[i].destroy(); } hearts = []; // Create new hearts for (var i = 0; i < hero.health; i++) { var heart = LK.getAsset('heart', { anchorX: 0.5, anchorY: 0.5 }); heart.x = 200 + i * 80; heart.y = 200; LK.gui.topLeft.addChild(heart); hearts.push(heart); } } function updateScoreDisplay() { scoreText.setText('Score: ' + LK.getScore()); var comboMultiplier = Math.floor(hero.comboCount / 5) + 1; comboText.setText('Combo: ' + comboMultiplier + 'x'); } function updateKnivesDisplay() { knivesText.setText('Knives: ' + knivesRemaining); // Update button alpha based on availability knifeButton.alpha = knivesRemaining > 0 ? 0.9 : 0.3; } function updateEnemiesLeftDisplay() { enemiesLeftText.setText('Enemies: ' + enemies.length); } function initializeLevel() { // Clear existing enemies for (var i = enemies.length - 1; i >= 0; i--) { enemies[i].destroy(); } enemies = []; // Clear existing warnings for (var i = enemyWarnings.length - 1; i >= 0; i--) { enemyWarnings[i].destroy(); } enemyWarnings = []; // Clear existing knives for (var i = knives.length - 1; i >= 0; i--) { knives[i].destroy(); } knives = []; // Clear existing route effects for (var i = routeEffects.length - 1; i >= 0; i--) { routeEffects[i].destroy(); } routeEffects = []; // Clear existing blood particles for (var i = bloodParticles.length - 1; i >= 0; i--) { bloodParticles[i].destroy(); } bloodParticles = []; // Reset knife count knivesRemaining = 5; currentLevelData = levels[currentLevel - 1] || levels[levels.length - 1]; levelComplete = false; // Spawn enemies for this level for (var j = 0; j < currentLevelData.enemies.length; j++) { var enemyGroup = currentLevelData.enemies[j]; for (var k = 0; k < enemyGroup.count; k++) { spawnEnemy(enemyGroup.type); } } levelText.setText('Level: ' + currentLevel); updateKnivesDisplay(); updateEnemiesLeftDisplay(); // Create background grid for this level createBackgroundGrid(); } function spawnEnemy(type) { var enemy = game.addChild(new Enemy(type)); // Random spawn position within level bounds enemy.x = 200 + Math.random() * (currentLevelData.width - 400); enemy.y = 1700 + Math.random() * 600; // Set enemy properties based on type if (type === 'basic') { enemy.health = 2; enemy.speed = 1; } else if (type === 'strong') { enemy.health = 4; enemy.speed = 0.8; } else if (type === 'fast') { enemy.health = 1; enemy.speed = 2; } enemies.push(enemy); } function spawnPowerUp() { var powerup = game.addChild(new PowerUp()); powerup.x = 500 + Math.random() * 1048; // Random x position powerup.y = 1800 + Math.random() * 400; // Above ground level // Random powerup type var types = ['health', 'invulnerable', 'damage']; powerup.type = types[Math.floor(Math.random() * types.length)]; // Color by type var powerupGraphics = powerup.getChildAt(0); if (powerup.type === 'health') { powerupGraphics.tint = 0x00ff00; // Green } else if (powerup.type === 'invulnerable') { powerupGraphics.tint = 0x0088ff; // Blue } else if (powerup.type === 'damage') { powerupGraphics.tint = 0xff8800; // Orange } powerups.push(powerup); } function findNearestEnemy(x, y) { var nearest = null; var shortestDistance = Infinity; for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var distance = Math.sqrt(Math.pow(enemy.x - x, 2) + Math.pow(enemy.y - y, 2)); if (distance < shortestDistance) { shortestDistance = distance; nearest = enemy; } } return nearest; } function updateEnemyWarnings() { // Remove warnings for dead enemies for (var i = enemyWarnings.length - 1; i >= 0; i--) { var warning = enemyWarnings[i]; var enemyExists = false; for (var j = 0; j < enemies.length; j++) { if (enemies[j] === warning.targetEnemy) { enemyExists = true; break; } } if (!enemyExists) { warning.destroy(); enemyWarnings.splice(i, 1); } } // Create warnings for new enemies for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var hasWarning = false; for (var j = 0; j < enemyWarnings.length; j++) { if (enemyWarnings[j].targetEnemy === enemy) { hasWarning = true; break; } } if (!hasWarning) { var warning = LK.gui.center.addChild(new EnemyWarning()); warning.targetEnemy = enemy; warning.setDirection('left'); enemyWarnings.push(warning); } } } // Initialize UI updateHealthDisplay(); updateScoreDisplay(); updateKnivesDisplay(); updateEnemiesLeftDisplay(); // Initialize first level initializeLevel(); // Create initial background grid createBackgroundGrid(); // Set initial camera position camera.targetX = hero.x - 1024; camera.targetY = hero.y - 1366; camera.x = camera.targetX; camera.y = camera.targetY; // Button event handlers leftButton.down = function (x, y, obj) { movementState.left = true; }; leftButton.up = function (x, y, obj) { movementState.left = false; }; rightButton.down = function (x, y, obj) { movementState.right = true; }; rightButton.up = function (x, y, obj) { movementState.right = false; }; upButton.down = function (x, y, obj) { movementState.up = true; }; upButton.up = function (x, y, obj) { movementState.up = false; }; downButton.down = function (x, y, obj) { movementState.down = true; }; downButton.up = function (x, y, obj) { movementState.down = false; }; attackButton.down = function (x, y, obj) { if (!hero.isAttacking) { var nearestEnemy = findNearestEnemy(hero.x, hero.y); if (nearestEnemy) { hero.attack(nearestEnemy.x); // Check if attack hits with increased range var distanceToEnemy = Math.sqrt(Math.pow(hero.x - nearestEnemy.x, 2) + Math.pow(hero.y - nearestEnemy.y, 2)); if (distanceToEnemy < 350) { // Increased from 250 to 350 var damage = hero.damageBoost ? 2 : 1; for (var i = 0; i < damage; i++) { nearestEnemy.takeDamage(); } } } else { // Attack in hero's facing direction hero.attack(hero.x + (hero.getChildAt(0).scaleX > 0 ? 100 : -100)); } } }; knifeButton.down = function (x, y, obj) { if (knivesRemaining > 0) { // Find nearest enemy for targeting var nearestEnemy = findNearestEnemy(hero.x, hero.y); if (nearestEnemy) { // Clear existing route effects before creating new one for (var i = routeEffects.length - 1; i >= 0; i--) { routeEffects[i].destroy(); routeEffects.splice(i, 1); } // Create route visualization var routeEffect = game.addChild(new RouteEffect()); routeEffect.createRoute(nearestEnemy); routeEffects.push(routeEffect); // Throw knife to follow the route var knife = game.addChild(new Knife()); knife.x = hero.x; knife.y = hero.y - 80; // Set the route for the knife to follow knife.setRoute(routeEffect.routePositions); // Rotation will be handled automatically in knife update based on target direction knives.push(knife); knivesRemaining--; updateKnivesDisplay(); LK.getSound('knifeThrow').play(); } else { // No enemy found, throw in hero facing direction var knife = game.addChild(new Knife()); knife.x = hero.x; knife.y = hero.y - 80; var heroGraphics = hero.getChildAt(0); knife.direction = heroGraphics.scaleX > 0 ? 1 : -1; // Rotation will be handled automatically in knife update based on movement direction knives.push(knife); knivesRemaining--; updateKnivesDisplay(); LK.getSound('knifeThrow').play(); } } }; // Game input (fallback for screen taps outside buttons) game.down = function (x, y, obj) { // Convert screen coordinates to world coordinates var worldX = x + camera.x; var worldY = y + camera.y; // Check if tap is for movement or attack var distanceToHero = Math.sqrt(Math.pow(worldX - hero.x, 2) + Math.pow(worldY - hero.y, 2)); if (distanceToHero > 200) { // Movement - move toward tap position var dx = worldX - hero.x; var dy = worldY - hero.y; if (Math.abs(dx) > Math.abs(dy)) { hero.move(dx > 0 ? 'right' : 'left'); } else { hero.move(dy > 0 ? 'down' : 'up'); } } else { // Attack if (!hero.isAttacking) { var nearestEnemy = findNearestEnemy(worldX, worldY); if (nearestEnemy) { hero.attack(nearestEnemy.x); // Check if attack hits with increased range var distanceToEnemy = Math.sqrt(Math.pow(hero.x - nearestEnemy.x, 2) + Math.pow(hero.y - nearestEnemy.y, 2)); if (distanceToEnemy < 350) { // Increased from 250 to 350 var damage = hero.damageBoost ? 2 : 1; for (var i = 0; i < damage; i++) { nearestEnemy.takeDamage(); } } } else { // Attack in direction of tap hero.attack(worldX); } } } }; // Main game loop game.update = function () { // Track if hero is moving this frame var wasMoving = hero.isWalking; var isMovingThisFrame = false; // Handle continuous movement based on button states if (movementState.left) { hero.move('left'); isMovingThisFrame = true; } if (movementState.right) { hero.move('right'); isMovingThisFrame = true; } if (movementState.up) { hero.move('up'); isMovingThisFrame = true; } if (movementState.down) { hero.move('down'); isMovingThisFrame = true; } // Stop walking animation if no movement this frame if (wasMoving && !isMovingThisFrame) { hero.stopWalkAnimation(); } // Update camera position smoothly camera.x += (camera.targetX - camera.x) * camera.smoothing; camera.y += (camera.targetY - camera.y) * camera.smoothing; // Apply camera position to game game.x = -camera.x; game.y = -camera.y; // Check for hero-enemy collisions and apply push-back for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var dx = hero.x - enemy.x; var dy = hero.y - enemy.y; var distance = Math.sqrt(dx * dx + dy * dy); // If too close, push hero away from enemy if (distance < 100 && distance > 0) { var pushForce = (100 - distance) * 0.3; var pushX = dx / distance * pushForce; var pushY = dy / distance * pushForce; // Apply push with bounds checking var newHeroX = hero.x + pushX; var newHeroY = hero.y + pushY; // Keep hero within level bounds if (newHeroX > 100 && newHeroX < currentLevelData.width - 100) { hero.x = newHeroX; } if (newHeroY > 1600 && newHeroY < 2400) { hero.y = newHeroY; } // Update camera target when hero is pushed camera.targetX = hero.x - 1024; camera.targetY = hero.y - 1366; camera.targetX = Math.max(0, Math.min(camera.targetX, currentLevelData.width - 2048)); camera.targetY = Math.max(0, Math.min(camera.targetY, currentLevelData.height - 2732)); } } // Update all game objects for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; enemy.update(); } for (var i = coins.length - 1; i >= 0; i--) { coins[i].update(); } for (var i = powerups.length - 1; i >= 0; i--) { powerups[i].update(); } for (var i = knives.length - 1; i >= 0; i--) { knives[i].update(); } for (var i = bloodParticles.length - 1; i >= 0; i--) { bloodParticles[i].update(); } // Clean up destroyed route effects for (var i = routeEffects.length - 1; i >= 0; i--) { var routeEffect = routeEffects[i]; if (!routeEffect.parent) { routeEffects.splice(i, 1); } } // Update enemy warnings updateEnemyWarnings(); for (var i = 0; i < enemyWarnings.length; i++) { enemyWarnings[i].update(); } // Check for level completion if (!levelComplete && enemies.length === 0) { levelComplete = true; currentLevel++; if (currentLevel <= levels.length) { // Start next level after delay LK.setTimeout(function () { initializeLevel(); }, 2000); } else { // Game completed LK.showYouWin(); } } };
===================================================================
--- original.js
+++ change.js
@@ -5,8 +5,38 @@
/****
* Classes
****/
+var BloodParticle = Container.expand(function () {
+ var self = Container.call(this);
+ var particleGraphics = self.attachAsset('bloodParticle', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.velocityX = (Math.random() - 0.5) * 8;
+ self.velocityY = -Math.random() * 6 - 2;
+ self.gravity = 0.3;
+ self.lifetime = 60; // 1 second at 60fps
+ self.update = function () {
+ self.x += self.velocityX;
+ self.y += self.velocityY;
+ self.velocityY += self.gravity;
+ // Fade out over time
+ self.lifetime--;
+ particleGraphics.alpha = self.lifetime / 60;
+ if (self.lifetime <= 0) {
+ // Remove from bloodParticles array
+ for (var i = bloodParticles.length - 1; i >= 0; i--) {
+ if (bloodParticles[i] === self) {
+ bloodParticles.splice(i, 1);
+ break;
+ }
+ }
+ self.destroy();
+ }
+ };
+ return self;
+});
var Coin = Container.expand(function () {
var self = Container.call(this);
var coinGraphics = self.attachAsset('coin', {
anchorX: 0.5,
@@ -173,8 +203,50 @@
};
self.takeDamage = function (fromKnife) {
self.health--;
LK.effects.flashObject(self, 0xffffff, 200);
+ // Create knockback effect
+ var knockbackForce = 40;
+ var knockbackDirection = fromKnife ? 1 : hero.x < self.x ? 1 : -1;
+ var targetX = self.x + knockbackDirection * knockbackForce;
+ var targetY = self.y - 20; // Slight upward knockback
+ // Apply knockback with bounds checking
+ targetX = Math.max(100, Math.min(targetX, currentLevelData.width - 100));
+ targetY = Math.max(1600, Math.min(targetY, 2400));
+ tween(self, {
+ x: targetX,
+ y: targetY
+ }, {
+ duration: 200,
+ easing: tween.easeOut
+ });
+ // Create blood particles
+ for (var p = 0; p < 6; p++) {
+ var bloodParticle = game.addChild(new BloodParticle());
+ bloodParticle.x = self.x + (Math.random() - 0.5) * 40;
+ bloodParticle.y = self.y - 60 + (Math.random() - 0.5) * 40;
+ bloodParticles.push(bloodParticle);
+ }
+ // Create hit effect
+ var hitEffect = game.addChild(LK.getAsset('hitEffect', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ alpha: 0.8
+ }));
+ hitEffect.x = self.x;
+ hitEffect.y = self.y - 60;
+ // Animate hit effect
+ tween(hitEffect, {
+ scaleX: 2,
+ scaleY: 2,
+ alpha: 0
+ }, {
+ duration: 300,
+ easing: tween.easeOut,
+ onFinish: function onFinish() {
+ hitEffect.destroy();
+ }
+ });
if (fromKnife) {
self.alerted = true;
self.alertedByKnife = true;
}
@@ -795,8 +867,9 @@
var enemyWarnings = [];
var knives = [];
var knivesRemaining = 5;
var routeEffects = [];
+var bloodParticles = [];
var currentLevel = 1;
var levelComplete = false;
var hearts = [];
// Movement state tracking
@@ -1020,8 +1093,13 @@
for (var i = routeEffects.length - 1; i >= 0; i--) {
routeEffects[i].destroy();
}
routeEffects = [];
+ // Clear existing blood particles
+ for (var i = bloodParticles.length - 1; i >= 0; i--) {
+ bloodParticles[i].destroy();
+ }
+ bloodParticles = [];
// Reset knife count
knivesRemaining = 5;
currentLevelData = levels[currentLevel - 1] || levels[levels.length - 1];
levelComplete = false;
@@ -1331,8 +1409,11 @@
}
for (var i = knives.length - 1; i >= 0; i--) {
knives[i].update();
}
+ for (var i = bloodParticles.length - 1; i >= 0; i--) {
+ bloodParticles[i].update();
+ }
// Clean up destroyed route effects
for (var i = routeEffects.length - 1; i >= 0; i--) {
var routeEffect = routeEffects[i];
if (!routeEffect.parent) {