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reduce the boss health ind 7th dungeon
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make the boss in dungeon 7 die after all of his soldiers die
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make the dungeon 7 boss die after all of its soldiers die
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Every time an enemy is killed, the money automatically increases and the amount of money increases depending on the difficulty of the enemy. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Every time a character is killed, the money automatically increases and the amount of money increases depending on the difficulty of the enemy. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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character is going to left by itself right now can you fix it
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character is going to left by itself right now can you fix it
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can you fix the caharecter going left by itself
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'update')' in or related to this line: 'coins[i].update();' Line Number: 5013
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Center the upgrade menu on the screen so that the entire menu is visible ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Center the upgrade menu on the screen so that the entire menu is visible
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Put the upgrade menu to top left corner
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Put the upgrade menu to top left corner
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Put the upgrade menu to center of the screen
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put rhe upgrades menu center of the screen
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rearrange the upgrades buttn and the upgrades ui position for better visibilty
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- Create an upgrade tree with categories: Combat, Defense, Utility - Combat upgrades: increased damage, faster attacks, knife penetration - Defense upgrades: more health, damage reduction, temporary invincibility - Utility upgrades: faster movement, more starting knives, coin magnetism ↪💡 Consider importing and using the following plugins: @upit/storage.v1, @upit/tween.v1
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- **Scouts**: Fast enemies that alert others and flee from combat - **Berserkers**: Enemies that become more dangerous when low on health - **Archers**: Long-range enemies that keep distance and shoot projectiles - **Shields**: Enemies that block projectiles and protect others ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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- Implement group AI where enemies communicate their states - Add flanking behavior where enemies try to surround the player - Create "leader" enemies that buff nearby allies - Implement pack hunting where fast enemies herd the player toward stronger ones ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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- Implement damage numbers that float up from enemies when hit - Add screen flash effects for critical hits or boss phase transitions - Create weapon trail effects for the hero's sword attacks - Add glowing outlines to indicate different enemy states (alerted, enraged, etc.) ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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- Expand blood particles with different sizes, speeds, and lifetimes - Add impact sparks when knives hit enemies - Create dust clouds when enemies or player move quickly - Add magical effects for power-ups and special abilities ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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- Create a `ScreenShake` class that applies temporary camera offset modifications - Add shake on: boss attacks, player hits, enemy deaths, knife impacts - Different shake intensities and durations for different events - Smooth shake decay using tween easing functions ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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- Add state machines to bosses: `IDLE`, `PURSUING`, `ATTACKING`, `STUNNED`, `ENRAGED` - Implement predictive targeting where bosses anticipate player movement - Add boss "tells" - visual warnings before major attacks - Create vulnerability windows where bosses can take extra damage after certain attacks ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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can you implement the second part(2. Enhanced Boss Mechanics and Variety (Priority 2)) ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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yes can you please implement everything you listed to me ↪💡 Consider importing and using the following plugins: @upit/tween.v1
/**** * 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.reset = function (startX, startY) { self.x = startX; self.y = startY; self.velocityX = (Math.random() - 0.5) * 8; self.velocityY = -Math.random() * 6 - 2; self.lifetime = 60; particleGraphics.alpha = 1; self.visible = true; }; 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; } } returnToPool(self, 'bloodParticle'); } }; return self; }); var Boss = Container.expand(function () { var self = Container.call(this); var bossGraphics = self.attachAsset('boss', { anchorX: 0.5, anchorY: 1.0 }); self.health = 50; self.maxHealth = 50; self.speed = 3; // Increased base speed self.attackCooldown = 0; self.specialAttackCooldown = 0; self.phase = 1; // Boss has 3 phases self.lastX = 0; self.lastY = 0; self.isEnraged = false; self.projectileAttackCooldown = 0; self.chargeAttackCooldown = 0; self.isCharging = false; self.chargingTarget = null; self.spinAttackCooldown = 0; self.isSpinning = false; self.update = function () { var distanceToHero = Math.sqrt(Math.pow(self.x - hero.x, 2) + Math.pow(self.y - hero.y, 2)); // Different behavior based on health phases if (self.health > self.maxHealth * 0.66) { self.phase = 1; bossGraphics.tint = 0xffffff; // Normal color } else if (self.health > self.maxHealth * 0.33) { self.phase = 2; bossGraphics.tint = 0xffaa00; // Orange when damaged if (!self.isEnraged) { self.isEnraged = true; self.speed *= 2; // Double speed in phase 2 // Visual effect for enrage tween(bossGraphics, { scaleX: 1.2, scaleY: 1.2 }, { duration: 300, easing: tween.bounceOut }); tween(bossGraphics, { scaleX: 1, scaleY: 1 }, { duration: 300, easing: tween.bounceOut }); } } else { self.phase = 3; bossGraphics.tint = 0xff0000; // Red when critically damaged if (self.speed < 5) { self.speed = 5; // Maximum speed in final phase // Intense visual effect for final phase tween(bossGraphics, { scaleX: 1.3, scaleY: 1.3 }, { duration: 200, easing: tween.elasticOut }); tween(bossGraphics, { scaleX: 1, scaleY: 1 }, { duration: 200, easing: tween.elasticOut }); } } // 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) { self.lastX = self.x; self.lastY = self.y; self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; // Face direction of movement bossGraphics.scaleX = dx > 0 ? 1 : -1; } // Melee attack if (distanceToHero < 150 && self.attackCooldown <= 0) { hero.takeDamage(); self.attackCooldown = 90; // 1.5 seconds LK.effects.flashObject(self, 0xffffff, 200); } // Projectile attack (phase 2 and 3) if (self.phase >= 2 && self.projectileAttackCooldown <= 0 && distanceToHero > 200) { self.fireProjectile(); self.projectileAttackCooldown = self.phase === 3 ? 60 : 120; // Faster in phase 3 } // Charge attack (phase 2 and 3) if (self.phase >= 2 && self.chargeAttackCooldown <= 0 && distanceToHero > 300 && !self.isCharging) { self.chargeAttack(); self.chargeAttackCooldown = self.phase === 3 ? 240 : 360; // Faster in phase 3 } // Spin attack (phase 3 only) if (self.phase === 3 && self.spinAttackCooldown <= 0 && distanceToHero < 250 && !self.isSpinning) { self.spinAttack(); self.spinAttackCooldown = 420; // 7 seconds } // Special area attack (phase 3 only) if (self.phase === 3 && self.specialAttackCooldown <= 0) { self.areaAttack(); self.specialAttackCooldown = 300; // 5 seconds } if (self.attackCooldown > 0) self.attackCooldown--; if (self.specialAttackCooldown > 0) self.specialAttackCooldown--; if (self.projectileAttackCooldown > 0) self.projectileAttackCooldown--; if (self.chargeAttackCooldown > 0) self.chargeAttackCooldown--; if (self.spinAttackCooldown > 0) self.spinAttackCooldown--; }; self.fireProjectile = function () { // Visual charging effect before firing tween(bossGraphics, { tint: 0x8800ff }, { duration: 200 }); tween(bossGraphics, { tint: 0xffffff }, { duration: 200 }); var projectile = game.addChild(new BossProjectile()); projectile.x = self.x; projectile.y = self.y - 200; // Calculate direction to 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 speed = self.phase === 3 ? 12 : 8; // Faster projectiles in phase 3 projectile.velocityX = dx / distance * speed; projectile.velocityY = dy / distance * speed; } // Add visual trail effect to projectile var projectileGraphics = projectile.getChildAt(0); tween(projectileGraphics, { tint: 0xff4444 }, { duration: 100 }); tween(projectileGraphics, { tint: 0xffffff }, { duration: 100 }); bossProjectiles.push(projectile); }; self.chargeAttack = function () { self.isCharging = true; self.chargingTarget = { x: hero.x, y: hero.y }; // Visual warning effect - boss glows red tween(bossGraphics, { tint: 0xff4444 }, { duration: 800, easing: tween.easeIn }); // Scale up slightly to show power building tween(bossGraphics, { scaleX: 1.2, scaleY: 1.2 }, { duration: 800, easing: tween.easeOut }); // After warning, execute charge LK.setTimeout(function () { if (!self.chargingTarget) return; // Flash effect LK.effects.flashObject(self, 0xffffff, 300); // Calculate charge direction var dx = self.chargingTarget.x - self.x; var dy = self.chargingTarget.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0) { // Charge with high speed var chargeSpeed = 12; var chargeDistance = 400; var targetX = self.x + dx / distance * chargeDistance; var targetY = self.y + dy / distance * chargeDistance; // Keep within bounds 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: 300, easing: tween.easeOut, onFinish: function onFinish() { // Reset visual effects tween(bossGraphics, { tint: 0xffffff, scaleX: 1, scaleY: 1 }, { duration: 500 }); self.isCharging = false; self.chargingTarget = null; } }); // Damage hero if in path during charge LK.setTimeout(function () { var distanceToHero = Math.sqrt(Math.pow(self.x - hero.x, 2) + Math.pow(self.y - hero.y, 2)); if (distanceToHero < 150) { hero.takeDamage(); } }, 150); } }, 800); }; self.spinAttack = function () { self.isSpinning = true; // Visual spin effect tween(bossGraphics, { rotation: Math.PI * 4 }, { duration: 1500, easing: tween.easeInOut, onFinish: function onFinish() { bossGraphics.rotation = 0; self.isSpinning = false; } }); // Scale and tint effect during spin tween(bossGraphics, { scaleX: 1.5, scaleY: 1.5, tint: 0xff8800 }, { duration: 750, easing: tween.easeOut }); tween(bossGraphics, { scaleX: 1, scaleY: 1, tint: 0xffffff }, { duration: 750, easing: tween.easeIn }); // Multiple damage checks during spin for (var i = 0; i < 5; i++) { LK.setTimeout(function () { var distanceToHero = Math.sqrt(Math.pow(self.x - hero.x, 2) + Math.pow(self.y - hero.y, 2)); if (distanceToHero < 200) { hero.takeDamage(); LK.effects.flashObject(hero, 0xff0000, 200); } }, i * 300); } }; self.areaAttack = function () { // Create warning effect LK.effects.flashScreen(0xff4444, 1000); // Pulsing boss effect tween(bossGraphics, { scaleX: 1.3, scaleY: 1.3 }, { duration: 500, easing: tween.easeInOut }); tween(bossGraphics, { scaleX: 1, scaleY: 1 }, { duration: 500, easing: tween.easeInOut }); // Damage hero if close var distanceToHero = Math.sqrt(Math.pow(self.x - hero.x, 2) + Math.pow(self.y - hero.y, 2)); if (distanceToHero < 400) { LK.setTimeout(function () { if (Math.sqrt(Math.pow(self.x - hero.x, 2) + Math.pow(self.y - hero.y, 2)) < 400) { hero.takeDamage(); } }, 1000); } }; self.takeDamage = function (fromKnife) { self.health--; LK.effects.flashObject(self, 0xffffff, 200); // Enhanced visual feedback with scaling tween(bossGraphics, { scaleX: 1.1, scaleY: 1.1 }, { duration: 100, easing: tween.easeOut }); tween(bossGraphics, { scaleX: 1, scaleY: 1 }, { duration: 100, easing: tween.easeOut }); // Create blood particles for (var p = 0; p < 15; p++) { var bloodParticle = game.addChild(getFromPool('bloodParticle')); bloodParticle.reset(self.x + (Math.random() - 0.5) * 60, self.y - 100 + (Math.random() - 0.5) * 60); bloodParticles.push(bloodParticle); } if (self.health <= 0) { self.die(); } }; self.die = function () { // Big explosion effect LK.effects.flashScreen(0xffffff, 2000); // Drop multiple coins for (var i = 0; i < 10; i++) { var coin = game.addChild(new Coin()); coin.x = self.x + (Math.random() - 0.5) * 200; coin.y = self.y + (Math.random() - 0.5) * 200; coins.push(coin); } // Massive score bonus LK.setScore(LK.getScore() + 1000); 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 BossProjectile = Container.expand(function () { var self = Container.call(this); var projectileGraphics = self.attachAsset('bossProjectile', { anchorX: 0.5, anchorY: 0.5 }); self.velocityX = 0; self.velocityY = 0; self.lifetime = 300; // 5 seconds self.update = function () { self.x += self.velocityX; self.y += self.velocityY; self.lifetime--; // Set rotation to face movement direction if (self.velocityX !== 0 || self.velocityY !== 0) { var angle = Math.atan2(self.velocityY, self.velocityX); projectileGraphics.rotation = angle; } // Check collision with hero var distanceToHero = Math.sqrt(Math.pow(self.x - hero.x, 2) + Math.pow(self.y - hero.y, 2)); if (distanceToHero < 80) { hero.takeDamage(); self.destroy(); // Remove from bossProjectiles array for (var i = bossProjectiles.length - 1; i >= 0; i--) { if (bossProjectiles[i] === self) { bossProjectiles.splice(i, 1); break; } } return; } // Remove if lifetime expired or off screen if (self.lifetime <= 0 || self.x < -100 || self.x > currentLevelData.width + 100 || self.y < -100 || self.y > 3000) { self.destroy(); // Remove from bossProjectiles array for (var i = bossProjectiles.length - 1; i >= 0; i--) { if (bossProjectiles[i] === self) { bossProjectiles.splice(i, 1); break; } } } }; 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'; } else if (self.enemyType === 'tank') { assetName = 'enemyTank'; } else if (self.enemyType === 'hunter') { assetName = 'enemyHunter'; } else if (self.enemyType === 'assassin') { assetName = 'enemyAssassin'; } 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)); // Different sight ranges for different enemy types var sightRange = 500; if (self.enemyType === 'hunter') { sightRange = 800; // Hunters have better sight } else if (self.enemyType === 'assassin') { sightRange = 600; // Assassins have good sight } else if (self.enemyType === 'tank') { sightRange = 400; // Tanks have poor sight } var canSeeHero = distanceToHero < sightRange; 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 moveSpeed = self.speed; // Special movement for assassin type - teleport ability if (self.enemyType === 'assassin' && distanceToHero > 300 && distanceToHero < 600 && Math.random() < 0.02) { // Teleport closer to hero var teleportDistance = 150; var teleportX = hero.x + (Math.random() - 0.5) * teleportDistance; var teleportY = hero.y + (Math.random() - 0.5) * teleportDistance; // Keep within bounds teleportX = Math.max(100, Math.min(teleportX, currentLevelData.width - 100)); teleportY = Math.max(1600, Math.min(teleportY, 2400)); self.x = teleportX; self.y = teleportY; // Flash effect for teleport LK.effects.flashObject(self, 0x9b59b6, 300); var newX = self.x; var newY = self.y; } else { // Hunter type - faster when far from hero if (self.enemyType === 'hunter' && distanceToHero > 400) { moveSpeed *= 1.5; // 50% speed boost when hunting from distance } var newX = self.x + dx / distance * moveSpeed; var newY = self.y + dy / distance * moveSpeed; } // Check collision with other enemies before moving using spatial partitioning var wouldCollide = false; var nearbyEnemies = spatialGrid.getNearbyObjects(newX, newY, 100); for (var i = 0; i < nearbyEnemies.length; i++) { var otherEnemy = nearbyEnemies[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 < 12; p++) { var bloodParticle = game.addChild(getFromPool('bloodParticle')); bloodParticle.reset(self.x + (Math.random() - 0.5) * 40, self.y - 60 + (Math.random() - 0.5) * 40); bloodParticles.push(bloodParticle); } 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; coins.push(coin); // 10% chance to drop health potion if (Math.random() < 0.1) { var healthPotion = game.addChild(new HealthPotion()); healthPotion.x = self.x + (Math.random() - 0.5) * 80; // Slight random offset healthPotion.y = self.y + (Math.random() - 0.5) * 80; healthPotions.push(healthPotion); } // 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 HealthPotion = Container.expand(function () { var self = Container.call(this); var potionGraphics = self.attachAsset('healthPotion', { 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(); } // Gentle floating animation potionGraphics.y = Math.sin(LK.ticks * 0.1) * 5; potionGraphics.rotation += 0.05; }; self.collect = function () { LK.getSound('powerup').play(); hero.heal(); // Remove from healthPotions array for (var i = healthPotions.length - 1; i >= 0; i--) { if (healthPotions[i] === self) { healthPotions.splice(i, 1); break; } } self.destroy(); }; 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 using spatial partitioning var wouldCollide = false; var nearbyEnemies = spatialGrid.getNearbyObjects(newX, newY, 150); for (var i = 0; i < nearbyEnemies.length; i++) { var enemy = nearbyEnemies[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, title: 'Dungeon Crawler' }); /**** * Game Code ****/ // Game variables var hero; var enemies = []; var coins = []; var powerups = []; var enemyWarnings = []; var knives = []; var knivesRemaining = 5; var routeEffects = []; var bloodParticles = []; var bossProjectiles = []; var currentDungeon = 1; var dungeonComplete = false; var hearts = []; var healthPotions = []; // Object pooling system var objectPools = { bloodParticle: [], bossProjectile: [], coin: [], healthPotion: [] }; // Spatial partitioning system var spatialGrid = { cellSize: 200, grid: {}, clear: function clear() { this.grid = {}; }, getCellKey: function getCellKey(x, y) { var cellX = Math.floor(x / this.cellSize); var cellY = Math.floor(y / this.cellSize); return cellX + ',' + cellY; }, addObject: function addObject(obj, x, y) { var key = this.getCellKey(x, y); if (!this.grid[key]) { this.grid[key] = []; } this.grid[key].push(obj); }, getNearbyObjects: function getNearbyObjects(x, y, radius) { var nearby = []; var cellRadius = Math.ceil(radius / this.cellSize); var centerCellX = Math.floor(x / this.cellSize); var centerCellY = Math.floor(y / this.cellSize); for (var dx = -cellRadius; dx <= cellRadius; dx++) { for (var dy = -cellRadius; dy <= cellRadius; dy++) { var key = centerCellX + dx + ',' + (centerCellY + dy); if (this.grid[key]) { nearby = nearby.concat(this.grid[key]); } } } return nearby; } }; function getFromPool(type) { if (objectPools[type] && objectPools[type].length > 0) { var obj = objectPools[type].pop(); obj.visible = true; return obj; } // Create new object if pool is empty if (type === 'bloodParticle') { return new BloodParticle(); } else if (type === 'bossProjectile') { return new BossProjectile(); } else if (type === 'coin') { return new Coin(); } else if (type === 'healthPotion') { return new HealthPotion(); } return null; } function returnToPool(obj, type) { if (!objectPools[type]) { objectPools[type] = []; } obj.visible = false; obj.x = -1000; // Move off screen obj.y = -1000; objectPools[type].push(obj); } // 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 }; // Dungeon 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 }, { enemies: [{ type: 'basic', count: 5 }, { type: 'strong', count: 4 }, { type: 'fast', count: 3 }, { type: 'tank', count: 2 }], width: 7168, height: 2732 }, { enemies: [{ type: 'basic', count: 8 }, { type: 'strong', count: 4 }, { type: 'fast', count: 4 }, { type: 'tank', count: 2 }, { type: 'hunter', count: 3 }], width: 8192, height: 2732 }, { enemies: [{ type: 'boss', count: 1 }], width: 9216, height: 2732 }, { enemies: [{ type: 'basic', count: 10 }, { type: 'strong', count: 6 }, { type: 'fast', count: 5 }, { type: 'tank', count: 3 }, { type: 'hunter', count: 4 }, { type: 'assassin', count: 2 }], width: 10240, height: 2732 }, { enemies: [{ type: 'basic', count: 12 }, { type: 'strong', count: 8 }, { type: 'fast', count: 6 }, { type: 'tank', count: 4 }, { type: 'hunter', count: 5 }, { type: 'assassin', count: 4 }], width: 12288, 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('Dungeon: 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, scaleX: 1.5, scaleY: 1.5 }); leftButton.x = 80; leftButton.y = -300; LK.gui.bottomLeft.addChild(leftButton); var rightButton = LK.getAsset('rightButton', { anchorX: 0.5, anchorY: 0.5, alpha: 0.8, scaleX: 1.5, scaleY: 1.5 }); rightButton.x = 480; rightButton.y = -300; LK.gui.bottomLeft.addChild(rightButton); var upButton = LK.getAsset('upButton', { anchorX: 0.5, anchorY: 0.5, alpha: 0.8, scaleX: 1.5, scaleY: 1.5 }); upButton.x = 280; upButton.y = -480; LK.gui.bottomLeft.addChild(upButton); var downButton = LK.getAsset('downButton', { anchorX: 0.5, anchorY: 0.5, alpha: 0.8, scaleX: 1.5, scaleY: 1.5 }); downButton.x = 280; 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); } } } // Add background var background = game.addChild(LK.getAsset('background', { anchorX: 0, anchorY: 0, x: 0, y: 0, alpha: 1 })); // 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() { // Show boss fight alert for final dungeon if (currentDungeon === levels.length) { LK.setTimeout(function () { alert('FINAL BOSS APPROACHING! Prepare for the ultimate challenge!'); }, 500); } // 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 = []; // Clear existing boss projectiles for (var i = bossProjectiles.length - 1; i >= 0; i--) { bossProjectiles[i].destroy(); } bossProjectiles = []; // Clear existing health potions for (var i = healthPotions.length - 1; i >= 0; i--) { healthPotions[i].destroy(); } healthPotions = []; // Reset knife count knivesRemaining = 5; currentLevelData = levels[currentDungeon - 1] || levels[levels.length - 1]; dungeonComplete = 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('Dungeon: ' + currentDungeon); updateKnivesDisplay(); updateEnemiesLeftDisplay(); // Create background grid for this level createBackgroundGrid(); } function spawnEnemy(type) { var enemy; if (type === 'boss') { enemy = game.addChild(new Boss()); // Boss spawns at center of level enemy.x = currentLevelData.width / 2; enemy.y = 2200; } else { enemy = game.addChild(new Enemy(type)); // Find a spawn position that's not too close to the hero var minDistanceFromPlayer = 500; // Minimum distance from player var attempts = 0; var maxAttempts = 20; var enemyX, enemyY; do { // Random spawn position within level bounds enemyX = 200 + Math.random() * (currentLevelData.width - 400); enemyY = 1700 + Math.random() * 600; // Calculate distance from hero var dx = enemyX - hero.x; var dy = enemyY - hero.y; var distanceFromPlayer = Math.sqrt(dx * dx + dy * dy); attempts++; // If far enough from player or we've tried too many times, use this position if (distanceFromPlayer >= minDistanceFromPlayer || attempts >= maxAttempts) { enemy.x = enemyX; enemy.y = enemyY; break; } } while (attempts < maxAttempts); // Set enemy properties based on type if (type === 'basic') { enemy.health = 2; enemy.speed = 2; } else if (type === 'strong') { enemy.health = 4; enemy.speed = 0.8; } else if (type === 'fast') { enemy.health = 1; enemy.speed = 4; } else if (type === 'tank') { enemy.health = 8; enemy.speed = 0.5; } else if (type === 'hunter') { enemy.health = 3; enemy.speed = 2.5; } else if (type === 'assassin') { enemy.health = 2; enemy.speed = 3; } } 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 isVisible(obj, buffer) { buffer = buffer || 100; var objScreenX = obj.x - camera.x; var objScreenY = obj.y - camera.y; return objScreenX >= -buffer && objScreenX <= 2048 + buffer && objScreenY >= -buffer && objScreenY <= 2732 + buffer; } 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; }; // Global function to check which button is under a given position function getButtonUnderPosition(screenX, screenY) { // Convert GUI coordinates and check bounds for each button (accounting for 1.5x scale) var scaledButtonWidth = 200 * 1.5; var scaledButtonHeight = 200 * 1.5; var leftBounds = { x: leftButton.x - scaledButtonWidth / 2, y: leftButton.y - scaledButtonHeight / 2, width: scaledButtonWidth, height: scaledButtonHeight }; var rightBounds = { x: rightButton.x - scaledButtonWidth / 2, y: rightButton.y - scaledButtonHeight / 2, width: scaledButtonWidth, height: scaledButtonHeight }; var upBounds = { x: upButton.x - scaledButtonWidth / 2, y: upButton.y - scaledButtonHeight / 2, width: scaledButtonWidth, height: scaledButtonHeight }; var downBounds = { x: downButton.x - scaledButtonWidth / 2, y: downButton.y - scaledButtonHeight / 2, width: scaledButtonWidth, height: scaledButtonHeight }; // Adjust screen coordinates relative to bottomLeft GUI var relativeX = screenX; var relativeY = screenY - (2732 - 500); // Approximate bottomLeft offset if (relativeX >= leftBounds.x && relativeX <= leftBounds.x + leftBounds.width && relativeY >= leftBounds.y && relativeY <= leftBounds.y + leftBounds.height) { return 'left'; } if (relativeX >= rightBounds.x && relativeX <= rightBounds.x + rightBounds.width && relativeY >= rightBounds.y && relativeY <= rightBounds.y + rightBounds.height) { return 'right'; } if (relativeX >= upBounds.x && relativeX <= upBounds.x + upBounds.width && relativeY >= upBounds.y && relativeY <= upBounds.y + upBounds.height) { return 'up'; } if (relativeX >= downBounds.x && relativeX <= downBounds.x + downBounds.width && relativeY >= downBounds.y && relativeY <= downBounds.y + downBounds.height) { return 'down'; } return null; } // Global movement handling function function handleMovementInput(direction) { // Reset all movement states first movementState.left = false; movementState.right = false; movementState.up = false; movementState.down = false; // Set the active direction if (direction === 'left') { movementState.left = true; } else if (direction === 'right') { movementState.right = true; } else if (direction === 'up') { movementState.up = true; } else if (direction === 'down') { movementState.down = true; } } leftButton.move = function (x, y, obj) { var currentButton = getButtonUnderPosition(x, y); if (currentButton) { handleMovementInput(currentButton); } else { handleMovementInput('left'); } }; rightButton.down = function (x, y, obj) { movementState.right = true; }; rightButton.up = function (x, y, obj) { movementState.right = false; }; rightButton.move = function (x, y, obj) { var currentButton = getButtonUnderPosition(x, y); if (currentButton) { handleMovementInput(currentButton); } else { handleMovementInput('right'); } }; upButton.down = function (x, y, obj) { movementState.up = true; }; upButton.up = function (x, y, obj) { movementState.up = false; }; upButton.move = function (x, y, obj) { var currentButton = getButtonUnderPosition(x, y); if (currentButton) { handleMovementInput(currentButton); } else { handleMovementInput('up'); } }; downButton.down = function (x, y, obj) { movementState.down = true; }; downButton.up = function (x, y, obj) { movementState.down = false; }; downButton.move = function (x, y, obj) { var currentButton = getButtonUnderPosition(x, y); if (currentButton) { handleMovementInput(currentButton); } else { handleMovementInput('down'); } }; 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 using spatial partitioning var nearbyEnemies = spatialGrid.getNearbyObjects(hero.x, hero.y, 150); for (var i = 0; i < nearbyEnemies.length; i++) { var enemy = nearbyEnemies[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)); } } // Clear and rebuild spatial grid spatialGrid.clear(); for (var i = 0; i < enemies.length; i++) { spatialGrid.addObject(enemies[i], enemies[i].x, enemies[i].y); } // Update all game objects with culling for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; if (isVisible(enemy, 300)) { // Only update visible enemies + buffer enemy.update(); } } for (var i = coins.length - 1; i >= 0; i--) { if (isVisible(coins[i], 100)) { coins[i].update(); } } for (var i = powerups.length - 1; i >= 0; i--) { if (isVisible(powerups[i], 100)) { powerups[i].update(); } } for (var i = healthPotions.length - 1; i >= 0; i--) { if (isVisible(healthPotions[i], 100)) { healthPotions[i].update(); } } for (var i = knives.length - 1; i >= 0; i--) { knives[i].update(); // Always update knives as they move fast } for (var i = bloodParticles.length - 1; i >= 0; i--) { if (isVisible(bloodParticles[i], 50)) { bloodParticles[i].update(); } } for (var i = bossProjectiles.length - 1; i >= 0; i--) { bossProjectiles[i].update(); // Always update projectiles as they move fast } // 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 dungeon completion if (!dungeonComplete && enemies.length === 0) { dungeonComplete = true; currentDungeon++; if (currentDungeon <= levels.length) { // Start next dungeon after delay LK.setTimeout(function () { initializeLevel(); }, 2000); } else { // All dungeons completed LK.showYouWin(); } } };
/****
* 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.reset = function (startX, startY) {
self.x = startX;
self.y = startY;
self.velocityX = (Math.random() - 0.5) * 8;
self.velocityY = -Math.random() * 6 - 2;
self.lifetime = 60;
particleGraphics.alpha = 1;
self.visible = true;
};
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;
}
}
returnToPool(self, 'bloodParticle');
}
};
return self;
});
var Boss = Container.expand(function () {
var self = Container.call(this);
var bossGraphics = self.attachAsset('boss', {
anchorX: 0.5,
anchorY: 1.0
});
self.health = 50;
self.maxHealth = 50;
self.speed = 3; // Increased base speed
self.attackCooldown = 0;
self.specialAttackCooldown = 0;
self.phase = 1; // Boss has 3 phases
self.lastX = 0;
self.lastY = 0;
self.isEnraged = false;
self.projectileAttackCooldown = 0;
self.chargeAttackCooldown = 0;
self.isCharging = false;
self.chargingTarget = null;
self.spinAttackCooldown = 0;
self.isSpinning = false;
self.update = function () {
var distanceToHero = Math.sqrt(Math.pow(self.x - hero.x, 2) + Math.pow(self.y - hero.y, 2));
// Different behavior based on health phases
if (self.health > self.maxHealth * 0.66) {
self.phase = 1;
bossGraphics.tint = 0xffffff; // Normal color
} else if (self.health > self.maxHealth * 0.33) {
self.phase = 2;
bossGraphics.tint = 0xffaa00; // Orange when damaged
if (!self.isEnraged) {
self.isEnraged = true;
self.speed *= 2; // Double speed in phase 2
// Visual effect for enrage
tween(bossGraphics, {
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 300,
easing: tween.bounceOut
});
tween(bossGraphics, {
scaleX: 1,
scaleY: 1
}, {
duration: 300,
easing: tween.bounceOut
});
}
} else {
self.phase = 3;
bossGraphics.tint = 0xff0000; // Red when critically damaged
if (self.speed < 5) {
self.speed = 5; // Maximum speed in final phase
// Intense visual effect for final phase
tween(bossGraphics, {
scaleX: 1.3,
scaleY: 1.3
}, {
duration: 200,
easing: tween.elasticOut
});
tween(bossGraphics, {
scaleX: 1,
scaleY: 1
}, {
duration: 200,
easing: tween.elasticOut
});
}
}
// 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) {
self.lastX = self.x;
self.lastY = self.y;
self.x += dx / distance * self.speed;
self.y += dy / distance * self.speed;
// Face direction of movement
bossGraphics.scaleX = dx > 0 ? 1 : -1;
}
// Melee attack
if (distanceToHero < 150 && self.attackCooldown <= 0) {
hero.takeDamage();
self.attackCooldown = 90; // 1.5 seconds
LK.effects.flashObject(self, 0xffffff, 200);
}
// Projectile attack (phase 2 and 3)
if (self.phase >= 2 && self.projectileAttackCooldown <= 0 && distanceToHero > 200) {
self.fireProjectile();
self.projectileAttackCooldown = self.phase === 3 ? 60 : 120; // Faster in phase 3
}
// Charge attack (phase 2 and 3)
if (self.phase >= 2 && self.chargeAttackCooldown <= 0 && distanceToHero > 300 && !self.isCharging) {
self.chargeAttack();
self.chargeAttackCooldown = self.phase === 3 ? 240 : 360; // Faster in phase 3
}
// Spin attack (phase 3 only)
if (self.phase === 3 && self.spinAttackCooldown <= 0 && distanceToHero < 250 && !self.isSpinning) {
self.spinAttack();
self.spinAttackCooldown = 420; // 7 seconds
}
// Special area attack (phase 3 only)
if (self.phase === 3 && self.specialAttackCooldown <= 0) {
self.areaAttack();
self.specialAttackCooldown = 300; // 5 seconds
}
if (self.attackCooldown > 0) self.attackCooldown--;
if (self.specialAttackCooldown > 0) self.specialAttackCooldown--;
if (self.projectileAttackCooldown > 0) self.projectileAttackCooldown--;
if (self.chargeAttackCooldown > 0) self.chargeAttackCooldown--;
if (self.spinAttackCooldown > 0) self.spinAttackCooldown--;
};
self.fireProjectile = function () {
// Visual charging effect before firing
tween(bossGraphics, {
tint: 0x8800ff
}, {
duration: 200
});
tween(bossGraphics, {
tint: 0xffffff
}, {
duration: 200
});
var projectile = game.addChild(new BossProjectile());
projectile.x = self.x;
projectile.y = self.y - 200;
// Calculate direction to 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 speed = self.phase === 3 ? 12 : 8; // Faster projectiles in phase 3
projectile.velocityX = dx / distance * speed;
projectile.velocityY = dy / distance * speed;
}
// Add visual trail effect to projectile
var projectileGraphics = projectile.getChildAt(0);
tween(projectileGraphics, {
tint: 0xff4444
}, {
duration: 100
});
tween(projectileGraphics, {
tint: 0xffffff
}, {
duration: 100
});
bossProjectiles.push(projectile);
};
self.chargeAttack = function () {
self.isCharging = true;
self.chargingTarget = {
x: hero.x,
y: hero.y
};
// Visual warning effect - boss glows red
tween(bossGraphics, {
tint: 0xff4444
}, {
duration: 800,
easing: tween.easeIn
});
// Scale up slightly to show power building
tween(bossGraphics, {
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 800,
easing: tween.easeOut
});
// After warning, execute charge
LK.setTimeout(function () {
if (!self.chargingTarget) return;
// Flash effect
LK.effects.flashObject(self, 0xffffff, 300);
// Calculate charge direction
var dx = self.chargingTarget.x - self.x;
var dy = self.chargingTarget.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 0) {
// Charge with high speed
var chargeSpeed = 12;
var chargeDistance = 400;
var targetX = self.x + dx / distance * chargeDistance;
var targetY = self.y + dy / distance * chargeDistance;
// Keep within bounds
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: 300,
easing: tween.easeOut,
onFinish: function onFinish() {
// Reset visual effects
tween(bossGraphics, {
tint: 0xffffff,
scaleX: 1,
scaleY: 1
}, {
duration: 500
});
self.isCharging = false;
self.chargingTarget = null;
}
});
// Damage hero if in path during charge
LK.setTimeout(function () {
var distanceToHero = Math.sqrt(Math.pow(self.x - hero.x, 2) + Math.pow(self.y - hero.y, 2));
if (distanceToHero < 150) {
hero.takeDamage();
}
}, 150);
}
}, 800);
};
self.spinAttack = function () {
self.isSpinning = true;
// Visual spin effect
tween(bossGraphics, {
rotation: Math.PI * 4
}, {
duration: 1500,
easing: tween.easeInOut,
onFinish: function onFinish() {
bossGraphics.rotation = 0;
self.isSpinning = false;
}
});
// Scale and tint effect during spin
tween(bossGraphics, {
scaleX: 1.5,
scaleY: 1.5,
tint: 0xff8800
}, {
duration: 750,
easing: tween.easeOut
});
tween(bossGraphics, {
scaleX: 1,
scaleY: 1,
tint: 0xffffff
}, {
duration: 750,
easing: tween.easeIn
});
// Multiple damage checks during spin
for (var i = 0; i < 5; i++) {
LK.setTimeout(function () {
var distanceToHero = Math.sqrt(Math.pow(self.x - hero.x, 2) + Math.pow(self.y - hero.y, 2));
if (distanceToHero < 200) {
hero.takeDamage();
LK.effects.flashObject(hero, 0xff0000, 200);
}
}, i * 300);
}
};
self.areaAttack = function () {
// Create warning effect
LK.effects.flashScreen(0xff4444, 1000);
// Pulsing boss effect
tween(bossGraphics, {
scaleX: 1.3,
scaleY: 1.3
}, {
duration: 500,
easing: tween.easeInOut
});
tween(bossGraphics, {
scaleX: 1,
scaleY: 1
}, {
duration: 500,
easing: tween.easeInOut
});
// Damage hero if close
var distanceToHero = Math.sqrt(Math.pow(self.x - hero.x, 2) + Math.pow(self.y - hero.y, 2));
if (distanceToHero < 400) {
LK.setTimeout(function () {
if (Math.sqrt(Math.pow(self.x - hero.x, 2) + Math.pow(self.y - hero.y, 2)) < 400) {
hero.takeDamage();
}
}, 1000);
}
};
self.takeDamage = function (fromKnife) {
self.health--;
LK.effects.flashObject(self, 0xffffff, 200);
// Enhanced visual feedback with scaling
tween(bossGraphics, {
scaleX: 1.1,
scaleY: 1.1
}, {
duration: 100,
easing: tween.easeOut
});
tween(bossGraphics, {
scaleX: 1,
scaleY: 1
}, {
duration: 100,
easing: tween.easeOut
});
// Create blood particles
for (var p = 0; p < 15; p++) {
var bloodParticle = game.addChild(getFromPool('bloodParticle'));
bloodParticle.reset(self.x + (Math.random() - 0.5) * 60, self.y - 100 + (Math.random() - 0.5) * 60);
bloodParticles.push(bloodParticle);
}
if (self.health <= 0) {
self.die();
}
};
self.die = function () {
// Big explosion effect
LK.effects.flashScreen(0xffffff, 2000);
// Drop multiple coins
for (var i = 0; i < 10; i++) {
var coin = game.addChild(new Coin());
coin.x = self.x + (Math.random() - 0.5) * 200;
coin.y = self.y + (Math.random() - 0.5) * 200;
coins.push(coin);
}
// Massive score bonus
LK.setScore(LK.getScore() + 1000);
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 BossProjectile = Container.expand(function () {
var self = Container.call(this);
var projectileGraphics = self.attachAsset('bossProjectile', {
anchorX: 0.5,
anchorY: 0.5
});
self.velocityX = 0;
self.velocityY = 0;
self.lifetime = 300; // 5 seconds
self.update = function () {
self.x += self.velocityX;
self.y += self.velocityY;
self.lifetime--;
// Set rotation to face movement direction
if (self.velocityX !== 0 || self.velocityY !== 0) {
var angle = Math.atan2(self.velocityY, self.velocityX);
projectileGraphics.rotation = angle;
}
// Check collision with hero
var distanceToHero = Math.sqrt(Math.pow(self.x - hero.x, 2) + Math.pow(self.y - hero.y, 2));
if (distanceToHero < 80) {
hero.takeDamage();
self.destroy();
// Remove from bossProjectiles array
for (var i = bossProjectiles.length - 1; i >= 0; i--) {
if (bossProjectiles[i] === self) {
bossProjectiles.splice(i, 1);
break;
}
}
return;
}
// Remove if lifetime expired or off screen
if (self.lifetime <= 0 || self.x < -100 || self.x > currentLevelData.width + 100 || self.y < -100 || self.y > 3000) {
self.destroy();
// Remove from bossProjectiles array
for (var i = bossProjectiles.length - 1; i >= 0; i--) {
if (bossProjectiles[i] === self) {
bossProjectiles.splice(i, 1);
break;
}
}
}
};
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';
} else if (self.enemyType === 'tank') {
assetName = 'enemyTank';
} else if (self.enemyType === 'hunter') {
assetName = 'enemyHunter';
} else if (self.enemyType === 'assassin') {
assetName = 'enemyAssassin';
}
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));
// Different sight ranges for different enemy types
var sightRange = 500;
if (self.enemyType === 'hunter') {
sightRange = 800; // Hunters have better sight
} else if (self.enemyType === 'assassin') {
sightRange = 600; // Assassins have good sight
} else if (self.enemyType === 'tank') {
sightRange = 400; // Tanks have poor sight
}
var canSeeHero = distanceToHero < sightRange;
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 moveSpeed = self.speed;
// Special movement for assassin type - teleport ability
if (self.enemyType === 'assassin' && distanceToHero > 300 && distanceToHero < 600 && Math.random() < 0.02) {
// Teleport closer to hero
var teleportDistance = 150;
var teleportX = hero.x + (Math.random() - 0.5) * teleportDistance;
var teleportY = hero.y + (Math.random() - 0.5) * teleportDistance;
// Keep within bounds
teleportX = Math.max(100, Math.min(teleportX, currentLevelData.width - 100));
teleportY = Math.max(1600, Math.min(teleportY, 2400));
self.x = teleportX;
self.y = teleportY;
// Flash effect for teleport
LK.effects.flashObject(self, 0x9b59b6, 300);
var newX = self.x;
var newY = self.y;
} else {
// Hunter type - faster when far from hero
if (self.enemyType === 'hunter' && distanceToHero > 400) {
moveSpeed *= 1.5; // 50% speed boost when hunting from distance
}
var newX = self.x + dx / distance * moveSpeed;
var newY = self.y + dy / distance * moveSpeed;
}
// Check collision with other enemies before moving using spatial partitioning
var wouldCollide = false;
var nearbyEnemies = spatialGrid.getNearbyObjects(newX, newY, 100);
for (var i = 0; i < nearbyEnemies.length; i++) {
var otherEnemy = nearbyEnemies[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 < 12; p++) {
var bloodParticle = game.addChild(getFromPool('bloodParticle'));
bloodParticle.reset(self.x + (Math.random() - 0.5) * 40, self.y - 60 + (Math.random() - 0.5) * 40);
bloodParticles.push(bloodParticle);
}
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;
coins.push(coin);
// 10% chance to drop health potion
if (Math.random() < 0.1) {
var healthPotion = game.addChild(new HealthPotion());
healthPotion.x = self.x + (Math.random() - 0.5) * 80; // Slight random offset
healthPotion.y = self.y + (Math.random() - 0.5) * 80;
healthPotions.push(healthPotion);
}
// 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 HealthPotion = Container.expand(function () {
var self = Container.call(this);
var potionGraphics = self.attachAsset('healthPotion', {
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();
}
// Gentle floating animation
potionGraphics.y = Math.sin(LK.ticks * 0.1) * 5;
potionGraphics.rotation += 0.05;
};
self.collect = function () {
LK.getSound('powerup').play();
hero.heal();
// Remove from healthPotions array
for (var i = healthPotions.length - 1; i >= 0; i--) {
if (healthPotions[i] === self) {
healthPotions.splice(i, 1);
break;
}
}
self.destroy();
};
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 using spatial partitioning
var wouldCollide = false;
var nearbyEnemies = spatialGrid.getNearbyObjects(newX, newY, 150);
for (var i = 0; i < nearbyEnemies.length; i++) {
var enemy = nearbyEnemies[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,
title: 'Dungeon Crawler'
});
/****
* Game Code
****/
// Game variables
var hero;
var enemies = [];
var coins = [];
var powerups = [];
var enemyWarnings = [];
var knives = [];
var knivesRemaining = 5;
var routeEffects = [];
var bloodParticles = [];
var bossProjectiles = [];
var currentDungeon = 1;
var dungeonComplete = false;
var hearts = [];
var healthPotions = [];
// Object pooling system
var objectPools = {
bloodParticle: [],
bossProjectile: [],
coin: [],
healthPotion: []
};
// Spatial partitioning system
var spatialGrid = {
cellSize: 200,
grid: {},
clear: function clear() {
this.grid = {};
},
getCellKey: function getCellKey(x, y) {
var cellX = Math.floor(x / this.cellSize);
var cellY = Math.floor(y / this.cellSize);
return cellX + ',' + cellY;
},
addObject: function addObject(obj, x, y) {
var key = this.getCellKey(x, y);
if (!this.grid[key]) {
this.grid[key] = [];
}
this.grid[key].push(obj);
},
getNearbyObjects: function getNearbyObjects(x, y, radius) {
var nearby = [];
var cellRadius = Math.ceil(radius / this.cellSize);
var centerCellX = Math.floor(x / this.cellSize);
var centerCellY = Math.floor(y / this.cellSize);
for (var dx = -cellRadius; dx <= cellRadius; dx++) {
for (var dy = -cellRadius; dy <= cellRadius; dy++) {
var key = centerCellX + dx + ',' + (centerCellY + dy);
if (this.grid[key]) {
nearby = nearby.concat(this.grid[key]);
}
}
}
return nearby;
}
};
function getFromPool(type) {
if (objectPools[type] && objectPools[type].length > 0) {
var obj = objectPools[type].pop();
obj.visible = true;
return obj;
}
// Create new object if pool is empty
if (type === 'bloodParticle') {
return new BloodParticle();
} else if (type === 'bossProjectile') {
return new BossProjectile();
} else if (type === 'coin') {
return new Coin();
} else if (type === 'healthPotion') {
return new HealthPotion();
}
return null;
}
function returnToPool(obj, type) {
if (!objectPools[type]) {
objectPools[type] = [];
}
obj.visible = false;
obj.x = -1000; // Move off screen
obj.y = -1000;
objectPools[type].push(obj);
}
// 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
};
// Dungeon 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
}, {
enemies: [{
type: 'basic',
count: 5
}, {
type: 'strong',
count: 4
}, {
type: 'fast',
count: 3
}, {
type: 'tank',
count: 2
}],
width: 7168,
height: 2732
}, {
enemies: [{
type: 'basic',
count: 8
}, {
type: 'strong',
count: 4
}, {
type: 'fast',
count: 4
}, {
type: 'tank',
count: 2
}, {
type: 'hunter',
count: 3
}],
width: 8192,
height: 2732
}, {
enemies: [{
type: 'boss',
count: 1
}],
width: 9216,
height: 2732
}, {
enemies: [{
type: 'basic',
count: 10
}, {
type: 'strong',
count: 6
}, {
type: 'fast',
count: 5
}, {
type: 'tank',
count: 3
}, {
type: 'hunter',
count: 4
}, {
type: 'assassin',
count: 2
}],
width: 10240,
height: 2732
}, {
enemies: [{
type: 'basic',
count: 12
}, {
type: 'strong',
count: 8
}, {
type: 'fast',
count: 6
}, {
type: 'tank',
count: 4
}, {
type: 'hunter',
count: 5
}, {
type: 'assassin',
count: 4
}],
width: 12288,
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('Dungeon: 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,
scaleX: 1.5,
scaleY: 1.5
});
leftButton.x = 80;
leftButton.y = -300;
LK.gui.bottomLeft.addChild(leftButton);
var rightButton = LK.getAsset('rightButton', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.8,
scaleX: 1.5,
scaleY: 1.5
});
rightButton.x = 480;
rightButton.y = -300;
LK.gui.bottomLeft.addChild(rightButton);
var upButton = LK.getAsset('upButton', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.8,
scaleX: 1.5,
scaleY: 1.5
});
upButton.x = 280;
upButton.y = -480;
LK.gui.bottomLeft.addChild(upButton);
var downButton = LK.getAsset('downButton', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.8,
scaleX: 1.5,
scaleY: 1.5
});
downButton.x = 280;
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);
}
}
}
// Add background
var background = game.addChild(LK.getAsset('background', {
anchorX: 0,
anchorY: 0,
x: 0,
y: 0,
alpha: 1
}));
// 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() {
// Show boss fight alert for final dungeon
if (currentDungeon === levels.length) {
LK.setTimeout(function () {
alert('FINAL BOSS APPROACHING! Prepare for the ultimate challenge!');
}, 500);
}
// 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 = [];
// Clear existing boss projectiles
for (var i = bossProjectiles.length - 1; i >= 0; i--) {
bossProjectiles[i].destroy();
}
bossProjectiles = [];
// Clear existing health potions
for (var i = healthPotions.length - 1; i >= 0; i--) {
healthPotions[i].destroy();
}
healthPotions = [];
// Reset knife count
knivesRemaining = 5;
currentLevelData = levels[currentDungeon - 1] || levels[levels.length - 1];
dungeonComplete = 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('Dungeon: ' + currentDungeon);
updateKnivesDisplay();
updateEnemiesLeftDisplay();
// Create background grid for this level
createBackgroundGrid();
}
function spawnEnemy(type) {
var enemy;
if (type === 'boss') {
enemy = game.addChild(new Boss());
// Boss spawns at center of level
enemy.x = currentLevelData.width / 2;
enemy.y = 2200;
} else {
enemy = game.addChild(new Enemy(type));
// Find a spawn position that's not too close to the hero
var minDistanceFromPlayer = 500; // Minimum distance from player
var attempts = 0;
var maxAttempts = 20;
var enemyX, enemyY;
do {
// Random spawn position within level bounds
enemyX = 200 + Math.random() * (currentLevelData.width - 400);
enemyY = 1700 + Math.random() * 600;
// Calculate distance from hero
var dx = enemyX - hero.x;
var dy = enemyY - hero.y;
var distanceFromPlayer = Math.sqrt(dx * dx + dy * dy);
attempts++;
// If far enough from player or we've tried too many times, use this position
if (distanceFromPlayer >= minDistanceFromPlayer || attempts >= maxAttempts) {
enemy.x = enemyX;
enemy.y = enemyY;
break;
}
} while (attempts < maxAttempts);
// Set enemy properties based on type
if (type === 'basic') {
enemy.health = 2;
enemy.speed = 2;
} else if (type === 'strong') {
enemy.health = 4;
enemy.speed = 0.8;
} else if (type === 'fast') {
enemy.health = 1;
enemy.speed = 4;
} else if (type === 'tank') {
enemy.health = 8;
enemy.speed = 0.5;
} else if (type === 'hunter') {
enemy.health = 3;
enemy.speed = 2.5;
} else if (type === 'assassin') {
enemy.health = 2;
enemy.speed = 3;
}
}
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 isVisible(obj, buffer) {
buffer = buffer || 100;
var objScreenX = obj.x - camera.x;
var objScreenY = obj.y - camera.y;
return objScreenX >= -buffer && objScreenX <= 2048 + buffer && objScreenY >= -buffer && objScreenY <= 2732 + buffer;
}
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;
};
// Global function to check which button is under a given position
function getButtonUnderPosition(screenX, screenY) {
// Convert GUI coordinates and check bounds for each button (accounting for 1.5x scale)
var scaledButtonWidth = 200 * 1.5;
var scaledButtonHeight = 200 * 1.5;
var leftBounds = {
x: leftButton.x - scaledButtonWidth / 2,
y: leftButton.y - scaledButtonHeight / 2,
width: scaledButtonWidth,
height: scaledButtonHeight
};
var rightBounds = {
x: rightButton.x - scaledButtonWidth / 2,
y: rightButton.y - scaledButtonHeight / 2,
width: scaledButtonWidth,
height: scaledButtonHeight
};
var upBounds = {
x: upButton.x - scaledButtonWidth / 2,
y: upButton.y - scaledButtonHeight / 2,
width: scaledButtonWidth,
height: scaledButtonHeight
};
var downBounds = {
x: downButton.x - scaledButtonWidth / 2,
y: downButton.y - scaledButtonHeight / 2,
width: scaledButtonWidth,
height: scaledButtonHeight
};
// Adjust screen coordinates relative to bottomLeft GUI
var relativeX = screenX;
var relativeY = screenY - (2732 - 500); // Approximate bottomLeft offset
if (relativeX >= leftBounds.x && relativeX <= leftBounds.x + leftBounds.width && relativeY >= leftBounds.y && relativeY <= leftBounds.y + leftBounds.height) {
return 'left';
}
if (relativeX >= rightBounds.x && relativeX <= rightBounds.x + rightBounds.width && relativeY >= rightBounds.y && relativeY <= rightBounds.y + rightBounds.height) {
return 'right';
}
if (relativeX >= upBounds.x && relativeX <= upBounds.x + upBounds.width && relativeY >= upBounds.y && relativeY <= upBounds.y + upBounds.height) {
return 'up';
}
if (relativeX >= downBounds.x && relativeX <= downBounds.x + downBounds.width && relativeY >= downBounds.y && relativeY <= downBounds.y + downBounds.height) {
return 'down';
}
return null;
}
// Global movement handling function
function handleMovementInput(direction) {
// Reset all movement states first
movementState.left = false;
movementState.right = false;
movementState.up = false;
movementState.down = false;
// Set the active direction
if (direction === 'left') {
movementState.left = true;
} else if (direction === 'right') {
movementState.right = true;
} else if (direction === 'up') {
movementState.up = true;
} else if (direction === 'down') {
movementState.down = true;
}
}
leftButton.move = function (x, y, obj) {
var currentButton = getButtonUnderPosition(x, y);
if (currentButton) {
handleMovementInput(currentButton);
} else {
handleMovementInput('left');
}
};
rightButton.down = function (x, y, obj) {
movementState.right = true;
};
rightButton.up = function (x, y, obj) {
movementState.right = false;
};
rightButton.move = function (x, y, obj) {
var currentButton = getButtonUnderPosition(x, y);
if (currentButton) {
handleMovementInput(currentButton);
} else {
handleMovementInput('right');
}
};
upButton.down = function (x, y, obj) {
movementState.up = true;
};
upButton.up = function (x, y, obj) {
movementState.up = false;
};
upButton.move = function (x, y, obj) {
var currentButton = getButtonUnderPosition(x, y);
if (currentButton) {
handleMovementInput(currentButton);
} else {
handleMovementInput('up');
}
};
downButton.down = function (x, y, obj) {
movementState.down = true;
};
downButton.up = function (x, y, obj) {
movementState.down = false;
};
downButton.move = function (x, y, obj) {
var currentButton = getButtonUnderPosition(x, y);
if (currentButton) {
handleMovementInput(currentButton);
} else {
handleMovementInput('down');
}
};
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 using spatial partitioning
var nearbyEnemies = spatialGrid.getNearbyObjects(hero.x, hero.y, 150);
for (var i = 0; i < nearbyEnemies.length; i++) {
var enemy = nearbyEnemies[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));
}
}
// Clear and rebuild spatial grid
spatialGrid.clear();
for (var i = 0; i < enemies.length; i++) {
spatialGrid.addObject(enemies[i], enemies[i].x, enemies[i].y);
}
// Update all game objects with culling
for (var i = enemies.length - 1; i >= 0; i--) {
var enemy = enemies[i];
if (isVisible(enemy, 300)) {
// Only update visible enemies + buffer
enemy.update();
}
}
for (var i = coins.length - 1; i >= 0; i--) {
if (isVisible(coins[i], 100)) {
coins[i].update();
}
}
for (var i = powerups.length - 1; i >= 0; i--) {
if (isVisible(powerups[i], 100)) {
powerups[i].update();
}
}
for (var i = healthPotions.length - 1; i >= 0; i--) {
if (isVisible(healthPotions[i], 100)) {
healthPotions[i].update();
}
}
for (var i = knives.length - 1; i >= 0; i--) {
knives[i].update(); // Always update knives as they move fast
}
for (var i = bloodParticles.length - 1; i >= 0; i--) {
if (isVisible(bloodParticles[i], 50)) {
bloodParticles[i].update();
}
}
for (var i = bossProjectiles.length - 1; i >= 0; i--) {
bossProjectiles[i].update(); // Always update projectiles as they move fast
}
// 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 dungeon completion
if (!dungeonComplete && enemies.length === 0) {
dungeonComplete = true;
currentDungeon++;
if (currentDungeon <= levels.length) {
// Start next dungeon after delay
LK.setTimeout(function () {
initializeLevel();
}, 2000);
} else {
// All dungeons completed
LK.showYouWin();
}
}
};