User prompt
move it just above the arnea
User prompt
move the enemy downwards
User prompt
do not make the hover effect by its scale make it by going up and down
User prompt
give the enemy a visual hover effect
User prompt
move the enemy up
User prompt
make blast particles an asset
User prompt
make it 1.35
User prompt
make it 1.2
User prompt
make it 1.1 secs
User prompt
make the soul blast into particles 1 sec after texture change
User prompt
play a sound when soul texture changes
User prompt
make the font a little bigger
User prompt
write hp on the left side of the healthbar
User prompt
make a box heatlhbar for player and make it visible under the arena
User prompt
remove everything about visual healthbars and code it again
User prompt
make the enemy and oplayer healthbar same length in visual
User prompt
shorten the healthbar fill
User prompt
make the box healthbar working again
User prompt
fix the player healthbar and make it working
User prompt
make the yellow healthbar fill on top of everyting
User prompt
fill the healthbar inside the box healthbar assets
User prompt
shorten the healthbar fill
User prompt
remove the white part of the healthbars and make the yellow asset the function it does
User prompt
THE ARENA AND HEALTHBARS AND ENEMY SOHLDNT BE USING THE SAME ASSET. CREATE AD DIFFERENT ASSET FOR EACH THING
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'addChild')' in or related to this line: 'self.addChild(bgRect);' Line Number: 818
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Arena border (visual only) var ArenaBorder = Container.expand(function () { var self = Container.call(this); var border = self.attachAsset('arenaBorderBox', { anchorX: 0.5, anchorY: 0.5 }); border.alpha = 0.7; return self; }); // Bullet class var Bullet = Container.expand(function () { var self = Container.call(this); var bulletSprite = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.vx = 0; self.vy = 0; self.update = function () { self.x += self.vx; self.y += self.vy; }; return self; }); // Enemy (boss) class var Enemy = Container.expand(function () { var self = Container.call(this); var enemySprite = self.attachAsset('enemyBox', { anchorX: 0.5, anchorY: 0.5 }); // Health property self.maxHP = 20; self.hp = self.maxHP; // For hit flash self.flash = function () { tween(self, { alpha: 0.3 }, { duration: 80, onFinish: function onFinish() { tween(self, { alpha: 1 }, { duration: 120 }); } }); }; return self; }); // EnemyAsset: individual asset for enemy visual var EnemyAsset = Container.expand(function () { var self = Container.call(this); // Main body var body = LK.getAsset('enemyBox', { width: 220, height: 120, anchorX: 0.5, anchorY: 0.5 }); self.addChild(body); // Face/eyes (simple style) var eyeL = LK.getAsset('bullet', { width: 24, height: 24, color: 0xffffff, anchorX: 0.5, anchorY: 0.5 }); eyeL.x = -40; eyeL.y = -20; self.addChild(eyeL); var eyeR = LK.getAsset('bullet', { width: 24, height: 24, color: 0xffffff, anchorX: 0.5, anchorY: 0.5 }); eyeR.x = 40; eyeR.y = -20; self.addChild(eyeR); // Angry brow (simple rectangle) var browL = LK.getAsset('arenaBorderBox', { width: 32, height: 8, color: 0x222222, anchorX: 0.5, anchorY: 0.5 }); browL.x = -40; browL.y = -36; browL.rotation = -0.3; self.addChild(browL); var browR = LK.getAsset('arenaBorderBox', { width: 32, height: 8, color: 0x222222, anchorX: 0.5, anchorY: 0.5 }); browR.x = 40; browR.y = -36; browR.rotation = 0.3; self.addChild(browR); return self; }); // EnemyHealthbarAsset: styled healthbar for enemy var EnemyHealthbarAsset = Container.expand(function () { var self = Container.call(this); // Props self.width = 400; self.height = 36; self.bgColor = 0x222222; self.borderColor = 0xffffff; self.fgColor = 0xff4444; self.labelText = "ENEMY"; self.valueText = ""; self.maxValue = 20; self.value = 20; // Border (outer) var borderRect = LK.getAsset('enemyHealthbarBox', { anchorX: 0, anchorY: 0 }); self.addChild(borderRect); // Background (inner) var bgRect = LK.getAsset('enemyHealthbarBg', { anchorX: 0, anchorY: 0 }); bgRect.x = 2; bgRect.y = 2; self.addChild(bgRect); // Foreground (actual health) var fgRect = LK.getAsset('enemyHealthbarBox', { anchorX: 0, anchorY: 0 }); self.fgRect = fgRect; fgRect.x = 4; fgRect.y = 4; self.addChild(fgRect); // Label (left) var label = new Text2(self.labelText, { size: 48, fill: "#fff" }); label.anchor.set(1, 0.5); label.x = -24; label.y = self.height / 2 + 4; self.addChild(label); // Value (right) var valueTxt = new Text2(self.valueText, { size: 48, fill: "#fff" }); valueTxt.anchor.set(0, 0.5); valueTxt.x = self.width + 24; valueTxt.y = self.height / 2 + 4; self.valueTxt = valueTxt; self.addChild(valueTxt); // Set value and update bar self.set = function (value, maxValue) { if (typeof maxValue !== "undefined") self.maxValue = maxValue; self.value = Math.max(0, Math.min(self.maxValue, value)); var ratio = self.maxValue > 0 ? self.value / self.maxValue : 0; if (self.fgRect) self.fgRect.width = Math.max(0, (self.width - 32) * ratio); if (self.valueTxt) self.valueTxt.setText(self.value + "/" + self.maxValue); }; // Set label text self.setLabel = function (txt) { label.setText(txt); }; // Set bar color self.setColor = function (color) { self.fgColor = color; if (self.fgRect) self.fgRect.color = color; }; return self; }); // HealthbarAsset: styled healthbar for player var HealthbarAsset = Container.expand(function () { var self = Container.call(this); // Props self.width = 400; self.height = 36; self.bgColor = 0x222222; self.borderColor = 0xffffff; self.fgColor = 0x44ff44; self.labelText = "HP"; self.valueText = ""; self.maxValue = 5; self.value = 5; // Border (outer) var borderRect = LK.getAsset('playerHealthbarBox', { anchorX: 0, anchorY: 0 }); self.addChild(borderRect); // Background (inner) var bgRect = LK.getAsset('playerHealthbarBg', { anchorX: 0, anchorY: 0 }); bgRect.x = 2; bgRect.y = 2; self.addChild(bgRect); // Foreground (actual health) var fgRect = LK.getAsset('playerHealthbarBox', { anchorX: 0, anchorY: 0 }); self.fgRect = fgRect; fgRect.x = 4; fgRect.y = 4; self.addChild(fgRect); // Label (left) var label = new Text2(self.labelText, { size: 48, fill: "#fff" }); label.anchor.set(1, 0.5); label.x = -24; label.y = self.height / 2 + 4; self.addChild(label); // Value (right) var valueTxt = new Text2(self.valueText, { size: 48, fill: "#fff" }); valueTxt.anchor.set(0, 0.5); valueTxt.x = self.width + 24; valueTxt.y = self.height / 2 + 4; self.valueTxt = valueTxt; self.addChild(valueTxt); // Set value and update bar self.set = function (value, maxValue) { if (typeof maxValue !== "undefined") self.maxValue = maxValue; self.value = Math.max(0, Math.min(self.maxValue, value)); var ratio = self.maxValue > 0 ? self.value / self.maxValue : 0; if (self.fgRect) self.fgRect.width = Math.max(0, (self.width - 32) * ratio); if (self.valueTxt) self.valueTxt.setText(self.value + "/" + self.maxValue); }; // Set label text self.setLabel = function (txt) { label.setText(txt); }; // Set bar color self.setColor = function (color) { self.fgColor = color; if (self.fgRect) self.fgRect.color = color; }; return self; }); // HealthbarBoxAsset: individual asset for healthbar box background/border var HealthbarBoxAsset = Container.expand(function () { var self = Container.call(this); // Outer border var border = LK.getAsset('playerHealthbarBox', { anchorX: 0, anchorY: 0 }); self.addChild(border); // Background var bg = LK.getAsset('playerHealthbarBg', { anchorX: 0, anchorY: 0 }); bg.x = 2; bg.y = 2; self.addChild(bg); return self; }); // Soul (player) class var Soul = Container.expand(function () { var self = Container.call(this); var soulSprite = self.attachAsset('soul', { anchorX: 0.5, anchorY: 0.5 }); // For hit flash self.flash = function () { tween(self, { alpha: 0.3 }, { duration: 80, onFinish: function onFinish() { tween(self, { alpha: 1 }, { duration: 120 }); } }); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x181818 }); /**** * Game Code ****/ // Arena dimensions (centered) // Heart-shaped soul (red) // Arena border (white rectangle, thin) // Bullet (white circle) // Enemy warning (yellow, for telegraphing) // Unique assets for each visual element // Arena border only // Enemy only // Player healthbar border // Player healthbar bg // Enemy healthbar border // Enemy healthbar bg var ARENA_W = 1200; var ARENA_H = 900; var ARENA_X = 2048 / 2 - ARENA_W / 2; var ARENA_Y = 2732 / 2 - ARENA_H / 2; // Add arena border var arenaBorder = new ArenaBorder(); arenaBorder.x = 2048 / 2; arenaBorder.y = 2732 / 2; game.addChild(arenaBorder); // Add enemy (boss) above the arena var enemy = new Enemy(); enemy.x = 2048 / 2; enemy.y = ARENA_Y - 90; // 90px above arena top game.addChild(enemy); // Enemy healthbar (styled asset above arena) var enemyHealthbar = new EnemyHealthbarAsset(); var enemyHealthbarX = 2048 / 2 - enemyHealthbar.width / 2; var enemyHealthbarY = ARENA_Y - 80; // 80px above arena enemyHealthbar.x = enemyHealthbarX; enemyHealthbar.y = enemyHealthbarY; game.addChild(enemyHealthbar); // Enemy healthbar update function function updateEnemyHealthbar() { if (enemy.hp < 0) enemy.hp = 0; if (enemy.hp > enemy.maxHP) enemy.hp = enemy.maxHP; enemyHealthbar.set(enemy.hp, enemy.maxHP); } updateEnemyHealthbar(); // Add soul (player) var soul = new Soul(); soul.x = 2048 / 2; soul.y = 2732 / 2; game.addChild(soul); // GUI: Timer (shows wave time left) var timerTxt = new Text2('', { size: 80, fill: "#fff" }); timerTxt.anchor.set(0.5, 0); LK.gui.top.addChild(timerTxt); // GUI: Wave counter var waveTxt = new Text2('', { size: 80, fill: "#fff" }); waveTxt.anchor.set(0.5, 0); LK.gui.top.addChild(waveTxt); waveTxt.y = 90; // Healthbar (styled asset under arena) var healthbar = new HealthbarAsset(); var healthbarX = 2048 / 2 - healthbar.width / 2; var healthbarY = ARENA_Y + ARENA_H + 48; // 48px below arena healthbar.x = healthbarX; healthbar.y = healthbarY; game.addChild(healthbar); // Healthbar update function function updateHealthbar() { if (soulHP < 0) soulHP = 0; if (soulHP > soulMaxHP) soulHP = soulMaxHP; healthbar.set(soulHP, soulMaxHP); } updateHealthbar(); // Game state var bullets = []; var currentWave = 0; var waveTime = 0; var waveTimer = 0; var waveActive = false; var soulAlive = true; var dragSoul = false; var dragOffsetX = 0; var dragOffsetY = 0; // Soul health var soulMaxHP = 5; var soulHP = soulMaxHP; // Healthbar GUI // (removed duplicate healthbarBg, healthbarFg, healthbarWidth, healthbarHeight, healthbarX, healthbarY declarations) // Arena bounds (for clamping soul) function clampSoul(x, y) { var hw = 50, hh = 50; // soul half size var minX = ARENA_X + hw; var maxX = ARENA_X + ARENA_W - hw; var minY = ARENA_Y + hh; var maxY = ARENA_Y + ARENA_H - hh; return { x: Math.max(minX, Math.min(maxX, x)), y: Math.max(minY, Math.min(maxY, y)) }; } // Touch/drag controls function handleSoulMove(x, y, obj) { if (!dragSoul || !soulAlive) return; var pos = clampSoul(x - dragOffsetX, y - dragOffsetY); soul.x = pos.x; soul.y = pos.y; } game.move = function (x, y, obj) { handleSoulMove(x, y, obj); }; game.down = function (x, y, obj) { // Only start drag if inside soul var dx = x - soul.x, dy = y - soul.y; if (dx * dx + dy * dy <= 60 * 60) { dragSoul = true; dragOffsetX = x - soul.x; dragOffsetY = y - soul.y; handleSoulMove(x, y, obj); } }; game.up = function (x, y, obj) { dragSoul = false; }; // Waves definition // Each wave: {duration, spawnFunc(tick, bulletsArr)} var waves = [ // Wave 1: Simple slow bullets from top { duration: 180, // 3s spawnFunc: function spawnFunc(tick, arr) { // Unpredictable horizontal movement for the whole line if (typeof spawnFunc._targetX === "undefined") { spawnFunc._targetX = 0; spawnFunc._currentX = 0; spawnFunc._tween = null; spawnFunc._lastTick = 0; } if (tick - spawnFunc._lastTick > 40 || Math.abs(spawnFunc._targetX - spawnFunc._currentX) < 5) { // Pick a new random target X offset within [-180, 180] var newTarget = (Math.random() * 2 - 1) * 180; spawnFunc._lastTick = tick; spawnFunc._targetX = newTarget; // Tween smoothly to new target over 30-60 frames if (spawnFunc._tween) spawnFunc._tween.stop(); spawnFunc._tween = tween(spawnFunc, { _currentX: newTarget }, { duration: 30 + Math.floor(Math.random() * 30) }); } var lineXOffset = spawnFunc._currentX; if (tick % 24 === 0) { // Wave 1: faster and more bullets, with unpredictable horizontal movement var speed = 8; for (var i = 0; i < 6; ++i) { var b = new Bullet(); b.x = ARENA_X + 120 + i * 180 + lineXOffset; b.y = ARENA_Y + 30; b.vx = 0; b.vy = speed; arr.push(b); game.addChild(b); } } } }, // Wave 2: Bullets from left/right { duration: 210, // 3.5s spawnFunc: function spawnFunc(tick, arr) { // Make the whole line go up and down using a vertical offset var lineOscAmp = 120; // amplitude of up/down movement var lineOscFreq = 0.025; // frequency of up/down movement var lineYOffset = Math.sin(tick * lineOscFreq) * lineOscAmp; // Center the bullet lines vertically in the arena, closer to the middle var centerY1 = ARENA_Y + ARENA_H / 2 - 120; var centerY2 = ARENA_Y + ARENA_H / 2 + 120; if (tick % 24 === 0) { // S-shape: bullets from left and right, with vy oscillating as a sine wave var speed = 10; var amplitude = 60; // increased vertical amplitude of S var freq = 0.012; // lowered frequency of S even more (even slower oscillation) // Left to right var b1 = new Bullet(); b1.x = ARENA_X + 30; b1.y = (tick % 2 === 0 ? centerY1 : centerY2) + lineYOffset; b1.vx = speed; b1.vy = amplitude * Math.sin((tick + 0) * freq); // Store phase for S motion b1._sPhase = (tick + 0) * freq; b1._sDir = 1; // Override update for S shape b1._baseY = b1.y; b1._baseX = b1.x; b1._t = 0; b1._lineOscAmp = lineOscAmp; b1._lineOscFreq = lineOscFreq; b1._spawnTick = tick; b1.update = function () { this.x += this.vx; this._t += 1; // S shape: y = baseY + amplitude * sin((x - baseX) * freq) + line oscillation var lineYOffset = Math.sin((this._spawnTick + this._t) * this._lineOscFreq) * this._lineOscAmp; this.y = this._baseY + amplitude * Math.sin((this.x - this._baseX) * freq) + (lineYOffset - Math.sin(this._spawnTick * this._lineOscFreq) * this._lineOscAmp); }; arr.push(b1); game.addChild(b1); // Right to left var b2 = new Bullet(); b2.x = ARENA_X + ARENA_W - 30; b2.y = (tick % 2 === 0 ? centerY2 : centerY1) + lineYOffset; b2.vx = -speed; b2.vy = amplitude * Math.sin((tick + 60) * freq); b2._sPhase = (tick + 60) * freq; b2._sDir = -1; b2._baseY = b2.y; b2._baseX = b2.x; b2._t = 0; b2._lineOscAmp = lineOscAmp; b2._lineOscFreq = lineOscFreq; b2._spawnTick = tick; b2.update = function () { this.x += this.vx; this._t += 1; var lineYOffset = Math.sin((this._spawnTick + this._t) * this._lineOscFreq) * this._lineOscAmp; this.y = this._baseY + amplitude * Math.sin((this.x - this._baseX) * freq) + (lineYOffset - Math.sin(this._spawnTick * this._lineOscFreq) * this._lineOscAmp); }; arr.push(b2); game.addChild(b2); } } }, // Wave 3: Diagonal bullets from corners { duration: 240, // 4s spawnFunc: function spawnFunc(tick, arr) { if (tick % 36 === 0) { // Wave 3: diagonal, medium speed var speed = 7.5; var diag = speed / Math.sqrt(2); // Top-left var b1 = new Bullet(); b1.x = ARENA_X + 40; b1.y = ARENA_Y + 40; b1.vx = diag; b1.vy = diag; arr.push(b1); game.addChild(b1); // Top-right var b2 = new Bullet(); b2.x = ARENA_X + ARENA_W - 40; b2.y = ARENA_Y + 40; b2.vx = -diag; b2.vy = diag; arr.push(b2); game.addChild(b2); // Bottom-left var b3 = new Bullet(); b3.x = ARENA_X + 40; b3.y = ARENA_Y + ARENA_H - 40; b3.vx = diag; b3.vy = -diag; arr.push(b3); game.addChild(b3); // Bottom-right var b4 = new Bullet(); b4.x = ARENA_X + ARENA_W - 40; b4.y = ARENA_Y + ARENA_H - 40; b4.vx = -diag; b4.vy = -diag; arr.push(b4); game.addChild(b4); } } }, // Wave 4: Random rain { duration: 210, // 3.5s spawnFunc: function spawnFunc(tick, arr) { if (tick % 10 === 0) { // Wave 4: fast random rain var minSpeed = 12, maxSpeed = 16; var b = new Bullet(); b.x = ARENA_X + 80 + Math.floor(Math.random() * (ARENA_W - 160)); b.y = ARENA_Y + 30; b.vx = 0; b.vy = minSpeed + Math.random() * (maxSpeed - minSpeed); arr.push(b); game.addChild(b); } } }, // Wave 5: Spiral (center out) { duration: 270, // 4.5s spawnFunc: function spawnFunc(tick, arr) { if (tick % 12 === 0) { // Wave 5: spiral, moderate speed var speed = 9; var angle = tick / 12 * 0.5; for (var i = 0; i < 4; ++i) { var a = angle + i * Math.PI / 2; var b = new Bullet(); b.x = 2048 / 2; b.y = 2732 / 2; b.vx = Math.cos(a) * speed; b.vy = Math.sin(a) * speed; arr.push(b); game.addChild(b); } } } }]; // Start first wave function startWave(idx) { currentWave = idx; waveTime = 0; waveActive = true; waveTimer = 0; // Remove all bullets for (var i = bullets.length - 1; i >= 0; --i) { bullets[i].destroy(); bullets.splice(i, 1); } // Update GUI waveTxt.setText("Wave " + (currentWave + 1) + "/" + waves.length); // Reset HP and healthbar if starting first wave (new game) if (currentWave === 0) { soulHP = soulMaxHP; soulAlive = true; updateHealthbar(); // Restore soul sprite if needed if (soul.children && soul.children.length > 0) { var firstChild = soul.children[0]; if (firstChild.assetId === 'warning') { soul.removeChild(firstChild); var newSoulSprite = LK.getAsset('soul', { anchorX: 0.5, anchorY: 0.5 }); soul.addChildAt(newSoulSprite, 0); } } } } startWave(0); // Main update loop game.update = function () { if (!soulAlive) return; // Wave logic if (waveActive) { var wave = waves[currentWave]; wave.spawnFunc(waveTime, bullets); waveTime++; // Update timer GUI var tleft = Math.max(0, Math.ceil((wave.duration - waveTime) / 60)); timerTxt.setText("Time: " + tleft + "s"); // End wave? if (waveTime >= wave.duration) { waveActive = false; // Remove all bullets after short delay LK.setTimeout(function () { for (var i = bullets.length - 1; i >= 0; --i) { bullets[i].destroy(); bullets.splice(i, 1); } // Next wave or win if (currentWave + 1 < waves.length) { startWave(currentWave + 1); } else { // Win! LK.showYouWin(); } }, 600); } } // Update bullets for (var i = bullets.length - 1; i >= 0; --i) { var b = bullets[i]; b.update(); // Remove if out of arena (immediately on leaving the border) if (b.x < ARENA_X || b.x > ARENA_X + ARENA_W || b.y < ARENA_Y || b.y > ARENA_Y + ARENA_H) { b.destroy(); bullets.splice(i, 1); continue; } // Collision with soul var dx = b.x - soul.x, dy = b.y - soul.y; if (dx * dx + dy * dy < 45 * 45) { // Hit! soul.flash(); soulHP -= 1; updateHealthbar(); // Remove bullet on hit b.destroy(); bullets.splice(i, 1); if (soulHP <= 0 && soulAlive) { soulAlive = false; // Delay soul's texture asset change to 2 seconds after dying LK.setTimeout(function () { if (soul.children && soul.children.length > 0) { var deadSprite = LK.getAsset('warning', { anchorX: 0.5, anchorY: 0.5 }); var oldSprite = soul.children[0]; deadSprite.x = oldSprite.x; deadSprite.y = oldSprite.y; soul.removeChild(oldSprite); soul.addChildAt(deadSprite, 0); } }, 2000); LK.effects.flashScreen(0xff0000, 800); LK.setTimeout(function () { LK.showGameOver(); }, 5000); break; } else { // Flash screen for hit, but not game over LK.effects.flashScreen(0xff0000, 300); } } } }; // Initial GUI text timerTxt.setText("Time: "); waveTxt.setText("Wave 1/" + waves.length);
===================================================================
--- original.js
+++ change.js
@@ -147,14 +147,11 @@
anchorX: 0,
anchorY: 0
});
self.fgRect = fgRect;
- // The fill is a yellow rectangle, placed inside the box, and will be resized in .set()
- fgRect.x = 8;
- fgRect.y = 8;
- fgRect.width = self.width - 16;
- fgRect.height = self.height - 16;
- fgRect.color = 0xffe066; // yellow fill
+ fgRect.x = 4;
+ fgRect.y = 4;
+ self.addChild(fgRect);
// Label (left)
var label = new Text2(self.labelText, {
size: 48,
fill: "#fff"
@@ -172,19 +169,14 @@
valueTxt.x = self.width + 24;
valueTxt.y = self.height / 2 + 4;
self.valueTxt = valueTxt;
self.addChild(valueTxt);
- // Foreground (actual health) - yellow fill on top of everything else
- self.addChild(fgRect);
// Set value and update bar
self.set = function (value, maxValue) {
if (typeof maxValue !== "undefined") self.maxValue = maxValue;
self.value = Math.max(0, Math.min(self.maxValue, value));
var ratio = self.maxValue > 0 ? self.value / self.maxValue : 0;
- if (self.fgRect) {
- self.fgRect.width = Math.max(0, (self.width - 16) * ratio);
- self.fgRect.color = 0xffe066; // always yellow fill
- }
+ if (self.fgRect) self.fgRect.width = Math.max(0, (self.width - 32) * ratio);
if (self.valueTxt) self.valueTxt.setText(self.value + "/" + self.maxValue);
};
// Set label text
self.setLabel = function (txt) {
@@ -229,14 +221,11 @@
anchorX: 0,
anchorY: 0
});
self.fgRect = fgRect;
- // The fill is a yellow rectangle, placed inside the box, and will be resized in .set()
- fgRect.x = 8;
- fgRect.y = 8;
- fgRect.width = self.width - 16;
- fgRect.height = self.height - 16;
- fgRect.color = 0xffe066; // yellow fill
+ fgRect.x = 4;
+ fgRect.y = 4;
+ self.addChild(fgRect);
// Label (left)
var label = new Text2(self.labelText, {
size: 48,
fill: "#fff"
@@ -254,19 +243,14 @@
valueTxt.x = self.width + 24;
valueTxt.y = self.height / 2 + 4;
self.valueTxt = valueTxt;
self.addChild(valueTxt);
- // Foreground (actual health) - yellow fill on top of everything else
- self.addChild(fgRect);
// Set value and update bar
self.set = function (value, maxValue) {
if (typeof maxValue !== "undefined") self.maxValue = maxValue;
self.value = Math.max(0, Math.min(self.maxValue, value));
var ratio = self.maxValue > 0 ? self.value / self.maxValue : 0;
- if (self.fgRect) {
- self.fgRect.width = Math.max(0, (self.width - 16) * ratio);
- self.fgRect.color = 0xffe066; // always yellow fill
- }
+ if (self.fgRect) self.fgRect.width = Math.max(0, (self.width - 32) * ratio);
if (self.valueTxt) self.valueTxt.setText(self.value + "/" + self.maxValue);
};
// Set label text
self.setLabel = function (txt) {
@@ -332,20 +316,20 @@
/****
* Game Code
****/
-// Enemy healthbar bg
-// Enemy healthbar border
-// Player healthbar bg
-// Player healthbar border
-// Enemy only
-// Arena border only
-// Unique assets for each visual element
-// Enemy warning (yellow, for telegraphing)
-// Bullet (white circle)
-// Arena border (white rectangle, thin)
-// Heart-shaped soul (red)
// Arena dimensions (centered)
+// Heart-shaped soul (red)
+// Arena border (white rectangle, thin)
+// Bullet (white circle)
+// Enemy warning (yellow, for telegraphing)
+// Unique assets for each visual element
+// Arena border only
+// Enemy only
+// Player healthbar border
+// Player healthbar bg
+// Enemy healthbar border
+// Enemy healthbar bg
var ARENA_W = 1200;
var ARENA_H = 900;
var ARENA_X = 2048 / 2 - ARENA_W / 2;
var ARENA_Y = 2732 / 2 - ARENA_H / 2;
@@ -401,14 +385,11 @@
healthbar.y = healthbarY;
game.addChild(healthbar);
// Healthbar update function
function updateHealthbar() {
- if (typeof soulHP === "undefined") soulHP = soulMaxHP;
if (soulHP < 0) soulHP = 0;
if (soulHP > soulMaxHP) soulHP = soulMaxHP;
- if (typeof healthbar !== "undefined" && healthbar.set) {
- healthbar.set(soulHP, soulMaxHP);
- }
+ healthbar.set(soulHP, soulMaxHP);
}
updateHealthbar();
// Game state
var bullets = [];