User prompt
remove the visible hit and wave counter
User prompt
make a new individal asset for the blinker warnigngs
User prompt
Create a warning visual effect that makes a blinker on the bullets before they spawn
User prompt
the only way to heal is by choosing to heal after an undamaged round do not heal player automaticlayy
User prompt
the only way to heal is by choosing to heal after an undamaged round do not heal player automaticlayy
User prompt
spawn the balls 1.5 second after wave start
User prompt
if heal buutton is pressed heal 2 hp
User prompt
pressing on heal button do not triggers attack or tries to attack. prevent missing when heal button is pressed
User prompt
maek player can heal by pressing heal button after an undamaged wave
User prompt
the attack button is not working to choose. can you fix it
User prompt
make the hitmap bg visible and start the hitmap if player chooses attack option (player can choose it by pressing attack button)
User prompt
make the hitmap visible and start the hitmap if player chooses attack option
User prompt
player can choose attack by pressing attack button once and choose healing by pressing heal bvutton
User prompt
do nto start the hitmap when an undamaged wave happens. instead, start it when player presses attack button once and chooses to attack
User prompt
make the hitmap visible if player chooses attack option (player can choose it by pressing attack button)
User prompt
make player can have a choice of attacking or healing in every undamaged wave
User prompt
remopve the text on buttons
User prompt
make the buttons a new asset do not use already used assets for them
User prompt
make an individua lasset for each button
User prompt
add attack and heal buttons under the hitmap
User prompt
make the column on hitmapo move faster
User prompt
reduce the hits needed to 5
User prompt
it has a fixed alpha value do not reduce it afterwards
User prompt
increase it to %100
User prompt
increase the alpha of hitmap
/****
* 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,
color: 0x181818 // dark color for the border fill
});
border.alpha = 0.7;
return self;
});
// Arena outline (true outline, not filled)
var ArenaOutline = Container.expand(function () {
var self = Container.call(this);
// Use 4 thin rectangles to form a rectangular outline
var thickness = 10;
var width = ARENA_W + thickness * 2;
var height = ARENA_H + thickness * 2;
// Top
var top = LK.getAsset('arenaBorderBox', {
width: width,
height: thickness,
color: 0xffffff,
anchorX: 0.5,
anchorY: 0
});
top.x = 0;
top.y = -height / 2;
self.addChild(top);
// Bottom
var bottom = LK.getAsset('arenaBorderBox', {
width: width,
height: thickness,
color: 0xffffff,
anchorX: 0.5,
anchorY: 1
});
bottom.x = 0;
bottom.y = height / 2;
self.addChild(bottom);
// Left
var left = LK.getAsset('arenaBorderBox', {
width: thickness,
height: height,
color: 0xffffff,
anchorX: 0,
anchorY: 0.5
});
left.x = -width / 2;
left.y = 0;
self.addChild(left);
// Right
var right = LK.getAsset('arenaBorderBox', {
width: thickness,
height: height,
color: 0xffffff,
anchorX: 1,
anchorY: 0.5
});
right.x = width / 2;
right.y = 0;
self.addChild(right);
self.alpha = 1;
return self;
});
// AttackButton: individual asset for attack button
var AttackButton = Container.expand(function () {
var self = Container.call(this);
// Button background
var bg = LK.getAsset('arenaBorderBox', {
width: buttonWidth,
height: buttonHeight,
color: 0xff4444,
anchorX: 0.5,
anchorY: 0.5
});
bg.alpha = 0.95;
self.addChild(bg);
// Button text
var txt = new Text2("Attack", {
size: 64,
fill: "#fff"
});
txt.anchor.set(0.5, 0.5);
txt.x = 0;
txt.y = 0;
self.addChild(txt);
// Expose for hit detection
self.bg = bg;
self.txt = txt;
return self;
});
// BlastParticle class for soul death blast particles
var BlastParticle = Container.expand(function () {
var self = Container.call(this);
var particleSprite = self.attachAsset('blastParticle', {
anchorX: 0.5,
anchorY: 0.5
});
self.vx = 0;
self.vy = 0;
self._gravity = 0.5;
self.update = function () {
self.vy += self._gravity;
self.x += self.vx;
self.y += self.vy;
// Remove particle if it is fully faded out and not visible in the game area
if (self.alpha <= 0.01 && (self.x < ARENA_X || self.x > ARENA_X + ARENA_W || self.y < ARENA_Y || self.y > ARENA_Y + ARENA_H)) {
self.destroy();
}
};
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;
});
// HealButton: individual asset for heal button
var HealButton = Container.expand(function () {
var self = Container.call(this);
// Button background
var bg = LK.getAsset('arenaBorderBox', {
width: buttonWidth,
height: buttonHeight,
color: 0x44cc44,
anchorX: 0.5,
anchorY: 0.5
});
bg.alpha = 0.95;
self.addChild(bg);
// Button text
var txt = new Text2("Heal", {
size: 64,
fill: "#fff"
});
txt.anchor.set(0.5, 0.5);
txt.x = 0;
txt.y = 0;
self.addChild(txt);
// Expose for hit detection
self.bg = bg;
self.txt = txt;
return self;
});
// SlashEffect: right-to-left slash over enemy
var SlashEffect = Container.expand(function () {
var self = Container.call(this);
// Attach slash asset, anchor left-center (0,0.5)
var slash = self.attachAsset('slashEffect', {
anchorX: 0,
anchorY: 0.5
});
// Start fully right of enemy, scale up for dramatic effect
self.alpha = 1;
self.scaleX = 1.2;
self.scaleY = 1.2;
// Will be positioned and sized when used
self.play = function (enemy) {
// Place at enemy's right edge, vertically centered
var w = enemy.width || 220;
var h = enemy.height || 120;
self.x = enemy.x + w / 2 + 30;
self.y = enemy.y;
// Set initial scale and alpha
self.scaleX = 1.2;
self.scaleY = 1.2;
self.alpha = 1;
// Animate: move to left edge, fade out, slight scale
tween(self, {
x: enemy.x - w / 2 - 30,
alpha: 0.1,
scaleX: 1.5,
scaleY: 1.5
}, {
duration: 800,
easing: tween.cubicOut,
onFinish: function onFinish() {
self.destroy();
}
});
};
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: 0x000000
});
/****
* 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 outline (true outline asset, white)
var arenaOutline = new ArenaOutline();
arenaOutline.x = 2048 / 2;
arenaOutline.y = 2732 / 2;
game.addChild(arenaOutline);
// Add enemy (boss) above the arena
var enemy = new Enemy();
enemy.x = 2048 / 2;
enemy.y = ARENA_Y - 200; // Move enemy further up above arena top
game.addChild(enemy);
// Add hitmap asset (for skill-based attack)
var hitmap = LK.getAsset('hitmapBg', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 1.0
});
hitmap.x = enemy.x;
hitmap.y = enemy.y + 1400; // moved SIGNIFICANTLY more down below enemy
game.addChild(hitmap);
// --- Add attack and heal buttons under the hitmap ---
// Button dimensions and spacing
var buttonWidth = 340;
var buttonHeight = 120;
var buttonSpacing = 80;
// Y position: just below hitmap
var buttonsY = hitmap.y + hitmap.height / 2 + 60;
// Attack Button (individual asset)
var attackBtn = new AttackButton();
attackBtn.x = hitmap.x - buttonWidth / 2 - buttonSpacing / 2;
attackBtn.y = buttonsY;
game.addChild(attackBtn);
// Heal Button (individual asset)
var healBtn = new HealButton();
healBtn.x = hitmap.x + buttonWidth / 2 + buttonSpacing / 2;
healBtn.y = buttonsY;
game.addChild(healBtn);
// Button interaction logic
attackBtn._isButton = true;
healBtn._isButton = true;
// Helper: check if (x, y) is inside a button (using .bg for new button assets)
function isInsideBtn(x, y, btn) {
var btnBg = btn.bg;
var globalX = btn.x;
var globalY = btn.y;
return x >= globalX - btnBg.width / 2 && x <= globalX + btnBg.width / 2 && y >= globalY - btnBg.height / 2 && y <= globalY + btnBg.height / 2;
}
// Save original game.down
var origGameDown = game.down;
game.down = function (x, y, obj) {
// Check attack button
if (isInsideBtn(x, y, attackBtn)) {
// Only allow attack if skill-based attack is enabled
if (canAttack && !attackRegistered) {
// Simulate a tap in the center of the hitmap (auto-perfect)
var centerX = hitmap.x;
attackColumn.x = centerX;
// Call original attack logic
origGameDown.call(game, centerX, hitmap.y, obj);
}
return;
}
// Check heal button
if (isInsideBtn(x, y, healBtn)) {
// Only allow heal if not at max HP and alive
if (soulAlive && soulHP < soulMaxHP) {
soulHP = Math.min(soulMaxHP, soulHP + 1);
updatePlayerHealthbar();
// Flash green for feedback
LK.effects.flashObject(playerHealthbarBox, 0x44ff44, 400);
}
return;
}
// Otherwise, normal game logic
origGameDown.call(game, x, y, obj);
};
// Enemy hover effect: slow up and down tween loop
function enemyHoverUp() {
tween(enemy, {
y: ARENA_Y - 170
}, {
duration: 1200,
easing: tween.sineInOut,
onFinish: enemyHoverDown
});
}
function enemyHoverDown() {
tween(enemy, {
y: ARENA_Y - 230
}, {
duration: 1200,
easing: tween.sineInOut,
onFinish: enemyHoverUp
});
}
// Start at current position, tween down first
enemyHoverDown();
// 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;
// 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;
// Skill-based attack: moving column state
var attackColumn = LK.getAsset('arenaBorderBox', {
width: 40,
height: 100,
color: 0xffe066,
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.85
});
attackColumn.x = hitmap.x - 120; // start left of hitmap
attackColumn.y = hitmap.y;
game.addChild(attackColumn);
// Column movement state
var columnDir = 1; // 1 = right, -1 = left
var columnSpeed = 16; // px per frame (increased speed)
attackColumn.lastX = attackColumn.x;
// Skill attack enabled only at end of wave
var canAttack = false;
var attackRegistered = false;
// Soul health
var soulMaxHP = 5;
var soulHP = soulMaxHP;
// Player healthbar (box style) under the arena
var playerHealthbarBg = LK.getAsset('playerHealthbarBg', {
anchorX: 0.5,
anchorY: 0.5
});
var playerHealthbarBox = LK.getAsset('playerHealthbarBox', {
anchorX: 0,
anchorY: 0.5
});
// Healthbar dimensions
var healthbarWidth = 900;
var healthbarHeight = 39.49;
var healthbarX = 2048 / 2 - healthbarWidth / 2;
var healthbarY = ARENA_Y + ARENA_H + 60; // 60px below arena
playerHealthbarBg.x = 2048 / 2;
playerHealthbarBg.y = healthbarY + healthbarHeight / 2;
playerHealthbarBox.x = healthbarX;
playerHealthbarBox.y = healthbarY + healthbarHeight / 2;
// Add HP label to the left of the healthbar
var hpLabelTxt = new Text2("HP", {
size: 64,
fill: "#fff"
});
hpLabelTxt.anchor.set(1, 0.5); // right align, vertically centered
// Place it 24px to the left of the healthbar
hpLabelTxt.x = healthbarX - 24;
hpLabelTxt.y = healthbarY + healthbarHeight / 2;
// Add to game
game.addChild(playerHealthbarBg);
game.addChild(playerHealthbarBox);
game.addChild(hpLabelTxt);
// Update function for healthbar
function updatePlayerHealthbar() {
// Clamp HP
var hp = Math.max(0, Math.min(soulHP, soulMaxHP));
// Set width proportional to HP
playerHealthbarBox.width = healthbarWidth * (hp / soulMaxHP);
}
updatePlayerHealthbar();
// 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) {
// Skill-based attack: if attack window is open, check for hit
if (canAttack && !attackRegistered) {
// Check if column is in the center of hitmap (allow some margin)
var centerX = hitmap.x;
var margin = 32;
if (Math.abs(attackColumn.x - centerX) <= margin) {
// Successful attack!
attackRegistered = true;
canAttack = false;
undamagedWaves++;
// Enemy takes a hit if enough undamaged waves
if (undamagedWaves >= requiredUndamagedWaves) {
enemyDefeated = true;
enemy.flash();
var slash = new SlashEffect();
game.addChild(slash);
slash.play(enemy);
LK.stopMusic();
LK.effects.flashScreen(0x00ff00, 1200);
LK.setTimeout(function () {
LK.showYouWin();
}, 1200);
waveTxt.setText("Wave " + (currentWave + 1) + "/" + waves.length + " (Set " + (waveSet + 1) + ") (Enemy Defeated!)");
return;
} else {
// Flash enemy for each undamaged wave
enemy.flash();
var slash = new SlashEffect();
game.addChild(slash);
slash.play(enemy);
}
// Start next wave after short delay
LK.setTimeout(function () {
if (!enemyDefeated) {
if (currentWave + 1 < waves.length) {
startWave(currentWave + 1);
} else {
waveSet += 1;
buildWavesForSet(waveSet);
startWave(0);
}
}
}, 700);
return;
} else {
// Missed! (optional: flash hitmap red)
tween(hitmap, {
color: 0xff4444
}, {
duration: 120,
onFinish: function onFinish() {
tween(hitmap, {
color: 0x00ffcc
}, {
duration: 180
});
}
});
// End the attack chance if player misses the center
canAttack = false;
attackRegistered = true;
// Show a message that the chance is over (update waveTxt)
waveTxt.setText("Missed! Wait for next wave.");
// Optionally, start next wave after a short delay
LK.setTimeout(function () {
if (!enemyDefeated) {
if (currentWave + 1 < waves.length) {
startWave(currentWave + 1);
} else {
waveSet += 1;
buildWavesForSet(waveSet);
startWave(0);
}
}
}, 900);
return;
}
}
// 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)}
// Difficulty scaling: each time all waves are completed, the next set is harder
var baseWaves = [
// Wave 1: Simple slow bullets from top
{
duration: 180,
spawnFunc: function spawnFunc(tick, arr, difficulty) {
// 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;
var fireRate = Math.max(8, 24 - 2 * difficulty); // faster at higher difficulty
if (tick % fireRate === 0) {
var speed = 8 + 1.5 * difficulty;
var count = 6 + Math.floor(difficulty / 2);
for (var i = 0; i < count; ++i) {
var b = new Bullet();
b.x = ARENA_X + 120 + i * ((ARENA_W - 240) / (count - 1)) + 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,
spawnFunc: function spawnFunc(tick, arr, difficulty) {
var lineOscAmp = 120 + 10 * difficulty;
var lineOscFreq = 0.025 + 0.002 * difficulty;
var lineYOffset = Math.sin(tick * lineOscFreq) * lineOscAmp;
var centerY1 = ARENA_Y + ARENA_H / 2 - 120;
var centerY2 = ARENA_Y + ARENA_H / 2 + 120;
var fireRate = Math.max(8, 24 - 2 * difficulty);
if (tick % fireRate === 0) {
var speed = 10 + 1.5 * difficulty;
var amplitude = 60 + 6 * difficulty;
var freq = 0.012 + 0.001 * difficulty;
// 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);
b1._sPhase = (tick + 0) * freq;
b1._sDir = 1;
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;
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,
spawnFunc: function spawnFunc(tick, arr, difficulty) {
var fireRate = Math.max(8, 36 - 2 * difficulty);
if (tick % fireRate === 0) {
var speed = 7.5 + 1.2 * difficulty;
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);
// At higher difficulty, add a random diagonal bullet
if (difficulty >= 2) {
var b5 = new Bullet();
var side = Math.floor(Math.random() * 4);
if (side === 0) {
b5.x = ARENA_X + 40;
b5.y = ARENA_Y + 40;
b5.vx = diag * 1.2;
b5.vy = diag * 1.2;
}
if (side === 1) {
b5.x = ARENA_X + ARENA_W - 40;
b5.y = ARENA_Y + 40;
b5.vx = -diag * 1.2;
b5.vy = diag * 1.2;
}
if (side === 2) {
b5.x = ARENA_X + 40;
b5.y = ARENA_Y + ARENA_H - 40;
b5.vx = diag * 1.2;
b5.vy = -diag * 1.2;
}
if (side === 3) {
b5.x = ARENA_X + ARENA_W - 40;
b5.y = ARENA_Y + ARENA_H - 40;
b5.vx = -diag * 1.2;
b5.vy = -diag * 1.2;
}
arr.push(b5);
game.addChild(b5);
}
}
}
},
// Wave 4: Random rain
{
duration: 210,
spawnFunc: function spawnFunc(tick, arr, difficulty) {
var fireRate = Math.max(2, 10 - Math.floor(difficulty / 2));
if (tick % fireRate === 0) {
var minSpeed = 12 + 1.2 * difficulty,
maxSpeed = 16 + 1.5 * difficulty;
var count = 1 + Math.floor(difficulty / 2);
for (var i = 0; i < count; ++i) {
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,
spawnFunc: function spawnFunc(tick, arr, difficulty) {
var fireRate = Math.max(3, 12 - Math.floor(difficulty / 2));
if (tick % fireRate === 0) {
var speed = 9 + 1.2 * difficulty;
var angle = tick / fireRate * (0.5 + 0.1 * difficulty);
var count = 4 + Math.floor(difficulty / 2);
for (var i = 0; i < count; ++i) {
var a = angle + i * (2 * Math.PI / count);
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);
}
}
}
},
// Wave 6: New - Cross barrages (hard)
{
duration: 240,
spawnFunc: function spawnFunc(tick, arr, difficulty) {
var fireRate = Math.max(6, 24 - 2 * difficulty);
if (tick % fireRate === 0) {
var speed = 10 + 1.5 * difficulty;
// Horizontal
for (var i = 0; i < 3 + Math.floor(difficulty / 2); ++i) {
var b = new Bullet();
b.x = ARENA_X + 80 + i * ((ARENA_W - 160) / (2 + Math.floor(difficulty / 2)));
b.y = ARENA_Y + 30;
b.vx = 0;
b.vy = speed;
arr.push(b);
game.addChild(b);
}
// Vertical
for (var i = 0; i < 3 + Math.floor(difficulty / 2); ++i) {
var b = new Bullet();
b.x = ARENA_X + 30;
b.y = ARENA_Y + 80 + i * ((ARENA_H - 160) / (2 + Math.floor(difficulty / 2)));
b.vx = speed;
b.vy = 0;
arr.push(b);
game.addChild(b);
}
for (var i = 0; i < 3 + Math.floor(difficulty / 2); ++i) {
var b = new Bullet();
b.x = ARENA_X + ARENA_W - 30;
b.y = ARENA_Y + 80 + i * ((ARENA_H - 160) / (2 + Math.floor(difficulty / 2)));
b.vx = -speed;
b.vy = 0;
arr.push(b);
game.addChild(b);
}
}
}
},
// Wave 7: New - Spiral rain (even easier)
{
duration: 300,
spawnFunc: function spawnFunc(tick, arr, difficulty) {
var fireRate = Math.max(5, 18 - Math.floor(difficulty / 2)); // much slower fire rate
if (tick % fireRate === 0) {
var speed = 5 + 0.7 * difficulty; // even slower speed
var count = 3 + Math.floor(difficulty / 4); // even fewer bullets
var baseAngle = tick / fireRate * 0.13; // even slower spiral
for (var i = 0; i < count; ++i) {
var a = baseAngle + i * (2 * Math.PI / count);
var b = new Bullet();
b.x = 2048 / 2 + Math.cos(a) * 400;
b.y = 2732 / 2 + Math.sin(a) * 400;
b.vx = Math.cos(a) * -speed;
b.vy = Math.sin(a) * -speed;
arr.push(b);
game.addChild(b);
}
}
}
}];
// The actual waves array is generated for each "cycle" of all waves, increasing difficulty each time
var waves = [];
var waveSet = 0; // how many times all waves have been completed
// Track undamaged waves in a row
var undamagedWaves = 0;
var requiredUndamagedWaves = 5;
var waveWasDamaged = false;
var enemyDefeated = false;
function buildWavesForSet(set) {
// Create a shallow copy of baseWaves and shuffle it to randomize order
var shuffled = [];
for (var i = 0; i < baseWaves.length; ++i) shuffled.push(baseWaves[i]);
// Fisher-Yates shuffle
for (var i = shuffled.length - 1; i > 0; --i) {
var j = Math.floor(Math.random() * (i + 1));
var temp = shuffled[i];
shuffled[i] = shuffled[j];
shuffled[j] = temp;
}
// Ensure Spiral Rain (wave 7, index 6 in baseWaves) is not first
// Find the spiral rain wave in shuffled
var spiralRainIdx = -1;
for (var i = 0; i < shuffled.length; ++i) {
if (shuffled[i] === baseWaves[6]) {
spiralRainIdx = i;
break;
}
}
if (spiralRainIdx === 0 && shuffled.length > 1) {
// Swap with a random other wave (not 0)
var swapWith = 1 + Math.floor(Math.random() * (shuffled.length - 1));
var temp = shuffled[0];
shuffled[0] = shuffled[swapWith];
shuffled[swapWith] = temp;
}
waves = [];
for (var i = 0; i < shuffled.length; ++i) {
(function (baseWave, idx) {
waves.push({
duration: Math.max(120, Math.floor(baseWave.duration * Math.max(0.7, 1 - set * 0.08))),
// slightly shorter at higher sets
spawnFunc: function spawnFunc(tick, arr) {
baseWave.spawnFunc(tick, arr, set);
}
});
})(shuffled[i], i);
}
}
buildWavesForSet(waveSet);
// Start first wave
function startWave(idx) {
currentWave = idx;
waveTime = 0;
waveActive = true;
waveTimer = 0;
waveWasDamaged = false;
// 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 + " (Set " + (waveSet + 1) + ")" + (enemyDefeated ? " (Enemy Defeated!)" : "") + (undamagedWaves > 0 && !enemyDefeated ? " | Hits: " + undamagedWaves + "/" + requiredUndamagedWaves : ""));
// Reset HP and healthbar if starting first wave (new game)
if (currentWave === 0) {
soulHP = soulMaxHP;
soulAlive = true;
updatePlayerHealthbar();
// 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);
// Play sound on soul texture change (revive)
LK.getSound('shoot').play();
}
}
}
}
startWave(0);
// Play background music at game start
LK.playMusic('music');
// 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);
}
// Only allow enemy defeat if not already defeated
if (!enemyDefeated) {
// Skill-based attack: enable attack window if player was not hit this wave
if (!waveWasDamaged) {
canAttack = true;
attackRegistered = false;
// Show a visual cue (flash hitmap)
// No alpha tween for hitmap, keep at 1.0
// Update GUI to show "Tap to attack!" or similar
waveTxt.setText("Wave " + (currentWave + 1) + "/" + waves.length + " (Set " + (waveSet + 1) + ") | TAP when column is in the center!");
// Pause next wave until attack is registered
return;
} else {
// Do not reset undamagedWaves if hit; keep the counter unchanged
}
}
// Next wave or infinite loop
if (!enemyDefeated) {
if (currentWave + 1 < waves.length) {
startWave(currentWave + 1);
} else {
// All waves in this set completed, increase difficulty and repeat with harder waves!
waveSet += 1;
buildWavesForSet(waveSet);
startWave(0);
}
}
}, 600);
}
}
// Update moving column for skill-based attack
if (canAttack && !attackRegistered) {
// Move column left/right within hitmap bounds
var leftEdge = hitmap.x - hitmap.width / 2 + attackColumn.width / 2 + 8;
var rightEdge = hitmap.x + hitmap.width / 2 - attackColumn.width / 2 - 8;
attackColumn.x += columnDir * columnSpeed;
if (attackColumn.x <= leftEdge) {
attackColumn.x = leftEdge;
columnDir = 1;
}
if (attackColumn.x >= rightEdge) {
attackColumn.x = rightEdge;
columnDir = -1;
}
// Store lastX for event detection
attackColumn.lastX = attackColumn.x;
}
// 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;
updatePlayerHealthbar();
// Mark this wave as damaged
waveWasDamaged = true;
// Stop music only when soul dies (on 6th hit)
if (soulHP <= 0 && soulAlive) {
LK.stopMusic();
}
// 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);
// Play sound on soul texture change (death)
LK.getSound('shoot').play();
// Blast into particles 1.35 sec after texture change
LK.setTimeout(function () {
// Remove soul sprite (if still present)
if (soul.children && soul.children.length > 0) {
soul.removeChild(soul.children[0]);
}
// Create 8 particles in a circle (reduced from 18)
var numParticles = 8;
var radius = 60;
for (var i = 0; i < numParticles; ++i) {
var angle = 2 * Math.PI * i / numParticles;
var px = soul.x + Math.cos(angle) * 0;
var py = soul.y + Math.sin(angle) * 0;
var particle = new BlastParticle();
particle.x = px;
particle.y = py;
// Give each particle a random color (yellow/orange/red)
var colors = [0xffe066, 0xffb347, 0xff4444, 0xffe0a0, 0xffd700];
var color = colors[Math.floor(Math.random() * colors.length)];
if (particle.children && particle.children.length > 0) {
particle.children[0].tint = color;
}
// Set velocity outward (slow motion: reduce speed)
var speed = (13 + Math.random() * 4) * 0.35;
particle.vx = Math.cos(angle) * speed;
particle.vy = Math.sin(angle) * speed;
// Add gravity property for blast particles (slow motion: reduce gravity)
particle._gravity = (0.5 + Math.random() * 0.15) * 0.25;
// Fade out and destroy after 0.7s
tween(particle, {
alpha: 0
}, {
duration: 700,
onFinish: function () {
// Only destroy if already off-screen, otherwise wait for off-screen
if (this.x < ARENA_X - 100 || this.x > ARENA_X + ARENA_W + 100 || this.y < ARENA_Y - 100 || this.y > ARENA_Y + ARENA_H + 100) {
this.destroy();
} else {
// Wait until particle is far off-screen, then destroy
var p = this;
p._offscreenCheck = function () {
if (p.x < ARENA_X - 100 || p.x > ARENA_X + ARENA_W + 100 || p.y < ARENA_Y - 100 || p.y > ARENA_Y + ARENA_H + 100) {
p.destroy();
// Remove from update loop
p.update = function () {};
}
};
// Wrap the original update to check for offscreen
var origUpdate = p.update;
p.update = function () {
origUpdate && origUpdate.call(p);
p._offscreenCheck();
};
}
}.bind(particle)
});
game.addChild(particle);
}
}, 1350);
}
}, 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
@@ -70,8 +70,35 @@
self.addChild(right);
self.alpha = 1;
return self;
});
+// AttackButton: individual asset for attack button
+var AttackButton = Container.expand(function () {
+ var self = Container.call(this);
+ // Button background
+ var bg = LK.getAsset('arenaBorderBox', {
+ width: buttonWidth,
+ height: buttonHeight,
+ color: 0xff4444,
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ bg.alpha = 0.95;
+ self.addChild(bg);
+ // Button text
+ var txt = new Text2("Attack", {
+ size: 64,
+ fill: "#fff"
+ });
+ txt.anchor.set(0.5, 0.5);
+ txt.x = 0;
+ txt.y = 0;
+ self.addChild(txt);
+ // Expose for hit detection
+ self.bg = bg;
+ self.txt = txt;
+ return self;
+});
// BlastParticle class for soul death blast particles
var BlastParticle = Container.expand(function () {
var self = Container.call(this);
var particleSprite = self.attachAsset('blastParticle', {
@@ -190,8 +217,35 @@
browR.rotation = 0.3;
self.addChild(browR);
return self;
});
+// HealButton: individual asset for heal button
+var HealButton = Container.expand(function () {
+ var self = Container.call(this);
+ // Button background
+ var bg = LK.getAsset('arenaBorderBox', {
+ width: buttonWidth,
+ height: buttonHeight,
+ color: 0x44cc44,
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ bg.alpha = 0.95;
+ self.addChild(bg);
+ // Button text
+ var txt = new Text2("Heal", {
+ size: 64,
+ fill: "#fff"
+ });
+ txt.anchor.set(0.5, 0.5);
+ txt.x = 0;
+ txt.y = 0;
+ self.addChild(txt);
+ // Expose for hit detection
+ self.bg = bg;
+ self.txt = txt;
+ return self;
+});
// SlashEffect: right-to-left slash over enemy
var SlashEffect = Container.expand(function () {
var self = Container.call(this);
// Attach slash asset, anchor left-center (0,0.5)
@@ -306,60 +360,33 @@
var buttonHeight = 120;
var buttonSpacing = 80;
// Y position: just below hitmap
var buttonsY = hitmap.y + hitmap.height / 2 + 60;
-// Attack Button
-var attackBtnBg = LK.getAsset('arenaBorderBox', {
- width: buttonWidth,
- height: buttonHeight,
- color: 0xff4444,
- anchorX: 0.5,
- anchorY: 0.5
-});
-attackBtnBg.x = hitmap.x - buttonWidth / 2 - buttonSpacing / 2;
-attackBtnBg.y = buttonsY;
-attackBtnBg.alpha = 0.95;
-game.addChild(attackBtnBg);
-var attackBtnTxt = new Text2("Attack", {
- size: 64,
- fill: "#fff"
-});
-attackBtnTxt.anchor.set(0.5, 0.5);
-attackBtnTxt.x = attackBtnBg.x;
-attackBtnTxt.y = attackBtnBg.y;
-game.addChild(attackBtnTxt);
-// Heal Button
-var healBtnBg = LK.getAsset('arenaBorderBox', {
- width: buttonWidth,
- height: buttonHeight,
- color: 0x44cc44,
- anchorX: 0.5,
- anchorY: 0.5
-});
-healBtnBg.x = hitmap.x + buttonWidth / 2 + buttonSpacing / 2;
-healBtnBg.y = buttonsY;
-healBtnBg.alpha = 0.95;
-game.addChild(healBtnBg);
-var healBtnTxt = new Text2("Heal", {
- size: 64,
- fill: "#fff"
-});
-healBtnTxt.anchor.set(0.5, 0.5);
-healBtnTxt.x = healBtnBg.x;
-healBtnTxt.y = healBtnBg.y;
-game.addChild(healBtnTxt);
+// Attack Button (individual asset)
+var attackBtn = new AttackButton();
+attackBtn.x = hitmap.x - buttonWidth / 2 - buttonSpacing / 2;
+attackBtn.y = buttonsY;
+game.addChild(attackBtn);
+// Heal Button (individual asset)
+var healBtn = new HealButton();
+healBtn.x = hitmap.x + buttonWidth / 2 + buttonSpacing / 2;
+healBtn.y = buttonsY;
+game.addChild(healBtn);
// Button interaction logic
-attackBtnBg._isButton = true;
-healBtnBg._isButton = true;
-// Helper: check if (x, y) is inside a button
-function isInsideBtn(x, y, btnBg) {
- return x >= btnBg.x - btnBg.width / 2 && x <= btnBg.x + btnBg.width / 2 && y >= btnBg.y - btnBg.height / 2 && y <= btnBg.y + btnBg.height / 2;
+attackBtn._isButton = true;
+healBtn._isButton = true;
+// Helper: check if (x, y) is inside a button (using .bg for new button assets)
+function isInsideBtn(x, y, btn) {
+ var btnBg = btn.bg;
+ var globalX = btn.x;
+ var globalY = btn.y;
+ return x >= globalX - btnBg.width / 2 && x <= globalX + btnBg.width / 2 && y >= globalY - btnBg.height / 2 && y <= globalY + btnBg.height / 2;
}
// Save original game.down
var origGameDown = game.down;
game.down = function (x, y, obj) {
// Check attack button
- if (isInsideBtn(x, y, attackBtnBg)) {
+ if (isInsideBtn(x, y, attackBtn)) {
// Only allow attack if skill-based attack is enabled
if (canAttack && !attackRegistered) {
// Simulate a tap in the center of the hitmap (auto-perfect)
var centerX = hitmap.x;
@@ -369,9 +396,9 @@
}
return;
}
// Check heal button
- if (isInsideBtn(x, y, healBtnBg)) {
+ if (isInsideBtn(x, y, healBtn)) {
// Only allow heal if not at max HP and alive
if (soulAlive && soulHP < soulMaxHP) {
soulHP = Math.min(soulMaxHP, soulHP + 1);
updatePlayerHealthbar();