User prompt
make an individual asset for healthbars and enemy
User prompt
Create HealthbarAsset and EnemyHealthbarAsset classes for styled healthbars Replace enemy healthbar GUI with EnemyHealthbarAsset instance Replace healthbar GUI with HealthbarAsset instance
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'setText')' in or related to this line: 'self.valueTxt.setText(val + "/" + max);' Line Number: 214
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Please fix the bug: 'Cannot read properties of undefined (reading 'setText')' in or related to this line: 'self.labelTxt.setText(txt);' Line Number: 218
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Please fix the bug: 'self.init is not a function' in or related to this line: 'self.init({' Line Number: 76
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make the healthbar and enemy an asset
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put an enemy asset above the arena and give it a health too
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make the healthbar box styled and visible under the arena
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Please fix the bug: 'Cannot set properties of undefined (setting 'width')' in or related to this line: 'healthbarFg.children[0].width = Math.max(0, healthbarWidth * ratio);' Line Number: 172
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Please fix the bug: 'Cannot read properties of undefined (reading 'addChild')' in or related to this line: 'healthbarBg.addChild(healthbarBgRect);' Line Number: 119
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add a healthbar and hp for the sol
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make the game over screen 5 seconds after dying
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make the texture change 2 the seconds after dieing
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change the souls texture asset if the soul is died
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make the bullet moving pattern closer to the middel of the arena ,n wave 2
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make the line moving unpredictable
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make the bullet lines go rihgt and left in fisrt wave
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make tyhe bullets symetric again in first weave
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make the first wave harder
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make the bllets line go up and down in 2nd wave
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Move one of the bullet lines in the first wave a little to the right so that it looks diagonal and the player has to move
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more
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more
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lşower it more
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lower the frequency
/**** * 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('arenaBorder', { 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); // Use arenaBorder as a placeholder, but you can swap to a unique asset if available var enemySprite = self.attachAsset('arenaBorder', { anchorX: 0.5, anchorY: 0.5, width: 220, height: 120, color: 0xff4444 }); // 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('arenaBorder', { width: 220, height: 120, color: 0xff4444, 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('arenaBorder', { 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('arenaBorder', { 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; // Background var bgRect = LK.getAsset('arenaBorder', { width: self.width + 8, height: self.height + 8, color: self.bgColor, anchorX: 0, anchorY: 0 }); self.addChild(bgRect); // Border var borderRect = LK.getAsset('arenaBorder', { width: self.width + 4, height: self.height + 4, color: self.borderColor, anchorX: 0, anchorY: 0 }); borderRect.x = 2; borderRect.y = 2; self.addChild(borderRect); // Foreground (actual health) var fgRect = LK.getAsset('arenaBorder', { width: self.width, height: self.height, color: self.fgColor, 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 * 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; // Background var bgRect = LK.getAsset('arenaBorder', { width: self.width + 8, height: self.height + 8, color: self.bgColor, anchorX: 0, anchorY: 0 }); self.addChild(bgRect); // Border var borderRect = LK.getAsset('arenaBorder', { width: self.width + 4, height: self.height + 4, color: self.borderColor, anchorX: 0, anchorY: 0 }); borderRect.x = 2; borderRect.y = 2; self.addChild(borderRect); // Foreground (actual health) var fgRect = LK.getAsset('arenaBorder', { width: self.width, height: self.height, color: self.fgColor, 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 * 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('arenaBorder', { width: 412, height: 48, color: 0xffffff, anchorX: 0, anchorY: 0 }); self.addChild(border); // Background var bg = LK.getAsset('arenaBorder', { width: 408, height: 44, color: 0x222222, 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 ****/ // Enemy warning (yellow, for telegraphing) // Bullet (white circle) // Arena border (white rectangle, thin) // Heart-shaped soul (red) // Arena dimensions (centered) 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); var bgRect = new HealthbarBoxAsset(); self.addChild(bgRect); var bgRect = new HealthbarBoxAsset(); self.addChild(bgRect);
===================================================================
--- original.js
+++ change.js
@@ -61,8 +61,66 @@
});
};
return self;
});
+// EnemyAsset: individual asset for enemy visual
+var EnemyAsset = Container.expand(function () {
+ var self = Container.call(this);
+ // Main body
+ var body = LK.getAsset('arenaBorder', {
+ width: 220,
+ height: 120,
+ color: 0xff4444,
+ 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('arenaBorder', {
+ 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('arenaBorder', {
+ 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
@@ -227,8 +285,33 @@
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('arenaBorder', {
+ width: 412,
+ height: 48,
+ color: 0xffffff,
+ anchorX: 0,
+ anchorY: 0
+ });
+ self.addChild(border);
+ // Background
+ var bg = LK.getAsset('arenaBorder', {
+ width: 408,
+ height: 44,
+ color: 0x222222,
+ 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', {
@@ -691,5 +774,9 @@
}
};
// Initial GUI text
timerTxt.setText("Time: ");
-waveTxt.setText("Wave 1/" + waves.length);
\ No newline at end of file
+waveTxt.setText("Wave 1/" + waves.length);
+var bgRect = new HealthbarBoxAsset();
+self.addChild(bgRect);
+var bgRect = new HealthbarBoxAsset();
+self.addChild(bgRect);
\ No newline at end of file