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Only one person
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Only one person that controls wind
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Only one person in the game
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If they get to the middle you lose
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If they get to the circle in the middle, you lose
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Please fix the bug: 'tween.to is not a function. (In 'tween.to(levelNotification, { alpha: 1, y: GAME_HEIGHT / 2 - 100 }, { duration: 500, onComplete: function onFinish() { __$(210); tween.to(levelNotification, { alpha: 0, y: GAME_HEIGHT / 2 - 200 }, { duration: 500, delay: 1000, onComplete: function onFinish() { __$(211); levelNotification.destroy(); } }); } })', 'tween.to' is undefined)' in or related to this line: 'tween.to(levelNotification, {' Line Number: 315 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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May only be one person that controls the wind
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Please fix the bug: 'tween.to is not a function. (In 'tween.to(levelNotification, { alpha: 1, y: GAME_HEIGHT / 2 - 100 }, { duration: 500, onComplete: function onFinish() { __$(210); tween.to(levelNotification, { alpha: 0, y: GAME_HEIGHT / 2 - 200 }, { duration: 500, delay: 1000, onComplete: function onFinish() { __$(211); levelNotification.destroy(); } }); } })', 'tween.to' is undefined)' in or related to this line: 'tween.to(levelNotification, {' Line Number: 315
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Make the enemies attack you and not go to the circle in the middle
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Please fix the bug: 'tween.to is not a function. (In 'tween.to(levelNotification, { alpha: 1, y: GAME_HEIGHT / 2 - 100 }, { duration: 500, onComplete: function onFinish() { __$(206); tween.to(levelNotification, { alpha: 0, y: GAME_HEIGHT / 2 - 200 }, { duration: 500, delay: 1000, onComplete: function onFinish() { __$(207); levelNotification.destroy(); } }); } })', 'tween.to' is undefined)' in or related to this line: 'tween.to(levelNotification, {' Line Number: 309
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Make the enemy attack you
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Please fix the bug: 'tween.to is not a function. (In 'tween.to(levelNotification, { alpha: 1, y: GAME_HEIGHT / 2 - 100 }, { duration: 500, onComplete: function onFinish() { __$(206); tween.to(levelNotification, { alpha: 0, y: GAME_HEIGHT / 2 - 200 }, { duration: 500, delay: 1000, onComplete: function onFinish() { __$(207); levelNotification.destroy(); } }); } })', 'tween.to' is undefined)' in or related to this line: 'tween.to(levelNotification, {' Line Number: 309 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Make their only be one person that controls wind
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Please fix the bug: 'tween.to is not a function. (In 'tween.to(levelNotification, { alpha: 1, y: GAME_HEIGHT / 2 - 100 }, { duration: 500, onComplete: function onFinish() { __$(206); tween.to(levelNotification, { alpha: 0, y: GAME_HEIGHT / 2 - 200 }, { duration: 500, delay: 1000, onComplete: function onFinish() { __$(207); levelNotification.destroy(); } }); } })', 'tween.to' is undefined)' in or related to this line: 'tween.to(levelNotification, {' Line Number: 309 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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May there be only one person that controls wind
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Please fix the bug: 'tween.to is not a function. (In 'tween.to(levelNotification, { alpha: 1, y: GAME_HEIGHT / 2 - 100 }, { duration: 500, onComplete: function onFinish() { __$(206); tween.to(levelNotification, { alpha: 0, y: GAME_HEIGHT / 2 - 200 }, { duration: 500, delay: 1000, onComplete: function onFinish() { __$(207); levelNotification.destroy(); } }); } })', 'tween.to' is undefined)' in or related to this line: 'tween.to(levelNotification, {' Line Number: 308
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The enemies attackers and make only one person that controls the wind
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Please fix the bug: 'tween.to is not a function. (In 'tween.to(levelNotification, { alpha: 1, y: GAME_HEIGHT / 2 - 100 }, { duration: 500, onComplete: function onFinish() { __$(203); tween.to(levelNotification, { alpha: 0, y: GAME_HEIGHT / 2 - 200 }, { duration: 500, delay: 1000, onComplete: function onFinish() { __$(204); levelNotification.destroy(); } }); } })', 'tween.to' is undefined)' in or related to this line: 'tween.to(levelNotification, {' Line Number: 303
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Make there be only one person that controls wind and make the enemies attack us
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Please fix the bug: 'tween.to is not a function. (In 'tween.to(levelNotification, { alpha: 1, y: GAME_HEIGHT / 2 - 100 }, { duration: 500 })', 'tween.to' is undefined)' in or related to this line: 'tween.to(levelNotification, {' Line Number: 303 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Make therapy be only one person that controls the wind and more enemies and less leaves
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Please fix the bug: 'undefined is not an object (evaluating 'tween(levelNotification, { alpha: 1, y: GAME_HEIGHT / 2 - 100 }, { duration: 500 }).then')' in or related to this line: 'tween(levelNotification, {' Line Number: 303
User prompt
Please fix the bug: 'tween.to is not a function. (In 'tween.to(levelNotification, { alpha: 1, y: GAME_HEIGHT / 2 - 100 }, { duration: 500 })', 'tween.to' is undefined)' in or related to this line: 'tween.to(levelNotification, {' Line Number: 303
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Please fix the bug: 'undefined is not an object (evaluating 'tween(levelNotification, { alpha: 1, y: GAME_HEIGHT / 2 - 100 }, { duration: 500 }).then')' in or related to this line: 'tween(levelNotification, {' Line Number: 303
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Make five enemies and make levels and make wind when hating enemies
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var AirParticle = Container.expand(function () { var self = Container.call(this); var particleGraphic = self.attachAsset('airParticle', { anchorX: 0.5, anchorY: 0.5, alpha: 0.7 }); self.vx = 0; self.vy = 0; self.lifespan = 100; self.lastX = 0; self.lastY = 0; self.init = function (x, y, vx, vy, lifespan) { self.x = x; self.y = y; self.lastX = x; self.lastY = y; self.vx = vx; self.vy = vy; self.lifespan = lifespan || 100; self.alpha = 1; self.scale.set(Math.random() * 0.5 + 0.5); }; self.update = function () { self.lastX = self.x; self.lastY = self.y; self.x += self.vx; self.y += self.vy; self.lifespan--; self.alpha = self.lifespan / 100; if (self.lifespan <= 0) { return false; // Signal to remove the particle } return true; }; return self; }); var AirShrine = Container.expand(function () { var self = Container.call(this); var shrineGraphic = self.attachAsset('airShrine', { anchorX: 0.5, anchorY: 0.5 }); var targetArea = self.attachAsset('targetArea', { anchorX: 0.5, anchorY: 0.5, alpha: 0.3 }); self.health = 100; self.lastHealth = 100; self.pulseDirection = 1; self.pulseValue = 0; self.update = function () { self.lastHealth = self.health; // Visual pulse effect self.pulseValue += 0.02 * self.pulseDirection; if (self.pulseValue >= 1) { self.pulseValue = 1; self.pulseDirection = -1; } else if (self.pulseValue <= 0) { self.pulseValue = 0; self.pulseDirection = 1; } targetArea.alpha = 0.15 + self.pulseValue * 0.15; shrineGraphic.alpha = 0.8 + self.pulseValue * 0.2; }; self.damage = function (amount) { self.health -= amount; if (self.health < 0) self.health = 0; // Visual feedback LK.effects.flashObject(shrineGraphic, 0xff0000, 300); }; self.heal = function (amount) { self.health += amount; if (self.health > 100) self.health = 100; // Visual feedback LK.effects.flashObject(shrineGraphic, 0x00ff00, 300); }; return self; }); var Cloud = Container.expand(function () { var self = Container.call(this); var cloudGraphic = self.attachAsset('cloud', { anchorX: 0.5, anchorY: 0.5, alpha: 0.85 }); self.vx = 0; self.vy = 0; self.friction = 0.99; self.mass = 5 + Math.random() * 3; self.type = "normal"; // normal or threat self.lastX = 0; self.lastY = 0; self.lastIntersecting = false; self.init = function (x, y, type) { self.x = x; self.y = y; self.lastX = x; self.lastY = y; self.type = type || "normal"; if (self.type === "threat") { cloudGraphic.tint = 0x555555; } }; self.update = function () { self.lastX = self.x; self.lastY = self.y; self.lastIntersecting = false; self.x += self.vx; self.y += self.vy; // Apply friction self.vx *= self.friction; self.vy *= self.friction; // Boundary checks with bounce if (self.x < 100) { self.x = 100; self.vx = Math.abs(self.vx) * 0.3; } else if (self.x > 1948) { self.x = 1948; self.vx = -Math.abs(self.vx) * 0.3; } if (self.y < 100) { self.y = 100; self.vy = Math.abs(self.vy) * 0.3; } else if (self.y > 2632) { self.y = 2632; self.vy = -Math.abs(self.vy) * 0.3; } }; // Apply wind force from swipe self.applyWind = function (dirX, dirY, strength) { self.vx += dirX * strength / self.mass; self.vy += dirY * strength / self.mass; }; return self; }); var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphic = self.attachAsset('airParticle', { anchorX: 0.5, anchorY: 0.5, scaleX: 3.5, scaleY: 3.5, tint: 0xff0000 }); self.speed = 1.5 + Math.random(); self.health = 3; self.lastX = 0; self.lastY = 0; self.lastIntersecting = false; self.attackCooldown = 0; self.init = function (x, y, health, speed) { self.x = x; self.y = y; self.lastX = x; self.lastY = y; self.alpha = 1; if (health) self.health = health; if (speed) self.speed = speed; }; self.update = function () { self.lastX = self.x; self.lastY = self.y; // Move towards shrine if (airShrine) { var dx = airShrine.x - self.x; var dy = airShrine.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0) { self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; } } // Pulse effect with more aggressive animation self.scale.x = 3.0 + Math.sin(LK.ticks * 0.2) * 0.5; self.scale.y = 3.0 + Math.sin(LK.ticks * 0.2) * 0.5; // Handle attack cooldown if (self.attackCooldown > 0) { self.attackCooldown--; } return true; }; self.damage = function () { self.health--; LK.effects.flashObject(self, 0xffffff, 200); return self.health <= 0; }; return self; }); var Leaf = Container.expand(function () { var self = Container.call(this); var leafGraphic = self.attachAsset('leaf', { anchorX: 0.5, anchorY: 0.5 }); self.vx = 0; self.vy = 0; self.rotation = Math.random() * Math.PI * 2; self.rotationSpeed = (Math.random() - 0.5) * 0.1; self.friction = 0.97; self.mass = 1 + Math.random(); self.lastX = 0; self.lastY = 0; self.lastIntersecting = false; self.update = function () { self.lastX = self.x; self.lastY = self.y; self.x += self.vx; self.y += self.vy; // Apply friction self.vx *= self.friction; self.vy *= self.friction; // Rotate the leaf self.rotation += self.rotationSpeed; // Boundary checks if (self.x < 0) { self.x = 0; self.vx = Math.abs(self.vx) * 0.5; } else if (self.x > 2048) { self.x = 2048; self.vx = -Math.abs(self.vx) * 0.5; } if (self.y < 0) { self.y = 0; self.vy = Math.abs(self.vy) * 0.5; } else if (self.y > 2732) { self.y = 2732; self.vy = -Math.abs(self.vy) * 0.5; } }; // Apply wind force from swipe self.applyWind = function (dirX, dirY, strength) { self.vx += dirX * strength / self.mass; self.vy += dirY * strength / self.mass; }; return self; }); var Level = Container.expand(function () { var self = Container.call(this); self.currentLevel = 1; self.enemyCount = 5; self.threatChance = 0.2; self.cloudInterval = 300; self.leafInterval = 180; self.enemyInterval = 500; self.enemyHealth = 3; self.enemySpeed = 1; self.startLevel = function (level) { self.currentLevel = level; self.enemyCount = 15 * level; // Increased to 15 enemies per level self.threatChance = Math.min(0.5, 0.2 + level * 0.05); self.cloudInterval = Math.max(100, 300 - level * 20); self.leafInterval = Math.max(150, 180 - level * 8); // Further reduced leaf spawn rate self.enemyInterval = Math.max(100, 500 - level * 60); // Even faster enemy spawn self.enemyHealth = 3 + Math.floor(level / 2); self.enemySpeed = 1.2 + level * 0.3; // Faster enemies // Create level notification self.showLevelNotification(); return self; }; self.showLevelNotification = function () { var levelNotification = new Text2('Level ' + self.currentLevel, { size: 150, fill: 0xFFFFFF }); levelNotification.anchor.set(0.5, 0.5); levelNotification.x = GAME_WIDTH / 2; levelNotification.y = GAME_HEIGHT / 2; levelNotification.alpha = 0; game.addChild(levelNotification); // Animate level notification tween.to(levelNotification, { alpha: 1, y: GAME_HEIGHT / 2 - 100 }, { duration: 500, onComplete: function onFinish() { tween.to(levelNotification, { alpha: 0, y: GAME_HEIGHT / 2 - 200 }, { duration: 500, delay: 1000, onComplete: function onFinish() { levelNotification.destroy(); } }); } }); }; return self; }); var PlayerHand = Container.expand(function () { var self = Container.call(this); var handGraphic = self.attachAsset('playerHand', { anchorX: 0.5, anchorY: 0.5, alpha: 0.7 }); self.active = false; self.trailPoints = []; self.maxTrailPoints = 10; self.lastX = 0; self.lastY = 0; self.vx = 0; self.vy = 0; self.init = function (x, y) { self.x = x; self.y = y; self.lastX = x; self.lastY = y; self.active = true; self.trailPoints = []; self.scale.set(1); self.alpha = 0; // Fade in animation tween(self, { alpha: 1 }, { duration: 200 }); }; self.update = function () { if (!self.active) return; // Calculate velocity from position change self.vx = self.x - self.lastX; self.vy = self.y - self.lastY; // Store trail points for gesture recognition if (self.trailPoints.length >= self.maxTrailPoints) { self.trailPoints.shift(); } self.trailPoints.push({ x: self.x, y: self.y }); // Store last position self.lastX = self.x; self.lastY = self.y; }; self.deactivate = function () { self.active = false; // Fade out animation tween(self, { alpha: 0, scale: 0.5 }, { duration: 200 }); }; // Check if the hand movement forms a circular motion self.isCircularMotion = function () { if (self.trailPoints.length < 8) return false; // Calculate center of points var centerX = 0, centerY = 0; for (var i = 0; i < self.trailPoints.length; i++) { centerX += self.trailPoints[i].x; centerY += self.trailPoints[i].y; } centerX /= self.trailPoints.length; centerY /= self.trailPoints.length; // Calculate average radius and deviation var radius = 0; for (var i = 0; i < self.trailPoints.length; i++) { var dx = self.trailPoints[i].x - centerX; var dy = self.trailPoints[i].y - centerY; radius += Math.sqrt(dx * dx + dy * dy); } radius /= self.trailPoints.length; // Check if points form a circle var radiusDeviation = 0; for (var i = 0; i < self.trailPoints.length; i++) { var dx = self.trailPoints[i].x - centerX; var dy = self.trailPoints[i].y - centerY; var distance = Math.sqrt(dx * dx + dy * dy); radiusDeviation += Math.abs(distance - radius); } radiusDeviation /= self.trailPoints.length; // Check if deviation is low enough to consider it a circle return radiusDeviation < radius * 0.3 && radius > 50; }; // Get the center of the circular motion self.getCircleCenter = function () { var centerX = 0, centerY = 0; for (var i = 0; i < self.trailPoints.length; i++) { centerX += self.trailPoints[i].x; centerY += self.trailPoints[i].y; } return { x: centerX / self.trailPoints.length, y: centerY / self.trailPoints.length }; }; return self; }); // Game size constants var Tornado = Container.expand(function () { var self = Container.call(this); var tornadoGraphic = self.attachAsset('tornadoBase', { anchorX: 0.5, anchorY: 0.5, alpha: 0.6 }); self.strength = 0; self.maxStrength = 10; self.radius = 150; self.lifespan = 120; self.active = false; self.init = function (x, y) { self.x = x; self.y = y; self.strength = 1; self.lifespan = 120; self.active = true; self.scale.set(0.5); // Play tornado sound LK.getSound('tornado').play(); }; self.update = function () { if (!self.active) return false; self.lifespan--; if (self.strength < self.maxStrength) { self.strength += 0.2; } // Visual effects self.scale.set(0.5 + self.strength / self.maxStrength * 0.5); self.rotation += 0.05; if (self.lifespan <= 30) { self.alpha = self.lifespan / 30; } if (self.lifespan <= 0) { self.active = false; return false; } return true; }; // Apply tornado force to an object self.applyForce = function (object) { var dx = self.x - object.x; var dy = self.y - object.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < self.radius * self.scale.x) { // Calculate force direction (toward tornado center) var forceX = dx / distance; var forceY = dy / distance; // Apply force inversely proportional to distance var forceMagnitude = self.strength * (1 - distance / (self.radius * self.scale.x)); object.vx += forceX * forceMagnitude; object.vy += forceY * forceMagnitude; // Add some rotation effect object.rotationSpeed = (object.rotationSpeed || 0) + 0.05; return true; } return false; }; return self; }); var WindEffect = Container.expand(function () { var self = Container.call(this); var windGraphic = self.attachAsset('whirlwind', { anchorX: 0.5, anchorY: 0.5, alpha: 0.3 }); self.directionX = 0; self.directionY = 0; self.strength = 0; self.lifespan = 30; self.active = false; self.init = function (x, y, dirX, dirY, strength) { self.x = x; self.y = y; self.directionX = dirX; self.directionY = dirY; self.strength = strength || 1; self.lifespan = 30; self.active = true; self.alpha = 0.7; // Set rotation based on wind direction self.rotation = Math.atan2(dirY, dirX); // Set scale based on strength self.scale.set(0.5 + self.strength * 0.2); // Elongate in direction of movement windGraphic.scale.x = 1 + self.strength * 0.3; windGraphic.scale.y = 0.5; }; self.update = function () { if (!self.active) return false; self.lifespan--; // Move in direction self.x += self.directionX * self.strength * 2; self.y += self.directionY * self.strength * 2; // Fade out gradually if (self.lifespan < 15) { self.alpha = self.lifespan / 15 * 0.7; } if (self.lifespan <= 0) { self.active = false; return false; } return true; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Game size constants var GAME_WIDTH = 2048; var GAME_HEIGHT = 2732; // Change background color to a light sky blue game.setBackgroundColor(0xc2e6ff); // Game variables var airParticles = []; var leaves = []; var clouds = []; var tornados = []; var playerHands = []; var enemies = []; var windEffects = []; var airShrine; var levelManager; var score = 0; var nextCloudTime = 0; var cloudInterval = 300; var nextLeafTime = 0; var leafInterval = 180; var nextEnemyTime = 0; var enemyInterval = 500; var threatChance = 0.2; var remainingEnemies = 0; var mainPlayerHand = null; // Track the single active wind controller // UI elements var scoreText = new Text2('Score: 0', { size: 80, fill: 0xFFFFFF }); scoreText.anchor.set(0, 0); LK.gui.topLeft.addChild(scoreText); scoreText.x = 120; scoreText.y = 50; var levelText = new Text2('Level: 1', { size: 80, fill: 0xFFFFFF }); levelText.anchor.set(1, 0); LK.gui.topRight.addChild(levelText); levelText.x = -50; levelText.y = 50; var healthBar = new Container(); var healthBarBg = LK.getAsset('airParticle', { anchorX: 0, anchorY: 0.5, scaleX: 40, scaleY: 0.8, alpha: 0.5, tint: 0x000000 }); var healthBarFill = LK.getAsset('airParticle', { anchorX: 0, anchorY: 0.5, scaleX: 40, scaleY: 0.8, tint: 0x42f5a7 }); healthBar.addChild(healthBarBg); healthBar.addChild(healthBarFill); LK.gui.top.addChild(healthBar); healthBar.y = 50; // Initialize game elements function initializeGame() { // Initialize level manager levelManager = new Level(); levelManager.startLevel(1); remainingEnemies = levelManager.enemyCount; // Create air shrine in the center airShrine = new AirShrine(); airShrine.x = GAME_WIDTH / 2; airShrine.y = GAME_HEIGHT / 2; game.addChild(airShrine); // Create initial leaves for (var i = 0; i < 10; i++) { createLeaf(); } // Create initial clouds for (var i = 0; i < 3; i++) { createCloud(); } // Start ambient wind music LK.playMusic('ambientWind', { fade: { start: 0, end: 0.4, duration: 2000 } }); } // Create a new leaf at a random position function createLeaf() { var leaf = new Leaf(); leaf.x = Math.random() * GAME_WIDTH; leaf.y = Math.random() * GAME_HEIGHT; leaf.vx = (Math.random() - 0.5) * 2; leaf.vy = (Math.random() - 0.5) * 2; leaves.push(leaf); game.addChild(leaf); } // Create a new cloud function createCloud() { var cloud = new Cloud(); var side = Math.floor(Math.random() * 4); // 0: top, 1: right, 2: bottom, 3: left var type = Math.random() < threatChance ? "threat" : "normal"; switch (side) { case 0: // top cloud.init(Math.random() * GAME_WIDTH, -100, type); cloud.vy = Math.random() * 1 + 0.5; break; case 1: // right cloud.init(GAME_WIDTH + 100, Math.random() * GAME_HEIGHT, type); cloud.vx = -(Math.random() * 1 + 0.5); break; case 2: // bottom cloud.init(Math.random() * GAME_WIDTH, GAME_HEIGHT + 100, type); cloud.vy = -(Math.random() * 1 + 0.5); break; case 3: // left cloud.init(-100, Math.random() * GAME_HEIGHT, type); cloud.vx = Math.random() * 1 + 0.5; break; } clouds.push(cloud); game.addChild(cloud); } // Create air particles function createAirParticles(x, y, dirX, dirY, count, speed) { for (var i = 0; i < count; i++) { var particle = new AirParticle(); var angle = Math.atan2(dirY, dirX) + (Math.random() - 0.5) * 1; var particleSpeed = speed * (0.5 + Math.random() * 0.5); particle.init(x + (Math.random() - 0.5) * 40, y + (Math.random() - 0.5) * 40, Math.cos(angle) * particleSpeed, Math.sin(angle) * particleSpeed, 50 + Math.random() * 50); airParticles.push(particle); game.addChild(particle); } } // Create a tornado function createTornado(x, y) { var tornado = new Tornado(); tornado.init(x, y); tornados.push(tornado); game.addChild(tornado); } // Create an enemy function createEnemy() { if (remainingEnemies <= 0) return; // Don't create enemies if level quota reached var enemy = new Enemy(); var angle = Math.random() * Math.PI * 2; var distance = 1200; // Spawn outside the player's immediate view var x = airShrine.x + Math.cos(angle) * distance; var y = airShrine.y + Math.sin(angle) * distance; // Ensure enemy is spawned within game bounds + margin x = Math.max(-100, Math.min(GAME_WIDTH + 100, x)); y = Math.max(-100, Math.min(GAME_HEIGHT + 100, y)); enemy.init(x, y, levelManager.enemyHealth, levelManager.enemySpeed); enemies.push(enemy); game.addChild(enemy); remainingEnemies--; } // Handle pointer down event game.down = function (x, y, obj) { // If there's already an active main player hand, deactivate it if (mainPlayerHand && mainPlayerHand.active) { mainPlayerHand.deactivate(); } // Create a new hand var hand = new PlayerHand(); hand.init(x, y); // Remove any existing hands for (var i = 0; i < playerHands.length; i++) { if (playerHands[i] !== hand) { playerHands[i].deactivate(); } } playerHands = [hand]; // Only keep this single hand game.addChild(hand); // Set this as the main player hand mainPlayerHand = hand; // Play wind sound LK.getSound('wind').play(); // Create initial air particles createAirParticles(x, y, 0, 0, 5, 1); }; // Handle pointer move event game.move = function (x, y, obj) { // Only update if the main player hand is active if (mainPlayerHand && mainPlayerHand.active) { // Calculate direction and speed var dirX = x - mainPlayerHand.x; var dirY = y - mainPlayerHand.y; var speed = Math.sqrt(dirX * dirX + dirY * dirY); // Only update if the hand has moved enough if (speed > 1) { mainPlayerHand.x = x; mainPlayerHand.y = y; // Create air particles based on movement speed if (speed > 10) { var normalizedDirX = dirX / speed; var normalizedDirY = dirY / speed; createAirParticles(x, y, normalizedDirX, normalizedDirY, Math.min(5, speed / 5), speed / 10); // Create wind effect if (speed > 20 && LK.ticks % 5 === 0) { var windEffect = new WindEffect(); windEffect.init(x, y, normalizedDirX, normalizedDirY, speed / 20); windEffects.push(windEffect); game.addChild(windEffect); } // Apply wind force to nearby leaves and clouds var windRadius = 250 + speed * 3; // Increased wind radius var windStrength = speed / 25; // Increased wind strength for (var i = 0; i < leaves.length; i++) { var leaf = leaves[i]; var dx = leaf.x - x; var dy = leaf.y - y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < windRadius) { leaf.applyWind(normalizedDirX, normalizedDirY, windStrength * (1 - distance / windRadius)); } } for (var i = 0; i < clouds.length; i++) { var cloud = clouds[i]; var dx = cloud.x - x; var dy = cloud.y - y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < windRadius * 1.5) { cloud.applyWind(normalizedDirX, normalizedDirY, windStrength * 0.5 * (1 - distance / (windRadius * 1.5))); } } } // Check for circular motion (tornado creation) if (mainPlayerHand.isCircularMotion()) { var center = mainPlayerHand.getCircleCenter(); createTornado(center.x, center.y); mainPlayerHand.trailPoints = []; // Reset trail after creating tornado } } } }; // Handle pointer up event game.up = function (x, y, obj) { if (mainPlayerHand && mainPlayerHand.active) { mainPlayerHand.deactivate(); mainPlayerHand = null; } }; // Main game update loop game.update = function () { // Update all game objects // Update air particles for (var i = airParticles.length - 1; i >= 0; i--) { if (!airParticles[i].update()) { airParticles[i].destroy(); airParticles.splice(i, 1); } } // Update player hands for (var i = playerHands.length - 1; i >= 0; i--) { var hand = playerHands[i]; hand.update(); if (!hand.active && hand.alpha <= 0) { hand.destroy(); playerHands.splice(i, 1); } } // Update leaves for (var i = 0; i < leaves.length; i++) { leaves[i].update(); } // Update clouds and check for collisions with shrine for (var i = clouds.length - 1; i >= 0; i--) { var cloud = clouds[i]; cloud.update(); // Check if cloud is off screen by a large margin if (cloud.x < -300 || cloud.x > GAME_WIDTH + 300 || cloud.y < -300 || cloud.y > GAME_HEIGHT + 300) { cloud.destroy(); clouds.splice(i, 1); continue; } // Check for threat clouds intersecting with shrine if (cloud.type === "threat") { cloud.lastIntersecting = cloud.intersects(airShrine); if (cloud.lastIntersecting) { airShrine.damage(0.1); // Visual feedback createAirParticles(cloud.x, cloud.y, 0, 0, 5, 2); } } } // Update tornados and apply forces for (var i = tornados.length - 1; i >= 0; i--) { var tornado = tornados[i]; if (!tornado.update()) { tornado.destroy(); tornados.splice(i, 1); continue; } // Apply tornado forces to leaves and clouds for (var j = 0; j < leaves.length; j++) { tornado.applyForce(leaves[j]); } for (var j = 0; j < clouds.length; j++) { if (tornado.applyForce(clouds[j]) && clouds[j].type === "threat") { // Destroy threat clouds caught in tornados score += 5; scoreText.setText("Score: " + score); // Create particle effect createAirParticles(clouds[j].x, clouds[j].y, 0, 0, 20, 3); // Play success sound LK.getSound('success').play(); // Remove the cloud clouds[j].destroy(); clouds.splice(j, 1); j--; } } } // Update air shrine airShrine.update(); // Check for game over condition if (airShrine.health <= 0 && airShrine.lastHealth > 0) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } // Update wind effects for (var i = windEffects.length - 1; i >= 0; i--) { if (!windEffects[i].update()) { windEffects[i].destroy(); windEffects.splice(i, 1); } } // Check for level completion (all enemies defeated) if (remainingEnemies <= 0 && enemies.length === 0) { levelManager.startLevel(levelManager.currentLevel + 1); levelText.setText("Level: " + levelManager.currentLevel); remainingEnemies = levelManager.enemyCount; // Update game parameters threatChance = levelManager.threatChance; cloudInterval = levelManager.cloudInterval; leafInterval = levelManager.leafInterval; enemyInterval = levelManager.enemyInterval; // Heal shrine a bit airShrine.heal(20); // Visual feedback LK.effects.flashScreen(0x00ff00, 500); } // Update health bar healthBarFill.scale.x = 40 * (airShrine.health / 100); if (airShrine.health < 30) { healthBarFill.tint = 0xff3030; } else if (airShrine.health < 60) { healthBarFill.tint = 0xffff30; } else { healthBarFill.tint = 0x42f5a7; } // Update enemies for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; enemy.update(); // Check if enemy reached the shrine if (enemy.intersects(airShrine)) { if (!enemy.lastIntersecting) { airShrine.damage(5); createAirParticles(enemy.x, enemy.y, 0, 0, 15, 3); LK.effects.flashObject(enemy, 0xff0000, 300); } enemy.lastIntersecting = true; } else { enemy.lastIntersecting = false; } // Check if enemy is hit by wind for (var j = 0; j < playerHands.length; j++) { var hand = playerHands[j]; if (hand.active && hand.vx * hand.vx + hand.vy * hand.vy > 25) { var dx = enemy.x - hand.x; var dy = enemy.y - hand.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 150) { if (enemy.damage()) { score += 10; scoreText.setText("Score: " + score); createAirParticles(enemy.x, enemy.y, hand.vx / 10, hand.vy / 10, 20, 2); LK.getSound('success').play(); enemy.destroy(); enemies.splice(i, 1); break; } else { // Knockback effect enemy.x += hand.vx * 0.5; enemy.y += hand.vy * 0.5; createAirParticles(enemy.x, enemy.y, hand.vx / 20, hand.vy / 20, 5, 1); } } } } // Check if enemy is caught in tornado for (var j = 0; j < tornados.length; j++) { if (tornados[j].applyForce(enemy)) { if (enemy.damage()) { score += 15; scoreText.setText("Score: " + score); createAirParticles(enemy.x, enemy.y, 0, 0, 25, 3); LK.getSound('success').play(); enemy.destroy(); enemies.splice(i, 1); break; } } } } // Spawn new clouds, leaves and enemies at intervals if (LK.ticks >= nextCloudTime) { createCloud(); nextCloudTime = LK.ticks + cloudInterval; } if (LK.ticks >= nextLeafTime) { createLeaf(); nextLeafTime = LK.ticks + leafInterval; } if (LK.ticks >= nextEnemyTime && remainingEnemies > 0) { createEnemy(); nextEnemyTime = LK.ticks + enemyInterval; } // Set score for LK system LK.setScore(score); }; // Initialize the game initializeGame();
===================================================================
--- original.js
+++ change.js
@@ -147,17 +147,18 @@
var self = Container.call(this);
var enemyGraphic = self.attachAsset('airParticle', {
anchorX: 0.5,
anchorY: 0.5,
- scaleX: 2.5,
- scaleY: 2.5,
- tint: 0xff1010
+ scaleX: 3.5,
+ scaleY: 3.5,
+ tint: 0xff0000
});
- self.speed = 1 + Math.random();
+ self.speed = 1.5 + Math.random();
self.health = 3;
self.lastX = 0;
self.lastY = 0;
self.lastIntersecting = false;
+ self.attackCooldown = 0;
self.init = function (x, y, health, speed) {
self.x = x;
self.y = y;
self.lastX = x;
@@ -178,11 +179,15 @@
self.x += dx / distance * self.speed;
self.y += dy / distance * self.speed;
}
}
- // Pulse effect
- self.scale.x = 1.8 + Math.sin(LK.ticks * 0.1) * 0.2;
- self.scale.y = 1.8 + Math.sin(LK.ticks * 0.1) * 0.2;
+ // Pulse effect with more aggressive animation
+ self.scale.x = 3.0 + Math.sin(LK.ticks * 0.2) * 0.5;
+ self.scale.y = 3.0 + Math.sin(LK.ticks * 0.2) * 0.5;
+ // Handle attack cooldown
+ if (self.attackCooldown > 0) {
+ self.attackCooldown--;
+ }
return true;
};
self.damage = function () {
self.health--;
@@ -250,15 +255,15 @@
self.enemyHealth = 3;
self.enemySpeed = 1;
self.startLevel = function (level) {
self.currentLevel = level;
- self.enemyCount = 10 * level; // Increased from 5 to 10 enemies per level
+ self.enemyCount = 15 * level; // Increased to 15 enemies per level
self.threatChance = Math.min(0.5, 0.2 + level * 0.05);
self.cloudInterval = Math.max(100, 300 - level * 20);
- self.leafInterval = Math.max(100, 180 - level * 10); // Reduced leaf spawn rate
- self.enemyInterval = Math.max(150, 500 - level * 50); // Faster enemy spawn
+ self.leafInterval = Math.max(150, 180 - level * 8); // Further reduced leaf spawn rate
+ self.enemyInterval = Math.max(100, 500 - level * 60); // Even faster enemy spawn
self.enemyHealth = 3 + Math.floor(level / 2);
- self.enemySpeed = 1 + level * 0.2;
+ self.enemySpeed = 1.2 + level * 0.3; // Faster enemies
// Create level notification
self.showLevelNotification();
return self;
};
@@ -272,15 +277,15 @@
levelNotification.y = GAME_HEIGHT / 2;
levelNotification.alpha = 0;
game.addChild(levelNotification);
// Animate level notification
- tween(levelNotification, {
+ tween.to(levelNotification, {
alpha: 1,
y: GAME_HEIGHT / 2 - 100
}, {
duration: 500,
onComplete: function onFinish() {
- tween(levelNotification, {
+ tween.to(levelNotification, {
alpha: 0,
y: GAME_HEIGHT / 2 - 200
}, {
duration: 500,
@@ -690,9 +695,15 @@
}
// Create a new hand
var hand = new PlayerHand();
hand.init(x, y);
- playerHands.push(hand);
+ // Remove any existing hands
+ for (var i = 0; i < playerHands.length; i++) {
+ if (playerHands[i] !== hand) {
+ playerHands[i].deactivate();
+ }
+ }
+ playerHands = [hand]; // Only keep this single hand
game.addChild(hand);
// Set this as the main player hand
mainPlayerHand = hand;
// Play wind sound
Modern App Store icon, high definition, square with rounded corners, for a game titled "Air Weaver" and with the description "A mystical adventure where you control the element of air through touch gestures. Harness wind currents, create tornadoes, and manipulate your environment by moving your hands across the screen. Master your air powers to overcome obstacles and restore balance to a world disrupted by chaotic weather patterns.". No text on icon!
A boy controlling wind. In-Game asset. 2d. High contrast. No shadows