User prompt
Player can only shoot the villains
User prompt
When blue semibot See's player blue semibot helps player defeat the villains
User prompt
Make the blue semibot kill the villain make the blue semibot Chase the villain
User prompt
Please fix the bug: 'LK.setPersistent is not a function' in or related to this line: 'LK.setPersistent(semibot);' Line Number: 1246
User prompt
Can you make the blue semibot stay
User prompt
Add blue semibot character
User prompt
Rename Taxmanlcon to taxman and stop calling tax man player it's just the villain there's two villains
User prompt
Make the taxman come after the player
User prompt
The taxman is not the player the taxman is the enemy not Taxmanlcon
User prompt
Add the taxman asset
User prompt
Make a weapon for the player
User prompt
Main villain ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'playerHealthText.style.fill = player.health <= 20 ? 0xe74c3c : player.health <= 50 ? 0xf39c12 : 0x00FF00;' Line Number: 946
User prompt
Add a player
User prompt
Add player
User prompt
Add semibot and taxman
User prompt
I need a semibot player ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Repo bot player
Code edit (1 edits merged)
Please save this source code
User prompt
R.E.P.O. - Repository Emergency Protocol Override
Initial prompt
Make r.e.p.o.
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var DataPacket = Container.expand(function () {
var self = Container.call(this);
// Color constants
var COLORS = [0x3498db, 0xe74c3c, 0xf39c12, 0x2ecc71, 0x9b59b6];
var COLOR_NAMES = ['blue', 'red', 'orange', 'green', 'purple'];
// Properties
self.colorIndex = 0;
self.colorName = '';
self.isBeingDragged = false;
self.lastX = 0;
self.lastY = 0;
self.lastWasIntersecting = false;
self.matchedNode = null;
// Create packet graphic
var packetGraphic = self.attachAsset('dataPacket', {
anchorX: 0.5,
anchorY: 0.5
});
// Set random color
self.setRandomColor = function () {
self.colorIndex = Math.floor(Math.random() * COLORS.length);
self.colorName = COLOR_NAMES[self.colorIndex];
packetGraphic.tint = COLORS[self.colorIndex];
};
// Down event for dragging
self.down = function (x, y, obj) {
self.isBeingDragged = true;
// Bring to front
if (self.parent) {
self.parent.removeChild(self);
self.parent.addChild(self);
}
};
// Update method called every tick
self.update = function () {
// Track position for intersection detection
self.lastX = self.x;
self.lastY = self.y;
};
// Initialize with random color
self.setRandomColor();
return self;
});
var ErrorBlock = Container.expand(function () {
var self = Container.call(this);
// Properties
self.lifespan = 10 * 60; // 10 seconds at 60fps
// Create block graphic
var blockGraphic = self.attachAsset('errorBlock', {
anchorX: 0.5,
anchorY: 0.5
});
// Update method
self.update = function () {
self.lifespan--;
// Fade out near end of lifespan
if (self.lifespan < 60) {
self.alpha = self.lifespan / 60;
}
// Rotate slowly
self.rotation += 0.01;
};
return self;
});
var PowerUp = Container.expand(function () {
var self = Container.call(this);
// Properties
self.type = 'slowTime'; // Default type
self.isBeingDragged = false;
self.lastX = 0;
self.lastY = 0;
self.lastWasIntersecting = false;
// Create power-up graphic
var powerUpGraphic = self.attachAsset('powerUp', {
anchorX: 0.5,
anchorY: 0.5
});
// Power-up types and their colors
var TYPES = ['slowTime', 'clearPath', 'stabilityBoost'];
var TYPE_COLORS = [0xf39c12, 0x9b59b6, 0x3498db];
// Set type
self.setType = function (typeIndex) {
self.type = TYPES[typeIndex];
powerUpGraphic.tint = TYPE_COLORS[typeIndex];
};
// Down event for dragging
self.down = function (x, y, obj) {
self.isBeingDragged = true;
// Bring to front
if (self.parent) {
self.parent.removeChild(self);
self.parent.addChild(self);
}
};
// Update method
self.update = function () {
// Pulse effect
var pulseAmount = Math.sin(LK.ticks * 0.1) * 0.1 + 1;
self.scale.set(pulseAmount, pulseAmount);
// Track position
self.lastX = self.x;
self.lastY = self.y;
};
// Set random type
self.setType(Math.floor(Math.random() * TYPES.length));
return self;
});
var StabilityBar = Container.expand(function () {
var self = Container.call(this);
// Properties
self.stability = 50; // Start at 50%
self.maxStability = 100;
self.warningLevel = 25;
self.criticalLevel = 10;
// Create background
var barBg = self.attachAsset('stabilityBarBg', {
anchorX: 0.5,
anchorY: 0.5
});
// Create bar
var bar = self.attachAsset('stabilityBar', {
anchorX: 0.5,
anchorY: 1.0
});
// Position the bar
bar.y = barBg.height / 2;
// Set stability amount (0-100)
self.setStability = function (amount) {
self.stability = Math.max(0, Math.min(self.maxStability, amount));
// Update bar height
var heightPercentage = self.stability / self.maxStability;
bar.scaleY = heightPercentage;
// Update bar color based on stability
if (self.stability <= self.criticalLevel) {
bar.tint = 0xe74c3c; // Critical - red
} else if (self.stability <= self.warningLevel) {
bar.tint = 0xf39c12; // Warning - orange
} else {
bar.tint = 0x27ae60; // Normal - green
}
};
// Change stability
self.changeStability = function (delta) {
self.setStability(self.stability + delta);
return self.stability;
};
// Initialize
self.setStability(self.stability);
return self;
});
// Game variables
var StorageNode = Container.expand(function () {
var self = Container.call(this);
// Color constants
var COLORS = [0x3498db, 0xe74c3c, 0xf39c12, 0x2ecc71, 0x9b59b6];
var COLOR_NAMES = ['blue', 'red', 'orange', 'green', 'purple'];
// Properties
self.colorIndex = 0;
self.colorName = '';
self.lastPacketsStored = 0;
self.packetsStored = 0;
// Create node graphic
var nodeGraphic = self.attachAsset('storageNode', {
anchorX: 0.5,
anchorY: 0.5
});
// Set color
self.setColor = function (index) {
self.colorIndex = index;
self.colorName = COLOR_NAMES[index];
nodeGraphic.tint = COLORS[index];
};
// Handle packet storage
self.storePacket = function () {
self.packetsStored++;
// Visual feedback
tween.to(self, 0.2, {
scaleX: 1.2,
scaleY: 1.2,
onComplete: function onComplete() {
tween.to(self, 0.2, {
scaleX: 1,
scaleY: 1
});
}
});
};
// Update method
self.update = function () {
self.lastPacketsStored = self.packetsStored;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
// Game variables
// Game assets
// Tween library for animations
var packetSpawnInterval = 3 * 60; // Spawn every 3 seconds at 60fps
var nextPacketSpawn = packetSpawnInterval;
var stabilityDecayRate = 0.05; // Stability decay per tick
var packets = [];
var storageNodes = [];
var errorBlocks = [];
var powerUps = [];
var level = 1;
var score = 0;
var stabilityBar;
var scoreText;
var levelText;
var draggedObject = null;
var gameRunning = true;
var lastSuccessfulChain = 0;
var chainCount = 0;
// UI text setup
scoreText = new Text2('Score: 0', {
size: 60,
fill: 0xFFFFFF
});
scoreText.anchor.set(0, 0);
scoreText.x = 50;
scoreText.y = 50;
LK.gui.topLeft.addChild(scoreText);
levelText = new Text2('Level: 1', {
size: 60,
fill: 0xFFFFFF
});
levelText.anchor.set(1, 0);
levelText.x = -50;
levelText.y = 50;
LK.gui.topRight.addChild(levelText);
// Initialize stability bar
stabilityBar = new StabilityBar();
stabilityBar.x = 80;
stabilityBar.y = 2732 / 2;
game.addChild(stabilityBar);
// Create storage nodes
function createStorageNodes() {
// Clear existing nodes
storageNodes.forEach(function (node) {
node.destroy();
});
storageNodes = [];
var numNodes = Math.min(5, 2 + Math.floor(level / 2)); // Increase nodes with level
var spacing = 2048 / (numNodes + 1);
for (var i = 0; i < numNodes; i++) {
var node = new StorageNode();
node.setColor(i % 5);
node.x = spacing * (i + 1);
node.y = 2732 - 300;
game.addChild(node);
storageNodes.push(node);
}
}
// Create a new data packet
function createDataPacket() {
var packet = new DataPacket();
packet.x = Math.random() * (2048 - 200) + 100;
packet.y = -100;
game.addChild(packet);
packets.push(packet);
// Random vertical speed based on level
packet.speedY = 1 + Math.random() * level * 0.5;
return packet;
}
// Create power-up
function createPowerUp() {
var powerUp = new PowerUp();
powerUp.x = Math.random() * (2048 - 200) + 100;
powerUp.y = -100;
game.addChild(powerUp);
powerUps.push(powerUp);
// Set vertical speed
powerUp.speedY = 1 + Math.random() * 0.5;
return powerUp;
}
// Create error block obstacle
function createErrorBlock(x, y) {
var block = new ErrorBlock();
block.x = x;
block.y = y;
game.addChild(block);
errorBlocks.push(block);
return block;
}
// Handle power-up effect
function activatePowerUp(powerUp) {
LK.getSound('powerup').play();
switch (powerUp.type) {
case 'slowTime':
// Slow down all packets
packets.forEach(function (packet) {
packet.speedY *= 0.5;
});
break;
case 'clearPath':
// Remove all error blocks
errorBlocks.forEach(function (block) {
block.destroy();
});
errorBlocks = [];
break;
case 'stabilityBoost':
// Boost stability
stabilityBar.changeStability(25);
break;
}
// Visual feedback
LK.effects.flashScreen(0xf39c12, 500);
}
// Check if a packet matches a storage node
function checkNodeMatch(packet, node) {
if (packet.colorIndex === node.colorIndex && packet.intersects(node)) {
// Match found
LK.getSound('match').play();
// Update score based on chain
if (lastSuccessfulChain === packet.colorIndex) {
chainCount++;
score += 10 * chainCount;
} else {
chainCount = 1;
score += 10;
}
lastSuccessfulChain = packet.colorIndex;
// Update score display
LK.setScore(score);
scoreText.setText('Score: ' + score);
// Increase stability
stabilityBar.changeStability(5);
// Visual feedback
node.storePacket();
// Remove packet
var index = packets.indexOf(packet);
if (index !== -1) {
packets.splice(index, 1);
}
packet.destroy();
// Level up check
if (score >= level * 100) {
levelUp();
}
return true;
}
return false;
}
// Handle level up
function levelUp() {
level++;
levelText.setText('Level: ' + level);
// Increase difficulty
packetSpawnInterval = Math.max(60, packetSpawnInterval - 15);
stabilityDecayRate += 0.01;
// Create new node layout
createStorageNodes();
// Visual feedback
LK.effects.flashScreen(0x2ecc71, 500);
}
// Initialize game
createStorageNodes();
// Game touch/mouse events
game.down = function (x, y, obj) {
// Check if we're clicking on a packet or power-up
var foundObject = false;
// Check packets first (in reverse to get top-most)
for (var i = packets.length - 1; i >= 0; i--) {
var packet = packets[i];
if (packet.getBounds().contains(x, y)) {
draggedObject = packet;
packet.down(x, y, obj);
foundObject = true;
break;
}
}
// Check power-ups if no packet was found
if (!foundObject) {
for (var i = powerUps.length - 1; i >= 0; i--) {
var powerUp = powerUps[i];
if (powerUp.getBounds().contains(x, y)) {
draggedObject = powerUp;
powerUp.down(x, y, obj);
foundObject = true;
break;
}
}
}
};
game.move = function (x, y, obj) {
if (draggedObject && draggedObject.isBeingDragged) {
draggedObject.x = x;
draggedObject.y = y;
}
};
game.up = function (x, y, obj) {
if (draggedObject) {
// Check for matches with storage nodes
if (draggedObject instanceof DataPacket) {
var matched = false;
for (var i = 0; i < storageNodes.length; i++) {
if (checkNodeMatch(draggedObject, storageNodes[i])) {
matched = true;
break;
}
}
// Create error block if no match
if (!matched) {
LK.getSound('error').play();
createErrorBlock(draggedObject.x, draggedObject.y);
stabilityBar.changeStability(-10);
// Remove the mismatched packet
var index = packets.indexOf(draggedObject);
if (index !== -1) {
packets.splice(index, 1);
}
draggedObject.destroy();
}
}
// Check if it's a power-up
else if (draggedObject instanceof PowerUp) {
activatePowerUp(draggedObject);
// Remove the used power-up
var index = powerUps.indexOf(draggedObject);
if (index !== -1) {
powerUps.splice(index, 1);
}
draggedObject.destroy();
}
draggedObject = null;
}
};
// Main game update loop
game.update = function () {
if (!gameRunning) return;
// Update all game objects
for (var i = packets.length - 1; i >= 0; i--) {
var packet = packets[i];
packet.update();
// Move non-dragged packets down
if (!packet.isBeingDragged) {
packet.y += packet.speedY;
}
// Check if packet is out of bounds
if (packet.y > 2732 + 100) {
// Missed packet - penalty
stabilityBar.changeStability(-15);
LK.getSound('error').play();
// Remove packet
packets.splice(i, 1);
packet.destroy();
continue;
}
}
// Update power-ups
for (var i = powerUps.length - 1; i >= 0; i--) {
var powerUp = powerUps[i];
powerUp.update();
// Move non-dragged power-ups down
if (!powerUp.isBeingDragged) {
powerUp.y += powerUp.speedY;
}
// Remove if out of bounds
if (powerUp.y > 2732 + 100) {
powerUps.splice(i, 1);
powerUp.destroy();
}
}
// Update error blocks
for (var i = errorBlocks.length - 1; i >= 0; i--) {
var block = errorBlocks[i];
block.update();
// Remove expired blocks
if (block.lifespan <= 0) {
errorBlocks.splice(i, 1);
block.destroy();
}
}
// Update storage nodes
for (var i = 0; i < storageNodes.length; i++) {
storageNodes[i].update();
}
// Spawn new packets
nextPacketSpawn--;
if (nextPacketSpawn <= 0) {
createDataPacket();
nextPacketSpawn = packetSpawnInterval;
// Occasionally spawn power-ups (5% chance)
if (Math.random() < 0.05) {
createPowerUp();
}
}
// Decrease stability over time
stabilityBar.changeStability(-stabilityDecayRate);
// Warning when stability is low
if (stabilityBar.stability <= stabilityBar.warningLevel && LK.ticks % 60 === 0) {
LK.getSound('warning').play();
}
// Check for game over
if (stabilityBar.stability <= 0) {
gameRunning = false;
LK.effects.flashScreen(0xe74c3c, 1000);
LK.showGameOver();
}
};
// Set background color to dark blue/grey for tech theme
game.setBackgroundColor(0x2c3e50); ===================================================================
--- original.js
+++ change.js
@@ -1,506 +1,521 @@
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
-var storage = LK.import("@upit/storage.v1", {
- currentLevel: 1,
- highestLevel: 1
-});
/****
* Classes
****/
-var DataPacket = Container.expand(function (color, speed) {
+var DataPacket = Container.expand(function () {
var self = Container.call(this);
- self.packetColor = color || 0xFFFFFF;
- self.targetNodeId = null;
- self.speed = speed || 3;
- self.isDragging = false;
- self.isMatched = false;
- var packetGraphics = self.attachAsset('dataPacket', {
+ // Color constants
+ var COLORS = [0x3498db, 0xe74c3c, 0xf39c12, 0x2ecc71, 0x9b59b6];
+ var COLOR_NAMES = ['blue', 'red', 'orange', 'green', 'purple'];
+ // Properties
+ self.colorIndex = 0;
+ self.colorName = '';
+ self.isBeingDragged = false;
+ self.lastX = 0;
+ self.lastY = 0;
+ self.lastWasIntersecting = false;
+ self.matchedNode = null;
+ // Create packet graphic
+ var packetGraphic = self.attachAsset('dataPacket', {
anchorX: 0.5,
- anchorY: 0.5,
- tint: self.packetColor
+ anchorY: 0.5
});
- self.down = function (x, y, obj) {
- self.isDragging = true;
- game.draggedPacket = self;
+ // Set random color
+ self.setRandomColor = function () {
+ self.colorIndex = Math.floor(Math.random() * COLORS.length);
+ self.colorName = COLOR_NAMES[self.colorIndex];
+ packetGraphic.tint = COLORS[self.colorIndex];
};
- self.up = function (x, y, obj) {
- self.isDragging = false;
- if (game.draggedPacket === self) {
- game.draggedPacket = null;
+ // Down event for dragging
+ self.down = function (x, y, obj) {
+ self.isBeingDragged = true;
+ // Bring to front
+ if (self.parent) {
+ self.parent.removeChild(self);
+ self.parent.addChild(self);
}
};
- self.match = function (storageNode) {
- self.isMatched = true;
- self.targetNodeId = storageNode.id;
- tween(self, {
- x: storageNode.x,
- y: storageNode.y,
- width: 0,
- height: 0,
- alpha: 0
- }, {
- duration: 500,
- easing: tween.easeIn,
- onFinish: function onFinish() {
- self.destroy();
- storageNode.processPacket();
- game.removePacket(self);
- game.score += 10;
- LK.setScore(game.score);
- LK.getSound('packet_match').play();
- }
- });
+ // Update method called every tick
+ self.update = function () {
+ // Track position for intersection detection
+ self.lastX = self.x;
+ self.lastY = self.y;
};
- self.setColor = function (color) {
- self.packetColor = color;
- packetGraphics.tint = color;
- };
+ // Initialize with random color
+ self.setRandomColor();
+ return self;
+});
+var ErrorBlock = Container.expand(function () {
+ var self = Container.call(this);
+ // Properties
+ self.lifespan = 10 * 60; // 10 seconds at 60fps
+ // Create block graphic
+ var blockGraphic = self.attachAsset('errorBlock', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // Update method
self.update = function () {
- if (self.isMatched) return;
- if (!self.isDragging && !game.isPaused) {
- // Move packet toward center when not dragging
- var dx = game.dataCore.x - self.x;
- var dy = game.dataCore.y - self.y;
- var distance = Math.sqrt(dx * dx + dy * dy);
- if (distance > 5) {
- self.x += dx / distance * self.speed;
- self.y += dy / distance * self.speed;
- } else {
- // Packet reached the core (game over condition)
- if (!game.isGameOver) {
- game.takeDamage();
- }
- game.removePacket(self);
- self.destroy();
- }
+ self.lifespan--;
+ // Fade out near end of lifespan
+ if (self.lifespan < 60) {
+ self.alpha = self.lifespan / 60;
}
+ // Rotate slowly
+ self.rotation += 0.01;
};
return self;
});
-var Firewall = Container.expand(function (x, y, width, rotation) {
+var PowerUp = Container.expand(function () {
var self = Container.call(this);
- self.x = x;
- self.y = y;
- var firewallGraphics = self.attachAsset('firewall', {
+ // Properties
+ self.type = 'slowTime'; // Default type
+ self.isBeingDragged = false;
+ self.lastX = 0;
+ self.lastY = 0;
+ self.lastWasIntersecting = false;
+ // Create power-up graphic
+ var powerUpGraphic = self.attachAsset('powerUp', {
anchorX: 0.5,
- anchorY: 0.5,
- width: width || 200,
- height: 40
+ anchorY: 0.5
});
- if (rotation) {
- self.rotation = rotation * Math.PI / 180;
- }
+ // Power-up types and their colors
+ var TYPES = ['slowTime', 'clearPath', 'stabilityBoost'];
+ var TYPE_COLORS = [0xf39c12, 0x9b59b6, 0x3498db];
+ // Set type
+ self.setType = function (typeIndex) {
+ self.type = TYPES[typeIndex];
+ powerUpGraphic.tint = TYPE_COLORS[typeIndex];
+ };
+ // Down event for dragging
+ self.down = function (x, y, obj) {
+ self.isBeingDragged = true;
+ // Bring to front
+ if (self.parent) {
+ self.parent.removeChild(self);
+ self.parent.addChild(self);
+ }
+ };
+ // Update method
self.update = function () {
- // Optional: Add movement patterns for firewalls in higher levels
+ // Pulse effect
+ var pulseAmount = Math.sin(LK.ticks * 0.1) * 0.1 + 1;
+ self.scale.set(pulseAmount, pulseAmount);
+ // Track position
+ self.lastX = self.x;
+ self.lastY = self.y;
};
+ // Set random type
+ self.setType(Math.floor(Math.random() * TYPES.length));
return self;
});
-var ProgressBar = Container.expand(function () {
+var StabilityBar = Container.expand(function () {
var self = Container.call(this);
- var background = self.attachAsset('progressBar', {
- anchorX: 0,
+ // Properties
+ self.stability = 50; // Start at 50%
+ self.maxStability = 100;
+ self.warningLevel = 25;
+ self.criticalLevel = 10;
+ // Create background
+ var barBg = self.attachAsset('stabilityBarBg', {
+ anchorX: 0.5,
anchorY: 0.5
});
- var fill = self.attachAsset('progressFill', {
- anchorX: 0,
- anchorY: 0.5
+ // Create bar
+ var bar = self.attachAsset('stabilityBar', {
+ anchorX: 0.5,
+ anchorY: 1.0
});
- fill.width = 0;
- self.setProgress = function (percentage) {
- var targetWidth = Math.min(Math.max(percentage, 0), 1) * background.width;
- tween(fill, {
- width: targetWidth
- }, {
- duration: 300,
- easing: tween.easeOut
- });
+ // Position the bar
+ bar.y = barBg.height / 2;
+ // Set stability amount (0-100)
+ self.setStability = function (amount) {
+ self.stability = Math.max(0, Math.min(self.maxStability, amount));
+ // Update bar height
+ var heightPercentage = self.stability / self.maxStability;
+ bar.scaleY = heightPercentage;
+ // Update bar color based on stability
+ if (self.stability <= self.criticalLevel) {
+ bar.tint = 0xe74c3c; // Critical - red
+ } else if (self.stability <= self.warningLevel) {
+ bar.tint = 0xf39c12; // Warning - orange
+ } else {
+ bar.tint = 0x27ae60; // Normal - green
+ }
};
+ // Change stability
+ self.changeStability = function (delta) {
+ self.setStability(self.stability + delta);
+ return self.stability;
+ };
+ // Initialize
+ self.setStability(self.stability);
return self;
});
-var StorageNode = Container.expand(function (id, color) {
+// Game variables
+var StorageNode = Container.expand(function () {
var self = Container.call(this);
- self.id = id;
- self.nodeColor = color;
- self.packetsProcessed = 0;
- self.maxPackets = 5;
- var nodeGraphics = self.attachAsset('storageNode', {
+ // Color constants
+ var COLORS = [0x3498db, 0xe74c3c, 0xf39c12, 0x2ecc71, 0x9b59b6];
+ var COLOR_NAMES = ['blue', 'red', 'orange', 'green', 'purple'];
+ // Properties
+ self.colorIndex = 0;
+ self.colorName = '';
+ self.lastPacketsStored = 0;
+ self.packetsStored = 0;
+ // Create node graphic
+ var nodeGraphic = self.attachAsset('storageNode', {
anchorX: 0.5,
- anchorY: 0.5,
- tint: self.nodeColor
+ anchorY: 0.5
});
- var countText = new Text2('0/' + self.maxPackets, {
- size: 40,
- fill: 0xFFFFFF
- });
- countText.anchor.set(0.5, 0.5);
- self.addChild(countText);
- self.processPacket = function () {
- self.packetsProcessed++;
- countText.setText(self.packetsProcessed + '/' + self.maxPackets);
- // Check if this node is full
- if (self.packetsProcessed >= self.maxPackets) {
- tween(nodeGraphics, {
- tint: 0xFFFFFF
- }, {
- duration: 300,
- easing: tween.easeOut
- });
- // Check if all nodes are full
- game.checkLevelComplete();
- }
+ // Set color
+ self.setColor = function (index) {
+ self.colorIndex = index;
+ self.colorName = COLOR_NAMES[index];
+ nodeGraphic.tint = COLORS[index];
};
- self.reset = function () {
- self.packetsProcessed = 0;
- countText.setText(self.packetsProcessed + '/' + self.maxPackets);
- nodeGraphics.tint = self.nodeColor;
+ // Handle packet storage
+ self.storePacket = function () {
+ self.packetsStored++;
+ // Visual feedback
+ tween.to(self, 0.2, {
+ scaleX: 1.2,
+ scaleY: 1.2,
+ onComplete: function onComplete() {
+ tween.to(self, 0.2, {
+ scaleX: 1,
+ scaleY: 1
+ });
+ }
+ });
};
+ // Update method
self.update = function () {
- // Node pulsing animation if not full
- if (self.packetsProcessed < self.maxPackets && !game.isPaused) {
- var pulse = Math.sin(game.ticks * 0.05) * 0.1 + 0.9;
- self.scale.set(pulse, pulse);
- }
+ self.lastPacketsStored = self.packetsStored;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
- backgroundColor: 0x000022
+ backgroundColor: 0x000000
});
/****
* Game Code
****/
-// Game configuration
-var COLORS = [0xFF4444, 0x44FF44, 0x4444FF, 0xFFFF44, 0xFF44FF, 0x44FFFF];
-var LEVELS = [{
- packetSpeed: 2,
- spawnRate: 120,
- nodeCount: 3,
- firewalls: 0,
- maxHealth: 3
-}, {
- packetSpeed: 2,
- spawnRate: 100,
- nodeCount: 3,
- firewalls: 2,
- maxHealth: 3
-}, {
- packetSpeed: 3,
- spawnRate: 90,
- nodeCount: 4,
- firewalls: 3,
- maxHealth: 3
-}, {
- packetSpeed: 3,
- spawnRate: 80,
- nodeCount: 4,
- firewalls: 4,
- maxHealth: 2
-}, {
- packetSpeed: 4,
- spawnRate: 70,
- nodeCount: 5,
- firewalls: 5,
- maxHealth: 2
-}];
-// Game state variables
-game.level = storage.currentLevel || 1;
-game.score = 0;
-game.health = 0;
-game.maxHealth = 0;
-game.isPaused = false;
-game.isGameOver = false;
-game.levelComplete = false;
-game.packets = [];
-game.storageNodes = [];
-game.firewalls = [];
-game.draggedPacket = null;
-game.ticks = 0;
-// Initialize UI elements
-var scoreTxt = new Text2('Score: 0', {
+// Game variables
+// Game assets
+// Tween library for animations
+var packetSpawnInterval = 3 * 60; // Spawn every 3 seconds at 60fps
+var nextPacketSpawn = packetSpawnInterval;
+var stabilityDecayRate = 0.05; // Stability decay per tick
+var packets = [];
+var storageNodes = [];
+var errorBlocks = [];
+var powerUps = [];
+var level = 1;
+var score = 0;
+var stabilityBar;
+var scoreText;
+var levelText;
+var draggedObject = null;
+var gameRunning = true;
+var lastSuccessfulChain = 0;
+var chainCount = 0;
+// UI text setup
+scoreText = new Text2('Score: 0', {
size: 60,
fill: 0xFFFFFF
});
-scoreTxt.anchor.set(1, 0);
-LK.gui.topRight.addChild(scoreTxt);
-var levelTxt = new Text2('Level: 1', {
+scoreText.anchor.set(0, 0);
+scoreText.x = 50;
+scoreText.y = 50;
+LK.gui.topLeft.addChild(scoreText);
+levelText = new Text2('Level: 1', {
size: 60,
fill: 0xFFFFFF
});
-levelTxt.anchor.set(0, 0);
-LK.gui.topLeft.addChild(levelTxt);
-levelTxt.x = 120; // Move away from the top left corner platform menu icon
-var healthTxt = new Text2('System Health: 3/3', {
- size: 60,
- fill: 0xFFFFFF
-});
-healthTxt.anchor.set(0.5, 0);
-LK.gui.top.addChild(healthTxt);
-var levelProgress = new ProgressBar();
-levelProgress.x = 2048 / 2 - 400;
-levelProgress.y = 100;
-LK.gui.addChild(levelProgress);
-// Initialize game elements
-function initializeLevel() {
- // Clear existing elements
- game.packets.forEach(function (packet) {
- packet.destroy();
- });
- game.packets = [];
- game.storageNodes.forEach(function (node) {
+levelText.anchor.set(1, 0);
+levelText.x = -50;
+levelText.y = 50;
+LK.gui.topRight.addChild(levelText);
+// Initialize stability bar
+stabilityBar = new StabilityBar();
+stabilityBar.x = 80;
+stabilityBar.y = 2732 / 2;
+game.addChild(stabilityBar);
+// Create storage nodes
+function createStorageNodes() {
+ // Clear existing nodes
+ storageNodes.forEach(function (node) {
node.destroy();
});
- game.storageNodes = [];
- game.firewalls.forEach(function (firewall) {
- firewall.destroy();
- });
- game.firewalls = [];
- // Get level configuration
- var levelIndex = Math.min(game.level - 1, LEVELS.length - 1);
- var levelConfig = LEVELS[levelIndex];
- // Set health
- game.maxHealth = levelConfig.maxHealth;
- game.health = levelConfig.maxHealth;
- healthTxt.setText('System Health: ' + game.health + '/' + game.maxHealth);
- // Update level text
- levelTxt.setText('Level: ' + game.level);
- // Reset progress bar
- levelProgress.setProgress(0);
- // Create data core
- var coreBackground = LK.getAsset('dataCoreBackground', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- game.addChild(coreBackground);
- coreBackground.x = 2048 / 2;
- coreBackground.y = 2732 / 2;
- game.dataCore = LK.getAsset('dataCore', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- game.addChild(game.dataCore);
- game.dataCore.x = 2048 / 2;
- game.dataCore.y = 2732 / 2;
- // Create storage nodes in a circle around core
- var nodeColors = [];
- for (var i = 0; i < levelConfig.nodeCount; i++) {
- nodeColors.push(COLORS[i % COLORS.length]);
+ storageNodes = [];
+ var numNodes = Math.min(5, 2 + Math.floor(level / 2)); // Increase nodes with level
+ var spacing = 2048 / (numNodes + 1);
+ for (var i = 0; i < numNodes; i++) {
+ var node = new StorageNode();
+ node.setColor(i % 5);
+ node.x = spacing * (i + 1);
+ node.y = 2732 - 300;
+ game.addChild(node);
+ storageNodes.push(node);
}
- for (var i = 0; i < levelConfig.nodeCount; i++) {
- var angle = i * 2 * Math.PI / levelConfig.nodeCount;
- var distance = 550;
- var x = 2048 / 2 + Math.cos(angle) * distance;
- var y = 2732 / 2 + Math.sin(angle) * distance;
- var storageNode = new StorageNode(i, nodeColors[i]);
- storageNode.x = x;
- storageNode.y = y;
- game.addChild(storageNode);
- game.storageNodes.push(storageNode);
- }
- // Create firewalls
- for (var i = 0; i < levelConfig.firewalls; i++) {
- var angle = i * 2 * Math.PI / levelConfig.firewalls + Math.PI / levelConfig.firewalls;
- var distance = 350;
- var x = 2048 / 2 + Math.cos(angle) * distance;
- var y = 2732 / 2 + Math.sin(angle) * distance;
- var firewall = new Firewall(x, y, 300, angle * 180 / Math.PI + 90);
- game.addChild(firewall);
- game.firewalls.push(firewall);
- }
- // Reset game state
- game.isPaused = false;
- game.isGameOver = false;
- game.levelComplete = false;
- // Play music
- LK.playMusic('gameplay_music');
}
-// Spawn a new data packet
-function spawnPacket() {
- var levelIndex = Math.min(game.level - 1, LEVELS.length - 1);
- var levelConfig = LEVELS[levelIndex];
- // Determine spawn position (random position along edge)
- var side = Math.floor(Math.random() * 4);
- var x, y;
- switch (side) {
- case 0:
- // Top
- x = Math.random() * 2048;
- y = 100;
+// Create a new data packet
+function createDataPacket() {
+ var packet = new DataPacket();
+ packet.x = Math.random() * (2048 - 200) + 100;
+ packet.y = -100;
+ game.addChild(packet);
+ packets.push(packet);
+ // Random vertical speed based on level
+ packet.speedY = 1 + Math.random() * level * 0.5;
+ return packet;
+}
+// Create power-up
+function createPowerUp() {
+ var powerUp = new PowerUp();
+ powerUp.x = Math.random() * (2048 - 200) + 100;
+ powerUp.y = -100;
+ game.addChild(powerUp);
+ powerUps.push(powerUp);
+ // Set vertical speed
+ powerUp.speedY = 1 + Math.random() * 0.5;
+ return powerUp;
+}
+// Create error block obstacle
+function createErrorBlock(x, y) {
+ var block = new ErrorBlock();
+ block.x = x;
+ block.y = y;
+ game.addChild(block);
+ errorBlocks.push(block);
+ return block;
+}
+// Handle power-up effect
+function activatePowerUp(powerUp) {
+ LK.getSound('powerup').play();
+ switch (powerUp.type) {
+ case 'slowTime':
+ // Slow down all packets
+ packets.forEach(function (packet) {
+ packet.speedY *= 0.5;
+ });
break;
- case 1:
- // Right
- x = 2048 - 100;
- y = Math.random() * 2732;
+ case 'clearPath':
+ // Remove all error blocks
+ errorBlocks.forEach(function (block) {
+ block.destroy();
+ });
+ errorBlocks = [];
break;
- case 2:
- // Bottom
- x = Math.random() * 2048;
- y = 2732 - 100;
+ case 'stabilityBoost':
+ // Boost stability
+ stabilityBar.changeStability(25);
break;
- case 3:
- // Left
- x = 100;
- y = Math.random() * 2732;
- break;
}
- // Only use colors that match existing nodes
- var nodeColors = game.storageNodes.map(function (node) {
- return node.nodeColor;
- });
- var packetColor = nodeColors[Math.floor(Math.random() * nodeColors.length)];
- var packet = new DataPacket(packetColor, levelConfig.packetSpeed);
- packet.x = x;
- packet.y = y;
- game.addChild(packet);
- game.packets.push(packet);
+ // Visual feedback
+ LK.effects.flashScreen(0xf39c12, 500);
}
-// Check if the level is complete
-game.checkLevelComplete = function () {
- var allNodesFull = true;
- for (var i = 0; i < game.storageNodes.length; i++) {
- if (game.storageNodes[i].packetsProcessed < game.storageNodes[i].maxPackets) {
- allNodesFull = false;
- break;
+// Check if a packet matches a storage node
+function checkNodeMatch(packet, node) {
+ if (packet.colorIndex === node.colorIndex && packet.intersects(node)) {
+ // Match found
+ LK.getSound('match').play();
+ // Update score based on chain
+ if (lastSuccessfulChain === packet.colorIndex) {
+ chainCount++;
+ score += 10 * chainCount;
+ } else {
+ chainCount = 1;
+ score += 10;
}
- }
- if (allNodesFull && !game.levelComplete) {
- game.levelComplete = true;
- // Calculate progress for next level
- game.level++;
- if (game.level > storage.highestLevel) {
- storage.highestLevel = game.level;
+ lastSuccessfulChain = packet.colorIndex;
+ // Update score display
+ LK.setScore(score);
+ scoreText.setText('Score: ' + score);
+ // Increase stability
+ stabilityBar.changeStability(5);
+ // Visual feedback
+ node.storePacket();
+ // Remove packet
+ var index = packets.indexOf(packet);
+ if (index !== -1) {
+ packets.splice(index, 1);
}
- storage.currentLevel = game.level;
- // Play level complete sound
- LK.getSound('level_complete').play();
- // Show level complete message and start next level
- var levelCompleteTxt = new Text2('Level Complete!', {
- size: 100,
- fill: 0xFFFFFF
- });
- levelCompleteTxt.anchor.set(0.5, 0.5);
- levelCompleteTxt.x = 2048 / 2;
- levelCompleteTxt.y = 2732 / 2;
- game.addChild(levelCompleteTxt);
- LK.setTimeout(function () {
- levelCompleteTxt.destroy();
- initializeLevel();
- }, 2000);
+ packet.destroy();
+ // Level up check
+ if (score >= level * 100) {
+ levelUp();
+ }
+ return true;
}
-};
-// Remove a packet from the game
-game.removePacket = function (packet) {
- var index = game.packets.indexOf(packet);
- if (index !== -1) {
- game.packets.splice(index, 1);
- }
-};
-// Handle damage to the system
-game.takeDamage = function () {
- game.health--;
- healthTxt.setText('System Health: ' + game.health + '/' + game.maxHealth);
- LK.effects.flashScreen(0xFF0000, 500);
- LK.getSound('packet_error').play();
- if (game.health <= 0) {
- game.isGameOver = true;
- LK.showGameOver();
- }
-};
-// Event Handlers
+ return false;
+}
+// Handle level up
+function levelUp() {
+ level++;
+ levelText.setText('Level: ' + level);
+ // Increase difficulty
+ packetSpawnInterval = Math.max(60, packetSpawnInterval - 15);
+ stabilityDecayRate += 0.01;
+ // Create new node layout
+ createStorageNodes();
+ // Visual feedback
+ LK.effects.flashScreen(0x2ecc71, 500);
+}
+// Initialize game
+createStorageNodes();
+// Game touch/mouse events
game.down = function (x, y, obj) {
- // Check if we clicked directly on a packet
- for (var i = 0; i < game.packets.length; i++) {
- var packet = game.packets[i];
- var localPoint = packet.toLocal({
- x: x,
- y: y
- });
- if (Math.abs(localPoint.x) < packet.width / 2 && Math.abs(localPoint.y) < packet.height / 2) {
+ // Check if we're clicking on a packet or power-up
+ var foundObject = false;
+ // Check packets first (in reverse to get top-most)
+ for (var i = packets.length - 1; i >= 0; i--) {
+ var packet = packets[i];
+ if (packet.getBounds().contains(x, y)) {
+ draggedObject = packet;
packet.down(x, y, obj);
- return;
+ foundObject = true;
+ break;
}
}
-};
-game.up = function (x, y, obj) {
- if (game.draggedPacket) {
- // Check if packet is dropped on matching storage node
- for (var i = 0; i < game.storageNodes.length; i++) {
- var node = game.storageNodes[i];
- var distance = Math.sqrt(Math.pow(node.x - game.draggedPacket.x, 2) + Math.pow(node.y - game.draggedPacket.y, 2));
- if (distance < 100 && node.nodeColor === game.draggedPacket.packetColor && node.packetsProcessed < node.maxPackets) {
- game.draggedPacket.match(node);
+ // Check power-ups if no packet was found
+ if (!foundObject) {
+ for (var i = powerUps.length - 1; i >= 0; i--) {
+ var powerUp = powerUps[i];
+ if (powerUp.getBounds().contains(x, y)) {
+ draggedObject = powerUp;
+ powerUp.down(x, y, obj);
+ foundObject = true;
break;
}
}
- game.draggedPacket.up(x, y, obj);
}
};
game.move = function (x, y, obj) {
- if (game.draggedPacket) {
- game.draggedPacket.x = x;
- game.draggedPacket.y = y;
- // Check for firewall collisions while dragging
- for (var i = 0; i < game.firewalls.length; i++) {
- var firewall = game.firewalls[i];
- var localPoint = firewall.toLocal({
- x: game.draggedPacket.x,
- y: game.draggedPacket.y
- });
- // Rotate the point back to check collision with non-rotated firewall
- var rotatedX = localPoint.x * Math.cos(-firewall.rotation) - localPoint.y * Math.sin(-firewall.rotation);
- var rotatedY = localPoint.x * Math.sin(-firewall.rotation) + localPoint.y * Math.cos(-firewall.rotation);
- if (Math.abs(rotatedX) < firewall.getChildAt(0).width / 2 && Math.abs(rotatedY) < firewall.getChildAt(0).height / 2) {
- // If colliding with firewall, move the packet away
- var angle = Math.atan2(game.draggedPacket.y - firewall.y, game.draggedPacket.x - firewall.x);
- game.draggedPacket.x = firewall.x + Math.cos(angle) * 60;
- game.draggedPacket.y = firewall.y + Math.sin(angle) * 60;
- // Visual feedback
- LK.effects.flashObject(firewall, 0xFFFFFF, 200);
- break;
+ if (draggedObject && draggedObject.isBeingDragged) {
+ draggedObject.x = x;
+ draggedObject.y = y;
+ }
+};
+game.up = function (x, y, obj) {
+ if (draggedObject) {
+ // Check for matches with storage nodes
+ if (draggedObject instanceof DataPacket) {
+ var matched = false;
+ for (var i = 0; i < storageNodes.length; i++) {
+ if (checkNodeMatch(draggedObject, storageNodes[i])) {
+ matched = true;
+ break;
+ }
}
+ // Create error block if no match
+ if (!matched) {
+ LK.getSound('error').play();
+ createErrorBlock(draggedObject.x, draggedObject.y);
+ stabilityBar.changeStability(-10);
+ // Remove the mismatched packet
+ var index = packets.indexOf(draggedObject);
+ if (index !== -1) {
+ packets.splice(index, 1);
+ }
+ draggedObject.destroy();
+ }
}
+ // Check if it's a power-up
+ else if (draggedObject instanceof PowerUp) {
+ activatePowerUp(draggedObject);
+ // Remove the used power-up
+ var index = powerUps.indexOf(draggedObject);
+ if (index !== -1) {
+ powerUps.splice(index, 1);
+ }
+ draggedObject.destroy();
+ }
+ draggedObject = null;
}
};
-// Game update loop
+// Main game update loop
game.update = function () {
- game.ticks++;
- if (game.isGameOver || game.levelComplete || game.isPaused) {
- return;
+ if (!gameRunning) return;
+ // Update all game objects
+ for (var i = packets.length - 1; i >= 0; i--) {
+ var packet = packets[i];
+ packet.update();
+ // Move non-dragged packets down
+ if (!packet.isBeingDragged) {
+ packet.y += packet.speedY;
+ }
+ // Check if packet is out of bounds
+ if (packet.y > 2732 + 100) {
+ // Missed packet - penalty
+ stabilityBar.changeStability(-15);
+ LK.getSound('error').play();
+ // Remove packet
+ packets.splice(i, 1);
+ packet.destroy();
+ continue;
+ }
}
- // Update all game elements
- for (var i = 0; i < game.packets.length; i++) {
- if (game.packets[i]) {
- game.packets[i].update();
+ // Update power-ups
+ for (var i = powerUps.length - 1; i >= 0; i--) {
+ var powerUp = powerUps[i];
+ powerUp.update();
+ // Move non-dragged power-ups down
+ if (!powerUp.isBeingDragged) {
+ powerUp.y += powerUp.speedY;
}
+ // Remove if out of bounds
+ if (powerUp.y > 2732 + 100) {
+ powerUps.splice(i, 1);
+ powerUp.destroy();
+ }
}
- for (var i = 0; i < game.storageNodes.length; i++) {
- game.storageNodes[i].update();
+ // Update error blocks
+ for (var i = errorBlocks.length - 1; i >= 0; i--) {
+ var block = errorBlocks[i];
+ block.update();
+ // Remove expired blocks
+ if (block.lifespan <= 0) {
+ errorBlocks.splice(i, 1);
+ block.destroy();
+ }
}
- for (var i = 0; i < game.firewalls.length; i++) {
- game.firewalls[i].update();
+ // Update storage nodes
+ for (var i = 0; i < storageNodes.length; i++) {
+ storageNodes[i].update();
}
- // Spawn new packets based on level
- var levelIndex = Math.min(game.level - 1, LEVELS.length - 1);
- var levelConfig = LEVELS[levelIndex];
- if (game.ticks % levelConfig.spawnRate === 0) {
- spawnPacket();
+ // Spawn new packets
+ nextPacketSpawn--;
+ if (nextPacketSpawn <= 0) {
+ createDataPacket();
+ nextPacketSpawn = packetSpawnInterval;
+ // Occasionally spawn power-ups (5% chance)
+ if (Math.random() < 0.05) {
+ createPowerUp();
+ }
}
- // Update progress bar based on filled nodes
- var totalNeeded = game.storageNodes.length * game.storageNodes[0].maxPackets;
- var totalFilled = 0;
- for (var i = 0; i < game.storageNodes.length; i++) {
- totalFilled += game.storageNodes[i].packetsProcessed;
+ // Decrease stability over time
+ stabilityBar.changeStability(-stabilityDecayRate);
+ // Warning when stability is low
+ if (stabilityBar.stability <= stabilityBar.warningLevel && LK.ticks % 60 === 0) {
+ LK.getSound('warning').play();
}
- levelProgress.setProgress(totalFilled / totalNeeded);
- // Update score display
- scoreTxt.setText('Score: ' + LK.getScore());
+ // Check for game over
+ if (stabilityBar.stability <= 0) {
+ gameRunning = false;
+ LK.effects.flashScreen(0xe74c3c, 1000);
+ LK.showGameOver();
+ }
};
-// Initialize the first level
-initializeLevel();
\ No newline at end of file
+// Set background color to dark blue/grey for tech theme
+game.setBackgroundColor(0x2c3e50);
\ No newline at end of file
Stroge node. In-Game asset. High contrast. No shadows
Error. In-Game asset. High contrast. No shadows
Power up. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
Semibot. In-Game asset. High contrast. No shadows
(StabilityBarBg). In-Game asset. High contrast. No shadows
Creepy sad and happy emoji with black eyes and white people's. In-Game asset. High contrast. No shadows
Blue semibot. In-Game asset. High contrast. No shadows