/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 12; self.directionX = 0; self.directionY = 0; self.update = function () { self.x += self.directionX * self.speed; self.y += self.directionY * self.speed; }; return self; }); var Monster = Container.expand(function () { var self = Container.call(this); var monsterGraphics = self.attachAsset('monster', { anchorX: 0.5, anchorY: 0.5 }); self.health = 1; self.speed = 2; self.damage = 10; self.update = function () { if (player) { var dx = player.x - self.x; var dy = player.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; } } }; return self; }); var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.health = 100; self.maxHealth = 100; self.speed = 8; self.directionX = 1; self.directionY = 0; self.updateDirection = function (dx, dy) { var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0) { self.directionX = dx / distance; self.directionY = dy / distance; playerGraphics.rotation = Math.atan2(dy, dx); } }; return self; }); var StrongMonster = Container.expand(function () { var self = Container.call(this); var monsterGraphics = self.attachAsset('strongMonster', { anchorX: 0.5, anchorY: 0.5 }); self.health = 2; // Takes 2 hits to kill self.speed = 2; self.damage = 15; self.update = function () { if (player) { var dx = player.x - self.x; var dy = player.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; } } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x2c3e50 }); /**** * Game Code ****/ var player; var bullets = []; var monsters = []; var dragNode = null; var arena; var healthBar; var lastMonsterSpawn = 0; var monsterSpawnRate = 60; // Spawn monsters twice as fast var waveNumber = 1; var monstersPerWave = 6; // Start with more monsters per wave var monstersSpawned = 0; var monstersKilled = 0; var lastAutoShot = 0; var autoShootInterval = 120; // 2 seconds at 60fps // Create arena arena = game.addChild(LK.getAsset('arena', { anchorX: 0.5, anchorY: 0.5 })); arena.x = 2048 / 2; arena.y = 2732 / 2; // Create player player = game.addChild(new Player()); player.x = 2048 / 2; player.y = 2732 / 2; // Create health bar healthBar = new Text2('Health: 100', { size: 60, fill: 0xFFFFFF }); healthBar.anchor.set(0, 0); LK.gui.topLeft.addChild(healthBar); healthBar.x = 120; healthBar.y = 20; // Create score display var scoreText = new Text2('Score: 0', { size: 60, fill: 0xFFFFFF }); scoreText.anchor.set(0.5, 0); LK.gui.top.addChild(scoreText); // Create wave display var waveText = new Text2('Wave: 1', { size: 50, fill: 0xFFFFFF }); waveText.anchor.set(1, 0); LK.gui.topRight.addChild(waveText); waveText.x = -20; waveText.y = 20; function shootBullet() { // Find nearest monster var nearestMonster = null; var nearestDistance = Infinity; for (var i = 0; i < monsters.length; i++) { var monster = monsters[i]; var dx = monster.x - player.x; var dy = monster.y - player.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < nearestDistance) { nearestDistance = distance; nearestMonster = monster; } } // Only shoot if there's a monster to target if (nearestMonster) { var bullet = new Bullet(); bullet.x = player.x; bullet.y = player.y; // Calculate direction to nearest monster var dx = nearestMonster.x - player.x; var dy = nearestMonster.y - player.y; var distance = Math.sqrt(dx * dx + dy * dy); bullet.directionX = dx / distance; bullet.directionY = dy / distance; bullets.push(bullet); game.addChild(bullet); LK.getSound('shoot').play(); } } function spawnMonster() { var monster; // 1/5 chance (20%) to spawn a strong monster if (Math.random() < 0.2) { monster = new StrongMonster(); } else { monster = new Monster(); } // Spawn monsters randomly around arena in a circle var angle = Math.random() * Math.PI * 2; var radius = 900 + Math.random() * 100; var centerX = 2048 / 2; var centerY = 2732 / 2; monster.x = centerX + Math.cos(angle) * radius; monster.y = centerY + Math.sin(angle) * radius; monsters.push(monster); game.addChild(monster); monstersSpawned++; } function checkCollisions() { // Bullet vs Monster collisions for (var i = bullets.length - 1; i >= 0; i--) { var bullet = bullets[i]; var bulletHit = false; var monstersHit = 0; for (var j = monsters.length - 1; j >= 0; j--) { var monster = monsters[j]; if (bullet.intersects(monster)) { monster.health--; monstersHit++; if (monster.health <= 0) { LK.setScore(LK.getScore() + 10); scoreText.setText('Score: ' + LK.getScore()); // Flash monster position before destroying LK.effects.flashObject(monster, 0xffff00, 200); monster.destroy(); monsters.splice(j, 1); monstersKilled++; LK.getSound('hit').play(); } bulletHit = true; break; } } if (bulletHit) { bullet.destroy(); bullets.splice(i, 1); continue; } // Remove bullets that are off screen if (bullet.x < -100 || bullet.x > 2148 || bullet.y < -100 || bullet.y > 2832) { bullet.destroy(); bullets.splice(i, 1); } } // Monster vs Player collisions for (var k = monsters.length - 1; k >= 0; k--) { var monster = monsters[k]; if (player.intersects(monster)) { player.health -= monster.damage; healthBar.setText('Health: ' + Math.max(0, player.health)); if (player.health <= 0) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); return; } // Flash player red LK.effects.flashObject(player, 0xff0000, 500); LK.getSound('playerHit').play(); // Remove monster after hit monster.destroy(); monsters.splice(k, 1); monstersKilled++; } } } function updateWave() { if (monstersKilled >= monstersPerWave && monsters.length === 0) { waveNumber++; waveText.setText('Wave: ' + waveNumber); // Increase difficulty monstersPerWave += 4; // Add more monsters per wave monsterSpawnRate = Math.max(30, monsterSpawnRate - 5); // Spawn even faster // Reset counters monstersSpawned = 0; monstersKilled = 0; } } function handleMove(x, y, obj) { if (dragNode) { // Keep player within arena bounds var centerX = 2048 / 2; var centerY = 2732 / 2; var maxRadius = 750; var dx = x - centerX; var dy = y - centerY; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > maxRadius) { dx = dx / distance * maxRadius; dy = dy / distance * maxRadius; } var newX = centerX + dx; var newY = centerY + dy; // Update player direction based on movement var moveDx = newX - dragNode.x; var moveDy = newY - dragNode.y; if (Math.abs(moveDx) > 1 || Math.abs(moveDy) > 1) { dragNode.updateDirection(moveDx, moveDy); } dragNode.x = newX; dragNode.y = newY; } } game.move = handleMove; game.down = function (x, y, obj) { dragNode = player; handleMove(x, y, obj); }; game.up = function (x, y, obj) { dragNode = null; }; // Play Babapiro music in the background LK.playMusic('Babapiro'); game.update = function () { // Automatic shooting every 3 seconds if (LK.ticks - lastAutoShot > autoShootInterval) { shootBullet(); lastAutoShot = LK.ticks; } // Spawn monsters if (monstersSpawned < monstersPerWave && LK.ticks - lastMonsterSpawn > monsterSpawnRate) { spawnMonster(); lastMonsterSpawn = LK.ticks; } // Check collisions checkCollisions(); // Update wave updateWave(); // Update health bar color based on health var healthPercent = player.health / player.maxHealth; if (healthPercent > 0.6) { healthBar.tint = 0x00ff00; } else if (healthPercent > 0.3) { healthBar.tint = 0xffff00; } else { healthBar.tint = 0xff0000; } };
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Bullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 12;
self.directionX = 0;
self.directionY = 0;
self.update = function () {
self.x += self.directionX * self.speed;
self.y += self.directionY * self.speed;
};
return self;
});
var Monster = Container.expand(function () {
var self = Container.call(this);
var monsterGraphics = self.attachAsset('monster', {
anchorX: 0.5,
anchorY: 0.5
});
self.health = 1;
self.speed = 2;
self.damage = 10;
self.update = function () {
if (player) {
var dx = player.x - self.x;
var dy = player.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;
}
}
};
return self;
});
var Player = Container.expand(function () {
var self = Container.call(this);
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
self.health = 100;
self.maxHealth = 100;
self.speed = 8;
self.directionX = 1;
self.directionY = 0;
self.updateDirection = function (dx, dy) {
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 0) {
self.directionX = dx / distance;
self.directionY = dy / distance;
playerGraphics.rotation = Math.atan2(dy, dx);
}
};
return self;
});
var StrongMonster = Container.expand(function () {
var self = Container.call(this);
var monsterGraphics = self.attachAsset('strongMonster', {
anchorX: 0.5,
anchorY: 0.5
});
self.health = 2; // Takes 2 hits to kill
self.speed = 2;
self.damage = 15;
self.update = function () {
if (player) {
var dx = player.x - self.x;
var dy = player.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;
}
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x2c3e50
});
/****
* Game Code
****/
var player;
var bullets = [];
var monsters = [];
var dragNode = null;
var arena;
var healthBar;
var lastMonsterSpawn = 0;
var monsterSpawnRate = 60; // Spawn monsters twice as fast
var waveNumber = 1;
var monstersPerWave = 6; // Start with more monsters per wave
var monstersSpawned = 0;
var monstersKilled = 0;
var lastAutoShot = 0;
var autoShootInterval = 120; // 2 seconds at 60fps
// Create arena
arena = game.addChild(LK.getAsset('arena', {
anchorX: 0.5,
anchorY: 0.5
}));
arena.x = 2048 / 2;
arena.y = 2732 / 2;
// Create player
player = game.addChild(new Player());
player.x = 2048 / 2;
player.y = 2732 / 2;
// Create health bar
healthBar = new Text2('Health: 100', {
size: 60,
fill: 0xFFFFFF
});
healthBar.anchor.set(0, 0);
LK.gui.topLeft.addChild(healthBar);
healthBar.x = 120;
healthBar.y = 20;
// Create score display
var scoreText = new Text2('Score: 0', {
size: 60,
fill: 0xFFFFFF
});
scoreText.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreText);
// Create wave display
var waveText = new Text2('Wave: 1', {
size: 50,
fill: 0xFFFFFF
});
waveText.anchor.set(1, 0);
LK.gui.topRight.addChild(waveText);
waveText.x = -20;
waveText.y = 20;
function shootBullet() {
// Find nearest monster
var nearestMonster = null;
var nearestDistance = Infinity;
for (var i = 0; i < monsters.length; i++) {
var monster = monsters[i];
var dx = monster.x - player.x;
var dy = monster.y - player.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < nearestDistance) {
nearestDistance = distance;
nearestMonster = monster;
}
}
// Only shoot if there's a monster to target
if (nearestMonster) {
var bullet = new Bullet();
bullet.x = player.x;
bullet.y = player.y;
// Calculate direction to nearest monster
var dx = nearestMonster.x - player.x;
var dy = nearestMonster.y - player.y;
var distance = Math.sqrt(dx * dx + dy * dy);
bullet.directionX = dx / distance;
bullet.directionY = dy / distance;
bullets.push(bullet);
game.addChild(bullet);
LK.getSound('shoot').play();
}
}
function spawnMonster() {
var monster;
// 1/5 chance (20%) to spawn a strong monster
if (Math.random() < 0.2) {
monster = new StrongMonster();
} else {
monster = new Monster();
}
// Spawn monsters randomly around arena in a circle
var angle = Math.random() * Math.PI * 2;
var radius = 900 + Math.random() * 100;
var centerX = 2048 / 2;
var centerY = 2732 / 2;
monster.x = centerX + Math.cos(angle) * radius;
monster.y = centerY + Math.sin(angle) * radius;
monsters.push(monster);
game.addChild(monster);
monstersSpawned++;
}
function checkCollisions() {
// Bullet vs Monster collisions
for (var i = bullets.length - 1; i >= 0; i--) {
var bullet = bullets[i];
var bulletHit = false;
var monstersHit = 0;
for (var j = monsters.length - 1; j >= 0; j--) {
var monster = monsters[j];
if (bullet.intersects(monster)) {
monster.health--;
monstersHit++;
if (monster.health <= 0) {
LK.setScore(LK.getScore() + 10);
scoreText.setText('Score: ' + LK.getScore());
// Flash monster position before destroying
LK.effects.flashObject(monster, 0xffff00, 200);
monster.destroy();
monsters.splice(j, 1);
monstersKilled++;
LK.getSound('hit').play();
}
bulletHit = true;
break;
}
}
if (bulletHit) {
bullet.destroy();
bullets.splice(i, 1);
continue;
}
// Remove bullets that are off screen
if (bullet.x < -100 || bullet.x > 2148 || bullet.y < -100 || bullet.y > 2832) {
bullet.destroy();
bullets.splice(i, 1);
}
}
// Monster vs Player collisions
for (var k = monsters.length - 1; k >= 0; k--) {
var monster = monsters[k];
if (player.intersects(monster)) {
player.health -= monster.damage;
healthBar.setText('Health: ' + Math.max(0, player.health));
if (player.health <= 0) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
return;
}
// Flash player red
LK.effects.flashObject(player, 0xff0000, 500);
LK.getSound('playerHit').play();
// Remove monster after hit
monster.destroy();
monsters.splice(k, 1);
monstersKilled++;
}
}
}
function updateWave() {
if (monstersKilled >= monstersPerWave && monsters.length === 0) {
waveNumber++;
waveText.setText('Wave: ' + waveNumber);
// Increase difficulty
monstersPerWave += 4; // Add more monsters per wave
monsterSpawnRate = Math.max(30, monsterSpawnRate - 5); // Spawn even faster
// Reset counters
monstersSpawned = 0;
monstersKilled = 0;
}
}
function handleMove(x, y, obj) {
if (dragNode) {
// Keep player within arena bounds
var centerX = 2048 / 2;
var centerY = 2732 / 2;
var maxRadius = 750;
var dx = x - centerX;
var dy = y - centerY;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > maxRadius) {
dx = dx / distance * maxRadius;
dy = dy / distance * maxRadius;
}
var newX = centerX + dx;
var newY = centerY + dy;
// Update player direction based on movement
var moveDx = newX - dragNode.x;
var moveDy = newY - dragNode.y;
if (Math.abs(moveDx) > 1 || Math.abs(moveDy) > 1) {
dragNode.updateDirection(moveDx, moveDy);
}
dragNode.x = newX;
dragNode.y = newY;
}
}
game.move = handleMove;
game.down = function (x, y, obj) {
dragNode = player;
handleMove(x, y, obj);
};
game.up = function (x, y, obj) {
dragNode = null;
};
// Play Babapiro music in the background
LK.playMusic('Babapiro');
game.update = function () {
// Automatic shooting every 3 seconds
if (LK.ticks - lastAutoShot > autoShootInterval) {
shootBullet();
lastAutoShot = LK.ticks;
}
// Spawn monsters
if (monstersSpawned < monstersPerWave && LK.ticks - lastMonsterSpawn > monsterSpawnRate) {
spawnMonster();
lastMonsterSpawn = LK.ticks;
}
// Check collisions
checkCollisions();
// Update wave
updateWave();
// Update health bar color based on health
var healthPercent = player.health / player.maxHealth;
if (healthPercent > 0.6) {
healthBar.tint = 0x00ff00;
} else if (healthPercent > 0.3) {
healthBar.tint = 0xffff00;
} else {
healthBar.tint = 0xff0000;
}
};