User prompt
The parry of the level 10 weapon should charge in 4.5 seconds and give a 1.5 second shield that will block all damage until it runs out.
User prompt
Instead of the parry of the level 10 weapon filling our health, let it give a 2.5-second shield that blocks 1 damage and the cooldown of this weapon's parry should be 4. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Code edit (6 edits merged)
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User prompt
make bosses harder
User prompt
Have 3 parry instead of 2
Code edit (3 edits merged)
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User prompt
Remove the parry button and instead add text like Tap! to the head of the character with a background, click on it and the text will go and parry, so that he will understand how to parry. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Code edit (4 edits merged)
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User prompt
Reduce the powerup spawn rate, reduce the perry spawn rate even more and add a button that says parry when you click on the character instead of parrying, and also change the level text background and parry text background and Make the opacity of the weapon name background 100 and make the background of the weapon names longer.
User prompt
add a button to use perry when clicking on the character.
User prompt
Add a background to the weapon name and perry text with assetle then add a background to the level text with assetle
Code edit (1 edits merged)
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User prompt
Increase the bullets (including the enemies' kide) of the "hero" character
Initial prompt
Make the player character's hand, bosses and enemies bigger so they can be seen easily by the eye. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Boss = Container.expand(function () { var self = Container.call(this); var bossGraphics = self.attachAsset('boss', { anchorX: 0.5, anchorY: 0.5 }); self.bossLevel = 1; self.health = 20; self.maxHealth = 20; self.speed = 3; self.direction = 1; self.shootCooldown = 0; self.shootInterval = 45; self.phase = 1; self.points = 1000; self.setBossLevel = function (level) { self.bossLevel = Math.floor(level / 10); self.health = 30 + self.bossLevel * 20; self.maxHealth = self.health; self.points = 1000 * (self.bossLevel + 1); bossGraphics.scale.x = 1 + self.bossLevel * 0.2; bossGraphics.scale.y = 1 + self.bossLevel * 0.2; }; self.update = function () { // Boss movement pattern self.y += self.speed * self.direction; if (self.y > 600 || self.y < 300) { self.direction *= -1; } // More complex movement for higher level bosses if (self.bossLevel >= 2) { self.x += Math.sin(LK.ticks * 0.02) * 2; } self.shootCooldown++; // Different attack patterns based on phase if (self.health < self.maxHealth * 0.5 && self.phase === 1) { self.phase = 2; self.shootInterval = 30; } if (self.health < self.maxHealth * 0.25 && self.phase === 2 && self.bossLevel >= 2) { self.phase = 3; self.shootInterval = 20; } if (self.health < self.maxHealth * 0.1 && self.phase === 3 && self.bossLevel >= 4) { self.phase = 4; self.shootInterval = 15; } if (self.shootCooldown >= self.shootInterval) { self.shootCooldown = 0; return self.phase; // Return phase for different bullet patterns } return 0; }; self.takeDamage = function (damage) { self.health -= damage; if (self.health <= 0) { return true; // Boss destroyed } tween(bossGraphics, { tint: 0xffffff }, { duration: 100, onFinish: function onFinish() { bossGraphics.tint = 0xffffff; } }); bossGraphics.tint = 0xff0000; return false; }; return self; }); var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.enemyType = 'basic'; self.health = 2; self.speed = -2; self.shootCooldown = 0; self.shootInterval = 120; self.points = 100; self.pattern = 0; self.setType = function (type) { self.enemyType = type; var stats = enemyTypesPerLevel[type]; self.health = stats.health; self.speed = stats.speed; self.shootInterval = stats.shootInterval; enemyGraphics.tint = stats.color; self.points = stats.health * 50; }; self.update = function () { self.x += self.speed; // Different movement patterns for different enemy types if (self.enemyType === 'fast') { self.y += Math.sin(self.x * 0.01) * 2; } else if (self.enemyType === 'sniper' && self.x < 1500) { self.speed = 0; } self.shootCooldown++; if (self.shootCooldown >= self.shootInterval) { self.shootCooldown = 0; return true; // Signal to shoot } return false; }; self.takeDamage = function (damage) { self.health -= damage; if (self.health <= 0) { return true; // Enemy destroyed } tween(enemyGraphics, { tint: 0xffffff }, { duration: 100, onFinish: function onFinish() { enemyGraphics.tint = enemyTypesPerLevel[self.enemyType].color; } }); enemyGraphics.tint = 0xff0000; return false; }; return self; }); var EnemyBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('enemyBullet', { anchorX: 0.5, anchorY: 0.5 }); self.speedX = -8; self.speedY = 0; self.canBeParried = false; self.parried = false; self.update = function () { self.x += self.speedX; self.y += self.speedY; // Make bullets parryable when they're pink if (!self.canBeParried && Math.random() < 0.3) { self.canBeParried = true; bulletGraphics.tint = 0xff00ff; } }; return self; }); var Hero = Container.expand(function () { var self = Container.call(this); var heroGraphics = self.attachAsset('hero', { anchorX: 0.5, anchorY: 0.5 }); self.hand = self.attachAsset('hand', { anchorX: 0.5, anchorY: 0.5, x: 270, y: -5 }); self.handBaseY = -15; self.handAnimating = false; self.health = 3; self.maxHealth = 3; self.shootCooldown = 0; self.shootInterval = 20; self.invulnerable = 0; self.powerupTime = 0; self.powerupType = null; self.weaponType = 0; self.chargeTime = 0; self.isParrying = false; self.parryIndicator = null; self.originalTint = 0xffffff; self.isPowerupFlashing = false; self.perryCharges = 3; // Start with 3 perrys self.perryEffect = null; self.perryActive = false; self.perryCooldown = 0; self.perryMaxCooldown = 300; // 5 seconds at 60fps self.tapIndicator = null; self.tapBg = null; self.shieldActive = false; self.shieldTime = 0; self.update = function () { if (self.invulnerable > 0) { self.invulnerable--; self.alpha = Math.sin(self.invulnerable * 0.3) > 0 ? 1 : 0.5; } else { self.alpha = 1; } if (self.powerupTime > 0) { self.powerupTime--; // Flash between powerup color and original color in the last 2 seconds if (self.powerupTime <= 120 && !self.isPowerupFlashing) { self.isPowerupFlashing = true; self.startPowerupFlash(); } if (self.powerupTime === 0) { self.powerupType = null; self.shootInterval = 20; heroGraphics.tint = self.originalTint; self.isPowerupFlashing = false; } } self.shootCooldown++; // Update charge for charge weapon if (self.weaponType === 2 && self.chargeTime > 0) { self.chargeTime--; } // Update perry cooldown (weapon-specific for level 10 weapon) if (self.perryCooldown > 0) { self.perryCooldown--; } // Update shield timer if (self.shieldTime > 0) { self.shieldTime--; if (self.shieldTime === 0) { self.shieldActive = false; } } }; self.takeDamage = function () { if (self.invulnerable > 0) { return false; } // Check if shield is active and blocks damage if (self.shieldActive) { self.shieldActive = false; self.shieldTime = 0; LK.effects.flashObject(self, 0x00ff00, 300); return false; // Damage blocked by shield } self.health--; self.invulnerable = 120; // 2 seconds of invulnerability if (self.health <= 0) { return true; // Hero destroyed } LK.effects.flashObject(self, 0xff0000, 500); return false; }; self.canShoot = function () { var weapon = weaponTypes[self.weaponType]; var interval = self.shootInterval; if (weapon.fireRate) { interval = weapon.fireRate; } if (self.shootCooldown >= interval) { self.shootCooldown = 0; return true; } return false; }; self.applyPowerup = function (type) { self.powerupType = type; self.powerupTime = 600; // 10 seconds self.isPowerupFlashing = false; // Change hero color based on powerup type var powerupColor = type === 'rapid' ? 0xff00ff : 0x00ffff; heroGraphics.tint = powerupColor; if (type === 'rapid') { self.shootInterval = 10; } }; self.startPowerupFlash = function () { var flashCount = 0; var flashInterval = LK.setInterval(function () { flashCount++; if (flashCount % 2 === 0) { heroGraphics.tint = self.originalTint; } else { var powerupColor = self.powerupType === 'rapid' ? 0xff00ff : 0x00ffff; heroGraphics.tint = powerupColor; } if (self.powerupTime === 0) { LK.clearInterval(flashInterval); heroGraphics.tint = self.originalTint; } }, 200); // Flash every 200ms }; self.setWeapon = function (weaponIndex) { self.weaponType = weaponIndex; }; self.startParry = function () { if (!self.isParrying && !self.parryIndicator) { self.isParrying = true; self.parryIndicator = self.attachAsset('parryIndicator', { anchorX: 0.5, anchorY: 0.5 }); self.parryIndicator.alpha = 0.5; self.parryIndicator.tint = weaponTypes[self.weaponType].parryColor; } }; self.endParry = function () { self.isParrying = false; if (self.parryIndicator) { self.parryIndicator.destroy(); self.parryIndicator = null; } }; self.animateHandShoot = function () { if (!self.handAnimating) { self.handAnimating = true; tween(self.hand, { y: self.handBaseY - 20 }, { duration: 100, onFinish: function onFinish() { tween(self.hand, { y: self.handBaseY }, { duration: 100, onFinish: function onFinish() { self.handAnimating = false; } }); } }); } }; self.activatePerry = function () { if (self.perryCharges > 0 && !self.perryActive && self.perryCooldown === 0) { self.perryCharges--; self.perryActive = true; // Set weapon-specific cooldown (4.5 seconds for Homing weapon at 60fps) if (self.weaponType === 3) { // Homing weapon self.perryCooldown = 270; // 4.5 seconds at 60fps } else { self.perryCooldown = self.perryMaxCooldown; // Default cooldown } var weapon = weaponTypes[self.weaponType]; // Create perry effect visual self.perryEffect = self.attachAsset('perryEffect', { anchorX: 0.5, anchorY: 0.5, alpha: 0.8 }); self.perryEffect.tint = weapon.parryColor; // Weapon-specific animations and effects if (weapon.name === 'Spread') { // Freeze all enemies briefly self.performSpreadPerry(); } else if (weapon.name === 'Rapid') { // Multi-hit explosion self.performRapidPerry(); } else if (weapon.name === 'Charge') { // Piercing beam attack self.performChargePerry(); } else if (weapon.name === 'Homing') { // Healing wave self.performHomingPerry(); } else if (weapon.name === 'Bounce') { // Multi-directional attack self.performBouncePerry(); } // Animate perry effect tween(self.perryEffect, { scaleX: 3, scaleY: 3, alpha: 0 }, { duration: 1000, onFinish: function onFinish() { if (self.perryEffect) { self.perryEffect.destroy(); self.perryEffect = null; } self.perryActive = false; } }); // Hand animation for perry tween(self.hand, { scaleX: 1.5, scaleY: 1.5, rotation: Math.PI / 4 }, { duration: 200, onFinish: function onFinish() { tween(self.hand, { scaleX: 1, scaleY: 1, rotation: 0 }, { duration: 200 }); } }); } }; self.performSpreadPerry = function () { // Freeze all enemies for 2 seconds for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var originalSpeed = enemy.speed; enemy.speed = 0; tween(enemy, { tint: 0x00ffff }, { duration: 2000, onFinish: function onFinish() { enemy.speed = originalSpeed; enemy.tint = enemyTypesPerLevel[enemy.enemyType].color; } }); } if (boss) { var originalSpeed = boss.speed; boss.speed = 0; tween(boss, { tint: 0x00ffff }, { duration: 2000, onFinish: function onFinish() { boss.speed = originalSpeed; boss.tint = 0xffffff; } }); } }; self.performRapidPerry = function () { // Damage all enemies with explosion effect LK.effects.flashScreen(0xff00ff, 500); for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; if (enemy.takeDamage(3)) { LK.setScore(LK.getScore() + enemy.points * 2); spawnPowerup(enemy.x, enemy.y); enemy.destroy(); enemies.splice(i, 1); } } if (boss) { boss.takeDamage(5); } }; self.performChargePerry = function () { // Create piercing beam that hits all enemies in line var beamY = self.y; for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; if (Math.abs(enemy.y - beamY) < 50) { if (enemy.takeDamage(4)) { LK.setScore(LK.getScore() + enemy.points * 2); spawnPowerup(enemy.x, enemy.y); enemy.destroy(); enemies.splice(i, 1); } } } if (boss && Math.abs(boss.y - beamY) < 75) { boss.takeDamage(8); } // Visual beam effect LK.effects.flashScreen(0xffff00, 300); }; self.performHomingPerry = function () { // Activate shield for 1.5 seconds self.shieldActive = true; self.shieldTime = 90; // 1.5 seconds at 60fps // Visual shield effect LK.effects.flashObject(self, 0x00ff00, 1500); // Damage nearby enemies for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; var distance = Math.sqrt(Math.pow(enemy.x - self.x, 2) + Math.pow(enemy.y - self.y, 2)); if (distance < 300) { if (enemy.takeDamage(2)) { LK.setScore(LK.getScore() + enemy.points); spawnPowerup(enemy.x, enemy.y); enemy.destroy(); enemies.splice(i, 1); } } } if (boss) { var distance = Math.sqrt(Math.pow(boss.x - self.x, 2) + Math.pow(boss.y - self.y, 2)); if (distance < 400) { boss.takeDamage(3); } } }; self.performBouncePerry = function () { // Create multiple bouncing attacks for (var angle = 0; angle < Math.PI * 2; angle += Math.PI / 4) { var bullet = new HeroBullet(); bullet.x = self.x; bullet.y = self.y; bullet.speed = 12; bullet.damage = 3; bullet.bounces = 3; bullet.speedX = Math.cos(angle) * bullet.speed; bullet.speedY = Math.sin(angle) * bullet.speed; bullet.setWeaponType(4, weaponTypes[4]); heroBullets.push(bullet); game.addChild(bullet); } }; self.collectPerry = function () { self.perryCharges++; }; self.down = function (x, y, obj) { // Create tap indicator text with background if (!self.tapIndicator) { // Create background for tap text self.tapBg = self.attachAsset('textBg', { anchorX: 0.5, anchorY: 0.5, x: 0, y: -120, scaleX: 0.6, scaleY: 0.6, alpha: 0.9 }); // Create tap text self.tapIndicator = new Text2('Tap!', { size: 45, fill: 0xffff00 }); self.tapIndicator.anchor.set(0.5, 0.5); self.tapIndicator.x = 0; self.tapIndicator.y = -120; self.addChild(self.tapIndicator); // Animate text with tween tween(self.tapIndicator, { scaleX: 1.2, scaleY: 1.2 }, { duration: 300, easing: tween.easeInOut, onFinish: function onFinish() { tween(self.tapIndicator, { scaleX: 1.0, scaleY: 1.0 }, { duration: 300, easing: tween.easeInOut }); } }); // Activate parry and remove tap indicator self.activatePerry(); perryTxt.setText('Perry: ' + self.perryCharges); // Remove tap indicator and background after animation LK.setTimeout(function () { if (self.tapIndicator) { tween(self.tapIndicator, { alpha: 0 }, { duration: 200, onFinish: function onFinish() { self.tapIndicator.destroy(); self.tapIndicator = null; } }); } if (self.tapBg) { tween(self.tapBg, { alpha: 0 }, { duration: 200, onFinish: function onFinish() { self.tapBg.destroy(); self.tapBg = null; } }); } }, 500); } }; return self; }); var HeroBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('heroBullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 15; self.damage = 1; self.weaponType = 0; self.target = null; self.bounces = 0; self.pierce = false; self.setWeaponType = function (type, weapon) { self.weaponType = type; bulletGraphics.tint = weapon.parryColor; if (type === 2) { // Charge weapon self.damage = 2; bulletGraphics.scale.x = 1.5; bulletGraphics.scale.y = 1.5; } else if (type === 4) { // Bounce weapon self.bounces = weapon.bounceCount; } }; self.update = function () { if (self.weaponType === 3 && self.target && !self.target.destroyed) { // Homing var angle = Math.atan2(self.target.y - self.y, self.target.x - self.x); self.x += Math.cos(angle) * self.speed; self.y += Math.sin(angle) * self.speed; } else if (self.speedX !== undefined && self.speedY !== undefined) { // Perry bouncing bullets self.x += self.speedX; self.y += self.speedY; // Bounce off screen edges if (self.bounces > 0 && (self.y < 100 || self.y > 2632)) { self.speedY *= -1; self.bounces--; } } else { self.x += self.speed; } }; return self; }); var PerryCollectible = Container.expand(function () { var self = Container.call(this); var perryGraphics = self.attachAsset('perryEffect', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.3, scaleY: 0.3 }); self.speed = -3; self.update = function () { self.x += self.speed; self.rotation += 0.03; // Floating animation self.y += Math.sin(LK.ticks * 0.05) * 0.5; }; return self; }); var PowerUp = Container.expand(function () { var self = Container.call(this); var powerupGraphics = self.attachAsset('powerup', { anchorX: 0.5, anchorY: 0.5 }); self.type = Math.random() > 0.5 ? 'rapid' : 'triple'; self.speed = -3; self.update = function () { self.x += self.speed; self.rotation += 0.05; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ game.setBackgroundColor(0x1a1a2e); // Background layers var backgroundLayer1 = LK.getAsset('background1', { anchorX: 0, anchorY: 0, x: 0, y: 0, alpha: 1.0 }); game.addChild(backgroundLayer1); var backgroundLayer2 = LK.getAsset('background2', { anchorX: 0, anchorY: 0, x: 0, y: 0, alpha: 1.0 }); game.addChild(backgroundLayer2); // Clouds array for parallax effect var clouds = []; for (var i = 0; i < 8; i++) { var cloud = LK.getAsset('cloud', { anchorX: 0.5, anchorY: 0.5, x: Math.random() * 2048, y: 200 + Math.random() * 1000, alpha: 0.1 + Math.random() * 0.1 }); clouds.push(cloud); game.addChild(cloud); } // Game variables var hero; var heroBullets = []; var enemies = []; var enemyBullets = []; var powerups = []; var perryCollectibles = []; var boss = null; var currentLevel = 9; var enemiesSpawned = 0; var enemiesPerLevel = 10; var spawnCooldown = 0; var gameStarted = false; var isDragging = false; var dragOffsetY = 0; var parryWindow = false; var parryWindowTimer = 0; // Weapon types with different parry mechanics var weaponTypes = [{ name: 'Spread', bulletCount: 3, fireRate: 25, parryColor: 0x00ffff, parryEffect: 'freeze' }, { name: 'Rapid', fireRate: 15, parryColor: 0xff00ff, parryEffect: 'explode' }, { name: 'Charge', chargeTime: 45, fireRate: 60, parryColor: 0xffff00, parryEffect: 'pierce' }, { name: 'Homing', homingStrength: 0.1, fireRate: 30, parryColor: 0x00ff00, parryEffect: 'heal' }, { name: 'Bounce', bounceCount: 2, fireRate: 35, parryColor: 0xff0000, parryEffect: 'multi' }]; var currentWeapon = 0; // Enemy types per level range (base values) var enemyTypesBase = { basic: { health: 2, speed: -2, shootInterval: 120, color: 0xff4444 }, fast: { health: 1, speed: -4, shootInterval: 80, color: 0xff8844 }, heavy: { health: 4, speed: -1, shootInterval: 150, color: 0x884444 }, sniper: { health: 2, speed: -1.5, shootInterval: 180, color: 0x4444ff }, burst: { health: 3, speed: -2.5, shootInterval: 100, color: 0xff44ff } }; // Current enemy stats (will be modified based on weapon changes) var enemyTypesPerLevel = { basic: { health: 2, speed: -2, shootInterval: 120, color: 0xff4444 }, fast: { health: 1, speed: -4, shootInterval: 80, color: 0xff8844 }, heavy: { health: 4, speed: -1, shootInterval: 150, color: 0x884444 }, sniper: { health: 2, speed: -1.5, shootInterval: 180, color: 0x4444ff }, burst: { health: 3, speed: -2.5, shootInterval: 100, color: 0xff44ff } }; // Ground var ground = LK.getAsset('ground', { anchorX: 0, anchorY: 0, x: 0, y: 2732 - 100 }); game.addChild(ground); // Hero hero = new Hero(); hero.x = 200; hero.y = 2732 - 200; game.addChild(hero); // UI Elements var scoreTxt = new Text2('Score: 0', { size: 60, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); scoreTxt.y = 20; LK.gui.top.addChild(scoreTxt); // Health display var healthContainer = new Container(); LK.gui.topRight.addChild(healthContainer); healthContainer.x = -120; healthContainer.y = 40; var healthBarBg = LK.getAsset('healthBarBg', { anchorX: 0.5, anchorY: 0.5 }); healthContainer.addChild(healthBarBg); var healthBar = LK.getAsset('healthBar', { anchorX: 0, anchorY: 0.5, x: -100 }); healthContainer.addChild(healthBar); // Level text background var levelBg = LK.getAsset('levelBg', { anchorX: 0.5, anchorY: 0.5, alpha: 0 }); LK.gui.center.addChild(levelBg); // Level text var levelTxt = new Text2('Level 1', { size: 80, fill: 0xFFFF00 }); levelTxt.anchor.set(0.5, 0.5); LK.gui.center.addChild(levelTxt); levelTxt.alpha = 0; // Weapon text background var weaponBg = LK.getAsset('textBg', { anchorX: 0, anchorY: 0, x: 20, y: 120, alpha: 1.0, scaleX: 1.3 }); LK.gui.topLeft.addChild(weaponBg); // Weapon text var weaponTxt = new Text2('Weapon: Spread', { size: 50, fill: 0xFFFFFF }); weaponTxt.anchor.set(0, 0); weaponTxt.x = 35; weaponTxt.y = 145; LK.gui.topLeft.addChild(weaponTxt); // Perry charges text background var perryBg = LK.getAsset('textBg', { anchorX: 0, anchorY: 0, x: 0, y: 0, alpha: 0 }); LK.gui.topLeft.addChild(perryBg); // Perry charges text var perryTxt = new Text2('Perry: 3', { size: 45, fill: 0xff6600 }); perryTxt.anchor.set(0, 0); perryTxt.x = 35; perryTxt.y = 205; LK.gui.topLeft.addChild(perryTxt); // Perry cooldown text var perryCooldownTxt = new Text2('', { size: 35, fill: 0xffaa00 }); perryCooldownTxt.anchor.set(0, 0); perryCooldownTxt.x = 20; perryCooldownTxt.y = 270; LK.gui.topLeft.addChild(perryCooldownTxt); // Touch controls game.down = function (x, y, obj) { var heroGlobalPos = hero.toGlobal({ x: 0, y: 0 }); var localPos = game.toLocal(heroGlobalPos); if (Math.abs(x - localPos.x) < 100 && Math.abs(y - localPos.y) < 100) { isDragging = true; dragOffsetY = y - hero.y; gameStarted = true; } else if (x > 1024) { // Right side tap for parry parryWindow = true; parryWindowTimer = 20; // 1/3 second parry window hero.startParry(); } }; game.up = function (x, y, obj) { isDragging = false; }; game.move = function (x, y, obj) { if (isDragging) { hero.y = Math.max(300, Math.min(2732 - 200, y - dragOffsetY)); } }; // Helper functions function spawnEnemy() { var enemy = new Enemy(); enemy.x = 2048 + 50; enemy.y = 300 + Math.random() * (2732 - 600); // Choose enemy type based on level var types = ['basic']; if (currentLevel >= 5) { types.push('fast'); } if (currentLevel >= 10) { types.push('heavy'); } if (currentLevel >= 15) { types.push('sniper'); } if (currentLevel >= 20) { types.push('burst'); } var randomType = types[Math.floor(Math.random() * types.length)]; enemy.setType(randomType); enemies.push(enemy); game.addChild(enemy); } function spawnBoss() { boss = new Boss(); boss.x = 2048 - 200; boss.y = 450; boss.setBossLevel(currentLevel); game.addChild(boss); // Show boss warning levelTxt.setText('BOSS LEVEL ' + currentLevel + '!'); levelTxt.alpha = 1; levelBg.alpha = 0.9; tween(levelTxt, { alpha: 0 }, { duration: 2000 }); tween(levelBg, { alpha: 0 }, { duration: 2000 }); } function spawnPowerup(x, y) { if (Math.random() < 0.08) { // 8% chance for perry collectible var perryCollectible = new PerryCollectible(); perryCollectible.x = x; perryCollectible.y = y; perryCollectibles.push(perryCollectible); game.addChild(perryCollectible); } else if (Math.random() < 0.1) { // 10% chance for regular powerup var powerup = new PowerUp(); powerup.x = x; powerup.y = y; powerups.push(powerup); game.addChild(powerup); } } function shootHeroBullet() { var weapon = weaponTypes[hero.weaponType]; hero.animateHandShoot(); var bulletStartX = hero.x + hero.hand.x; var bulletStartY = hero.y + hero.hand.y; if (hero.weaponType === 0 || hero.powerupType === 'triple') { // Spread weapon // Triple shot for (var i = -1; i <= 1; i++) { var bullet = new HeroBullet(); bullet.x = bulletStartX; bullet.y = bulletStartY + i * 30; bullet.setWeaponType(hero.weaponType, weapon); if (hero.weaponType === 3) { // Homing bullet.target = enemies.length > 0 ? enemies[0] : boss; } heroBullets.push(bullet); game.addChild(bullet); } } else if (hero.weaponType === 2) { // Charge weapon if (hero.chargeTime <= 0) { var bullet = new HeroBullet(); bullet.x = bulletStartX; bullet.y = bulletStartY; bullet.setWeaponType(hero.weaponType, weapon); heroBullets.push(bullet); game.addChild(bullet); hero.chargeTime = weapon.chargeTime; } } else { // Normal shot var bullet = new HeroBullet(); bullet.x = bulletStartX; bullet.y = bulletStartY; bullet.setWeaponType(hero.weaponType, weapon); if (hero.weaponType === 3) { // Homing bullet.target = enemies.length > 0 ? enemies[0] : boss; } heroBullets.push(bullet); game.addChild(bullet); } LK.getSound('shoot').play(); } function shootEnemyBullet(enemy) { var bullet = new EnemyBullet(); bullet.x = enemy.x - 30; bullet.y = enemy.y; enemyBullets.push(bullet); game.addChild(bullet); LK.getSound('enemyShoot').play(); } function shootBossBullet(phase) { if (phase === 1) { // Single aimed shot var bullet = new EnemyBullet(); bullet.x = boss.x - 75; bullet.y = boss.y; var angle = Math.atan2(hero.y - boss.y, hero.x - boss.x); bullet.speedX = Math.cos(angle) * 10; bullet.speedY = Math.sin(angle) * 10; enemyBullets.push(bullet); game.addChild(bullet); } else if (phase === 2) { // Spread shot for (var i = -2; i <= 2; i++) { var bullet = new EnemyBullet(); bullet.x = boss.x - 75; bullet.y = boss.y; bullet.speedX = -8; bullet.speedY = i * 2; enemyBullets.push(bullet); game.addChild(bullet); } } else if (phase === 3) { // Circular burst for (var angle = 0; angle < Math.PI * 2; angle += Math.PI / 4) { var bullet = new EnemyBullet(); bullet.x = boss.x - 75; bullet.y = boss.y; bullet.speedX = Math.cos(angle) * 6; bullet.speedY = Math.sin(angle) * 6; enemyBullets.push(bullet); game.addChild(bullet); } } else if (phase === 4) { // Rapid multi-directional chaos for (var i = 0; i < 8; i++) { var bullet = new EnemyBullet(); bullet.x = boss.x - 75; bullet.y = boss.y; var angle = Math.random() * Math.PI * 2; bullet.speedX = Math.cos(angle) * (8 + Math.random() * 4); bullet.speedY = Math.sin(angle) * (8 + Math.random() * 4); enemyBullets.push(bullet); game.addChild(bullet); } } LK.getSound('enemyShoot').play(); } // Game update game.update = function () { if (!gameStarted) { return; } // Update health bar healthBar.scale.x = hero.health / hero.maxHealth; // Update perry cooldown display if (hero.perryCooldown > 0) { var cooldownSeconds = Math.ceil(hero.perryCooldown / 60); perryCooldownTxt.setText('Cooldown: ' + cooldownSeconds + 's'); } else { perryCooldownTxt.setText(''); } // Update background clouds for (var i = 0; i < clouds.length; i++) { clouds[i].x -= 0.5; if (clouds[i].x < -100) { clouds[i].x = 2048 + 100; clouds[i].y = 200 + Math.random() * 1000; } } // Spawn enemies if (!boss && enemiesSpawned < enemiesPerLevel) { spawnCooldown++; var spawnRate = Math.max(60, 120 - currentLevel * 2); // Faster spawns at higher levels if (spawnCooldown >= spawnRate) { spawnCooldown = 0; spawnEnemy(); enemiesSpawned++; } } // Update parry window if (parryWindow && parryWindowTimer > 0) { parryWindowTimer--; if (parryWindowTimer === 0) { parryWindow = false; hero.endParry(); } } // Check for next level if (!boss && enemiesSpawned >= enemiesPerLevel && enemies.length === 0) { currentLevel++; enemiesSpawned = 0; enemiesPerLevel = Math.min(20, 10 + Math.floor(currentLevel / 5)); // Change weapon every 3 levels if ((currentLevel - 1) % 3 === 0 && currentLevel > 1) { var newWeaponIndex = Math.floor((currentLevel - 1) / 3) % weaponTypes.length; hero.setWeapon(newWeaponIndex); weaponTxt.setText('Weapon: ' + weaponTypes[hero.weaponType].name); // Make enemies stronger when weapon changes var strengthMultiplier = 1 + Math.floor((currentLevel - 1) / 3) * 0.3; for (var enemyType in enemyTypesPerLevel) { enemyTypesPerLevel[enemyType].health = Math.floor(enemyTypesPerLevel[enemyType].health * strengthMultiplier); enemyTypesPerLevel[enemyType].speed = enemyTypesPerLevel[enemyType].speed * (1 + strengthMultiplier * 0.1); } } if (currentLevel > 50) { // Win condition LK.showYouWin(); } else if (currentLevel % 10 === 0) { // Boss level spawnBoss(); } else { // Normal level levelTxt.setText('Level ' + currentLevel); levelTxt.alpha = 1; levelBg.alpha = 0.9; tween(levelTxt, { alpha: 0 }, { duration: 2000 }); tween(levelBg, { alpha: 0 }, { duration: 2000 }); } } // Hero shooting if (hero.canShoot()) { shootHeroBullet(); } // Update hero bullets for (var i = heroBullets.length - 1; i >= 0; i--) { var bullet = heroBullets[i]; if (bullet.x > 2048 + 50) { bullet.destroy(); heroBullets.splice(i, 1); continue; } // Check enemy collisions for (var j = enemies.length - 1; j >= 0; j--) { var enemy = enemies[j]; if (bullet.intersects(enemy)) { if (enemy.takeDamage(bullet.damage)) { // Enemy destroyed LK.setScore(LK.getScore() + enemy.points); scoreTxt.setText('Score: ' + LK.getScore()); spawnPowerup(enemy.x, enemy.y); enemy.destroy(); enemies.splice(j, 1); LK.getSound('enemyDestroy').play(); } bullet.destroy(); heroBullets.splice(i, 1); break; } } // Check boss collision if (boss && bullet.intersects(boss)) { if (boss.takeDamage(bullet.damage)) { // Boss destroyed LK.setScore(LK.getScore() + boss.points); scoreTxt.setText('Score: ' + LK.getScore()); spawnPowerup(boss.x, boss.y); boss.destroy(); boss = null; LK.getSound('enemyDestroy').play(); } bullet.destroy(); heroBullets.splice(i, 1); } } // Update enemies for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; if (enemy.x < -50) { enemy.destroy(); enemies.splice(i, 1); continue; } if (enemy.update()) { shootEnemyBullet(enemy); } // Check collision with hero if (enemy.intersects(hero)) { if (hero.takeDamage()) { LK.showGameOver(); } enemy.destroy(); enemies.splice(i, 1); LK.getSound('hit').play(); } } // Update boss if (boss) { var phase = boss.update(); if (phase > 0) { shootBossBullet(phase); } // Check collision with hero if (boss.intersects(hero)) { if (hero.takeDamage()) { LK.showGameOver(); } LK.getSound('hit').play(); } } // Update enemy bullets for (var i = enemyBullets.length - 1; i >= 0; i--) { var bullet = enemyBullets[i]; if (bullet.x < -50 || bullet.x > 2048 + 50 || bullet.y < -50 || bullet.y > 2732 + 50) { bullet.destroy(); enemyBullets.splice(i, 1); continue; } // Check collision with hero if (bullet.intersects(hero)) { if (parryWindow && bullet.canBeParried && !bullet.parried) { // Successful parry! bullet.parried = true; bullet.speedX *= -2; bullet.speedY *= -0.5; bullet.tint = weaponTypes[hero.weaponType].parryColor; LK.setScore(LK.getScore() + 50); scoreTxt.setText('Score: ' + LK.getScore()); // Apply parry effect var effect = weaponTypes[hero.weaponType].parryEffect; if (effect === 'heal' && hero.health < hero.maxHealth) { hero.health++; } else if (effect === 'explode') { LK.effects.flashScreen(weaponTypes[hero.weaponType].parryColor, 200); // Damage all enemies for (var j = 0; j < enemies.length; j++) { enemies[j].takeDamage(1); } } else if (effect === 'freeze') { // Slow all enemies temporarily for (var j = 0; j < enemies.length; j++) { enemies[j].speed *= 0.5; } } } else if (!bullet.parried) { if (hero.takeDamage()) { LK.showGameOver(); } bullet.destroy(); enemyBullets.splice(i, 1); LK.getSound('hit').play(); } } // Check parried bullets hitting enemies if (bullet.parried) { for (var j = enemies.length - 1; j >= 0; j--) { var enemy = enemies[j]; if (bullet.intersects(enemy)) { if (enemy.takeDamage(2)) { LK.setScore(LK.getScore() + enemy.points * 2); scoreTxt.setText('Score: ' + LK.getScore()); spawnPowerup(enemy.x, enemy.y); enemy.destroy(); enemies.splice(j, 1); LK.getSound('enemyDestroy').play(); } bullet.destroy(); enemyBullets.splice(i, 1); break; } } // Check boss collision if (boss && bullet.intersects(boss)) { if (boss.takeDamage(2)) { LK.setScore(LK.getScore() + boss.points); scoreTxt.setText('Score: ' + LK.getScore()); spawnPowerup(boss.x, boss.y); boss.destroy(); boss = null; LK.getSound('enemyDestroy').play(); } bullet.destroy(); enemyBullets.splice(i, 1); } } } // Update powerups for (var i = powerups.length - 1; i >= 0; i--) { var powerup = powerups[i]; if (powerup.x < -50) { powerup.destroy(); powerups.splice(i, 1); continue; } // Check collision with hero if (powerup.intersects(hero)) { hero.applyPowerup(powerup.type); powerup.destroy(); powerups.splice(i, 1); LK.getSound('powerupCollect').play(); } } // Update perry collectibles for (var i = perryCollectibles.length - 1; i >= 0; i--) { var perryCollectible = perryCollectibles[i]; if (perryCollectible.x < -50) { perryCollectible.destroy(); perryCollectibles.splice(i, 1); continue; } // Check collision with hero if (perryCollectible.intersects(hero)) { hero.collectPerry(); perryTxt.setText('Perry: ' + hero.perryCharges); perryCollectible.destroy(); perryCollectibles.splice(i, 1); LK.getSound('powerupCollect').play(); } } }; // Start music LK.playMusic('bgMusic');
===================================================================
--- original.js
+++ change.js
@@ -329,12 +329,12 @@
self.activatePerry = function () {
if (self.perryCharges > 0 && !self.perryActive && self.perryCooldown === 0) {
self.perryCharges--;
self.perryActive = true;
- // Set weapon-specific cooldown (4 seconds for Homing weapon at 60fps)
+ // Set weapon-specific cooldown (4.5 seconds for Homing weapon at 60fps)
if (self.weaponType === 3) {
// Homing weapon
- self.perryCooldown = 240; // 4 seconds at 60fps
+ self.perryCooldown = 270; // 4.5 seconds at 60fps
} else {
self.perryCooldown = self.perryMaxCooldown; // Default cooldown
}
var weapon = weaponTypes[self.weaponType];
@@ -462,13 +462,13 @@
// Visual beam effect
LK.effects.flashScreen(0xffff00, 300);
};
self.performHomingPerry = function () {
- // Activate shield for 2.5 seconds
+ // Activate shield for 1.5 seconds
self.shieldActive = true;
- self.shieldTime = 150; // 2.5 seconds at 60fps
+ self.shieldTime = 90; // 1.5 seconds at 60fps
// Visual shield effect
- LK.effects.flashObject(self, 0x00ff00, 2500);
+ LK.effects.flashObject(self, 0x00ff00, 1500);
// Damage nearby enemies
for (var i = enemies.length - 1; i >= 0; i--) {
var enemy = enemies[i];
var distance = Math.sqrt(Math.pow(enemy.x - self.x, 2) + Math.pow(enemy.y - self.y, 2));