User prompt
backgrounds should be fully visible and their opacity should be full
User prompt
Let's collect perrys and save them unlimitedly. Let's have 2 perrys at the beginning of the game and have a button to use perrys. Let's not spam perrys So there will be different perry for each weapon with a cooldown time โช๐ก Consider importing and using the following plugins: @upit/tween.v1
User prompt
Add something called "perry" to the game other than a powerup. When we get this, our character will make a very special hit with a special animation, of course suitable for the weapon. โช๐ก Consider importing and using the following plugins: @upit/tween.v1
Code edit (1 edits merged)
Please save this source code
User prompt
some weapons are so powerful bring nerf add background assets and Add a hand that goes up and down with every shot and the bullets come out of our hands โช๐ก Consider importing and using the following plugins: @upit/tween.v1
User prompt
Okay, every 3 levels, our weapon should change and the enemies should get stronger every time our weapon is changed, and when we get a power-up, our color should change, like 1.5-2 seconds before the power-up ends Then let's go back and forth between the power-up color and our own color, let our color change and then normalize, I think you understand. โช๐ก Consider importing and using the following plugins: @upit/tween.v1
User prompt
Let the game have 50 levels, each level has different enemies and different weapons, let the boss come every 10 levels, add parrying to the game like in Cuphead, like a special ability but different parrying for each weapon.
Code edit (1 edits merged)
Please save this source code
User prompt
Run & Gun Adventure
Initial prompt
make cuphead
/**** * 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 = 2; self.direction = 1; self.shootCooldown = 0; self.shootInterval = 60; self.phase = 1; self.points = 1000; self.setBossLevel = function (level) { self.bossLevel = Math.floor(level / 10); self.health = 20 + self.bossLevel * 10; 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 = 40; } if (self.health < self.maxHealth * 0.25 && self.phase === 2 && self.bossLevel >= 3) { self.phase = 3; self.shootInterval = 30; } 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: 50, y: -5 }); self.handBaseY = -10; 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 = 2; // Start with 2 perrys self.perryEffect = null; self.perryActive = false; self.perryCooldown = 0; self.perryMaxCooldown = 300; // 5 seconds at 60fps 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 if (self.perryCooldown > 0) { self.perryCooldown--; } }; self.takeDamage = function () { if (self.invulnerable > 0) { return false; } 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; self.perryCooldown = self.perryMaxCooldown; // Set 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 () { // Heal hero and create healing wave if (self.health < self.maxHealth) { self.health = Math.min(self.maxHealth, self.health + 2); } // 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++; }; 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 = 1; 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 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 var weaponTxt = new Text2('Weapon: Spread', { size: 50, fill: 0xFFFFFF }); weaponTxt.anchor.set(0, 0); weaponTxt.x = 20; weaponTxt.y = 120; LK.gui.topLeft.addChild(weaponTxt); // Perry charges text var perryTxt = new Text2('Perry: 2', { size: 45, fill: 0xff6600 }); perryTxt.anchor.set(0, 0); perryTxt.x = 20; perryTxt.y = 180; 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 = 230; 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(); } else if (x < 200 && y > 1000) { // Bottom left tap for perry special attack hero.activatePerry(); perryTxt.setText('Perry: ' + hero.perryCharges); } }; 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; tween(levelTxt, { alpha: 0 }, { duration: 2000 }); } function spawnPowerup(x, y) { if (Math.random() < 0.15) { // 15% chance for perry collectible var perryCollectible = new PerryCollectible(); perryCollectible.x = x; perryCollectible.y = y; perryCollectibles.push(perryCollectible); game.addChild(perryCollectible); } else if (Math.random() < 0.2) { // 20% 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); } } 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; tween(levelTxt, { 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
@@ -574,17 +574,17 @@
anchorX: 0,
anchorY: 0,
x: 0,
y: 0,
- alpha: 0.3
+ alpha: 1.0
});
game.addChild(backgroundLayer1);
var backgroundLayer2 = LK.getAsset('background2', {
anchorX: 0,
anchorY: 0,
x: 0,
y: 0,
- alpha: 0.2
+ alpha: 1.0
});
game.addChild(backgroundLayer2);
// Clouds array for parallax effect
var clouds = [];