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🔥 1. Power-Up System Types of Power-Ups: 🔫 Rapid Fire: Reduces shoot cooldown to 0.5 seconds for 10 seconds. Trigger: Spawn every 20-30 seconds at random lane. Effect: Player shoot rate increases. 🛡️ Shield: Blocks 1 enemy bullet. Trigger: Drops from a killed enemy with 15% chance. Effect: Absorbs the next hit, then disappears. 💥 Explosive Shot: Your next shot passes through the wall and kills all enemies in its lane. Trigger: Spawns every 60 seconds. Effect: One-time use. Activates on next shot. --- ⚔️ 2. Mini Boss Enemies Mini Boss Rules: Appears every 30 seconds. Takes 3 hits to kill. Deals 20 damage to the wall per hit. Moves slightly faster than regular enemies. Drops a random Power-Up when killed. --- 🧠 3. Enemy Lane Behavior (AI Types) Type A: Stays in the same lane. Type B: Randomly switches lanes every 2 seconds. Type C: Tracks the player’s current lane and follows. Implementation Tip: Every 2s: If Enemy.Type == B → Randomly change lane If Enemy.Type == C → Move toward player's lane --- 🎲 4. Random Events Sandstorm Event: Happens every 45-60 seconds. Lasts for 10 seconds. Reduces visibility (add sand overlay). Enemies move faster but cannot shoot during the storm. Trigger: Every 60s Effect: - Add screen filter - EnemySpeed += 25% - EnemyShooting = disabled --- 🧱 5. Wall Repair System Show “Repair Wall” button when Score ≥ 50. Player can spend 50 points to restore +50 wall HP. Button disappears if score < 50 or wall is full. If PlayerScore >= 50 AND WallHP < 250: Show Button "Repair Wall" OnClick: WallHP += 50 PlayerScore -= 50 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Please fix the bug: 'Uncaught ReferenceError: tween is not defined' in or related to this line: 'tween(weapon, {' Line Number: 152 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Remove the pause button and everything related to it
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remove leaderboard codes everything and fix game pause
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OK! Remove the leaderboard button and add a game pause button and add a small animated weapon to both the enemy and player's hand (the asset of the enemy weapon and the player's weapon should be different) and let the bullets come out of those guns ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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put the leaderboard button a little lower then fix the leaderboard logic ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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Please fix the bug: 'Uncaught TypeError: LK.pause is not a function' in or related to this line: 'LK.pause();' Line Number: 228
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Please fix the bug: 'Uncaught TypeError: LK.isPaused is not a function' in or related to this line: 'gameWasPaused = LK.isPaused();' Line Number: 229
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can you add a leaderboard button to the game? (when you click it, the game pauses, when you click it again, the leaderboard screen goes away and the game continues where it left off) ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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make fire button as an asset
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Make the wall's health, score and kill count more cool with pixel colors instead of normal text. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Make the background color orange by adding assets
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add a health bar to the wall so that enemies can't pass through it (bullets can) so that enemies start dealing damage when they get right under the wall, not with their bullets, and add a background that covers everything orange color ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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delete road
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Make a background so that the enemies don't always go to the player's side, they go to random sides, and add life to the wall so that the enemies' bullets pass through the wall but not for themselves They have to go through the wall, when they get right under the wall, the wall starts to get damaged and after a while it breaks. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var EnemyBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('enemyBullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 15; self.update = function () { self.y += self.speed; }; return self; }); var EnemyCowboy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemyCowboy', { anchorX: 0.5, anchorY: 0.5 }); var weapon = self.attachAsset('enemyWeapon', { anchorX: 0.5, anchorY: 0.5, x: 30, y: 0 }); self.lane = 1; self.speed = 3; self.lastShot = 0; self.shootCooldown = 180; // 3 seconds at 60fps self.targetLane = 1; self.laneChangeSpeed = 8; self.aiType = 'A'; // A: stay same lane, B: random switch, C: track player self.lastLaneChange = 0; self.update = function () { self.y += self.speed; // Move towards target lane var targetX = getLaneX(self.targetLane); if (Math.abs(self.x - targetX) > self.laneChangeSpeed) { if (self.x < targetX) { self.x += self.laneChangeSpeed; } else { self.x -= self.laneChangeSpeed; } } else { self.x = targetX; self.lane = self.targetLane; } // Shooting logic self.lastShot++; if (self.lastShot >= self.shootCooldown) { self.lastShot = 0; // Create enemy bullet var bullet = new EnemyBullet(); var weaponPos = weapon.parent.toGlobal(weapon.position); var gamePos = game.toLocal(weaponPos); bullet.x = gamePos.x; bullet.y = gamePos.y; enemyBullets.push(bullet); game.addChild(bullet); // Animate weapon recoil tween(weapon, { scaleY: 0.8 }, { duration: 100, onFinish: function onFinish() { tween(weapon, { scaleY: 1 }, { duration: 100 }); } }); } // AI behavior self.lastLaneChange++; if (self.lastLaneChange >= 120) { // Every 2 seconds self.lastLaneChange = 0; if (self.aiType === 'B') { // Random switch self.targetLane = Math.floor(Math.random() * 3); } else if (self.aiType === 'C') { // Track player if (player) { self.targetLane = player.lane; } } } // Type A stays in same lane (no change needed) }; return self; }); var MiniBoss = Container.expand(function () { var self = Container.call(this); var bossGraphics = self.attachAsset('miniBoss', { anchorX: 0.5, anchorY: 0.5 }); var weapon = self.attachAsset('enemyWeapon', { anchorX: 0.5, anchorY: 0.5, x: 40, y: 0 }); self.lane = 1; self.speed = 4; self.health = 3; self.maxHealth = 3; self.lastShot = 0; self.shootCooldown = 120; // 2 seconds at 60fps self.targetLane = 1; self.laneChangeSpeed = 10; self.update = function () { self.y += self.speed; // Move towards target lane var targetX = getLaneX(self.targetLane); if (Math.abs(self.x - targetX) > self.laneChangeSpeed) { if (self.x < targetX) { self.x += self.laneChangeSpeed; } else { self.x -= self.laneChangeSpeed; } } else { self.x = targetX; self.lane = self.targetLane; } // Shooting logic self.lastShot++; if (self.lastShot >= self.shootCooldown) { self.lastShot = 0; var bullet = new EnemyBullet(); var weaponPos = weapon.parent.toGlobal(weapon.position); var gamePos = game.toLocal(weaponPos); bullet.x = gamePos.x; bullet.y = gamePos.y; enemyBullets.push(bullet); game.addChild(bullet); // Animate weapon recoil tween(weapon, { scaleY: 0.8 }, { duration: 100, onFinish: function onFinish() { tween(weapon, { scaleY: 1 }, { duration: 100 }); } }); } // Random lane changing if (LK.ticks % 120 === 0 && Math.random() < 0.5) { self.targetLane = Math.floor(Math.random() * 3); } }; self.takeDamage = function () { self.health--; LK.getSound('miniBossHit').play(); // Flash red when hit tween(bossGraphics, { tint: 0xFF0000 }, { duration: 200, onFinish: function onFinish() { tween(bossGraphics, { tint: 0xFFFFFF }, { duration: 200 }); } }); }; return self; }); var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('cowboy', { anchorX: 0.5, anchorY: 0.5 }); var weapon = self.attachAsset('playerWeapon', { anchorX: 0.5, anchorY: 0.5, x: -25, y: -10 }); self.lane = 1; self.targetLane = 1; self.laneChangeSpeed = 12; self.lastShot = 0; self.shootCooldown = 72; // 1.2 seconds at 60fps self.update = function () { // Move towards target lane var targetX = getLaneX(self.targetLane); if (Math.abs(self.x - targetX) > self.laneChangeSpeed) { if (self.x < targetX) { self.x += self.laneChangeSpeed; } else { self.x -= self.laneChangeSpeed; } } else { self.x = targetX; self.lane = self.targetLane; } self.lastShot++; }; self.moveLeft = function () { if (self.targetLane > 0) { self.targetLane--; } }; self.moveRight = function () { if (self.targetLane < 2) { self.targetLane++; } }; self.shoot = function () { var cooldown = playerRapidFire > 0 ? 30 : self.shootCooldown; // Rapid fire reduces cooldown if (self.lastShot >= cooldown) { self.lastShot = 0; var bullet = new PlayerBullet(); var weaponPos = weapon.parent.toGlobal(weapon.position); var gamePos = game.toLocal(weaponPos); bullet.x = gamePos.x; bullet.y = gamePos.y; // Apply explosive shot if active if (playerExplosiveShot) { bullet.makeExplosive(); playerExplosiveShot = false; // One-time use } playerBullets.push(bullet); game.addChild(bullet); LK.getSound('shoot').play(); // Animate weapon recoil tween(weapon, { scaleY: 0.7 }, { duration: 80, onFinish: function onFinish() { tween(weapon, { scaleY: 1 }, { duration: 120 }); } }); } }; return self; }); var PlayerBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('playerBullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -20; self.isExplosive = false; self.update = function () { self.y += self.speed; }; // Make bullet explosive self.makeExplosive = function () { self.isExplosive = true; bulletGraphics.tint = 0xFF4500; // Orange tint for explosive bulletGraphics.scaleX = 1.5; bulletGraphics.scaleY = 1.5; }; return self; }); var PowerUp = Container.expand(function () { var self = Container.call(this); self.type = 'rapidFire'; // rapidFire, shield, explosive self.speed = 5; self.update = function () { self.y += self.speed; }; return self; }); var Wall = Container.expand(function () { var self = Container.call(this); var wallGraphics = self.attachAsset('wall', { anchorX: 0.5, anchorY: 0.5 }); self.maxHealth = 250; self.health = self.maxHealth; self.isDestroyed = false; self.takeDamage = function (damage) { if (self.isDestroyed) { return; } self.health -= damage; LK.getSound('wallHit').play(); // Visual damage feedback var damagePercent = 1 - self.health / self.maxHealth; wallGraphics.tint = 0xFFFFFF - 0x444444 * damagePercent; // Shake effect tween(self, { x: self.x + 10 }, { duration: 100, onFinish: function onFinish() { tween(self, { x: self.x - 10 }, { duration: 100 }); } }); if (self.health <= 0) { self.destroyWall(); } }; self.destroyWall = function () { if (self.isDestroyed) { return; } self.isDestroyed = true; LK.getSound('wallBreak').play(); // Destruction animation tween(self, { alpha: 0, scaleY: 0.1 }, { duration: 500, onFinish: function onFinish() { self.destroy(); } }); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0xFF8C00 }); /**** * Game Code ****/ // Game variables var player; var enemies = []; var playerBullets = []; var enemyBullets = []; var gameSpeed = 1; var survivalTime = 0; var killCount = 0; var lastEnemySpawn = 0; var enemySpawnRate = 200; // 5 seconds at 60fps var speedIncreaseTimer = 0; var wall; var powerUps = []; var miniBosses = []; var lastMiniBossSpawn = 0; var lastPowerUpSpawn = 0; var lastExplosiveSpawn = 0; var playerHasShield = false; var playerRapidFire = 0; var playerExplosiveShot = false; var sandstormActive = false; var sandstormTimer = 0; var lastSandstorm = 0; var repairBtn = null; // Lane positions function getLaneX(lane) { var laneWidth = 2048 / 3; return laneWidth * lane + laneWidth / 2; } // Add orange background var orangeBackground = game.addChild(LK.getAsset('orangeBackground', { anchorX: 0, anchorY: 0, x: 0, y: 0 })); // Create wall wall = game.addChild(new Wall()); wall.x = 1024; wall.y = 1800; // Create player player = game.addChild(new Player()); player.x = getLaneX(1); player.y = 2200; // Create UI var scoreTxt = new Text2('SCORE: 0', { size: 70, fill: 0x00FF00 }); scoreTxt.anchor.set(0, 0); LK.gui.topLeft.addChild(scoreTxt); scoreTxt.x = 120; scoreTxt.y = 20; var killsTxt = new Text2('KILLS: 0', { size: 70, fill: 0xFF0080 }); killsTxt.anchor.set(1, 0); LK.gui.topRight.addChild(killsTxt); killsTxt.y = 20; // Wall health bar var wallHealthBar = new Text2('WALL: 100/100', { size: 60, fill: 0x00CCFF }); wallHealthBar.anchor.set(0.5, 0); LK.gui.top.addChild(wallHealthBar); wallHealthBar.y = 80; // Control buttons var leftBtn = new Text2('◀', { size: 130, fill: 0xFFFF00 }); leftBtn.anchor.set(0.5, 0.5); LK.gui.bottomLeft.addChild(leftBtn); leftBtn.x = 200; leftBtn.y = -150; var rightBtn = new Text2('▶', { size: 130, fill: 0xFFFF00 }); rightBtn.anchor.set(0.5, 0.5); LK.gui.bottomRight.addChild(rightBtn); rightBtn.x = -200; rightBtn.y = -150; var shootBtn = LK.getAsset('fireButton', { anchorX: 0.5, anchorY: 0.5 }); LK.gui.bottom.addChild(shootBtn); shootBtn.y = -150; // Button event handlers leftBtn.down = function () { player.moveLeft(); }; rightBtn.down = function () { player.moveRight(); }; shootBtn.down = function () { player.shoot(); }; // Function to show/hide repair button function updateRepairButton() { if (LK.getScore() >= 50 && wall && !wall.isDestroyed && wall.health < wall.maxHealth) { if (!repairBtn) { repairBtn = LK.getAsset('repairButton', { anchorX: 0.5, anchorY: 0.5 }); LK.gui.center.addChild(repairBtn); repairBtn.y = 200; repairBtn.down = function () { if (LK.getScore() >= 50 && wall && wall.health < wall.maxHealth) { LK.setScore(LK.getScore() - 50); wall.health = Math.min(wall.health + 50, wall.maxHealth); scoreTxt.setText('SCORE: ' + LK.getScore()); updateRepairButton(); } }; } } else if (repairBtn) { repairBtn.destroy(); repairBtn = null; } } // Game update loop game.update = function () { // Update power-up timers if (playerRapidFire > 0) { playerRapidFire--; } if (sandstormActive) { sandstormTimer--; if (sandstormTimer <= 0) { sandstormActive = false; game.alpha = 1; // Remove sandstorm effect } } // Update survival time and score survivalTime++; if (survivalTime % 60 === 0) { // Every second LK.setScore(LK.getScore() + 1); scoreTxt.setText('SCORE: ' + LK.getScore()); } // Update repair button updateRepairButton(); // Spawn sandstorm event lastSandstorm++; if (lastSandstorm >= 2700 && !sandstormActive) { // 45-60 seconds if (Math.random() < 0.5) { sandstormActive = true; sandstormTimer = 600; // 10 seconds game.alpha = 0.6; // Reduce visibility lastSandstorm = 0; } } // Spawn power-ups lastPowerUpSpawn++; if (lastPowerUpSpawn >= 1200) { // 20-30 seconds for rapid fire if (Math.random() < 0.7) { var powerUp = new PowerUp(); powerUp.type = 'rapidFire'; var rapidFireGraphics = powerUp.attachAsset('rapidFire', { anchorX: 0.5, anchorY: 0.5 }); powerUp.x = getLaneX(Math.floor(Math.random() * 3)); powerUp.y = -100; powerUps.push(powerUp); game.addChild(powerUp); lastPowerUpSpawn = 0; } } // Spawn explosive shot power-up lastExplosiveSpawn++; if (lastExplosiveSpawn >= 3600) { // 60 seconds var powerUp = new PowerUp(); powerUp.type = 'explosive'; var explosiveGraphics = powerUp.attachAsset('explosive', { anchorX: 0.5, anchorY: 0.5 }); powerUp.x = getLaneX(Math.floor(Math.random() * 3)); powerUp.y = -100; powerUps.push(powerUp); game.addChild(powerUp); lastExplosiveSpawn = 0; } // Spawn mini boss lastMiniBossSpawn++; if (lastMiniBossSpawn >= 1800) { // 30 seconds lastMiniBossSpawn = 0; var miniBoss = new MiniBoss(); miniBoss.lane = Math.floor(Math.random() * 3); miniBoss.targetLane = Math.floor(Math.random() * 3); miniBoss.x = getLaneX(miniBoss.lane); miniBoss.y = -150; miniBoss.speed *= gameSpeed; miniBosses.push(miniBoss); game.addChild(miniBoss); } // Update wall health bar if (wall && !wall.isDestroyed) { var healthPercent = wall.health / wall.maxHealth; if (healthPercent > 0.6) { wallHealthBar.fill = 0x00FF00; // Green for healthy } else if (healthPercent > 0.3) { wallHealthBar.fill = 0xFFFF00; // Yellow for damaged } else { wallHealthBar.fill = 0xFF0000; // Red for critical } wallHealthBar.setText('WALL: ' + wall.health + '/' + wall.maxHealth); } else { wallHealthBar.fill = 0xFF0000; wallHealthBar.setText('WALL: DESTROYED'); } // Increase game speed over time speedIncreaseTimer++; if (speedIncreaseTimer % 600 === 0) { // Every 10 seconds gameSpeed += 0.2; if (enemySpawnRate > 120) { enemySpawnRate -= 20; } } // Spawn enemies lastEnemySpawn++; if (lastEnemySpawn >= enemySpawnRate) { lastEnemySpawn = 0; var enemy = new EnemyCowboy(); enemy.lane = Math.floor(Math.random() * 3); enemy.targetLane = Math.floor(Math.random() * 3); // Set AI type var aiRand = Math.random(); if (aiRand < 0.4) { enemy.aiType = 'A'; } // Stay same lane else if (aiRand < 0.7) { enemy.aiType = 'B'; } // Random switch else { enemy.aiType = 'C'; } // Track player enemy.x = getLaneX(enemy.lane); enemy.y = -100; enemy.speed *= gameSpeed; // Sandstorm effect on enemies if (sandstormActive) { enemy.speed *= 1.25; // Move 25% faster enemy.shootCooldown = 999999; // Cannot shoot } enemies.push(enemy); game.addChild(enemy); } // Update power-ups for (var i = powerUps.length - 1; i >= 0; i--) { var powerUp = powerUps[i]; // Remove power-ups that went off screen if (powerUp.y > 2800) { powerUp.destroy(); powerUps.splice(i, 1); continue; } // Check collision with player if (powerUp.intersects(player)) { LK.getSound('powerUp').play(); if (powerUp.type === 'rapidFire') { playerRapidFire = 600; // 10 seconds at 60fps } else if (powerUp.type === 'shield') { playerHasShield = true; } else if (powerUp.type === 'explosive') { playerExplosiveShot = true; } powerUp.destroy(); powerUps.splice(i, 1); } } // Update mini bosses for (var i = miniBosses.length - 1; i >= 0; i--) { var miniBoss = miniBosses[i]; // Remove mini bosses that went off screen if (miniBoss.y > 2800) { miniBoss.destroy(); miniBosses.splice(i, 1); continue; } // Check collision with wall if (wall && !wall.isDestroyed && miniBoss.intersects(wall)) { miniBoss.speed = 0; if (miniBoss.lastWallDamage === undefined) { miniBoss.lastWallDamage = 0; } miniBoss.lastWallDamage++; if (miniBoss.lastWallDamage >= 30) { wall.takeDamage(20); // Mini boss deals more damage miniBoss.lastWallDamage = 0; } } else if (wall && wall.isDestroyed) { miniBoss.speed = 4 * gameSpeed; } } // Update enemies for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; // Remove enemies that went off screen if (enemy.y > 2800) { enemy.destroy(); enemies.splice(i, 1); continue; } // Check collision with wall - enemies cannot pass through if (wall && !wall.isDestroyed && enemy.intersects(wall)) { // Stop enemy movement when hitting wall enemy.speed = 0; // Deal damage to wall when enemy touches it if (enemy.lastWallDamage === undefined) { enemy.lastWallDamage = 0; } enemy.lastWallDamage++; if (enemy.lastWallDamage >= 30) { // Damage every 0.5 seconds wall.takeDamage(10); enemy.lastWallDamage = 0; } } else if (wall && wall.isDestroyed) { // If wall is destroyed, enemies can move normally enemy.speed = 3 * gameSpeed; } } // Update player bullets for (var i = playerBullets.length - 1; i >= 0; i--) { var bullet = playerBullets[i]; // Remove bullets that went off screen if (bullet.y < -50) { bullet.destroy(); playerBullets.splice(i, 1); continue; } // Check collision with enemies var bulletHit = false; for (var j = enemies.length - 1; j >= 0; j--) { var enemy = enemies[j]; if (bullet.intersects(enemy)) { // Enemy hit LK.getSound('enemyHit').play(); killCount++; LK.setScore(LK.getScore() + 5); scoreTxt.setText('SCORE: ' + LK.getScore()); killsTxt.setText('KILLS: ' + killCount); // Drop shield power-up with 15% chance if (Math.random() < 0.15) { var shieldPowerUp = new PowerUp(); shieldPowerUp.type = 'shield'; var shieldGraphics = shieldPowerUp.attachAsset('shield', { anchorX: 0.5, anchorY: 0.5 }); shieldPowerUp.x = enemy.x; shieldPowerUp.y = enemy.y; powerUps.push(shieldPowerUp); game.addChild(shieldPowerUp); } // Remove enemy enemy.destroy(); enemies.splice(j, 1); if (!bullet.isExplosive) { bulletHit = true; break; } } } // Check collision with mini bosses for (var j = miniBosses.length - 1; j >= 0; j--) { var miniBoss = miniBosses[j]; if (bullet.intersects(miniBoss)) { miniBoss.takeDamage(); if (miniBoss.health <= 0) { killCount++; LK.setScore(LK.getScore() + 20); scoreTxt.setText('SCORE: ' + LK.getScore()); killsTxt.setText('KILLS: ' + killCount); // Drop random power-up var powerUp = new PowerUp(); var powerTypes = ['rapidFire', 'shield', 'explosive']; powerUp.type = powerTypes[Math.floor(Math.random() * powerTypes.length)]; var powerGraphics = powerUp.attachAsset(powerUp.type, { anchorX: 0.5, anchorY: 0.5 }); powerUp.x = miniBoss.x; powerUp.y = miniBoss.y; powerUps.push(powerUp); game.addChild(powerUp); miniBoss.destroy(); miniBosses.splice(j, 1); } if (!bullet.isExplosive) { bulletHit = true; break; } } } // Handle explosive shots if (bullet.isExplosive) { // Explosive shot passes through wall and kills all enemies in lane var bulletLane = Math.floor((bullet.x - getLaneX(0) + 2048 / 6) / (2048 / 3)); for (var j = enemies.length - 1; j >= 0; j--) { var enemy = enemies[j]; if (enemy.lane === bulletLane) { LK.getSound('explosion').play(); killCount++; LK.setScore(LK.getScore() + 5); enemy.destroy(); enemies.splice(j, 1); } } // Also kill mini bosses in same lane for (var j = miniBosses.length - 1; j >= 0; j--) { var miniBoss = miniBosses[j]; if (miniBoss.lane === bulletLane) { LK.getSound('explosion').play(); killCount++; LK.setScore(LK.getScore() + 20); miniBoss.destroy(); miniBosses.splice(j, 1); } } bulletHit = true; } // Remove bullet if it hit something (unless explosive) if (bulletHit) { bullet.destroy(); playerBullets.splice(i, 1); } } // Update enemy bullets for (var i = enemyBullets.length - 1; i >= 0; i--) { var bullet = enemyBullets[i]; // Remove bullets that went off screen if (bullet.y > 2800) { bullet.destroy(); enemyBullets.splice(i, 1); continue; } // Check collision with wall (bullets pass through but don't damage) if (wall && !wall.isDestroyed && bullet.intersects(wall)) { // Enemy bullets pass through wall without stopping } // Check collision with player if (bullet.intersects(player)) { if (playerHasShield) { // Shield absorbs hit playerHasShield = false; LK.effects.flashObject(player, 0x00FF00, 500); bullet.destroy(); enemyBullets.splice(i, 1); continue; } else { // Player hit - game over LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); return; } } } };
===================================================================
--- original.js
+++ change.js
@@ -491,9 +491,9 @@
// Update survival time and score
survivalTime++;
if (survivalTime % 60 === 0) {
// Every second
- LK.setScore(LK.getScore() + 9999);
+ LK.setScore(LK.getScore() + 1);
scoreTxt.setText('SCORE: ' + LK.getScore());
}
// Update repair button
updateRepairButton();
2d cowboy character head. In-Game asset. 2d. High contrast. No shadows
2d revolver bullet. In-Game asset. 2d. High contrast. No shadows
2d old concrete wall suitable for desert atmosphere. In-Game asset. 2d. High contrast. No shadows
2d edgy red themed hostile cowboy character head
A 2d fired revolver. In-Game asset. 2d. High contrast. No shadows
a 2d revolver without firing effect
Let it be red themed
2d simple repair button. In-Game asset. 2d. High contrast. No shadows
2d protection shield. In-Game asset. 2d. High contrast. No shadows
2d explosion effect. In-Game asset. 2d. High contrast. No shadows