User prompt
Enemies instantly break the crystal wall, make it a little stronger and when you use the power called show and hit the enemy, he becomes immortal, fix this bug
User prompt
Please fix the bug: 'TypeError: this.destroy is not a function' in or related to this line: 'this.destroy();' Line Number: 635
User prompt
🔥✨ Spell Powers & Their Mystical Effects ✨🔥 1. 🔥 Fireball — “Inferno’s Wrath” Unleash a blazing orb of fire that erupts on impact, engulfing foes in searing flames. [🔥 DAMAGE OVER AREA] 2. ❄️ Ice Shard — “Frostbite’s Sting” Hurl razor-sharp shards of ice that pierce and freeze enemies, slowing their movements. [🐢 ENEMY SLOWED + DAMAGE] 3. ⚡ Lightning Strike — “Storm’s Judgment” Summon a sudden lightning bolt from the heavens to strike a single target with deadly force. [💥 HIGH SINGLE TARGET DAMAGE] 4. 🛡️ Magical Shield — “Aegis of the Arcane” Envelop yourself in a shimmering shield that absorbs damage, protecting you from harm. [🛡️ TEMPORARY DAMAGE ABSORPTION] 5. 💨 Teleport — “Blink of Shadows” Vanish and instantly reappear a short distance away, evading danger with ghostlike speed. [⚡ INSTANT REPOSITION] 6. ☠️ Poison Cloud — “Venomous Mist” Release a toxic fog that lingers, slowly corroding and weakening all who dare enter. [☣️ DAMAGE OVER TIME + WEAKENING EFFECT] 7. 🧠 Mind Control — “Dominion of Will” Seize control of an enemy’s mind, bending their will to fight alongside you—for a fleeting moment. [🧟 TEMPORARY ENEMY ALLY] 8. 🔮 Crystal Wall — “Barrier of Eternity” Summon a towering wall of crystal to block enemies and projectiles, halting their advance. [⛔ BLOCKS MOVEMENT & ATTACKS] 9. 💥 Explosion — “Cataclysmic Burst” Detonate a devastating blast around you, obliterating all foes in a violent radius. [💣 MASSIVE AREA DAMAGE] 10. ⏳ Time Slow — “Chrono’s Embrace” Bend the flow of time itself, slowing enemies’ movements and attacks, granting you precious seconds. [🐌 ENEMY SLOWED FOR SHORT DURATION] --- Prepare wisely, Wizard—each spell is a shard of untamed power, a tool to twist fate itself. Choose your arsenal, strike with precision, and survive the relentless onslaught of darkness! ✨🧙♂️ ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
add a pixel health bar
User prompt
Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'buttonText.style.fill = "#FFFFFF";' Line Number: 309
Code edit (1 edits merged)
Please save this source code
User prompt
Arcane Survival: Wizard's Last Stand
Initial prompt
🧙♂️ "You play as a powerful wizard who can cast 10 unique magical spells: fireball, ice shard, lightning strike, magical shield, teleport, poison cloud, mind control, crystal wall, explosion, and time slow. Waves of different enemies attack you from all directions, including goblins, demons, flying eyes, golems, skeletons, poisonous mushrooms, hellhounds, and dark sorcerers. Your goal is to survive as long as possible by strategically using your spells." 🎮 Genre: Arena Survival / Action 🎨 Style: Pixel Art / Dark Fantasy 🔥 Spells: Fireball, Ice Shard, Lightning Strike, Shield, Teleport, Poison Cloud, Mind Control, Crystal Wall, Explosion, Time Slow 👾 Enemies: Goblins, Demons, Flying Eyes, Golems, Skeletons, Poisonous Mushrooms, Hellhounds, Dark Sorcerers
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Enemy = Container.expand(function (enemyType) {
var self = Container.call(this);
self.enemyType = enemyType;
self.health = 1;
self.speed = 2;
self.damage = 1;
self.points = 10;
self.lastHitTime = 0;
self.slowedTimer = 0;
self.originalSpeed = 0;
var enemyGraphics;
if (enemyType === 'goblin') {
enemyGraphics = self.attachAsset('goblin', {
anchorX: 0.5,
anchorY: 0.5
});
self.health = 1;
self.speed = 3;
self.points = 10;
} else if (enemyType === 'demon') {
enemyGraphics = self.attachAsset('demon', {
anchorX: 0.5,
anchorY: 0.5
});
self.health = 3;
self.speed = 1.5;
self.points = 30;
} else if (enemyType === 'flyingEye') {
enemyGraphics = self.attachAsset('flyingEye', {
anchorX: 0.5,
anchorY: 0.5
});
self.health = 1;
self.speed = 4;
self.points = 20;
} else if (enemyType === 'golem') {
enemyGraphics = self.attachAsset('golem', {
anchorX: 0.5,
anchorY: 0.5
});
self.health = 5;
self.speed = 1;
self.points = 50;
} else if (enemyType === 'skeleton') {
enemyGraphics = self.attachAsset('skeleton', {
anchorX: 0.5,
anchorY: 0.5
});
self.health = 2;
self.speed = 2;
self.points = 20;
} else if (enemyType === 'mushroom') {
enemyGraphics = self.attachAsset('mushroom', {
anchorX: 0.5,
anchorY: 0.5
});
self.health = 1;
self.speed = 1;
self.points = 15;
} else if (enemyType === 'hellhound') {
enemyGraphics = self.attachAsset('hellhound', {
anchorX: 0.5,
anchorY: 0.5
});
self.health = 2;
self.speed = 5;
self.points = 25;
} else if (enemyType === 'darkSorcerer') {
enemyGraphics = self.attachAsset('darkSorcerer', {
anchorX: 0.5,
anchorY: 0.5
});
self.health = 3;
self.speed = 1.5;
self.points = 40;
}
self.maxHealth = self.health;
// Spawn from random edge
var edge = Math.floor(Math.random() * 4);
if (edge === 0) {
// Top
self.x = Math.random() * 2048;
self.y = -50;
} else if (edge === 1) {
// Right
self.x = 2048 + 50;
self.y = Math.random() * 2732;
} else if (edge === 2) {
// Bottom
self.x = Math.random() * 2048;
self.y = 2732 + 50;
} else {
// Left
self.x = -50;
self.y = Math.random() * 2732;
}
self.applySlowEffect = function () {
if (self.slowedTimer <= 0) {
self.originalSpeed = self.speed;
}
self.slowedTimer = 180; // 3 seconds
self.speed = self.originalSpeed * 0.3; // 70% speed reduction
tween(enemyGraphics, {
tint: 0x87CEEB
}, {
duration: 200
});
};
self.takeDamage = function (damage) {
self.health -= damage;
self.lastHitTime = LK.ticks;
// Flash red when hit
tween(enemyGraphics, {
tint: 0xFF0000
}, {
duration: 100,
onFinish: function onFinish() {
tween(enemyGraphics, {
tint: 0xFFFFFF
}, {
duration: 100
});
}
});
LK.getSound('enemyHit').play();
if (self.health <= 0) {
return true; // Enemy is dead
}
return false;
};
self.update = function () {
// Handle slow effect
if (self.slowedTimer > 0) {
self.slowedTimer--;
if (self.slowedTimer <= 0) {
self.speed = self.originalSpeed;
tween(enemyGraphics, {
tint: 0xFFFFFF
}, {
duration: 200
});
}
}
// Move towards wizard
var dx = wizard.x - self.x;
var dy = wizard.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 0) {
var moveX = dx / distance * self.speed;
var moveY = dy / distance * self.speed;
// Flying eye has erratic movement
if (self.enemyType === 'flyingEye') {
moveX += (Math.random() - 0.5) * 2;
moveY += (Math.random() - 0.5) * 2;
}
self.x += moveX;
self.y += moveY;
}
};
return self;
});
var Spell = Container.expand(function (spellType, startX, startY, targetX, targetY) {
var self = Container.call(this);
self.spellType = spellType;
self.speed = 8;
self.damage = 1;
self.lifeTime = 180; // 3 seconds at 60fps
self.age = 0;
var spellGraphics;
if (spellType === 'fireball') {
spellGraphics = self.attachAsset('fireball', {
anchorX: 0.5,
anchorY: 0.5
});
self.damage = 2;
} else if (spellType === 'iceShard') {
spellGraphics = self.attachAsset('iceShard', {
anchorX: 0.5,
anchorY: 0.5
});
self.damage = 1;
self.slowEffect = true;
} else if (spellType === 'lightning') {
spellGraphics = self.attachAsset('lightning', {
anchorX: 0.5,
anchorY: 0.5
});
self.damage = 3;
self.speed = 15;
} else if (spellType === 'poisonCloud') {
spellGraphics = self.attachAsset('poisonCloud', {
anchorX: 0.5,
anchorY: 0.5
});
self.damage = 1;
self.speed = 0;
self.lifeTime = 300;
spellGraphics.alpha = 0.6;
} else if (spellType === 'explosion') {
spellGraphics = self.attachAsset('explosion', {
anchorX: 0.5,
anchorY: 0.5
});
self.damage = 4;
self.speed = 0;
self.lifeTime = 30;
spellGraphics.alpha = 0.8;
}
self.x = startX;
self.y = startY;
// Calculate direction
var dx = targetX - startX;
var dy = targetY - startY;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 0) {
self.velocityX = dx / distance * self.speed;
self.velocityY = dy / distance * self.speed;
} else {
self.velocityX = 0;
self.velocityY = 0;
}
self.createExplosion = function () {
var explosion = new Spell('explosion', self.x, self.y, self.x, self.y);
spells.push(explosion);
game.addChild(explosion);
};
self.update = function () {
self.age++;
if (self.spellType !== 'poisonCloud' && self.spellType !== 'explosion') {
self.x += self.velocityX;
self.y += self.velocityY;
}
if (self.spellType === 'explosion') {
var scale = 1 + self.age / 30 * 2;
spellGraphics.scaleX = scale;
spellGraphics.scaleY = scale;
}
};
return self;
});
var SpellButton = Container.expand(function (spellType, buttonX, buttonY) {
var self = Container.call(this);
self.spellType = spellType;
self.cooldown = 0;
self.maxCooldown = 60; // 1 second
var buttonBg = self.attachAsset('spellButton', {
anchorX: 0.5,
anchorY: 0.5
});
var spellNames = {
'fireball': 'Fire',
'iceShard': 'Ice',
'lightning': 'Bolt',
'shield': 'Shield',
'teleport': 'Port',
'poisonCloud': 'Poison',
'mindControl': 'Mind',
'crystalWall': 'Wall',
'explosion': 'Boom',
'timeSlow': 'Slow'
};
var buttonText = new Text2(spellNames[spellType] || spellType, {
size: 24,
fill: 0xFFFFFF
});
buttonText.anchor.set(0.5, 0.5);
self.addChild(buttonText);
self.x = buttonX;
self.y = buttonY;
// Set different cooldowns for different spells
if (spellType === 'fireball') self.maxCooldown = 30;else if (spellType === 'iceShard') self.maxCooldown = 25;else if (spellType === 'lightning') self.maxCooldown = 45;else if (spellType === 'shield') self.maxCooldown = 180;else if (spellType === 'teleport') self.maxCooldown = 120;else if (spellType === 'poisonCloud') self.maxCooldown = 90;else if (spellType === 'mindControl') self.maxCooldown = 150;else if (spellType === 'crystalWall') self.maxCooldown = 100;else if (spellType === 'explosion') self.maxCooldown = 80;else if (spellType === 'timeSlow') self.maxCooldown = 200;
self.canCast = function () {
return self.cooldown <= 0;
};
self.cast = function () {
if (self.canCast()) {
self.cooldown = self.maxCooldown;
return true;
}
return false;
};
self.update = function () {
if (self.cooldown > 0) {
self.cooldown--;
buttonBg.tint = 0x666666;
buttonText.fill = 0x999999;
} else {
buttonBg.tint = 0xFFFFFF;
buttonText.fill = 0xFFFFFF;
}
};
self.down = function (x, y, obj) {
if (self.canCast()) {
castSpell(self.spellType);
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x1a1a2e
});
/****
* Game Code
****/
// Sounds
// UI Elements
// Enemies
// Spells
// Wizard
// Game variables
var wizard;
var enemies = [];
var spells = [];
var spellButtons = [];
var waveNumber = 1;
var enemiesSpawned = 0;
var enemiesPerWave = 5;
var spawnTimer = 0;
var spawnDelay = 120; // 2 seconds
var gameTime = 0;
var shieldActive = false;
var shieldObject = null;
var timeSlowActive = false;
var timeSlowTimer = 0;
var wizardHealth = 100;
var wizardMaxHealth = 100;
var healthBar = null;
var healthBarFill = null;
// Enemy types for spawning
var enemyTypes = ['goblin', 'demon', 'flyingEye', 'golem', 'skeleton', 'mushroom', 'hellhound', 'darkSorcerer'];
// Create wizard
wizard = game.addChild(new Container());
var wizardGraphics = wizard.attachAsset('wizard', {
anchorX: 0.5,
anchorY: 0.5
});
wizard.x = 1024;
wizard.y = 1366;
// Create spell buttons
var spellTypes = ['fireball', 'iceShard', 'lightning', 'shield', 'teleport', 'poisonCloud', 'mindControl', 'crystalWall', 'explosion', 'timeSlow'];
for (var i = 0; i < spellTypes.length; i++) {
var buttonX = 150 + i % 5 * 140;
var buttonY = 2600 + Math.floor(i / 5) * 100;
var button = new SpellButton(spellTypes[i], buttonX, buttonY);
spellButtons.push(button);
game.addChild(button);
}
// Create score display
var scoreTxt = new Text2('Score: 0', {
size: 60,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0, 0);
scoreTxt.x = 150;
scoreTxt.y = 100;
game.addChild(scoreTxt);
// Create wave display
var waveTxt = new Text2('Wave: 1', {
size: 50,
fill: 0xFFFF00
});
waveTxt.anchor.set(0, 0);
waveTxt.x = 150;
waveTxt.y = 180;
game.addChild(waveTxt);
// Create health bar
healthBar = game.addChild(new Container());
var healthBarBg = healthBar.attachAsset('healthBarBg', {
anchorX: 0,
anchorY: 0
});
healthBarFill = healthBar.attachAsset('healthBarFill', {
anchorX: 0,
anchorY: 0
});
healthBar.x = 150;
healthBar.y = 250;
// Health bar text
var healthTxt = new Text2('Health: 100/100', {
size: 40,
fill: 0xFFFFFF
});
healthTxt.anchor.set(0, 0);
healthTxt.x = 150;
healthTxt.y = 280;
game.addChild(healthTxt);
function castSpell(spellType) {
// Find the button and check cooldown
var button = null;
for (var i = 0; i < spellButtons.length; i++) {
if (spellButtons[i].spellType === spellType) {
button = spellButtons[i];
break;
}
}
if (!button || !button.cast()) return;
LK.getSound('spellCast').play();
if (spellType === 'shield') {
activateShield();
} else if (spellType === 'teleport') {
teleportWizard();
} else if (spellType === 'timeSlow') {
activateTimeSlow();
} else if (spellType === 'mindControl') {
mindControlEnemies();
} else if (spellType === 'crystalWall') {
createCrystalWall();
} else if (spellType === 'explosion') {
// Explosion at wizard location
var spell = new Spell(spellType, wizard.x, wizard.y, wizard.x, wizard.y);
spells.push(spell);
game.addChild(spell);
} else {
// Targeted spells - cast towards nearest enemy
var nearestEnemy = findNearestEnemy();
if (nearestEnemy) {
var spell = new Spell(spellType, wizard.x, wizard.y, nearestEnemy.x, nearestEnemy.y);
spell.targetX = nearestEnemy.x;
spell.targetY = nearestEnemy.y;
spells.push(spell);
game.addChild(spell);
}
}
}
function findNearestEnemy() {
var nearest = null;
var minDistance = Infinity;
for (var i = 0; i < enemies.length; i++) {
var dx = enemies[i].x - wizard.x;
var dy = enemies[i].y - wizard.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < minDistance) {
minDistance = distance;
nearest = enemies[i];
}
}
return nearest;
}
function activateShield() {
if (shieldObject) {
shieldObject.destroy();
}
shieldObject = game.addChild(new Container());
var shieldGraphics = shieldObject.attachAsset('shield', {
anchorX: 0.5,
anchorY: 0.5
});
shieldGraphics.alpha = 0.5;
shieldActive = true;
LK.setTimeout(function () {
if (shieldObject) {
shieldObject.destroy();
shieldObject = null;
}
shieldActive = false;
}, 3000);
}
function teleportWizard() {
// Teleport to a safe random location
var attempts = 0;
var newX, newY;
do {
newX = 200 + Math.random() * (2048 - 400);
newY = 200 + Math.random() * (2200 - 400);
attempts++;
} while (attempts < 10 && isLocationUnsafe(newX, newY));
wizard.x = newX;
wizard.y = newY;
// Teleport effect
LK.effects.flashObject(wizard, 0x00FFFF, 500);
}
function isLocationUnsafe(x, y) {
for (var i = 0; i < enemies.length; i++) {
var dx = enemies[i].x - x;
var dy = enemies[i].y - y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 150) return true;
}
return false;
}
function activateTimeSlow() {
timeSlowActive = true;
timeSlowTimer = 300; // 5 seconds
LK.effects.flashScreen(0x0066FF, 200);
// Visual effect on all enemies
for (var i = 0; i < enemies.length; i++) {
tween(enemies[i], {
tint: 0x6666FF
}, {
duration: 300,
onFinish: function onFinish() {
if (!timeSlowActive) {
tween(this, {
tint: 0xFFFFFF
}, {
duration: 200
});
}
}
});
}
}
function mindControlEnemies() {
var controlled = 0;
for (var i = 0; i < enemies.length && controlled < 3; i++) {
var dx = enemies[i].x - wizard.x;
var dy = enemies[i].y - wizard.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 300) {
// Mind control effect - purple flash then instant kill
tween(enemies[i], {
tint: 0x9932CC
}, {
duration: 200,
onFinish: function onFinish() {
tween(this, {
scaleX: 0,
scaleY: 0,
alpha: 0
}, {
duration: 300,
onFinish: function onFinish() {
enemies[i].takeDamage(enemies[i].health);
}
});
}
});
controlled++;
}
}
}
function createCrystalWall() {
for (var i = 0; i < 5; i++) {
var wallX = wizard.x - 100 + i * 50;
var wallY = wizard.y - 150;
var wall = new Container();
var wallGraphics = wall.attachAsset('crystalWall', {
anchorX: 0.5,
anchorY: 0.5
});
wall.x = wallX;
wall.y = wallY;
wall.health = 10; // Increased from 3 to 10
wall.lifeTime = 600; // 10 seconds
wall.age = 0;
wall.isWall = true;
// Crystal sparkle effect
tween(wallGraphics, {
alpha: 0.7
}, {
duration: 1000,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(wallGraphics, {
alpha: 1
}, {
duration: 1000,
easing: tween.easeInOut
});
}
});
wall.update = function () {
this.age++;
if (this.age >= this.lifeTime) {
var wallToDestroy = this;
tween(wallGraphics, {
scaleX: 0,
scaleY: 0,
alpha: 0
}, {
duration: 200,
onFinish: function onFinish() {
wallToDestroy.destroy();
}
});
}
};
spells.push(wall);
game.addChild(wall);
}
}
function damageWizard(damage) {
wizardHealth -= damage;
if (wizardHealth < 0) wizardHealth = 0;
// Update health bar
var healthPercent = wizardHealth / wizardMaxHealth;
healthBarFill.scaleX = healthPercent;
// Change color based on health
if (healthPercent > 0.6) {
healthBarFill.tint = 0x00ff00; // Green
} else if (healthPercent > 0.3) {
healthBarFill.tint = 0xffff00; // Yellow
} else {
healthBarFill.tint = 0xff0000; // Red
}
// Update health text
healthTxt.setText('Health: ' + wizardHealth + '/' + wizardMaxHealth);
if (wizardHealth <= 0) {
LK.effects.flashScreen(0xFF0000, 500);
LK.showGameOver();
}
}
function spawnEnemy() {
if (enemiesSpawned < enemiesPerWave) {
var enemyType = enemyTypes[Math.floor(Math.random() * Math.min(enemyTypes.length, 2 + Math.floor(waveNumber / 2)))];
var enemy = new Enemy(enemyType);
enemies.push(enemy);
game.addChild(enemy);
enemiesSpawned++;
}
}
function checkCollisions() {
// Spells vs Enemies
for (var s = spells.length - 1; s >= 0; s--) {
var spell = spells[s];
// Area damage spells (explosion, poison cloud)
if (spell.spellType === 'explosion' || spell.spellType === 'poisonCloud') {
for (var e = enemies.length - 1; e >= 0; e--) {
var enemy = enemies[e];
var dx = enemy.x - spell.x;
var dy = enemy.y - spell.y;
var distance = Math.sqrt(dx * dx + dy * dy);
var damageRadius = spell.spellType === 'explosion' ? 120 : 80;
if (distance < damageRadius) {
var isDead = enemy.takeDamage(spell.damage);
if (isDead) {
LK.setScore(LK.getScore() + enemy.points);
scoreTxt.setText('Score: ' + LK.getScore());
enemy.destroy();
enemies.splice(e, 1);
LK.getSound('enemyDeath').play();
}
}
}
} else {
// Single target spells
for (var e = enemies.length - 1; e >= 0; e--) {
var enemy = enemies[e];
if (spell.intersects && spell.intersects(enemy)) {
// Apply ice shard slow effect
if (spell.slowEffect) {
enemy.applySlowEffect();
}
var isDead = enemy.takeDamage(spell.damage);
if (isDead) {
LK.setScore(LK.getScore() + enemy.points);
scoreTxt.setText('Score: ' + LK.getScore());
enemy.destroy();
enemies.splice(e, 1);
LK.getSound('enemyDeath').play();
}
// Fireball creates explosion on impact
if (spell.spellType === 'fireball') {
spell.createExplosion();
}
if (spell.spellType !== 'poisonCloud') {
spell.destroy();
spells.splice(s, 1);
break;
}
}
}
}
}
// Enemies vs Crystal Walls
for (var w = spells.length - 1; w >= 0; w--) {
var wall = spells[w];
if (wall.isWall) {
for (var e = enemies.length - 1; e >= 0; e--) {
var enemy = enemies[e];
if (enemy.intersects && enemy.intersects(wall)) {
// Enemy damages wall
wall.health -= 1;
// Knock back enemy
var dx = enemy.x - wall.x;
var dy = enemy.y - wall.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 0) {
enemy.x += dx / distance * 50;
enemy.y += dy / distance * 50;
}
// Destroy wall if health depleted
if (wall.health <= 0) {
wall.destroy();
spells.splice(w, 1);
}
// Flash wall when hit
tween(wall, {
tint: 0xFF0000
}, {
duration: 100,
onFinish: function onFinish() {
tween(wall, {
tint: 0xFFFFFF
}, {
duration: 100
});
}
});
break;
}
}
}
}
// Enemies vs Wizard
for (var e = enemies.length - 1; e >= 0; e--) {
var enemy = enemies[e];
if (enemy.intersects && enemy.intersects(wizard)) {
if (!shieldActive) {
// Only damage if enough time has passed since last hit
if (LK.ticks - enemy.lastHitTime > 60) {
// 1 second cooldown
damageWizard(enemy.damage * 10); // Scale damage for visibility
enemy.lastHitTime = LK.ticks;
}
} else {
// Shield absorbs hit
enemy.destroy();
enemies.splice(e, 1);
if (shieldObject) {
shieldObject.destroy();
shieldObject = null;
shieldActive = false;
}
}
}
}
}
game.move = function (x, y, obj) {
if (x > 100 && x < 1948 && y > 100 && y < 2200) {
wizard.x = x;
wizard.y = y;
}
};
game.update = function () {
gameTime++;
// Update time slow
if (timeSlowActive) {
timeSlowTimer--;
if (timeSlowTimer <= 0) {
timeSlowActive = false;
}
}
// Update shield position
if (shieldObject) {
shieldObject.x = wizard.x;
shieldObject.y = wizard.y;
}
// Spawn enemies
spawnTimer++;
var actualSpawnDelay = timeSlowActive ? spawnDelay * 2 : spawnDelay;
if (spawnTimer >= actualSpawnDelay) {
spawnEnemy();
spawnTimer = 0;
}
// Update spells
for (var s = spells.length - 1; s >= 0; s--) {
var spell = spells[s];
spell.age++;
if (spell.age >= spell.lifeTime || spell.x < -100 || spell.x > 2148 || spell.y < -100 || spell.y > 2832) {
spell.destroy();
spells.splice(s, 1);
}
}
// Update enemies with proper time slow effect
for (var e = 0; e < enemies.length; e++) {
if (timeSlowActive && !enemies[e].timeSlowApplied) {
enemies[e].originalSpeed = enemies[e].speed;
enemies[e].speed *= 0.3; // 70% speed reduction
enemies[e].timeSlowApplied = true;
} else if (!timeSlowActive && enemies[e].timeSlowApplied) {
enemies[e].speed = enemies[e].originalSpeed;
enemies[e].timeSlowApplied = false;
}
}
// Check for wave completion
if (enemiesSpawned >= enemiesPerWave && enemies.length === 0) {
waveNumber++;
enemiesSpawned = 0;
enemiesPerWave = 5 + waveNumber * 2;
spawnDelay = Math.max(30, 120 - waveNumber * 5);
waveTxt.setText('Wave: ' + waveNumber);
// Bonus points for completing wave
LK.setScore(LK.getScore() + waveNumber * 50);
scoreTxt.setText('Score: ' + LK.getScore());
}
checkCollisions();
}; ===================================================================
--- original.js
+++ change.js
@@ -552,9 +552,9 @@
anchorY: 0.5
});
wall.x = wallX;
wall.y = wallY;
- wall.health = 3;
+ wall.health = 10; // Increased from 3 to 10
wall.lifeTime = 600; // 10 seconds
wall.age = 0;
wall.isWall = true;
// Crystal sparkle effect
@@ -674,8 +674,48 @@
}
}
}
}
+ // Enemies vs Crystal Walls
+ for (var w = spells.length - 1; w >= 0; w--) {
+ var wall = spells[w];
+ if (wall.isWall) {
+ for (var e = enemies.length - 1; e >= 0; e--) {
+ var enemy = enemies[e];
+ if (enemy.intersects && enemy.intersects(wall)) {
+ // Enemy damages wall
+ wall.health -= 1;
+ // Knock back enemy
+ var dx = enemy.x - wall.x;
+ var dy = enemy.y - wall.y;
+ var distance = Math.sqrt(dx * dx + dy * dy);
+ if (distance > 0) {
+ enemy.x += dx / distance * 50;
+ enemy.y += dy / distance * 50;
+ }
+ // Destroy wall if health depleted
+ if (wall.health <= 0) {
+ wall.destroy();
+ spells.splice(w, 1);
+ }
+ // Flash wall when hit
+ tween(wall, {
+ tint: 0xFF0000
+ }, {
+ duration: 100,
+ onFinish: function onFinish() {
+ tween(wall, {
+ tint: 0xFFFFFF
+ }, {
+ duration: 100
+ });
+ }
+ });
+ break;
+ }
+ }
+ }
+ }
// Enemies vs Wizard
for (var e = enemies.length - 1; e >= 0; e--) {
var enemy = enemies[e];
if (enemy.intersects && enemy.intersects(wizard)) {
@@ -734,14 +774,18 @@
spell.destroy();
spells.splice(s, 1);
}
}
- // Update enemies
- var enemySpeed = timeSlowActive ? 0.5 : 1;
+ // Update enemies with proper time slow effect
for (var e = 0; e < enemies.length; e++) {
- var originalSpeed = enemies[e].speed;
- enemies[e].speed *= enemySpeed;
- enemies[e].speed = originalSpeed;
+ if (timeSlowActive && !enemies[e].timeSlowApplied) {
+ enemies[e].originalSpeed = enemies[e].speed;
+ enemies[e].speed *= 0.3; // 70% speed reduction
+ enemies[e].timeSlowApplied = true;
+ } else if (!timeSlowActive && enemies[e].timeSlowApplied) {
+ enemies[e].speed = enemies[e].originalSpeed;
+ enemies[e].timeSlowApplied = false;
+ }
}
// Check for wave completion
if (enemiesSpawned >= enemiesPerWave && enemies.length === 0) {
waveNumber++;
A very mysterious and cool man with a purple hat a wizard character's head is purple and dark blue themed. In-Game asset. 2d. High contrast. No shadows
a mysterious and angry goblin. In-Game asset. 2d. High contrast. No shadows
2d mysterious and scary demon character's head. In-Game asset. 2d. High contrast. No shadows
2d mysterious and scary flying eye character's head. In-Game asset. 2d. High contrast. No shadows
2d mysterious and scary golem character's head. In-Game asset. 2d. High contrast. No shadows
2d mysterious and scary wizard character's head. In-Game asset. 2d. High contrast. No shadows
2d mysterious and scary skeleton character's head. In-Game asset. 2d. High contrast. No shadows
2d mysterious and scary hellhound character's head. In-Game asset. 2d. High contrast. No shadows
2d mysterious and scary mushroom character's head. In-Game asset. 2d. High contrast. No shadows
an old-style square long button in grey in a magical way. In-Game asset. 2d. High contrast. No shadows