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Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'tint')' in or related to this line: 'self.graphics.tint = 0x88ccff; // Blue tint for shield' Line Number: 1312
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elmina el aset de freydlioctopusgun
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Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'tint')' in or related to this line: 'self.graphics.tint = 0x88ccff; // Blue tint for shield' Line Number: 1330
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cuando le pego al escudo yo y mis aliados obtenemos el escudo
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Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'tint')' in or related to this line: 'self.graphics.tint = 0x88ccff; // Blue tint for shield' Line Number: 1329
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creo que hay dos aset de amigos octopus elimina uno y que no salgan por la p que botan los barcos sino por oleadas nomas
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que mis aliados no puedan interactuar con mi escudo
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Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'tint')' in or related to this line: 'self.graphics.tint = 0x88ccff; // Blue tint for shield' Line Number: 1330
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que los enemigos disparen lento
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Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'tint')' in or related to this line: 'self.graphics.tint = 0x88ccff; // Blue tint for shield' Line Number: 1322
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Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'tint')' in or related to this line: 'self.graphics.tint = 0x88ccff; // Blue tint for shield' Line Number: 1320
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por alguna razon el brazo de pulpo desaprece cuando aparece deberia quedarse unos 20 segundos a matar barcos
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Please fix the bug: 'TypeError: ally.activateShield is not a function' in or related to this line: 'ally.activateShield();' Line Number: 3047
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que las balas entre enemigos y aliados reboten y hagan daño a los enemigos o a mis aliados
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que mis aliados solo tengan 2 de vida
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Please fix the bug: 'Cannot set properties of undefined (setting 'activateShield')' in or related to this line: 'self.activateShield = function () {' Line Number: 3297
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que tengan ataque dirijido el ataque rapido si yo lo tengo igual y que ellos tambien vayan a buscar poderes para que todos tengamos tambien pueden tener escudo y que los enemigos sean mas poderosos ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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que mis aliados tambien puedan obtener los mismos poderes que yo al unisono
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que no se me acerquen mis compañeros pulpos que esten moviendose en el centro de la pantalla y que los enemigos tenga un disparon muy rapido
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que no se alejen mucho de mi los pulpos aliados que no pasen mas arriba de la mitad de la patalla y que los enemigos disparen mas rapido y que mis compañeros al colisionar con mi cañon choquen y se distancien un poco que sea un objteo con el que colisionar
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que los enemigos ataquen mas rapido y que ataquen a mis aliados igual
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que esten cerca de mi mis aliados y que puedan recibir daño y aparezacan automaticamente despues de apretar play
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Please fix the bug: 'Cannot read properties of undefined (reading 'push')' in or related to this line: 'permanentAllies.push(firstAlly);' Line Number: 1468
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Please fix the bug: 'Cannot read properties of undefined (reading 'push')' in or related to this line: 'permanentAllies.push(firstAlly);' Line Number: 1467
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que desde la oleada uno mi aliado este conmigo y que cada oleada aparezca uno nueco
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Boss = Container.expand(function () { var self = Container.call(this); self.shipType = 'boss'; self.speed = 0.5; // Very slow base speed self.points = 500; // High points for boss self.graphics = null; self.healthBar = null; self.healthBarBg = null; self.isDying = false; self.init = function (wave) { self.shipType = 'boss'; self.graphics = self.attachAsset('bossShip', { anchorX: 0.5, anchorY: 0.5 }); // Make boss larger and more intimidating self.graphics.scaleX = 1.5; self.graphics.scaleY = 1.5; // Slow speed that slightly increases with wave self.speed = 0.5 + (wave - 4) * 0.1; self.points = 500 + (wave - 4) * 100; // Scaling points self.health = 40; self.maxHealth = 40; // Create larger health bar for boss var healthBarWidth = 300; self.healthBarBg = LK.getAsset('healthBarBg', { width: healthBarWidth, height: 20, color: 0x444444, shape: 'box', anchorX: 0.5, anchorY: 0.5 }); self.healthBarBg.y = -self.graphics.height / 2 - 40; self.addChild(self.healthBarBg); self.healthBar = LK.getAsset('healthBar', { width: healthBarWidth - 4, height: 16, color: 0xFF0000, // Red health bar for boss shape: 'box', anchorX: 0.5, anchorY: 0.5 }); self.healthBar.y = -self.graphics.height / 2 - 40; self.addChild(self.healthBar); // Boss shoots at moderate frequency self.lastShotTime = 0; self.shotDelay = 90; // 1.5 seconds (much slower) }; self.updateHealthBar = function () { if (self.healthBar && self.maxHealth > 1) { var healthPercent = self.health / self.maxHealth; self.healthBar.scaleX = healthPercent; if (healthPercent > 0.6) { self.healthBar.tint = 0xFF4444; // Dark red } else if (healthPercent > 0.3) { self.healthBar.tint = 0xFF0000; // Red } else { self.healthBar.tint = 0x880000; // Dark red } } }; self.update = function () { self.x += self.speed; if (self.graphics) { self.graphics.visible = true; } }; self.canShoot = function () { return LK.ticks - self.lastShotTime >= self.shotDelay; }; self.shootAtCannon = function (cannonX, cannonY) { if (!self.canShoot()) return null; self.lastShotTime = LK.ticks; var bullet = new EnemyBullet(); bullet.x = self.x; bullet.y = self.y; var dx = cannonX - self.x; var dy = cannonY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); bullet.velocityX = dx / distance * bullet.speed; bullet.velocityY = dy / distance * bullet.speed; bullet.damage = 2; // Boss bullets do more damage return bullet; }; return self; }); var Cannon = Container.expand(function () { var self = Container.call(this); self.graphics = self.attachAsset('cannon', { anchorX: 0.5, anchorY: 0.5 }); self.targetX = 0; self.targetY = 0; self.lastFireTime = 0; self.fireDelay = 300; self.health = 10; self.maxHealth = 10; self.isShielded = false; self.shieldTimer = 0; self.aimAt = function (x, y) { self.targetX = x; self.targetY = y; var dx = x - self.x; var dy = y - self.y; var angle = Math.atan2(dy, dx); self.graphics.rotation = angle; }; self.canFire = function () { var currentFireDelay = rapidFire ? self.fireDelay / 3 : self.fireDelay; return LK.ticks * 16.67 - self.lastFireTime >= currentFireDelay; }; self.fire = function () { if (!self.canFire()) return null; self.lastFireTime = LK.ticks * 16.67; var cannonballs = []; var dx = self.targetX - self.x; var dy = self.targetY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); var baseAngle = Math.atan2(dy, dx); if (guidedShot) { // Determine number of guided projectiles to fire based on active powers var projectilesToFire = 1; if (tripleShot) { projectilesToFire = 3; // Triple shot multiplies guided projectiles } // Fire multiple guided projectiles if triple shot is active for (var projIndex = 0; projIndex < projectilesToFire; projIndex++) { var guidedProjectile = new GuidedProjectile(); guidedProjectile.x = self.x - 45 + (projIndex - Math.floor(projectilesToFire / 2)) * 30; // Spread them out horizontally guidedProjectile.y = self.y - 40; guidedProjectile.targetX = self.targetX; guidedProjectile.targetY = self.targetY; guidedProjectile.lastTargetUpdateTime = LK.ticks; guidedProjectile.creationTime = LK.ticks; // Set creation time // Apply rapid fire speed boost if active if (rapidFire) { guidedProjectile.speed = guidedProjectile.speed * 1.8; // 80% faster when rapid fire is active } guidedProjectiles.push(guidedProjectile); game.addChild(guidedProjectile); } } else if (tripleShot) { // Fire three cannonballs with slight angle differences for (var i = 0; i < 3; i++) { var cannonball = new Cannonball(); cannonball.x = self.x - 45; cannonball.y = self.y - 40; var angleOffset = (i - 1) * 0.2; // -0.2, 0, 0.2 radians var adjustedAngle = baseAngle + angleOffset; cannonball.velocityX = Math.cos(adjustedAngle) * cannonball.speed; cannonball.velocityY = Math.sin(adjustedAngle) * cannonball.speed; cannonballs.push(cannonball); } } else { // Fire single cannonball var cannonball = new Cannonball(); cannonball.x = self.x - 45; cannonball.y = self.y - 40; cannonball.velocityX = dx / distance * cannonball.speed; cannonball.velocityY = dy / distance * cannonball.speed; cannonballs.push(cannonball); } LK.getSound('shoot').play(); return cannonballs; }; self.takeDamage = function (damage) { if (self.isShielded) { damage = Math.floor(damage / 2); // Shield reduces damage by half } self.health -= damage; if (self.health < 0) self.health = 0; // Flash red when taking damage tween(self.graphics, { tint: 0xff0000 }, { duration: 100, onFinish: function onFinish() { tween(self.graphics, { tint: 0xffffff }, { duration: 100 }); } }); }; self.heal = function (amount) { self.health += amount; if (self.health > self.maxHealth) self.health = self.maxHealth; // Flash green when healing tween(self.graphics, { tint: 0x00ff00 }, { duration: 200, onFinish: function onFinish() { tween(self.graphics, { tint: 0xffffff }, { duration: 200 }); } }); }; self.activateShield = function () { self.isShielded = true; self.shieldTimer = 900; // 15 seconds at 60fps // Use the graphics property that was set in constructor if (self.graphics) { self.graphics.tint = 0x88ccff; // Blue tint for shield } }; return self; }); var Cannonball = Container.expand(function () { var self = Container.call(this); var graphics = self.attachAsset('cannonball', { anchorX: 0.5, anchorY: 0.5 }); self.velocityX = 0; self.velocityY = 0; self.speed = 16; self.damage = 1; // Base damage, will be multiplied by cannonDamage when hitting self.bounceCount = 0; // Track number of bounces self.maxBounces = 2; // Maximum number of bounces before disappearing self.canBounce = function () { return self.bounceCount < self.maxBounces; }; self.bounceTowardsTarget = function (targetX, targetY) { if (!self.canBounce()) return false; var dx = targetX - self.x; var dy = targetY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0) { self.velocityX = dx / distance * self.speed; self.velocityY = dy / distance * self.speed; self.bounceCount++; // Visual effect for bounce tween(graphics, { scaleX: 1.3, scaleY: 1.3, tint: 0xffff00 }, { duration: 100, onFinish: function onFinish() { tween(graphics, { scaleX: 1.0, scaleY: 1.0, tint: 0xffffff }, { duration: 100 }); } }); return true; } return false; }; self.update = function () { self.x += self.velocityX; self.y += self.velocityY; }; return self; }); var EnemyBullet = Container.expand(function () { var self = Container.call(this); var graphics = self.attachAsset('enemyBullet', { anchorX: 0.5, anchorY: 0.5 }); self.velocityX = 0; self.velocityY = 0; self.speed = 8; self.damage = 1; self.bounceCount = 0; // Track number of bounces self.maxBounces = 2; // Maximum number of bounces before disappearing self.canBounce = function () { return self.bounceCount < self.maxBounces; }; self.bounceTowardsTarget = function (targetX, targetY) { if (!self.canBounce()) return false; var dx = targetX - self.x; var dy = targetY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0) { self.velocityX = dx / distance * self.speed; self.velocityY = dy / distance * self.speed; self.bounceCount++; // Visual effect for bounce tween(graphics, { scaleX: 1.3, scaleY: 1.3, tint: 0xff6600 }, { duration: 100, onFinish: function onFinish() { tween(graphics, { scaleX: 1.0, scaleY: 1.0, tint: 0xffffff }, { duration: 100 }); } }); return true; } return false; }; self.update = function () { self.x += self.velocityX; self.y += self.velocityY; }; return self; }); var FriendlyOctopus = Container.expand(function () { var self = Container.call(this); self.health = 2; self.maxHealth = 2; self.speed = 2; self.lastShotTime = 0; self.shotDelay = 120; // 2 seconds self.moveDirection = Math.random() * Math.PI * 2; // Random initial direction self.changeDirectionTimer = 0; self.targetShip = null; self.isShielded = false; self.shieldTimer = 0; self.targetPriority = 'enemy'; self.movingToPowerUp = false; var graphics = self.attachAsset('friendlyOctopus', { anchorX: 0.5, anchorY: 0.5 }); graphics.tint = 0x00ff88; // Green tint to distinguish from enemy octopus graphics.scaleX = 0.6; graphics.scaleY = 0.6; // Add gun visual to friendly octopus var gunGraphics = self.attachAsset('friendlyOctopusGun', { anchorX: 0.5, anchorY: 0.5 }); gunGraphics.x = 30; // Position gun to the right of octopus gunGraphics.y = -20; // Position gun slightly up gunGraphics.scaleX = 0.4; gunGraphics.scaleY = 0.4; gunGraphics.tint = 0x666666; // Dark grey gun color // Create health bar self.healthBarBg = LK.getAsset('healthBarBg', { width: 120, height: 12, color: 0x444444, shape: 'box', anchorX: 0.5, anchorY: 0.5 }); self.healthBarBg.y = -graphics.height / 2 - 20; self.addChild(self.healthBarBg); self.healthBar = LK.getAsset('healthBar', { width: 116, height: 8, color: 0x00FF00, shape: 'box', anchorX: 0.5, anchorY: 0.5 }); self.healthBar.y = -graphics.height / 2 - 20; self.addChild(self.healthBar); self.updateHealthBar = function () { if (self.healthBar && self.maxHealth > 0) { var healthPercent = Math.max(0, self.health / self.maxHealth); self.healthBar.scaleX = healthPercent; if (healthPercent > 0.6) { self.healthBar.tint = 0x00FF00; // Green } else if (healthPercent > 0.3) { self.healthBar.tint = 0xFFFF00; // Yellow } else { self.healthBar.tint = 0xFF0000; // Red } } }; self.findNearestTarget = function () { var nearestTarget = null; var nearestDistance = Infinity; var targetPriority = 'enemy'; // First priority: Find nearest enemy ship for (var i = 0; i < ships.length; i++) { var ship = ships[i]; if (ship && ship.graphics && ship.graphics.visible && !ship.isDying) { var dx = ship.x - self.x; var dy = ship.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < nearestDistance) { nearestDistance = distance; nearestTarget = ship; targetPriority = 'enemy'; } } } // Second priority: Find power-ups if no nearby enemies if (!nearestTarget || nearestDistance > 600) { var powerUpArrays = [powerUps, healthKits, shieldPowerUps, guidedShotPowerUps, octopusPowerUps, friendlyOctopusPowerUps]; for (var arrayIndex = 0; arrayIndex < powerUpArrays.length; arrayIndex++) { var powerUpArray = powerUpArrays[arrayIndex]; for (var p = 0; p < powerUpArray.length; p++) { var powerUp = powerUpArray[p]; if (powerUp && powerUp.parent) { var dx = powerUp.x - self.x; var dy = powerUp.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < nearestDistance) { nearestDistance = distance; nearestTarget = powerUp; targetPriority = 'powerup'; } } } } } self.targetPriority = targetPriority; return nearestTarget; }; self.findNearestEnemyShip = function () { var nearestShip = null; var nearestDistance = Infinity; for (var i = 0; i < ships.length; i++) { var ship = ships[i]; if (ship && ship.graphics && ship.graphics.visible && !ship.isDying) { var dx = ship.x - self.x; var dy = ship.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < nearestDistance) { nearestDistance = distance; nearestShip = ship; } } } return nearestShip; }; self.canShoot = function () { var currentShotDelay = rapidFire ? self.shotDelay / 3 : self.shotDelay; return LK.ticks - self.lastShotTime >= currentShotDelay; }; self.shootAtTarget = function (targetX, targetY) { if (!self.canShoot()) return null; self.lastShotTime = LK.ticks; var bullets = []; var dx = targetX - self.x; var dy = targetY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); var baseAngle = Math.atan2(dy, dx); if (guidedShot) { // Fire guided projectiles like cannon when guided shot is active var projectilesToFire = 1; if (tripleShot) { projectilesToFire = 3; // Triple shot multiplies guided projectiles } // Fire multiple guided projectiles if triple shot is active for (var projIndex = 0; projIndex < projectilesToFire; projIndex++) { var guidedProjectile = new GuidedProjectile(); guidedProjectile.x = self.x + (projIndex - Math.floor(projectilesToFire / 2)) * 30; // Spread them out horizontally guidedProjectile.y = self.y; guidedProjectile.targetX = targetX; guidedProjectile.targetY = targetY; guidedProjectile.lastTargetUpdateTime = LK.ticks; guidedProjectile.creationTime = LK.ticks; // Set creation time // Apply rapid fire speed boost if active if (rapidFire) { guidedProjectile.speed = guidedProjectile.speed * 1.8; // 80% faster when rapid fire is active } guidedProjectiles.push(guidedProjectile); game.addChild(guidedProjectile); } return null; // Don't return cannonballs when using guided shot } else if (tripleShot) { // Fire three cannonballs with slight angle differences for (var i = 0; i < 3; i++) { var bullet = new Cannonball(); bullet.x = self.x; bullet.y = self.y; var angleOffset = (i - 1) * 0.2; // -0.2, 0, 0.2 radians var adjustedAngle = baseAngle + angleOffset; bullet.velocityX = Math.cos(adjustedAngle) * bullet.speed; bullet.velocityY = Math.sin(adjustedAngle) * bullet.speed; bullet.damage = 2; // Friendly octopus bullets do more damage bullets.push(bullet); } } else { // Fire single cannonball var bullet = new Cannonball(); bullet.x = self.x; bullet.y = self.y; bullet.velocityX = dx / distance * bullet.speed; bullet.velocityY = dy / distance * bullet.speed; bullet.damage = 2; // Friendly octopus bullets do more damage bullets.push(bullet); } return bullets; }; self.takeDamage = function (damage) { if (self.isShielded) { damage = Math.floor(damage / 2); // Shield reduces damage by half } self.health -= damage; if (self.health < 0) self.health = 0; self.updateHealthBar(); // Flash red when taking damage tween(self, { tint: 0xff0000 }, { duration: 100, onFinish: function onFinish() { var originalTint = self.isShielded ? 0x88ccff : 0x00ff88; tween(self, { tint: originalTint }, { duration: 100 }); } }); }; self.activateShield = function () { self.isShielded = true; self.shieldTimer = 900; // 15 seconds at 60fps self.graphics.tint = 0x88ccff; // Blue tint for shield }; self.update = function () { // Update shield status if (self.isShielded && self.shieldTimer > 0) { self.shieldTimer--; if (self.shieldTimer <= 0) { self.isShielded = false; tween(self.graphics, { tint: 0x00ff88 }, { duration: 500 }); } } // Find nearest target (enemy or power-up) var target = self.findNearestTarget(); // Movement logic based on target priority if (target && self.targetPriority === 'powerup') { // Move towards power-up var dx = target.x - self.x; var dy = target.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 50) { self.moveDirection = Math.atan2(dy, dx); self.movingToPowerUp = true; } else { self.movingToPowerUp = false; } } else if (target && self.targetPriority === 'enemy' && !self.movingToPowerUp) { // Combat positioning var dx = target.x - self.x; var dy = target.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); var optimalDistance = 350; if (distance < optimalDistance - 50) { self.moveDirection = Math.atan2(self.y - target.y, self.x - target.x); } else if (distance > optimalDistance + 100) { self.moveDirection = Math.atan2(dy, dx); } else { self.changeDirectionTimer++; if (self.changeDirectionTimer >= 120) { var currentAngle = Math.atan2(dy, dx); self.moveDirection = currentAngle + Math.PI / 2 * (Math.random() > 0.5 ? 1 : -1); self.changeDirectionTimer = 0; } } } else { // Normal movement self.changeDirectionTimer++; if (self.changeDirectionTimer >= 180) { self.moveDirection = Math.random() * Math.PI * 2; self.changeDirectionTimer = 0; } } // Move in current direction var moveX = Math.cos(self.moveDirection) * self.speed; var moveY = Math.sin(self.moveDirection) * self.speed; var newX = self.x + moveX; var newY = self.y + moveY; if (newX < 100 || newX > 1948) { self.moveDirection = Math.PI - self.moveDirection; } if (newY < 300 || newY > 2632) { self.moveDirection = -self.moveDirection; } // Apply movement self.x = Math.max(100, Math.min(1948, newX)); self.y = Math.max(300, Math.min(2632, newY)); // Find and shoot at nearest enemy self.targetShip = self.findNearestEnemyShip(); if (self.targetShip) { var newBullets = self.shootAtTarget(self.targetShip.x, self.targetShip.y); if (newBullets && newBullets.length > 0) { for (var bulletIndex = 0; bulletIndex < newBullets.length; bulletIndex++) { cannonballs.push(newBullets[bulletIndex]); game.addChild(newBullets[bulletIndex]); } LK.getSound('shoot').play(); } } }; return self; }); var FriendlyOctopusPowerUp = Container.expand(function () { var self = Container.call(this); self.speed = 2; var graphics = self.attachAsset('octopusPowerUpSphere', { anchorX: 0.5, anchorY: 0.5 }); graphics.tint = 0x00ff88; // Green tint to distinguish from regular octopus power // Add "F" text on the sphere to indicate "Friend" var fText = new Text2('F', { size: 120, fill: 0xFFFFFF }); fText.anchor.set(0.5, 0.5); self.addChild(fText); self.update = function () { self.x += self.speed; }; return self; }); var GuidedProjectile = Container.expand(function () { var self = Container.call(this); var graphics = self.attachAsset('guidedProjectile', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 16; self.damage = 3; // Base damage for guided projectiles (will be enhanced by cannonDamage) self.targetX = 0; self.targetY = 0; self.lastTargetUpdateTime = 0; self.targetUpdateDelay = 30; // Update target every 0.5 seconds self.creationTime = 0; // Track when the projectile was created self.lifetime = 120; // 2 seconds at 60fps (2 * 60) self.update = function () { // Update target position periodically if (LK.ticks - self.lastTargetUpdateTime >= self.targetUpdateDelay) { // Find nearest enemy ship var nearestShip = null; var nearestDistance = Infinity; for (var i = 0; i < ships.length; i++) { var ship = ships[i]; if (ship && ship.graphics && ship.graphics.visible && !ship.isDying) { var dx = ship.x - self.x; var dy = ship.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < nearestDistance) { nearestDistance = distance; nearestShip = ship; } } } // If guided shot is active, also look for health kits to target if (guidedShot && !nearestShip) { var nearestHealthKit = null; var nearestHealthKitDistance = Infinity; for (var hk = 0; hk < healthKits.length; hk++) { var healthKit = healthKits[hk]; if (healthKit && healthKit.parent) { var dx = healthKit.x - self.x; var dy = healthKit.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < nearestHealthKitDistance) { nearestHealthKitDistance = distance; nearestHealthKit = healthKit; } } } if (nearestHealthKit) { self.targetX = nearestHealthKit.x; self.targetY = nearestHealthKit.y; } } // If we found a ship, target it (priority over health kits) if (nearestShip) { self.targetX = nearestShip.x; self.targetY = nearestShip.y; } self.lastTargetUpdateTime = LK.ticks; } // Move toward target var dx = self.targetX - self.x; var dy = self.targetY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0) { self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; } // Add slight rotation for visual effect graphics.rotation += 0.1; }; return self; }); var GuidedShotPowerUp = Container.expand(function () { var self = Container.call(this); self.speed = 2; var graphics = self.attachAsset('guidedShotPowerUp', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { self.x += self.speed; }; return self; }); var HealthKit = Container.expand(function () { var self = Container.call(this); self.speed = 2; self.healAmount = 2; var graphics = self.attachAsset('healthKit', { anchorX: 0.5, anchorY: 0.5 }); // Add a cross symbol var crossV = LK.getAsset('healthKit', { width: 20, height: 60, color: 0xffffff, shape: 'box', anchorX: 0.5, anchorY: 0.5 }); var crossH = LK.getAsset('healthKit', { width: 60, height: 20, color: 0xffffff, shape: 'box', anchorX: 0.5, anchorY: 0.5 }); self.addChild(crossV); self.addChild(crossH); self.update = function () { self.x += self.speed; }; return self; }); var Octopus = Container.expand(function () { var self = Container.call(this); self.speed = 4; self.targetShip = null; self.state = 'seeking'; // seeking, grabbing, sinking self.sinkTimer = 0; self.sinkDuration = 120; // 2 seconds at 60fps var graphics = self.attachAsset('smallShip', { anchorX: 0.5, anchorY: 0.5, color: 0x800080, // Purple color for octopus shape: 'ellipse' }); graphics.scaleX = 0.8; graphics.scaleY = 0.8; graphics.tint = 0x800080; self.init = function () { // Find nearest ship to grab var nearestShip = null; var nearestDistance = Infinity; for (var i = 0; i < ships.length; i++) { var ship = ships[i]; if (ship && ship.graphics && ship.graphics.visible && !ship.isDying && ship.shipType !== 'boss') { var dx = ship.x - self.x; var dy = ship.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < nearestDistance) { nearestDistance = distance; nearestShip = ship; } } } self.targetShip = nearestShip; }; self.update = function () { if (self.state === 'seeking' && self.targetShip && self.targetShip.parent) { // Move towards target ship var dx = self.targetShip.x - self.x; var dy = self.targetShip.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0) { self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; } // Check if reached the ship if (distance < 50) { self.state = 'grabbing'; self.targetShip.isDying = true; // Start sinking animation tween(self.targetShip, { y: self.targetShip.y + 100, scaleX: 0.8, scaleY: 0.8, alpha: 0.5 }, { duration: 2000, easing: tween.easeIn, onFinish: function onFinish() { if (self.targetShip && self.targetShip.parent) { self.targetShip.destroy(); // Remove from ships array for (var i = ships.length - 1; i >= 0; i--) { if (ships[i] === self.targetShip) { ships.splice(i, 1); break; } } } } }); self.state = 'sinking'; } } else if (self.state === 'sinking') { self.sinkTimer++; if (self.sinkTimer >= self.sinkDuration) { // Octopus disappears self.destroy(); } } }; return self; }); var OctopusArm = Container.expand(function () { var self = Container.call(this); self.speed = 28; self.targetShip = null; self.state = 'emerging'; // emerging, seeking, grabbing, sinking, retreating self.stateTimer = 0; self.grabCount = 0; self.maxGrabs = 5; self.lifeTimer = 1200; // 20 seconds at 60fps (20 * 60) var graphics = self.attachAsset('octopusArm', { anchorX: 0.5, anchorY: 0.5 }); graphics.tint = 0x4B0082; // Deep purple color for octopus arm self.init = function () { self.x = 1024; // Start from center bottom self.y = 2600; // Start from bottom of screen self.alpha = 0.8; self.scaleX = 0.5; self.scaleY = 0.5; self.state = 'emerging'; self.stateTimer = 60; // 1 second emergence time self.grabCount = 0; // Emergence animation tween(self, { y: 2200, scaleX: 1.0, scaleY: 1.0, alpha: 1.0 }, { duration: 1000, easing: tween.easeOut }); }; self.findNearestShip = function () { var nearestShip = null; var nearestDistance = Infinity; for (var i = 0; i < ships.length; i++) { var ship = ships[i]; if (ship && ship.graphics && ship.graphics.visible && !ship.isDying) { var dx = ship.x - self.x; var dy = ship.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < nearestDistance) { nearestDistance = distance; nearestShip = ship; } } } return nearestShip; }; self.update = function () { self.stateTimer--; self.lifeTimer--; // Decrease life timer each frame // Check if 20 seconds have passed - force retreat (only if not already retreating) if (self.lifeTimer <= 0 && self.state !== 'retreating') { self.state = 'retreating'; self.stateTimer = 60; } if (self.state === 'emerging') { if (self.stateTimer <= 0) { self.state = 'seeking'; self.targetShip = self.findNearestShip(); } } else if (self.state === 'seeking') { if (self.targetShip && self.targetShip.parent && !self.targetShip.isDying) { // Move towards target ship var dx = self.targetShip.x - self.x; var dy = self.targetShip.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0) { self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; } // Check if reached the ship if (distance < 80) { self.state = 'grabbing'; self.stateTimer = 30; // Half second grab time // Special handling for bosses - damage instead of instant kill if (self.targetShip.shipType === 'boss') { self.targetShip.health -= 15; self.targetShip.updateHealthBar(); LK.effects.flashObject(self.targetShip, 0xff0000, 500); if (self.targetShip.health <= 0) { self.targetShip.isDying = true; // Count this as an octopus kill since boss died from octopus damage self.grabCount++; // Grab animation - ship gets pulled towards octopus tween(self.targetShip, { x: self.x, y: self.y + 50, scaleX: 0.6, scaleY: 0.6, alpha: 0.7 }, { duration: 500, easing: tween.easeIn }); } else { // Boss survives, octopus retreats after damaging but doesn't count as kill self.state = 'retreating'; self.stateTimer = 60; } } else { self.targetShip.isDying = true; // Count this kill immediately when octopus grabs the ship self.grabCount++; // Grab animation - ship gets pulled towards octopus tween(self.targetShip, { x: self.x, y: self.y + 50, scaleX: 0.6, scaleY: 0.6, alpha: 0.7 }, { duration: 500, easing: tween.easeIn }); } } } else { // Find new target if current one is gone self.targetShip = self.findNearestShip(); if (!self.targetShip) { self.state = 'retreating'; self.stateTimer = 60; } } } else if (self.state === 'grabbing') { if (self.stateTimer <= 0) { self.state = 'sinking'; self.stateTimer = 90; // 1.5 second sink time // Sinking animation - ship disappears into the depths if (self.targetShip && self.targetShip.parent) { tween(self.targetShip, { y: self.targetShip.y + 200, scaleX: 0.2, scaleY: 0.2, alpha: 0.0, rotation: Math.PI }, { duration: 1500, easing: tween.easeIn, onFinish: function onFinish() { if (self.targetShip && self.targetShip.parent) { // Award points and remove ship LK.setScore(LK.getScore() + self.targetShip.points); scoreTxt.setText('Score: ' + LK.getScore()); LK.getSound('shipDestroyed').play(); self.targetShip.destroy(); // Remove from ships array for (var i = ships.length - 1; i >= 0; i--) { if (ships[i] === self.targetShip) { ships.splice(i, 1); break; } } } } }); } } } else if (self.state === 'sinking') { if (self.stateTimer <= 0) { // Continue seeking until lifetime expires (controlled by lifeTimer check above) // Only continue seeking if we still have time left and haven't reached max grabs if (self.lifeTimer > 60 && self.grabCount < self.maxGrabs) { self.state = 'seeking'; self.targetShip = self.findNearestShip(); } else { // Time is almost up or max grabs reached, start retreating self.state = 'retreating'; self.stateTimer = 60; } } } else if (self.state === 'retreating') { // Retreat animation self.y += 4; self.alpha -= 0.02; self.scaleX -= 0.02; self.scaleY -= 0.02; if (self.stateTimer <= 0 || self.alpha <= 0) { self.destroy(); } } }; return self; }); var OctopusPowerUp = Container.expand(function () { var self = Container.call(this); self.speed = 2; var graphics = self.attachAsset('octopusPowerUpSphere', { anchorX: 0.5, anchorY: 0.5 }); // Add "P" text on the sphere var pText = new Text2('P', { size: 120, fill: 0xFFFFFF }); pText.anchor.set(0.5, 0.5); self.addChild(pText); self.update = function () { self.x += self.speed; }; return self; }); var PermanentAlly = Container.expand(function () { var self = Container.call(this); self.health = 2; self.maxHealth = 2; self.speed = 2; self.lastShotTime = 0; self.shotDelay = 120; // 2 seconds self.moveDirection = Math.random() * Math.PI * 2; // Random initial direction self.changeDirectionTimer = 0; self.targetShip = null; self.isShielded = false; self.shieldTimer = 0; self.targetPriority = 'enemy'; self.movingToPowerUp = false; var graphics = self.attachAsset('friendlyOctopus', { anchorX: 0.5, anchorY: 0.5 }); graphics.tint = 0x88ff44; // Different green tint to distinguish from temporary allies graphics.scaleX = 0.6; graphics.scaleY = 0.6; // Add gun visual to permanent ally var gunGraphics = self.attachAsset('friendlyOctopusGun', { anchorX: 0.5, anchorY: 0.5 }); gunGraphics.x = 30; // Position gun to the right of octopus gunGraphics.y = -20; // Position gun slightly up gunGraphics.scaleX = 0.4; gunGraphics.scaleY = 0.4; gunGraphics.tint = 0x666666; // Dark grey gun color // Create health bar self.healthBarBg = LK.getAsset('healthBarBg', { width: 120, height: 12, color: 0x444444, shape: 'box', anchorX: 0.5, anchorY: 0.5 }); self.healthBarBg.y = -graphics.height / 2 - 20; self.addChild(self.healthBarBg); self.healthBar = LK.getAsset('healthBar', { width: 116, height: 8, color: 0x88FF44, shape: 'box', anchorX: 0.5, anchorY: 0.5 }); self.healthBar.y = -graphics.height / 2 - 20; self.addChild(self.healthBar); self.updateHealthBar = function () { if (self.healthBar && self.maxHealth > 0) { var healthPercent = Math.max(0, self.health / self.maxHealth); self.healthBar.scaleX = healthPercent; if (healthPercent > 0.6) { self.healthBar.tint = 0x88FF44; // Bright green } else if (healthPercent > 0.3) { self.healthBar.tint = 0xFFFF00; // Yellow } else { self.healthBar.tint = 0xFF0000; // Red } } }; self.findNearestTarget = function () { var nearestTarget = null; var nearestDistance = Infinity; var targetPriority = 'enemy'; // Default priority // First priority: Find nearest enemy ship for (var i = 0; i < ships.length; i++) { var ship = ships[i]; if (ship && ship.graphics && ship.graphics.visible && !ship.isDying) { var dx = ship.x - self.x; var dy = ship.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < nearestDistance) { nearestDistance = distance; nearestTarget = ship; targetPriority = 'enemy'; } } } // Second priority: Find power-ups if no nearby enemies or enemies are far if (!nearestTarget || nearestDistance > 600) { // Look for power-ups to collect var powerUpArrays = [powerUps, healthKits, shieldPowerUps, guidedShotPowerUps, octopusPowerUps, friendlyOctopusPowerUps]; for (var arrayIndex = 0; arrayIndex < powerUpArrays.length; arrayIndex++) { var powerUpArray = powerUpArrays[arrayIndex]; for (var p = 0; p < powerUpArray.length; p++) { var powerUp = powerUpArray[p]; if (powerUp && powerUp.parent) { var dx = powerUp.x - self.x; var dy = powerUp.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < nearestDistance) { nearestDistance = distance; nearestTarget = powerUp; targetPriority = 'powerup'; } } } } } self.targetPriority = targetPriority; return nearestTarget; }; self.findNearestEnemyShip = function () { var nearestShip = null; var nearestDistance = Infinity; for (var i = 0; i < ships.length; i++) { var ship = ships[i]; if (ship && ship.graphics && ship.graphics.visible && !ship.isDying) { var dx = ship.x - self.x; var dy = ship.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < nearestDistance) { nearestDistance = distance; nearestShip = ship; } } } return nearestShip; }; self.canShoot = function () { var currentShotDelay = rapidFire ? self.shotDelay / 3 : self.shotDelay; return LK.ticks - self.lastShotTime >= currentShotDelay; }; self.shootAtTarget = function (targetX, targetY) { if (!self.canShoot()) return null; self.lastShotTime = LK.ticks; var bullets = []; var dx = targetX - self.x; var dy = targetY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); var baseAngle = Math.atan2(dy, dx); if (guidedShot) { // Fire guided projectiles like cannon when guided shot is active var projectilesToFire = 1; if (tripleShot) { projectilesToFire = 3; // Triple shot multiplies guided projectiles } // Fire multiple guided projectiles if triple shot is active for (var projIndex = 0; projIndex < projectilesToFire; projIndex++) { var guidedProjectile = new GuidedProjectile(); guidedProjectile.x = self.x + (projIndex - Math.floor(projectilesToFire / 2)) * 30; // Spread them out horizontally guidedProjectile.y = self.y; guidedProjectile.targetX = targetX; guidedProjectile.targetY = targetY; guidedProjectile.lastTargetUpdateTime = LK.ticks; guidedProjectile.creationTime = LK.ticks; // Set creation time // Apply rapid fire speed boost if active if (rapidFire) { guidedProjectile.speed = guidedProjectile.speed * 1.8; // 80% faster when rapid fire is active } guidedProjectiles.push(guidedProjectile); game.addChild(guidedProjectile); } return null; // Don't return cannonballs when using guided shot } else if (tripleShot) { // Fire three cannonballs with slight angle differences for (var i = 0; i < 3; i++) { var bullet = new Cannonball(); bullet.x = self.x; bullet.y = self.y; var angleOffset = (i - 1) * 0.2; // -0.2, 0, 0.2 radians var adjustedAngle = baseAngle + angleOffset; bullet.velocityX = Math.cos(adjustedAngle) * bullet.speed; bullet.velocityY = Math.sin(adjustedAngle) * bullet.speed; bullet.damage = 2; // Permanent ally bullets do more damage bullets.push(bullet); } } else { // Fire single cannonball var bullet = new Cannonball(); bullet.x = self.x; bullet.y = self.y; bullet.velocityX = dx / distance * bullet.speed; bullet.velocityY = dy / distance * bullet.speed; bullet.damage = 2; // Permanent ally bullets do more damage bullets.push(bullet); } return bullets; }; self.takeDamage = function (damage) { if (self.isShielded) { damage = Math.floor(damage / 2); // Shield reduces damage by half } self.health -= damage; if (self.health < 0) self.health = 0; self.updateHealthBar(); // Flash red when taking damage tween(self, { tint: 0xff0000 }, { duration: 100, onFinish: function onFinish() { var originalTint = self.isShielded ? 0x88ccff : 0x88ff44; tween(self, { tint: originalTint }, { duration: 100 }); } }); }; self.activateShield = function () { self.isShielded = true; self.shieldTimer = 900; // 15 seconds at 60fps self.graphics.tint = 0x88ccff; // Blue tint for shield }; self.update = function () { // Update shield status if (self.isShielded && self.shieldTimer > 0) { self.shieldTimer--; if (self.shieldTimer <= 0) { self.isShielded = false; tween(self.graphics, { tint: 0x88ff44 }, { duration: 500 }); } } // Find nearest target (enemy or power-up) var target = self.findNearestTarget(); var screenCenterX = 1024; // Center of screen var screenCenterY = 1366; // Middle of screen height var minDistanceFromCannon = 200; // Minimum distance to stay away from cannon var distanceToCannon = Math.sqrt(Math.pow(cannon.x - self.x, 2) + Math.pow(cannon.y - self.y, 2)); // Movement logic based on target priority if (target && self.targetPriority === 'powerup') { // Move towards power-up var dx = target.x - self.x; var dy = target.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 50) { // Move towards power-up if not close enough self.moveDirection = Math.atan2(dy, dx); self.movingToPowerUp = true; } else { // Close enough to power-up, resume normal movement self.movingToPowerUp = false; } } else if (target && self.targetPriority === 'enemy' && !self.movingToPowerUp) { // Combat positioning - stay at medium range from enemies var dx = target.x - self.x; var dy = target.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); var optimalDistance = 300; // Optimal combat distance if (distance < optimalDistance - 50) { // Too close, back away self.moveDirection = Math.atan2(self.y - target.y, self.x - target.x); } else if (distance > optimalDistance + 100) { // Too far, move closer self.moveDirection = Math.atan2(dy, dx); } else { // Good distance, strafe around target self.changeDirectionTimer++; if (self.changeDirectionTimer >= 120) { var currentAngle = Math.atan2(dy, dx); self.moveDirection = currentAngle + Math.PI / 2 * (Math.random() > 0.5 ? 1 : -1); self.changeDirectionTimer = 0; } } } else { // No target or normal movement if (distanceToCannon < minDistanceFromCannon) { var angleAwayFromCannon = Math.atan2(self.y - cannon.y, self.x - cannon.x); self.moveDirection = angleAwayFromCannon; self.changeDirectionTimer = 0; } else { self.changeDirectionTimer++; if (self.changeDirectionTimer >= 180) { self.moveDirection = Math.random() * Math.PI * 2; self.changeDirectionTimer = 0; } } } // Move in current direction var moveX = Math.cos(self.moveDirection) * self.speed; var moveY = Math.sin(self.moveDirection) * self.speed; var newX = self.x + moveX; var newY = self.y + moveY; // Ensure ally stays within screen center area var minX = Math.max(100, screenCenterX - 500); var maxX = Math.min(1948, screenCenterX + 500); var minY = Math.max(800, screenCenterY - 300); var maxY = Math.min(2000, screenCenterY + 300); // Additional check to maintain distance from cannon var newCannonDistance = Math.sqrt(Math.pow(cannon.x - newX, 2) + Math.pow(cannon.y - newY, 2)); if (newCannonDistance < minDistanceFromCannon) { var pushAngle = Math.atan2(newY - cannon.y, newX - cannon.x); newX = cannon.x + Math.cos(pushAngle) * minDistanceFromCannon; newY = cannon.y + Math.sin(pushAngle) * minDistanceFromCannon; } if (newX < minX || newX > maxX) { self.moveDirection = Math.PI - self.moveDirection; } if (newY < minY || newY > maxY) { self.moveDirection = -self.moveDirection; } // Apply movement self.x = Math.max(minX, Math.min(maxX, newX)); self.y = Math.max(minY, Math.min(maxY, newY)); // Combat behavior - shoot at enemies self.targetShip = self.findNearestEnemyShip(); if (self.targetShip) { var newBullets = self.shootAtTarget(self.targetShip.x, self.targetShip.y); if (newBullets && newBullets.length > 0) { for (var bulletIndex = 0; bulletIndex < newBullets.length; bulletIndex++) { cannonballs.push(newBullets[bulletIndex]); game.addChild(newBullets[bulletIndex]); } LK.getSound('shoot').play(); } } }; return self; }); var PowerUp = Container.expand(function () { var self = Container.call(this); self.powerType = 'tripleShot'; self.speed = 2; self.graphics = null; self.init = function (type) { self.powerType = type; if (type === 'tripleShot') { self.graphics = self.attachAsset('tripleShotPowerUp', { anchorX: 0.5, anchorY: 0.5 }); } else if (type === 'rapidFire') { self.graphics = self.attachAsset('rapidFirePowerUp', { anchorX: 0.5, anchorY: 0.5 }); } }; self.update = function () { self.x += self.speed; }; return self; }); var ShieldPowerUp = Container.expand(function () { var self = Container.call(this); self.speed = 2; var graphics = self.attachAsset('shieldPowerUp', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { self.x += self.speed; }; return self; }); var Ship = Container.expand(function () { var self = Container.call(this); self.shipType = 'small'; self.speed = 2; self.points = 10; self.graphics = null; self.healthBar = null; self.healthBarBg = null; self.isDying = false; // Flag to prevent damage during death animation self.init = function (type) { self.shipType = type; if (type === 'small') { self.graphics = self.attachAsset('smallShip', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 3; // Small ships: 100 points in waves 1-2, then scale with wave if (currentWave <= 2) { self.points = 100; } else { self.points = 10 + (currentWave - 2) * 5; // Gradual increase after wave 2 } self.health = 1; self.maxHealth = 1; } else if (type === 'medium') { self.graphics = self.attachAsset('mediumShip', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 2; // Medium ships: 100 points when first appearing (waves 3-4), then scale if (currentWave <= 4) { self.points = 100; } else { self.points = 25 + (currentWave - 4) * 10; // Gradual increase after wave 4 } self.health = 3; self.maxHealth = 3; } else if (type === 'large') { self.graphics = self.attachAsset('largeShip', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 1.5; // Large ships: 100 points when first appearing (waves 5-6), then scale if (currentWave <= 6) { self.points = 100; } else { self.points = 50 + (currentWave - 6) * 15; // Gradual increase after wave 6 } self.health = 5; self.maxHealth = 5; } // Create health bar background - wider for better visibility var healthBarWidth = Math.max(120, self.graphics.width * 1.2); self.healthBarBg = LK.getAsset('healthBarBg', { width: healthBarWidth, height: 12, color: 0x444444, shape: 'box', anchorX: 0.5, anchorY: 0.5 }); self.healthBarBg.y = -self.graphics.height / 2 - 20; self.addChild(self.healthBarBg); // Create health bar foreground - wider for better visibility self.healthBar = LK.getAsset('healthBar', { width: healthBarWidth - 4, height: 8, color: 0x00FF00, shape: 'box', anchorX: 0.5, anchorY: 0.5 }); self.healthBar.y = -self.graphics.height / 2 - 20; self.addChild(self.healthBar); // Show health bar for all ships now - no hiding for small ships // Set shooting properties based on ship type - slower attack speeds self.lastShotTime = 0; if (type === 'small') { self.shotDelay = 180; // 3 seconds (much slower) } else if (type === 'medium') { self.shotDelay = 150; // 2.5 seconds (much slower) } else if (type === 'large') { self.shotDelay = 120; // 2 seconds (much slower) } }; self.updateHealthBar = function () { if (self.healthBar && self.maxHealth >= 1) { var healthPercent = Math.max(0, self.health / self.maxHealth); self.healthBar.scaleX = healthPercent; if (healthPercent > 0.6) { self.healthBar.tint = 0x00FF00; // Green } else if (healthPercent > 0.3) { self.healthBar.tint = 0xFFFF00; // Yellow } else { self.healthBar.tint = 0xFF0000; // Red } // Ensure health bar visibility for all ship types self.healthBar.visible = true; self.healthBarBg.visible = true; } }; self.update = function () { self.x += self.speed; // Ensure collision detection remains active if (self.graphics) { self.graphics.visible = true; } }; self.canShoot = function () { return LK.ticks - self.lastShotTime >= self.shotDelay; }; self.shootAtCannon = function (cannonX, cannonY) { if (!self.canShoot()) return null; self.lastShotTime = LK.ticks; var bullet = new EnemyBullet(); bullet.x = self.x; bullet.y = self.y; var dx = cannonX - self.x; var dy = cannonY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); bullet.velocityX = dx / distance * bullet.speed; bullet.velocityY = dy / distance * bullet.speed; // Enhanced damage based on ship type if (self.shipType === 'small') { bullet.damage = 1; } else if (self.shipType === 'medium') { bullet.damage = 2; } else if (self.shipType === 'large') { bullet.damage = 3; } return bullet; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x001122 }); /**** * Game Code ****/ var oceanBackground = LK.getAsset('oceanBackground', { anchorX: 0, anchorY: 0, x: 0, y: 0 }); oceanBackground.visible = false; // Start hidden since we show sketches first game.addChild(oceanBackground); // Game background - will replace ocean background when game starts var gameBackground = LK.getAsset('gameBackground', { anchorX: 0, anchorY: 0, x: 0, y: 0 }); gameBackground.visible = true; // Start visible for sketches game.addChild(gameBackground); // Start menu variables - reset to beginning var gameStarted = false; var sketchShown = true; // Start with sketches visible var menuShown = false; // Track if menu has been shown var currentSketchIndex = 0; // Reset to show first sketch var totalSketches = 3; var startMenu = new Container(); game.addChild(startMenu); startMenu.visible = false; // Start with menu hidden // Sketch menu container var sketchMenu = new Container(); game.addChild(sketchMenu); sketchMenu.visible = true; // Start with sketches visible // Sketch background - only visible during sketch var sketchBackgroundImage = sketchMenu.attachAsset('sketchBackground', { anchorX: 0, anchorY: 0, x: 0, y: 0 }); // Sketch images var sketchImage = sketchMenu.attachAsset('sketch', { anchorX: 0.5, anchorY: 0.5 }); sketchImage.x = 1024; sketchImage.y = 1366; var sketchImage2 = sketchMenu.attachAsset('sketch2', { anchorX: 0.5, anchorY: 0.5 }); sketchImage2.x = 1024; sketchImage2.y = 1366; sketchImage2.visible = false; var sketchImage3 = sketchMenu.attachAsset('sketch3', { anchorX: 0.5, anchorY: 0.5 }); sketchImage3.x = 1024; sketchImage3.y = 1366; sketchImage3.visible = false; // Add pulsating animation to sketch images function pulseSketchImage(sketchImg) { if (sketchImg.visible && sketchImg.parent) { tween(sketchImg, { scaleX: 1.05, scaleY: 1.05, alpha: 0.9 }, { duration: 1500, easing: tween.easeInOut, onFinish: function onFinish() { if (sketchImg.visible && sketchImg.parent) { tween(sketchImg, { scaleX: 1.0, scaleY: 1.0, alpha: 1.0 }, { duration: 1500, easing: tween.easeInOut, onFinish: function onFinish() { pulseSketchImage(sketchImg); } }); } } }); } } // Sketch images no longer have pulsating animations // Continue button text var continueText = new Text2('Tap to continue', { size: 60, fill: 0xFFFFFF }); continueText.anchor.set(0.5, 0.5); continueText.x = 1024; continueText.y = 2400; sketchMenu.addChild(continueText); // Add pulsating animation to continue text function pulseContinueText() { tween(continueText, { alpha: 0.5, scaleX: 0.9, scaleY: 0.9 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { tween(continueText, { alpha: 1.0, scaleX: 1.0, scaleY: 1.0 }, { duration: 1000, easing: tween.easeInOut, onFinish: pulseContinueText }); } }); } // Start continue text animation immediately since sketches are shown first pulseContinueText(); // Ocean title image var oceanTitleImage = startMenu.attachAsset('oceanTitle', { anchorX: 0.5, anchorY: 0.5 }); oceanTitleImage.x = 1024; oceanTitleImage.y = 750; // Defender title image var defenderTitleImage = startMenu.attachAsset('defenderTitle', { anchorX: 0.5, anchorY: 0.5 }); defenderTitleImage.x = 1024; defenderTitleImage.y = 1600; // Play button image var playButtonImage = startMenu.attachAsset('playButtonImage', { anchorX: 0.5, anchorY: 0.5 }); playButtonImage.x = 1024; playButtonImage.y = 2300; // Add pulsating animation to ocean title function pulseOceanTitle() { tween(oceanTitleImage, { scaleX: 1.1, scaleY: 1.1 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { tween(oceanTitleImage, { scaleX: 1.0, scaleY: 1.0 }, { duration: 1000, easing: tween.easeInOut, onFinish: pulseOceanTitle }); } }); } pulseOceanTitle(); // Add pulsating animation to defender title function pulseDefenderTitle() { tween(defenderTitleImage, { scaleX: 1.1, scaleY: 1.1 }, { duration: 1200, easing: tween.easeInOut, onFinish: function onFinish() { tween(defenderTitleImage, { scaleX: 1.0, scaleY: 1.0 }, { duration: 1200, easing: tween.easeInOut, onFinish: pulseDefenderTitle }); } }); } pulseDefenderTitle(); // Add pulsating animation to play button function pulsePlayButton() { tween(playButtonImage, { scaleX: 1.15, scaleY: 1.15 }, { duration: 800, easing: tween.easeInOut, onFinish: function onFinish() { tween(playButtonImage, { scaleX: 1.0, scaleY: 1.0 }, { duration: 800, easing: tween.easeInOut, onFinish: pulsePlayButton }); } }); } pulsePlayButton(); // Creator name image var creatorNameImage = startMenu.attachAsset('creatorNameImage', { anchorX: 0.5, anchorY: 0.5 }); creatorNameImage.x = 1024; creatorNameImage.y = 2500; // Add pulsating animation to creator image function pulseCreatorName() { if (creatorNameImage.visible && creatorNameImage.parent) { tween(creatorNameImage, { scaleX: 1.05, scaleY: 1.05, alpha: 0.9 }, { duration: 1500, easing: tween.easeInOut, onFinish: function onFinish() { if (creatorNameImage.visible && creatorNameImage.parent) { tween(creatorNameImage, { scaleX: 1.0, scaleY: 1.0, alpha: 1.0 }, { duration: 1500, easing: tween.easeInOut, onFinish: function onFinish() { pulseCreatorName(); } }); } } }); } } pulseCreatorName(); // Start playing the sketch music immediately when game starts LK.playMusic('sketchMusic', { loop: true, fade: { start: 0, end: 0.5, duration: 500 } }); // Initialize permanent allies array var permanentAllies = []; function checkWaveCompletion() { // Simple wave completion based on enemies killed var requiredKills = enemiesRequiredPerWave + (currentWave - 1) * 5; if (enemiesKilledThisWave >= requiredKills && !waveCompleted) { waveCompleted = true; enemiesKilledThisWave = 0; waveCompleted = false; } } var cannon = game.addChild(new Cannon()); cannon.x = 1024; cannon.y = 2600; cannon.visible = false; cannon.baseFireDelay = 300; // Store original fire delay // Add breathing animation to cannon function breatheCannon() { if (cannon.graphics && cannon.graphics.parent) { tween(cannon.graphics, { scaleX: 1.05, scaleY: 1.05 }, { duration: 2000, easing: tween.easeInOut, onFinish: function onFinish() { if (cannon.graphics && cannon.graphics.parent) { tween(cannon.graphics, { scaleX: 1.0, scaleY: 1.0 }, { duration: 2000, easing: tween.easeInOut, onFinish: breatheCannon }); } } }); } } // Start breathing animation immediately breatheCannon(); // Shield effect visual var shieldEffect = LK.getAsset('shieldEffect', { anchorX: 0.5, anchorY: 0.5 }); shieldEffect.x = cannon.x; shieldEffect.y = cannon.y; shieldEffect.visible = false; shieldEffect.alpha = 0.6; shieldEffect.scaleX = 0.3; shieldEffect.scaleY = 0.3; game.addChild(shieldEffect); var ships = []; var cannonballs = []; var shipSpawnTimer = 0; var shipSpawnDelay = 120; var difficultyTimer = 0; var shipsEscaped = 0; var maxEscapedShips = 10; // Escaped ships counter UI var escapedShipsTxt = new Text2('Escaped: 0/10', { size: 50, fill: 0xFFFFFF }); escapedShipsTxt.anchor.set(0.5, 0); escapedShipsTxt.y = 60; escapedShipsTxt.visible = false; LK.gui.top.addChild(escapedShipsTxt); // Wave number display UI var waveNumberTxt = new Text2('Wave: 1', { size: 50, fill: 0xFFFFFF }); waveNumberTxt.anchor.set(0.5, 0); waveNumberTxt.y = 120; waveNumberTxt.visible = false; LK.gui.top.addChild(waveNumberTxt); var scoreTxt = new Text2('Score: 0', { size: 60, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); scoreTxt.visible = false; LK.gui.top.addChild(scoreTxt); var powerUps = []; var tripleShot = false; var tripleShotTimer = 0; var rapidFire = false; var rapidFireTimer = 0; var powerUpDuration = 300; // 5 seconds at 60fps // Power-up timer UI var powerUpTimerTxt = new Text2('', { size: 70, fill: 0xFFFFFF }); powerUpTimerTxt.anchor.set(0.5, 0.5); powerUpTimerTxt.x = 0; powerUpTimerTxt.y = 100; LK.gui.center.addChild(powerUpTimerTxt); var activePowerUpType = ''; var activePowerUpTimer = 0; var isShooting = false; var shootingTimer = 0; // Wave system var currentWave = 1; var lastWaveScore = 0; var waveMessage = null; var waveMessageTimer = 0; var waveCompleted = false; // Wave completion tracking var enemiesKilledThisWave = 0; var enemiesRequiredPerWave = 15; // Base number of enemies to kill per wave // Cannon health system var enemyBullets = []; var healthKits = []; var shieldPowerUps = []; var guidedShotPowerUps = []; var guidedProjectiles = []; var octopusPowerUps = []; var octopuses = []; var friendlyOctopusPowerUps = []; var friendlyOctopuses = []; var guidedShot = false; var guidedShotTimer = 0; var guidedShotDuration = 420; // 7 seconds at 60fps // Cannon health UI - positioned next to cannon var cannonHealthBarBg = LK.getAsset('cannonHealthBarBg', { width: 400, height: 20, color: 0x444444, shape: 'box', anchorX: 0.5, anchorY: 0.5 }); cannonHealthBarBg.x = cannon.x; cannonHealthBarBg.y = cannon.y - 150; cannonHealthBarBg.visible = false; game.addChild(cannonHealthBarBg); var cannonHealthBar = LK.getAsset('cannonHealthBar', { width: 396, height: 16, color: 0x00ff00, shape: 'box', anchorX: 0.5, anchorY: 0.5 }); cannonHealthBar.x = cannon.x; cannonHealthBar.y = cannon.y - 150; cannonHealthBar.visible = false; game.addChild(cannonHealthBar); var healthText = new Text2('Health: 10/10', { size: 40, fill: 0xFFFFFF }); healthText.anchor.set(0.5, 0.5); healthText.x = cannon.x; healthText.y = cannon.y - 100; healthText.visible = false; game.addChild(healthText); // Wave message text var waveMessageTxt = new Text2('', { size: 100, fill: 0xFFFF00 }); waveMessageTxt.anchor.set(0.5, 0.5); LK.gui.center.addChild(waveMessageTxt); waveMessageTxt.visible = false; // Track if boss has been spawned this wave var bossSpawnedThisWave = false; function spawnShip() { // Check if it's a boss wave (every 4 waves) and boss hasn't been spawned yet if (currentWave % 4 === 0 && currentWave >= 4 && !bossSpawnedThisWave) { // Check if there's already a boss in the ships array var bossExists = false; for (var i = 0; i < ships.length; i++) { if (ships[i].shipType === 'boss') { bossExists = true; break; } } // Only spawn boss if none exists if (!bossExists) { var boss = new Boss(); boss.init(currentWave); boss.x = -300; // Start further left due to larger size boss.y = 1366; // Center vertically boss.zIndex = 10; // Highest priority for rendering ships.push(boss); game.addChild(boss); game.children.sort(function (a, b) { return (a.zIndex || 0) - (b.zIndex || 0); }); bossSpawnedThisWave = true; } } // Regular ship spawning for all waves (including boss waves) var ship = new Ship(); var shipType; // Wave-based enemy spawning if (currentWave <= 2) { // Waves 1-2: Only small ships shipType = 'small'; } else if (currentWave <= 4) { // Waves 3-4: Small and medium ships var types = ['small', 'small', 'medium']; shipType = types[Math.floor(Math.random() * types.length)]; } else if (currentWave <= 6) { // Waves 5-6: Medium and some large ships var types = ['small', 'medium', 'medium', 'large']; shipType = types[Math.floor(Math.random() * types.length)]; } else { // Wave 7+: All ship types with more large ships var types = ['small', 'medium', 'large', 'large']; shipType = types[Math.floor(Math.random() * types.length)]; } ship.init(shipType); ship.x = -150; ship.y = 1000 + Math.random() * 1200; // Apply wave-based speed multiplier var speedMultiplier = 1 + (currentWave - 1) * 0.3; // If it's a boss wave, apply slower speed to all enemies if (currentWave % 4 === 0 && currentWave >= 4) { speedMultiplier = speedMultiplier * 0.5; // Make all enemies slower on boss waves } ship.speed = ship.speed * speedMultiplier; // Set zIndex based on ship type for proper layering if (ship.shipType === 'large') { ship.zIndex = 3; } else if (ship.shipType === 'medium') { ship.zIndex = 2; } else { ship.zIndex = 1; } game.children.sort(function (a, b) { return (a.zIndex || 0) - (b.zIndex || 0); }); ships.push(ship); game.addChild(ship); } function updateDifficulty() { difficultyTimer++; if (difficultyTimer % 1800 === 0) { shipSpawnDelay = Math.max(60, shipSpawnDelay - 10); } } function checkWaveTransition() { var currentScore = LK.getScore(); var newWave = Math.floor(currentScore / 1000) + 1; if (newWave > currentWave) { currentWave = newWave; lastWaveScore = Math.floor(currentScore / 1000) * 1000; // Reset boss spawning flag for new wave bossSpawnedThisWave = false; // Reset escaped ships counter for new wave shipsEscaped = 0; escapedShipsTxt.setText('Escaped: 0/10'); // Update wave number display waveNumberTxt.setText('Wave: ' + currentWave); // Increase max health by 2 each wave cannon.maxHealth += 2; cannon.health = cannon.maxHealth; // Restore to full health // Keep base fire rate constant across waves cannon.fireDelay = cannon.baseFireDelay; // Spawn new permanent ally each wave var newAlly = new PermanentAlly(); // Position allies in a circle around the cannon, close to it var allyIndex = permanentAllies.length; var angle = allyIndex * Math.PI * 2 / 8; // Distribute up to 8 allies in circle var radius = 250; // Close radius around cannon newAlly.x = cannon.x + Math.cos(angle) * radius; newAlly.y = cannon.y + Math.sin(angle) * radius; // Keep allies within screen bounds newAlly.x = Math.max(150, Math.min(1898, newAlly.x)); newAlly.y = Math.max(400, Math.min(2500, newAlly.y)); permanentAllies.push(newAlly); game.addChild(newAlly); // Show ally spawn message var allyMessage = new Text2('¡Nuevo Aliado Permanente! (' + permanentAllies.length + ' activos)', { size: 70, fill: 0x88ff44 }); allyMessage.anchor.set(0.5, 0.5); LK.gui.center.addChild(allyMessage); // Animate and remove message tween(allyMessage, { y: -80, alpha: 0 }, { duration: 2500, easing: tween.easeOut, onFinish: function onFinish() { if (allyMessage.parent) { allyMessage.destroy(); } } }); // Show wave message if (currentWave === 2) { waveMessageTxt.setText('Segunda Oleada'); } else if (currentWave === 3) { waveMessageTxt.setText('Tercera Oleada'); } else if (currentWave === 4) { waveMessageTxt.setText('¡JEFE! - Oleada 4'); } else if (currentWave === 5) { waveMessageTxt.setText('Quinta Oleada'); } else if (currentWave % 4 === 0) { waveMessageTxt.setText('¡JEFE! - Oleada ' + currentWave); } else { waveMessageTxt.setText('Oleada ' + currentWave); } waveMessageTxt.visible = true; waveMessageTimer = 180; // Show for 3 seconds // Increase difficulty shipSpawnDelay = Math.max(30, 120 - (currentWave - 1) * 15); // Increase ship speeds for (var i = 0; i < ships.length; i++) { var ship = ships[i]; var speedMultiplier = 1 + (currentWave - 1) * 0.3; ship.speed = ship.speed * speedMultiplier; } } } // Touch/click handlers game.down = function (x, y, obj) { if (!gameStarted) return; cannon.aimAt(x, y); isShooting = true; shootingTimer = 0; // Fire immediately on first click var newCannonballs = cannon.fire(); if (newCannonballs) { for (var c = 0; c < newCannonballs.length; c++) { cannonballs.push(newCannonballs[c]); game.addChild(newCannonballs[c]); } } }; game.up = function (x, y, obj) { if (!gameStarted) return; isShooting = false; }; // Play button event handler playButtonImage.down = function (x, y, obj) { if (!gameStarted && menuShown) { // Start the game directly gameStarted = true; startMenu.visible = false; // Change background to game background oceanBackground.visible = false; gameBackground.visible = true; // Stop button animations tween.stop(oceanTitleImage); tween.stop(defenderTitleImage); tween.stop(playButtonImage); tween.stop(creatorNameImage); // Stop menu music completely before starting game music LK.stopMusic(); // Start game music immediately after stopping menu music LK.playMusic('calmSeaMelody', { loop: true }); // Show game UI cannon.visible = true; cannonHealthBarBg.visible = true; cannonHealthBar.visible = true; healthText.visible = true; scoreTxt.visible = true; escapedShipsTxt.visible = true; waveNumberTxt.visible = true; // Spawn first permanent ally close to cannon when game starts var firstAlly = new PermanentAlly(); firstAlly.x = cannon.x + 150; // Position close to cannon firstAlly.y = cannon.y - 200; // Position above cannon permanentAllies.push(firstAlly); game.addChild(firstAlly); } }; // Sketch menu click handler to cycle through sketches and show menu sketchMenu.down = function (x, y, obj) { if (sketchShown && !menuShown) { currentSketchIndex++; if (currentSketchIndex < totalSketches) { // Hide current sketch and show next one if (currentSketchIndex === 1) { sketchImage.visible = false; sketchImage2.visible = true; } else if (currentSketchIndex === 2) { sketchImage2.visible = false; sketchImage3.visible = true; } } else { // All sketches shown, show the menu menuShown = true; sketchMenu.visible = false; startMenu.visible = true; // Change background to ocean background gameBackground.visible = false; oceanBackground.visible = true; // Stop continue text animation tween.stop(continueText); // Stop sketch music completely before starting menu music LK.stopMusic(); // Start menu music immediately after stopping sketch music LK.playMusic('menuMusic', { loop: true }); // Start menu animations pulseOceanTitle(); pulseDefenderTitle(); pulsePlayButton(); pulseCreatorName(); } } }; game.update = function () { if (!gameStarted) return; // Handle continuous shooting if (isShooting) { shootingTimer++; var currentFireDelay = rapidFire ? cannon.fireDelay / 3 : cannon.fireDelay; var fireDelayInTicks = currentFireDelay / 16.67; // Convert ms to ticks if (shootingTimer >= fireDelayInTicks) { var newCannonballs = cannon.fire(); if (newCannonballs) { for (var c = 0; c < newCannonballs.length; c++) { cannonballs.push(newCannonballs[c]); game.addChild(newCannonballs[c]); } } shootingTimer = 0; } } updateDifficulty(); checkWaveTransition(); // Update wave message timer if (waveMessageTimer > 0) { waveMessageTimer--; if (waveMessageTimer <= 0) { waveMessageTxt.visible = false; } } shipSpawnTimer++; if (shipSpawnTimer >= shipSpawnDelay) { spawnShip(); shipSpawnTimer = 0; } for (var i = ships.length - 1; i >= 0; i--) { var ship = ships[i]; if (ship.lastX === undefined) ship.lastX = ship.x; if (ship.lastX <= 2048 && ship.x > 2048) { shipsEscaped++; escapedShipsTxt.setText('Escaped: ' + shipsEscaped + '/10'); LK.getSound('shipEscape').play(); ship.destroy(); ships.splice(i, 1); // Check if too many ships escaped if (shipsEscaped >= maxEscapedShips) { // Show final score and wave reached var finalScore = LK.getScore(); var finalWave = currentWave; LK.showGameOver('Puntaje: ' + finalScore + '\nOleada alcanzada: ' + finalWave); return; } continue; } // Ships shoot at cannon and allies if (ship.x > 200 && ship.x < 1800) { // Only shoot when in range var targetX = cannon.x; var targetY = cannon.y; // Check if there are permanent allies to target (50% chance to target ally instead of cannon) if (permanentAllies.length > 0 && Math.random() < 0.5) { // Find nearest permanent ally to shoot at var nearestAlly = null; var nearestDistance = Infinity; for (var allyIndex = 0; allyIndex < permanentAllies.length; allyIndex++) { var ally = permanentAllies[allyIndex]; if (ally && ally.parent && ally.health > 0) { var dx = ally.x - ship.x; var dy = ally.y - ship.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < nearestDistance) { nearestDistance = distance; nearestAlly = ally; } } } // Target the nearest ally if found if (nearestAlly) { targetX = nearestAlly.x; targetY = nearestAlly.y; } } var newBullet = ship.shootAtCannon(targetX, targetY); if (newBullet) { enemyBullets.push(newBullet); game.addChild(newBullet); } } ship.lastX = ship.x; } for (var j = cannonballs.length - 1; j >= 0; j--) { var cannonball = cannonballs[j]; if (cannonball.lastX === undefined) cannonball.lastX = cannonball.x; if (cannonball.lastY === undefined) cannonball.lastY = cannonball.y; if (cannonball.lastX >= 0 && cannonball.x < 0 || cannonball.lastX <= 2048 && cannonball.x > 2048 || cannonball.lastY >= 0 && cannonball.y < 0 || cannonball.lastY <= 2732 && cannonball.y > 2732) { cannonball.destroy(); cannonballs.splice(j, 1); continue; } // Auto-selection is now used - no upgrade button collision detection needed for (var k = ships.length - 1; k >= 0; k--) { var ship = ships[k]; // Ensure ship is valid and has proper collision detection, and not dying if (ship && ship.graphics && ship.graphics.visible && !ship.isDying && cannonball.intersects(ship)) { ship.health -= cannonball.damage; ship.updateHealthBar(); LK.effects.flashObject(ship, 0xff0000, 200); LK.getSound('hit').play(); // Check if cannonball can bounce to another enemy var bounced = false; if (cannonball.canBounce()) { var nearestEnemy = null; var nearestDistance = Infinity; // Find nearest enemy ship for bouncing (excluding current target) for (var targetIndex = 0; targetIndex < ships.length; targetIndex++) { var targetShip = ships[targetIndex]; if (targetShip && targetShip !== ship && targetShip.graphics && targetShip.graphics.visible && !targetShip.isDying) { var dx = targetShip.x - cannonball.x; var dy = targetShip.y - cannonball.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < nearestDistance && distance < 400) { // Max bounce range nearestDistance = distance; nearestEnemy = targetShip; } } } // Bounce to nearest enemy if found if (nearestEnemy) { bounced = cannonball.bounceTowardsTarget(nearestEnemy.x, nearestEnemy.y); } } if (!bounced) { cannonball.destroy(); cannonballs.splice(j, 1); } if (ship.health <= 0) { enemiesKilledThisWave++; // Track kills for wave completion ship.isDying = true; // Mark as dying to prevent further damage LK.setScore(LK.getScore() + ship.points); scoreTxt.setText('Score: ' + LK.getScore()); LK.getSound('shipDestroyed').play(); // Add small jump death animation var originalY = ship.y; var deadShip = ship; // Store reference to avoid closure issues tween(ship, { y: originalY - 30, scaleX: 1.2, scaleY: 1.2 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(deadShip, { y: originalY + 10, scaleX: 0.8, scaleY: 0.8 }, { duration: 150, easing: tween.bounceOut, onFinish: function onFinish() { // Random chance to spawn different power-ups (45% total chance) var spawnChance = Math.random(); if (spawnChance < 0.15) { // 15% chance for weapon power-ups var powerUp = new PowerUp(); var powerTypes = ['tripleShot', 'rapidFire']; var randomPowerType = powerTypes[Math.floor(Math.random() * powerTypes.length)]; powerUp.init(randomPowerType); powerUp.x = deadShip.x; powerUp.y = deadShip.y; powerUps.push(powerUp); game.addChild(powerUp); // Add brilliant glowing animation to power-up powerUp.graphics.tint = 0xffffff; tween(powerUp.graphics, { tint: 0xffff00, scaleX: 1.3, scaleY: 1.3 }, { duration: 400, easing: tween.easeInOut, onFinish: function onFinish() { tween(powerUp.graphics, { tint: 0xffffff, scaleX: 1.0, scaleY: 1.0 }, { duration: 400, easing: tween.easeInOut, onFinish: function onFinish() { // Continue pulsing glow function continuePulse() { if (powerUp.parent) { tween(powerUp.graphics, { tint: 0xffff00, scaleX: 1.2, scaleY: 1.2 }, { duration: 600, easing: tween.easeInOut, onFinish: function onFinish() { if (powerUp.parent) { tween(powerUp.graphics, { tint: 0xffffff, scaleX: 1.0, scaleY: 1.0 }, { duration: 600, easing: tween.easeInOut, onFinish: continuePulse }); } } }); } } continuePulse(); } }); } }); } else if (spawnChance < 0.25) { // 10% chance for health kit var healthKit = new HealthKit(); healthKit.x = deadShip.x; healthKit.y = deadShip.y; healthKits.push(healthKit); game.addChild(healthKit); // Add brilliant glowing animation to health kit healthKit.tint = 0xffffff; tween(healthKit, { tint: 0x00ff00, scaleX: 1.3, scaleY: 1.3 }, { duration: 400, easing: tween.easeInOut, onFinish: function onFinish() { tween(healthKit, { tint: 0xffffff, scaleX: 1.0, scaleY: 1.0 }, { duration: 400, easing: tween.easeInOut, onFinish: function onFinish() { // Continue pulsing glow function continuePulse() { if (healthKit.parent) { tween(healthKit, { tint: 0x00ff00, scaleX: 1.15, scaleY: 1.15 }, { duration: 800, easing: tween.easeInOut, onFinish: function onFinish() { if (healthKit.parent) { tween(healthKit, { tint: 0xffffff, scaleX: 1.0, scaleY: 1.0 }, { duration: 800, easing: tween.easeInOut, onFinish: continuePulse }); } } }); } } continuePulse(); } }); } }); } else if (spawnChance < 0.35) { // 15% chance for guided shot var guidedShotPowerUp = new GuidedShotPowerUp(); guidedShotPowerUp.x = deadShip.x; guidedShotPowerUp.y = deadShip.y; guidedShotPowerUps.push(guidedShotPowerUp); game.addChild(guidedShotPowerUp); // Add brilliant glowing animation to guided shot power-up guidedShotPowerUp.tint = 0xffffff; tween(guidedShotPowerUp, { tint: 0xff6600, scaleX: 1.3, scaleY: 1.3 }, { duration: 400, easing: tween.easeInOut, onFinish: function onFinish() { tween(guidedShotPowerUp, { tint: 0xffffff, scaleX: 1.0, scaleY: 1.0 }, { duration: 400, easing: tween.easeInOut, onFinish: function onFinish() { // Continue pulsing glow function continuePulse() { if (guidedShotPowerUp.parent) { tween(guidedShotPowerUp, { tint: 0xff6600, scaleX: 1.2, scaleY: 1.2 }, { duration: 700, easing: tween.easeInOut, onFinish: function onFinish() { if (guidedShotPowerUp.parent) { tween(guidedShotPowerUp, { tint: 0xffffff, scaleX: 1.0, scaleY: 1.0 }, { duration: 700, easing: tween.easeInOut, onFinish: continuePulse }); } } }); } } continuePulse(); } }); } }); } else if (spawnChance < 0.40) { // 5% chance for octopus power - same as other special powers var octopusPowerUp = new OctopusPowerUp(); octopusPowerUp.x = deadShip.x; octopusPowerUp.y = deadShip.y; octopusPowerUps.push(octopusPowerUp); game.addChild(octopusPowerUp); // Add brilliant glowing animation octopusPowerUp.tint = 0xffffff; tween(octopusPowerUp, { tint: 0x800080, scaleX: 1.3, scaleY: 1.3 }, { duration: 400, easing: tween.easeInOut, onFinish: function onFinish() { tween(octopusPowerUp, { tint: 0xffffff, scaleX: 1.0, scaleY: 1.0 }, { duration: 400, easing: tween.easeInOut, onFinish: function onFinish() { function continuePulse() { if (octopusPowerUp.parent) { tween(octopusPowerUp, { tint: 0x800080, scaleX: 1.2, scaleY: 1.2 }, { duration: 700, easing: tween.easeInOut, onFinish: function onFinish() { if (octopusPowerUp.parent) { tween(octopusPowerUp, { tint: 0xffffff, scaleX: 1.0, scaleY: 1.0 }, { duration: 700, easing: tween.easeInOut, onFinish: continuePulse }); } } }); } } continuePulse(); } }); } }); } else if (spawnChance < 0.45) { // 5% chance for friendly octopus power-up from the beginning of the game var friendlyOctopusPowerUp = new FriendlyOctopusPowerUp(); friendlyOctopusPowerUp.x = deadShip.x; friendlyOctopusPowerUp.y = deadShip.y; friendlyOctopusPowerUps.push(friendlyOctopusPowerUp); game.addChild(friendlyOctopusPowerUp); // Add brilliant glowing animation friendlyOctopusPowerUp.tint = 0xffffff; tween(friendlyOctopusPowerUp, { tint: 0x00ff88, scaleX: 1.3, scaleY: 1.3 }, { duration: 400, easing: tween.easeInOut, onFinish: function onFinish() { tween(friendlyOctopusPowerUp, { tint: 0xffffff, scaleX: 1.0, scaleY: 1.0 }, { duration: 400, easing: tween.easeInOut, onFinish: function onFinish() { function continuePulse() { if (friendlyOctopusPowerUp.parent) { tween(friendlyOctopusPowerUp, { tint: 0x00ff88, scaleX: 1.2, scaleY: 1.2 }, { duration: 700, easing: tween.easeInOut, onFinish: function onFinish() { if (friendlyOctopusPowerUp.parent) { tween(friendlyOctopusPowerUp, { tint: 0xffffff, scaleX: 1.0, scaleY: 1.0 }, { duration: 700, easing: tween.easeInOut, onFinish: continuePulse }); } } }); } } continuePulse(); } }); } }); } else if (spawnChance < 0.50) { // 5% chance for shield var shieldPowerUp = new ShieldPowerUp(); shieldPowerUp.x = deadShip.x; shieldPowerUp.y = deadShip.y; shieldPowerUps.push(shieldPowerUp); game.addChild(shieldPowerUp); // Add brilliant glowing animation to shield power-up shieldPowerUp.tint = 0xffffff; tween(shieldPowerUp, { tint: 0x0099ff, scaleX: 1.3, scaleY: 1.3 }, { duration: 400, easing: tween.easeInOut, onFinish: function onFinish() { tween(shieldPowerUp, { tint: 0xffffff, scaleX: 1.0, scaleY: 1.0 }, { duration: 400, easing: tween.easeInOut, onFinish: function onFinish() { // Continue pulsing glow function continuePulse() { if (shieldPowerUp.parent) { tween(shieldPowerUp, { tint: 0x0099ff, scaleX: 1.2, scaleY: 1.2 }, { duration: 700, easing: tween.easeInOut, onFinish: function onFinish() { if (shieldPowerUp.parent) { tween(shieldPowerUp, { tint: 0xffffff, scaleX: 1.0, scaleY: 1.0 }, { duration: 700, easing: tween.easeInOut, onFinish: continuePulse }); } } }); } } continuePulse(); } }); } }); } if (deadShip.parent) { deadShip.destroy(); } // Remove from ships array by finding the ship for (var removeIndex = ships.length - 1; removeIndex >= 0; removeIndex--) { if (ships[removeIndex] === deadShip) { ships.splice(removeIndex, 1); break; } } } }); } }); } break; } } if (cannonballs[j]) { cannonball.lastX = cannonball.x; cannonball.lastY = cannonball.y; } } // Update power-ups for (var p = powerUps.length - 1; p >= 0; p--) { var powerUp = powerUps[p]; if (powerUp.lastX === undefined) powerUp.lastX = powerUp.x; // Remove power-up if it goes off screen if (powerUp.lastX <= 2048 && powerUp.x > 2048) { powerUp.destroy(); powerUps.splice(p, 1); continue; } // Check collision with cannonballs for collection for (var cb = cannonballs.length - 1; cb >= 0; cb--) { var cannonball = cannonballs[cb]; if (cannonball.intersects(powerUp)) { // Collect power-up LK.getSound('powerUpCollect').play(); LK.effects.flashScreen(0x00ff00, 300); // Clear any existing power-up to prevent accumulation tripleShot = false; rapidFire = false; activePowerUpTimer = 0; // Reset timer to prevent accumulation // Activate new power-up if (powerUp.powerType === 'tripleShot') { tripleShot = true; activePowerUpType = 'Triple Shot'; activePowerUpTimer = powerUpDuration; } else if (powerUp.powerType === 'rapidFire') { rapidFire = true; activePowerUpType = 'Rapid Fire'; activePowerUpTimer = powerUpDuration; } powerUp.destroy(); powerUps.splice(p, 1); break; } } if (powerUps[p]) { powerUp.lastX = powerUp.x; } } // Update enemy bullets for (var eb = enemyBullets.length - 1; eb >= 0; eb--) { var enemyBullet = enemyBullets[eb]; if (enemyBullet.lastY === undefined) enemyBullet.lastY = enemyBullet.y; // Remove if off screen if (enemyBullet.lastY <= 2732 && enemyBullet.y > 2732) { enemyBullet.destroy(); enemyBullets.splice(eb, 1); continue; } // Check collision with cannon first if (enemyBullet.intersects(cannon)) { cannon.takeDamage(enemyBullet.damage); // Check if enemy bullet can bounce to allies var bounced = false; if (enemyBullet.canBounce()) { var nearestAlly = null; var nearestDistance = Infinity; // Find nearest ally for bouncing for (var allyIndex = 0; allyIndex < permanentAllies.length; allyIndex++) { var ally = permanentAllies[allyIndex]; if (ally && ally.parent && ally.health > 0) { var dx = ally.x - enemyBullet.x; var dy = ally.y - enemyBullet.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < nearestDistance && distance < 400) { // Max bounce range nearestDistance = distance; nearestAlly = ally; } } } // Also check friendly octopuses for (var foIndex = 0; foIndex < friendlyOctopuses.length; foIndex++) { var friendlyOct = friendlyOctopuses[foIndex]; if (friendlyOct && friendlyOct.parent && friendlyOct.health > 0) { var dx = friendlyOct.x - enemyBullet.x; var dy = friendlyOct.y - enemyBullet.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < nearestDistance && distance < 400) { // Max bounce range nearestDistance = distance; nearestAlly = friendlyOct; } } } // Bounce to nearest ally if found if (nearestAlly) { bounced = enemyBullet.bounceTowardsTarget(nearestAlly.x, nearestAlly.y); } } if (!bounced) { enemyBullet.destroy(); enemyBullets.splice(eb, 1); } // Update health UI var healthPercent = cannon.health / cannon.maxHealth; cannonHealthBar.scaleX = healthPercent; if (healthPercent > 0.6) { cannonHealthBar.tint = 0x00FF00; } else if (healthPercent > 0.3) { cannonHealthBar.tint = 0xFFFF00; } else { cannonHealthBar.tint = 0xFF0000; } healthText.setText('Health: ' + cannon.health + '/' + cannon.maxHealth); // Check game over if (cannon.health <= 0) { // Show final score and wave reached var finalScore = LK.getScore(); var finalWave = currentWave; LK.showGameOver('Puntaje: ' + finalScore + '\nOleada alcanzada: ' + finalWave); return; } continue; } // Check collision with permanent allies var hitAlly = false; for (var pa = 0; pa < permanentAllies.length; pa++) { var permanentAlly = permanentAllies[pa]; if (permanentAlly && permanentAlly.parent && permanentAlly.health > 0 && enemyBullet.intersects(permanentAlly)) { permanentAlly.takeDamage(enemyBullet.damage); LK.getSound('hit').play(); // Check if enemy bullet can bounce to enemy ships var bounced = false; if (enemyBullet.canBounce()) { var nearestEnemy = null; var nearestDistance = Infinity; // Find nearest enemy ship for bouncing for (var shipIndex = 0; shipIndex < ships.length; shipIndex++) { var targetShip = ships[shipIndex]; if (targetShip && targetShip.graphics && targetShip.graphics.visible && !targetShip.isDying) { var dx = targetShip.x - enemyBullet.x; var dy = targetShip.y - enemyBullet.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < nearestDistance && distance < 400) { // Max bounce range nearestDistance = distance; nearestEnemy = targetShip; } } } // Bounce to nearest enemy if found if (nearestEnemy) { bounced = enemyBullet.bounceTowardsTarget(nearestEnemy.x, nearestEnemy.y); } } if (!bounced) { enemyBullet.destroy(); enemyBullets.splice(eb, 1); } hitAlly = true; break; } } if (hitAlly) continue; if (enemyBullets[eb]) { enemyBullet.lastY = enemyBullet.y; } } // Update health kits for (var hk = healthKits.length - 1; hk >= 0; hk--) { var healthKit = healthKits[hk]; if (healthKit.lastX === undefined) healthKit.lastX = healthKit.x; // Remove if off screen if (healthKit.lastX <= 2048 && healthKit.x > 2048) { healthKit.destroy(); healthKits.splice(hk, 1); continue; } // Check collection by cannonball for (var cb = cannonballs.length - 1; cb >= 0; cb--) { var cannonball = cannonballs[cb]; if (cannonball.intersects(healthKit)) { cannon.heal(healthKit.healAmount); LK.getSound('powerUpCollect').play(); LK.effects.flashScreen(0x00ff00, 200); // Update health UI var healthPercent = cannon.health / cannon.maxHealth; cannonHealthBar.scaleX = healthPercent; if (healthPercent > 0.6) { cannonHealthBar.tint = 0x00FF00; } else if (healthPercent > 0.3) { cannonHealthBar.tint = 0xFFFF00; } else { cannonHealthBar.tint = 0xFF0000; } healthText.setText('Health: ' + cannon.health + '/' + cannon.maxHealth); healthKit.destroy(); healthKits.splice(hk, 1); break; } } // Check collection by guided projectiles for (var gp = guidedProjectiles.length - 1; gp >= 0; gp--) { var guidedProjectile = guidedProjectiles[gp]; if (guidedProjectile.intersects(healthKit)) { cannon.heal(healthKit.healAmount); LK.getSound('powerUpCollect').play(); LK.effects.flashScreen(0x00ff00, 200); // Update health UI var healthPercent = cannon.health / cannon.maxHealth; cannonHealthBar.scaleX = healthPercent; if (healthPercent > 0.6) { cannonHealthBar.tint = 0x00FF00; } else if (healthPercent > 0.3) { cannonHealthBar.tint = 0xFFFF00; } else { cannonHealthBar.tint = 0xFF0000; } healthText.setText('Health: ' + cannon.health + '/' + cannon.maxHealth); healthKit.destroy(); healthKits.splice(hk, 1); break; } } if (healthKits[hk]) { healthKit.lastX = healthKit.x; } } // Update shield power-ups for (var sp = shieldPowerUps.length - 1; sp >= 0; sp--) { var shieldPowerUp = shieldPowerUps[sp]; if (shieldPowerUp.lastX === undefined) shieldPowerUp.lastX = shieldPowerUp.x; // Remove if off screen if (shieldPowerUp.lastX <= 2048 && shieldPowerUp.x > 2048) { shieldPowerUp.destroy(); shieldPowerUps.splice(sp, 1); continue; } // Check collection by cannonball for (var cb = cannonballs.length - 1; cb >= 0; cb--) { var cannonball = cannonballs[cb]; if (cannonball.intersects(shieldPowerUp)) { cannon.activateShield(); // Share shield power with all allies for (var allyIndex = 0; allyIndex < permanentAllies.length; allyIndex++) { var ally = permanentAllies[allyIndex]; if (ally && ally.parent && ally.health > 0) { ally.activateShield(); } } for (var foIndex = 0; foIndex < friendlyOctopuses.length; foIndex++) { var friendlyOct = friendlyOctopuses[foIndex]; if (friendlyOct && friendlyOct.parent && friendlyOct.health > 0) { friendlyOct.activateShield(); } } LK.getSound('powerUpCollect').play(); LK.effects.flashScreen(0x0099ff, 300); // Add brilliant glowing animation to cannon when shield is collected tween(cannon.graphics, { tint: 0x88ccff, scaleX: 1.2, scaleY: 1.2 }, { duration: 300, easing: tween.easeInOut, onFinish: function onFinish() { tween(cannon.graphics, { scaleX: 1.0, scaleY: 1.0 }, { duration: 300, easing: tween.easeInOut }); } }); shieldPowerUp.destroy(); shieldPowerUps.splice(sp, 1); break; } } if (shieldPowerUps[sp]) { shieldPowerUp.lastX = shieldPowerUp.x; } } // Update guided shot power-ups for (var gsp = guidedShotPowerUps.length - 1; gsp >= 0; gsp--) { var guidedShotPowerUp = guidedShotPowerUps[gsp]; if (guidedShotPowerUp.lastX === undefined) guidedShotPowerUp.lastX = guidedShotPowerUp.x; // Remove if off screen if (guidedShotPowerUp.lastX <= 2048 && guidedShotPowerUp.x > 2048) { guidedShotPowerUp.destroy(); guidedShotPowerUps.splice(gsp, 1); continue; } // Check collection by cannonball for (var cb = cannonballs.length - 1; cb >= 0; cb--) { var cannonball = cannonballs[cb]; if (cannonball.intersects(guidedShotPowerUp)) { // Clear existing power-ups tripleShot = false; rapidFire = false; guidedShot = true; activePowerUpType = 'Guided Shot'; activePowerUpTimer = guidedShotDuration; LK.getSound('powerUpCollect').play(); LK.effects.flashScreen(0xff6600, 300); guidedShotPowerUp.destroy(); guidedShotPowerUps.splice(gsp, 1); break; } } if (guidedShotPowerUps[gsp]) { guidedShotPowerUp.lastX = guidedShotPowerUp.x; } } // Update octopus power-ups for (var op = octopusPowerUps.length - 1; op >= 0; op--) { var octopusPowerUp = octopusPowerUps[op]; if (octopusPowerUp.lastX === undefined) octopusPowerUp.lastX = octopusPowerUp.x; // Remove if off screen if (octopusPowerUp.lastX <= 2048 && octopusPowerUp.x > 2048) { octopusPowerUp.destroy(); octopusPowerUps.splice(op, 1); continue; } // Check collection by cannonball for (var cb = cannonballs.length - 1; cb >= 0; cb--) { var cannonball = cannonballs[cb]; if (cannonball.intersects(octopusPowerUp)) { // Determine number of octopus arms to spawn based on active powers var armsToSpawn = 1; if (tripleShot) { armsToSpawn = 3; // Triple shot multiplies octopus arms } // Spawn multiple octopus arms if triple shot is active for (var armIndex = 0; armIndex < armsToSpawn; armIndex++) { var octopusArm = new OctopusArm(); octopusArm.init(); // Apply rapid fire speed boost if active if (rapidFire) { octopusArm.speed = octopusArm.speed * 1.5; // 50% faster movement } octopuses.push(octopusArm); game.addChild(octopusArm); } // Destroy the cannonball that collected the power-up cannonball.destroy(); cannonballs.splice(cb, 1); LK.getSound('powerUpCollect').play(); LK.effects.flashScreen(0x800080, 300); // Show power activation message with count var activeOctopusCount = octopuses.length; var armText = armsToSpawn > 1 ? '¡' + armsToSpawn + ' Brazos de Pulpo Invocados!' : '¡Brazo de Pulpo Invocado!'; var powerMessage = new Text2(armText + ' (' + activeOctopusCount + ' activos)', { size: 80, fill: 0x800080 }); powerMessage.anchor.set(0.5, 0.5); LK.gui.center.addChild(powerMessage); // Animate and remove message tween(powerMessage, { y: -100, alpha: 0 }, { duration: 2000, easing: tween.easeOut, onFinish: function onFinish() { if (powerMessage.parent) { powerMessage.destroy(); } } }); octopusPowerUp.destroy(); octopusPowerUps.splice(op, 1); break; } } if (octopusPowerUps[op]) { octopusPowerUp.lastX = octopusPowerUp.x; } } // Update friendly octopus power-ups for (var fop = friendlyOctopusPowerUps.length - 1; fop >= 0; fop--) { var friendlyOctopusPowerUp = friendlyOctopusPowerUps[fop]; if (friendlyOctopusPowerUp.lastX === undefined) friendlyOctopusPowerUp.lastX = friendlyOctopusPowerUp.x; // Remove if off screen if (friendlyOctopusPowerUp.lastX <= 2048 && friendlyOctopusPowerUp.x > 2048) { friendlyOctopusPowerUp.destroy(); friendlyOctopusPowerUps.splice(fop, 1); continue; } // Check collection by cannonball for (var cb = cannonballs.length - 1; cb >= 0; cb--) { var cannonball = cannonballs[cb]; if (cannonball.intersects(friendlyOctopusPowerUp)) { // Spawn friendly octopus var friendlyOctopus = new FriendlyOctopus(); friendlyOctopus.x = 1024; // Center position friendlyOctopus.y = 1500; // Middle of screen friendlyOctopuses.push(friendlyOctopus); game.addChild(friendlyOctopus); cannonball.destroy(); cannonballs.splice(cb, 1); LK.getSound('powerUpCollect').play(); LK.effects.flashScreen(0x00ff88, 300); // Show power activation message var powerMessage = new Text2('¡Pulpo Amigo Invocado!', { size: 80, fill: 0x00ff88 }); powerMessage.anchor.set(0.5, 0.5); LK.gui.center.addChild(powerMessage); // Animate and remove message tween(powerMessage, { y: -100, alpha: 0 }, { duration: 2000, easing: tween.easeOut, onFinish: function onFinish() { if (powerMessage.parent) { powerMessage.destroy(); } } }); friendlyOctopusPowerUp.destroy(); friendlyOctopusPowerUps.splice(fop, 1); break; } } if (friendlyOctopusPowerUps[fop]) { friendlyOctopusPowerUp.lastX = friendlyOctopusPowerUp.x; } } // Update friendly octopuses for (var fo = friendlyOctopuses.length - 1; fo >= 0; fo--) { var friendlyOctopus = friendlyOctopuses[fo]; // Remove if friendly octopus is destroyed or dead if (!friendlyOctopus.parent || friendlyOctopus.health <= 0) { if (friendlyOctopus.parent) { // Death animation tween(friendlyOctopus, { alpha: 0, scaleX: 0.5, scaleY: 0.5, y: friendlyOctopus.y + 50 }, { duration: 1000, easing: tween.easeIn, onFinish: function onFinish() { if (friendlyOctopus.parent) { friendlyOctopus.destroy(); } } }); } friendlyOctopuses.splice(fo, 1); } } // Update permanent allies for (var pa = permanentAllies.length - 1; pa >= 0; pa--) { var permanentAlly = permanentAllies[pa]; // Remove if permanent ally is destroyed or dead if (!permanentAlly.parent || permanentAlly.health <= 0) { if (permanentAlly.parent) { // Death animation tween(permanentAlly, { alpha: 0, scaleX: 0.5, scaleY: 0.5, y: permanentAlly.y + 50 }, { duration: 1000, easing: tween.easeIn, onFinish: function onFinish() { if (permanentAlly.parent) { permanentAlly.destroy(); } } }); } permanentAllies.splice(pa, 1); } } // Check enemy bullet collision with friendly octopuses and permanent allies for (var eb = enemyBullets.length - 1; eb >= 0; eb--) { var enemyBullet = enemyBullets[eb]; var bulletHit = false; // Check collision with friendly octopuses for (var fo = 0; fo < friendlyOctopuses.length; fo++) { var friendlyOctopus = friendlyOctopuses[fo]; if (friendlyOctopus && friendlyOctopus.parent && enemyBullet.intersects(friendlyOctopus)) { friendlyOctopus.takeDamage(enemyBullet.damage); LK.getSound('hit').play(); // Check if enemy bullet can bounce to enemy ships var bounced = false; if (enemyBullet.canBounce()) { var nearestEnemy = null; var nearestDistance = Infinity; // Find nearest enemy ship for bouncing for (var shipIndex = 0; shipIndex < ships.length; shipIndex++) { var targetShip = ships[shipIndex]; if (targetShip && targetShip.graphics && targetShip.graphics.visible && !targetShip.isDying) { var dx = targetShip.x - enemyBullet.x; var dy = targetShip.y - enemyBullet.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < nearestDistance && distance < 400) { // Max bounce range nearestDistance = distance; nearestEnemy = targetShip; } } } // Bounce to nearest enemy if found if (nearestEnemy) { bounced = enemyBullet.bounceTowardsTarget(nearestEnemy.x, nearestEnemy.y); } } if (!bounced) { enemyBullet.destroy(); enemyBullets.splice(eb, 1); } bulletHit = true; break; } } // Check collision with permanent allies if bullet hasn't hit yet if (!bulletHit) { for (var pa = 0; pa < permanentAllies.length; pa++) { var permanentAlly = permanentAllies[pa]; if (permanentAlly && permanentAlly.parent && enemyBullet.intersects(permanentAlly)) { permanentAlly.takeDamage(enemyBullet.damage); enemyBullet.destroy(); enemyBullets.splice(eb, 1); LK.getSound('hit').play(); break; } } } } // Update octopuses for (var oc = octopuses.length - 1; oc >= 0; oc--) { var octopus = octopuses[oc]; // Remove if octopus is destroyed or off screen if (!octopus.parent || octopus.x > 2300 || octopus.y > 2900) { if (octopus.parent) { octopus.destroy(); } octopuses.splice(oc, 1); } } // Update guided projectiles for (var gp = guidedProjectiles.length - 1; gp >= 0; gp--) { var guidedProjectile = guidedProjectiles[gp]; // Check if projectile has exceeded its lifetime (4 seconds) if (LK.ticks - guidedProjectile.creationTime >= guidedProjectile.lifetime) { guidedProjectile.destroy(); guidedProjectiles.splice(gp, 1); continue; } // Check collision with enemy ships var hitShip = false; for (var k = ships.length - 1; k >= 0; k--) { var ship = ships[k]; // Ensure ship is valid and has proper collision detection, and not dying if (ship && ship.graphics && ship.graphics.visible && !ship.isDying && guidedProjectile.intersects(ship)) { ship.health -= guidedProjectile.damage; ship.updateHealthBar(); LK.effects.flashObject(ship, 0xff0000, 200); LK.getSound('hit').play(); guidedProjectile.destroy(); guidedProjectiles.splice(gp, 1); hitShip = true; if (ship.health <= 0) { enemiesKilledThisWave++; // Track kills for wave completion ship.isDying = true; // Mark as dying to prevent further damage LK.setScore(LK.getScore() + ship.points); scoreTxt.setText('Score: ' + LK.getScore()); LK.getSound('shipDestroyed').play(); // Add small jump death animation var originalY = ship.y; var deadShip = ship; // Store reference to avoid closure issues tween(ship, { y: originalY - 30, scaleX: 1.2, scaleY: 1.2 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(deadShip, { y: originalY + 10, scaleX: 0.8, scaleY: 0.8 }, { duration: 150, easing: tween.bounceOut, onFinish: function onFinish() { if (deadShip.parent) { deadShip.destroy(); } // Remove from ships array by finding the ship for (var removeIndex = ships.length - 1; removeIndex >= 0; removeIndex--) { if (ships[removeIndex] === deadShip) { ships.splice(removeIndex, 1); break; } } } }); } }); } break; } } if (hitShip) continue; // Remove if too far off screen if (guidedProjectile.x < -200 || guidedProjectile.x > 2248 || guidedProjectile.y < -200 || guidedProjectile.y > 2932) { guidedProjectile.destroy(); guidedProjectiles.splice(gp, 1); } } // Update cannon shield if (cannon.isShielded && cannon.shieldTimer > 0) { cannon.shieldTimer--; // Show shield effect when active if (!shieldEffect.visible) { shieldEffect.visible = true; shieldEffect.x = cannon.x; shieldEffect.y = cannon.y; } if (cannon.shieldTimer <= 0) { cannon.isShielded = false; shieldEffect.visible = false; tween(cannon.graphics, { tint: 0xffffff }, { duration: 500 }); } } else { shieldEffect.visible = false; } // Update power-up timer if (activePowerUpTimer > 0) { activePowerUpTimer--; // Update timer display var timeLeft = Math.ceil(activePowerUpTimer / 60); var timerText = activePowerUpType + ': ' + timeLeft + 's'; if (cannon.isShielded) { var shieldTimeLeft = Math.ceil(cannon.shieldTimer / 60); timerText += ' | Shield: ' + shieldTimeLeft + 's'; } powerUpTimerTxt.setText(timerText); // Check if power-up expired if (activePowerUpTimer <= 0) { tripleShot = false; rapidFire = false; guidedShot = false; activePowerUpType = ''; if (cannon.isShielded) { var shieldTimeLeft = Math.ceil(cannon.shieldTimer / 60); powerUpTimerTxt.setText('Shield: ' + shieldTimeLeft + 's'); } else { powerUpTimerTxt.setText(''); } } } else { // No active weapon power-up, but maybe shield if (cannon.isShielded) { var shieldTimeLeft = Math.ceil(cannon.shieldTimer / 60); powerUpTimerTxt.setText('Shield: ' + shieldTimeLeft + 's'); } else { powerUpTimerTxt.setText(''); } } // Check for wave completion at end of update loop checkWaveCompletion(); }; // Duplicate activateShield methods removed - method already exists in PermanentAlly class
===================================================================
--- original.js
+++ change.js
@@ -213,19 +213,12 @@
};
self.activateShield = function () {
self.isShielded = true;
self.shieldTimer = 900; // 15 seconds at 60fps
- // Find the cannon graphics child instead of relying on self.graphics
- var cannonGraphics = null;
- for (var i = 0; i < self.children.length; i++) {
- if (self.children[i] && self.children[i].texture) {
- cannonGraphics = self.children[i];
- break;
- }
+ // Use the graphics property that was set in constructor
+ if (self.graphics) {
+ self.graphics.tint = 0x88ccff; // Blue tint for shield
}
- if (cannonGraphics) {
- cannonGraphics.tint = 0x88ccff; // Blue tint for shield
- }
};
return self;
});
var Cannonball = Container.expand(function () {
The small warship is fast and agile, designed for quick attacks and evading enemy fire. It has light armor and carries a few small cannons. Its compact size makes it harder to hit but less durable.. In-Game asset. 2d. High contrast. No shadows
The medium warship balances speed and firepower. It is equipped with multiple cannons and moderate armor. It moves steadily and can withstand more hits than smaller ships, making it a tougher target.. In-Game asset. 2d. High contrast. No shadows
boton de play pero que sea con tematica oceanica y que tenga una cocha al lado. In-Game asset. 2d. High contrast. No shadows
un barco gigante de guerra. In-Game asset. 2d. High contrast. No shadows
escudo celestial. In-Game asset. 2d. High contrast. No shadows
mas velocidad pero escrito en ingles. In-Game asset. 2d. High contrast. No shadows
mas vida pero escrito en ingles. In-Game asset. 2d. High contrast. No shadows
mas daño pero escrito en ingles. In-Game asset. 2d. High contrast. No shadows
un mar con un fondo a lo lejos. In-Game asset. 2d. High contrast. No shadows
unas letras que digan : creado por ZURI HARDAWAY. In-Game asset. 2d. High contrast. No shadows
que un pulpo este sentado en un cañon. In-Game asset. 2d. High contrast. No shadows
crea un titulo que diga oceanic defence con un pulplo detras de las letras que esta sentado en un cañon negro. In-Game asset. 2d. High contrast. No shadows
crea una imagen de un barco estallando. In-Game asset. 2d. High contrast. No shadows
un pulpo naranja viendo que barcos de guerra vienen a atacar su hogar marino. In-Game asset. 2d. High contrast. No shadows
una sola viñeta en blanco de comic de manera rectangular horizontal en el centro de la pantalla, que el back ground este adornado con un fondo marino y brazos de pulpos. In-Game asset. 2d. High contrast. No shadows, que los tentaculos no toquen la viñeta q
un pulpo naranja abriendo un cofre del tesoro donde encuentra en el fondo marino dentro de ese cofre un cañon nergro donde. In-Game asset. 2d. High contrast. No shadows
un pulpo naranja frenetico disparandole a buques de guerras encima de un cañon negro. que se vea el fondo del cielo y el mar pero que no este enojado sino calmado
bala de cañon. In-Game asset. 2d. High contrast. No shadows
bala de cañon. In-Game asset. 2d. High contrast. No shadows
ojo de pulpo. In-Game asset. 2d. High contrast. No shadows
botiquin con un pulpo rodeandolo. In-Game asset. 2d. High contrast. No shadows
una esfera con una letra r dentro y un pulpo rodeando la esfera. In-Game asset. 2d. High contrast. No shadows
una letra t dentro de una esfera y un pulpo que la rodea. In-Game asset. 2d. High contrast. No shadows
una p dentro de una esfera con un brazo de un pulpo rojo rodeandola. In-Game asset. 2d. High contrast. No shadows
guerra de pulpos con cañones, que sean de diferentes colores los pulpos de diferentes, tipo dibujo contra buques de guerra