User prompt
Sağlık kutusu vurunca mevcut en dıştaki zırh canı dolsun. Canı doluysa ustündeki zırh eklensin.
User prompt
Zırh3 3 kat büyük olsun.
User prompt
Zırh 2 canbarı zirh2 üstünde olsun
User prompt
Zırh 2 canbarı üstünde olsun
User prompt
Zırh 2 yi ekle 2 kat büyük
User prompt
Zırh1 i biraz daha büyüt
User prompt
1.zırh kalsin sadece
User prompt
3 ayrı zırh asseti olsun.
User prompt
Zırh çapları ve collisonları 3x 6x 12x olsun
User prompt
Zırhlar 1x 3x 6x olsun
User prompt
Zırh etkileşimleri boyutlarıyla aynı olsun.
User prompt
Zırhlar çaplarını arttır.
User prompt
Test için kaldırılan zırhları eski özellikleri ve büyüklükleri ile aynı şekilde geri koy.
User prompt
Zırh boyutlarını 2x ve etkisini 2x yap.
User prompt
Zırh boyutlarını 2x yap.
User prompt
Zırh boyutlarını düzelt iyileştir
User prompt
Test için kaldırılan zırhları geri koy.
User prompt
Test modundan çık
User prompt
mermiler dahs sık olsun.
User prompt
Mermi çapları 2x olsun.
User prompt
Yardımcı noktalar için asset ekle ve ekran spnuna kadar uzat.
User prompt
Mermi ile aynı açida ve hizada olsun. Nokta nokta olsun
User prompt
Mermiyle aynı hat üzerinde olsun.
User prompt
Yardımci cizgi 1 tane olsun, uzun olsun ve mermi yönünde olsun
User prompt
Yardımci cizgilerde döner ve gözükur
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // --- Bullet Class --- var Bullet = Container.expand(function () { var self = Container.call(this); // Attach bullet asset (white ellipse) var bulletAsset = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); // Bullet speed (pixels per frame) self.speed = 160; // Direction in radians (set on creation) self.direction = 0; // Damage dealt by this bullet self.damage = 1; // Defensive: track last position for possible future use self.lastX = self.x; self.lastY = self.y; // Update method called every tick self.update = function () { self.lastX = self.x; self.lastY = self.y; self.x += Math.cos(self.direction) * self.speed; self.y += Math.sin(self.direction) * self.speed; }; return self; }); // --- Enemy Class --- var Enemy = Container.expand(function () { var self = Container.call(this); // Attach enemy asset (pink ellipse), scaled up 2x var enemyAsset = self.attachAsset('enemyCircle', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 2 }); // Enemy properties self.radius = 60 + Math.random() * 40; // for spawn distance self.speed = 1.15 + Math.random() * 0.55; // even faster approach self.maxHp = 3; // always 3 HP self.hp = self.maxHp; // Direction towards center (set on spawn) self.direction = 0; // Health bar (white background, green foreground), both rectangles, above the enemy self.hpBarBg = self.addChild(LK.getAsset('hpbar_bg', { anchorX: 0.5, anchorY: 1.0, y: -140 // higher above the enemy })); self.hpBar = self.addChild(LK.getAsset('hpbar_fg', { anchorX: 0.5, anchorY: 1.0, y: -140 // match background bar position })); // Defensive: track last position for possible future use self.lastX = self.x; self.lastY = self.y; // Update health bar width self.updateHpBar = function () { // Use asset width for scaling, so health bar always matches background self.hpBar.width = self.hpBarBg.width * (self.hp / self.maxHp); self.hpBar.x = self.hpBarBg.x - (self.hpBarBg.width - self.hpBar.width) / 2; }; // Update method called every tick self.update = function () { self.lastX = self.x; self.lastY = self.y; self.x += Math.cos(self.direction) * self.speed; self.y += Math.sin(self.direction) * self.speed; }; // Take damage self.takeDamage = function (amount) { self.hp -= amount; if (self.hp < 0) self.hp = 0; self.updateHpBar(); }; // On death self.die = function () { // Flash effect LK.effects.flashObject(self, 0xffffff, 200); // Particle explosion (intense red, gravity-free) // More and bigger particles, even more red! for (var i = 0; i < 38; i++) { var p = new Container(); var asset = p.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5, // Make particles much bigger overall scaleX: 1.1 + Math.random() * 0.8, scaleY: 1.1 + Math.random() * 0.8, // Use a deeper, more saturated red color: 0xff0000, alpha: 0.82 + Math.random() * 0.18 }); p.x = self.x; p.y = self.y; var angle = Math.random() * Math.PI * 2; var speed = 22 + Math.random() * 20; var life = 26 + Math.floor(Math.random() * 18); p.update = function (a, s, l) { var vx = Math.cos(a) * s; var vy = Math.sin(a) * s; var ticks = 0; return function () { this.x += vx; this.y += vy; vx *= 0.88; vy *= 0.88; this.alpha *= 0.93; ticks++; if (ticks > l) { this.destroy(); } }; }(angle, speed, life); game.addChild(p); // Add to update loop if (!game._enemyParticles) game._enemyParticles = []; game._enemyParticles.push(p); } }; // Initialize health bar self.updateHpBar(); return self; }); // --- HealthBox Class --- var HealthBox = Container.expand(function () { var self = Container.call(this); // Attach health asset (red box), scaled up 1.5x var asset = self.attachAsset('healthBox', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); self.radius = 60 + Math.random() * 40; self.speed = 0.32 + Math.random() * 0.16; // even faster movement self.maxHp = 1; self.hp = self.maxHp; self.direction = 0; // Defensive: track last position self.lastX = self.x; self.lastY = self.y; // Update method self.update = function () { self.lastX = self.x; self.lastY = self.y; self.x += Math.cos(self.direction) * self.speed; self.y += Math.sin(self.direction) * self.speed; }; // Take damage self.takeDamage = function (amount) { self.hp -= amount; if (self.hp < 0) self.hp = 0; }; // On death self.die = function () { LK.effects.flashObject(self, 0xffffff, 200); // Particle effect (white explosion) for (var i = 0; i < 18; i++) { var p = new Container(); var asset = p.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.9 + Math.random() * 0.7, scaleY: 0.9 + Math.random() * 0.7, color: 0xffffff, alpha: 0.8 + Math.random() * 0.15 }); p.x = self.x; p.y = self.y; var angle = Math.random() * Math.PI * 2; var speed = 12 + Math.random() * 10; var life = 16 + Math.floor(Math.random() * 10); p.update = function (a, s, l) { var vx = Math.cos(a) * s; var vy = Math.sin(a) * s; var ticks = 0; return function () { this.x += vx; this.y += vy; vx *= 0.88; vy *= 0.88; this.alpha *= 0.91; ticks++; if (ticks > l) { this.destroy(); } }; }(angle, speed, life); game.addChild(p); if (!game._enemyParticles) game._enemyParticles = []; game._enemyParticles.push(p); } }; return self; }); // --- Player Class --- var Player = Container.expand(function () { var self = Container.call(this); // Attach player asset (blue ellipse), scaled up 2x var playerAsset = self.attachAsset('character', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 2 }); // Player properties self.radius = 0; // always at center self.rotation = 0; // radians self.maxHp = 5; self.hp = self.maxHp; // Health bar (red background, green foreground) - always on top, not rotating self.hpBarBg = LK.getAsset('hpbar_bg', { anchorX: 0.5, anchorY: 0.5, y: -140 }); self.hpBar = LK.getAsset('hpbar_fg', { anchorX: 0.5, anchorY: 0.5, y: -140 }); // Defensive: track last position for possible future use self.lastX = self.x; self.lastY = self.y; // Update health bar width self.updateHpBar = function () { // Clamp hp to [0, maxHp] if (self.hp < 0) self.hp = 0; if (self.hp > self.maxHp) self.hp = self.maxHp; // Use asset width for scaling, so health bar always matches background // Health bar shrinks from left to right (left edge fixed) var targetWidth = self.hpBarBg.width * (self.hp / self.maxHp); if (targetWidth < 0) targetWidth = 0; // Smoothly animate width decrease (if needed) if (typeof self.hpBar.width === "undefined") self.hpBar.width = self.hpBarBg.width; if (self.hpBar.width > targetWidth) { self.hpBar.width -= Math.max(6, (self.hpBar.width - targetWidth) * 0.18); if (self.hpBar.width < targetWidth) self.hpBar.width = targetWidth; } else { self.hpBar.width = targetWidth; } // Left edge fixed: set x so left edge stays at bg left self.hpBar.x = self.hpBarBg.x - self.hpBarBg.width / 2 + self.hpBar.width / 2; // Add a white border to the health bar background for better visibility if (!self.hpBarBg._borderAdded) { var border = LK.getAsset('hpbar_bg', { anchorX: 0.5, anchorY: 0.5, y: self.hpBarBg.y, width: self.hpBarBg.width + 8, height: self.hpBarBg.height + 8, color: 0xffffff, alpha: 0.25 }); border.x = self.hpBarBg.x; border.y = self.hpBarBg.y; if (self.hpBarBg.parent) self.hpBarBg.parent.addChild(border); self.hpBarBg._borderAdded = true; } }; // Take damage self.takeDamage = function (amount) { self.hp -= amount; if (self.hp < 0) self.hp = 0; if (self.hp > self.maxHp) self.hp = self.maxHp; self.updateHpBar(); }; // On death self.die = function () { LK.effects.flashObject(self, 0xff0000, 500); }; // Initialize health bar self.updateHpBar(); return self; }); // --- Shield Layer Class --- var ShieldLayer = Container.expand(function () { var self = Container.call(this); // Properties self.radius = 0; // distance from player center self.maxHp = 3; self.hp = self.maxHp; self.index = 0; // 0=innermost, 2=outermost self.active = true; // Visual: use ellipse for shield self.shieldAsset = self.attachAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5, alpha: 0.25 + 0.15 * self.index // more visible for outer shields }); // Health bar above shield self.hpBarBg = self.addChild(LK.getAsset('hpbar_bg', { anchorX: 0.5, anchorY: 0.5, y: -self.radius - 120 })); self.hpBar = self.addChild(LK.getAsset('hpbar_fg', { anchorX: 0.5, anchorY: 0.5, y: -self.radius - 120 })); // Defensive: track last position for possible future use self.lastX = self.x; self.lastY = self.y; // Update health bar width self.updateHpBar = function () { // Use asset width for scaling, so health bar always matches background self.hpBar.width = self.hpBarBg.width * (self.hp / self.maxHp); self.hpBar.x = self.hpBarBg.x - (self.hpBarBg.width - self.hpBar.width) / 2; self.hpBar.visible = self.active; self.hpBarBg.visible = self.active; }; // Take damage self.takeDamage = function (amount) { if (!self.active) return; self.hp -= amount; if (self.hp < 0) self.hp = 0; self.updateHpBar(); if (self.hp <= 0) { // Play shield explosion sound LK.getSound('shieldExplode').play(); self.active = false; self.visible = false; self.hpBar.visible = false; self.hpBarBg.visible = false; } }; // Reset shield self.reset = function () { self.hp = self.maxHp; self.active = true; self.visible = true; self.updateHpBar(); }; // Initialize self.updateHpBar(); return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x181818 }); /**** * Game Code ****/ // Health bar assets for bg/fg // --- Background Image --- var backgroundImg = LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, scaleX: 2048 / 4096, scaleY: 2732 / 4096 }); game.addChild(backgroundImg); // --- Global Variables --- var player; var enemies = []; var bullets = []; var spawnTimer = 0; var fireCooldown = 0; var dragActive = false; var lastTouchAngle = 0; // --- Score Display --- var scoreTxt = new Text2('0', { size: 120, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // --- Helper Lines for Fire Direction --- var helperLines = []; var helperLineCount = 5; // Number of lines (including main fire direction) var helperLineLength = 350; var helperLineColor = 0x44aaff; var helperLineAlpha = 0.7; var helperLineWidth = 12; var helperLineSpread = Math.PI / 6; // +/- 30 degrees for (var i = 0; i < helperLineCount; i++) { var line = new Container(); // Use a stretched ellipse as a "line" var asset = line.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.0, scaleX: helperLineWidth / 30, scaleY: helperLineLength / 30, color: helperLineColor, alpha: helperLineAlpha }); line.visible = true; helperLines.push(line); game.addChild(line); } // --- Player Initialization --- player = new Player(); player.x = 2048 / 2; player.y = 2732 / 2; // Always keep player sprite visually fixed (no rotation) player.rotation = 0; game.addChild(player); // Add player health bar to game (not as child of player, so it doesn't rotate) game.addChild(player.hpBarBg); game.addChild(player.hpBar); // Position health bar above player player.hpBarBg.x = player.x; player.hpBarBg.y = player.y - 170; player.hpBar.x = player.x; player.hpBar.y = player.y - 170; // --- Shield Layers Initialization --- // Shields temporarily disabled for testing var shieldLayers = []; // --- Helper: Get angle from center to (x, y) --- function getAngleToCenter(x, y) { var cx = 2048 / 2; var cy = 2732 / 2; return Math.atan2(y - cy, x - cx); } // --- Helper: Fire Bullet --- function fireBullet(angle) { if (fireCooldown > 0) return; var bullet = new Bullet(); bullet.x = player.x; bullet.y = player.y; bullet.direction = angle; // Defensive: initialize lastX/lastY bullet.lastX = bullet.x; bullet.lastY = bullet.y; bullets.push(bullet); game.addChild(bullet); fireCooldown = 10; // frames // Play shoot sound LK.getSound('shoot').play(); } // --- Handle Touch/Drag to Set Fire Angle (Player sprite does NOT rotate) --- game.down = function (x, y, obj) { dragActive = true; // Store angle from player center to touch point var angle = Math.atan2(y - player.y, x - player.x); lastTouchAngle = angle; }; game.move = function (x, y, obj) { if (dragActive) { // Update angle from player center to current touch point var angle = Math.atan2(y - player.y, x - player.x); lastTouchAngle = angle; } }; game.up = function (x, y, obj) { dragActive = false; // Fire bullet in the direction of last drag/touch (from center to release point) fireBullet(lastTouchAngle); }; // --- Enemy Spawning --- function spawnEnemy() { var angle = Math.random() * Math.PI * 2; var distance = 1100 + Math.random() * 400; var ex = 2048 / 2 + Math.cos(angle) * distance; var ey = 2732 / 2 + Math.sin(angle) * distance; // 1 in 5 chance to spawn a health box instead of enemy (increased frequency) if (Math.random() < 0.2) { var healthBox = new HealthBox(); healthBox.x = ex; healthBox.y = ey; healthBox.direction = Math.atan2(2732 / 2 - ey, 2048 / 2 - ex); healthBox.lastX = healthBox.x; healthBox.lastY = healthBox.y; enemies.push(healthBox); game.addChild(healthBox); } else { var enemy = new Enemy(); enemy.x = ex; enemy.y = ey; // Set direction towards player center enemy.direction = Math.atan2(2732 / 2 - ey, 2048 / 2 - ex); // Scale enemy speed with score: base speed + (score * 0.08), capped at 7x base var score = LK.getScore(); var speedScale = 1 + Math.min(score * 0.08, 6); // up to 7x base speed enemy.speed *= speedScale; // Defensive: initialize lastX/lastY enemy.lastX = enemy.x; enemy.lastY = enemy.y; enemies.push(enemy); game.addChild(enemy); } } // --- Game Update Loop --- game.update = function () { // --- Fire cooldown --- if (fireCooldown > 0) fireCooldown--; // --- Update Helper Lines (rotating and visible) --- var cx = player.x; var cy = player.y; var mainAngle = lastTouchAngle; var spread = helperLineSpread; for (var i = 0; i < helperLines.length; i++) { var frac = helperLines.length === 1 ? 0 : i / (helperLines.length - 1); var angle = mainAngle + (frac - 0.5) * 2 * spread; var line = helperLines[i]; line.x = cx; line.y = cy; line.rotation = angle; line.visible = true; } // Keep player health bar above player (not rotating) player.hpBarBg.x = player.x; player.hpBarBg.y = player.y - 170; player.hpBar.x = player.x; player.hpBar.y = player.y - 170; player.updateHpBar(); // --- Enemy spawn timer --- spawnTimer--; if (spawnTimer <= 0) { spawnEnemy(); // Make enemies and health boxes spawn less frequently (every 2.5-3.5s) spawnTimer = 150 + Math.floor(Math.random() * 60); // spawn every 2.5-3.5s } // --- Update Bullets --- for (var i = bullets.length - 1; i >= 0; i--) { var bullet = bullets[i]; // Defensive: initialize lastX/lastY if not set if (typeof bullet.lastX === "undefined") bullet.lastX = bullet.x; if (typeof bullet.lastY === "undefined") bullet.lastY = bullet.y; bullet.update(); // Remove if out of bounds or destroyed if (bullet.x < -200 || bullet.x > 2048 + 200 || bullet.y < -200 || bullet.y > 2732 + 200 || bullet.destroyed) { if (!bullet.destroyed) bullet.destroy(); bullets.splice(i, 1); continue; } // Check collision with enemies var hit = false; for (var j = enemies.length - 1; j >= 0; j--) { var enemy = enemies[j]; // Defensive: initialize lastX/lastY if not set if (typeof enemy.lastX === "undefined") enemy.lastX = enemy.x; if (typeof enemy.lastY === "undefined") enemy.lastY = enemy.y; if (enemy.destroyed) continue; if (bullet.intersects(enemy)) { // HealthBox dies in 1 hit, Enemy dies at 0 hp var isHealthBox = typeof enemy.maxHp !== "undefined" && enemy.maxHp === 1; if (isHealthBox) { // HealthBox: always die in one hit, regardless of hp enemy.hp = 0; } else { enemy.takeDamage(bullet.damage); } if (enemy.hp <= 0) { var isHealthBox = typeof enemy.maxHp !== "undefined" && enemy.maxHp === 1; if (isHealthBox) { // HealthBox: fill player health to max player.hp = player.maxHp; player.updateHpBar(); // HealthBox: if any shield is missing (inactive), revive it (starting from innermost) var revived = false; for (var ss = 0; ss < shieldLayers.length; ss++) { if (!shieldLayers[ss].active) { shieldLayers[ss].reset(); revived = true; // Flash revived shield LK.effects.flashObject(shieldLayers[ss], 0x44ff44, 400); break; } } // If all shields are active, fully restore outermost shield if (!revived && shieldLayers.length > 0) { var outermost = shieldLayers[shieldLayers.length - 1]; outermost.hp = outermost.maxHp; outermost.updateHpBar(); LK.effects.flashObject(outermost, 0x44ff44, 400); } // Play a positive effect on shield LK.getSound('shieldHit').play(); } else { LK.getSound('enemyDie').play(); } enemy.die(); if (!enemy.destroyed) enemy.destroy(); enemies.splice(j, 1); if (!(typeof enemy.maxHp !== "undefined" && enemy.maxHp === 1)) { LK.setScore(LK.getScore() + 1); scoreTxt.setText(LK.getScore()); } } if (!bullet.destroyed) bullet.destroy(); bullets.splice(i, 1); hit = true; break; } } if (hit) continue; } // Remove destroyed bullets (defensive, in case any remain) for (var i = bullets.length - 1; i >= 0; i--) { if (bullets[i].destroyed) bullets.splice(i, 1); } // --- Update Enemies --- for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; // Defensive: initialize lastX/lastY if not set if (typeof enemy.lastX === "undefined") enemy.lastX = enemy.x; if (typeof enemy.lastY === "undefined") enemy.lastY = enemy.y; if (enemy.destroyed) { enemies.splice(i, 1); continue; } enemy.update(); // Check collision with shields (outermost to innermost) var blocked = false; for (var s = shieldLayers.length - 1; s >= 0; s--) { var shield = shieldLayers[s]; if (shield.active) { // Defensive: initialize lastX/lastY if not set if (typeof shield.lastX === "undefined") shield.lastX = shield.x; if (typeof shield.lastY === "undefined") shield.lastY = shield.y; // Check distance from player center to enemy center var dx = enemy.x - player.x; var dy = enemy.y - player.y; var dist = Math.sqrt(dx * dx + dy * dy); // Enemy "radius" is ~50, shield is at shield.radius (already 1.5x larger) if (dist < shield.radius + 50) { // Collided with shield var isHealthBox = typeof enemy.maxHp !== "undefined" && enemy.maxHp === 1; if (isHealthBox) { // HealthBox: just disappears, does not affect shield, no revive or restore enemy.die(); if (!enemy.destroyed) enemy.destroy(); enemies.splice(i, 1); blocked = true; break; } else { // Regular enemy: damage shield shield.takeDamage(1); LK.getSound('shieldHit').play(); enemy.die(); if (!enemy.destroyed) enemy.destroy(); enemies.splice(i, 1); // Increase score when enemy dies by hitting shield LK.setScore(LK.getScore() + 1); scoreTxt.setText(LK.getScore()); // Flash shield LK.effects.flashObject(shield, 0x44aaff, 200); blocked = true; break; } } } } if (blocked) continue; // If not blocked, check collision with player if (enemy.intersects(player)) { var isHealthBox = typeof enemy.maxHp !== "undefined" && enemy.maxHp === 1; if (isHealthBox) { // HealthBox: just disappears, does not affect player health enemy.die(); if (!enemy.destroyed) enemy.destroy(); enemies.splice(i, 1); // Do not change player health or flash screen } else { player.takeDamage(1); if (player.hp < 0) player.hp = 0; if (player.hp > player.maxHp) player.hp = player.maxHp; LK.getSound('enemyDie').play(); enemy.die(); if (!enemy.destroyed) enemy.destroy(); enemies.splice(i, 1); // Flash screen LK.effects.flashScreen(0xff0000, 400); // Game over if player dead if (player.hp <= 0) { player.die(); LK.showGameOver(); return; } } } } // Remove destroyed enemies (defensive, in case any remain) for (var i = enemies.length - 1; i >= 0; i--) { if (enemies[i].destroyed) enemies.splice(i, 1); } ; // --- Update and cleanup enemy death particles --- if (game._enemyParticles) { for (var i = game._enemyParticles.length - 1; i >= 0; i--) { var p = game._enemyParticles[i]; // Defensive: initialize lastX/lastY if not set if (typeof p.lastX === "undefined") p.lastX = p.x; if (typeof p.lastY === "undefined") p.lastY = p.y; if (p.destroyed) { game._enemyParticles.splice(i, 1); continue; } if (typeof p.update === "function") p.update(); } // Defensive: remove any remaining destroyed particles for (var i = game._enemyParticles.length - 1; i >= 0; i--) { if (game._enemyParticles[i].destroyed) game._enemyParticles.splice(i, 1); } } }; // --- Score Initialization --- LK.setScore(0); scoreTxt.setText(LK.getScore());
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// --- Bullet Class ---
var Bullet = Container.expand(function () {
var self = Container.call(this);
// Attach bullet asset (white ellipse)
var bulletAsset = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
// Bullet speed (pixels per frame)
self.speed = 160;
// Direction in radians (set on creation)
self.direction = 0;
// Damage dealt by this bullet
self.damage = 1;
// Defensive: track last position for possible future use
self.lastX = self.x;
self.lastY = self.y;
// Update method called every tick
self.update = function () {
self.lastX = self.x;
self.lastY = self.y;
self.x += Math.cos(self.direction) * self.speed;
self.y += Math.sin(self.direction) * self.speed;
};
return self;
});
// --- Enemy Class ---
var Enemy = Container.expand(function () {
var self = Container.call(this);
// Attach enemy asset (pink ellipse), scaled up 2x
var enemyAsset = self.attachAsset('enemyCircle', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2,
scaleY: 2
});
// Enemy properties
self.radius = 60 + Math.random() * 40; // for spawn distance
self.speed = 1.15 + Math.random() * 0.55; // even faster approach
self.maxHp = 3; // always 3 HP
self.hp = self.maxHp;
// Direction towards center (set on spawn)
self.direction = 0;
// Health bar (white background, green foreground), both rectangles, above the enemy
self.hpBarBg = self.addChild(LK.getAsset('hpbar_bg', {
anchorX: 0.5,
anchorY: 1.0,
y: -140 // higher above the enemy
}));
self.hpBar = self.addChild(LK.getAsset('hpbar_fg', {
anchorX: 0.5,
anchorY: 1.0,
y: -140 // match background bar position
}));
// Defensive: track last position for possible future use
self.lastX = self.x;
self.lastY = self.y;
// Update health bar width
self.updateHpBar = function () {
// Use asset width for scaling, so health bar always matches background
self.hpBar.width = self.hpBarBg.width * (self.hp / self.maxHp);
self.hpBar.x = self.hpBarBg.x - (self.hpBarBg.width - self.hpBar.width) / 2;
};
// Update method called every tick
self.update = function () {
self.lastX = self.x;
self.lastY = self.y;
self.x += Math.cos(self.direction) * self.speed;
self.y += Math.sin(self.direction) * self.speed;
};
// Take damage
self.takeDamage = function (amount) {
self.hp -= amount;
if (self.hp < 0) self.hp = 0;
self.updateHpBar();
};
// On death
self.die = function () {
// Flash effect
LK.effects.flashObject(self, 0xffffff, 200);
// Particle explosion (intense red, gravity-free)
// More and bigger particles, even more red!
for (var i = 0; i < 38; i++) {
var p = new Container();
var asset = p.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5,
// Make particles much bigger overall
scaleX: 1.1 + Math.random() * 0.8,
scaleY: 1.1 + Math.random() * 0.8,
// Use a deeper, more saturated red
color: 0xff0000,
alpha: 0.82 + Math.random() * 0.18
});
p.x = self.x;
p.y = self.y;
var angle = Math.random() * Math.PI * 2;
var speed = 22 + Math.random() * 20;
var life = 26 + Math.floor(Math.random() * 18);
p.update = function (a, s, l) {
var vx = Math.cos(a) * s;
var vy = Math.sin(a) * s;
var ticks = 0;
return function () {
this.x += vx;
this.y += vy;
vx *= 0.88;
vy *= 0.88;
this.alpha *= 0.93;
ticks++;
if (ticks > l) {
this.destroy();
}
};
}(angle, speed, life);
game.addChild(p);
// Add to update loop
if (!game._enemyParticles) game._enemyParticles = [];
game._enemyParticles.push(p);
}
};
// Initialize health bar
self.updateHpBar();
return self;
});
// --- HealthBox Class ---
var HealthBox = Container.expand(function () {
var self = Container.call(this);
// Attach health asset (red box), scaled up 1.5x
var asset = self.attachAsset('healthBox', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.5,
scaleY: 1.5
});
self.radius = 60 + Math.random() * 40;
self.speed = 0.32 + Math.random() * 0.16; // even faster movement
self.maxHp = 1;
self.hp = self.maxHp;
self.direction = 0;
// Defensive: track last position
self.lastX = self.x;
self.lastY = self.y;
// Update method
self.update = function () {
self.lastX = self.x;
self.lastY = self.y;
self.x += Math.cos(self.direction) * self.speed;
self.y += Math.sin(self.direction) * self.speed;
};
// Take damage
self.takeDamage = function (amount) {
self.hp -= amount;
if (self.hp < 0) self.hp = 0;
};
// On death
self.die = function () {
LK.effects.flashObject(self, 0xffffff, 200);
// Particle effect (white explosion)
for (var i = 0; i < 18; i++) {
var p = new Container();
var asset = p.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.9 + Math.random() * 0.7,
scaleY: 0.9 + Math.random() * 0.7,
color: 0xffffff,
alpha: 0.8 + Math.random() * 0.15
});
p.x = self.x;
p.y = self.y;
var angle = Math.random() * Math.PI * 2;
var speed = 12 + Math.random() * 10;
var life = 16 + Math.floor(Math.random() * 10);
p.update = function (a, s, l) {
var vx = Math.cos(a) * s;
var vy = Math.sin(a) * s;
var ticks = 0;
return function () {
this.x += vx;
this.y += vy;
vx *= 0.88;
vy *= 0.88;
this.alpha *= 0.91;
ticks++;
if (ticks > l) {
this.destroy();
}
};
}(angle, speed, life);
game.addChild(p);
if (!game._enemyParticles) game._enemyParticles = [];
game._enemyParticles.push(p);
}
};
return self;
});
// --- Player Class ---
var Player = Container.expand(function () {
var self = Container.call(this);
// Attach player asset (blue ellipse), scaled up 2x
var playerAsset = self.attachAsset('character', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2,
scaleY: 2
});
// Player properties
self.radius = 0; // always at center
self.rotation = 0; // radians
self.maxHp = 5;
self.hp = self.maxHp;
// Health bar (red background, green foreground) - always on top, not rotating
self.hpBarBg = LK.getAsset('hpbar_bg', {
anchorX: 0.5,
anchorY: 0.5,
y: -140
});
self.hpBar = LK.getAsset('hpbar_fg', {
anchorX: 0.5,
anchorY: 0.5,
y: -140
});
// Defensive: track last position for possible future use
self.lastX = self.x;
self.lastY = self.y;
// Update health bar width
self.updateHpBar = function () {
// Clamp hp to [0, maxHp]
if (self.hp < 0) self.hp = 0;
if (self.hp > self.maxHp) self.hp = self.maxHp;
// Use asset width for scaling, so health bar always matches background
// Health bar shrinks from left to right (left edge fixed)
var targetWidth = self.hpBarBg.width * (self.hp / self.maxHp);
if (targetWidth < 0) targetWidth = 0;
// Smoothly animate width decrease (if needed)
if (typeof self.hpBar.width === "undefined") self.hpBar.width = self.hpBarBg.width;
if (self.hpBar.width > targetWidth) {
self.hpBar.width -= Math.max(6, (self.hpBar.width - targetWidth) * 0.18);
if (self.hpBar.width < targetWidth) self.hpBar.width = targetWidth;
} else {
self.hpBar.width = targetWidth;
}
// Left edge fixed: set x so left edge stays at bg left
self.hpBar.x = self.hpBarBg.x - self.hpBarBg.width / 2 + self.hpBar.width / 2;
// Add a white border to the health bar background for better visibility
if (!self.hpBarBg._borderAdded) {
var border = LK.getAsset('hpbar_bg', {
anchorX: 0.5,
anchorY: 0.5,
y: self.hpBarBg.y,
width: self.hpBarBg.width + 8,
height: self.hpBarBg.height + 8,
color: 0xffffff,
alpha: 0.25
});
border.x = self.hpBarBg.x;
border.y = self.hpBarBg.y;
if (self.hpBarBg.parent) self.hpBarBg.parent.addChild(border);
self.hpBarBg._borderAdded = true;
}
};
// Take damage
self.takeDamage = function (amount) {
self.hp -= amount;
if (self.hp < 0) self.hp = 0;
if (self.hp > self.maxHp) self.hp = self.maxHp;
self.updateHpBar();
};
// On death
self.die = function () {
LK.effects.flashObject(self, 0xff0000, 500);
};
// Initialize health bar
self.updateHpBar();
return self;
});
// --- Shield Layer Class ---
var ShieldLayer = Container.expand(function () {
var self = Container.call(this);
// Properties
self.radius = 0; // distance from player center
self.maxHp = 3;
self.hp = self.maxHp;
self.index = 0; // 0=innermost, 2=outermost
self.active = true;
// Visual: use ellipse for shield
self.shieldAsset = self.attachAsset('centerCircle', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.5,
scaleY: 1.5,
alpha: 0.25 + 0.15 * self.index // more visible for outer shields
});
// Health bar above shield
self.hpBarBg = self.addChild(LK.getAsset('hpbar_bg', {
anchorX: 0.5,
anchorY: 0.5,
y: -self.radius - 120
}));
self.hpBar = self.addChild(LK.getAsset('hpbar_fg', {
anchorX: 0.5,
anchorY: 0.5,
y: -self.radius - 120
}));
// Defensive: track last position for possible future use
self.lastX = self.x;
self.lastY = self.y;
// Update health bar width
self.updateHpBar = function () {
// Use asset width for scaling, so health bar always matches background
self.hpBar.width = self.hpBarBg.width * (self.hp / self.maxHp);
self.hpBar.x = self.hpBarBg.x - (self.hpBarBg.width - self.hpBar.width) / 2;
self.hpBar.visible = self.active;
self.hpBarBg.visible = self.active;
};
// Take damage
self.takeDamage = function (amount) {
if (!self.active) return;
self.hp -= amount;
if (self.hp < 0) self.hp = 0;
self.updateHpBar();
if (self.hp <= 0) {
// Play shield explosion sound
LK.getSound('shieldExplode').play();
self.active = false;
self.visible = false;
self.hpBar.visible = false;
self.hpBarBg.visible = false;
}
};
// Reset shield
self.reset = function () {
self.hp = self.maxHp;
self.active = true;
self.visible = true;
self.updateHpBar();
};
// Initialize
self.updateHpBar();
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x181818
});
/****
* Game Code
****/
// Health bar assets for bg/fg
// --- Background Image ---
var backgroundImg = LK.getAsset('background', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2,
scaleX: 2048 / 4096,
scaleY: 2732 / 4096
});
game.addChild(backgroundImg);
// --- Global Variables ---
var player;
var enemies = [];
var bullets = [];
var spawnTimer = 0;
var fireCooldown = 0;
var dragActive = false;
var lastTouchAngle = 0;
// --- Score Display ---
var scoreTxt = new Text2('0', {
size: 120,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// --- Helper Lines for Fire Direction ---
var helperLines = [];
var helperLineCount = 5; // Number of lines (including main fire direction)
var helperLineLength = 350;
var helperLineColor = 0x44aaff;
var helperLineAlpha = 0.7;
var helperLineWidth = 12;
var helperLineSpread = Math.PI / 6; // +/- 30 degrees
for (var i = 0; i < helperLineCount; i++) {
var line = new Container();
// Use a stretched ellipse as a "line"
var asset = line.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.0,
scaleX: helperLineWidth / 30,
scaleY: helperLineLength / 30,
color: helperLineColor,
alpha: helperLineAlpha
});
line.visible = true;
helperLines.push(line);
game.addChild(line);
}
// --- Player Initialization ---
player = new Player();
player.x = 2048 / 2;
player.y = 2732 / 2;
// Always keep player sprite visually fixed (no rotation)
player.rotation = 0;
game.addChild(player);
// Add player health bar to game (not as child of player, so it doesn't rotate)
game.addChild(player.hpBarBg);
game.addChild(player.hpBar);
// Position health bar above player
player.hpBarBg.x = player.x;
player.hpBarBg.y = player.y - 170;
player.hpBar.x = player.x;
player.hpBar.y = player.y - 170;
// --- Shield Layers Initialization ---
// Shields temporarily disabled for testing
var shieldLayers = [];
// --- Helper: Get angle from center to (x, y) ---
function getAngleToCenter(x, y) {
var cx = 2048 / 2;
var cy = 2732 / 2;
return Math.atan2(y - cy, x - cx);
}
// --- Helper: Fire Bullet ---
function fireBullet(angle) {
if (fireCooldown > 0) return;
var bullet = new Bullet();
bullet.x = player.x;
bullet.y = player.y;
bullet.direction = angle;
// Defensive: initialize lastX/lastY
bullet.lastX = bullet.x;
bullet.lastY = bullet.y;
bullets.push(bullet);
game.addChild(bullet);
fireCooldown = 10; // frames
// Play shoot sound
LK.getSound('shoot').play();
}
// --- Handle Touch/Drag to Set Fire Angle (Player sprite does NOT rotate) ---
game.down = function (x, y, obj) {
dragActive = true;
// Store angle from player center to touch point
var angle = Math.atan2(y - player.y, x - player.x);
lastTouchAngle = angle;
};
game.move = function (x, y, obj) {
if (dragActive) {
// Update angle from player center to current touch point
var angle = Math.atan2(y - player.y, x - player.x);
lastTouchAngle = angle;
}
};
game.up = function (x, y, obj) {
dragActive = false;
// Fire bullet in the direction of last drag/touch (from center to release point)
fireBullet(lastTouchAngle);
};
// --- Enemy Spawning ---
function spawnEnemy() {
var angle = Math.random() * Math.PI * 2;
var distance = 1100 + Math.random() * 400;
var ex = 2048 / 2 + Math.cos(angle) * distance;
var ey = 2732 / 2 + Math.sin(angle) * distance;
// 1 in 5 chance to spawn a health box instead of enemy (increased frequency)
if (Math.random() < 0.2) {
var healthBox = new HealthBox();
healthBox.x = ex;
healthBox.y = ey;
healthBox.direction = Math.atan2(2732 / 2 - ey, 2048 / 2 - ex);
healthBox.lastX = healthBox.x;
healthBox.lastY = healthBox.y;
enemies.push(healthBox);
game.addChild(healthBox);
} else {
var enemy = new Enemy();
enemy.x = ex;
enemy.y = ey;
// Set direction towards player center
enemy.direction = Math.atan2(2732 / 2 - ey, 2048 / 2 - ex);
// Scale enemy speed with score: base speed + (score * 0.08), capped at 7x base
var score = LK.getScore();
var speedScale = 1 + Math.min(score * 0.08, 6); // up to 7x base speed
enemy.speed *= speedScale;
// Defensive: initialize lastX/lastY
enemy.lastX = enemy.x;
enemy.lastY = enemy.y;
enemies.push(enemy);
game.addChild(enemy);
}
}
// --- Game Update Loop ---
game.update = function () {
// --- Fire cooldown ---
if (fireCooldown > 0) fireCooldown--;
// --- Update Helper Lines (rotating and visible) ---
var cx = player.x;
var cy = player.y;
var mainAngle = lastTouchAngle;
var spread = helperLineSpread;
for (var i = 0; i < helperLines.length; i++) {
var frac = helperLines.length === 1 ? 0 : i / (helperLines.length - 1);
var angle = mainAngle + (frac - 0.5) * 2 * spread;
var line = helperLines[i];
line.x = cx;
line.y = cy;
line.rotation = angle;
line.visible = true;
}
// Keep player health bar above player (not rotating)
player.hpBarBg.x = player.x;
player.hpBarBg.y = player.y - 170;
player.hpBar.x = player.x;
player.hpBar.y = player.y - 170;
player.updateHpBar();
// --- Enemy spawn timer ---
spawnTimer--;
if (spawnTimer <= 0) {
spawnEnemy();
// Make enemies and health boxes spawn less frequently (every 2.5-3.5s)
spawnTimer = 150 + Math.floor(Math.random() * 60); // spawn every 2.5-3.5s
}
// --- Update Bullets ---
for (var i = bullets.length - 1; i >= 0; i--) {
var bullet = bullets[i];
// Defensive: initialize lastX/lastY if not set
if (typeof bullet.lastX === "undefined") bullet.lastX = bullet.x;
if (typeof bullet.lastY === "undefined") bullet.lastY = bullet.y;
bullet.update();
// Remove if out of bounds or destroyed
if (bullet.x < -200 || bullet.x > 2048 + 200 || bullet.y < -200 || bullet.y > 2732 + 200 || bullet.destroyed) {
if (!bullet.destroyed) bullet.destroy();
bullets.splice(i, 1);
continue;
}
// Check collision with enemies
var hit = false;
for (var j = enemies.length - 1; j >= 0; j--) {
var enemy = enemies[j];
// Defensive: initialize lastX/lastY if not set
if (typeof enemy.lastX === "undefined") enemy.lastX = enemy.x;
if (typeof enemy.lastY === "undefined") enemy.lastY = enemy.y;
if (enemy.destroyed) continue;
if (bullet.intersects(enemy)) {
// HealthBox dies in 1 hit, Enemy dies at 0 hp
var isHealthBox = typeof enemy.maxHp !== "undefined" && enemy.maxHp === 1;
if (isHealthBox) {
// HealthBox: always die in one hit, regardless of hp
enemy.hp = 0;
} else {
enemy.takeDamage(bullet.damage);
}
if (enemy.hp <= 0) {
var isHealthBox = typeof enemy.maxHp !== "undefined" && enemy.maxHp === 1;
if (isHealthBox) {
// HealthBox: fill player health to max
player.hp = player.maxHp;
player.updateHpBar();
// HealthBox: if any shield is missing (inactive), revive it (starting from innermost)
var revived = false;
for (var ss = 0; ss < shieldLayers.length; ss++) {
if (!shieldLayers[ss].active) {
shieldLayers[ss].reset();
revived = true;
// Flash revived shield
LK.effects.flashObject(shieldLayers[ss], 0x44ff44, 400);
break;
}
}
// If all shields are active, fully restore outermost shield
if (!revived && shieldLayers.length > 0) {
var outermost = shieldLayers[shieldLayers.length - 1];
outermost.hp = outermost.maxHp;
outermost.updateHpBar();
LK.effects.flashObject(outermost, 0x44ff44, 400);
}
// Play a positive effect on shield
LK.getSound('shieldHit').play();
} else {
LK.getSound('enemyDie').play();
}
enemy.die();
if (!enemy.destroyed) enemy.destroy();
enemies.splice(j, 1);
if (!(typeof enemy.maxHp !== "undefined" && enemy.maxHp === 1)) {
LK.setScore(LK.getScore() + 1);
scoreTxt.setText(LK.getScore());
}
}
if (!bullet.destroyed) bullet.destroy();
bullets.splice(i, 1);
hit = true;
break;
}
}
if (hit) continue;
}
// Remove destroyed bullets (defensive, in case any remain)
for (var i = bullets.length - 1; i >= 0; i--) {
if (bullets[i].destroyed) bullets.splice(i, 1);
}
// --- Update Enemies ---
for (var i = enemies.length - 1; i >= 0; i--) {
var enemy = enemies[i];
// Defensive: initialize lastX/lastY if not set
if (typeof enemy.lastX === "undefined") enemy.lastX = enemy.x;
if (typeof enemy.lastY === "undefined") enemy.lastY = enemy.y;
if (enemy.destroyed) {
enemies.splice(i, 1);
continue;
}
enemy.update();
// Check collision with shields (outermost to innermost)
var blocked = false;
for (var s = shieldLayers.length - 1; s >= 0; s--) {
var shield = shieldLayers[s];
if (shield.active) {
// Defensive: initialize lastX/lastY if not set
if (typeof shield.lastX === "undefined") shield.lastX = shield.x;
if (typeof shield.lastY === "undefined") shield.lastY = shield.y;
// Check distance from player center to enemy center
var dx = enemy.x - player.x;
var dy = enemy.y - player.y;
var dist = Math.sqrt(dx * dx + dy * dy);
// Enemy "radius" is ~50, shield is at shield.radius (already 1.5x larger)
if (dist < shield.radius + 50) {
// Collided with shield
var isHealthBox = typeof enemy.maxHp !== "undefined" && enemy.maxHp === 1;
if (isHealthBox) {
// HealthBox: just disappears, does not affect shield, no revive or restore
enemy.die();
if (!enemy.destroyed) enemy.destroy();
enemies.splice(i, 1);
blocked = true;
break;
} else {
// Regular enemy: damage shield
shield.takeDamage(1);
LK.getSound('shieldHit').play();
enemy.die();
if (!enemy.destroyed) enemy.destroy();
enemies.splice(i, 1);
// Increase score when enemy dies by hitting shield
LK.setScore(LK.getScore() + 1);
scoreTxt.setText(LK.getScore());
// Flash shield
LK.effects.flashObject(shield, 0x44aaff, 200);
blocked = true;
break;
}
}
}
}
if (blocked) continue;
// If not blocked, check collision with player
if (enemy.intersects(player)) {
var isHealthBox = typeof enemy.maxHp !== "undefined" && enemy.maxHp === 1;
if (isHealthBox) {
// HealthBox: just disappears, does not affect player health
enemy.die();
if (!enemy.destroyed) enemy.destroy();
enemies.splice(i, 1);
// Do not change player health or flash screen
} else {
player.takeDamage(1);
if (player.hp < 0) player.hp = 0;
if (player.hp > player.maxHp) player.hp = player.maxHp;
LK.getSound('enemyDie').play();
enemy.die();
if (!enemy.destroyed) enemy.destroy();
enemies.splice(i, 1);
// Flash screen
LK.effects.flashScreen(0xff0000, 400);
// Game over if player dead
if (player.hp <= 0) {
player.die();
LK.showGameOver();
return;
}
}
}
}
// Remove destroyed enemies (defensive, in case any remain)
for (var i = enemies.length - 1; i >= 0; i--) {
if (enemies[i].destroyed) enemies.splice(i, 1);
}
;
// --- Update and cleanup enemy death particles ---
if (game._enemyParticles) {
for (var i = game._enemyParticles.length - 1; i >= 0; i--) {
var p = game._enemyParticles[i];
// Defensive: initialize lastX/lastY if not set
if (typeof p.lastX === "undefined") p.lastX = p.x;
if (typeof p.lastY === "undefined") p.lastY = p.y;
if (p.destroyed) {
game._enemyParticles.splice(i, 1);
continue;
}
if (typeof p.update === "function") p.update();
}
// Defensive: remove any remaining destroyed particles
for (var i = game._enemyParticles.length - 1; i >= 0; i--) {
if (game._enemyParticles[i].destroyed) game._enemyParticles.splice(i, 1);
}
}
};
// --- Score Initialization ---
LK.setScore(0);
scoreTxt.setText(LK.getScore());