User prompt
LİNE 25 FİX İT
User prompt
Fix the line 25
User prompt
Fix the line 25
User prompt
Error is not fixed
User prompt
the error is not fixed
User prompt
fix the error on the line 25
User prompt
fix the error
User prompt
fix the error
User prompt
theres a error on the code line
User prompt
I want more items
User prompt
rotate the hero s photo only right and left
User prompt
special photos according to the character's movements, for example walking up, walking down, walking right, walking left
User prompt
make monsters shoot their bullets a little bit slower
User prompt
rotate the character's photo according to the direction they are walking
User prompt
rotate your photo according to the side from which the spit is thrown
User prompt
make characters meele range more big
User prompt
there's a bit of a problem with the ware panel
User prompt
the item panel has a bit of a problem, the click area has shifted a bit to the right
User prompt
the hitboxes of the item panel have shifted a little to the right, fix them
User prompt
Most of the stuff doesn't work,
User prompt
monsters turn left or right depending on the direction they walk
User prompt
the max hp item is not working
User prompt
the speed boost is not working
User prompt
instead of taking the character directly to the places where I click or hold it, take it slowly
User prompt
give things a special value, depending on which items are more likely to appear in the store
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Burrower monster var Burrower = Container.expand(function () { var self = Container.call(this); var burrowerGfx = self.attachAsset('burrower', { anchorX: 0.5, anchorY: 0.5 }); self.radius = burrowerGfx.width / 2; self.speed = 2.2; self.hp = 1; self.type = 'burrower'; self.burrowTimer = 0; self.burrowInterval = 90 + Math.floor(Math.random() * 60); self.burrowed = false; // Track lastX for direction self.lastX = self.x; self.facing = 1; // 1 = right, -1 = left self.update = function () { if (self.burrowed) { self.burrowTimer--; if (self.burrowTimer <= 0) { // Unburrow self.burrowed = false; burrowerGfx.alpha = 1; self.burrowTimer = self.burrowInterval; } // Move fast toward hero var dx = hero.x - self.x; var dy = hero.y - self.y; var d = Math.sqrt(dx * dx + dy * dy); if (d > 0.1) { self.x += dx / d * (self.speed * 2.2); self.y += dy / d * (self.speed * 2.2); } } else { self.burrowTimer--; if (self.burrowTimer <= 0) { // Burrow self.burrowed = true; burrowerGfx.alpha = 0.3; self.burrowTimer = 36 + Math.floor(Math.random() * 24); } // Move toward hero var dx = hero.x - self.x; var dy = hero.y - self.y; var d = Math.sqrt(dx * dx + dy * dy); if (d > 0.1) { self.x += dx / d * self.speed; self.y += dy / d * self.speed; } } // Flip sprite depending on direction if (self.x > self.lastX) { if (self.facing !== 1) { burrowerGfx.scaleX = 1; self.facing = 1; } } else if (self.x < self.lastX) { if (self.facing !== -1) { burrowerGfx.scaleX = -1; self.facing = -1; } } self.lastX = self.x; }; self.flash = function () { tween(burrowerGfx, { alpha: 0.1 }, { duration: 40, onFinish: function onFinish() { tween(burrowerGfx, { alpha: self.burrowed ? 0.3 : 1 }, { duration: 40 }); } }); }; return self; }); // Chaser monster var Chaser = Container.expand(function () { var self = Container.call(this); var chaserGfx = self.attachAsset('chaser', { anchorX: 0.5, anchorY: 0.5 }); self.radius = chaserGfx.width / 2; self.speed = 1.5; self.hp = 2; self.type = 'chaser'; // Track lastX for direction self.lastX = self.x; self.facing = 1; // 1 = right, -1 = left self.update = function () { // Move toward hero var dx = hero.x - self.x; var dy = hero.y - self.y; var d = Math.sqrt(dx * dx + dy * dy); if (d > 0.1) { self.x += dx / d * self.speed; self.y += dy / d * self.speed; } // Flip sprite depending on direction if (self.x > self.lastX) { if (self.facing !== 1) { chaserGfx.scaleX = 1; self.facing = 1; } } else if (self.x < self.lastX) { if (self.facing !== -1) { chaserGfx.scaleX = -1; self.facing = -1; } } self.lastX = self.x; }; self.flash = function () { tween(chaserGfx, { alpha: 0.3 }, { duration: 60, onFinish: function onFinish() { tween(chaserGfx, { alpha: 1 }, { duration: 60 }); } }); }; return self; }); // Gold coin var Gold = Container.expand(function () { var self = Container.call(this); var goldGfx = self.attachAsset('gold', { anchorX: 0.5, anchorY: 0.5 }); self.radius = goldGfx.width / 2; self.vx = 0; self.vy = 0; self.update = function () { self.x += self.vx; self.y += self.vy; // Slow down self.vx *= 0.92; self.vy *= 0.92; }; return self; }); // Hero class var Hero = Container.expand(function () { var self = Container.call(this); var heroGfx = self.attachAsset('hero', { anchorX: 0.5, anchorY: 0.5 }); // Add sword asset var swordGfx = self.attachAsset('herosword', { anchorX: 0.1, anchorY: 0.5, x: heroGfx.width * 0.5 + 30, y: 0, rotation: 0 }); swordGfx.rotation = 0; swordGfx.visible = true; self.addChild(swordGfx); self.radius = heroGfx.width / 2; self.speed = 22; self.shootCooldown = 0; self.shootInterval = 18; // frames self.invuln = 0; self.hp = 3; // Sword swing state self.swordSwing = 0; // 0 = idle, >0 = animating self.swordSwingDir = 1; // 1 = right, -1 = left self.update = function () { if (self.shootCooldown > 0) self.shootCooldown--; if (self.invuln > 0) self.invuln--; // --- Rotate hero photo only left and right (flip horizontally) --- if (typeof self.lastX === "undefined") self.lastX = self.x; var dxMove = self.x - self.lastX; if (Math.abs(dxMove) > 0.5) { // Only flip if actually moving horizontally if (dxMove > 0) { // Moving right heroGfx.scaleX = 1; } else if (dxMove < 0) { // Moving left heroGfx.scaleX = -1; } } self.lastX = self.x; // --- End hero photo left/right flip --- // Always point sword at nearest monster, animate a subtle swing var nearest = null; var minDist = 999999; for (var i = 0; i < monsters.length; ++i) { var m = monsters[i]; if (m.type === 'burrower' && m.burrowed) continue; var dx = m.x - self.x; var dy = m.y - self.y; var d = Math.sqrt(dx * dx + dy * dy); if (d < minDist) { minDist = d; nearest = m; } } if (nearest) { var dx = nearest.x - self.x; var dy = nearest.y - self.y; var angle = Math.atan2(dy, dx); // Animate a subtle swing: oscillate +/- 0.18 radians var swing = Math.sin(LK.ticks / 10) * 0.18; // Sword hit animation: if recently hit, flash sword if (self.swordHitAnim && self.swordHitAnim > 0) { // Animate sword: scale up and flash color swordGfx.scaleX = 1.3 + 0.3 * Math.sin(self.swordHitAnim * Math.PI / 6); swordGfx.scaleY = 1.3 + 0.3 * Math.sin(self.swordHitAnim * Math.PI / 6); swordGfx.tint = 0xffe066; self.swordHitAnim--; if (self.swordHitAnim === 0) { swordGfx.scaleX = 1; swordGfx.scaleY = 1; swordGfx.tint = 0xf5e663; } } else { swordGfx.scaleX = 1; swordGfx.scaleY = 1; swordGfx.tint = 0xf5e663; } swordGfx.rotation = angle + swing; // Position sword at edge of hero var dist = heroGfx.width * 0.5 + 30; swordGfx.x = Math.cos(angle) * dist; swordGfx.y = Math.sin(angle) * dist; } else { // No monsters: point up, subtle swing var angle = -Math.PI / 2; var swing = Math.sin(LK.ticks / 10) * 0.18; swordGfx.rotation = angle + swing; var dist = heroGfx.width * 0.5 + 30; swordGfx.x = Math.cos(angle) * dist; swordGfx.y = Math.sin(angle) * dist; } }; // Flash when hit self.flash = function () { tween(heroGfx, { alpha: 0.3 }, { duration: 80, onFinish: function onFinish() { tween(heroGfx, { alpha: 1 }, { duration: 80 }); } }); }; // Sword swing trigger self.swingSword = function (dir) { self.swordSwing = self.swordSwingMax = 10; self.swordSwingDir = dir || 1; swordGfx.rotation = 0; }; return self; }); // Monster bullet (spit) var MonsterBullet = Container.expand(function () { var self = Container.call(this); var bulletGfx = self.attachAsset('herobullet', { anchorX: 0.5, anchorY: 0.5 }); bulletGfx.tint = 0x7cfd3a; self.radius = bulletGfx.width / 2; self.speed = 7; self.dirX = 0; self.dirY = 1; self.damage = 1; self.update = function () { self.x += self.dirX * self.speed; self.y += self.dirY * self.speed; // Rotate bullet to match direction if (typeof bulletGfx !== "undefined") { bulletGfx.rotation = Math.atan2(self.dirY, self.dirX); } }; return self; }); // Spitter monster var Spitter = Container.expand(function () { var self = Container.call(this); var spitterGfx = self.attachAsset('spitter', { anchorX: 0.5, anchorY: 0.5 }); self.radius = spitterGfx.width / 2; self.speed = 1.1; self.hp = 2; self.type = 'spitter'; self.shootCooldown = 0; self.shootInterval = 160 + Math.floor(Math.random() * 60); // fire even slower // Track lastX for direction self.lastX = self.x; self.facing = 1; // 1 = right, -1 = left self.update = function () { // Keep distance from hero, shoot var dx = hero.x - self.x; var dy = hero.y - self.y; var d = Math.sqrt(dx * dx + dy * dy); if (d > 400) { self.x += dx / d * self.speed; self.y += dy / d * self.speed; } else if (d < 320) { self.x -= dx / d * self.speed; self.y -= dy / d * self.speed; } // Flip sprite depending on direction if (self.x > self.lastX) { if (self.facing !== 1) { spitterGfx.scaleX = 1; self.facing = 1; } } else if (self.x < self.lastX) { if (self.facing !== -1) { spitterGfx.scaleX = -1; self.facing = -1; } } self.lastX = self.x; if (self.shootCooldown > 0) self.shootCooldown--;else { // Spit at hero var spit = new MonsterBullet(); spit.x = self.x; spit.y = self.y; var tx = hero.x - self.x; var ty = hero.y - self.y; var td = Math.sqrt(tx * tx + ty * ty); spit.dirX = td > 0.1 ? tx / td : 0; spit.dirY = td > 0.1 ? ty / td : 0; spit.speed = 3.2; // even slower bullet speed spit.radius = 32; // Set initial rotation to match direction if (spit.children && spit.children.length > 0 && typeof spit.children[0].rotation !== "undefined") { spit.children[0].rotation = Math.atan2(spit.dirY, spit.dirX); } monsterBullets.push(spit); game.addChild(spit); self.shootCooldown = self.shootInterval; } }; self.flash = function () { tween(spitterGfx, { alpha: 0.3 }, { duration: 60, onFinish: function onFinish() { tween(spitterGfx, { alpha: 1 }, { duration: 60 }); } }); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x181818 }); /**** * Game Code ****/ // Sound effects // Store button highlight // Store button background // Gold coin // Hero bullet // Burrower monster // Spitter monster // Chaser monster // Hero // Global variables var hero = new Hero(); hero.maxhp = 3; hero.speed = 22; // Ensure base speed is set var monsters = []; var monsterBullets = []; var golds = []; var gold = 0; var storeBtns = []; var passives = []; var availablePassives = [{ id: 'lifesteal', name: 'Lifesteal', desc: 'Gain 1 HP every 8 gold picked up.', weight: 2, // More likely to appear apply: function apply() { passives.push({ id: 'lifesteal', stacks: 1, counter: 0 }); } }, { id: 'reflect', name: 'Reflect Shield', desc: 'Occasionally reflects a monster bullet.', weight: 1, // Less likely apply: function apply() { passives.push({ id: 'reflect', stacks: 1, timer: 0 }); } }, { id: 'regen', name: 'Regeneration', desc: 'Regenerate 1 HP every 12 seconds.', weight: 1, // Less likely apply: function apply() { passives.push({ id: 'regen', stacks: 1, timer: 0 }); } }, { id: 'speed', name: 'Speed Boost', desc: 'Move much faster.', weight: 2, // More likely apply: function apply() { // Add speed passive to passives so it persists and can stack var found = false; for (var i = 0; i < passives.length; ++i) { if (passives[i].id === 'speed') { passives[i].stacks++; found = true; break; } } if (!found) { passives.push({ id: 'speed', stacks: 1 }); } // Recalculate hero speed based on number of speed passives var baseSpeed = 22; var speedStacks = 0; for (var i = 0; i < passives.length; ++i) { if (passives[i].id === 'speed') { speedStacks = passives[i].stacks; break; } } hero.speed = baseSpeed + 7 * speedStacks; } }, { id: 'goldboost', name: 'Gold Magnet', desc: 'Gold is attracted to you.', weight: 3, // Most likely to appear apply: function apply() { passives.push({ id: 'goldboost', stacks: 1 }); } }, { id: 'maxhp', name: 'Max HP Up', desc: 'Increase max HP by 1.', weight: 2, // More likely apply: function apply() { if (typeof hero.maxhp === "undefined") hero.maxhp = 3; hero.maxhp++; if (hero.hp > hero.maxhp) hero.hp = hero.maxhp; updateHP(); } }, // --- New items below --- { id: 'atkboost', name: 'Attack Up', desc: 'Deal +1 damage with sword.', weight: 2, apply: function apply() { var found = false; for (var i = 0; i < passives.length; ++i) { if (passives[i].id === 'atkboost') { passives[i].stacks++; found = true; break; } } if (!found) { passives.push({ id: 'atkboost', stacks: 1 }); } } }, { id: 'greed', name: 'Greed', desc: 'Gain +1 gold per pickup.', weight: 2, apply: function apply() { var found = false; for (var i = 0; i < passives.length; ++i) { if (passives[i].id === 'greed') { passives[i].stacks++; found = true; break; } } if (!found) { passives.push({ id: 'greed', stacks: 1 }); } } }, { id: 'healburst', name: 'Heal Burst', desc: 'Heal 3 HP instantly.', weight: 1, apply: function apply() { hero.hp += 3; if (typeof hero.maxhp === "number" && hero.hp > hero.maxhp) hero.hp = hero.maxhp; updateHP(); } }, { id: 'safeshield', name: 'Safe Shield', desc: 'Become invulnerable for 3 seconds.', weight: 1, apply: function apply() { hero.invuln = 60 * 3; hero.flash(); } }]; // Store state var storeChoices = []; function getRandomPassive(excludeIds) { var pool = []; // Build weighted pool for (var i = 0; i < availablePassives.length; ++i) { var id = availablePassives[i].id; var already = false; for (var j = 0; j < excludeIds.length; ++j) { if (excludeIds[j] === id) { already = true; break; } } if (!already) { var weight = availablePassives[i].weight || 1; for (var w = 0; w < weight; ++w) { pool.push(availablePassives[i]); } } } if (pool.length === 0) { // fallback: all passives, weighted for (var i = 0; i < availablePassives.length; ++i) { var weight = availablePassives[i].weight || 1; for (var w = 0; w < weight; ++w) { pool.push(availablePassives[i]); } } } return pool[Math.floor(Math.random() * pool.length)]; } function rerollStore() { storeChoices = []; var exclude = []; for (var i = 0; i < 3; ++i) { var p = getRandomPassive(exclude); storeChoices.push(p); exclude.push(p.id); } updateStoreBtns(); } function updateStoreBtns() { for (var i = 0; i < storeBtns.length; ++i) { var btn = storeBtns[i]; var p = storeChoices[i]; btn.passive = p; // Add a little sparkle/emoji to the name for beauty var prettyName = "★ " + p.name + " ★"; btn.txt.setText(prettyName); btn.shadow.setText(prettyName); btn.desc.setText(p.desc); btn.price.setText("5"); } } // GUI var goldTxt = new Text2('0', { size: 90, fill: 0xFFE066 }); goldTxt.anchor.set(1, 0); LK.gui.topRight.addChild(goldTxt); var hpTxt = new Text2('❤❤❤', { size: 90, fill: 0xFF3A3A }); hpTxt.anchor.set(0, 0); LK.gui.top.addChild(hpTxt); // Store buttons (top center, beautified) for (var i = 0; i < 3; ++i) { var btn = new Container(); var bg = btn.attachAsset('storebtn', { anchorX: 0.5, anchorY: 0 }); // Center horizontally, stack vertically with spacing btn.x = 2048 / 2; btn.y = 160 + i * 160; // Add a subtle drop shadow effect by layering a slightly offset, darker text btn.shadow = new Text2('', { size: 64, fill: 0x222222 }); btn.shadow.anchor.set(0.5, 0); btn.shadow.x = 0 + 3; btn.shadow.y = 10 + 3; btn.addChild(btn.shadow); // Beautified item name: larger, bold, gold color, centered btn.txt = new Text2('', { size: 64, fill: 0xFFE066, font: "Impact, 'Arial Black', Tahoma" }); btn.txt.anchor.set(0.5, 0); btn.txt.x = 0; btn.txt.y = 10; btn.addChild(btn.txt); // Description: slightly larger, italic, silver color, centered btn.desc = new Text2('', { size: 40, fill: 0xCCCCCC, font: "italic 36px Tahoma" }); btn.desc.anchor.set(0.5, 0); btn.desc.x = 0; btn.desc.y = 80; btn.addChild(btn.desc); // Price: gold coin color, bold, left side btn.price = new Text2('5', { size: 54, fill: 0xFFD700, font: "bold 48px Tahoma" }); btn.price.anchor.set(0, 0); btn.price.x = -180; btn.price.y = 40; btn.addChild(btn.price); btn.index = i; storeBtns.push(btn); game.addChild(btn); } // Place hero in center hero.x = 2048 / 2; hero.y = 2732 / 2; hero.targetX = hero.x; hero.targetY = hero.y; game.addChild(hero); // Initial monsters function spawnMonster() { var edge = Math.floor(Math.random() * 4); var x, y; if (edge === 0) { // top x = 200 + Math.random() * (2048 - 400); y = -80; } else if (edge === 1) { // bottom x = 200 + Math.random() * (2048 - 400); y = 2732 + 80; } else if (edge === 2) { // left x = -80; y = 200 + Math.random() * (2732 - 400); } else { // right x = 2048 + 80; y = 200 + Math.random() * (2732 - 400); } var t = Math.random(); var m; // Make Spitter and Burrower much more rare: Chaser 80%, Spitter 7%, Burrower 13% if (t < 0.8) { m = new Chaser(); } else if (t < 0.87) { m = new Spitter(); } else { m = new Burrower(); } m.x = x; m.y = y; monsters.push(m); game.addChild(m); } for (var i = 0; i < 5; ++i) spawnMonster(); // Store logic rerollStore(); // Dragging var dragNode = null; function handleMove(x, y, obj) { if (dragNode) { // Set target position for smooth movement var r = hero.radius; dragNode.targetX = Math.max(r, Math.min(2048 - r, x)); dragNode.targetY = Math.max(r, Math.min(2732 - r, y)); } } game.move = handleMove; game.down = function (x, y, obj) { // Check store buttons first for (var i = 0; i < storeBtns.length; ++i) { var btn = storeBtns[i]; var bx = btn.x - 420, by = btn.y, bw = 420, bh = 120; if (x >= bx && x <= bx + bw && y >= by && y <= by + bh) { // Buy if (gold >= 5) { gold -= 5; goldTxt.setText(gold); btn.passive.apply(); LK.getSound('buy').play(); rerollStore(); } return; } } // Drag hero dragNode = hero; handleMove(x, y, obj); }; game.up = function (x, y, obj) { dragNode = null; }; // Helper: collision function circlesIntersect(a, b) { var dx = a.x - b.x, dy = a.y - b.y; var r = (a.radius || 40) + (b.radius || 40); return dx * dx + dy * dy < r * r; } // Update GUI function updateHP() { var s = ''; var maxhp = typeof hero.maxhp === "number" ? hero.maxhp : 3; var curhp = Math.max(0, Math.min(hero.hp, maxhp)); for (var i = 0; i < curhp; ++i) s += '❤'; for (var i = curhp; i < maxhp; ++i) s += '♡'; hpTxt.setText(s); } // Main update game.update = function () { // Hero smooth movement toward target if (typeof hero.targetX === "number" && typeof hero.targetY === "number") { var dx = hero.targetX - hero.x; var dy = hero.targetY - hero.y; var dist = Math.sqrt(dx * dx + dy * dy); var moveSpeed = hero.speed; if (dist > 1) { var step = Math.min(dist, moveSpeed); hero.x += dx / dist * step; hero.y += dy / dist * step; } else { hero.x = hero.targetX; hero.y = hero.targetY; } } // Clamp hero position to stay within bounds var r = hero.radius; hero.x = Math.max(r, Math.min(2048 - r, hero.x)); hero.y = Math.max(r, Math.min(2732 - r, hero.y)); hero.update(); // Regen passive for (var i = 0; i < passives.length; ++i) { if (passives[i].id === 'regen') { passives[i].timer++; if (passives[i].timer >= 60 * 12) { hero.hp++; if (typeof hero.maxhp === "number" && hero.hp > hero.maxhp) hero.hp = hero.maxhp; updateHP(); passives[i].timer = 0; } } } // Monster bullets for (var i = monsterBullets.length - 1; i >= 0; --i) { var b = monsterBullets[i]; b.update(); // Reflect Shield passive: reflect a bullet every 7 seconds for (var j = 0; j < passives.length; ++j) { if (passives[j].id === 'reflect') { passives[j].timer++; if (passives[j].timer >= 60 * 7) { if (circlesIntersect(b, hero)) { b.dirX *= -1; b.dirY *= -1; b.x += b.dirX * 30; b.y += b.dirY * 30; passives[j].timer = 0; break; } } } } if (b.x < -60 || b.x > 2048 + 60 || b.y < -60 || b.y > 2732 + 60) { b.destroy(); monsterBullets.splice(i, 1); continue; } // Hit hero if (hero.invuln === 0 && circlesIntersect(b, hero)) { hero.hp--; updateHP(); hero.invuln = 40; hero.flash(); b.destroy(); monsterBullets.splice(i, 1); if (hero.hp <= 0) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); return; } } } // Monsters for (var i = monsters.length - 1; i >= 0; --i) { var m = monsters[i]; m.update(); // Hit hero if (hero.invuln === 0 && circlesIntersect(m, hero)) { hero.hp--; updateHP(); hero.invuln = 40; hero.flash(); if (hero.hp <= 0) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); return; } } // --- Sword hit detection in update --- if (m.type !== 'burrower' || !m.burrowed) { // Sword hitbox: check monsters in a larger arc and range in front of hero var swordRange = 270; // Increased from 180 var swordArc = Math.PI * 1.1; // Increased from Math.PI/2 (now ~198 deg arc) // Find sword angle (same as in Hero.update) var nearest = null; var minDist = 999999; for (var mi = 0; mi < monsters.length; ++mi) { var mm = monsters[mi]; if (mm.type === 'burrower' && mm.burrowed) continue; var dx = mm.x - hero.x; var dy = mm.y - hero.y; var d = Math.sqrt(dx * dx + dy * dy); if (d < minDist) { minDist = d; nearest = mm; } } var swordAngle = -Math.PI / 2; if (nearest) { swordAngle = Math.atan2(nearest.y - hero.y, nearest.x - hero.x); } var mx = m.x - hero.x, my = m.y - hero.y; var mdist = Math.sqrt(mx * mx + my * my); if (mdist < swordRange) { var mangle = Math.atan2(my, mx); var diff = Math.abs((mangle - swordAngle + Math.PI * 3) % (Math.PI * 2) - Math.PI); if (diff < swordArc / 2) { var swordDmg = 1; for (var j = 0; j < passives.length; ++j) { if (passives[j].id === 'atkboost') { swordDmg += passives[j].stacks; } } m.hp -= swordDmg; m.flash(); LK.getSound('hit').play(); // --- Sword hit animation trigger --- if (typeof hero.swordHitAnim === "undefined" || hero.swordHitAnim === 0) { hero.swordHitAnim = 8; // frames of animation } else { hero.swordHitAnim = 8; } if (m.hp <= 0) { // Drop gold var g = new Gold(); g.x = m.x; g.y = m.y; g.vx = (Math.random() - 0.5) * 8; g.vy = (Math.random() - 0.5) * 8; golds.push(g); game.addChild(g); LK.getSound('monsterdie').play(); m.destroy(); monsters.splice(i, 1); continue; } } } } } // Gold for (var i = golds.length - 1; i >= 0; --i) { var g = golds[i]; g.update(); // Magnet passive for (var j = 0; j < passives.length; ++j) { if (passives[j].id === 'goldboost') { var dx = hero.x - g.x, dy = hero.y - g.y; var d = Math.sqrt(dx * dx + dy * dy); if (d < 600) { g.vx += dx / d * 2.5; g.vy += dy / d * 2.5; } } } // Pick up if (circlesIntersect(g, hero)) { var goldGain = 1; for (var j = 0; j < passives.length; ++j) { if (passives[j].id === 'greed') { goldGain += passives[j].stacks; } } gold += goldGain; goldTxt.setText(gold); LK.getSound('pickup').play(); // Lifesteal for (var j = 0; j < passives.length; ++j) { if (passives[j].id === 'lifesteal') { passives[j].counter++; if (passives[j].counter >= 8) { hero.hp++; if (typeof hero.maxhp === "number" && hero.hp > hero.maxhp) hero.hp = hero.maxhp; updateHP(); passives[j].counter = 0; } } } g.destroy(); golds.splice(i, 1); } } // Store button highlight for (var i = 0; i < storeBtns.length; ++i) { var btn = storeBtns[i]; var bx = btn.x - 420, by = btn.y, bw = 420, bh = 120; // Only show highlight if pointer is over the button if (game.lastDown && game.lastDown.x >= bx && game.lastDown.x <= bx + bw && game.lastDown.y >= by && game.lastDown.y <= by + bh) { if (!btn.hl) { btn.hl = btn.attachAsset('storebtnhl', { anchorX: 0.5, anchorY: 0 }); // Always ensure highlight is above the background but below text // Defensive fallback: move highlight to index 1 if setChildIndex is not available if (btn.children && btn.hl) { var idx = btn.children.indexOf(btn.hl); if (idx !== -1 && idx !== 1) { btn.children.splice(idx, 1); btn.children.splice(1, 0, btn.hl); } } } } else { if (btn.hl) { btn.hl.destroy(); btn.hl = null; } } } // Spawn monsters if (LK.ticks % 120 === 0 && monsters.length < 7) { spawnMonster(); } }; // Track last down for store highlight game.lastDown = null; game.on('down', function (x, y, obj) { game.lastDown = { x: x, y: y }; }); game.on('up', function (x, y, obj) { game.lastDown = null; });
===================================================================
--- original.js
+++ change.js
@@ -390,18 +390,18 @@
/****
* Game Code
****/
-// Global variables
-// Hero
-// Chaser monster
-// Spitter monster
-// Burrower monster
-// Hero bullet
-// Gold coin
-// Store button background
-// Store button highlight
// Sound effects
+// Store button highlight
+// Store button background
+// Gold coin
+// Hero bullet
+// Burrower monster
+// Spitter monster
+// Chaser monster
+// Hero
+// Global variables
var hero = new Hero();
hero.maxhp = 3;
hero.speed = 22; // Ensure base speed is set
var monsters = [];
a zombie but its half phantom. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
a zombie. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
a gold. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
a spitter zombie. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
a green zombi spitt. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
a man with green tshirt and blue pant. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
a man with green tshirt and blue pant walking up. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
a sword . No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat