User prompt
delete the characters bullets and the bullet items
User prompt
remove the character's bullet squeeze and remove the items that depend on it and replace them with other items, do not make any other changes
User prompt
split so that the character can hit more slowly
User prompt
as long as the character is moving, the character will start firing bullets at the nearest monster (character), not in a sweeping manner, but one by one in an intermittent manner
User prompt
as long as the character moves, the nearest monster will start firing bullets, not in a sweeping manner, but one by one, intermittently
User prompt
as long as the character moves, the monster closest to the character should start firing bullets, not in a sweeping pattern but in long, long bursts
User prompt
make the character bullets single, not like scanned
User prompt
make character bullets to hit one by one by one
User prompt
as long as I move the character, the bullets will automatically go to the nearest enemy and deal damage
User prompt
the character's bullets do damage for an automatic duration
User prompt
I think there's still a problem. I want to character to make the automatic shoot monsters for a while.
User prompt
I think there's still a problem. I want you to make the automatic shoot monsters for a while.
User prompt
I think there is a problem with the bullet mechanics, can you fix it? When I stop holding down, it squeezes the bullets.
User prompt
Can you get your market gui at the top of the middle, and I want you to make the special appearance and item names of the items a little more beautiful
User prompt
Can you fix the shops gui
User prompt
Set the Spitter to fire its bullets slower and the bullets will be slower
User prompt
İncrease the characters range
User prompt
Make it rarer for people other than the chaser to spawn
User prompt
The sword is not damage
User prompt
Can you make spitters spawn more rare
User prompt
Make an animation on the sword because I couldn't see if I was hitting the zombies or not, bidet slow down the spitter's bullets
User prompt
Endlessly point the sword at the zombies
User prompt
Reduce spawning of zombies and lower bullet speeds and zombie speeds
User prompt
Can you give the main character sword and a animation so ı can see the zombis get damages
User prompt
Make the bullets mooore slow
/**** * 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; 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; } } }; 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'; 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; } }; 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--; // 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; }; 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 = 110 + Math.floor(Math.random() * 40); // fire much slower 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; } 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; 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(); 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.', apply: function apply() { passives.push({ id: 'lifesteal', stacks: 1, counter: 0 }); } }, { id: 'reflect', name: 'Reflect Shield', desc: 'Occasionally reflects a monster bullet.', apply: function apply() { passives.push({ id: 'reflect', stacks: 1, timer: 0 }); } }, { id: 'regen', name: 'Regeneration', desc: 'Regenerate 1 HP every 12 seconds.', apply: function apply() { passives.push({ id: 'regen', stacks: 1, timer: 0 }); } }, { id: 'speed', name: 'Speed Boost', desc: 'Move much faster.', apply: function apply() { hero.speed += 7; } }, { id: 'goldboost', name: 'Gold Magnet', desc: 'Gold is attracted to you.', apply: function apply() { passives.push({ id: 'goldboost', stacks: 1 }); } }, { id: 'maxhp', name: 'Max HP Up', desc: 'Increase max HP by 1.', apply: function apply() { hero.hp++; } }]; // Store state var storeChoices = []; function getRandomPassive(excludeIds) { var 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) pool.push(availablePassives[i]); } if (pool.length === 0) pool = availablePassives; 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; 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) { // Clamp to screen var r = hero.radius; dragNode.x = Math.max(r, Math.min(2048 - r, x)); dragNode.y = 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 = ''; for (var i = 0; i < hero.hp; ++i) s += '❤'; hpTxt.setText(s); } // Main update game.update = function () { // Hero update 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++; 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 180px arc in front of hero var swordRange = 180; var swordArc = Math.PI / 2; // 90 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.x, nearest.x - hero.x); // Correction: should be (nearest.y - hero.y, nearest.x - hero.x) 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) { m.hp -= 1; 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)) { gold++; 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++; 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: 1, anchorY: 0 }); // Always ensure highlight is above the background but below text btn.setChildIndex(btn.hl, 1); } } 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
@@ -231,26 +231,8 @@
swordGfx.rotation = 0;
};
return self;
});
-// Hero bullet
-var HeroBullet = Container.expand(function () {
- var self = Container.call(this);
- var bulletGfx = self.attachAsset('herobullet', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.radius = bulletGfx.width / 2;
- self.speed = 3.5;
- self.dirX = 0;
- self.dirY = -1;
- self.damage = 1;
- self.update = function () {
- self.x += self.dirX * self.speed;
- self.y += self.dirY * self.speed;
- };
- return self;
-});
// Monster bullet (spit)
var MonsterBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGfx = self.attachAsset('herobullet', {
@@ -348,33 +330,15 @@
// Chaser monster
// Hero
// Global variables
var hero = new Hero();
-var heroBullets = [];
var monsters = [];
var monsterBullets = [];
var golds = [];
var gold = 0;
var storeBtns = [];
var passives = [];
var availablePassives = [{
- id: 'firerate',
- name: 'Rapid Fire',
- desc: 'Shoot much faster.',
- apply: function apply() {
- hero.shootInterval = Math.max(6, hero.shootInterval - 8);
- }
-}, {
- id: 'pierce',
- name: 'Piercing Shots',
- desc: 'Bullets pierce through 1 extra enemy.',
- apply: function apply() {
- passives.push({
- id: 'pierce',
- stacks: 1
- });
- }
-}, {
id: 'lifesteal',
name: 'Lifesteal',
desc: 'Gain 1 HP every 8 gold picked up.',
apply: function apply() {
@@ -413,18 +377,8 @@
apply: function apply() {
hero.speed += 7;
}
}, {
- id: 'bigshot',
- name: 'Big Bullets',
- desc: 'Bullets are much larger.',
- apply: function apply() {
- passives.push({
- id: 'bigshot',
- stacks: 1
- });
- }
-}, {
id: 'goldboost',
name: 'Gold Magnet',
desc: 'Gold is attracted to you.',
apply: function apply() {
@@ -628,95 +582,8 @@
};
game.up = function (x, y, obj) {
dragNode = null;
};
-// Shoot logic
-function shootAt(tx, ty) {
- if (hero.shootCooldown > 0) return;
- hero.shootCooldown = hero.shootInterval;
- var dx = tx - hero.x;
- var dy = ty - hero.y;
- var d = Math.sqrt(dx * dx + dy * dy);
- if (d < 0.1) {
- dx = 0;
- dy = -1;
- d = 1;
- }
- var big = false;
- for (var i = 0; i < passives.length; ++i) {
- if (passives[i].id === 'bigshot') big = true;
- }
- var b = new HeroBullet();
- b.x = hero.x;
- b.y = hero.y;
- var angle = Math.atan2(dy, dx);
- b.dirX = Math.cos(angle);
- b.dirY = Math.sin(angle);
- if (big) {
- b.scaleX = b.scaleY = 1.7;
- b.radius *= 1.7;
- }
- heroBullets.push(b);
- game.addChild(b);
- LK.getSound('shoot').play();
- // --- Sword swing animation and sword hit detection ---
- if (typeof hero.swingSword === "function") {
- // Direction: right if aiming right, left if aiming left
- hero.swingSword(dx >= 0 ? 1 : -1);
- // Sword hitbox: check monsters in a 180px arc in front of hero
- var swordRange = 180;
- var swordArc = Math.PI / 2; // 90 deg arc
- var heroAngle = Math.atan2(dy, dx);
- for (var j = monsters.length - 1; j >= 0; --j) {
- var m = monsters[j];
- if (m.type === 'burrower' && m.burrowed) continue;
- 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 - heroAngle + Math.PI * 3) % (Math.PI * 2) - Math.PI);
- if (diff < swordArc / 2) {
- m.hp -= 1;
- 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(j, 1);
- }
- }
- }
- }
- }
-}
-// Touch anywhere to shoot
-game.on('down', function (x, y, obj) {
- // Don't shoot if clicking store
- 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) return;
- }
- shootAt(x, y);
-});
// Helper: collision
function circlesIntersect(a, b) {
var dx = a.x - b.x,
dy = a.y - b.y;
@@ -743,58 +610,8 @@
passives[i].timer = 0;
}
}
}
- // Hero bullets
- for (var i = heroBullets.length - 1; i >= 0; --i) {
- var b = heroBullets[i];
- b.update();
- // Offscreen
- if (b.x < -60 || b.x > 2048 + 60 || b.y < -60 || b.y > 2732 + 60) {
- b.destroy();
- heroBullets.splice(i, 1);
- continue;
- }
- // Hit monster
- var pierced = false;
- for (var j = monsters.length - 1; j >= 0; --j) {
- var m = monsters[j];
- if (m.type === 'burrower' && m.burrowed) continue;
- if (circlesIntersect(b, m)) {
- m.hp -= b.damage;
- m.flash();
- LK.getSound('hit').play();
- 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(j, 1);
- }
- // Pierce?
- var pierce = 0;
- for (var k = 0; k < passives.length; ++k) if (passives[k].id === 'pierce') pierce++;
- if (pierce > 0 && !pierced) {
- b.damage--;
- pierced = true;
- if (b.damage <= 0) {
- b.destroy();
- heroBullets.splice(i, 1);
- }
- } else {
- b.destroy();
- heroBullets.splice(i, 1);
- }
- break;
- }
- }
- }
// Monster bullets
for (var i = monsterBullets.length - 1; i >= 0; --i) {
var b = monsterBullets[i];
b.update();
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