User prompt
Make it so if I get 10 gadgets the Batmobile gets replaced with the purple Batmobile and I throw a baterang in each row instead of just the one I am in.
User prompt
Make it so if you kill a villain, a gadget spawns in its place
User prompt
Show the high score text at the top of the screen large
User prompt
Show the high score text
User prompt
Make a high score
User prompt
Update high score when colliding with villains ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Make it spawn more enemies and obstacles
User prompt
Make it so the slow speed gain is faster
User prompt
Make it so the game slowly speeds up ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make the “roadpiece” show again
User prompt
Size down the baterang a lot
User prompt
Make the baterang Easier to shoot
User prompt
Make it easier to use the baterang
User prompt
Make the hit bad the activate the baterang much larger
User prompt
Make the “roadpiece” not move
User prompt
Make the road piece spawn more frequently
User prompt
Make the road move vertically
User prompt
Remove road pieces update from updateGameElements function
User prompt
Make the road piece vertical
User prompt
Delete the building peice
User prompt
Delete the score and gadget counter
User prompt
Delete your previous score and gadgets when you die
User prompt
Hide your previous score when you play again
User prompt
Make it so your previous score and gadgets do not show when you retry
User prompt
Fix the high score so that it shows on screen ↪💡 Consider importing and using the following plugins: @upit/storage.v1
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1", {
highScore: 0
});
/****
* Classes
****/
var Batarang = Container.expand(function () {
var self = Container.call(this);
var batarangGraphics = self.attachAsset('batarang', {
anchorX: 0.5,
anchorY: 0.5,
width: 80,
// Make batarang hit box smaller
height: 40 // Make batarang hit box smaller
});
self.active = true;
self.speed = -40; // Negative speed to move upward (doubled for faster shots)
self.update = function () {
self.y += self.speed;
batarangGraphics.rotation += 0.2;
// Remove if off screen
if (self.y < -50) {
//{o} // Check if it's off the top of the screen
self.active = false;
}
};
return self;
});
var Batmobile = Container.expand(function () {
var self = Container.call(this);
var batmobileGraphics = self.attachAsset('batmobile', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 10;
self.jumpHeight = 0;
self.isJumping = false;
self.lane = 1; // 0 = left, 1 = center, 2 = right
self.lanePositions = [600, 1024, 1448]; // x positions for the three lanes
self.groundY = 2300; // ground position
self.jumping = false;
self.invincible = false;
self.jump = function () {
if (!self.jumping) {
self.jumping = true;
// Jump up
tween(self, {
y: self.groundY - 300
}, {
duration: 500,
easing: tween.easeOut,
onFinish: function onFinish() {
// Fall back down
tween(self, {
y: self.groundY
}, {
duration: 500,
easing: tween.easeIn,
onFinish: function onFinish() {
self.jumping = false;
}
});
}
});
}
};
self.moveLeft = function () {
if (self.lane > 0) {
self.lane--;
tween(self, {
x: self.lanePositions[self.lane]
}, {
duration: 200,
easing: tween.easeOut
});
}
};
self.moveRight = function () {
if (self.lane < 2) {
self.lane++;
tween(self, {
x: self.lanePositions[self.lane]
}, {
duration: 200,
easing: tween.easeOut
});
}
};
self.makeInvincible = function (duration) {
self.invincible = true;
// Flash effect
var flashCount = 0;
var flashInterval = LK.setInterval(function () {
batmobileGraphics.alpha = batmobileGraphics.alpha === 1 ? 0.3 : 1;
flashCount++;
if (flashCount >= 10) {
LK.clearInterval(flashInterval);
batmobileGraphics.alpha = 1;
self.invincible = false;
}
}, duration / 10);
};
self.shootBatarang = function () {
var batarang = new Batarang();
batarang.x = self.x;
batarang.y = self.y - 50; // Position in front of the Batmobile
game.addChild(batarang);
activeBatarangs.push(batarang);
LK.getSound('batarangThrow').play();
};
return self;
});
var Gadget = Container.expand(function () {
var self = Container.call(this);
var gadgetGraphics = self.attachAsset('gadget', {
anchorX: 0.5,
anchorY: 0.5
});
self.type = 'gadget';
self.active = true;
// Add some floating animation
tween(gadgetGraphics, {
y: 10
}, {
duration: 800,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(gadgetGraphics, {
y: -10
}, {
duration: 800,
easing: tween.easeInOut,
onFinish: function onFinish() {
if (self.active) {
self.update(); // Restart animation
}
}
});
}
});
self.update = function () {
self.y += game.gameSpeed;
// Remove if off screen
if (self.y > 2732 + 50) {
self.active = false;
}
// Spin the gadget
gadgetGraphics.rotation += 0.05;
};
return self;
});
var Obstacle = Container.expand(function () {
var self = Container.call(this);
var obstacleGraphics = self.attachAsset('obstacle', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: Math.random() * 0.5 + 0.8,
// Random sizing for variety
scaleY: Math.random() * 0.5 + 0.8 // Random sizing for variety
});
self.type = 'obstacle';
self.active = true;
self.speed = Math.random() * 2 + 1; // Random speed modifier
self.update = function () {
self.y += game.gameSpeed * self.speed;
// Remove if off screen
if (self.y > 2732 + 100) {
self.active = false;
}
// Add slight horizontal movement for some obstacles
if (Math.random() < 0.01) {
self.x += Math.sin(LK.ticks * 0.1) * 2;
}
};
return self;
});
var Road = Container.expand(function () {
var self = Container.call(this);
var roadGraphics = self.attachAsset('roadPiece', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
// Road moves with game speed
self.y += game.gameSpeed;
// Loop road if it goes off screen
if (self.y > 2732 + 150) {
self.y = -150;
}
};
return self;
});
var Villain = Container.expand(function () {
var self = Container.call(this);
var villainGraphics = self.attachAsset('villain', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: Math.random() * 0.4 + 0.8,
// Random scaling for variety
scaleY: Math.random() * 0.4 + 0.8 // Random scaling for variety
});
self.type = 'villain';
self.active = true;
self.health = Math.floor(Math.random() * 2) + 1; // Some villains take 2 hits
self.movementPattern = Math.floor(Math.random() * 3); // 0: straight, 1: zigzag, 2: sine wave
self.originalX = 0; // Store original X for wave patterns
self.tick = 0; // Internal tick counter for movement
self.speedModifier = Math.random() * 0.5 + 0.8; // Random speed modifier
self.update = function () {
self.tick++;
self.y += game.gameSpeed * self.speedModifier;
// Apply movement pattern
if (self.movementPattern === 1) {
// Zigzag
if (self.tick % 60 < 30) {
self.x += Math.sin(self.tick * 0.1) * 3;
} else {
self.x -= Math.sin(self.tick * 0.1) * 3;
}
} else if (self.movementPattern === 2) {
// Sine wave
if (self.tick === 1) self.originalX = self.x;
self.x = self.originalX + Math.sin(self.tick * 0.05) * 100;
}
// Remove if off screen
if (self.y > 2732 + 150) {
self.active = false;
}
};
self.hit = function () {
self.health--;
if (self.health <= 0) {
self.active = false;
LK.setScore(LK.getScore() + 100);
LK.effects.flashObject(self, 0xff0000, 300);
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
// Game configuration
// Assets are automatically created and loaded during gameplay or via static code analysis
// Initialize assets used in this game. Scale them according to what is needed for the game.
var gameSpeed = 10;
var spawnRate = 60; // Lower = more frequent spawns
var difficultyTimer = 0;
var difficultyInterval = 600; // Increase difficulty every 600 ticks (about 10 seconds)
var gameOver = false;
var canShoot = true;
var shootCooldown = 15; // Cooldown in frames (reduced to make shooting easier)
var currentCooldown = 0;
var gadgetCount = 0;
// Game elements
var batmobile;
var obstacles = [];
var villains = [];
var gadgets = [];
var activeBatarangs = [];
var roadPieces = [];
var lanePositions = [600, 1024, 1448]; // x positions for the three lanes
// UI Elements
var scoreTxt;
var gadgetTxt;
var highScoreTxt;
// Initialize the game
function initGame() {
// Reset variables
gameSpeed = 10;
game.gameSpeed = gameSpeed; // Add gameSpeed to game object for tweening
gameOver = false;
obstacles = [];
villains = [];
gadgets = [];
activeBatarangs = [];
difficultyTimer = 0;
gadgetCount = 0;
// Reset UI texts
if (gadgetTxt) {
gadgetTxt.setText('GADGETS: 0');
}
// Reset score display
if (scoreTxt) {
scoreTxt.setText('SCORE: 0');
}
// Set background color to dark blue (night sky)
game.setBackgroundColor(0x111133);
// Play background music
LK.playMusic('batmanTheme', {
fade: {
start: 0,
end: 0.7,
duration: 1000
}
});
// Create the road
createRoad();
// Create the Batmobile
batmobile = new Batmobile();
batmobile.x = lanePositions[1]; // Start in center lane
batmobile.y = 2300; // Position near bottom of screen
game.addChild(batmobile);
// Create UI
createUI();
// Reset score
LK.setScore(0);
}
function createRoad() {
// Create several road pieces to form a continuous road
for (var i = 0; i < 3; i++) {
var road = new Road();
road.x = 1024; // Center of screen horizontally
road.y = i * 300 + 1366 - 300; // Positioned vertically, starting from above middle of screen
game.addChild(road);
roadPieces.push(road);
}
}
function createUI() {
// Remove existing UI elements if they exist
if (scoreTxt) {
LK.gui.removeChild(scoreTxt);
}
if (gadgetTxt) {
LK.gui.removeChild(gadgetTxt);
}
if (highScoreTxt) {
LK.gui.topRight.removeChild(highScoreTxt);
}
// High score only
highScoreTxt = new Text2('HIGH SCORE: ' + storage.highScore, {
size: 70,
fill: 0xFFFFFF
});
highScoreTxt.anchor.set(1, 0);
highScoreTxt.x = 1900;
highScoreTxt.y = 50;
LK.gui.topRight.addChild(highScoreTxt);
// Create speed display
speedTxt = new Text2('SPEED: ' + gameSpeed, {
size: 70,
fill: 0xFFFFFF
});
speedTxt.anchor.set(0, 0);
speedTxt.x = 150;
speedTxt.y = 50;
LK.gui.topLeft.addChild(speedTxt);
}
function spawnObstacle() {
var lane = Math.floor(Math.random() * 3); // Random lane
var obstacle = new Obstacle();
obstacle.x = lanePositions[lane];
obstacle.y = -100; // Start just off-screen at the top
game.addChild(obstacle);
obstacles.push(obstacle);
// Chance to spawn multiple obstacles in different lanes
if (game.gameSpeed > 15 && Math.random() < 0.3) {
var secondLane = (lane + 1 + Math.floor(Math.random() * 2)) % 3; // Ensure different lane
var obstacle2 = new Obstacle();
obstacle2.y = -100 - Math.random() * 200; // Slightly different vertical position
obstacle2.x = lanePositions[secondLane];
game.addChild(obstacle2);
obstacles.push(obstacle2);
}
}
function spawnVillain() {
var lane = Math.floor(Math.random() * 3); // Random lane
var villain = new Villain();
villain.x = lanePositions[lane];
villain.y = -100; // Start just off-screen at the top
game.addChild(villain);
villains.push(villain);
// Chance to spawn multiple villains when game speed increases
if (game.gameSpeed > 15 && Math.random() < 0.4) {
// Add a second villain in a different lane
var secondLane = (lane + 1 + Math.floor(Math.random() * 2)) % 3;
var villain2 = new Villain();
villain2.x = lanePositions[secondLane];
villain2.y = -250; // Slightly offset vertically
game.addChild(villain2);
villains.push(villain2);
// At higher speeds, sometimes add a third villain
if (game.gameSpeed > 20 && Math.random() < 0.3) {
var thirdLane = 3 - lane - secondLane; // The remaining lane
var villain3 = new Villain();
villain3.x = lanePositions[thirdLane];
villain3.y = -400;
game.addChild(villain3);
villains.push(villain3);
}
}
}
function spawnGadget() {
var lane = Math.floor(Math.random() * 3); // Random lane
var gadget = new Gadget();
gadget.x = lanePositions[lane];
gadget.y = -100; // Start just off-screen at the top
game.addChild(gadget);
gadgets.push(gadget);
}
function checkCollisions() {
// Check Batmobile collision with obstacles
for (var i = obstacles.length - 1; i >= 0; i--) {
var obstacle = obstacles[i];
if (obstacle.active && batmobile.intersects(obstacle) && !batmobile.invincible) {
// Collision with obstacle
LK.getSound('crash').play();
LK.effects.flashScreen(0xff0000, 500);
// Update high score if needed
if (LK.getScore() > storage.highScore) {
storage.highScore = LK.getScore();
highScoreTxt.setText('HIGH SCORE: ' + storage.highScore);
}
LK.showGameOver();
gameOver = true;
return;
}
}
// Check Batmobile collision with villains
for (var i = villains.length - 1; i >= 0; i--) {
var villain = villains[i];
if (villain.active && batmobile.intersects(villain) && !batmobile.invincible) {
// Collision with villain
LK.getSound('crash').play();
LK.effects.flashScreen(0xff0000, 500);
// Update high score if needed
if (LK.getScore() > storage.highScore) {
storage.highScore = LK.getScore();
highScoreTxt.setText('HIGH SCORE: ' + storage.highScore);
}
LK.showGameOver();
gameOver = true;
return;
}
}
// Check Batmobile collection of gadgets
for (var i = gadgets.length - 1; i >= 0; i--) {
var gadget = gadgets[i];
if (gadget.active && batmobile.intersects(gadget)) {
// Collect gadget
gadget.active = false;
LK.getSound('collect').play();
LK.setScore(LK.getScore() + 50);
gadgetCount++;
// Removed gadget text update
// Flash gadget
LK.effects.flashObject(gadget, 0xffff00, 300);
gadgets.splice(i, 1);
gadget.destroy();
}
}
// Check Batarang collision with villains
for (var i = activeBatarangs.length - 1; i >= 0; i--) {
var batarang = activeBatarangs[i];
if (batarang.active) {
for (var j = villains.length - 1; j >= 0; j--) {
var villain = villains[j];
if (villain.active && batarang.intersects(villain)) {
// Hit villain with batarang
villain.hit();
batarang.active = false;
activeBatarangs.splice(i, 1);
batarang.destroy();
if (!villain.active) {
villains.splice(j, 1);
villain.destroy();
}
break;
}
}
}
}
}
function updateGameElements() {
// Update obstacles
for (var i = obstacles.length - 1; i >= 0; i--) {
var obstacle = obstacles[i];
obstacle.update();
if (!obstacle.active) {
obstacles.splice(i, 1);
obstacle.destroy();
}
}
// Update villains
for (var i = villains.length - 1; i >= 0; i--) {
var villain = villains[i];
villain.update();
if (!villain.active) {
villains.splice(i, 1);
villain.destroy();
}
}
// Update gadgets
for (var i = gadgets.length - 1; i >= 0; i--) {
var gadget = gadgets[i];
gadget.update();
if (!gadget.active) {
gadgets.splice(i, 1);
gadget.destroy();
}
}
// Update batarangs
for (var i = activeBatarangs.length - 1; i >= 0; i--) {
var batarang = activeBatarangs[i];
batarang.update();
if (!batarang.active) {
activeBatarangs.splice(i, 1);
batarang.destroy();
}
}
}
function increaseDifficulty() {
difficultyTimer++;
if (difficultyTimer >= difficultyInterval) {
difficultyTimer = 0;
// Increase game speed gradually using tween
tween(game, {
gameSpeed: gameSpeed + 3.0 // Double the speed increase from 1.5 to 3.0
}, {
duration: 2000,
// Reduce duration from 3000ms to 2000ms
easing: tween.easeOut
});
// Make spawns more frequent
if (spawnRate > 20) {
// Lower minimum spawn rate to 20 for more frequent spawns
spawnRate -= 6; // More aggressive spawn rate decrease
}
// At each difficulty increase, spawn a wave of enemies
if (game.gameSpeed > 15) {
// Spawn a wave of obstacles and villains
LK.setTimeout(function () {
// Spawn 2-3 obstacles
var obstacleCount = Math.floor(Math.random() * 2) + 2;
for (var i = 0; i < obstacleCount; i++) {
spawnObstacle();
}
// Spawn 1-2 villains
var villainCount = Math.floor(Math.random() * 2) + 1;
for (var i = 0; i < villainCount; i++) {
spawnVillain();
}
}, 1000); // Delay the wave slightly
}
// Flash screen to indicate difficulty increase
LK.effects.flashScreen(0x0000ff, 300);
}
}
function updateUI() {
// Update speed display
if (speedTxt) {
speedTxt.setText('SPEED: ' + Math.floor(game.gameSpeed));
}
}
function handleShoot() {
if (currentCooldown > 0) {
currentCooldown--;
} else {
canShoot = true;
}
}
// Initialize the game when it starts
initGame();
// Game update loop
game.update = function () {
if (gameOver) return;
// Sync gameSpeed variable with game.gameSpeed property
gameSpeed = game.gameSpeed;
// Update UI
updateUI();
// Handle shooting cooldown
handleShoot();
// Update all game elements
updateGameElements();
// Check for collisions
checkCollisions();
// Increase difficulty over time
increaseDifficulty();
// Randomly spawn obstacles, villains, and gadgets
if (LK.ticks % spawnRate === 0) {
// Adjust spawn probabilities based on game speed
var obstacleChance = game.gameSpeed > 20 ? 0.6 : 0.7; // Fewer obstacles at high speed
var villainChance = game.gameSpeed > 20 ? 0.3 : 0.2; // More villains at high speed
// 60-70% chance for obstacle, 20-30% chance for villain, 10% chance for gadget
var rand = Math.random();
if (rand < obstacleChance) {
spawnObstacle();
// Sometimes spawn both obstacle and villain at higher speeds
if (game.gameSpeed > 25 && Math.random() < 0.2) {
spawnVillain();
}
} else if (rand < obstacleChance + villainChance) {
spawnVillain();
} else {
spawnGadget();
}
}
// Add additional spawn check for higher game speeds
if (game.gameSpeed > 15 && LK.ticks % (spawnRate * 2) === spawnRate) {
// Add extra spawns at medium intervals
if (Math.random() < 0.6) {
spawnObstacle();
} else {
spawnVillain();
}
}
};
// Handle touch inputs
game.down = function (x, y, obj) {
if (gameOver) return;
// Determine which action to take based on touch position
if (y < 1366) {
// Upper half of screen - shoot batarangs (no longer requires gadgets)
if (canShoot) {
batmobile.shootBatarang();
canShoot = false;
currentCooldown = shootCooldown;
}
} else {
// Lower half of screen - movement
if (x < 1024) {
batmobile.moveLeft();
} else {
batmobile.moveRight();
}
}
};
// Handle swipe up for jump
var startY = 0;
game.move = function (x, y, obj) {
if (gameOver) return;
if (obj && obj.event) {
if (obj.event.type === "touchstart") {
startY = y;
} else if (obj.event.type === "touchmove") {
var deltaY = startY - y;
if (deltaY > 100) {
// If swiped up more than 100px
batmobile.jump();
startY = y; // Reset to prevent multiple jumps
}
}
}
}; ===================================================================
--- original.js
+++ change.js
@@ -157,18 +157,26 @@
var Obstacle = Container.expand(function () {
var self = Container.call(this);
var obstacleGraphics = self.attachAsset('obstacle', {
anchorX: 0.5,
- anchorY: 0.5
+ anchorY: 0.5,
+ scaleX: Math.random() * 0.5 + 0.8,
+ // Random sizing for variety
+ scaleY: Math.random() * 0.5 + 0.8 // Random sizing for variety
});
self.type = 'obstacle';
self.active = true;
+ self.speed = Math.random() * 2 + 1; // Random speed modifier
self.update = function () {
- self.y += game.gameSpeed;
+ self.y += game.gameSpeed * self.speed;
// Remove if off screen
if (self.y > 2732 + 100) {
self.active = false;
}
+ // Add slight horizontal movement for some obstacles
+ if (Math.random() < 0.01) {
+ self.x += Math.sin(LK.ticks * 0.1) * 2;
+ }
};
return self;
});
var Road = Container.expand(function () {
@@ -190,15 +198,36 @@
var Villain = Container.expand(function () {
var self = Container.call(this);
var villainGraphics = self.attachAsset('villain', {
anchorX: 0.5,
- anchorY: 0.5
+ anchorY: 0.5,
+ scaleX: Math.random() * 0.4 + 0.8,
+ // Random scaling for variety
+ scaleY: Math.random() * 0.4 + 0.8 // Random scaling for variety
});
self.type = 'villain';
self.active = true;
- self.health = 1;
+ self.health = Math.floor(Math.random() * 2) + 1; // Some villains take 2 hits
+ self.movementPattern = Math.floor(Math.random() * 3); // 0: straight, 1: zigzag, 2: sine wave
+ self.originalX = 0; // Store original X for wave patterns
+ self.tick = 0; // Internal tick counter for movement
+ self.speedModifier = Math.random() * 0.5 + 0.8; // Random speed modifier
self.update = function () {
- self.y += game.gameSpeed;
+ self.tick++;
+ self.y += game.gameSpeed * self.speedModifier;
+ // Apply movement pattern
+ if (self.movementPattern === 1) {
+ // Zigzag
+ if (self.tick % 60 < 30) {
+ self.x += Math.sin(self.tick * 0.1) * 3;
+ } else {
+ self.x -= Math.sin(self.tick * 0.1) * 3;
+ }
+ } else if (self.movementPattern === 2) {
+ // Sine wave
+ if (self.tick === 1) self.originalX = self.x;
+ self.x = self.originalX + Math.sin(self.tick * 0.05) * 100;
+ }
// Remove if off screen
if (self.y > 2732 + 150) {
self.active = false;
}
@@ -336,16 +365,44 @@
obstacle.x = lanePositions[lane];
obstacle.y = -100; // Start just off-screen at the top
game.addChild(obstacle);
obstacles.push(obstacle);
+ // Chance to spawn multiple obstacles in different lanes
+ if (game.gameSpeed > 15 && Math.random() < 0.3) {
+ var secondLane = (lane + 1 + Math.floor(Math.random() * 2)) % 3; // Ensure different lane
+ var obstacle2 = new Obstacle();
+ obstacle2.y = -100 - Math.random() * 200; // Slightly different vertical position
+ obstacle2.x = lanePositions[secondLane];
+ game.addChild(obstacle2);
+ obstacles.push(obstacle2);
+ }
}
function spawnVillain() {
var lane = Math.floor(Math.random() * 3); // Random lane
var villain = new Villain();
villain.x = lanePositions[lane];
villain.y = -100; // Start just off-screen at the top
game.addChild(villain);
villains.push(villain);
+ // Chance to spawn multiple villains when game speed increases
+ if (game.gameSpeed > 15 && Math.random() < 0.4) {
+ // Add a second villain in a different lane
+ var secondLane = (lane + 1 + Math.floor(Math.random() * 2)) % 3;
+ var villain2 = new Villain();
+ villain2.x = lanePositions[secondLane];
+ villain2.y = -250; // Slightly offset vertically
+ game.addChild(villain2);
+ villains.push(villain2);
+ // At higher speeds, sometimes add a third villain
+ if (game.gameSpeed > 20 && Math.random() < 0.3) {
+ var thirdLane = 3 - lane - secondLane; // The remaining lane
+ var villain3 = new Villain();
+ villain3.x = lanePositions[thirdLane];
+ villain3.y = -400;
+ game.addChild(villain3);
+ villains.push(villain3);
+ }
+ }
}
function spawnGadget() {
var lane = Math.floor(Math.random() * 3); // Random lane
var gadget = new Gadget();
@@ -477,11 +534,28 @@
// Reduce duration from 3000ms to 2000ms
easing: tween.easeOut
});
// Make spawns more frequent
- if (spawnRate > 30) {
- spawnRate -= 5; // Decrease spawn rate more aggressively
+ if (spawnRate > 20) {
+ // Lower minimum spawn rate to 20 for more frequent spawns
+ spawnRate -= 6; // More aggressive spawn rate decrease
}
+ // At each difficulty increase, spawn a wave of enemies
+ if (game.gameSpeed > 15) {
+ // Spawn a wave of obstacles and villains
+ LK.setTimeout(function () {
+ // Spawn 2-3 obstacles
+ var obstacleCount = Math.floor(Math.random() * 2) + 2;
+ for (var i = 0; i < obstacleCount; i++) {
+ spawnObstacle();
+ }
+ // Spawn 1-2 villains
+ var villainCount = Math.floor(Math.random() * 2) + 1;
+ for (var i = 0; i < villainCount; i++) {
+ spawnVillain();
+ }
+ }, 1000); // Delay the wave slightly
+ }
// Flash screen to indicate difficulty increase
LK.effects.flashScreen(0x0000ff, 300);
}
}
@@ -516,18 +590,34 @@
// Increase difficulty over time
increaseDifficulty();
// Randomly spawn obstacles, villains, and gadgets
if (LK.ticks % spawnRate === 0) {
- // 70% chance for obstacle, 20% chance for villain, 10% chance for gadget
+ // Adjust spawn probabilities based on game speed
+ var obstacleChance = game.gameSpeed > 20 ? 0.6 : 0.7; // Fewer obstacles at high speed
+ var villainChance = game.gameSpeed > 20 ? 0.3 : 0.2; // More villains at high speed
+ // 60-70% chance for obstacle, 20-30% chance for villain, 10% chance for gadget
var rand = Math.random();
- if (rand < 0.7) {
+ if (rand < obstacleChance) {
spawnObstacle();
- } else if (rand < 0.9) {
+ // Sometimes spawn both obstacle and villain at higher speeds
+ if (game.gameSpeed > 25 && Math.random() < 0.2) {
+ spawnVillain();
+ }
+ } else if (rand < obstacleChance + villainChance) {
spawnVillain();
} else {
spawnGadget();
}
}
+ // Add additional spawn check for higher game speeds
+ if (game.gameSpeed > 15 && LK.ticks % (spawnRate * 2) === spawnRate) {
+ // Add extra spawns at medium intervals
+ if (Math.random() < 0.6) {
+ spawnObstacle();
+ } else {
+ spawnVillain();
+ }
+ }
};
// Handle touch inputs
game.down = function (x, y, obj) {
if (gameOver) return;