User prompt
Her 200 ponitten sonra boss gelsin onunda 10 canı olsun her hasar aldığında başka yere gitsin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Triple shoot açıkken Arrow la biz bu yere atınca 3 tane atsın otomatik değil
User prompt
Eğer hack mod açıkken 200 puanı geçerse kırmıizı haziyla HACKER ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Eğer hack mod açıkken 100 puanı geçerse desin ama şöyle desin
User prompt
Eğer hack mode açıksa sen noob sun hack mode açmışsın dalge geçsin
User prompt
Auto battle yerine hack mode olsun
User prompt
Auto battle basınca enerji gitmesin bütün düşmanları vursun
User prompt
100 Arrow tuşunu sil onun yerine bir tus olsun ona basınca on bida basınca off on olunca 3 tane Arrow atalım
User prompt
Arrow ve enemyarrow duvara çarpınca oklar yok olsun
User prompt
Oklar duvara çarpınca yok olsun
User prompt
Bizim okumuz la düşmanın oku deyerse oklar birbirine çarpıp yok olsun
User prompt
O tuşa basıldığında enerji gitmesin
User prompt
Bir tuş olsun 100 ok atma ona basınca 100 ok atsın
User prompt
Arrow la enemyarrow un oku birbirine çarparsa yok olsun
User prompt
Enemy nereye ok atarsa oda oraya baksın
User prompt
Archer nereye ok atarsa oraya baksın
User prompt
Archer nereye ok atarsa oraya baksın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Ben karşıdaki adam bakiyo benim karakterim baksın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Nereye ateş edersek cöp adam oraya baksın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Adamlar gelmesin bı yerde rasgele doğsun ama ölünce başkası doğsun teker teker sonra hızlı canımız olsun 10 ok deyerse ölelim adamlarda bize ok atsın
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'toGlobal')' in or related to this line: 'var gamePos = game.toLocal(obj.parent.toGlobal({' Line Number: 116
User prompt
Ekrana basıyorum ama ok gelmiyor
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Hata var
User prompt
Assagida tuş oosun ona basınca otomatik savaş olsun
User prompt
Otomatik savaş olsun
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Archer = Container.expand(function () { var self = Container.call(this); var archerGraphics = self.attachAsset('archer', { anchorX: 0.5, anchorY: 0.5 }); return self; }); var Arrow = Container.expand(function () { var self = Container.call(this); var arrowGraphics = self.attachAsset('arrow', { anchorX: 0.5, anchorY: 0.5 }); self.speedX = 0; self.speedY = 0; self.update = function () { self.x += self.speedX; self.y += self.speedY; }; return self; }); var Boss = Container.expand(function () { var self = Container.call(this); var bossGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 2 }); self.health = 10; self.shootTimer = 0; self.shootRate = 60; // Faster shooting than regular enemies self.moveToNewPosition = function () { var newX = Math.random() * (2048 - 400) + 200; var newY = Math.random() * (2732 - 400) + 200; // Make sure boss doesn't spawn too close to archer var distToArcher = Math.sqrt(Math.pow(newX - archer.x, 2) + Math.pow(newY - archer.y, 2)); if (distToArcher < 300) { newX = Math.random() * (2048 - 600) + 300; if (newX > archer.x - 300 && newX < archer.x + 300) { newX += 400; } } // Animate movement to new position tween(self, { x: newX, y: newY }, { duration: 800, easing: tween.easeInOut }); }; self.update = function () { self.shootTimer++; if (self.shootTimer >= self.shootRate) { self.shootTimer = 0; // Shoot at player var dirX = archer.x - self.x; var dirY = archer.y - self.y; var distance = Math.sqrt(dirX * dirX + dirY * dirY); var normalX = dirX / distance; var normalY = dirY / distance; // Make boss face the shooting direction self.rotation = Math.atan2(normalY, normalX); // Boss shoots 3 arrows at once for (var i = 0; i < 3; i++) { var spreadAngle = (i - 1) * 0.3; // More spread than triple shot var finalAngle = Math.atan2(normalY, normalX) + spreadAngle; var finalNormalX = Math.cos(finalAngle); var finalNormalY = Math.sin(finalAngle); var enemyArrow = new EnemyArrow(); enemyArrow.x = self.x; enemyArrow.y = self.y; enemyArrow.speedX = finalNormalX * 10; enemyArrow.speedY = finalNormalY * 10; enemyArrow.rotation = finalAngle; enemyArrows.push(enemyArrow); game.addChild(enemyArrow); } } }; return self; }); var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.shootTimer = 0; self.shootRate = 120 + Math.random() * 60; // Random shooting interval self.update = function () { // Enemies don't move, they stay in place and shoot self.shootTimer++; if (self.shootTimer >= self.shootRate) { self.shootTimer = 0; // Shoot at player var dirX = archer.x - self.x; var dirY = archer.y - self.y; var distance = Math.sqrt(dirX * dirX + dirY * dirY); var normalX = dirX / distance; var normalY = dirY / distance; // Make enemy face the shooting direction self.rotation = Math.atan2(normalY, normalX); var enemyArrow = new EnemyArrow(); enemyArrow.x = self.x; enemyArrow.y = self.y; enemyArrow.speedX = normalX * 8; enemyArrow.speedY = normalY * 8; enemyArrow.rotation = Math.atan2(normalY, normalX); enemyArrows.push(enemyArrow); game.addChild(enemyArrow); } }; return self; }); var EnemyArrow = Container.expand(function () { var self = Container.call(this); var arrowGraphics = self.attachAsset('enemyArrow', { anchorX: 0.5, anchorY: 0.5 }); self.speedX = 0; self.speedY = 0; self.update = function () { self.x += self.speedX; self.y += self.speedY; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB }); /**** * Game Code ****/ var archer = game.addChild(new Archer()); archer.x = 150; archer.y = 2732 / 2; var arrows = []; var enemies = []; var enemyArrows = []; var enemySpawnTimer = 0; var enemySpawnRate = 120; // frames between spawns var playerHealth = 10; var maxEnemies = 1; // Start with 1 enemy, increase over time var energy = 100; var energyRegenTimer = 0; var isShooting = false; var shootingTimer = 0; var scoreTxt = new Text2('0', { size: 100, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); scoreTxt.setText(LK.getScore()); var energyTxt = new Text2('Energy: 100', { size: 80, fill: 0x00ff00 }); energyTxt.anchor.set(1, 0); LK.gui.topRight.addChild(energyTxt); energyTxt.x = -20; energyTxt.y = 20; var healthTxt = new Text2('Health: 10', { size: 80, fill: 0xff0000 }); healthTxt.anchor.set(0, 0); LK.gui.topLeft.addChild(healthTxt); healthTxt.x = 120; // Avoid the platform menu icon healthTxt.y = 20; var autoShootTimer = 0; var autoBattleActive = false; // Create hack mode button var autoBattleButton = new Text2('HACK MODE', { size: 80, fill: 0xff0000 }); autoBattleButton.anchor.set(0.5, 1); LK.gui.bottom.addChild(autoBattleButton); autoBattleButton.y = -50; // Create triple shot toggle button var tripleShootButton = new Text2('TRIPLE SHOOT: OFF', { size: 60, fill: 0xff0000 }); tripleShootButton.anchor.set(0.5, 1); LK.gui.bottom.addChild(tripleShootButton); tripleShootButton.y = -150; // Button click handler autoBattleButton.down = function (x, y, obj) { autoBattleActive = !autoBattleActive; if (autoBattleActive) { autoBattleButton.setText('STOP HACK'); autoBattleButton.tint = 0x00ff00; // Green when active } else { autoBattleButton.setText('HACK MODE'); autoBattleButton.tint = 0xff0000; // Red when inactive } ; }; // Triple shoot variables var tripleShootActive = false; var tripleShootTimer = 0; var boss = null; var bossHealth = 10; var bossSpawnScore = 200; // Triple shoot button click handler tripleShootButton.down = function (x, y, obj) { tripleShootActive = !tripleShootActive; if (tripleShootActive) { tripleShootButton.setText('TRIPLE SHOOT: ON'); tripleShootButton.tint = 0x00ff00; // Green when active } else { tripleShootButton.setText('TRIPLE SHOOT: OFF'); tripleShootButton.tint = 0xff0000; // Red when inactive } }; // Manual shooting - touch screen to shoot game.down = function (x, y, obj) { // Only allow manual shooting when hack mode is not active if (!autoBattleActive && energy > 0) { // Convert touch position to game coordinates // Check if obj and obj.parent exist before calling toGlobal if (obj && obj.parent && obj.parent.toGlobal) { var gamePos = game.toLocal(obj.parent.toGlobal({ x: x, y: y })); shootArrowAtTarget(gamePos.x, gamePos.y); } else { // Fallback: use x, y directly as they should already be in the correct coordinate system shootArrowAtTarget(x, y); } } }; function shootArrowAtTarget(targetX, targetY) { // Check if player has enough energy if (energy <= 0) { return; } // Calculate direction from archer to target point var dirX = targetX - archer.x; var dirY = targetY - archer.y; var distance = Math.sqrt(dirX * dirX + dirY * dirY); // Normalize direction var normalX = dirX / distance; var normalY = dirY / distance; // Calculate base angle for arrow direction var baseAngle = Math.atan2(normalY, normalX); // Make archer face the shooting direction archer.rotation = baseAngle; // Fire arrows - either 1 or 3 depending on triple shoot mode var arrowCount = tripleShootActive ? 3 : 1; var energyCost = tripleShootActive ? 6 : 2; // Check if we have enough energy for the shot type if (energy < energyCost) { return; } for (var i = 0; i < arrowCount; i++) { // Add spread for triple shot var spreadAngle = 0; if (tripleShootActive) { spreadAngle = (i - 1) * 0.2; // -0.2, 0, 0.2 radians spread } var finalAngle = baseAngle + spreadAngle; var finalNormalX = Math.cos(finalAngle); var finalNormalY = Math.sin(finalAngle); // Create arrow var newArrow = new Arrow(); newArrow.x = archer.x; newArrow.y = archer.y; newArrow.speedX = finalNormalX * 15; newArrow.speedY = finalNormalY * 15; // Rotate arrow to face direction newArrow.rotation = finalAngle; arrows.push(newArrow); game.addChild(newArrow); } LK.getSound('shoot').play(); // Decrease energy energy -= energyCost; // Set shooting state isShooting = true; shootingTimer = 0; // Update energy display energyTxt.setText('Energy: ' + energy); // Change color based on energy level if (energy <= 20) { energyTxt.tint = 0xff0000; // Red when low } else if (energy <= 50) { energyTxt.tint = 0xffff00; // Yellow when medium } else { energyTxt.tint = 0x00ff00; // Green when high } } game.update = function () { // Automatic shooting logic - only when hack mode is active if (autoBattleActive) { autoShootTimer++; if (autoShootTimer >= 15) { // Shoot every 0.25 seconds (faster rate for hack mode) autoShootTimer = 0; // Shoot at boss first if present, then at all enemies var targets = []; if (boss) { targets.push(boss); } for (var e = 0; e < enemies.length; e++) { if (enemies[e]) { targets.push(enemies[e]); } } for (var t = 0; t < targets.length; t++) { var target = targets[t]; // Calculate direction from archer to target var dirX = target.x - archer.x; var dirY = target.y - archer.y; var distance = Math.sqrt(dirX * dirX + dirY * dirY); // Normalize direction var normalX = dirX / distance; var normalY = dirY / distance; // Make archer face the shooting direction archer.rotation = Math.atan2(normalY, normalX); // Create arrow without energy cost var newArrow = new Arrow(); newArrow.x = archer.x; newArrow.y = archer.y; newArrow.speedX = normalX * 15; newArrow.speedY = normalY * 15; // Rotate arrow to face direction newArrow.rotation = Math.atan2(normalY, normalX); arrows.push(newArrow); game.addChild(newArrow); } // Play shoot sound if we shot any arrows if (targets.length > 0) { LK.getSound('shoot').play(); } } } // Update shooting timer if (isShooting) { shootingTimer++; if (shootingTimer >= 30) { // Stop shooting state after 0.5 seconds isShooting = false; } } // Update energy regeneration only when not shooting (every 60 frames = 1 second at 60 FPS) if (!isShooting) { energyRegenTimer++; if (energyRegenTimer >= 60) { energyRegenTimer = 0; if (energy < 100) { energy += 1; // Update energy display energyTxt.setText('Energy: ' + energy); // Change color based on energy level if (energy <= 20) { energyTxt.tint = 0xff0000; // Red when low } else if (energy <= 50) { energyTxt.tint = 0xffff00; // Yellow when medium } else { energyTxt.tint = 0x00ff00; // Green when high } } } } else { energyRegenTimer = 0; // Reset regen timer when shooting } // Spawn enemies randomly on screen when needed if (enemies.length < maxEnemies) { enemySpawnTimer++; if (enemySpawnTimer >= enemySpawnRate) { enemySpawnTimer = 0; // Spawn new enemy at random position var newEnemy = new Enemy(); newEnemy.x = Math.random() * (2048 - 200) + 100; newEnemy.y = Math.random() * (2732 - 200) + 100; // Make sure enemy doesn't spawn too close to archer var distToArcher = Math.sqrt(Math.pow(newEnemy.x - archer.x, 2) + Math.pow(newEnemy.y - archer.y, 2)); if (distToArcher < 200) { // Respawn farther away newEnemy.x = Math.random() * (2048 - 400) + 200; if (newEnemy.x > archer.x - 200 && newEnemy.x < archer.x + 200) { newEnemy.x += 300; } } enemies.push(newEnemy); game.addChild(newEnemy); } } // Update arrows for (var i = arrows.length - 1; i >= 0; i--) { var arrow = arrows[i]; // Remove arrows that hit walls or go off screen if (arrow.x >= 2048 || arrow.x <= 0 || arrow.y >= 2732 || arrow.y <= 0) { arrow.destroy(); arrows.splice(i, 1); continue; } // Check arrow-enemy arrow collisions var arrowDestroyed = false; for (var k = enemyArrows.length - 1; k >= 0; k--) { var enemyArrow = enemyArrows[k]; if (arrow && enemyArrow && arrow.intersects(enemyArrow)) { // Both arrows destroy each other arrow.destroy(); arrows.splice(i, 1); enemyArrow.destroy(); enemyArrows.splice(k, 1); arrowDestroyed = true; break; } } // Skip enemy collision check if arrow was destroyed by enemy arrow if (arrowDestroyed) { continue; } // Check arrow-enemy collisions for (var j = enemies.length - 1; j >= 0; j--) { var enemy = enemies[j]; if (enemy && arrow && arrow.intersects(enemy)) { // Hit enemy LK.setScore(LK.getScore() + 10); scoreTxt.setText(LK.getScore()); LK.getSound('hit').play(); LK.effects.flashObject(enemy, 0xff0000, 200); // Remove arrow and enemy arrow.destroy(); arrows.splice(i, 1); enemy.destroy(); enemies.splice(j, 1); break; } } // Check arrow-boss collision if (boss && arrow && arrow.intersects(boss)) { // Hit boss boss.health--; LK.setScore(LK.getScore() + 20); scoreTxt.setText(LK.getScore()); LK.getSound('hit').play(); LK.effects.flashObject(boss, 0xff0000, 300); // Remove arrow arrow.destroy(); arrows.splice(i, 1); // Boss moves to new position when hit boss.moveToNewPosition(); // Check if boss is defeated if (boss.health <= 0) { LK.setScore(LK.getScore() + 100); // Bonus points for defeating boss scoreTxt.setText(LK.getScore()); boss.destroy(); boss = null; bossSpawnScore += 200; // Next boss spawns after another 200 points } break; } } // Update enemy arrows for (var m = enemyArrows.length - 1; m >= 0; m--) { var enemyArrow = enemyArrows[m]; // Remove arrows that hit walls or go off screen if (enemyArrow.x >= 2048 || enemyArrow.x <= 0 || enemyArrow.y >= 2732 || enemyArrow.y <= 0) { enemyArrow.destroy(); enemyArrows.splice(m, 1); continue; } // Check if enemy arrow hits player if (enemyArrow.intersects(archer)) { playerHealth--; healthTxt.setText('Health: ' + playerHealth); LK.getSound('playerHit').play(); LK.effects.flashObject(archer, 0xff0000, 300); enemyArrow.destroy(); enemyArrows.splice(m, 1); // Check if player is dead if (playerHealth <= 0) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); return; } continue; } } // Check if hack mode is active and score exceeds 200 to show HACKER text if (autoBattleActive && LK.getScore() > 200) { // Create red HACKER text if it doesn't exist if (!game.hackerText) { game.hackerText = new Text2('HACKER', { size: 200, fill: 0xff0000 }); game.hackerText.anchor.set(0.5, 0.5); game.hackerText.x = 2048 / 2; game.hackerText.y = 2732 / 2; game.addChild(game.hackerText); // Apply pulsing red glow effect tween(game.hackerText, { alpha: 0.3 }, { duration: 500, easing: tween.easeInOut, onFinish: function onFinish() { tween(game.hackerText, { alpha: 1 }, { duration: 500, easing: tween.easeInOut, onFinish: function onFinish() { // Restart the pulsing effect if (game.hackerText) { tween(game.hackerText, { alpha: 0.3 }, { duration: 500, easing: tween.easeInOut, onFinish: arguments.callee.caller }); } } }); } }); } } else if (game.hackerText) { // Remove HACKER text if conditions not met game.hackerText.destroy(); game.hackerText = null; } // Spawn boss every 200 points if (boss === null && LK.getScore() >= bossSpawnScore) { boss = new Boss(); boss.x = Math.random() * (2048 - 400) + 200; boss.y = Math.random() * (2732 - 400) + 200; // Make sure boss doesn't spawn too close to archer var distToArcher = Math.sqrt(Math.pow(boss.x - archer.x, 2) + Math.pow(boss.y - archer.y, 2)); if (distToArcher < 300) { boss.x = Math.random() * (2048 - 600) + 300; if (boss.x > archer.x - 300 && boss.x < archer.x + 300) { boss.x += 400; } } boss.health = 10; game.addChild(boss); } // When enemy dies, increase max enemies and spawn rate for difficulty if (LK.getScore() > 0 && LK.getScore() % 50 === 0) { if (maxEnemies < 5) { maxEnemies++; } if (enemySpawnRate > 30) { enemySpawnRate -= 5; } } };
===================================================================
--- original.js
+++ change.js
@@ -27,8 +27,70 @@
self.y += self.speedY;
};
return self;
});
+var Boss = Container.expand(function () {
+ var self = Container.call(this);
+ var bossGraphics = self.attachAsset('enemy', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 2,
+ scaleY: 2
+ });
+ self.health = 10;
+ self.shootTimer = 0;
+ self.shootRate = 60; // Faster shooting than regular enemies
+ self.moveToNewPosition = function () {
+ var newX = Math.random() * (2048 - 400) + 200;
+ var newY = Math.random() * (2732 - 400) + 200;
+ // Make sure boss doesn't spawn too close to archer
+ var distToArcher = Math.sqrt(Math.pow(newX - archer.x, 2) + Math.pow(newY - archer.y, 2));
+ if (distToArcher < 300) {
+ newX = Math.random() * (2048 - 600) + 300;
+ if (newX > archer.x - 300 && newX < archer.x + 300) {
+ newX += 400;
+ }
+ }
+ // Animate movement to new position
+ tween(self, {
+ x: newX,
+ y: newY
+ }, {
+ duration: 800,
+ easing: tween.easeInOut
+ });
+ };
+ self.update = function () {
+ self.shootTimer++;
+ if (self.shootTimer >= self.shootRate) {
+ self.shootTimer = 0;
+ // Shoot at player
+ var dirX = archer.x - self.x;
+ var dirY = archer.y - self.y;
+ var distance = Math.sqrt(dirX * dirX + dirY * dirY);
+ var normalX = dirX / distance;
+ var normalY = dirY / distance;
+ // Make boss face the shooting direction
+ self.rotation = Math.atan2(normalY, normalX);
+ // Boss shoots 3 arrows at once
+ for (var i = 0; i < 3; i++) {
+ var spreadAngle = (i - 1) * 0.3; // More spread than triple shot
+ var finalAngle = Math.atan2(normalY, normalX) + spreadAngle;
+ var finalNormalX = Math.cos(finalAngle);
+ var finalNormalY = Math.sin(finalAngle);
+ var enemyArrow = new EnemyArrow();
+ enemyArrow.x = self.x;
+ enemyArrow.y = self.y;
+ enemyArrow.speedX = finalNormalX * 10;
+ enemyArrow.speedY = finalNormalY * 10;
+ enemyArrow.rotation = finalAngle;
+ enemyArrows.push(enemyArrow);
+ game.addChild(enemyArrow);
+ }
+ }
+ };
+ return self;
+});
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemy', {
anchorX: 0.5,
@@ -155,8 +217,11 @@
};
// Triple shoot variables
var tripleShootActive = false;
var tripleShootTimer = 0;
+var boss = null;
+var bossHealth = 10;
+var bossSpawnScore = 200;
// Triple shoot button click handler
tripleShootButton.down = function (x, y, obj) {
tripleShootActive = !tripleShootActive;
if (tripleShootActive) {
@@ -251,35 +316,42 @@
autoShootTimer++;
if (autoShootTimer >= 15) {
// Shoot every 0.25 seconds (faster rate for hack mode)
autoShootTimer = 0;
- // Shoot at all enemies
+ // Shoot at boss first if present, then at all enemies
+ var targets = [];
+ if (boss) {
+ targets.push(boss);
+ }
for (var e = 0; e < enemies.length; e++) {
- var enemy = enemies[e];
- if (enemy) {
- // Calculate direction from archer to enemy
- var dirX = enemy.x - archer.x;
- var dirY = enemy.y - archer.y;
- var distance = Math.sqrt(dirX * dirX + dirY * dirY);
- // Normalize direction
- var normalX = dirX / distance;
- var normalY = dirY / distance;
- // Make archer face the shooting direction
- archer.rotation = Math.atan2(normalY, normalX);
- // Create arrow without energy cost
- var newArrow = new Arrow();
- newArrow.x = archer.x;
- newArrow.y = archer.y;
- newArrow.speedX = normalX * 15;
- newArrow.speedY = normalY * 15;
- // Rotate arrow to face direction
- newArrow.rotation = Math.atan2(normalY, normalX);
- arrows.push(newArrow);
- game.addChild(newArrow);
+ if (enemies[e]) {
+ targets.push(enemies[e]);
}
}
+ for (var t = 0; t < targets.length; t++) {
+ var target = targets[t];
+ // Calculate direction from archer to target
+ var dirX = target.x - archer.x;
+ var dirY = target.y - archer.y;
+ var distance = Math.sqrt(dirX * dirX + dirY * dirY);
+ // Normalize direction
+ var normalX = dirX / distance;
+ var normalY = dirY / distance;
+ // Make archer face the shooting direction
+ archer.rotation = Math.atan2(normalY, normalX);
+ // Create arrow without energy cost
+ var newArrow = new Arrow();
+ newArrow.x = archer.x;
+ newArrow.y = archer.y;
+ newArrow.speedX = normalX * 15;
+ newArrow.speedY = normalY * 15;
+ // Rotate arrow to face direction
+ newArrow.rotation = Math.atan2(normalY, normalX);
+ arrows.push(newArrow);
+ game.addChild(newArrow);
+ }
// Play shoot sound if we shot any arrows
- if (enemies.length > 0) {
+ if (targets.length > 0) {
LK.getSound('shoot').play();
}
}
}
@@ -378,8 +450,31 @@
enemies.splice(j, 1);
break;
}
}
+ // Check arrow-boss collision
+ if (boss && arrow && arrow.intersects(boss)) {
+ // Hit boss
+ boss.health--;
+ LK.setScore(LK.getScore() + 20);
+ scoreTxt.setText(LK.getScore());
+ LK.getSound('hit').play();
+ LK.effects.flashObject(boss, 0xff0000, 300);
+ // Remove arrow
+ arrow.destroy();
+ arrows.splice(i, 1);
+ // Boss moves to new position when hit
+ boss.moveToNewPosition();
+ // Check if boss is defeated
+ if (boss.health <= 0) {
+ LK.setScore(LK.getScore() + 100); // Bonus points for defeating boss
+ scoreTxt.setText(LK.getScore());
+ boss.destroy();
+ boss = null;
+ bossSpawnScore += 200; // Next boss spawns after another 200 points
+ }
+ break;
+ }
}
// Update enemy arrows
for (var m = enemyArrows.length - 1; m >= 0; m--) {
var enemyArrow = enemyArrows[m];
@@ -450,8 +545,24 @@
// Remove HACKER text if conditions not met
game.hackerText.destroy();
game.hackerText = null;
}
+ // Spawn boss every 200 points
+ if (boss === null && LK.getScore() >= bossSpawnScore) {
+ boss = new Boss();
+ boss.x = Math.random() * (2048 - 400) + 200;
+ boss.y = Math.random() * (2732 - 400) + 200;
+ // Make sure boss doesn't spawn too close to archer
+ var distToArcher = Math.sqrt(Math.pow(boss.x - archer.x, 2) + Math.pow(boss.y - archer.y, 2));
+ if (distToArcher < 300) {
+ boss.x = Math.random() * (2048 - 600) + 300;
+ if (boss.x > archer.x - 300 && boss.x < archer.x + 300) {
+ boss.x += 400;
+ }
+ }
+ boss.health = 10;
+ game.addChild(boss);
+ }
// When enemy dies, increase max enemies and spawn rate for difficulty
if (LK.getScore() > 0 && LK.getScore() % 50 === 0) {
if (maxEnemies < 5) {
maxEnemies++;