User prompt
Que el enemigo explosivo al explotar también se haga daño a si mismo
User prompt
Que la velocidad de la caja trampa sea mal lento y que se mueva en zigzag ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
El enemigo explosivo no explota, cambia que explote al tener 1 de vida
User prompt
Crea una nueva entidad, una caja trampa que caiga del cielo cada 15 segundos en una ubicación al azar, que está haga aparecer un enemigo aleatorio cada 3 segundos y que la caja de trampa tenga 10 de vida ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Aumenta el alcance de la explosión del enemigo explosivo
User prompt
Que el enemigo explosivo explote al tener 0 de vida y desaparezca ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
El enemigo explosivo no desaparece al pasar un segundo sin vida, arreglarlo por favor ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Al llegar la vida de un enemigo a cero cambiar el color a rojo y esperar un segundo para desaparecer ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Agrega 3 sonidos más al eliminar un enemigo y que uno de estos sonidos se reproduzca al azar
User prompt
Agrega un sonido al eliminar un enemigo
User prompt
Agrega un sonido al fallar el ritmo
User prompt
Que los enemigos estén por debajo del suelo
User prompt
Please fix the bug: 'ReferenceError: ground is not defined' in or related to this line: 'tween(ground, {' Line Number: 431
User prompt
Que el suelo este por encima de los enemigos
User prompt
Que el suelo este por encima del jugador y los enemigos
User prompt
Aumenta el alcance de la explosión del enemigo explosivo ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Elimina la aparición de jefes
User prompt
Agrega una nueva textura al enemigo explosivo y una textura a la esplocion que hace
User prompt
Agrega un nuevo enemigo con una nueva textura, que tenga 5 de vida y que al llegar a 1 de vida este esplotara creando una zona de daño que eliminará a los enemigos que toque incluyendo al jugador si la zona de la esplocion lo alcanza ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
El jefe no aparece , solucionalo por favor
User prompt
Agrega un color al azar a cada bala disparada ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Aumenta la velocidad de aparición de enemigos cada que salga un jefe
User prompt
Aleja el punto de aparición del jefe
User prompt
Que cada jefe tenga un color al azar ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Elimina el aumento de tamaño de los jefes ↪💡 Consider importing and using the following plugins: @upit/tween.v1
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Boss = Container.expand(function (generation) {
var self = Container.call(this);
var bossGraphics = self.attachAsset('boss', {
anchorX: 0.5,
anchorY: 0.5
});
// Assign random color to boss
var randomColors = [0xFF6B6B, 0x4ECDC4, 0x45B7D1, 0x96CEB4, 0xFECE7C, 0xF38BA8, 0xA8E6CF, 0xC7CEEA, 0xFFB3BA, 0xBAE1FF];
var randomColor = randomColors[Math.floor(Math.random() * randomColors.length)];
bossGraphics.tint = randomColor;
self.speed = 1;
self.generation = generation || 1;
self.health = (2 + self.generation) * 3; // First boss has 9 health, second has 12, etc.
self.maxHealth = (2 + self.generation) * 3;
self.direction = {
x: 0,
y: 0
};
// Each generation doubles in base size: 1.5 * (2^(generation-1))
self.baseScale = 1.5 * Math.pow(2, self.generation - 1);
self.maxScale = self.baseScale * 2.67; // Keep same ratio as original (4/1.5)
self.lastDistanceFromPlayer = 0;
// Health bar setup
var healthBarBg = self.attachAsset('healthBarBg', {
anchorX: 0.5,
anchorY: 0.5
});
healthBarBg.y = -80; // Position above boss
var healthBarFill = self.attachAsset('healthBarFill', {
anchorX: 0,
anchorY: 0.5
});
healthBarFill.x = healthBarBg.x - healthBarBg.width / 2;
healthBarFill.y = healthBarBg.y;
self.updateHealthBar = function () {
var healthPercent = self.health / self.maxHealth;
healthBarFill.width = 120 * healthPercent;
// Change color based on health
if (healthPercent > 0.6) {
healthBarFill.tint = 0x00ff00; // Green
} else if (healthPercent > 0.3) {
healthBarFill.tint = 0xffff00; // Yellow
} else {
healthBarFill.tint = 0xff0000; // Red
}
};
// Initialize health bar
self.updateHealthBar();
self.update = function () {
// Calculate direction toward player every frame
var dx = player.x - self.x;
var dy = player.y - self.y;
var length = Math.sqrt(dx * dx + dy * dy);
// Track distance for scaling
self.lastDistanceFromPlayer = length;
if (length > 0) {
self.direction.x = dx / length;
self.direction.y = dy / length;
}
// Keep boss at constant base scale
bossGraphics.scaleX = self.baseScale;
bossGraphics.scaleY = self.baseScale;
self.x += self.direction.x * self.speed;
self.y += self.direction.y * self.speed;
// Update health bar
self.updateHealthBar();
};
return self;
});
var Bullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 80;
self.direction = {
x: 0,
y: 0
};
self.isGuided = false;
self.setDirection = function (dirX, dirY) {
self.direction.x = dirX;
self.direction.y = dirY;
// Calculate rotation angle based on direction and rotate the bullet graphics
var angle = Math.atan2(dirY, dirX);
bulletGraphics.rotation = angle;
};
self.update = function () {
if (self.isGuided) {
// Find closest enemy
var closestEnemy = null;
var closestDistance = Infinity;
// Check regular enemies
for (var i = 0; i < enemies.length; i++) {
var enemy = enemies[i];
var dx = enemy.x - self.x;
var dy = enemy.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < closestDistance) {
closestDistance = distance;
closestEnemy = enemy;
}
}
// Check golden enemies
for (var i = 0; i < goldenEnemies.length; i++) {
var goldenEnemy = goldenEnemies[i];
var dx = goldenEnemy.x - self.x;
var dy = goldenEnemy.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < closestDistance) {
closestDistance = distance;
closestEnemy = goldenEnemy;
}
}
// Check explosive enemies
for (var i = 0; i < explosiveEnemies.length; i++) {
var explosiveEnemy = explosiveEnemies[i];
var dx = explosiveEnemy.x - self.x;
var dy = explosiveEnemy.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < closestDistance) {
closestDistance = distance;
closestEnemy = explosiveEnemy;
}
}
// Check bosses
for (var i = 0; i < bosses.length; i++) {
var boss = bosses[i];
var dx = boss.x - self.x;
var dy = boss.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < closestDistance) {
closestDistance = distance;
closestEnemy = boss;
}
}
// Update direction towards closest enemy
if (closestEnemy && closestDistance > 0) {
var dx = closestEnemy.x - self.x;
var dy = closestEnemy.y - self.y;
var length = Math.sqrt(dx * dx + dy * dy);
self.direction.x = dx / length;
self.direction.y = dy / length;
// Update bullet rotation
var angle = Math.atan2(dy, dx);
bulletGraphics.rotation = angle;
}
}
self.x += self.direction.x * self.speed;
self.y += self.direction.y * self.speed;
};
return self;
});
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 2;
self.health = 1;
self.direction = {
x: 0,
y: 0
};
self.update = function () {
// Calculate direction toward player every frame
var dx = player.x - self.x;
var dy = player.y - self.y;
var length = Math.sqrt(dx * dx + dy * dy);
if (length > 0) {
self.direction.x = dx / length;
self.direction.y = dy / length;
}
self.x += self.direction.x * self.speed;
self.y += self.direction.y * self.speed;
};
return self;
});
var ExplosiveEnemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
// Assign random color to explosive enemy
var randomColors = [0xFF6B6B, 0x4ECDC4, 0x45B7D1, 0x96CEB4, 0xFECE7C, 0xF38BA8, 0xA8E6CF, 0xC7CEEA, 0xFFB3BA, 0xBAE1FF];
var randomColor = randomColors[Math.floor(Math.random() * randomColors.length)];
enemyGraphics.tint = randomColor;
self.speed = 1.8;
self.health = 5;
self.maxHealth = 5;
self.direction = {
x: 0,
y: 0
};
self.hasExploded = false;
// Create explosion damage zone
self.explode = function () {
if (self.hasExploded) return;
self.hasExploded = true;
// Create explosion visual effect
LK.effects.flashObject(self, 0xFF0000, 500);
LK.effects.flashScreen(0xFF4444, 300);
// Check for damage to nearby enemies and player
var explosionRadius = 200;
// Damage player if in range
var playerDx = player.x - self.x;
var playerDy = player.y - self.y;
var playerDistance = Math.sqrt(playerDx * playerDx + playerDy * playerDy);
if (playerDistance <= explosionRadius) {
LK.effects.flashScreen(0xFF0000, 1000);
LK.showGameOver();
return;
}
// Damage nearby enemies
for (var i = enemies.length - 1; i >= 0; i--) {
var enemy = enemies[i];
var dx = enemy.x - self.x;
var dy = enemy.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance <= explosionRadius && enemy !== self) {
enemy.destroy();
enemies.splice(i, 1);
LK.setScore(LK.getScore() + 5);
}
}
// Damage nearby golden enemies
for (var i = goldenEnemies.length - 1; i >= 0; i--) {
var goldenEnemy = goldenEnemies[i];
var dx = goldenEnemy.x - self.x;
var dy = goldenEnemy.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance <= explosionRadius) {
goldenEnemy.destroy();
goldenEnemies.splice(i, 1);
LK.setScore(LK.getScore() + 25);
}
}
// Damage nearby explosive enemies
for (var i = explosiveEnemies.length - 1; i >= 0; i--) {
var explosiveEnemy = explosiveEnemies[i];
var dx = explosiveEnemy.x - self.x;
var dy = explosiveEnemy.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance <= explosionRadius && explosiveEnemy !== self) {
explosiveEnemy.destroy();
explosiveEnemies.splice(i, 1);
LK.setScore(LK.getScore() + 15);
}
}
// Damage nearby bosses
for (var i = 0; i < bosses.length; i++) {
var boss = bosses[i];
var dx = boss.x - self.x;
var dy = boss.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance <= explosionRadius) {
boss.health -= 2;
boss.updateHealthBar();
LK.effects.flashObject(boss, 0xFF0000, 300);
LK.setScore(LK.getScore() + 10);
}
}
// Create visual explosion zone
var explosionZone = LK.getAsset('perfectZone', {
anchorX: 0.5,
anchorY: 0.5
});
explosionZone.x = self.x;
explosionZone.y = self.y;
explosionZone.scaleX = explosionRadius / 30;
explosionZone.scaleY = explosionRadius / 30;
explosionZone.tint = 0xFF0000;
explosionZone.alpha = 0.5;
game.addChild(explosionZone);
// Animate explosion zone
tween(explosionZone, {
scaleX: explosionZone.scaleX * 1.5,
scaleY: explosionZone.scaleY * 1.5,
alpha: 0
}, {
duration: 500,
onFinish: function onFinish() {
explosionZone.destroy();
}
});
};
self.update = function () {
// Calculate direction toward player every frame
var dx = player.x - self.x;
var dy = player.y - self.y;
var length = Math.sqrt(dx * dx + dy * dy);
if (length > 0) {
self.direction.x = dx / length;
self.direction.y = dy / length;
}
self.x += self.direction.x * self.speed;
self.y += self.direction.y * self.speed;
// Check if health reached 1 and explode
if (self.health <= 1 && !self.hasExploded) {
self.explode();
}
};
return self;
});
var GoldenEnemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('goldenEnemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 1.5;
self.health = 2;
self.direction = {
x: 0,
y: 0
};
self.update = function () {
// Calculate direction toward player every frame
var dx = player.x - self.x;
var dy = player.y - self.y;
var length = Math.sqrt(dx * dx + dy * dy);
if (length > 0) {
self.direction.x = dx / length;
self.direction.y = dy / length;
}
self.x += self.direction.x * self.speed;
self.y += self.direction.y * self.speed;
};
return self;
});
var Player = Container.expand(function () {
var self = Container.call(this);
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
self.canShoot = false;
return self;
});
var PowerupCrate = Container.expand(function () {
var self = Container.call(this);
var crateGraphics = self.attachAsset('powerupCrate', {
anchorX: 0.5,
anchorY: 0.5
});
self.bobDirection = 1;
self.bobSpeed = 0.5;
self.baseY = 0;
self.update = function () {
// Simple bobbing animation
self.y += self.bobDirection * self.bobSpeed;
var distanceFromBase = Math.abs(self.y - self.baseY);
if (distanceFromBase > 10) {
self.bobDirection *= -1;
}
};
return self;
});
var RhythmIndicator = Container.expand(function () {
var self = Container.call(this);
var rhythmBar = self.attachAsset('rhythmBar', {
anchorX: 0.5,
anchorY: 0.5
});
var perfectZone = self.attachAsset('perfectZone', {
anchorX: 0.5,
anchorY: 0.5
});
perfectZone.alpha = 0.7;
var indicator = self.attachAsset('rhythmIndicator', {
anchorX: 0.5,
anchorY: 0.5
});
indicator.x = -200;
self.beatDuration = 1000;
self.startTime = 0;
self.update = function () {
var elapsed = LK.ticks * (1000 / 60) - self.startTime;
var progress = elapsed % self.beatDuration / self.beatDuration;
indicator.x = -200 + progress * 400;
var perfectZoneStart = 150;
var perfectZoneEnd = 250;
var indicatorPos = 200 + indicator.x;
if (indicatorPos >= perfectZoneStart && indicatorPos <= perfectZoneEnd) {
player.canShoot = true;
perfectZone.tint = 0x27AE60;
// Make ground fully visible when in perfect zone
tween(ground, {
alpha: 1
}, {
duration: 100
});
} else {
player.canShoot = false;
perfectZone.tint = 0xE67E22;
// Make ground semi-transparent when not in perfect zone
tween(ground, {
alpha: 0.3
}, {
duration: 100
});
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x1A1A2E
});
/****
* Game Code
****/
// Create ground texture first to render behind everything
var ground = LK.getAsset('ground', {
anchorX: 0.5,
anchorY: 1
});
ground.x = 1024; // Center horizontally
ground.y = 2732; // Position at bottom of screen
// Scale ground to ensure it covers the full screen width
ground.scaleX = 2048 / ground.width; // Scale to cover full width
ground.scaleY = Math.max(1, 2732 / ground.height); // Scale to cover full height if needed
// Make ground semi-transparent initially
ground.alpha = 0.3;
game.addChild(ground);
var player = game.addChild(new Player());
player.x = 1024;
player.y = 2400;
var rhythmIndicator = new RhythmIndicator();
rhythmIndicator.x = 1024;
rhythmIndicator.y = 200;
rhythmIndicator.beatDuration = 600; // 100 BPM = 60000ms / 100 beats = 600ms per beat (synchronized with bgmusic)
rhythmIndicator.startTime = LK.ticks * (1000 / 60);
var enemies = [];
var goldenEnemies = [];
var explosiveEnemies = [];
var bullets = [];
var powerupCrates = [];
var spawnTimer = 0;
var goldenSpawnTimer = 0;
var explosiveSpawnTimer = 0;
var gameSpeed = 1;
var bulletCount = 10;
var maxBullets = 10;
var isReloading = false;
var reloadTimer = 0;
var shotgunMode = false;
var shotgunBulletCount = 1;
var bosses = [];
var bossSpawnTimer = 0;
var bossGeneration = 1; // Track which generation of boss we're spawning
var comboCount = 0;
var lastShotWasPerfect = false;
var scoreTxt = new Text2('Score: 0', {
size: 60,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
var rhythmTxt = new Text2('Hit the beat!', {
size: 40,
fill: 0x27AE60
});
rhythmTxt.anchor.set(0.5, 0);
rhythmTxt.y = 80;
LK.gui.top.addChild(rhythmTxt);
var ammoTxt = new Text2('Ammo: 10', {
size: 80,
fill: 0xFFFFFF
});
ammoTxt.anchor.set(0, 1);
LK.gui.bottomLeft.addChild(ammoTxt);
var comboTxt = new Text2('Combo: 0', {
size: 60,
fill: 0xFFD700
});
comboTxt.anchor.set(1, 1);
LK.gui.bottomRight.addChild(comboTxt);
function spawnEnemy() {
var enemy = new Enemy();
// Only spawn from top
enemy.x = Math.random() * 2048;
enemy.y = -50;
// Direction will be calculated in enemy.update() to continuously track player
enemies.push(enemy);
game.addChild(enemy);
}
function spawnGoldenEnemy() {
var goldenEnemy = new GoldenEnemy();
// Only spawn from top
goldenEnemy.x = Math.random() * 2048;
goldenEnemy.y = -50;
// Direction will be calculated in goldenEnemy.update() to continuously track player
goldenEnemies.push(goldenEnemy);
game.addChild(goldenEnemy);
}
function spawnExplosiveEnemy() {
var explosiveEnemy = new ExplosiveEnemy();
// Only spawn from top
explosiveEnemy.x = Math.random() * 2048;
explosiveEnemy.y = -50;
explosiveEnemies.push(explosiveEnemy);
game.addChild(explosiveEnemy);
}
function spawnBoss() {
// Starting from generation 5, spawn double bosses
var bossesToSpawn = bossGeneration >= 5 ? 2 : 1;
for (var b = 0; b < bossesToSpawn; b++) {
var boss = new Boss(bossGeneration);
// Spawn from top with some horizontal spacing for double bosses
if (bossesToSpawn === 2) {
boss.x = Math.random() * 1024 + b * 1024; // Split screen into two halves
} else {
boss.x = Math.random() * 2048;
}
boss.y = -500;
bosses.push(boss);
game.addChild(boss);
}
// Visual feedback for boss spawn
LK.effects.flashScreen(0x8B0000, 1000);
if (bossesToSpawn === 2) {
rhythmTxt.setText('DOUBLE BOSS LV' + bossGeneration + ' INCOMING!');
} else {
rhythmTxt.setText('BOSS LV' + bossGeneration + ' INCOMING!');
}
rhythmTxt.tint = 0x8B0000;
// Increase enemy spawn rate when boss appears
gameSpeed += 0.5;
// Increment boss generation for next spawn
bossGeneration++;
}
function shootBullet(targetX, targetY) {
if (bulletCount <= 0 || isReloading) {
rhythmTxt.setText('Reloading...');
rhythmTxt.tint = 0xFFFF00;
return;
}
if (!player.canShoot) {
rhythmTxt.setText('Wrong timing!');
rhythmTxt.tint = 0xE74C3C;
// Reset combo on wrong timing
comboCount = 0;
comboTxt.setText('Combo: ' + comboCount);
lastShotWasPerfect = false;
// Consume bullet even on wrong timing
bulletCount--;
ammoTxt.setText('Ammo: ' + bulletCount);
// Add failure effect
LK.effects.flashScreen(0xFF4444, 300);
// Check if need to reload
if (bulletCount <= 0) {
isReloading = true;
reloadTimer = 120; // 2 seconds at 60 FPS
ammoTxt.setText('Reloading...');
ammoTxt.tint = 0xFFFF00;
}
return;
}
rhythmTxt.setText('Perfect!');
rhythmTxt.tint = 0x27AE60;
// Increment combo count on perfect shot
comboCount++;
comboTxt.setText('Combo: ' + comboCount);
lastShotWasPerfect = true;
bulletCount--;
ammoTxt.setText('Ammo: ' + bulletCount);
if (bulletCount <= 0) {
isReloading = true;
reloadTimer = 120; // 2 seconds at 60 FPS
ammoTxt.setText('Reloading...');
ammoTxt.tint = 0xFFFF00;
}
// Calculate base direction
var dx = targetX - player.x;
var dy = targetY - player.y;
var length = Math.sqrt(dx * dx + dy * dy);
var baseAngle = Math.atan2(dy, dx);
// Check if we should create a guided bullet (every 5 combos) or redirect all bullets (every 10 combos)
var shouldCreateGuided = comboCount > 0 && comboCount % 5 === 0 && lastShotWasPerfect;
var shouldRedirectAll = comboCount > 0 && comboCount % 10 === 0 && lastShotWasPerfect;
if (shotgunMode) {
// Fire bullets based on accumulated shotgun count
var totalBullets = shotgunBulletCount;
var spreadRange = 0.8; // Total spread range in radians
var angleStep = totalBullets > 1 ? spreadRange / (totalBullets - 1) : 0;
var startAngle = baseAngle - spreadRange / 2;
for (var s = 0; s < totalBullets; s++) {
var bullet = new Bullet();
bullet.x = player.x;
bullet.y = player.y;
var angle = totalBullets > 1 ? startAngle + s * angleStep : baseAngle;
bullet.setDirection(Math.cos(angle), Math.sin(angle));
// Assign random color to bullet
var randomColors = [0xFF6B6B, 0x4ECDC4, 0x45B7D1, 0x96CEB4, 0xFECE7C, 0xF38BA8, 0xA8E6CF, 0xC7CEEA, 0xFFB3BA, 0xBAE1FF];
var randomColor = randomColors[Math.floor(Math.random() * randomColors.length)];
bullet.tint = randomColor;
// Make first bullet guided if combo condition is met, or all bullets if combo 10
if (s === 0 && shouldCreateGuided || shouldRedirectAll) {
bullet.isGuided = true;
// Visual feedback for guided bullet
var bulletColor = shouldRedirectAll ? 0xFFD700 : 0x00FFFF; // Gold for combo 10, cyan for combo 5
tween(bullet, {
tint: bulletColor
}, {
duration: 200
});
}
bullets.push(bullet);
game.addChild(bullet);
}
} else {
// Fire single bullet
var bullet = new Bullet();
bullet.x = player.x;
bullet.y = player.y;
bullet.setDirection(dx / length, dy / length);
// Assign random color to bullet
var randomColors = [0xFF6B6B, 0x4ECDC4, 0x45B7D1, 0x96CEB4, 0xFECE7C, 0xF38BA8, 0xA8E6CF, 0xC7CEEA, 0xFFB3BA, 0xBAE1FF];
var randomColor = randomColors[Math.floor(Math.random() * randomColors.length)];
bullet.tint = randomColor;
// Make bullet guided if combo condition is met
if (shouldCreateGuided || shouldRedirectAll) {
bullet.isGuided = true;
// Visual feedback for guided bullet
var bulletColor = shouldRedirectAll ? 0xFFD700 : 0x00FFFF; // Gold for combo 10, cyan for combo 5
tween(bullet, {
tint: bulletColor
}, {
duration: 200
});
}
bullets.push(bullet);
game.addChild(bullet);
}
// Show special feedback for combo milestones
if (shouldRedirectAll) {
rhythmTxt.setText('ALL SHOTS GUIDED! Combo x' + comboCount);
rhythmTxt.tint = 0xFFD700;
LK.effects.flashScreen(0xFFD700, 500);
} else if (shouldCreateGuided) {
rhythmTxt.setText('GUIDED SHOT! Combo x' + comboCount);
rhythmTxt.tint = 0x00FFFF;
LK.effects.flashScreen(0x00FFFF, 300);
}
LK.getSound('shoot').play();
// Add camera shake when shooting
var shakeIntensity = shotgunMode ? shotgunBulletCount * 8 : 20;
tween(game, {
x: game.x + shakeIntensity
}, {
duration: 50,
onFinish: function onFinish() {
tween(game, {
x: game.x - shakeIntensity * 2
}, {
duration: 50,
onFinish: function onFinish() {
tween(game, {
x: 0
}, {
duration: 50
});
}
});
}
});
}
game.down = function (x, y, obj) {
shootBullet(x, y);
};
game.update = function () {
spawnTimer++;
goldenSpawnTimer++;
explosiveSpawnTimer++;
bossSpawnTimer++;
if (spawnTimer >= 120 / gameSpeed) {
spawnEnemy();
spawnTimer = 0;
}
// Spawn golden enemy every 10 seconds (600 ticks at 60 FPS)
if (goldenSpawnTimer >= 600) {
spawnGoldenEnemy();
goldenSpawnTimer = 0;
}
// Spawn explosive enemy every 8 seconds (480 ticks at 60 FPS)
if (explosiveSpawnTimer >= 480) {
spawnExplosiveEnemy();
explosiveSpawnTimer = 0;
}
// Spawn boss every 30 seconds (1800 ticks at 60 FPS)
if (bossSpawnTimer >= 1800) {
spawnBoss();
bossSpawnTimer = 0;
}
// Update bullets
for (var i = bullets.length - 1; i >= 0; i--) {
var bullet = bullets[i];
if (bullet.x < -50 || bullet.x > 2098 || bullet.y < -50 || bullet.y > 2782) {
bullet.destroy();
bullets.splice(i, 1);
continue;
}
// Check bullet-enemy collisions
for (var j = enemies.length - 1; j >= 0; j--) {
var enemy = enemies[j];
if (bullet.intersects(enemy)) {
LK.setScore(LK.getScore() + 10);
scoreTxt.setText('Score: ' + LK.getScore());
// Add combo point for hitting enemy
comboCount++;
comboTxt.setText('Combo: ' + comboCount);
LK.getSound('hit').play();
LK.effects.flashObject(enemy, 0xFFFFFF, 200);
// Add camera shake when hitting enemy
tween(game, {
x: game.x + 12
}, {
duration: 30,
onFinish: function onFinish() {
tween(game, {
x: game.x - 24
}, {
duration: 30,
onFinish: function onFinish() {
tween(game, {
x: 0
}, {
duration: 30
});
}
});
}
});
bullet.destroy();
bullets.splice(i, 1);
enemy.destroy();
enemies.splice(j, 1);
break;
}
}
// Check bullet-golden enemy collisions
for (var j = goldenEnemies.length - 1; j >= 0; j--) {
var goldenEnemy = goldenEnemies[j];
if (bullet.intersects(goldenEnemy)) {
goldenEnemy.health--;
// Add combo point for hitting golden enemy
comboCount++;
comboTxt.setText('Combo: ' + comboCount);
LK.getSound('hit').play();
LK.effects.flashObject(goldenEnemy, 0xFFFFFF, 200);
// Add camera shake when hitting golden enemy
tween(game, {
x: game.x + 16
}, {
duration: 35,
onFinish: function onFinish() {
tween(game, {
x: game.x - 32
}, {
duration: 35,
onFinish: function onFinish() {
tween(game, {
x: 0
}, {
duration: 35
});
}
});
}
});
bullet.destroy();
bullets.splice(i, 1);
if (goldenEnemy.health <= 0) {
LK.setScore(LK.getScore() + 50);
scoreTxt.setText('Score: ' + LK.getScore());
// Drop powerup crate at golden enemy position
var crate = new PowerupCrate();
crate.x = goldenEnemy.x;
crate.y = goldenEnemy.y;
crate.baseY = goldenEnemy.y;
powerupCrates.push(crate);
game.addChild(crate);
goldenEnemy.destroy();
goldenEnemies.splice(j, 1);
} else {
LK.setScore(LK.getScore() + 10);
scoreTxt.setText('Score: ' + LK.getScore());
}
break;
}
}
// Check bullet-explosive enemy collisions
for (var j = explosiveEnemies.length - 1; j >= 0; j--) {
var explosiveEnemy = explosiveEnemies[j];
if (bullet.intersects(explosiveEnemy)) {
explosiveEnemy.health--;
// Add combo point for hitting explosive enemy
comboCount++;
comboTxt.setText('Combo: ' + comboCount);
LK.getSound('hit').play();
LK.effects.flashObject(explosiveEnemy, 0xFFFFFF, 200);
// Add camera shake when hitting explosive enemy
tween(game, {
x: game.x + 18
}, {
duration: 35,
onFinish: function onFinish() {
tween(game, {
x: game.x - 36
}, {
duration: 35,
onFinish: function onFinish() {
tween(game, {
x: 0
}, {
duration: 35
});
}
});
}
});
bullet.destroy();
bullets.splice(i, 1);
if (explosiveEnemy.health <= 0) {
LK.setScore(LK.getScore() + 30);
scoreTxt.setText('Score: ' + LK.getScore());
explosiveEnemy.destroy();
explosiveEnemies.splice(j, 1);
} else {
LK.setScore(LK.getScore() + 15);
scoreTxt.setText('Score: ' + LK.getScore());
}
break;
}
}
// Check bullet-boss collisions
for (var j = bosses.length - 1; j >= 0; j--) {
var boss = bosses[j];
if (bullet.intersects(boss)) {
boss.health--;
boss.updateHealthBar(); // Update health bar immediately
// Add combo point for hitting boss
comboCount++;
comboTxt.setText('Combo: ' + comboCount);
LK.getSound('hit').play();
LK.effects.flashObject(boss, 0xFFFFFF, 200);
// Add camera shake when hitting boss
tween(game, {
x: game.x + 24
}, {
duration: 40,
onFinish: function onFinish() {
tween(game, {
x: game.x - 48
}, {
duration: 40,
onFinish: function onFinish() {
tween(game, {
x: 0
}, {
duration: 40
});
}
});
}
});
bullet.destroy();
bullets.splice(i, 1);
if (boss.health <= 0) {
LK.setScore(LK.getScore() + 100);
scoreTxt.setText('Score: ' + LK.getScore());
// Visual feedback for boss defeat
LK.effects.flashScreen(0x00FF00, 800);
rhythmTxt.setText('BOSS DEFEATED!');
rhythmTxt.tint = 0x00FF00;
boss.destroy();
bosses.splice(j, 1);
} else {
LK.setScore(LK.getScore() + 20);
scoreTxt.setText('Score: ' + LK.getScore());
}
break;
}
}
// Check bullet-powerup crate collisions
for (var j = powerupCrates.length - 1; j >= 0; j--) {
var crate = powerupCrates[j];
if (bullet.intersects(crate)) {
// Check if we haven't reached the maximum of 2 crates
var maxShotgunBullets = 9; // 3^2 = 9 (maximum 2 crates accumulated)
if (shotgunBulletCount < maxShotgunBullets) {
// Enable shotgun mode and triple bullet count
shotgunMode = true;
shotgunBulletCount *= 3;
// Visual feedback
LK.effects.flashScreen(0x8e44ad, 500);
rhythmTxt.setText('Shotgun x' + shotgunBulletCount + '!');
rhythmTxt.tint = 0x8e44ad;
} else {
// Maximum reached, show different feedback
LK.effects.flashScreen(0xFFD700, 300);
rhythmTxt.setText('Max Shotgun!');
rhythmTxt.tint = 0xFFD700;
}
// Remove crate and bullet
bullet.destroy();
bullets.splice(i, 1);
crate.destroy();
powerupCrates.splice(j, 1);
break;
}
}
}
// Update enemies
for (var k = enemies.length - 1; k >= 0; k--) {
var enemy = enemies[k];
if (enemy.intersects(player)) {
LK.effects.flashScreen(0xFF0000, 1000);
LK.showGameOver();
return;
}
if (enemy.x < -100 || enemy.x > 2148 || enemy.y < -100 || enemy.y > 2832) {
enemy.destroy();
enemies.splice(k, 1);
}
}
// Update golden enemies
for (var k = goldenEnemies.length - 1; k >= 0; k--) {
var goldenEnemy = goldenEnemies[k];
if (goldenEnemy.intersects(player)) {
LK.effects.flashScreen(0xFF0000, 1000);
LK.showGameOver();
return;
}
if (goldenEnemy.x < -100 || goldenEnemy.x > 2148 || goldenEnemy.y < -100 || goldenEnemy.y > 2832) {
goldenEnemy.destroy();
goldenEnemies.splice(k, 1);
}
}
// Update bosses
for (var k = bosses.length - 1; k >= 0; k--) {
var boss = bosses[k];
if (boss.intersects(player)) {
LK.effects.flashScreen(0xFF0000, 1000);
LK.showGameOver();
return;
}
if (boss.x < -200 || boss.x > 2248 || boss.y < -200 || boss.y > 2932) {
boss.destroy();
bosses.splice(k, 1);
}
}
// Update explosive enemies
for (var k = explosiveEnemies.length - 1; k >= 0; k--) {
var explosiveEnemy = explosiveEnemies[k];
if (explosiveEnemy.intersects(player)) {
LK.effects.flashScreen(0xFF0000, 1000);
LK.showGameOver();
return;
}
if (explosiveEnemy.x < -100 || explosiveEnemy.x > 2148 || explosiveEnemy.y < -100 || explosiveEnemy.y > 2832) {
explosiveEnemy.destroy();
explosiveEnemies.splice(k, 1);
}
}
// Update and cleanup powerup crates
for (var k = powerupCrates.length - 1; k >= 0; k--) {
var crate = powerupCrates[k];
if (crate.x < -100 || crate.x > 2148 || crate.y < -100 || crate.y > 2832) {
crate.destroy();
powerupCrates.splice(k, 1);
}
}
// Handle reloading
if (isReloading) {
reloadTimer--;
if (reloadTimer <= 0) {
bulletCount = maxBullets;
isReloading = false;
ammoTxt.setText('Ammo: ' + bulletCount);
ammoTxt.tint = 0xFFFFFF;
}
}
// Increase difficulty over time
if (LK.getScore() > 0 && LK.getScore() % 100 === 0 && LK.ticks % 60 === 0) {
gameSpeed += 0.1;
rhythmIndicator.beatDuration = Math.max(600, rhythmIndicator.beatDuration - 50);
}
// Ensure rhythm indicator stays on top of all enemies
game.setChildIndex(rhythmIndicator, game.children.length - 1);
};
// Add rhythm indicator last to ensure it renders above all other elements
game.addChild(rhythmIndicator);
LK.playMusic('bgmusic');
; ===================================================================
--- original.js
+++ change.js
@@ -120,8 +120,19 @@
closestDistance = distance;
closestEnemy = goldenEnemy;
}
}
+ // Check explosive enemies
+ for (var i = 0; i < explosiveEnemies.length; i++) {
+ var explosiveEnemy = explosiveEnemies[i];
+ var dx = explosiveEnemy.x - self.x;
+ var dy = explosiveEnemy.y - self.y;
+ var distance = Math.sqrt(dx * dx + dy * dy);
+ if (distance < closestDistance) {
+ closestDistance = distance;
+ closestEnemy = explosiveEnemy;
+ }
+ }
// Check bosses
for (var i = 0; i < bosses.length; i++) {
var boss = bosses[i];
var dx = boss.x - self.x;
@@ -174,8 +185,135 @@
self.y += self.direction.y * self.speed;
};
return self;
});
+var ExplosiveEnemy = Container.expand(function () {
+ var self = Container.call(this);
+ var enemyGraphics = self.attachAsset('enemy', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // Assign random color to explosive enemy
+ var randomColors = [0xFF6B6B, 0x4ECDC4, 0x45B7D1, 0x96CEB4, 0xFECE7C, 0xF38BA8, 0xA8E6CF, 0xC7CEEA, 0xFFB3BA, 0xBAE1FF];
+ var randomColor = randomColors[Math.floor(Math.random() * randomColors.length)];
+ enemyGraphics.tint = randomColor;
+ self.speed = 1.8;
+ self.health = 5;
+ self.maxHealth = 5;
+ self.direction = {
+ x: 0,
+ y: 0
+ };
+ self.hasExploded = false;
+ // Create explosion damage zone
+ self.explode = function () {
+ if (self.hasExploded) return;
+ self.hasExploded = true;
+ // Create explosion visual effect
+ LK.effects.flashObject(self, 0xFF0000, 500);
+ LK.effects.flashScreen(0xFF4444, 300);
+ // Check for damage to nearby enemies and player
+ var explosionRadius = 200;
+ // Damage player if in range
+ var playerDx = player.x - self.x;
+ var playerDy = player.y - self.y;
+ var playerDistance = Math.sqrt(playerDx * playerDx + playerDy * playerDy);
+ if (playerDistance <= explosionRadius) {
+ LK.effects.flashScreen(0xFF0000, 1000);
+ LK.showGameOver();
+ return;
+ }
+ // Damage nearby enemies
+ for (var i = enemies.length - 1; i >= 0; i--) {
+ var enemy = enemies[i];
+ var dx = enemy.x - self.x;
+ var dy = enemy.y - self.y;
+ var distance = Math.sqrt(dx * dx + dy * dy);
+ if (distance <= explosionRadius && enemy !== self) {
+ enemy.destroy();
+ enemies.splice(i, 1);
+ LK.setScore(LK.getScore() + 5);
+ }
+ }
+ // Damage nearby golden enemies
+ for (var i = goldenEnemies.length - 1; i >= 0; i--) {
+ var goldenEnemy = goldenEnemies[i];
+ var dx = goldenEnemy.x - self.x;
+ var dy = goldenEnemy.y - self.y;
+ var distance = Math.sqrt(dx * dx + dy * dy);
+ if (distance <= explosionRadius) {
+ goldenEnemy.destroy();
+ goldenEnemies.splice(i, 1);
+ LK.setScore(LK.getScore() + 25);
+ }
+ }
+ // Damage nearby explosive enemies
+ for (var i = explosiveEnemies.length - 1; i >= 0; i--) {
+ var explosiveEnemy = explosiveEnemies[i];
+ var dx = explosiveEnemy.x - self.x;
+ var dy = explosiveEnemy.y - self.y;
+ var distance = Math.sqrt(dx * dx + dy * dy);
+ if (distance <= explosionRadius && explosiveEnemy !== self) {
+ explosiveEnemy.destroy();
+ explosiveEnemies.splice(i, 1);
+ LK.setScore(LK.getScore() + 15);
+ }
+ }
+ // Damage nearby bosses
+ for (var i = 0; i < bosses.length; i++) {
+ var boss = bosses[i];
+ var dx = boss.x - self.x;
+ var dy = boss.y - self.y;
+ var distance = Math.sqrt(dx * dx + dy * dy);
+ if (distance <= explosionRadius) {
+ boss.health -= 2;
+ boss.updateHealthBar();
+ LK.effects.flashObject(boss, 0xFF0000, 300);
+ LK.setScore(LK.getScore() + 10);
+ }
+ }
+ // Create visual explosion zone
+ var explosionZone = LK.getAsset('perfectZone', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ explosionZone.x = self.x;
+ explosionZone.y = self.y;
+ explosionZone.scaleX = explosionRadius / 30;
+ explosionZone.scaleY = explosionRadius / 30;
+ explosionZone.tint = 0xFF0000;
+ explosionZone.alpha = 0.5;
+ game.addChild(explosionZone);
+ // Animate explosion zone
+ tween(explosionZone, {
+ scaleX: explosionZone.scaleX * 1.5,
+ scaleY: explosionZone.scaleY * 1.5,
+ alpha: 0
+ }, {
+ duration: 500,
+ onFinish: function onFinish() {
+ explosionZone.destroy();
+ }
+ });
+ };
+ self.update = function () {
+ // Calculate direction toward player every frame
+ var dx = player.x - self.x;
+ var dy = player.y - self.y;
+ var length = Math.sqrt(dx * dx + dy * dy);
+ if (length > 0) {
+ self.direction.x = dx / length;
+ self.direction.y = dy / length;
+ }
+ self.x += self.direction.x * self.speed;
+ self.y += self.direction.y * self.speed;
+ // Check if health reached 1 and explode
+ if (self.health <= 1 && !self.hasExploded) {
+ self.explode();
+ }
+ };
+ return self;
+});
var GoldenEnemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('goldenEnemy', {
anchorX: 0.5,
@@ -309,12 +447,14 @@
rhythmIndicator.beatDuration = 600; // 100 BPM = 60000ms / 100 beats = 600ms per beat (synchronized with bgmusic)
rhythmIndicator.startTime = LK.ticks * (1000 / 60);
var enemies = [];
var goldenEnemies = [];
+var explosiveEnemies = [];
var bullets = [];
var powerupCrates = [];
var spawnTimer = 0;
var goldenSpawnTimer = 0;
+var explosiveSpawnTimer = 0;
var gameSpeed = 1;
var bulletCount = 10;
var maxBullets = 10;
var isReloading = false;
@@ -368,8 +508,16 @@
// Direction will be calculated in goldenEnemy.update() to continuously track player
goldenEnemies.push(goldenEnemy);
game.addChild(goldenEnemy);
}
+function spawnExplosiveEnemy() {
+ var explosiveEnemy = new ExplosiveEnemy();
+ // Only spawn from top
+ explosiveEnemy.x = Math.random() * 2048;
+ explosiveEnemy.y = -50;
+ explosiveEnemies.push(explosiveEnemy);
+ game.addChild(explosiveEnemy);
+}
function spawnBoss() {
// Starting from generation 5, spawn double bosses
var bossesToSpawn = bossGeneration >= 5 ? 2 : 1;
for (var b = 0; b < bossesToSpawn; b++) {
@@ -538,8 +686,9 @@
};
game.update = function () {
spawnTimer++;
goldenSpawnTimer++;
+ explosiveSpawnTimer++;
bossSpawnTimer++;
if (spawnTimer >= 120 / gameSpeed) {
spawnEnemy();
spawnTimer = 0;
@@ -548,8 +697,13 @@
if (goldenSpawnTimer >= 600) {
spawnGoldenEnemy();
goldenSpawnTimer = 0;
}
+ // Spawn explosive enemy every 8 seconds (480 ticks at 60 FPS)
+ if (explosiveSpawnTimer >= 480) {
+ spawnExplosiveEnemy();
+ explosiveSpawnTimer = 0;
+ }
// Spawn boss every 30 seconds (1800 ticks at 60 FPS)
if (bossSpawnTimer >= 1800) {
spawnBoss();
bossSpawnTimer = 0;
@@ -650,8 +804,52 @@
}
break;
}
}
+ // Check bullet-explosive enemy collisions
+ for (var j = explosiveEnemies.length - 1; j >= 0; j--) {
+ var explosiveEnemy = explosiveEnemies[j];
+ if (bullet.intersects(explosiveEnemy)) {
+ explosiveEnemy.health--;
+ // Add combo point for hitting explosive enemy
+ comboCount++;
+ comboTxt.setText('Combo: ' + comboCount);
+ LK.getSound('hit').play();
+ LK.effects.flashObject(explosiveEnemy, 0xFFFFFF, 200);
+ // Add camera shake when hitting explosive enemy
+ tween(game, {
+ x: game.x + 18
+ }, {
+ duration: 35,
+ onFinish: function onFinish() {
+ tween(game, {
+ x: game.x - 36
+ }, {
+ duration: 35,
+ onFinish: function onFinish() {
+ tween(game, {
+ x: 0
+ }, {
+ duration: 35
+ });
+ }
+ });
+ }
+ });
+ bullet.destroy();
+ bullets.splice(i, 1);
+ if (explosiveEnemy.health <= 0) {
+ LK.setScore(LK.getScore() + 30);
+ scoreTxt.setText('Score: ' + LK.getScore());
+ explosiveEnemy.destroy();
+ explosiveEnemies.splice(j, 1);
+ } else {
+ LK.setScore(LK.getScore() + 15);
+ scoreTxt.setText('Score: ' + LK.getScore());
+ }
+ break;
+ }
+ }
// Check bullet-boss collisions
for (var j = bosses.length - 1; j >= 0; j--) {
var boss = bosses[j];
if (bullet.intersects(boss)) {
@@ -767,8 +965,21 @@
boss.destroy();
bosses.splice(k, 1);
}
}
+ // Update explosive enemies
+ for (var k = explosiveEnemies.length - 1; k >= 0; k--) {
+ var explosiveEnemy = explosiveEnemies[k];
+ if (explosiveEnemy.intersects(player)) {
+ LK.effects.flashScreen(0xFF0000, 1000);
+ LK.showGameOver();
+ return;
+ }
+ if (explosiveEnemy.x < -100 || explosiveEnemy.x > 2148 || explosiveEnemy.y < -100 || explosiveEnemy.y > 2832) {
+ explosiveEnemy.destroy();
+ explosiveEnemies.splice(k, 1);
+ }
+ }
// Update and cleanup powerup crates
for (var k = powerupCrates.length - 1; k >= 0; k--) {
var crate = powerupCrates[k];
if (crate.x < -100 || crate.x > 2148 || crate.y < -100 || crate.y > 2832) {
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