User prompt
Mientras se muestre el mensaje de tutorial , que la barra de ritmo no se mueva
User prompt
Antes de iniciar el juego, muestra un mensaje con un mini tutorial de como se juega
User prompt
Que la textura del arma este oscura y recobre color cuando la barra de ritmo este en punto perfecto ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Que el jugador este por encima del arma
User prompt
Que el arma este abajo de la textura del jugador
User prompt
Que el arma este por debajo del jugador
User prompt
Agrega una nueva identidad que será representada como el arma del jugador, agrégale una textura y que está gire según hacia donde se a disparado ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Centra la imagen con el mostrador de munición
User prompt
Agrega una imagen textura debajo del contador de balas restantes
User prompt
Sube un poco el mensaje de estado
User prompt
Agrega una textura a los mensajes de estado
User prompt
Agrega una luz LED en cada borde ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Cambia el color de las luces led, en filas de dos , que una este de color azul y otra de color rojo, y que luego intercambien color ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Que cada luz LED intercambien de color a uno al azar cada un segundo ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Agrega 3 luces led más, una más arriba que otra y más larga que otra ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Crea una nueva textura que este arriba de las luces led que cambie de color según si el jugador hizo algo bien o mal ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Agrega una nueva textura llamada luces led que este en la barra de ritmo
User prompt
Sube la textura rhythmBarBg por encima de los enemigos
User prompt
Que rhythmBarBg este por encima de los enemigos
User prompt
Agrega una nueva textura por debajo de la barra de ritmo
User prompt
Que el enemigo de piedra sea semi transparente
User prompt
Agrégale un poco más de visibilidad al enemigo de piedra , que sea semi transparente ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
El enemigo de piedra no se alcanza a ver, arreglalo
User prompt
As que el enemigo de piedra sea completamente transparente y que deje la transparencia cuando la barra de ritmo este en el punto perfecto ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Oscurece el jugador y que recupere el brillo cuando la barra de ritmo este en el punto perfecto ↪💡 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 but make it initially dark var randomColors = [0xFF6B6B, 0x4ECDC4, 0x45B7D1, 0x96CEB4, 0xFECE7C, 0xF38BA8, 0xA8E6CF, 0xC7CEEA, 0xFFB3BA, 0xBAE1FF]; var randomColor = randomColors[Math.floor(Math.random() * randomColors.length)]; // Store the original color for later use self.originalColor = randomColor; // Make boss initially dark bossGraphics.tint = 0x404040; 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.isDying = false; 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.startDeathSequence = function () { if (self.isDying) return; self.isDying = true; self.speed = 0; // Stop movement // Change color to red tween(bossGraphics, { tint: 0xFF0000 }, { duration: 100, onFinish: function onFinish() { // Wait one second then destroy tween(self, { alpha: 0 }, { duration: 1000, onFinish: function onFinish() { self.destroy(); } }); } }); }; self.update = function () { if (self.isDying) return; // Don't move if dying // 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 stone enemies for (var i = 0; i < stoneEnemies.length; i++) { var stoneEnemy = stoneEnemies[i]; var dx = stoneEnemy.x - self.x; var dy = stoneEnemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < closestDistance) { closestDistance = distance; closestEnemy = stoneEnemy; } } // 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 }); // Make enemy initially dark enemyGraphics.tint = 0x404040; self.speed = 2; self.health = 1; self.isDying = false; self.direction = { x: 0, y: 0 }; self.startDeathSequence = function () { if (self.isDying) return; self.isDying = true; self.speed = 0; // Stop movement // Change color to red tween(enemyGraphics, { tint: 0xFF0000 }, { duration: 100, onFinish: function onFinish() { // Wait one second then destroy tween(self, { alpha: 0 }, { duration: 1000, onFinish: function onFinish() { self.destroy(); } }); } }); }; self.update = function () { if (self.isDying) return; // Don't move if dying // 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('explosiveEnemy', { anchorX: 0.5, anchorY: 0.5 }); // Assign random color to explosive enemy but make it initially dark var randomColors = [0xFF6B6B, 0x4ECDC4, 0x45B7D1, 0x96CEB4, 0xFECE7C, 0xF38BA8, 0xA8E6CF, 0xC7CEEA, 0xFFB3BA, 0xBAE1FF]; var randomColor = randomColors[Math.floor(Math.random() * randomColors.length)]; // Store the original color for later use self.originalColor = randomColor; // Make enemy initially dark enemyGraphics.tint = 0x404040; self.speed = 1.8; self.health = 5; self.maxHealth = 5; self.isDying = false; self.direction = { x: 0, y: 0 }; self.hasExploded = false; self.startDeathSequence = function () { if (self.isDying || self.hasExploded) return; self.isDying = true; self.speed = 0; // Stop movement // Change color to red tween(enemyGraphics, { tint: 0xFF0000 }, { duration: 100, onFinish: function onFinish() { // Wait one second then destroy tween(self, { alpha: 0 }, { duration: 1000, onFinish: function onFinish() { self.destroy(); } }); } }); }; // 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 = 500; // 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); playRandomEnemyKillSound(); } } // 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); playRandomEnemyKillSound(); } } // Damage nearby explosive enemies (including self) 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.destroy(); explosiveEnemies.splice(i, 1); LK.setScore(LK.getScore() + 15); playRandomEnemyKillSound(); } } // 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('explosion', { anchorX: 0.5, anchorY: 0.5 }); explosionZone.x = self.x; explosionZone.y = self.y; explosionZone.scaleX = explosionRadius / 200; explosionZone.scaleY = explosionRadius / 200; explosionZone.alpha = 0.8; 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 () { if (self.isDying) return; // Don't move if dying // 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(); self.startDeathSequence(); // Start death sequence after exploding } }; return self; }); var GoldenEnemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('goldenEnemy', { anchorX: 0.5, anchorY: 0.5 }); // Make golden enemy initially dark enemyGraphics.tint = 0x404040; self.speed = 1.5; self.health = 2; self.isDying = false; self.direction = { x: 0, y: 0 }; self.startDeathSequence = function () { if (self.isDying) return; self.isDying = true; self.speed = 0; // Stop movement // Change color to red tween(enemyGraphics, { tint: 0xFF0000 }, { duration: 100, onFinish: function onFinish() { // Wait one second then destroy tween(self, { alpha: 0 }, { duration: 1000, onFinish: function onFinish() { self.destroy(); } }); } }); }; self.update = function () { if (self.isDying) return; // Don't move if dying // 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 }); // Make player initially dark playerGraphics.tint = 0x404040; 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.isDestroying = false; // Start 5 second countdown to destruction tween(self, {}, { duration: 5000, onFinish: function onFinish() { if (!self.isDestroying) { self.isDestroying = true; // Fade out animation before destruction tween(self, { alpha: 0 }, { duration: 500, onFinish: function onFinish() { self.destroy(); } }); } } }); self.update = function () { if (self.isDestroying) return; // 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 }); // Light up all tables when in perfect zone for (var t = 0; t < tables.length; t++) { var table = tables[t]; if (!table.isDestroyed) { tween(table, { tint: 0xFFFFFF }, { duration: 100 }); } } // Light up all enemies when in perfect zone for (var e = 0; e < enemies.length; e++) { var enemy = enemies[e]; if (!enemy.isDying) { tween(enemy, { tint: 0xFFFFFF }, { duration: 100 }); } } for (var ge = 0; ge < goldenEnemies.length; ge++) { var goldenEnemy = goldenEnemies[ge]; if (!goldenEnemy.isDying) { tween(goldenEnemy, { tint: 0xFFD700 }, { duration: 100 }); } } for (var ee = 0; ee < explosiveEnemies.length; ee++) { var explosiveEnemy = explosiveEnemies[ee]; if (!explosiveEnemy.isDying) { tween(explosiveEnemy, { tint: explosiveEnemy.originalColor }, { duration: 100 }); } } for (var se = 0; se < stoneEnemies.length; se++) { var stoneEnemy = stoneEnemies[se]; if (!stoneEnemy.isDying) { tween(stoneEnemy, { tint: stoneEnemy.originalColor }, { duration: 100 }); } } for (var b = 0; b < bosses.length; b++) { var boss = bosses[b]; if (!boss.isDying) { tween(boss, { tint: boss.originalColor }, { duration: 100 }); } } // Light up all trap boxes when in perfect zone for (var tb = 0; tb < trapBoxes.length; tb++) { var trapBox = trapBoxes[tb]; if (!trapBox.isDying) { tween(trapBox, { tint: 0xFFFFFF }, { duration: 100 }); } } // Light up player when in perfect zone tween(player, { tint: 0xFFFFFF }, { 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 }); // Make tables dark when not in perfect zone for (var t = 0; t < tables.length; t++) { var table = tables[t]; if (!table.isDestroyed) { tween(table, { tint: 0x404040 }, { duration: 100 }); } } // Make enemies dark when not in perfect zone for (var e = 0; e < enemies.length; e++) { var enemy = enemies[e]; if (!enemy.isDying) { tween(enemy, { tint: 0x404040 }, { duration: 100 }); } } for (var ge = 0; ge < goldenEnemies.length; ge++) { var goldenEnemy = goldenEnemies[ge]; if (!goldenEnemy.isDying) { tween(goldenEnemy, { tint: 0x404040 }, { duration: 100 }); } } for (var ee = 0; ee < explosiveEnemies.length; ee++) { var explosiveEnemy = explosiveEnemies[ee]; if (!explosiveEnemy.isDying) { tween(explosiveEnemy, { tint: 0x404040 }, { duration: 100 }); } } for (var se = 0; se < stoneEnemies.length; se++) { var stoneEnemy = stoneEnemies[se]; if (!stoneEnemy.isDying) { tween(stoneEnemy, { tint: 0x404040 }, { duration: 100 }); } } for (var b = 0; b < bosses.length; b++) { var boss = bosses[b]; if (!boss.isDying) { tween(boss, { tint: 0x404040 }, { duration: 100 }); } } // Make trap boxes dark when not in perfect zone for (var tb = 0; tb < trapBoxes.length; tb++) { var trapBox = trapBoxes[tb]; if (!trapBox.isDying) { tween(trapBox, { tint: 0x404040 }, { duration: 100 }); } } // Make player dark when not in perfect zone tween(player, { tint: 0x404040 }, { duration: 100 }); } }; return self; }); var StoneEnemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('stoneEnemy', { anchorX: 0.5, anchorY: 0.5 }); // Give stone enemy a gray stone-like tint but make it initially dark self.originalColor = 0x808080; // Make enemy initially dark enemyGraphics.tint = 0x404040; // Make stone enemy semi-transparent enemyGraphics.alpha = 0.5; self.speed = 0.8; self.health = 7; self.maxHealth = 7; self.isDying = false; self.direction = { x: 0, y: 0 }; // Health bar setup var healthBarBg = self.attachAsset('healthBarBg', { anchorX: 0.5, anchorY: 0.5 }); healthBarBg.y = -80; // Position above stone enemy 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.startDeathSequence = function () { if (self.isDying) return; self.isDying = true; self.speed = 0; // Stop movement // Change color to red tween(enemyGraphics, { tint: 0xFF0000 }, { duration: 100, onFinish: function onFinish() { // Wait one second then destroy tween(self, { alpha: 0 }, { duration: 1000, onFinish: function onFinish() { self.destroy(); } }); } }); }; self.update = function () { if (self.isDying) return; // Don't move if dying // 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; // Update health bar self.updateHealthBar(); }; return self; }); var Table = Container.expand(function () { var self = Container.call(this); var tableGraphics = self.attachAsset('table', { anchorX: 0.5, anchorY: 0.5 }); self.health = 1; self.isDestroyed = false; self.destroy = function () { if (self.isDestroyed) return; self.isDestroyed = true; // Visual feedback for table destruction LK.effects.flashObject(self, 0xFF0000, 300); tween(self, { alpha: 0 }, { duration: 300, onFinish: function onFinish() { Container.prototype.destroy.call(self); } }); }; return self; }); var TrapBox = Container.expand(function () { var self = Container.call(this); var trapBoxGraphics = self.attachAsset('trapBox', { anchorX: 0.5, anchorY: 0.5 }); // Make trap box initially dark trapBoxGraphics.tint = 0x404040; self.health = 10; self.maxHealth = 10; self.isDying = false; self.spawnTimer = 0; self.spawnedEnemy = null; // Track the currently spawned enemy // Health bar setup var healthBarBg = self.attachAsset('healthBarBg', { anchorX: 0.5, anchorY: 0.5 }); healthBarBg.y = -80; // Position above trap box 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.startDeathSequence = function () { if (self.isDying) return; self.isDying = true; self.speed = 0; // Stop movement // Change color to red tween(trapBoxGraphics, { tint: 0xFF0000 }, { duration: 100, onFinish: function onFinish() { // Wait one second then destroy tween(self, { alpha: 0 }, { duration: 1000, onFinish: function onFinish() { self.destroy(); } }); } }); }; self.spawnRandomEnemy = function () { // Only spawn if no enemy is currently spawned or if the spawned enemy is destroyed if (self.spawnedEnemy && self.spawnedEnemy.parent) { return; // Don't spawn if there's already an active enemy } var enemyTypes = ['normal', 'golden', 'explosive']; var randomType = enemyTypes[Math.floor(Math.random() * enemyTypes.length)]; var newEnemy; if (randomType === 'normal') { newEnemy = new Enemy(); enemies.push(newEnemy); } else if (randomType === 'golden') { newEnemy = new GoldenEnemy(); goldenEnemies.push(newEnemy); } else if (randomType === 'explosive') { newEnemy = new ExplosiveEnemy(); explosiveEnemies.push(newEnemy); } // Position enemy at trap box location newEnemy.x = self.x; newEnemy.y = self.y; self.spawnedEnemy = newEnemy; // Track this enemy game.addChild(newEnemy); }; self.update = function () { if (self.isDying) return; // Don't move or spawn if dying // Zigzag movement pattern if (!self.zigzagDirection) self.zigzagDirection = 1; // Initialize zigzag direction if (!self.zigzagSpeed) self.zigzagSpeed = 2; // Zigzag horizontal speed if (!self.zigzagTimer) self.zigzagTimer = 0; // Timer for zigzag changes // Change zigzag direction every 60 ticks (1 second) self.zigzagTimer++; if (self.zigzagTimer >= 60) { self.zigzagDirection *= -1; self.zigzagTimer = 0; } // Apply zigzag movement self.x += self.zigzagDirection * self.zigzagSpeed; // Fall down slowly only if above middle of screen if (self.y < 1000) { // Stop falling when reaching above middle (2732/2) self.y += 1; // Much slower speed (was 3, now 1) } // Clean up reference to destroyed enemy if (self.spawnedEnemy && !self.spawnedEnemy.parent) { self.spawnedEnemy = null; } // Spawn enemy every 3 seconds (180 ticks at 60 FPS) self.spawnTimer++; if (self.spawnTimer >= 180) { self.spawnRandomEnemy(); self.spawnTimer = 0; } // Update health bar self.updateHealthBar(); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x1A1A2E }); /**** * Game Code ****/ // Create ground texture first to render below enemies 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 stoneEnemies = []; var stoneSpawnTimer = 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 trapBoxes = []; var trapBoxSpawnTimer = 0; var comboCount = 0; var lastShotWasPerfect = false; var tables = []; // Create tables in 2x3 grid formation in center of map var tableStartX = 1024 - 400; // Center horizontally accounting for table width and spacing var tableStartY = 766; // Position so second row is centered vertically var tableSpacingX = 800; // 400 pixels distance between tables (400 table width + 400 spacing) var tableSpacingY = 600; // 400 pixels distance between tables (200 table height + 400 spacing) for (var row = 0; row < 3; row++) { for (var col = 0; col < 2; col++) { var table = new Table(); table.x = tableStartX + col * tableSpacingX; table.y = tableStartY + row * tableSpacingY; // Flip right column tables (col === 1) to face left if (col === 1) { table.scaleX = -1; } // Make tables initially dark table.tint = 0x404040; tables.push(table); game.addChild(table); } } 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, stroke: 0x000000, strokeThickness: 4, font: "'Arial Black', Impact, Arial, sans-serif" }); rhythmTxt.anchor.set(0.5, 0); rhythmTxt.y = 80; LK.gui.top.addChild(rhythmTxt); var ammoTxt = new Text2('Ammo: 10', { size: 80, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 6, font: "'Arial Black', Impact, Arial, sans-serif", dropShadow: true, dropShadowColor: 0x000000, dropShadowBlur: 4, dropShadowAngle: Math.PI / 4, dropShadowDistance: 3 }); 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 playRandomEnemyKillSound() { var killSounds = ['enemyKill', 'enemyKill2', 'enemyKill3', 'enemyKill4']; var randomSound = killSounds[Math.floor(Math.random() * killSounds.length)]; LK.getSound(randomSound).play(); } function spawnEnemy() { // Check if we've reached the enemy limit if (enemies.length >= 10) { return; // Don't spawn if we have 10 or more enemies } 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 spawnStoneEnemy() { var stoneEnemy = new StoneEnemy(); // Only spawn from top stoneEnemy.x = Math.random() * 2048; stoneEnemy.y = -50; stoneEnemies.push(stoneEnemy); game.addChild(stoneEnemy); } 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); // Play miss sound LK.getSound('miss').play(); // 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++; 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 stone enemy every 12 seconds (720 ticks at 60 FPS) stoneSpawnTimer++; if (stoneSpawnTimer >= 720) { spawnStoneEnemy(); stoneSpawnTimer = 0; } // Spawn trap box every 25 seconds (1500 ticks at 60 FPS) trapBoxSpawnTimer++; if (trapBoxSpawnTimer >= 1500) { var trapBox = new TrapBox(); trapBox.x = Math.random() * 2048; trapBox.y = -50; trapBoxes.push(trapBox); game.addChild(trapBox); trapBoxSpawnTimer = 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) && !enemy.isDying) { enemy.health--; if (enemy.health <= 0) { 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(); playRandomEnemyKillSound(); LK.effects.flashObject(enemy, 0xFFFFFF, 200); // Start death sequence enemy.startDeathSequence(); // Remove from array after starting death sequence enemies.splice(j, 1); // 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); 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()); playRandomEnemyKillSound(); // 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); // Start death sequence goldenEnemy.startDeathSequence(); 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()); playRandomEnemyKillSound(); // Start death sequence explosiveEnemy.startDeathSequence(); 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()); playRandomEnemyKillSound(); // Visual feedback for boss defeat LK.effects.flashScreen(0x00FF00, 800); rhythmTxt.setText('BOSS DEFEATED!'); rhythmTxt.tint = 0x00FF00; // Start death sequence boss.startDeathSequence(); 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) && !crate.isDestroying) { // 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; } } // Check bullet-stone enemy collisions for (var j = stoneEnemies.length - 1; j >= 0; j--) { var stoneEnemy = stoneEnemies[j]; if (bullet.intersects(stoneEnemy) && !stoneEnemy.isDying) { stoneEnemy.health--; // Add combo point for hitting stone enemy comboCount++; comboTxt.setText('Combo: ' + comboCount); LK.getSound('hit').play(); LK.effects.flashObject(stoneEnemy, 0xFFFFFF, 200); // Add camera shake when hitting stone enemy tween(game, { x: game.x + 14 }, { duration: 35, onFinish: function onFinish() { tween(game, { x: game.x - 28 }, { duration: 35, onFinish: function onFinish() { tween(game, { x: 0 }, { duration: 35 }); } }); } }); bullet.destroy(); bullets.splice(i, 1); if (stoneEnemy.health <= 0) { LK.setScore(LK.getScore() + 35); scoreTxt.setText('Score: ' + LK.getScore()); playRandomEnemyKillSound(); // Start death sequence stoneEnemy.startDeathSequence(); stoneEnemies.splice(j, 1); } else { LK.setScore(LK.getScore() + 5); scoreTxt.setText('Score: ' + LK.getScore()); } break; } } // Check bullet-trap box collisions for (var j = trapBoxes.length - 1; j >= 0; j--) { var trapBox = trapBoxes[j]; if (bullet.intersects(trapBox) && !trapBox.isDying) { trapBox.health--; // Add combo point for hitting trap box comboCount++; comboTxt.setText('Combo: ' + comboCount); LK.getSound('hit').play(); LK.effects.flashObject(trapBox, 0xFFFFFF, 200); bullet.destroy(); bullets.splice(i, 1); if (trapBox.health <= 0) { LK.setScore(LK.getScore() + 20); scoreTxt.setText('Score: ' + LK.getScore()); playRandomEnemyKillSound(); // Start death sequence trapBox.startDeathSequence(); trapBoxes.splice(j, 1); } else { LK.setScore(LK.getScore() + 5); scoreTxt.setText('Score: ' + LK.getScore()); } 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; } // Check enemy-table collisions for (var t = tables.length - 1; t >= 0; t--) { var table = tables[t]; if (!table.isDestroyed && enemy.intersects(table)) { table.destroy(); tables.splice(t, 1); break; } } 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; } // Check golden enemy-table collisions for (var t = tables.length - 1; t >= 0; t--) { var table = tables[t]; if (!table.isDestroyed && goldenEnemy.intersects(table)) { table.destroy(); tables.splice(t, 1); break; } } 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; } // Check boss-table collisions for (var t = tables.length - 1; t >= 0; t--) { var table = tables[t]; if (!table.isDestroyed && boss.intersects(table)) { table.destroy(); tables.splice(t, 1); break; } } 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; } // Check explosive enemy-table collisions for (var t = tables.length - 1; t >= 0; t--) { var table = tables[t]; if (!table.isDestroyed && explosiveEnemy.intersects(table)) { table.destroy(); tables.splice(t, 1); break; } } 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]; // Check if crate was destroyed (by timer or going off screen) if (!crate.parent) { powerupCrates.splice(k, 1); continue; } if (crate.x < -100 || crate.x > 2148 || crate.y < -100 || crate.y > 2832) { crate.destroy(); powerupCrates.splice(k, 1); } } // Update stone enemies for (var k = stoneEnemies.length - 1; k >= 0; k--) { var stoneEnemy = stoneEnemies[k]; if (stoneEnemy.intersects(player)) { LK.effects.flashScreen(0xFF0000, 1000); LK.showGameOver(); return; } // Check stone enemy-table collisions for (var t = tables.length - 1; t >= 0; t--) { var table = tables[t]; if (!table.isDestroyed && stoneEnemy.intersects(table)) { table.destroy(); tables.splice(t, 1); break; } } if (stoneEnemy.x < -150 || stoneEnemy.x > 2198 || stoneEnemy.y < -150 || stoneEnemy.y > 2882) { stoneEnemy.destroy(); stoneEnemies.splice(k, 1); } } // Update trap boxes for (var k = trapBoxes.length - 1; k >= 0; k--) { var trapBox = trapBoxes[k]; if (trapBox.intersects(player)) { LK.effects.flashScreen(0xFF0000, 1000); LK.showGameOver(); return; } // Check trap box-table collisions for (var t = tables.length - 1; t >= 0; t--) { var table = tables[t]; if (!table.isDestroyed && trapBox.intersects(table)) { table.destroy(); tables.splice(t, 1); break; } } if (trapBox.x < -200 || trapBox.x > 2248 || trapBox.y < -200 || trapBox.y > 2932) { trapBox.destroy(); trapBoxes.splice(k, 1); } } // Handle reloading if (isReloading) { reloadTimer--; if (reloadTimer <= 0) { bulletCount = maxBullets; isReloading = false; ammoTxt.setText('Ammo: ' + bulletCount); ammoTxt.tint = 0xFFFFFF; } } // Ensure rhythm indicator stays on top by moving it to the end of children array if (rhythmIndicator.parent) { game.setChildIndex(rhythmIndicator, game.children.length - 1); } // 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); } }; // Add rhythm indicator last to ensure it renders above all other elements game.addChild(rhythmIndicator); // Create rhythm bar background texture and add it above enemies var rhythmBarBackground = LK.getAsset('rhythmBarBg', { anchorX: 0.5, anchorY: 0.5 }); rhythmBarBackground.x = 1024; rhythmBarBackground.y = 200; game.addChild(rhythmBarBackground); // Ensure rhythm indicator stays on top of all enemies and ground game.setChildIndex(rhythmIndicator, game.children.length - 1); LK.playMusic('bgmusic'); ;
===================================================================
--- original.js
+++ change.js
@@ -1766,18 +1766,18 @@
gameSpeed += 0.1;
rhythmIndicator.beatDuration = Math.max(600, rhythmIndicator.beatDuration - 50);
}
};
-// Create rhythm bar background texture
+// Add rhythm indicator last to ensure it renders above all other elements
+game.addChild(rhythmIndicator);
+// Create rhythm bar background texture and add it above enemies
var rhythmBarBackground = LK.getAsset('rhythmBarBg', {
anchorX: 0.5,
anchorY: 0.5
});
rhythmBarBackground.x = 1024;
rhythmBarBackground.y = 200;
game.addChild(rhythmBarBackground);
-// Add rhythm indicator last to ensure it renders above all other elements
-game.addChild(rhythmIndicator);
// Ensure rhythm indicator stays on top of all enemies and ground
game.setChildIndex(rhythmIndicator, game.children.length - 1);
LK.playMusic('bgmusic');
;
\ No newline at end of file
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Agrégale una bata negra y un bastón, pixelart
Agrega un círculo en el medio estilo retro con un arma, pixelart
Cambiarles los colores a azul y rojo escuro , pixelart
Una barra neon de forma cuadrada. In-Game asset. 2d. High contrast. No shadows