Commando Dual Saga
by zulikha
Check out "Commando Dual Saga" by zulikha - featuring Canvas API, Sprite Manager, Sprite Store and more. Try this Snapchat Lens on Easy Lens.
Features
- Canvas API: Preserves the complete Stage 1 jungle battlefield and the existing Stage 2 space-base layout, while adding clearer pre-attack warning effects for Stage 2 lasers, low energy waves, falling hazards, and the alien-mech boss without redesigning either environment.
- Sprite Manager: Preserves the existing two-stage game, controls, crouch hitbox, weapons, score, enemies, hazards, and bosses. Stage 2 is rebalanced with slower and less crowded enemy fire, longer attack gaps, one-second post-hit protection, more health support, guaranteed pre-boss heart and shield pickups, and non-overlapping boss patterns.
- Sprite Store: Core original game sprites. Coding requirements and designer notes: player_commando faces right; enemy_rifle and enemy_heavy face left; armored_boss faces left; all sprites are isolated, transparent, crisp 16-bit pixel art with readable side-view silhouettes. Asset names must be used exactly by the controller.
- UI Button: Compact responsive LEFT control in the four-button bottom row LEFT | RIGHT | DOWN | JUMP, positioned at [0.16, 0.86] with scale 0.6.
- UI Button: Compact responsive RIGHT control in the four-button bottom row LEFT | RIGHT | DOWN | JUMP, positioned at [0.37, 0.86] with scale 0.6.
- UI Button: Compact responsive JUMP control in the four-button bottom row LEFT | RIGHT | DOWN | JUMP, positioned at [0.83, 0.86] with scale 0.6 and no manual fire control.
- Text On Screen: Dynamic top-center score display. The controller updates only its text content and keeps it within a fixed safe HUD slot.
- Text On Screen: Dynamic top-right weapon display for all eight automatic weapon stages, changing to WEAPON LV 8 MAX at the ultimate level while preserving the existing HUD slot.
- Text On Screen: Dynamic center message for the existing mission notices plus STAGE CLEAR!, the transport-portal sequence, STAGE 2 — SPACE BASE, readable space-hazard and alien-boss telegraphs, and the final STAGE 2 CLEAR! state without declaring the overall game complete.
- UI Button: Responsive DOWN control at [0.60, 0.86], scale 0.6, placed between RIGHT and JUMP. Pressing crouches immediately; a held press returns to standing on release, while a quick tap toggles crouch until tapped again.
- Sprite Store: Stage 2 original sprite set. Coding requirements and designer notes: space_robot, flying_drone, and space_soldier face left; alien_mech faces left. All are isolated transparent 16-bit pixel-art sprites and are visually distinct from the preserved jungle cast. The turret is drawn procedurally to keep the game within the 14-asset gameplay limit.
- Touch Events: Supplies multi-touch coordinates for reliable simultaneous thumb controls and restart taps while blocking default swipes from interrupting play.