/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Cannon = Container.expand(function () { var self = Container.call(this); // Attach cannon graphics var cannonGraphics = self.attachAsset('cannon', { anchorX: 0.5, anchorY: 0.5 }); // Set cannon position at bottom center self.x = 2048 / 2; self.y = 2732 - 150; // Method to aim cannon towards target position self.aimAt = function (targetX, targetY) { var deltaX = targetX - self.x; var deltaY = targetY - self.y; var angle = Math.atan2(deltaY, deltaX); cannonGraphics.rotation = angle; self.aimAngle = angle; }; // Method to fire cannonball self.fire = function () { var cannonball = new Cannonball(); cannonball.x = self.x; cannonball.y = self.y; // Calculate direction based on cannon aim var speed = 15; cannonball.velocityX = Math.cos(self.aimAngle) * speed; cannonball.velocityY = Math.sin(self.aimAngle) * speed; cannonballs.push(cannonball); game.addChild(cannonball); }; return self; }); var Cannonball = Container.expand(function () { var self = Container.call(this); // Attach cannonball graphics var ballGraphics = self.attachAsset('cannonball', { anchorX: 0.5, anchorY: 0.5 }); // Movement properties self.velocityX = 0; self.velocityY = 0; // Update method called every frame self.update = function () { // Move cannonball self.x += self.velocityX; self.y += self.velocityY; // Rotate cannonball on its own axis ballGraphics.rotation += 0.2; // Check collision with fruits for (var i = fruitsOnScreen.length - 1; i >= 0; i--) { var fruit = fruitsOnScreen[i]; if (self.intersects(fruit) && !fruit.isSliced) { // Slice the fruit fruit.sliceFruit(); // Remove cannonball self.destroy(); for (var j = cannonballs.length - 1; j >= 0; j--) { if (cannonballs[j] === self) { cannonballs.splice(j, 1); break; } } return; } } // Remove cannonball if it goes off screen if (self.x < -50 || self.x > 2048 + 50 || self.y < -50 || self.y > 2732 + 50) { self.destroy(); for (var k = cannonballs.length - 1; k >= 0; k--) { if (cannonballs[k] === self) { cannonballs.splice(k, 1); break; } } } }; return self; }); var Cloud = Container.expand(function () { var self = Container.call(this); // Attach cloud graphics var cloudGraphics = self.attachAsset('cloud', { anchorX: 0.5, anchorY: 0.5 }); // Set random horizontal speed for moving right self.speed = 1 + Math.random() * 2; // Speed between 1-3 // Update method called every frame self.update = function () { // Move cloud to the right self.x += self.speed; // If cloud moves off screen to the right, reset to left side if (self.x > 2048 + 100) { self.x = -100; // Randomize vertical position when resetting self.y = 100 + Math.random() * 300; } }; return self; }); var Fruit = Container.expand(function () { var self = Container.call(this); // Array of fruit types to randomly select from var fruitTypes = ['apple', 'banana', 'orange', 'grape']; self.fruitType = fruitTypes[Math.floor(Math.random() * fruitTypes.length)]; // Attach the fruit graphics var fruitGraphics = self.attachAsset(self.fruitType, { anchorX: 0.5, anchorY: 0.5 }); // Set random falling speed self.speed = 3 + Math.random() * 4; // Speed between 3-7 self.rotationSpeed = (Math.random() - 0.5) * 0.1; // Random rotation // Track if fruit has been sliced self.isSliced = false; self.lastY = undefined; // Update method called every frame self.update = function () { if (!self.isSliced) { // Move fruit down self.y += self.speed; // Rotate fruit slightly fruitGraphics.rotation += self.rotationSpeed; } }; // Handle tap on fruit self.down = function (x, y, obj) { if (!self.isSliced) { self.sliceFruit(); } }; // Slice the fruit with animation self.sliceFruit = function () { self.isSliced = true; fruitsSliced++; // Play slice sound LK.getSound('slice').play(); // Add some visual feedback - brief scale up before shrinking tween(fruitGraphics, { scaleX: 1.3, scaleY: 1.3 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { // After scale up, animate fruit being sliced - scale down and fade out tween(self, { scaleX: 0.1, scaleY: 0.1, alpha: 0 }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { self.destroy(); // Remove from fruits array for (var i = fruitsOnScreen.length - 1; i >= 0; i--) { if (fruitsOnScreen[i] === self) { fruitsOnScreen.splice(i, 1); break; } } } }); } }); }; return self; }); var Stain = Container.expand(function () { var self = Container.call(this); // Initialize with fruit type to determine color self.init = function (fruitType, x, y) { var stainColor = 0xFF0000; // Default red var stainSize = 30 + Math.random() * 20; // Random size between 30-50 // Set stain color based on fruit type switch (fruitType) { case 'apple': stainColor = 0xFF6B6B; // Light red break; case 'banana': stainColor = 0xFFEB3B; // Yellow break; case 'orange': stainColor = 0xFF9800; // Orange break; case 'grape': stainColor = 0x9C27B0; // Purple break; } // Create stain graphics var stainGraphics = LK.getAsset('street', { anchorX: 0.5, anchorY: 0.5, scaleX: stainSize / 150, scaleY: 0.3, tint: stainColor }); self.addChild(stainGraphics); self.x = x; self.y = y; // Fade in the stain self.alpha = 0; tween(self, { alpha: 0.7 }, { duration: 300, easing: tween.easeOut }); }; return self; }); /**** * Initialize Game ****/ // Game counters var game = new LK.Game({ backgroundColor: 0x87CEEB // Sky blue background }); /**** * Game Code ****/ // Game counters // Import tween plugin for fruit slice animations // Initialize fruit assets with different colors // Sound effects var fruitsSliced = 0; var fruitsMissed = 0; var fruitsOnScreen = []; var clouds = []; var stains = []; var cannonballs = []; var cannon; var currentLevel = 1; var gameWon = false; var street; var mouseX = 2048 / 2; var mouseY = 2732 / 2; // Spawn timing var spawnTimer = 0; var spawnRate = 120; // Spawn every 120 frames initially (2 seconds at 60fps) // Create UI text elements var slicedText = new Text2('Sliced: 0', { size: 60, fill: 0xFFFFFF }); slicedText.anchor.set(0, 0); slicedText.x = 50; slicedText.y = 150; LK.gui.topLeft.addChild(slicedText); var onScreenText = new Text2('On Screen: 0', { size: 60, fill: 0xFFFFFF }); onScreenText.anchor.set(0, 0); onScreenText.x = 50; onScreenText.y = 230; LK.gui.topLeft.addChild(onScreenText); var missedText = new Text2('Missed: 0', { size: 60, fill: 0xFFFFFF }); missedText.anchor.set(0, 0); missedText.x = 50; missedText.y = 310; LK.gui.topLeft.addChild(missedText); var levelText = new Text2('Level: 1', { size: 60, fill: 0xFFFFFF }); levelText.anchor.set(0, 0); levelText.x = 50; levelText.y = 390; LK.gui.topLeft.addChild(levelText); // Function to spawn new fruit function spawnFruit() { var fruit = new Fruit(); // Random X position across screen width fruit.x = 100 + Math.random() * (2048 - 200); fruit.y = -100; // Start above screen fruit.lastY = fruit.y; fruitsOnScreen.push(fruit); game.addChild(fruit); } // Function to spawn clouds function spawnCloud() { var cloud = new Cloud(); // Random X position starting from left side cloud.x = -100 + Math.random() * 200; // Random Y position in upper area of screen cloud.y = 100 + Math.random() * 300; clouds.push(cloud); game.addChild(cloud); } // Function to handle level progression function levelUp() { currentLevel++; gameWon = true; fruitsSliced = 0; // Reset sliced counter for new level spawnRate = Math.max(20, 120 - (currentLevel - 1) * 10); // Increase speed with each level LK.showYouWin(); } // Function to handle game over function gameOver() { currentLevel = 1; fruitsSliced = 0; fruitsMissed = 0; spawnRate = 120; gameWon = false; // Clear all fruits on screen for (var i = fruitsOnScreen.length - 1; i >= 0; i--) { fruitsOnScreen[i].destroy(); fruitsOnScreen.splice(i, 1); } // Clear all stains from street for (var s = stains.length - 1; s >= 0; s--) { stains[s].destroy(); stains.splice(s, 1); } // Clear all cannonballs for (var b = cannonballs.length - 1; b >= 0; b--) { cannonballs[b].destroy(); cannonballs.splice(b, 1); } LK.showGameOver(); } // Function to update UI counters function updateCounters() { slicedText.setText('Sliced: ' + fruitsSliced); onScreenText.setText('On Screen: ' + fruitsOnScreen.length); missedText.setText('Missed: ' + fruitsMissed); levelText.setText('Level: ' + currentLevel); } // Main game update loop game.update = function () { // Check win condition - 50 fruits sliced if (fruitsSliced >= 50 && !gameWon) { levelUp(); return; } // Check lose condition - 10 misses if (fruitsMissed >= 10) { gameOver(); return; } // Spawn new fruits spawnTimer++; if (spawnTimer >= spawnRate) { spawnFruit(); spawnTimer = 0; // Gradually increase difficulty by reducing spawn rate if (spawnRate > 30) { // Minimum spawn rate of 0.5 seconds spawnRate = Math.max(30, spawnRate - 1); } } // Check fruits for ground collision for (var i = fruitsOnScreen.length - 1; i >= 0; i--) { var fruit = fruitsOnScreen[i]; // Check if fruit hit the street (transition from above to street level) if (fruit.lastY < 2732 - 75 && fruit.y >= 2732 - 75 && !fruit.isSliced) { // Fruit missed - hit the street fruitsMissed++; LK.getSound('miss').play(); // Create stain on street where fruit hit var stain = new Stain(); stain.init(fruit.fruitType, fruit.x, 2732 - 75); stains.push(stain); game.addChild(stain); // Remove fruit from game fruit.destroy(); fruitsOnScreen.splice(i, 1); } // Update lastY for next frame fruit.lastY = fruit.y; } // Update UI counters updateCounters(); }; // Create street at bottom of screen street = game.addChild(LK.getAsset('street', { anchorX: 0.5, anchorY: 1 })); street.x = 2048 / 2; street.y = 2732; // Create cannon cannon = game.addChild(new Cannon()); // Mouse tracking for cannon aiming game.move = function (x, y, obj) { mouseX = x; mouseY = y; cannon.aimAt(mouseX, mouseY); }; // Cannon firing on click game.down = function (x, y, obj) { cannon.fire(); }; // Play background music LK.playMusic('tropical'); // Create initial clouds for (var c = 0; c < 4; c++) { spawnCloud(); } // Initial spawn of a few fruits spawnFruit(); spawnFruit();
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Cannon = Container.expand(function () {
var self = Container.call(this);
// Attach cannon graphics
var cannonGraphics = self.attachAsset('cannon', {
anchorX: 0.5,
anchorY: 0.5
});
// Set cannon position at bottom center
self.x = 2048 / 2;
self.y = 2732 - 150;
// Method to aim cannon towards target position
self.aimAt = function (targetX, targetY) {
var deltaX = targetX - self.x;
var deltaY = targetY - self.y;
var angle = Math.atan2(deltaY, deltaX);
cannonGraphics.rotation = angle;
self.aimAngle = angle;
};
// Method to fire cannonball
self.fire = function () {
var cannonball = new Cannonball();
cannonball.x = self.x;
cannonball.y = self.y;
// Calculate direction based on cannon aim
var speed = 15;
cannonball.velocityX = Math.cos(self.aimAngle) * speed;
cannonball.velocityY = Math.sin(self.aimAngle) * speed;
cannonballs.push(cannonball);
game.addChild(cannonball);
};
return self;
});
var Cannonball = Container.expand(function () {
var self = Container.call(this);
// Attach cannonball graphics
var ballGraphics = self.attachAsset('cannonball', {
anchorX: 0.5,
anchorY: 0.5
});
// Movement properties
self.velocityX = 0;
self.velocityY = 0;
// Update method called every frame
self.update = function () {
// Move cannonball
self.x += self.velocityX;
self.y += self.velocityY;
// Rotate cannonball on its own axis
ballGraphics.rotation += 0.2;
// Check collision with fruits
for (var i = fruitsOnScreen.length - 1; i >= 0; i--) {
var fruit = fruitsOnScreen[i];
if (self.intersects(fruit) && !fruit.isSliced) {
// Slice the fruit
fruit.sliceFruit();
// Remove cannonball
self.destroy();
for (var j = cannonballs.length - 1; j >= 0; j--) {
if (cannonballs[j] === self) {
cannonballs.splice(j, 1);
break;
}
}
return;
}
}
// Remove cannonball if it goes off screen
if (self.x < -50 || self.x > 2048 + 50 || self.y < -50 || self.y > 2732 + 50) {
self.destroy();
for (var k = cannonballs.length - 1; k >= 0; k--) {
if (cannonballs[k] === self) {
cannonballs.splice(k, 1);
break;
}
}
}
};
return self;
});
var Cloud = Container.expand(function () {
var self = Container.call(this);
// Attach cloud graphics
var cloudGraphics = self.attachAsset('cloud', {
anchorX: 0.5,
anchorY: 0.5
});
// Set random horizontal speed for moving right
self.speed = 1 + Math.random() * 2; // Speed between 1-3
// Update method called every frame
self.update = function () {
// Move cloud to the right
self.x += self.speed;
// If cloud moves off screen to the right, reset to left side
if (self.x > 2048 + 100) {
self.x = -100;
// Randomize vertical position when resetting
self.y = 100 + Math.random() * 300;
}
};
return self;
});
var Fruit = Container.expand(function () {
var self = Container.call(this);
// Array of fruit types to randomly select from
var fruitTypes = ['apple', 'banana', 'orange', 'grape'];
self.fruitType = fruitTypes[Math.floor(Math.random() * fruitTypes.length)];
// Attach the fruit graphics
var fruitGraphics = self.attachAsset(self.fruitType, {
anchorX: 0.5,
anchorY: 0.5
});
// Set random falling speed
self.speed = 3 + Math.random() * 4; // Speed between 3-7
self.rotationSpeed = (Math.random() - 0.5) * 0.1; // Random rotation
// Track if fruit has been sliced
self.isSliced = false;
self.lastY = undefined;
// Update method called every frame
self.update = function () {
if (!self.isSliced) {
// Move fruit down
self.y += self.speed;
// Rotate fruit slightly
fruitGraphics.rotation += self.rotationSpeed;
}
};
// Handle tap on fruit
self.down = function (x, y, obj) {
if (!self.isSliced) {
self.sliceFruit();
}
};
// Slice the fruit with animation
self.sliceFruit = function () {
self.isSliced = true;
fruitsSliced++;
// Play slice sound
LK.getSound('slice').play();
// Add some visual feedback - brief scale up before shrinking
tween(fruitGraphics, {
scaleX: 1.3,
scaleY: 1.3
}, {
duration: 100,
easing: tween.easeOut,
onFinish: function onFinish() {
// After scale up, animate fruit being sliced - scale down and fade out
tween(self, {
scaleX: 0.1,
scaleY: 0.1,
alpha: 0
}, {
duration: 300,
easing: tween.easeOut,
onFinish: function onFinish() {
self.destroy();
// Remove from fruits array
for (var i = fruitsOnScreen.length - 1; i >= 0; i--) {
if (fruitsOnScreen[i] === self) {
fruitsOnScreen.splice(i, 1);
break;
}
}
}
});
}
});
};
return self;
});
var Stain = Container.expand(function () {
var self = Container.call(this);
// Initialize with fruit type to determine color
self.init = function (fruitType, x, y) {
var stainColor = 0xFF0000; // Default red
var stainSize = 30 + Math.random() * 20; // Random size between 30-50
// Set stain color based on fruit type
switch (fruitType) {
case 'apple':
stainColor = 0xFF6B6B; // Light red
break;
case 'banana':
stainColor = 0xFFEB3B; // Yellow
break;
case 'orange':
stainColor = 0xFF9800; // Orange
break;
case 'grape':
stainColor = 0x9C27B0; // Purple
break;
}
// Create stain graphics
var stainGraphics = LK.getAsset('street', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: stainSize / 150,
scaleY: 0.3,
tint: stainColor
});
self.addChild(stainGraphics);
self.x = x;
self.y = y;
// Fade in the stain
self.alpha = 0;
tween(self, {
alpha: 0.7
}, {
duration: 300,
easing: tween.easeOut
});
};
return self;
});
/****
* Initialize Game
****/
// Game counters
var game = new LK.Game({
backgroundColor: 0x87CEEB // Sky blue background
});
/****
* Game Code
****/
// Game counters
// Import tween plugin for fruit slice animations
// Initialize fruit assets with different colors
// Sound effects
var fruitsSliced = 0;
var fruitsMissed = 0;
var fruitsOnScreen = [];
var clouds = [];
var stains = [];
var cannonballs = [];
var cannon;
var currentLevel = 1;
var gameWon = false;
var street;
var mouseX = 2048 / 2;
var mouseY = 2732 / 2;
// Spawn timing
var spawnTimer = 0;
var spawnRate = 120; // Spawn every 120 frames initially (2 seconds at 60fps)
// Create UI text elements
var slicedText = new Text2('Sliced: 0', {
size: 60,
fill: 0xFFFFFF
});
slicedText.anchor.set(0, 0);
slicedText.x = 50;
slicedText.y = 150;
LK.gui.topLeft.addChild(slicedText);
var onScreenText = new Text2('On Screen: 0', {
size: 60,
fill: 0xFFFFFF
});
onScreenText.anchor.set(0, 0);
onScreenText.x = 50;
onScreenText.y = 230;
LK.gui.topLeft.addChild(onScreenText);
var missedText = new Text2('Missed: 0', {
size: 60,
fill: 0xFFFFFF
});
missedText.anchor.set(0, 0);
missedText.x = 50;
missedText.y = 310;
LK.gui.topLeft.addChild(missedText);
var levelText = new Text2('Level: 1', {
size: 60,
fill: 0xFFFFFF
});
levelText.anchor.set(0, 0);
levelText.x = 50;
levelText.y = 390;
LK.gui.topLeft.addChild(levelText);
// Function to spawn new fruit
function spawnFruit() {
var fruit = new Fruit();
// Random X position across screen width
fruit.x = 100 + Math.random() * (2048 - 200);
fruit.y = -100; // Start above screen
fruit.lastY = fruit.y;
fruitsOnScreen.push(fruit);
game.addChild(fruit);
}
// Function to spawn clouds
function spawnCloud() {
var cloud = new Cloud();
// Random X position starting from left side
cloud.x = -100 + Math.random() * 200;
// Random Y position in upper area of screen
cloud.y = 100 + Math.random() * 300;
clouds.push(cloud);
game.addChild(cloud);
}
// Function to handle level progression
function levelUp() {
currentLevel++;
gameWon = true;
fruitsSliced = 0; // Reset sliced counter for new level
spawnRate = Math.max(20, 120 - (currentLevel - 1) * 10); // Increase speed with each level
LK.showYouWin();
}
// Function to handle game over
function gameOver() {
currentLevel = 1;
fruitsSliced = 0;
fruitsMissed = 0;
spawnRate = 120;
gameWon = false;
// Clear all fruits on screen
for (var i = fruitsOnScreen.length - 1; i >= 0; i--) {
fruitsOnScreen[i].destroy();
fruitsOnScreen.splice(i, 1);
}
// Clear all stains from street
for (var s = stains.length - 1; s >= 0; s--) {
stains[s].destroy();
stains.splice(s, 1);
}
// Clear all cannonballs
for (var b = cannonballs.length - 1; b >= 0; b--) {
cannonballs[b].destroy();
cannonballs.splice(b, 1);
}
LK.showGameOver();
}
// Function to update UI counters
function updateCounters() {
slicedText.setText('Sliced: ' + fruitsSliced);
onScreenText.setText('On Screen: ' + fruitsOnScreen.length);
missedText.setText('Missed: ' + fruitsMissed);
levelText.setText('Level: ' + currentLevel);
}
// Main game update loop
game.update = function () {
// Check win condition - 50 fruits sliced
if (fruitsSliced >= 50 && !gameWon) {
levelUp();
return;
}
// Check lose condition - 10 misses
if (fruitsMissed >= 10) {
gameOver();
return;
}
// Spawn new fruits
spawnTimer++;
if (spawnTimer >= spawnRate) {
spawnFruit();
spawnTimer = 0;
// Gradually increase difficulty by reducing spawn rate
if (spawnRate > 30) {
// Minimum spawn rate of 0.5 seconds
spawnRate = Math.max(30, spawnRate - 1);
}
}
// Check fruits for ground collision
for (var i = fruitsOnScreen.length - 1; i >= 0; i--) {
var fruit = fruitsOnScreen[i];
// Check if fruit hit the street (transition from above to street level)
if (fruit.lastY < 2732 - 75 && fruit.y >= 2732 - 75 && !fruit.isSliced) {
// Fruit missed - hit the street
fruitsMissed++;
LK.getSound('miss').play();
// Create stain on street where fruit hit
var stain = new Stain();
stain.init(fruit.fruitType, fruit.x, 2732 - 75);
stains.push(stain);
game.addChild(stain);
// Remove fruit from game
fruit.destroy();
fruitsOnScreen.splice(i, 1);
}
// Update lastY for next frame
fruit.lastY = fruit.y;
}
// Update UI counters
updateCounters();
};
// Create street at bottom of screen
street = game.addChild(LK.getAsset('street', {
anchorX: 0.5,
anchorY: 1
}));
street.x = 2048 / 2;
street.y = 2732;
// Create cannon
cannon = game.addChild(new Cannon());
// Mouse tracking for cannon aiming
game.move = function (x, y, obj) {
mouseX = x;
mouseY = y;
cannon.aimAt(mouseX, mouseY);
};
// Cannon firing on click
game.down = function (x, y, obj) {
cannon.fire();
};
// Play background music
LK.playMusic('tropical');
// Create initial clouds
for (var c = 0; c < 4; c++) {
spawnCloud();
}
// Initial spawn of a few fruits
spawnFruit();
spawnFruit();
genera una uva en alta definición y con detalle cartoon. In-Game asset. 2d. High contrast. No shadows
banana cartoon stile. In-Game asset. 2d. High contrast. No shadows
crea una naranja estilo cartoon. In-Game asset. 2d. High contrast. No shadows
apple cartoon. In-Game asset. 2d. High contrast. No shadows
nubes. In-Game asset. 2d. High contrast. No shadows
knife. In-Game asset. 2d. High contrast. No shadows
cañon mirando hacia arriba [copia el dibujo menos lo mal dibujado]. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat