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User prompt
El juego debe tener una barra de power vertical a la derecha, cuando un proyectil lo golpea debe bajar un 3% de la barra, también habrá otro tipo de proyectil que le bajará un 50%, la camioneta debe ser una sola y debe estar siempre delante de la moto bastante alejada, la camioneta debe arrojar ítem que restauran un 3% el power ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Cuando la moto pasa de la mitad izquierda debe hacer un flip en el eje y para que de la sensacion de peespectiva ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Están tirando muchos proyectiles no debe haber más de 3 proyectiles al mismo tiempo
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User prompt
Todos los personajes deben verse mucho más grandes
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El efecto de avance esta parcialmente resuelto continúa con eso, el juego no debe tener un game over aún
User prompt
El avance quedó parcialmente corregido, continúa por favor
User prompt
El efecto del avance esta mal resuelto, deben ser los bloques de ruta los que avancen, no la rura completa
User prompt
Ten en cuenta que en el horizonte deben juntarse en un punto horizontalmente y que la moto debe arrancar inmediatamente despues
User prompt
Las camionetas deben irse mas rapido y respetar la fuga de la perspectiva de la ruta, es decir desaparecer por el horizonte que está en la mitad
User prompt
La ruta debe mantener la misma forma en los costados debe haber 3 tipos de objetos, personas, arboles y carteles, que iran fugando hacia tras para dar la sencaacion de que la moto avanza
User prompt
La ruta debe comenzar debajo, y por debajo debe ocupar todo el ancho de la pantalla, hasta llegar a la mitad de la altura de la pantalla donde estaria el horizonte y la ruta se hace mas fina
User prompt
la ruta debe verse en perspectiva que se pierde en el horizonte, como un triangulo vertical
User prompt
el horizonte debe estar en la mitad de la pantalla y la ruta debe estar vertical en el medio
User prompt
esta mal el juego debe estar orientado hacia el horizonte como los juegos de moto arcade y la gente debe estar a la derecha y la izquierda
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User prompt
Riot Road Runner
User prompt
cuando comienza, antes de que la moto pueda arrancar, dos camionetas deben alejarse hacia el horizonte, recien alli la moto comienza, en las banquinas debe haber gente que les arroja cosas como en una manifestacion
Initial prompt
quiero crear un juego de motos como el hang on de sega, pero el objetivo es ir esquivando obstaculos y agarrando items
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Motorcycle = Container.expand(function () { var self = Container.call(this); var motorcycleGraphics = self.attachAsset('motorcycle', { anchorX: 0.5, anchorY: 0.5 }); self.health = 3; self.power = 100; self.speed = 0; self.maxSpeed = 8; self.x = 0; self.update = function () { if (gameStarted) { if (self.speed < self.maxSpeed) { LK.getSound('moto').play(); LK.getSound('gritos').play(); LK.getSound('corruptosLoTuyos').play(); self.speed += 0.02; } roadOffset += self.speed; } }; self.takeDamage = function (damageAmount) { damageAmount = damageAmount || 3; self.power = Math.max(0, self.power - damageAmount); LK.effects.flashObject(self, 0xff0000, 500); LK.getSound('hit').play(); if (self.power <= 0) { LK.showGameOver(); } }; self.restorePower = function (amount) { amount = amount || 3; self.power = Math.min(100, self.power + amount); LK.getSound('power_up').play(); }; return self; }); var PowerItem = Container.expand(function () { var self = Container.call(this); var itemGraphics = self.attachAsset('power_item', { anchorX: 0.5, anchorY: 0.5 }); self.velocityX = 0; self.velocityY = 0; self.gravity = 0.15; self.update = function () { self.x += self.velocityX; self.y += self.velocityY; self.velocityY += self.gravity; }; return self; }); var Projectile = Container.expand(function (isHeavy) { var self = Container.call(this); self.isHeavy = isHeavy || false; var assetName = self.isHeavy ? 'heavy_projectile' : 'projectile'; var projectileGraphics = self.attachAsset(assetName, { anchorX: 0.5, anchorY: 0.5 }); self.velocityX = 0; self.velocityY = 0; self.gravity = 0; self.update = function () { self.x += self.velocityX; self.y += self.velocityY; self.velocityY += self.gravity; self.rotation += 0.1; }; return self; }); var RoadsideObject = Container.expand(function (type) { var self = Container.call(this); self.objectType = type || 'person'; self.throwTimer = 0; // Configurar delay de lanzamiento por tipo var baseMin = 400, baseRand = 120; if (type === 'person') { baseMin = 420; baseRand = 160; } if (type === 'person2') { baseMin = 360; baseRand = 140; } if (type === 'person3') { baseMin = 300; baseRand = 180; } self.throwDelay = Math.random() * baseRand + baseMin; self.isLeftSide = true; self.originalY = 0; self.hasThrownThisCycle = false; self.minThrowDistanceFromMotorcycleFactor = 0.6; self.update = function () { if (self.objectType === 'person' || self.objectType === 'person2' || self.objectType === 'person3') { self.throwTimer++; if (self.throwTimer >= self.throwDelay && gameStarted && !self.hasThrownThisCycle) { var requiredDistance = horizonDistance * self.minThrowDistanceFromMotorcycleFactor; if (self.y <= motorcycle.y - requiredDistance) { self.throwObject(); self.hasThrownThisCycle = true; self.throwTimer = 0; // Recalcular segfn tipo var nMin = 400, nRand = 120; if (self.objectType === 'person') { nMin = 420; nRand = 160; } if (self.objectType === 'person2') { nMin = 360; nRand = 140; } if (self.objectType === 'person3') { nMin = 300; nRand = 180; } self.throwDelay = Math.random() * nRand + nMin; } } } if (gameStarted && motorcycle.speed > 0) { self.y += motorcycle.speed * 3; var currentDistance = Math.max(0, roadY - self.y); var perspective = Math.max(0.01, Math.min(1, 1 - currentDistance / horizonDistance)); var roadWidth = 2048 * perspective; if (self.isLeftSide) { self.x = 1024 - roadWidth / 2 - 120 * perspective; } else { self.x = 1024 + roadWidth / 2 + 120 * perspective; } self.scaleX = perspective; self.scaleY = perspective; if (gameStarted && (self.objectType === 'person' || self.objectType === 'person2' || self.objectType === 'person3') && !self.hasThrownThisCycle) { var requiredDistanceNow = horizonDistance * self.minThrowDistanceFromMotorcycleFactor; if (self.y <= motorcycle.y - requiredDistanceNow) { self.throwObject(); self.hasThrownThisCycle = true; self.throwTimer = 0; var nMin2 = 400, nRand2 = 120; if (self.objectType === 'person') { nMin2 = 420; nRand2 = 160; } if (self.objectType === 'person2') { nMin2 = 360; nRand2 = 140; } if (self.objectType === 'person3') { nMin2 = 300; nRand2 = 180; } self.throwDelay = Math.random() * nRand2 + nMin2; } } if (self.y > roadY + 200) { self.y = self.originalY; var resetDistance = roadY - self.originalY; var resetPerspective = Math.max(0.01, Math.min(1, 1 - resetDistance / horizonDistance)); self.scaleX = resetPerspective; self.scaleY = resetPerspective; self.hasThrownThisCycle = false; } } }; self.throwObject = function () { if (projectiles.length >= 3) { return; } var isHeavy = Math.random() < 0.15; var projectile = new Projectile(isHeavy); projectile.x = self.x; projectile.y = self.y - 20; var targetX = motorcycle.x + (Math.random() - 0.5) * 260; var horizontalFactor = isHeavy ? 0.009 : 0.008; projectile.velocityX = (targetX - projectile.x) * horizontalFactor; var initialUpImpulse = isHeavy ? -6 - Math.random() * 2 : -8 - Math.random() * 3; projectile.velocityY = initialUpImpulse; projectile.gravity = isHeavy ? 0.35 : 0.28; projectiles.push(projectile); game.addChild(projectile); LK.getSound('throw').play(); }; return self; }); var Truck = Container.expand(function () { var self = Container.call(this); var truckGraphics = self.attachAsset('truck', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -6; self.active = true; self.dropTimer = 0; self.dropDelay = 180; self.targetY = horizonY + (roadY - horizonY) * 0.25; self.baseXFactorFromCenter = 0.42; self.oscAmp = 30; self.oscSpeed = 0.02; self.oscPhase = Math.random() * Math.PI * 2; self.update = function () { if (self.active) { if (self.y > self.targetY) { self.y += self.speed; if (self.y <= self.targetY) { self.y = self.targetY; } } else { self.y = self.targetY; } var currentDistance = roadY - self.y; var perspective = Math.max(0.01, Math.min(1, 1 - currentDistance / (roadY - horizonY))); var roadWidthAtY = 2048 * perspective; var roadRightEdge = 1024 + roadWidthAtY / 2; var centerX = 1024; var targetBaseX = centerX + roadWidthAtY * self.baseXFactorFromCenter; self.oscPhase += self.oscSpeed; self.x = Math.min(roadRightEdge - 40 * perspective, targetBaseX + Math.sin(self.oscPhase) * self.oscAmp * perspective); var distanceToHorizon = roadY - horizonY; var currentDistance = roadY - self.y; var perspective = Math.max(0, 1 - currentDistance / distanceToHorizon); var centerX = 1024; self.scaleX = perspective; self.scaleY = perspective; if (gameStarted) { self.dropTimer++; if (self.dropTimer >= self.dropDelay) { self.dropPowerItem(); self.dropTimer = 0; } } } }; self.dropPowerItem = function () { var powerItem = new PowerItem(); powerItem.x = self.x + (Math.random() - 0.5) * 100; powerItem.y = self.y + 50; var targetX = motorcycle.x + (Math.random() - 0.5) * 300; var targetY = roadY; powerItem.velocityX = (targetX - powerItem.x) * 0.01; powerItem.velocityY = (targetY - powerItem.y) * 0.008; powerItems.push(powerItem); game.addChild(powerItem); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87ceeb }); /**** * Game Code ****/ var roadY = 2732; var horizonY = Math.floor(roadY * 0.6); var roadOffset = 0; var gameStarted = false; var trucksCleared = false; var roadSegments = []; var roadLines = []; var leftSidewalks = []; var rightSidewalks = []; var totalSegments = 240; var horizonDistance = roadY - horizonY; var segmentSpacing = horizonDistance / totalSegments; game.addChild(LK.getAsset('cesped', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 2500, scaleX: 5, scaleY: 3.4 })); for (var i = 0; i < totalSegments; i++) { var distance = i * segmentSpacing; var yPosition = roadY - distance; var perspective = 1 - distance / horizonDistance; var roadWidth = 2048 * perspective; var segmentHeight = segmentSpacing * 1.2 * perspective; if (yPosition >= horizonY) { var roadSeg = game.addChild(LK.getAsset('road_segment', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: yPosition, scaleX: roadWidth / 100, scaleY: segmentSpacing / 5 * perspective })); roadSegments.push(roadSeg); if (i % 4 == 0) { var centerLine = game.addChild(LK.getAsset('road_line', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: yPosition, scaleX: perspective * 2, scaleY: perspective * 2 })); roadLines.push(centerLine); } var leftSidewalk = game.addChild(LK.getAsset('sidewalk_segment', { anchorX: 1, anchorY: 0.5, x: 1024 - roadWidth / 2 - 80 * perspective, y: yPosition, scaleX: perspective * 1.5, scaleY: segmentHeight / 40 })); leftSidewalks.push(leftSidewalk); var rightSidewalk = game.addChild(LK.getAsset('sidewalk_segment', { anchorX: 0, anchorY: 0.5, x: 1024 + roadWidth / 2 + 80 * perspective, y: yPosition, scaleX: perspective * 1.5, scaleY: segmentHeight / 40 })); rightSidewalks.push(rightSidewalk); } } var powerBarBg = LK.getAsset('power_bar_bg', { anchorX: 0.5, anchorY: 1.0, x: 600, y: -300 }); LK.gui.center.addChild(powerBarBg); var powerBarFill = LK.getAsset('power_bar_fill', { anchorX: 0.5, anchorY: 1.0, x: 600, y: -300 }); LK.gui.center.addChild(powerBarFill); var powerItems = []; var roadsideObjects = []; var projectiles = []; var objectTypes = ['person', 'tree', 'sign']; // incluir variantes de personas objectTypes = ['person', 'person2', 'person3', 'person3', 'tree', 'sign']; for (var i = 0; i < 30; i++) { var objectType = objectTypes[i % objectTypes.length]; var leftObject = game.addChild(new RoadsideObject(objectType)); var distance = i / 30 * horizonDistance; var yPos = roadY - distance; var perspective = 1 - distance / horizonDistance; var roadWidth = 2048 * perspective; if (yPos >= horizonY) { leftObject.x = 1024 - roadWidth / 2 - 120 * perspective; leftObject.y = yPos; leftObject.originalY = yPos; leftObject.scaleX = perspective; leftObject.scaleY = perspective; leftObject.isLeftSide = true; roadsideObjects.push(leftObject); } } for (var i = 0; i < 30; i++) { var objectType = objectTypes[i % objectTypes.length]; var rightObject = game.addChild(new RoadsideObject(objectType)); var distance = i / 30 * horizonDistance; var yPos = roadY - distance; var perspective = 1 - distance / horizonDistance; var roadWidth = 2048 * perspective; if (yPos >= horizonY) { rightObject.x = 1024 + roadWidth / 2 + 120 * perspective; rightObject.y = yPos; rightObject.originalY = yPos; rightObject.scaleX = perspective; rightObject.scaleY = perspective; rightObject.isLeftSide = false; roadsideObjects.push(rightObject); } } var scoreTxt = new Text2('Distancia: 0m', { size: 80, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); var healthTxt = new Text2('Power: 3', { size: 60, fill: 0xFF0000 }); healthTxt.anchor.set(0, 0); healthTxt.x = 0; healthTxt.y = 0; var motorcycle = game.addChild(new Motorcycle()); motorcycle.x = 800; motorcycle.y = roadY - 250; LK.gui.topRight.addChild(healthTxt); var dragStartX = 0; var isDragging = false; game.down = function (x, y, obj) { if (gameStarted) { isDragging = true; dragStartX = x; } }; game.move = function (x, y, obj) { if (isDragging && gameStarted) { var deltaX = x - dragStartX; var newX = motorcycle.x + deltaX * 0.5; var roadLeft = 200; var roadRight = 1848; if (newX >= roadLeft && newX <= roadRight) { motorcycle.x = newX; } dragStartX = x; } }; game.up = function (x, y, obj) { isDragging = false; }; var trucks = []; var truck1 = game.addChild(new Truck()); truck1.x = 1024; truck1.y = roadY - 600; trucks.push(truck1); game.update = function () { if (!trucksCleared) { var allTrucksCleared = true; for (var i = 0; i < trucks.length; i++) { if (trucks[i].y > roadY - 300) { allTrucksCleared = false; break; } } if (allTrucksCleared) { trucksCleared = true; gameStarted = true; } } if (gameStarted && motorcycle.speed > 0) { var movementFactor = 3; var offset = roadOffset * movementFactor % horizonDistance; for (var i = 0; i < roadSegments.length; i++) { var distanceAlong = (i * segmentSpacing + offset) % horizonDistance; var yPosition = roadY - distanceAlong; var perspective = Math.max(0.01, Math.min(1, 1 - distanceAlong / horizonDistance)); var roadWidth = 2048 * perspective; roadSegments[i].y = yPosition; roadSegments[i].scaleX = roadWidth / 100; roadSegments[i].scaleY = horizonDistance / totalSegments / 5 * perspective; } var lineSpacing = segmentSpacing * 4; for (var j = 0; j < roadLines.length; j++) { var lineDistance = (j * lineSpacing + offset) % horizonDistance; var lineY = roadY - lineDistance; var linePerspective = Math.max(0.01, Math.min(1, 1 - lineDistance / horizonDistance)); roadLines[j].y = lineY; roadLines[j].scaleX = linePerspective * 3; roadLines[j].scaleY = linePerspective * 4; } for (var k = 0; k < leftSidewalks.length; k++) { var swDistance = (k * segmentSpacing + offset) % horizonDistance; var swY = roadY - swDistance; var swPerspective = Math.max(0.01, Math.min(1, 1 - swDistance / horizonDistance)); var swRoadWidth = 2048 * swPerspective; var segmentHeight = horizonDistance / totalSegments * 1.2 * swPerspective; leftSidewalks[k].y = swY; rightSidewalks[k].y = swY; leftSidewalks[k].x = 1024 - swRoadWidth / 2 - 80 * swPerspective; leftSidewalks[k].scaleX = swPerspective * 2; leftSidewalks[k].scaleY = segmentHeight / 40; rightSidewalks[k].x = 1024 + swRoadWidth / 2 + 80 * swPerspective; rightSidewalks[k].scaleX = swPerspective * 2; rightSidewalks[k].scaleY = segmentHeight / 40; } } if (gameStarted) { var distance = Math.floor(roadOffset / 10); scoreTxt.setText('Distance: ' + distance + 'm'); LK.setScore(distance); } healthTxt.setText('Power: ' + Math.round(motorcycle.power) + '%'); if (gameStarted) { if (motorcycle.lastX === undefined) { motorcycle.lastX = motorcycle.x; motorcycle.isFlipping = false; } var screenCenter = 1024; var crossedToRight = motorcycle.lastX < screenCenter && motorcycle.x >= screenCenter; var crossedToLeft = motorcycle.lastX > screenCenter && motorcycle.x <= screenCenter; if ((crossedToRight || crossedToLeft) && !motorcycle.isFlipping) { motorcycle.isFlipping = true; tween(motorcycle, { scaleX: -motorcycle.scaleX }, { duration: 0, easing: tween.easeOut, onFinish: function onFinish() { motorcycle.isFlipping = false; } }); } motorcycle.lastX = motorcycle.x; } var powerPercentage = motorcycle.power / 100; powerBarFill.scaleY = powerPercentage; if (powerPercentage > 0.6) { powerBarFill.tint = 0x00ff00; } else if (powerPercentage > 0.3) { powerBarFill.tint = 0xffff00; } else { powerBarFill.tint = 0xff0000; } for (var i = projectiles.length - 1; i >= 0; i--) { var projectile = projectiles[i]; if (projectile.x < -100 || projectile.x > 2148 || projectile.y > 2732 + 100) { projectile.destroy(); projectiles.splice(i, 1); continue; } if (gameStarted && projectile.intersects(motorcycle)) { var damageAmount = projectile.isHeavy ? 20 : 3; motorcycle.takeDamage(damageAmount); projectile.destroy(); projectiles.splice(i, 1); continue; } if (projectile.y >= roadY - 20 && projectile.velocityY > 0) { projectile.destroy(); projectiles.splice(i, 1); } } for (var i = powerItems.length - 1; i >= 0; i--) { var powerItem = powerItems[i]; if (powerItem.x < -100 || powerItem.x > 2148 || powerItem.y > 2732 + 100) { powerItem.destroy(); powerItems.splice(i, 1); continue; } if (gameStarted && powerItem.intersects(motorcycle)) { motorcycle.restorePower(3); powerItem.destroy(); powerItems.splice(i, 1); continue; } if (powerItem.y >= roadY - 20 && powerItem.velocityY > 0) { powerItem.destroy(); powerItems.splice(i, 1); } } if (gameStarted && LK.ticks % 600 == 0) { for (var j = 0; j < roadsideObjects.length; j++) { if (roadsideObjects[j].objectType === 'person' || roadsideObjects[j].objectType === 'person2' || roadsideObjects[j].objectType === 'person3') { var dec = 5; if (roadsideObjects[j].objectType === 'person3') { dec = 8; } if (roadsideObjects[j].objectType === 'person2') { dec = 6; } roadsideObjects[j].throwDelay = Math.max(20, roadsideObjects[j].throwDelay - dec); } } } };
===================================================================
--- original.js
+++ change.js
@@ -20,9 +20,10 @@
self.update = function () {
if (gameStarted) {
if (self.speed < self.maxSpeed) {
LK.getSound('moto').play();
- LK.getSound('gritos').play(Infinity);
+ LK.getSound('gritos').play();
+ LK.getSound('corruptosLoTuyos').play();
self.speed += 0.02;
}
roadOffset += self.speed;
}
@@ -80,28 +81,54 @@
});
var RoadsideObject = Container.expand(function (type) {
var self = Container.call(this);
self.objectType = type || 'person';
- var objectGraphics = self.attachAsset(self.objectType, {
- anchorX: 0.5,
- anchorY: 1.0
- });
self.throwTimer = 0;
- self.throwDelay = Math.random() * 180 + 60;
+ // Configurar delay de lanzamiento por tipo
+ var baseMin = 400,
+ baseRand = 120;
+ if (type === 'person') {
+ baseMin = 420;
+ baseRand = 160;
+ }
+ if (type === 'person2') {
+ baseMin = 360;
+ baseRand = 140;
+ }
+ if (type === 'person3') {
+ baseMin = 300;
+ baseRand = 180;
+ }
+ self.throwDelay = Math.random() * baseRand + baseMin;
self.isLeftSide = true;
self.originalY = 0;
self.hasThrownThisCycle = false;
self.minThrowDistanceFromMotorcycleFactor = 0.6;
self.update = function () {
- if (self.objectType === 'person') {
+ if (self.objectType === 'person' || self.objectType === 'person2' || self.objectType === 'person3') {
self.throwTimer++;
if (self.throwTimer >= self.throwDelay && gameStarted && !self.hasThrownThisCycle) {
var requiredDistance = horizonDistance * self.minThrowDistanceFromMotorcycleFactor;
if (self.y <= motorcycle.y - requiredDistance) {
self.throwObject();
self.hasThrownThisCycle = true;
self.throwTimer = 0;
- self.throwDelay = Math.random() * 120 + 400;
+ // Recalcular segfn tipo
+ var nMin = 400,
+ nRand = 120;
+ if (self.objectType === 'person') {
+ nMin = 420;
+ nRand = 160;
+ }
+ if (self.objectType === 'person2') {
+ nMin = 360;
+ nRand = 140;
+ }
+ if (self.objectType === 'person3') {
+ nMin = 300;
+ nRand = 180;
+ }
+ self.throwDelay = Math.random() * nRand + nMin;
}
}
}
if (gameStarted && motorcycle.speed > 0) {
@@ -115,15 +142,29 @@
self.x = 1024 + roadWidth / 2 + 120 * perspective;
}
self.scaleX = perspective;
self.scaleY = perspective;
- if (gameStarted && self.objectType === 'person' && !self.hasThrownThisCycle) {
+ if (gameStarted && (self.objectType === 'person' || self.objectType === 'person2' || self.objectType === 'person3') && !self.hasThrownThisCycle) {
var requiredDistanceNow = horizonDistance * self.minThrowDistanceFromMotorcycleFactor;
if (self.y <= motorcycle.y - requiredDistanceNow) {
self.throwObject();
self.hasThrownThisCycle = true;
self.throwTimer = 0;
- self.throwDelay = Math.random() * 120 + 400;
+ var nMin2 = 400,
+ nRand2 = 120;
+ if (self.objectType === 'person') {
+ nMin2 = 420;
+ nRand2 = 160;
+ }
+ if (self.objectType === 'person2') {
+ nMin2 = 360;
+ nRand2 = 140;
+ }
+ if (self.objectType === 'person3') {
+ nMin2 = 300;
+ nRand2 = 180;
+ }
+ self.throwDelay = Math.random() * nRand2 + nMin2;
}
}
if (self.y > roadY + 200) {
self.y = self.originalY;
@@ -237,8 +278,9 @@
var leftSidewalks = [];
var rightSidewalks = [];
var totalSegments = 240;
var horizonDistance = roadY - horizonY;
+var segmentSpacing = horizonDistance / totalSegments;
game.addChild(LK.getAsset('cesped', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
@@ -246,21 +288,21 @@
scaleX: 5,
scaleY: 3.4
}));
for (var i = 0; i < totalSegments; i++) {
- var distance = i / totalSegments * horizonDistance;
+ var distance = i * segmentSpacing;
var yPosition = roadY - distance;
var perspective = 1 - distance / horizonDistance;
var roadWidth = 2048 * perspective;
- var segmentHeight = horizonDistance / totalSegments * 1.2;
+ var segmentHeight = segmentSpacing * 1.2 * perspective;
if (yPosition >= horizonY) {
var roadSeg = game.addChild(LK.getAsset('road_segment', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: yPosition,
scaleX: roadWidth / 100,
- scaleY: segmentHeight / 50
+ scaleY: segmentSpacing / 5 * perspective
}));
roadSegments.push(roadSeg);
if (i % 4 == 0) {
var centerLine = game.addChild(LK.getAsset('road_line', {
@@ -292,13 +334,8 @@
}));
rightSidewalks.push(rightSidewalk);
}
}
-var trucks = [];
-var truck1 = game.addChild(new Truck());
-truck1.x = 1024;
-truck1.y = roadY - 600;
-trucks.push(truck1);
var powerBarBg = LK.getAsset('power_bar_bg', {
anchorX: 0.5,
anchorY: 1.0,
x: 600,
@@ -312,16 +349,15 @@
y: -300
});
LK.gui.center.addChild(powerBarFill);
var powerItems = [];
-var motorcycle = game.addChild(new Motorcycle());
-motorcycle.x = 800;
-motorcycle.y = roadY - 250;
var roadsideObjects = [];
var projectiles = [];
var objectTypes = ['person', 'tree', 'sign'];
-for (var i = 0; i < 300; i++) {
- var objectType = objectTypes[i % 3];
+// incluir variantes de personas
+objectTypes = ['person', 'person2', 'person3', 'person3', 'tree', 'sign'];
+for (var i = 0; i < 30; i++) {
+ var objectType = objectTypes[i % objectTypes.length];
var leftObject = game.addChild(new RoadsideObject(objectType));
var distance = i / 30 * horizonDistance;
var yPos = roadY - distance;
var perspective = 1 - distance / horizonDistance;
@@ -335,10 +371,10 @@
leftObject.isLeftSide = true;
roadsideObjects.push(leftObject);
}
}
-for (var i = 0; i < 3; i++) {
- var objectType = objectTypes[i % 3];
+for (var i = 0; i < 30; i++) {
+ var objectType = objectTypes[i % objectTypes.length];
var rightObject = game.addChild(new RoadsideObject(objectType));
var distance = i / 30 * horizonDistance;
var yPos = roadY - distance;
var perspective = 1 - distance / horizonDistance;
@@ -365,8 +401,11 @@
});
healthTxt.anchor.set(0, 0);
healthTxt.x = 0;
healthTxt.y = 0;
+var motorcycle = game.addChild(new Motorcycle());
+motorcycle.x = 800;
+motorcycle.y = roadY - 250;
LK.gui.topRight.addChild(healthTxt);
var dragStartX = 0;
var isDragging = false;
game.down = function (x, y, obj) {
@@ -389,8 +428,13 @@
};
game.up = function (x, y, obj) {
isDragging = false;
};
+var trucks = [];
+var truck1 = game.addChild(new Truck());
+truck1.x = 1024;
+truck1.y = roadY - 600;
+trucks.push(truck1);
game.update = function () {
if (!trucksCleared) {
var allTrucksCleared = true;
for (var i = 0; i < trucks.length; i++) {
@@ -404,61 +448,42 @@
gameStarted = true;
}
}
if (gameStarted && motorcycle.speed > 0) {
- var roadMovement = motorcycle.speed * 3;
+ var movementFactor = 3;
+ var offset = roadOffset * movementFactor % horizonDistance;
for (var i = 0; i < roadSegments.length; i++) {
- roadSegments[i].y += roadMovement;
- var currentDistance = Math.max(0, roadY - roadSegments[i].y);
- var perspective = Math.max(0.01, Math.min(1, 1 - currentDistance / horizonDistance));
+ var distanceAlong = (i * segmentSpacing + offset) % horizonDistance;
+ var yPosition = roadY - distanceAlong;
+ var perspective = Math.max(0.01, Math.min(1, 1 - distanceAlong / horizonDistance));
var roadWidth = 2048 * perspective;
+ roadSegments[i].y = yPosition;
roadSegments[i].scaleX = roadWidth / 100;
- roadSegments[i].scaleY = horizonDistance / totalSegments * 1.2 / 50 * perspective;
- if (roadSegments[i].y > roadY + 100) {
- var segmentSpacing = horizonDistance / totalSegments;
- roadSegments[i].y = horizonY + i * segmentSpacing / totalSegments;
- roadSegments[i].scaleX = 0.01;
- roadSegments[i].scaleY = 0.01;
- }
+ roadSegments[i].scaleY = horizonDistance / totalSegments / 5 * perspective;
}
- for (var i = 0; i < roadLines.length; i++) {
- roadLines[i].y += roadMovement;
- var currentDistance = Math.max(0, roadY - roadLines[i].y);
- var perspective = Math.max(0.01, Math.min(1, 1 - currentDistance / horizonDistance));
- roadLines[i].scaleX = perspective * 3;
- roadLines[i].scaleY = perspective * 4;
- if (roadLines[i].y > roadY + 100) {
- var lineSpacing = horizonDistance / totalSegments * 4;
- var lineIndex = roadLines.indexOf(roadLines[i]);
- roadLines[i].y = horizonY + lineIndex * lineSpacing / 15;
- roadLines[i].scaleX = 0.01;
- roadLines[i].scaleY = 0.01;
- }
+ var lineSpacing = segmentSpacing * 4;
+ for (var j = 0; j < roadLines.length; j++) {
+ var lineDistance = (j * lineSpacing + offset) % horizonDistance;
+ var lineY = roadY - lineDistance;
+ var linePerspective = Math.max(0.01, Math.min(1, 1 - lineDistance / horizonDistance));
+ roadLines[j].y = lineY;
+ roadLines[j].scaleX = linePerspective * 3;
+ roadLines[j].scaleY = linePerspective * 4;
}
- for (var i = 0; i < leftSidewalks.length; i++) {
- leftSidewalks[i].y += roadMovement;
- rightSidewalks[i].y += roadMovement;
- var currentDistance = Math.max(0, roadY - leftSidewalks[i].y);
- var perspective = Math.max(0.01, Math.min(1, 1 - currentDistance / horizonDistance));
- var roadWidth = 2048 * perspective;
- var segmentHeight = horizonDistance / totalSegments * 1.2 * perspective;
- leftSidewalks[i].x = 1024 - roadWidth / 2 - 80 * perspective;
- leftSidewalks[i].scaleX = perspective * 2;
- leftSidewalks[i].scaleY = segmentHeight / 40;
- rightSidewalks[i].x = 1024 + roadWidth / 2 + 80 * perspective;
- rightSidewalks[i].scaleX = perspective * 2;
- rightSidewalks[i].scaleY = segmentHeight / 40;
- if (leftSidewalks[i].y > roadY + 100) {
- var sidewalkSpacing = horizonDistance / totalSegments;
- leftSidewalks[i].y = horizonY + i * sidewalkSpacing / totalSegments;
- rightSidewalks[i].y = horizonY + i * sidewalkSpacing / totalSegments;
- leftSidewalks[i].x = 1024 - 1;
- rightSidewalks[i].x = 1024 + 1;
- leftSidewalks[i].scaleX = 0.01;
- rightSidewalks[i].scaleX = 0.01;
- leftSidewalks[i].scaleY = 0.01;
- rightSidewalks[i].scaleY = 0.01;
- }
+ for (var k = 0; k < leftSidewalks.length; k++) {
+ var swDistance = (k * segmentSpacing + offset) % horizonDistance;
+ var swY = roadY - swDistance;
+ var swPerspective = Math.max(0.01, Math.min(1, 1 - swDistance / horizonDistance));
+ var swRoadWidth = 2048 * swPerspective;
+ var segmentHeight = horizonDistance / totalSegments * 1.2 * swPerspective;
+ leftSidewalks[k].y = swY;
+ rightSidewalks[k].y = swY;
+ leftSidewalks[k].x = 1024 - swRoadWidth / 2 - 80 * swPerspective;
+ leftSidewalks[k].scaleX = swPerspective * 2;
+ leftSidewalks[k].scaleY = segmentHeight / 40;
+ rightSidewalks[k].x = 1024 + swRoadWidth / 2 + 80 * swPerspective;
+ rightSidewalks[k].scaleX = swPerspective * 2;
+ rightSidewalks[k].scaleY = segmentHeight / 40;
}
}
if (gameStarted) {
var distance = Math.floor(roadOffset / 10);
@@ -535,10 +560,17 @@
}
}
if (gameStarted && LK.ticks % 600 == 0) {
for (var j = 0; j < roadsideObjects.length; j++) {
- if (roadsideObjects[j].objectType === 'person') {
- roadsideObjects[j].throwDelay = Math.max(20, roadsideObjects[j].throwDelay - 5);
+ if (roadsideObjects[j].objectType === 'person' || roadsideObjects[j].objectType === 'person2' || roadsideObjects[j].objectType === 'person3') {
+ var dec = 5;
+ if (roadsideObjects[j].objectType === 'person3') {
+ dec = 8;
+ }
+ if (roadsideObjects[j].objectType === 'person2') {
+ dec = 6;
+ }
+ roadsideObjects[j].throwDelay = Math.max(20, roadsideObjects[j].throwDelay - dec);
}
}
}
};
\ No newline at end of file
Un grupo de gente manifestando a cuerpo completo mirando al frente enojada con banderas argentinas, todo en pixel art. In-Game asset. 2d. High contrast. No shadows
Una planta de lechuga en pixel art en el aire. In-Game asset. 2d. High contrast. No shadows
Un queso gruyere en pixel art. In-Game asset. 2d. High contrast. No shadows
moto
Music
gritos
Music
noEsUnaHuida
Sound effect
frase2
Sound effect
frase3
Sound effect
frase6
Sound effect
edge
Sound effect
frase1
Sound effect
frase4
Sound effect
frase5
Sound effect
hit
Sound effect
power_up
Sound effect
throw
Sound effect
piedra
Sound effect
altacoimera
Sound effect
alta
Music
cloaca
Sound effect
corruptosLoTuyos
Sound effect
frase7
Sound effect
queso
Sound effect
espert
Sound effect
afuera
Sound effect
level_complete
Sound effect
pill_throw
Sound effect
diaper_drop
Sound effect
bridge_level
Sound effect
miraConan
Sound effect