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No sirven ni queso ni lechuga
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Queso y lechuga deben ser arrojados a partes iguales con las mismas mecánicas que brocoli
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Agrega un nuevo tipo de proyectil llamado lechuga
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Truck debe estar siempre en el centro de la ruta
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La camioneta debe estar siempre en el centro de la ruta ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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El coche debe seguir el recorrido de la ruta ahora se está saliendo de la carretera ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Los segmentos de la carretera se crean alto y luego bajan al horizonte, deben generarse directamente del horizonte
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Puedes implementar el sistema de curvas de los arcades tipo hang on ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Además de brocoli, deben arrojar un queso gruyere con la misma trayectoria, al momento de ser golpeado debe reproducir un asset que ponga queso
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Puedes eliminar las lineas blancas centrales
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Dirante el juego debe sonar gritos, el asset music alta.. debe sonar solo con el splash
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Cuando la moto esta muy cerca de uno de los bordes de la ruta es imposible esquivar los proyectiles porque van muy directos, podrias hacerlos mas facil de esquivar
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El numero de proyectiles debe ser mucho menor al comenzar, y la piedra debe ser menos frecuente hasta alcanzar los 500 mys e ir incrementando su frecuencia
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Debe haber por lo menos el triple de gente y objetos al costado de las rutas, peeo sin incrementar la cantidad de proyectiles que debe comenzar siendo pocos lanzamientos he ir incrementando gradualmente cada ve que se superen 500 mts
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La cancion alta debe sonar mientras se muestra el splash, mientras que altacoimera mientras se muestra carina, tambien es necesario que se escuche moto hasta que termine el juego
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Corrigelo
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La ultima ve que fumciono no estaba el splash, puedes revisar que piede ser?
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Siguen sin sonar, revisa uno por uno a ver si hay inconsistencias
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Puedes revisar porque no suenan ningún assets de sonido ni cancion
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/****
* 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 = 3;
self.x = 0;
self.update = function () {
if (gameStarted) {
if (self.speed < self.maxSpeed) {
self.speed += 0.02;
}
roadOffset += self.speed;
// Generate curves dynamically
lastCurveChange++;
if (lastCurveChange >= curveChangeInterval) {
// Randomly decide if we should change curves
if (Math.random() < 0.7) {
// 70% chance to change curve
var curveIntensity = 0.3 + Math.random() * 0.7; // Random intensity 0.3 to 1.0
var curveDirection = Math.random() < 0.5 ? -1 : 1; // Random direction
targetCurve = curveDirection * curveIntensity;
// Calculate target road center based on curve
targetRoadCenterX = 1024 + targetCurve * 200; // Road can shift up to 200px left/right
} else {
// Straighten the road
targetCurve = 0;
targetRoadCenterX = 1024;
}
lastCurveChange = 0;
curveChangeInterval = 120 + Math.random() * 240; // 2-6 seconds between changes
}
// Smoothly transition current curve toward target
var curveDiff = targetCurve - currentCurve;
currentCurve += curveDiff * curveTransitionSpeed;
// Smoothly move road center
var centerDiff = targetRoadCenterX - roadCenterX;
roadCenterX += centerDiff * curveTransitionSpeed;
// Apply subtle automatic road following to motorcycle
var curveOffset = currentCurve * 200; // Same curve offset as road segments
var roadCenterAtMotorcycle = roadCenterX + curveOffset;
var targetMotorcycleX = roadCenterAtMotorcycle + (self.x - roadCenterAtMotorcycle) * 0.98; // Gradually pull toward road center
// Only apply road following if not currently being dragged by user
if (!isDragging) {
var followStrength = 0.02; // How strongly motorcycle follows road
var followDiff = targetMotorcycleX - self.x;
self.x += followDiff * followStrength;
}
}
};
self.takeDamage = function (damageAmount) {
damageAmount = damageAmount || 3;
self.power = Math.max(0, self.power - damageAmount);
LK.effects.flashObject(self, 0xff0000, 500);
if (self.power <= 0) {
LK.showGameOver();
}
};
self.restorePower = function (amount) {
amount = amount || 3;
self.power = Math.min(100, self.power + amount);
var powerSound = LK.getSound('power_up');
if (powerSound && powerSound.play) {
powerSound.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, isCheese) {
var self = Container.call(this);
self.isHeavy = isHeavy || false;
self.isCheese = isCheese || 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';
var objectGraphics = self.attachAsset(self.objectType, {
anchorX: 0.5,
anchorY: 1.0
});
self.throwTimer = 0;
// lateral offset base by type (trees further from road than people)
self.sideOffsetBase = 120;
if (type === 'tree') {
self.sideOffsetBase = 400;
}
if (type === 'sign') {
self.sideOffsetBase = 160;
}
// Configurar delay de lanzamiento por tipo - comenzar con delays mucho mayores
var baseMin = 1600,
// Doubled from 800
baseRand = 480; // Doubled from 240
if (type === 'person') {
baseMin = 1680; // Doubled from 840
baseRand = 640; // Doubled from 320
}
if (type === 'person2') {
baseMin = 1440; // Doubled from 720
baseRand = 560; // Doubled from 280
}
if (type === 'person3') {
baseMin = 1200; // Doubled from 600
baseRand = 720; // Doubled from 360
}
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) {
// lanzar solo cuando el objeto este en el rango vertical permitido y respetando cooldown global
if (self.y >= throwMinY && self.y <= throwMaxY && LK.ticks - lastProjectileThrowTick >= minFramesBetweenProjectileThrows) {
self.throwObject();
lastProjectileThrowTick = LK.ticks;
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) {
// Enhanced movement with better perspective scaling
var distBefore = Math.max(0, roadY - self.y);
var perspBefore = Math.max(0.01, Math.min(1, 1 - distBefore / horizonDistance));
var speedFactor = 1 + 2.5 * perspBefore; // Slightly increased speed factor
self.y += motorcycle.speed * 3.2 * speedFactor; // Increased base movement speed
// Calculate perspective with extended range for smoother transitions
var currentDistance = roadY - self.y;
var perspective = 1 - currentDistance / horizonDistance;
// Allow objects to appear much earlier (when perspective is negative) and scale properly
if (perspective > -2.0) {
// Extended range for earlier appearance
// Calculate road width with minimum constraint for stability
var roadWidth = 2048 * Math.max(0.005, perspective);
var sideOffset = self.sideOffsetBase * Math.max(0.005, perspective);
// Apply curve effect to roadside objects
var curveOffset = currentCurve * (1 - perspective) * 300;
var objectCenterX = roadCenterX + curveOffset;
// Position objects with extended side margins
// Additional margin for better visibility
if (self.isLeftSide) {
self.x = objectCenterX - roadWidth / 2 - sideOffset;
} else {
self.x = objectCenterX + roadWidth / 2 + sideOffset;
}
// Enhanced scaling that allows very small objects in distance
var finalScale = Math.max(0.0005, perspective); // Even smaller minimum scale
if (finalScale < 0.01) {
finalScale = 0.01;
} // Prevent invisible objects
self.scaleX = (self.isLeftSide ? -1 : 1) * finalScale;
self.scaleY = finalScale;
}
if (gameStarted && (self.objectType === 'person' || self.objectType === 'person2' || self.objectType === 'person3') && !self.hasThrownThisCycle) {
// chequeo continuo: solo lanzar en el rango vertical permitido y respetando cooldown global
if (self.y >= throwMinY && self.y <= throwMaxY && LK.ticks - lastProjectileThrowTick >= minFramesBetweenProjectileThrows) {
self.throwObject();
lastProjectileThrowTick = LK.ticks;
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;
}
}
// Reset when completely off screen with much larger margin
if (self.y > roadY + 1600 || perspective < -2.0) {
// Extended thresholds
self.y = self.originalY;
var resetDistance = roadY - self.originalY;
var resetPerspective = Math.max(0.005, Math.min(1, 1 - resetDistance / horizonDistance));
var resetRoadWidth = 2048 * resetPerspective;
var resetSideOffset = self.sideOffsetBase * resetPerspective;
self.scaleX = (self.isLeftSide ? -1 : 1) * resetPerspective;
self.scaleY = resetPerspective;
// Apply curve effect to reset position
var resetCurveOffset = currentCurve * (1 - resetPerspective) * 300;
var resetObjectCenterX = roadCenterX + resetCurveOffset;
if (self.isLeftSide) {
self.x = resetObjectCenterX - resetRoadWidth / 2 - resetSideOffset;
} else {
self.x = resetObjectCenterX + resetRoadWidth / 2 + resetSideOffset;
}
self.hasThrownThisCycle = false;
}
}
};
self.throwObject = function () {
// Start with fewer projectiles, increase with distance
var currentDistance = Math.floor(roadOffset / 10);
var distanceMilestone = Math.floor(currentDistance / 500);
var maxProjectiles = 2 + Math.min(distanceMilestone, 6); // Start with 2, cap at 8 total
if (projectiles.length >= maxProjectiles) {
return;
}
// Heavy projectiles (piedra) start rare and increase frequency after 500m milestones
var heavyChance = 0.02; // Start very low
if (distanceMilestone > 0) {
heavyChance = 0.05 + (distanceMilestone - 1) * 0.05; // Increase after first 500m
heavyChance = Math.min(heavyChance, 0.2); // Cap at 20%
}
var isHeavy = Math.random() < heavyChance;
var isCheese = !isHeavy && Math.random() < 0.5; // 50% chance for cheese when not heavy
var projectile = new Projectile(isHeavy, isCheese);
projectile.x = self.x;
projectile.y = self.y - 20;
// Calculate how close motorcycle is to road edges
var roadLeft = 200;
var roadRight = 1848;
var roadWidth = roadRight - roadLeft;
var motorcycleDistanceFromLeft = motorcycle.x - roadLeft;
var motorcycleDistanceFromRight = roadRight - motorcycle.x;
var minDistanceToEdge = Math.min(motorcycleDistanceFromLeft, motorcycleDistanceFromRight);
var edgeProximityFactor = Math.max(0, 1 - minDistanceToEdge / (roadWidth * 0.25)); // 0 at center, 1 at edges
// Add inaccuracy based on edge proximity - more inaccuracy when closer to edges
var baseInaccuracy = (Math.random() - 0.5) * 260;
var edgeInaccuracy = (Math.random() - 0.5) * 400 * edgeProximityFactor; // Extra inaccuracy near edges
var totalInaccuracy = baseInaccuracy + edgeInaccuracy;
// Also add some leading/lagging based on motorcycle movement direction
var leadingFactor = 0;
if (motorcycle.lastX !== undefined) {
var motorcycleDirection = motorcycle.x - motorcycle.lastX;
leadingFactor = motorcycleDirection * (0.5 + edgeProximityFactor * 1.5); // More leading/lagging near edges
}
var targetX = motorcycle.x + totalInaccuracy + leadingFactor;
// Reduce horizontal accuracy factor when near edges to make projectiles easier to dodge
var baseHorizontalFactor = isHeavy ? 0.009 : 0.008;
var edgeAccuracyReduction = 0.7 * edgeProximityFactor; // Reduce accuracy up to 70% near edges
var horizontalFactor = baseHorizontalFactor * (1 - edgeAccuracyReduction);
projectile.velocityX = (targetX - projectile.x) * horizontalFactor;
var initialUpImpulse = isHeavy ? -18 - Math.random() * 2 : -20 - Math.random() * 3;
projectile.velocityY = initialUpImpulse;
projectile.gravity = isHeavy ? 0.35 : 0.28;
projectiles.push(projectile);
game.addChild(projectile);
var throwSound = LK.getSound('throw');
if (throwSound && throwSound.play) {
throwSound.play();
}
};
return self;
});
var Truck = Container.expand(function () {
var self = Container.call(this);
var truckGraphics = self.attachAsset('truck', {
anchorX: 0.5,
anchorY: 0.5
});
// karina indicator above the truck before dropping power item
var karinaSprite = self.attachAsset('karina', {
anchorX: 0.5,
anchorY: 1.0
});
self.karinaBaseY = -450;
self.karinaUpY = self.karinaBaseY - 30;
karinaSprite.y = self.karinaBaseY;
karinaSprite.scaleX = 3.0;
karinaSprite.scaleY = 3.0;
karinaSprite.visible = false;
self.speed = -6;
self.active = true;
self.dropTimer = 0;
self.dropDelay = 120;
self.randomizeDropDelay = function () {
var factor = 3 + Math.random() * 8; // 3x a 5x
self.dropDelay = Math.floor(120 * factor);
};
self.randomizeDropDelay();
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.karinaLead = 30; // frames before drop to show karina
self.karinaAnimating = false;
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 (!karinaSprite.visible && self.dropTimer >= self.dropDelay - self.karinaLead) {
karinaSprite.visible = true;
var s1 = LK.getSound('altacoimera');
if (s1) {
s1.play();
}
if (!self.karinaAnimating) {
self.karinaAnimating = true;
var upDur = Math.max(6, Math.floor(self.karinaLead * 0.4));
var downDur = Math.max(6, self.karinaLead - upDur);
tween(karinaSprite, {
y: self.karinaUpY
}, {
duration: upDur,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(karinaSprite, {
y: self.karinaBaseY
}, {
duration: downDur,
easing: tween.easeIn,
onFinish: function onFinish() {
self.karinaAnimating = false;
}
});
}
});
}
}
if (self.dropTimer >= self.dropDelay) {
self.dropPowerItem();
self.dropTimer = 0;
karinaSprite.visible = false;
karinaSprite.y = self.karinaBaseY;
self.karinaAnimating = false;
self.randomizeDropDelay();
}
}
}
};
self.dropPowerItem = function () {
var powerItem = new PowerItem();
// Start from karina sprite position (global position within truck)
var karinaWorldX = self.x + karinaSprite.x * self.scaleX;
var karinaWorldY = self.y + karinaSprite.y * self.scaleY;
powerItem.x = karinaWorldX;
powerItem.y = karinaWorldY;
// choose random point on the road (not targeting the motorcycle)
var roadLeft = 200;
var roadRight = 1848;
var margin = 60;
var targetX = roadLeft + margin + Math.random() * Math.max(0, roadRight - roadLeft - margin * 2);
// Parabola estilo proyectiles laterales
var horizontalFactor = 0.007;
powerItem.velocityX = (targetX - powerItem.x) * horizontalFactor;
var isHighArc = Math.random() < 0.4;
powerItem.velocityY = isHighArc ? -10 - Math.random() * 3 : -8 - Math.random() * 2;
powerItem.gravity = 0.28;
powerItems.push(powerItem);
game.addChild(powerItem);
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87ceeb
});
/****
* Game Code
****/
var roadY = 2732;
// El horizonte debe estar en la parte superior del cesped
// Cesped: y=2500, scaleY=3.45, height=500, anchorY=0.5
// Parte superior = y - (height * scaleY * anchorY) = 2500 - (500 * 3.45 * 0.5) = 2500 - 862.5 = 1637.5
var horizonY = 1638;
var roadOffset = 0;
// Curve system variables
var currentCurve = 0; // Current road curvature (-1 to 1, left to right)
var targetCurve = 0; // Target curvature to transition to
var curveTransitionSpeed = 0.02; // How fast curves transition
var roadCenterX = 1024; // Current center of the road
var targetRoadCenterX = 1024; // Target center position
var lastCurveChange = 0; // Timer for curve changes
var curveChangeInterval = 180; // Frames between potential curve changes (3 seconds at 60fps)
var motorcycleTilt = 0; // Current motorcycle tilt angle
var maxTilt = 0.3; // Maximum tilt in radians
var gameStarted = false;
var phraseTimer = 0;
var phraseInterval = 600; // 10 seconds at 60 FPS
var phraseAssets = ['frase1', 'frase2', 'frase3', 'frase4', 'frase5', 'frase6', 'frase7'];
// evitar repetir la misma frase consecutivamente
var lastPhraseIndex = -1;
var trucksCleared = false;
var roadSegments = [];
var roadLines = [];
var leftSidewalks = [];
var rightSidewalks = [];
var totalSegments = 90;
var horizonDistance = roadY - horizonY;
var segmentSpacing = horizonDistance / totalSegments;
var throwMinY = horizonY + horizonDistance * 0.35;
var throwMaxY = horizonY + horizonDistance * 0.60;
// cooldown global entre lanzamientos de proyectiles para espaciar
var lastProjectileThrowTick = -10000;
var minFramesBetweenProjectileThrows = 90; // Start with much higher cooldown, will decrease with distance
// Agregar margen inferior para evitar que la ruta se corte
var bottomMargin = 400;
var extendedRoadY = roadY + bottomMargin;
LK.playMusic('alta');
game.addChild(LK.getAsset('cesped', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: 2500,
scaleX: 5,
scaleY: 3.45
}));
game.addChild(LK.getAsset('skyline', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: 739,
scaleX: 21,
scaleY: 18
}));
for (var i = 0; i < totalSegments; i++) {
var distance = i * segmentSpacing;
var yPosition = horizonY + distance;
var perspective = Math.max(0.01, distance / horizonDistance);
var roadWidth = 2048 * perspective;
var segmentHeight = segmentSpacing * 1.2 * perspective;
if (yPosition <= roadY) {
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);
}
}
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 = [];
// tipos base para objetos laterales
var personVariants = ['person', 'person2', 'person3'];
var otherVariants = ['tree', 'sign'];
// cantidad por lado y distancia extendida para mayor espacio
var objectsPerSide = 60;
var extendedDistanceFactor = 6.4;
// secuencias izquierda/derecha desfasadas para no coincidir al mismo tiempo
var leftTypes = [];
var rightTypes = [];
for (var oi = 0; oi < objectsPerSide; oi++) {
if (oi % 2 === 0) {
leftTypes.push(personVariants[oi / 2 % personVariants.length | 0]);
rightTypes.push(otherVariants[(oi / 2 + 1) % otherVariants.length | 0]);
} else {
leftTypes.push(otherVariants[(oi / 2 | 0) % otherVariants.length]);
rightTypes.push(personVariants[(oi / 2 + 1) % personVariants.length | 0]);
}
}
for (var i = 0; i < objectsPerSide; i++) {
var leftType = leftTypes[i];
var leftObject = game.addChild(new RoadsideObject(leftType));
// mayor distancia y aparicion mas temprana
var extendedDistance = horizonDistance * extendedDistanceFactor;
var distance = i / objectsPerSide * extendedDistance;
var yPos = extendedRoadY - distance;
var perspective = 1 - Math.min(distance, horizonDistance) / horizonDistance;
var roadWidth = 2048 * Math.max(0.005, perspective);
// posicion izquierda
leftObject.x = 1024 - roadWidth / 2 - 120 * Math.max(0.005, perspective);
leftObject.y = yPos;
leftObject.originalY = yPos;
leftObject.scaleX = -Math.max(0.01, perspective);
leftObject.scaleY = Math.max(0.01, perspective);
leftObject.isLeftSide = true;
roadsideObjects.push(leftObject);
}
for (var i = 0; i < objectsPerSide; i++) {
var rightType = rightTypes[i];
var rightObject = game.addChild(new RoadsideObject(rightType));
// mayor distancia y escalon en Y para no coincidir con la izquierda
var extendedDistance = horizonDistance * extendedDistanceFactor;
var distance = (i + 0.5) / objectsPerSide * extendedDistance;
var yPos = extendedRoadY - distance;
var perspective = 1 - Math.min(distance, horizonDistance) / horizonDistance;
var roadWidth = 2048 * Math.max(0.005, perspective);
// posicion derecha
rightObject.x = 1024 + roadWidth / 2 + 120 * Math.max(0.005, perspective);
rightObject.y = yPos;
rightObject.originalY = yPos;
rightObject.scaleX = Math.max(0.01, perspective);
rightObject.scaleY = Math.max(0.01, perspective);
rightObject.isLeftSide = false;
roadsideObjects.push(rightObject);
}
var scoreTxt = new Text2('Distancia: 0m', {
size: 80,
fill: 0x000000
});
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;
motorcycle.lastEdgeTick = -1000;
LK.gui.topRight.addChild(healthTxt);
var dragStartX = 0;
var isDragging = false;
// Splash setup
var splash = LK.getAsset('splash', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: 0,
scaleX: 1,
scaleY: 1
});
var splashActive = true;
LK.gui.center.addChild(splash);
game.down = function (x, y, obj) {
if (splashActive) {
var clickSnd = LK.getSound('cloaca');
if (clickSnd) {
clickSnd.play();
}
// dismiss splash and switch music
LK.gui.center.removeChild(splash);
splashActive = false;
LK.stopMusic();
LK.playMusic('moto');
// Start playing gritos during gameplay
LK.playMusic('gritos');
if (trucksCleared) {
gameStarted = true;
}
return;
}
if (gameStarted) {
isDragging = true;
dragStartX = x;
}
};
game.move = function (x, y, obj) {
if (splashActive) {
return;
}
if (isDragging && gameStarted) {
var deltaX = x - dragStartX;
var newX = motorcycle.x + deltaX * 0.5;
var hitEdge = false;
// Calculate road bounds based on current curve position
var curveOffset = currentCurve * 200; // Same curve offset as road segments
var roadCenterAtMotorcycle = roadCenterX + curveOffset;
var roadWidth = 1648; // Road width at motorcycle position
var roadLeft = roadCenterAtMotorcycle - roadWidth / 2;
var roadRight = roadCenterAtMotorcycle + roadWidth / 2;
var edgeCooldownTicks = 30;
if (newX < roadLeft) {
newX = roadLeft;
hitEdge = true;
}
if (newX > roadRight) {
newX = roadRight;
hitEdge = true;
}
if (newX !== motorcycle.x) {
motorcycle.x = newX;
}
if (hitEdge && LK.ticks - motorcycle.lastEdgeTick > edgeCooldownTicks) {
motorcycle.lastEdgeTick = LK.ticks;
var edgeSnd = LK.getSound('edge');
if (edgeSnd && edgeSnd.play) {
edgeSnd.play();
}
}
dragStartX = x;
}
};
game.up = function (x, y, obj) {
if (splashActive) {
return;
}
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;
if (!splashActive) {
gameStarted = true;
LK.stopMusic();
LK.playMusic('moto');
// Start playing gritos during gameplay
LK.playMusic('gritos');
}
}
}
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 = horizonY + distanceAlong;
var perspective = Math.max(0.01, Math.min(1.08, distanceAlong / horizonDistance));
var roadWidth = 2048 * perspective;
// Apply curve effect to road segments
var curveOffset = currentCurve * (1 - perspective) * 300; // Stronger curve effect in distance
var segmentCenterX = roadCenterX + curveOffset;
roadSegments[i].x = segmentCenterX;
roadSegments[i].y = yPosition;
roadSegments[i].scaleX = roadWidth / 100;
roadSegments[i].scaleY = horizonDistance / totalSegments / 5 * perspective;
// Add slight rotation to road segments for banking effect
roadSegments[i].rotation = currentCurve * 0.02 * (1 - perspective);
}
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(1.08, 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('Distancia de huida: ' + 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;
}
// Calculate motorcycle banking/tilt based on movement and curve
var movementDelta = motorcycle.x - motorcycle.lastX;
var curveTilt = currentCurve * 0.15; // Road curve affects tilt
var movementTilt = movementDelta * 0.008; // Movement affects tilt
var targetTilt = curveTilt + movementTilt;
// Clamp tilt to maximum values
targetTilt = Math.max(-maxTilt, Math.min(maxTilt, targetTilt));
// Smoothly transition motorcycle tilt
var tiltDiff = targetTilt - motorcycleTilt;
motorcycleTilt += tiltDiff * 0.1;
motorcycle.rotation = motorcycleTilt;
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 = 0x99ff99;
} else if (powerPercentage > 0.3) {
powerBarFill.tint = 0xffff99;
} else {
powerBarFill.tint = 0xff9999;
}
for (var i = projectiles.length - 1; i >= 0; i--) {
var projectile = projectiles[i];
if (projectile.x < -100 || projectile.x > 2148 || projectile.y > extendedRoadY + 100) {
projectile.destroy();
projectiles.splice(i, 1);
continue;
}
if (gameStarted && projectile.intersects(motorcycle)) {
var damageAmount = projectile.isHeavy ? 15 : 3;
motorcycle.takeDamage(damageAmount);
var impactSnd;
if (projectile.isHeavy) {
impactSnd = LK.getSound('piedra');
} else if (projectile.isCheese) {
impactSnd = LK.getSound('queso');
} else {
impactSnd = LK.getSound('hit');
}
if (impactSnd && impactSnd.play) {
impactSnd.play();
}
projectile.destroy();
projectiles.splice(i, 1);
continue;
}
if (projectile.y >= extendedRoadY - 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 > extendedRoadY + 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 >= extendedRoadY - 20 && powerItem.velocityY > 0) {
powerItem.destroy();
powerItems.splice(i, 1);
}
}
// Random phrase system - play one of six phrases every 10 seconds
if (gameStarted) {
phraseTimer++;
if (phraseTimer >= phraseInterval) {
// seleccionar una frase diferente de la ultima
var randomPhraseIndex = Math.floor(Math.random() * phraseAssets.length);
if (phraseAssets.length > 1 && randomPhraseIndex === lastPhraseIndex) {
// reintentar una vez para evitar repeticion inmediata
randomPhraseIndex = (randomPhraseIndex + 1 + Math.floor(Math.random() * (phraseAssets.length - 1))) % phraseAssets.length;
}
var phraseSoundId = phraseAssets[randomPhraseIndex];
var phraseSound = LK.getSound(phraseSoundId);
if (phraseSound && phraseSound.play) {
phraseSound.play();
}
lastPhraseIndex = randomPhraseIndex;
phraseTimer = 0; // reset timer
}
}
if (gameStarted && LK.ticks % 600 == 0) {
// Calculate current distance in meters
var currentDistance = Math.floor(roadOffset / 10);
// Only increase throwing frequency every 500 meters
var distanceMilestone = Math.floor(currentDistance / 500);
// Gradually decrease global cooldown with distance
if (distanceMilestone > 0) {
var newCooldown = 90 - distanceMilestone * 8;
minFramesBetweenProjectileThrows = Math.max(25, newCooldown); // Don't go below 25 frames
}
// Start with fewer projectiles and gradually increase
var baseDecrease = Math.min(distanceMilestone * 3, 25); // Increased cap for more noticeable effect
for (var j = 0; j < roadsideObjects.length; j++) {
if (roadsideObjects[j].objectType === 'person' || roadsideObjects[j].objectType === 'person2' || roadsideObjects[j].objectType === 'person3') {
var dec = 2 + baseDecrease; // Start with slower decrease
if (roadsideObjects[j].objectType === 'person3') {
dec = 3 + baseDecrease;
}
if (roadsideObjects[j].objectType === 'person2') {
dec = 2 + baseDecrease;
}
roadsideObjects[j].throwDelay = Math.max(30, roadsideObjects[j].throwDelay - dec); // Higher minimum delay
}
}
}
}; ===================================================================
--- original.js
+++ change.js
@@ -47,8 +47,18 @@
currentCurve += curveDiff * curveTransitionSpeed;
// Smoothly move road center
var centerDiff = targetRoadCenterX - roadCenterX;
roadCenterX += centerDiff * curveTransitionSpeed;
+ // Apply subtle automatic road following to motorcycle
+ var curveOffset = currentCurve * 200; // Same curve offset as road segments
+ var roadCenterAtMotorcycle = roadCenterX + curveOffset;
+ var targetMotorcycleX = roadCenterAtMotorcycle + (self.x - roadCenterAtMotorcycle) * 0.98; // Gradually pull toward road center
+ // Only apply road following if not currently being dragged by user
+ if (!isDragging) {
+ var followStrength = 0.02; // How strongly motorcycle follows road
+ var followDiff = targetMotorcycleX - self.x;
+ self.x += followDiff * followStrength;
+ }
}
};
self.takeDamage = function (damageAmount) {
damageAmount = damageAmount || 3;
@@ -638,15 +648,19 @@
game.move = function (x, y, obj) {
if (splashActive) {
return;
}
- var roadLeft = 200;
- var roadRight = 1848;
- var edgeCooldownTicks = 30;
if (isDragging && gameStarted) {
var deltaX = x - dragStartX;
var newX = motorcycle.x + deltaX * 0.5;
var hitEdge = false;
+ // Calculate road bounds based on current curve position
+ var curveOffset = currentCurve * 200; // Same curve offset as road segments
+ var roadCenterAtMotorcycle = roadCenterX + curveOffset;
+ var roadWidth = 1648; // Road width at motorcycle position
+ var roadLeft = roadCenterAtMotorcycle - roadWidth / 2;
+ var roadRight = roadCenterAtMotorcycle + roadWidth / 2;
+ var edgeCooldownTicks = 30;
if (newX < roadLeft) {
newX = roadLeft;
hitEdge = true;
}
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