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Puedes agregar una capa que cambia los colores xuando esta volando el asset volador, wue de una sensacion de psicodelia general hasta que el asset volador se vaya por la izquierda... ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Cuando wmel asset flying se va por la derecha debe parar el efecto psicodelico. Que a su vez debe ser mucho mas notorio ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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El wfectopsicodelico debe ser en toda la pantalla y durar hasta que se vay el perro ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Cuando agarra la pill el efecto psicodelico debe ser total menos en el perro ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Para cambiar de nivel me gustaria que pase por debajo de un puente que ponga nivel y el nombre del nivel y reproduzca un sonido, sin pausar el juego ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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El efecto psicodelico debe ser mas colorido, en todos los assets, el asset que vuela debe tener su color original pero resaltar sobre el resto, al completar el juego, el tanto el truck como la moto deben irse por el horizonte de la ruta, el truck debe moverse suavemente segun x durante el juego y tener un breve delay en las curvas, aun no visualizo el pañal rehazlo por completo ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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El efecto psicodelico debe ser mas marcado, cuando se termine el juego el camion y la moto deben irse por el horizonte ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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No logro ver qué deje caer el pañal, cuando agarra la pill mientras está el assets volando tiene que hacer un efecto psicodelico pero muy sutil ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Poweri_tem debe poner 97 el resto 100, el pill debe girar como sobre su eje como lo projectills, en el periodo entre el lanzamiento de los ítems debe reproducir un sonido y luego debe caer un ítem panial directamente al piso como si el truck lo dejara en el piso y retroceder con el camino, este en realidad le resta 100 puntos ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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arriba solo debe indicar: score, metros y nivel el escore incrementa 100 puntos cuando recoge un item y 97 en caso de recojer el item que arroja carina, debe aparecer un segundo el numero una vez recogido el item y luego hacer un fade out hacia arriba como lo hace comunmente en los videojuegos ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Solo debe aparecer el asset volando cuando coge la pildora si la coge ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Javier debe arrojar una pildora que recupera un 12 % de energia y hace aparecer en el cielo de derecha a izquierda un asset volando en el cielo ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Gabriel debe arrojar una pildora que recupera un 12 % de energia
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Javier debe arrojar un pañal ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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El juego debe pausarse durante el splash de nivel, en la parte superior del juego, debe visualizarse todo el tiempo un score basado en los metros avanzados, golpes recibidos, e items recogidos ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Cuando comienza una nueva partida debe comenzar del nivel 1
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Para splash de level voy a usar una sola imagen, necesito que en el centro ponga "NIVEL 1" EL NUMERO DE NIVEL QUE COMIENZA, CENTRADO Y BIEN GRANDE, aparezca durante unos segundos y reproduzca un sonido ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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El badget de los levels debe ser siempre el mismo, en el centro contendra un espacio para que vaya el numero con el nivel
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cuando esta del lado derecho la moto, la colicion con los objetos no funciona, del lado izquierdo va perfecto
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Cuando vuelve a aparecer el proyectil debe reiniciar los hiy que ha hecho
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Una vez golpea, debe caer con mayor gravedad y ya no puede volver a golpear la moto
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El rebote debe tener el 20% de la fuerza actual
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El hitbox de la moto debe estar solo en la parte superior medir 30% del alto total y ser un 15% más estrecho, los proyectiles que impactan deben rebotar
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.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; // Custom hitbox for motorcycle - top 30% of height and 15% narrower self.getHitbox = function () { var fullWidth = motorcycleGraphics.width * self.scaleX; var fullHeight = motorcycleGraphics.height * self.scaleY; var hitboxWidth = fullWidth * 0.85; // 15% narrower var hitboxHeight = fullHeight * 0.30; // Top 30% of height var hitboxOffsetY = -fullHeight * 0.35; // Offset upward to top portion return { x: self.x - hitboxWidth / 2, y: self.y + hitboxOffsetY - hitboxHeight / 2, width: hitboxWidth, height: hitboxHeight }; }; // Custom intersects method using the smaller hitbox self.intersectsProjectile = function (projectile) { var hitbox = self.getHitbox(); var projHalfWidth = (projectile.width || 50) * (projectile.scaleX || 1) / 2; var projHalfHeight = (projectile.height || 50) * (projectile.scaleY || 1) / 2; return projectile.x + projHalfWidth > hitbox.x && projectile.x - projHalfWidth < hitbox.x + hitbox.width && projectile.y + projHalfHeight > hitbox.y && projectile.y - projHalfHeight < hitbox.y + hitbox.height; }; 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); // Track hits for scoring system hitsReceived++; storage.hitsReceived = hitsReceived; 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; }); // isCheese representa queso, isLettuce representa lechuga var Projectile = Container.expand(function (isHeavy, isCheese, isLettuce) { var self = Container.call(this); self.isHeavy = !!isHeavy; self.isCheese = !!isCheese; // true si es queso self.isLettuce = !!isLettuce; // true si es lechuga var assetName; if (self.isCheese) { assetName = 'queso'; // asset para queso } else if (self.isLettuce) { assetName = 'lechuga'; // asset para lechuga } else if (self.isHeavy) { assetName = 'heavy_projectile'; } else { assetName = '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 remainingChance = Math.random(); var isCheese = !isHeavy && remainingChance < 0.33; // 33% chance for cheese when not heavy var isLettuce = !isHeavy && !isCheese && remainingChance < 0.66; // 33% chance for lettuce when not heavy or cheese (which means broccoli gets the remaining 33%) var projectile = new Projectile(isHeavy, isCheese, isLettuce); 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 diffMultiplier = difficultyMultipliers[Math.min(currentLevel, maxLevel)]; var heightMultiplier = 2.0 - diffMultiplier.throwHeight; // Invert: easier levels (1.0) get higher arc (1.0), harder levels (1.4) get lower arc (0.6) var initialUpImpulse = isHeavy ? (-18 - Math.random() * 2) * heightMultiplier : (-20 - Math.random() * 3) * heightMultiplier; 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 }); var javierSprite = self.attachAsset('javier', { 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; javierSprite.y = self.karinaBaseY; javierSprite.scaleX = 3.0; javierSprite.scaleY = 3.0; javierSprite.visible = false; self.speed = -6; self.active = true; self.dropTimer = 0; self.dropDelay = 120; self.nextIndicatorIsKarina = true; 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.javierVisibleUntil = -1; 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; // Calculate current road center including curve effects var curveOffset = currentCurve * (1 - perspective) * 300; var roadCenterAtTruck = roadCenterX + curveOffset; // Keep truck in center of road self.x = roadCenterAtTruck; var distanceToHorizon = roadY - horizonY; var currentDistance = roadY - self.y; var perspective = Math.max(0, 1 - currentDistance / distanceToHorizon); self.scaleX = perspective; self.scaleY = perspective; if (gameStarted) { self.dropTimer++; if (!karinaSprite.visible && !javierSprite.visible && self.dropTimer >= self.dropDelay - self.karinaLead) { var indicatorSprite = self.nextIndicatorIsKarina ? karinaSprite : javierSprite; indicatorSprite.visible = true; if (self.nextIndicatorIsKarina) { var s1 = LK.getSound('altacoimera'); if (s1) { s1.play(); } } else { var sE = LK.getSound('espert'); var sA = LK.getSound('afuera'); sE.play(); LK.setTimeout(function () { sA.play(); }, 500); self.javierVisibleUntil = LK.ticks + 120; } 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(indicatorSprite, { y: self.karinaUpY }, { duration: upDur, easing: tween.easeOut, onFinish: function onFinish() { tween(indicatorSprite, { y: self.karinaBaseY }, { duration: downDur, easing: tween.easeIn, onFinish: function onFinish() { self.karinaAnimating = false; } }); } }); } } if (self.dropTimer >= self.dropDelay) { if (self.nextIndicatorIsKarina) { self.dropPowerItem(); self.dropTimer = 0; karinaSprite.visible = false; javierSprite.visible = false; karinaSprite.y = self.karinaBaseY; javierSprite.y = self.karinaBaseY; self.karinaAnimating = false; self.randomizeDropDelay(); self.nextIndicatorIsKarina = !self.nextIndicatorIsKarina; } else { if (LK.ticks >= self.javierVisibleUntil) { self.dropTimer = 0; karinaSprite.visible = false; javierSprite.visible = false; karinaSprite.y = self.karinaBaseY; javierSprite.y = self.karinaBaseY; self.karinaAnimating = false; self.randomizeDropDelay(); self.nextIndicatorIsKarina = !self.nextIndicatorIsKarina; } } } } } }; 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; // Level progression system var currentLevel = storage.currentLevel || 1; var maxLevel = 5; var levelThresholdKm = 1000; // Each level requires 1000km var lastLevelCheck = 0; var hitsReceived = storage.hitsReceived || 0; var levelsCompleted = storage.levelsCompleted || 0; // Level badge display var levelBadge = null; var levelBadgeTimer = 0; var levelBadgeDisplayTime = 180; // 3 seconds at 60fps // Difficulty scaling per level var difficultyMultipliers = { 1: { throwFreq: 1.0, throwHeight: 1.0, score: 1.0 }, 2: { throwFreq: 1.2, throwHeight: 1.1, score: 1.5 }, 3: { throwFreq: 1.4, throwHeight: 1.2, score: 2.0 }, 4: { throwFreq: 1.6, throwHeight: 1.3, score: 2.5 }, 5: { throwFreq: 1.8, throwHeight: 1.4, score: 3.0 } }; 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 = Math.max(horizonY, 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 = Math.max(horizonY, 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); // Level display text var levelTxt = new Text2('Nivel: ' + currentLevel, { size: 60, fill: 0x000080 }); levelTxt.anchor.set(1, 0); levelTxt.x = -20; levelTxt.y = 0; LK.gui.topRight.addChild(levelTxt); function checkLevelProgression() { var currentDistance = Math.floor(roadOffset / 10); var targetKm = currentLevel * levelThresholdKm; if (currentDistance >= targetKm && currentLevel < maxLevel) { // Level completed currentLevel++; levelsCompleted++; storage.currentLevel = currentLevel; storage.levelsCompleted = levelsCompleted; // Show level badge showLevelBadge(currentLevel - 1); // Show badge for completed level // Play level complete sound var levelSound = LK.getSound('level_complete'); if (levelSound && levelSound.play) { levelSound.play(); } // Update level text levelTxt.setText('Nivel: ' + currentLevel); // Calculate and update score based on performance updateLevelScore(); } } function showLevelBadge(completedLevel) { if (levelBadge) { LK.gui.center.removeChild(levelBadge); } var badgeAsset = 'level' + completedLevel + '_badge'; levelBadge = LK.getAsset(badgeAsset, { anchorX: 0.5, anchorY: 0.5, x: 0, y: -200, scaleX: 0.1, scaleY: 0.1 }); LK.gui.center.addChild(levelBadge); levelBadgeTimer = levelBadgeDisplayTime; // Animate badge appearance tween(levelBadge, { scaleX: 1.5, scaleY: 1.5 }, { duration: 500, easing: tween.bounceOut, onFinish: function onFinish() { tween(levelBadge, { scaleX: 1.0, scaleY: 1.0 }, { duration: 300, easing: tween.easeOut }); } }); } function updateLevelScore() { var currentDistance = Math.floor(roadOffset / 10); // Ensure currentLevel is valid and has a default value var validLevel = currentLevel || 1; if (validLevel < 1 || validLevel > maxLevel) { validLevel = 1; } var diffMultiplier = difficultyMultipliers[validLevel]; // Fallback to level 1 multipliers if lookup fails if (!diffMultiplier) { diffMultiplier = difficultyMultipliers[1]; } // Additional safety check - if still undefined, create default multiplier if (!diffMultiplier || typeof diffMultiplier.score === 'undefined') { diffMultiplier = { throwFreq: 1.0, throwHeight: 1.0, score: 1.0 }; } // Score based on distance, difficulty, and hits received var baseScore = currentDistance * diffMultiplier.score; var hitPenalty = hitsReceived * 10; var finalScore = Math.max(0, baseScore - hitPenalty); LK.setScore(Math.floor(finalScore)); } 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 && motorcycle.intersectsProjectile(projectile)) { var damageAmount = projectile.isHeavy ? 15 : 3; motorcycle.takeDamage(damageAmount); var impactSnd; if (projectile.isHeavy) { impactSnd = LK.getSound('piedra'); } else if (projectile.isCheese) { var hitSnd = LK.getSound('hit'); if (hitSnd && hitSnd.play) { hitSnd.play(); } impactSnd = LK.getSound('queso'); } else { impactSnd = LK.getSound('hit'); } if (impactSnd && impactSnd.play) { impactSnd.play(); } // Bounce projectile away from motorcycle var bounceForceX = (projectile.x - motorcycle.x) * 0.3; var bounceForceY = -Math.abs(projectile.velocityY) * 0.8 - 5; projectile.velocityX = bounceForceX; projectile.velocityY = bounceForceY; projectile.gravity = 0.28; // Ensure gravity still applies 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 } } // Check level progression if (gameStarted) { checkLevelProgression(); updateLevelScore(); } // Handle level badge display timer if (levelBadge && levelBadgeTimer > 0) { levelBadgeTimer--; if (levelBadgeTimer <= 0) { tween(levelBadge, { alpha: 0, scaleX: 0.1, scaleY: 0.1 }, { duration: 500, easing: tween.easeIn, onFinish: function onFinish() { if (levelBadge) { LK.gui.center.removeChild(levelBadge); levelBadge = null; } } }); } } if (gameStarted && LK.ticks % 600 == 0) { // Calculate current distance in meters var currentDistance = Math.floor(roadOffset / 10); // Apply level-based difficulty multiplier to throwing frequency var diffMultiplier = difficultyMultipliers[Math.min(currentLevel, maxLevel)]; var levelFreqMultiplier = diffMultiplier.throwFreq; // Only increase throwing frequency every 500 meters, scaled by level var distanceMilestone = Math.floor(currentDistance / 500); // Gradually decrease global cooldown with distance and level if (distanceMilestone > 0) { var newCooldown = Math.floor((90 - distanceMilestone * 8) / levelFreqMultiplier); minFramesBetweenProjectileThrows = Math.max(15, newCooldown); // Lower minimum for higher levels } // Start with fewer projectiles and gradually increase, scaled by level var baseDecrease = Math.min(distanceMilestone * 3 * levelFreqMultiplier, 35); // Higher cap with level scaling for (var j = 0; j < roadsideObjects.length; j++) { if (roadsideObjects[j].objectType === 'person' || roadsideObjects[j].objectType === 'person2' || roadsideObjects[j].objectType === 'person3') { var dec = Math.floor((2 + baseDecrease) * levelFreqMultiplier); // Level-scaled decrease if (roadsideObjects[j].objectType === 'person3') { dec = Math.floor((3 + baseDecrease) * levelFreqMultiplier); } if (roadsideObjects[j].objectType === 'person2') { dec = Math.floor((2 + baseDecrease) * levelFreqMultiplier); } roadsideObjects[j].throwDelay = Math.max(20, roadsideObjects[j].throwDelay - dec); // Lower minimum delay for higher levels } } } };
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.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;
// Custom hitbox for motorcycle - top 30% of height and 15% narrower
self.getHitbox = function () {
var fullWidth = motorcycleGraphics.width * self.scaleX;
var fullHeight = motorcycleGraphics.height * self.scaleY;
var hitboxWidth = fullWidth * 0.85; // 15% narrower
var hitboxHeight = fullHeight * 0.30; // Top 30% of height
var hitboxOffsetY = -fullHeight * 0.35; // Offset upward to top portion
return {
x: self.x - hitboxWidth / 2,
y: self.y + hitboxOffsetY - hitboxHeight / 2,
width: hitboxWidth,
height: hitboxHeight
};
};
// Custom intersects method using the smaller hitbox
self.intersectsProjectile = function (projectile) {
var hitbox = self.getHitbox();
var projHalfWidth = (projectile.width || 50) * (projectile.scaleX || 1) / 2;
var projHalfHeight = (projectile.height || 50) * (projectile.scaleY || 1) / 2;
return projectile.x + projHalfWidth > hitbox.x && projectile.x - projHalfWidth < hitbox.x + hitbox.width && projectile.y + projHalfHeight > hitbox.y && projectile.y - projHalfHeight < hitbox.y + hitbox.height;
};
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);
// Track hits for scoring system
hitsReceived++;
storage.hitsReceived = hitsReceived;
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;
});
// isCheese representa queso, isLettuce representa lechuga
var Projectile = Container.expand(function (isHeavy, isCheese, isLettuce) {
var self = Container.call(this);
self.isHeavy = !!isHeavy;
self.isCheese = !!isCheese; // true si es queso
self.isLettuce = !!isLettuce; // true si es lechuga
var assetName;
if (self.isCheese) {
assetName = 'queso'; // asset para queso
} else if (self.isLettuce) {
assetName = 'lechuga'; // asset para lechuga
} else if (self.isHeavy) {
assetName = 'heavy_projectile';
} else {
assetName = '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 remainingChance = Math.random();
var isCheese = !isHeavy && remainingChance < 0.33; // 33% chance for cheese when not heavy
var isLettuce = !isHeavy && !isCheese && remainingChance < 0.66; // 33% chance for lettuce when not heavy or cheese (which means broccoli gets the remaining 33%)
var projectile = new Projectile(isHeavy, isCheese, isLettuce);
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 diffMultiplier = difficultyMultipliers[Math.min(currentLevel, maxLevel)];
var heightMultiplier = 2.0 - diffMultiplier.throwHeight; // Invert: easier levels (1.0) get higher arc (1.0), harder levels (1.4) get lower arc (0.6)
var initialUpImpulse = isHeavy ? (-18 - Math.random() * 2) * heightMultiplier : (-20 - Math.random() * 3) * heightMultiplier;
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
});
var javierSprite = self.attachAsset('javier', {
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;
javierSprite.y = self.karinaBaseY;
javierSprite.scaleX = 3.0;
javierSprite.scaleY = 3.0;
javierSprite.visible = false;
self.speed = -6;
self.active = true;
self.dropTimer = 0;
self.dropDelay = 120;
self.nextIndicatorIsKarina = true;
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.javierVisibleUntil = -1;
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;
// Calculate current road center including curve effects
var curveOffset = currentCurve * (1 - perspective) * 300;
var roadCenterAtTruck = roadCenterX + curveOffset;
// Keep truck in center of road
self.x = roadCenterAtTruck;
var distanceToHorizon = roadY - horizonY;
var currentDistance = roadY - self.y;
var perspective = Math.max(0, 1 - currentDistance / distanceToHorizon);
self.scaleX = perspective;
self.scaleY = perspective;
if (gameStarted) {
self.dropTimer++;
if (!karinaSprite.visible && !javierSprite.visible && self.dropTimer >= self.dropDelay - self.karinaLead) {
var indicatorSprite = self.nextIndicatorIsKarina ? karinaSprite : javierSprite;
indicatorSprite.visible = true;
if (self.nextIndicatorIsKarina) {
var s1 = LK.getSound('altacoimera');
if (s1) {
s1.play();
}
} else {
var sE = LK.getSound('espert');
var sA = LK.getSound('afuera');
sE.play();
LK.setTimeout(function () {
sA.play();
}, 500);
self.javierVisibleUntil = LK.ticks + 120;
}
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(indicatorSprite, {
y: self.karinaUpY
}, {
duration: upDur,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(indicatorSprite, {
y: self.karinaBaseY
}, {
duration: downDur,
easing: tween.easeIn,
onFinish: function onFinish() {
self.karinaAnimating = false;
}
});
}
});
}
}
if (self.dropTimer >= self.dropDelay) {
if (self.nextIndicatorIsKarina) {
self.dropPowerItem();
self.dropTimer = 0;
karinaSprite.visible = false;
javierSprite.visible = false;
karinaSprite.y = self.karinaBaseY;
javierSprite.y = self.karinaBaseY;
self.karinaAnimating = false;
self.randomizeDropDelay();
self.nextIndicatorIsKarina = !self.nextIndicatorIsKarina;
} else {
if (LK.ticks >= self.javierVisibleUntil) {
self.dropTimer = 0;
karinaSprite.visible = false;
javierSprite.visible = false;
karinaSprite.y = self.karinaBaseY;
javierSprite.y = self.karinaBaseY;
self.karinaAnimating = false;
self.randomizeDropDelay();
self.nextIndicatorIsKarina = !self.nextIndicatorIsKarina;
}
}
}
}
}
};
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;
// Level progression system
var currentLevel = storage.currentLevel || 1;
var maxLevel = 5;
var levelThresholdKm = 1000; // Each level requires 1000km
var lastLevelCheck = 0;
var hitsReceived = storage.hitsReceived || 0;
var levelsCompleted = storage.levelsCompleted || 0;
// Level badge display
var levelBadge = null;
var levelBadgeTimer = 0;
var levelBadgeDisplayTime = 180; // 3 seconds at 60fps
// Difficulty scaling per level
var difficultyMultipliers = {
1: {
throwFreq: 1.0,
throwHeight: 1.0,
score: 1.0
},
2: {
throwFreq: 1.2,
throwHeight: 1.1,
score: 1.5
},
3: {
throwFreq: 1.4,
throwHeight: 1.2,
score: 2.0
},
4: {
throwFreq: 1.6,
throwHeight: 1.3,
score: 2.5
},
5: {
throwFreq: 1.8,
throwHeight: 1.4,
score: 3.0
}
};
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 = Math.max(horizonY, 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 = Math.max(horizonY, 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);
// Level display text
var levelTxt = new Text2('Nivel: ' + currentLevel, {
size: 60,
fill: 0x000080
});
levelTxt.anchor.set(1, 0);
levelTxt.x = -20;
levelTxt.y = 0;
LK.gui.topRight.addChild(levelTxt);
function checkLevelProgression() {
var currentDistance = Math.floor(roadOffset / 10);
var targetKm = currentLevel * levelThresholdKm;
if (currentDistance >= targetKm && currentLevel < maxLevel) {
// Level completed
currentLevel++;
levelsCompleted++;
storage.currentLevel = currentLevel;
storage.levelsCompleted = levelsCompleted;
// Show level badge
showLevelBadge(currentLevel - 1); // Show badge for completed level
// Play level complete sound
var levelSound = LK.getSound('level_complete');
if (levelSound && levelSound.play) {
levelSound.play();
}
// Update level text
levelTxt.setText('Nivel: ' + currentLevel);
// Calculate and update score based on performance
updateLevelScore();
}
}
function showLevelBadge(completedLevel) {
if (levelBadge) {
LK.gui.center.removeChild(levelBadge);
}
var badgeAsset = 'level' + completedLevel + '_badge';
levelBadge = LK.getAsset(badgeAsset, {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: -200,
scaleX: 0.1,
scaleY: 0.1
});
LK.gui.center.addChild(levelBadge);
levelBadgeTimer = levelBadgeDisplayTime;
// Animate badge appearance
tween(levelBadge, {
scaleX: 1.5,
scaleY: 1.5
}, {
duration: 500,
easing: tween.bounceOut,
onFinish: function onFinish() {
tween(levelBadge, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 300,
easing: tween.easeOut
});
}
});
}
function updateLevelScore() {
var currentDistance = Math.floor(roadOffset / 10);
// Ensure currentLevel is valid and has a default value
var validLevel = currentLevel || 1;
if (validLevel < 1 || validLevel > maxLevel) {
validLevel = 1;
}
var diffMultiplier = difficultyMultipliers[validLevel];
// Fallback to level 1 multipliers if lookup fails
if (!diffMultiplier) {
diffMultiplier = difficultyMultipliers[1];
}
// Additional safety check - if still undefined, create default multiplier
if (!diffMultiplier || typeof diffMultiplier.score === 'undefined') {
diffMultiplier = {
throwFreq: 1.0,
throwHeight: 1.0,
score: 1.0
};
}
// Score based on distance, difficulty, and hits received
var baseScore = currentDistance * diffMultiplier.score;
var hitPenalty = hitsReceived * 10;
var finalScore = Math.max(0, baseScore - hitPenalty);
LK.setScore(Math.floor(finalScore));
}
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 && motorcycle.intersectsProjectile(projectile)) {
var damageAmount = projectile.isHeavy ? 15 : 3;
motorcycle.takeDamage(damageAmount);
var impactSnd;
if (projectile.isHeavy) {
impactSnd = LK.getSound('piedra');
} else if (projectile.isCheese) {
var hitSnd = LK.getSound('hit');
if (hitSnd && hitSnd.play) {
hitSnd.play();
}
impactSnd = LK.getSound('queso');
} else {
impactSnd = LK.getSound('hit');
}
if (impactSnd && impactSnd.play) {
impactSnd.play();
}
// Bounce projectile away from motorcycle
var bounceForceX = (projectile.x - motorcycle.x) * 0.3;
var bounceForceY = -Math.abs(projectile.velocityY) * 0.8 - 5;
projectile.velocityX = bounceForceX;
projectile.velocityY = bounceForceY;
projectile.gravity = 0.28; // Ensure gravity still applies
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
}
}
// Check level progression
if (gameStarted) {
checkLevelProgression();
updateLevelScore();
}
// Handle level badge display timer
if (levelBadge && levelBadgeTimer > 0) {
levelBadgeTimer--;
if (levelBadgeTimer <= 0) {
tween(levelBadge, {
alpha: 0,
scaleX: 0.1,
scaleY: 0.1
}, {
duration: 500,
easing: tween.easeIn,
onFinish: function onFinish() {
if (levelBadge) {
LK.gui.center.removeChild(levelBadge);
levelBadge = null;
}
}
});
}
}
if (gameStarted && LK.ticks % 600 == 0) {
// Calculate current distance in meters
var currentDistance = Math.floor(roadOffset / 10);
// Apply level-based difficulty multiplier to throwing frequency
var diffMultiplier = difficultyMultipliers[Math.min(currentLevel, maxLevel)];
var levelFreqMultiplier = diffMultiplier.throwFreq;
// Only increase throwing frequency every 500 meters, scaled by level
var distanceMilestone = Math.floor(currentDistance / 500);
// Gradually decrease global cooldown with distance and level
if (distanceMilestone > 0) {
var newCooldown = Math.floor((90 - distanceMilestone * 8) / levelFreqMultiplier);
minFramesBetweenProjectileThrows = Math.max(15, newCooldown); // Lower minimum for higher levels
}
// Start with fewer projectiles and gradually increase, scaled by level
var baseDecrease = Math.min(distanceMilestone * 3 * levelFreqMultiplier, 35); // Higher cap with level scaling
for (var j = 0; j < roadsideObjects.length; j++) {
if (roadsideObjects[j].objectType === 'person' || roadsideObjects[j].objectType === 'person2' || roadsideObjects[j].objectType === 'person3') {
var dec = Math.floor((2 + baseDecrease) * levelFreqMultiplier); // Level-scaled decrease
if (roadsideObjects[j].objectType === 'person3') {
dec = Math.floor((3 + baseDecrease) * levelFreqMultiplier);
}
if (roadsideObjects[j].objectType === 'person2') {
dec = Math.floor((2 + baseDecrease) * levelFreqMultiplier);
}
roadsideObjects[j].throwDelay = Math.max(20, roadsideObjects[j].throwDelay - dec); // Lower minimum delay for higher levels
}
}
}
};
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