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Los proyectiles deben bajar energía si golpean en las parte superior de la moto, aprox 33% , si golpea en el 66% inferior el proyectil debe rebotar
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Hay que reducir el hitbox solo a la cabeza la moto, los que peguen de costado rebotan más abajo rebotan y caen
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Cuánto más fácil el nivel más alta la parábola de los proyectiles, ahora está al revés
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Compilation error[L815]: TypeError: Cannot read properties of undefined (reading 'score'
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Sigue el mismo error
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Puedes solucionar el error typeerror score [L815]
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Resuelve el error
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'score')' in or related to this line: 'var baseScore = currentDistance * diffMultiplier.score;' Line Number: 815
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Me gustaría implementar 5 niveles con dificultad progresiva, cada 1000 km, al pasar un nivel debe mostrar un asset y reproducir un sonido, la puntuación depende de los golpes que reciba y la dificultad de la la frecuencia y la altura de los objetos ↪💡 Consider importing and using the following plugins: @upit/tween.v1, @upit/storage.v1
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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
/**** * 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; 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 && projectile.intersects(motorcycle)) { // Calculate hit position relative to motorcycle var motorcycleTop = motorcycle.y - motorcycle.height * motorcycle.scaleY * 0.5; var motorcycleHeight = motorcycle.height * motorcycle.scaleY; var hitPosition = (projectile.y - motorcycleTop) / motorcycleHeight; // Clamp hit position to 0-1 range hitPosition = Math.max(0, Math.min(1, hitPosition)); if (hitPosition <= 0.33) { // Hit upper 33% - reduce energy but destroy projectile var damageAmount = projectile.isHeavy ? 5 : 1; // Reduced damage (33% of original) 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(); } projectile.destroy(); projectiles.splice(i, 1); } else { // Hit lower 66% - bounce the projectile projectile.velocityY = -Math.abs(projectile.velocityY) * 0.7; // Bounce up with reduced velocity projectile.velocityX *= 0.8; // Reduce horizontal velocity slightly projectile.y = motorcycleTop - 10; // Move projectile above motorcycle to prevent multiple collisions // Play bounce sound var bounceSound = LK.getSound('hit'); if (bounceSound && bounceSound.play) { bounceSound.play(); } } 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 } } } };
===================================================================
--- original.js
+++ change.js
@@ -985,18 +985,17 @@
projectiles.splice(i, 1);
continue;
}
if (gameStarted && projectile.intersects(motorcycle)) {
- // Define motorcycle head hitbox (top 30% of motorcycle)
- var motorcycleTop = motorcycle.y - 120; // Top of motorcycle head
- var motorcycleBottom = motorcycle.y + 40; // Bottom of head area (30% of total height)
- var motorcycleLeft = motorcycle.x - 60; // Left side of head
- var motorcycleRight = motorcycle.x + 60; // Right side of head
- // Check if projectile hits the head area
- var hitHead = projectile.x >= motorcycleLeft && projectile.x <= motorcycleRight && projectile.y >= motorcycleTop && projectile.y <= motorcycleBottom;
- if (hitHead) {
- // Direct head hit - take damage
- var damageAmount = projectile.isHeavy ? 15 : 3;
+ // Calculate hit position relative to motorcycle
+ var motorcycleTop = motorcycle.y - motorcycle.height * motorcycle.scaleY * 0.5;
+ var motorcycleHeight = motorcycle.height * motorcycle.scaleY;
+ var hitPosition = (projectile.y - motorcycleTop) / motorcycleHeight;
+ // Clamp hit position to 0-1 range
+ hitPosition = Math.max(0, Math.min(1, hitPosition));
+ if (hitPosition <= 0.33) {
+ // Hit upper 33% - reduce energy but destroy projectile
+ var damageAmount = projectile.isHeavy ? 5 : 1; // Reduced damage (33% of original)
motorcycle.takeDamage(damageAmount);
var impactSnd;
if (projectile.isHeavy) {
impactSnd = LK.getSound('piedra');
@@ -1013,21 +1012,20 @@
impactSnd.play();
}
projectile.destroy();
projectiles.splice(i, 1);
- continue;
} else {
- // Side hit - bounce the projectile down and away
- var bounceDirection = projectile.x < motorcycle.x ? -1 : 1; // Bounce away from motorcycle
- projectile.velocityX = bounceDirection * (2 + Math.random() * 3); // Random bounce speed
- projectile.velocityY = Math.abs(projectile.velocityY) + 2; // Make sure it falls down
- projectile.gravity = 0.4; // Increase gravity for faster fall
- // Play a softer bounce sound
+ // Hit lower 66% - bounce the projectile
+ projectile.velocityY = -Math.abs(projectile.velocityY) * 0.7; // Bounce up with reduced velocity
+ projectile.velocityX *= 0.8; // Reduce horizontal velocity slightly
+ projectile.y = motorcycleTop - 10; // Move projectile above motorcycle to prevent multiple collisions
+ // Play bounce sound
var bounceSound = LK.getSound('hit');
if (bounceSound && bounceSound.play) {
bounceSound.play();
}
}
+ continue;
}
if (projectile.y >= extendedRoadY - 20 && projectile.velocityY > 0) {
projectile.destroy();
projectiles.splice(i, 1);
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