User prompt
Al tocar a un enemigo quita la mitad de el score que proporciona al matarlo
User prompt
Quita el contador de vidas restantes
User prompt
Que todos los residuos sean del tamaño del power up
User prompt
Agrega un fondo de laboratorio
User prompt
Agarrar los residuos de los científicos dan 20 de score, al detonar un rojo da 50 de score, además de desbloquear el láser con 1000 residuos de científicos, se puede desbloquear con 2000 de score
User prompt
El rojo aparece cada que mueren 6 de los científicos rápidos
User prompt
Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'targetX')' in or related to this line: 'scientist.targetX = dog.x;' Line Number: 734
User prompt
Please fix the bug: 'ReferenceError: explosionRange is not defined' in or related to this line: 'if (dogDistance <= explosionRange) {' Line Number: 83
User prompt
Al explotar el rojo mueren todos los científicos de la pantalla
User prompt
Al morir el rojo, ya sea que lo tocamos o estábamos cerca de el morimos también ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Si tocamos al rojo también explota, por lo tanto también nos quita ese 20 de score
User prompt
No muere nadie al morir el rojo y tampoco sucede la explosion, corrígelo para que si haga eso
User prompt
El cientifico rojo explota al morir, todos los que estén cerca mueren por la explosión, al explotar cerca de ti te quita un 20 de score ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
El power up proporciona un 2 en el score, el matar un científico normal 3 uno rápido 5, uno rojo 4, uno que lanza proyectiles 6
User prompt
Quítale el proyectil de pistola y la pistola solo ponlo como un icono en el perro, que siempre permanezca en el lado donde salen los cuchillos
User prompt
Agrega una pistola al perro al igual que al científico que lanza proyectiles
User prompt
Animación de explosión al matar al científico rojo ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
El cientifico rojo aparece cada que 5 científicos normales mueren
User prompt
El cientifico rojo al morir que explote, matando tanto científicos cercanos (normales y rápidos) cómo al perro ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Crea a un científico que lanze bolas de acero, se necesitan 8 proyectiles para matarlo si son cuchillos, si son láser 5, aparecerá después de 5 científicos rápido
User prompt
El tamaño del power up que sea el triple de si mismos ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Para morir hacen falta 5 científicos normales o 3 científicos rápidos
User prompt
Que ya no haya contador de cuántos golpes llevamos
User prompt
Que nos maten con cinco científicos normales, 3 rápidos para que podamos morir y 2 científicos armados para morir
User prompt
Científicos rápidos doble de velocidad que un científico normal
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var ArmedScientist = Container.expand(function () { var self = Container.call(this); var scientistGraphics = self.attachAsset('scientist', { anchorX: 0.5, anchorY: 0.5 }); scientistGraphics.tint = 0xFF0000; // Red tint to distinguish armed scientists self.speed = 2.5; self.health = 7; self.points = 4; self.targetX = 0; self.targetY = 0; self.update = function () { var dx = self.targetX - self.x; var dy = self.targetY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0) { self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; } }; self.takeDamage = function (damage) { self.health -= damage; if (self.health <= 0) { // Mark as exploding to prevent multiple explosions if (self.exploding) return true; self.exploding = true; // Check for ALL scientists to kill BEFORE starting animation for (var i = scientists.length - 1; i >= 0; i--) { var otherScientist = scientists[i]; if (otherScientist !== self && !otherScientist.exploding) { // Kill ALL scientists on screen regardless of distance if (otherScientist.constructor === Scientist || otherScientist.constructor === FastScientist || otherScientist.constructor === SteelBallScientist) { LK.setScore(LK.getScore() + otherScientist.points); updateScore(); spawnLoot(otherScientist.x, otherScientist.y); scientistResidues++; updateResidue(); // Track normal scientist deaths if (otherScientist.constructor === Scientist) { normalScientistDeaths++; } else if (otherScientist.constructor === FastScientist) { fastScientistDeaths++; } otherScientist.destroy(); scientists.splice(i, 1); LK.getSound('hit').play(); } } } // Check if dog is in explosion range var dogDx = dog.x - self.x; var dogDy = dog.y - self.y; var dogDistance = Math.sqrt(dogDx * dogDx + dogDy * dogDy); if (dogDistance <= explosionRange) { // Reduce score by 20 points for being caught in explosion LK.setScore(Math.max(0, LK.getScore() - 20)); updateScore(); // Kill the dog when caught in explosion dog.health = 0; LK.showGameOver(); } // Give 50 score for detonating armed scientist LK.setScore(LK.getScore() + 50); updateScore(); // Create explosion animation tween(self, { scaleX: 3, scaleY: 3, alpha: 0 }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { self.destroy(); } }); return true; } return false; }; return self; }); var Chest = Container.expand(function () { var self = Container.call(this); var chestGraphics = self.attachAsset('chest', { anchorX: 0.5, anchorY: 0.5 }); self.type = 'chest'; self.value = 20; self.update = function () { self.rotation += 0.03; }; return self; }); var DirectionalButton = Container.expand(function (direction) { var self = Container.call(this); var buttonGraphics = self.attachAsset('dirButton', { anchorX: 0.5, anchorY: 0.5 }); self.direction = direction; self.alpha = 0.7; // Create arrow text based on direction var arrowText = new Text2('', { size: 90, fill: 0xFFFFFF }); arrowText.anchor.set(0.5, 0.5); switch (direction) { case 'up': arrowText.setText('↑'); break; case 'down': arrowText.setText('↓'); break; case 'left': arrowText.setText('←'); break; case 'right': arrowText.setText('→'); break; } self.addChild(arrowText); self.down = function (x, y, obj) { currentShootDirection = self.direction; self.alpha = 1.0; // Reset other buttons for (var i = 0; i < dirButtons.length; i++) { if (dirButtons[i] !== self) { dirButtons[i].alpha = 0.7; } } // Fire bullet immediately when button is pressed dog.shoot(); }; return self; }); var Dog = Container.expand(function () { var self = Container.call(this); var dogGraphics = self.attachAsset('dog', { anchorX: 0.5, anchorY: 0.5 }); // Add gun icon var gunIcon = self.attachAsset('dogBullet', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.3, scaleY: 0.3, x: 60, y: 0 }); gunIcon.tint = 0x888888; // Gray tint for gun icon self.health = 3; self.maxHealth = 3; self.shootCooldown = 0; self.shootRate = 20; self.speed = 5; self.powerUpActive = false; self.powerUpEndTime = 0; self.weaponType = 'knife'; self.weaponLevel = 1; self.gold = 0; self.update = function () { if (self.shootCooldown > 0) { self.shootCooldown--; } if (self.powerUpActive && LK.now > self.powerUpEndTime) { self.powerUpActive = false; self.speed = 5; self.shootRate = 20; } }; self.shoot = function () { if (self.shootCooldown <= 0) { var bullet = new DogBullet(); bullet.x = self.x; bullet.y = self.y; bullet.weaponType = self.weaponType; bullet.weaponLevel = self.weaponLevel; // Set direction based on current shoot direction switch (currentShootDirection) { case 'up': bullet.dirX = 0; bullet.dirY = -1; bullet.y -= 60; break; case 'down': bullet.dirX = 0; bullet.dirY = 1; bullet.y += 60; break; case 'left': bullet.dirX = -1; bullet.dirY = 0; bullet.x -= 60; break; case 'right': bullet.dirX = 1; bullet.dirY = 0; bullet.x += 60; break; } bullets.push(bullet); game.addChild(bullet); self.shootCooldown = self.shootRate; LK.getSound('shoot').play(); } }; self.takeDamage = function () { self.health--; LK.effects.flashObject(self, 0xFF0000, 500); if (self.health <= 0) { LK.showGameOver(); } }; self.activatePowerUp = function () { self.powerUpActive = true; self.powerUpEndTime = LK.now + 5000; self.speed = 8; self.shootRate = 11; }; self.upgradeWeapon = function () { if (self.weaponLevel < 3) { self.weaponLevel++; if (self.weaponLevel === 2 && (scientistResidues >= 1000 || LK.getScore() >= 2000)) { self.weaponType = 'laser'; self.shootRate = 13; } else if (self.weaponLevel === 3) { self.shootRate = 7; } } }; return self; }); var DogBullet = Container.expand(function () { var self = Container.call(this); self.speed = 8; self.damage = 1; self.dirX = 0; self.dirY = -1; self.weaponType = 'knife'; self.weaponLevel = 1; var bulletGraphics; self.update = function () { // Update graphics based on weapon type if not set if (!bulletGraphics) { if (self.weaponType === 'laser') { bulletGraphics = self.attachAsset('laser', { anchorX: 0.5, anchorY: 0.5 }); self.damage = 2; } else { bulletGraphics = self.attachAsset('knife', { anchorX: 0.5, anchorY: 0.5 }); } // Set rotation based on direction if (self.dirX === 1) bulletGraphics.rotation = Math.PI / 2;else if (self.dirX === -1) bulletGraphics.rotation = -Math.PI / 2;else if (self.dirY === 1) bulletGraphics.rotation = Math.PI; } self.x += self.dirX * self.speed; self.y += self.dirY * self.speed; }; return self; }); var FastScientist = Container.expand(function () { var self = Container.call(this); var scientistGraphics = self.attachAsset('fastScientist', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 7.0; self.health = 10; self.points = 5; self.targetX = 0; self.targetY = 0; self.update = function () { var dx = self.targetX - self.x; var dy = self.targetY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0) { self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; } }; self.takeDamage = function (damage) { self.health -= damage; if (self.health <= 0) { return true; } return false; }; return self; }); var Gold = Container.expand(function () { var self = Container.call(this); var goldGraphics = self.attachAsset('gold', { anchorX: 0.5, anchorY: 0.5 }); self.type = 'gold'; self.value = 10; self.update = function () { self.rotation += 0.06; }; return self; }); var Metal = Container.expand(function () { var self = Container.call(this); var metalGraphics = self.attachAsset('metal', { anchorX: 0.5, anchorY: 0.5 }); self.type = 'metal'; self.value = 5; self.update = function () { self.rotation += 0.05; }; return self; }); var PowerUp = Container.expand(function () { var self = Container.call(this); var powerUpGraphics = self.attachAsset('powerUp', { anchorX: 0.5, anchorY: 0.5 }); self.type = 'speed'; self.duration = 5000; self.update = function () { self.rotation += 0.1; }; return self; }); var Scientist = Container.expand(function () { var self = Container.call(this); var scientistGraphics = self.attachAsset('scientist', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 2; self.health = 5; self.points = 3; self.targetX = 0; self.targetY = 0; self.update = function () { var dx = self.targetX - self.x; var dy = self.targetY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0) { self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; } }; self.takeDamage = function (damage) { self.health -= damage; if (self.health <= 0) { return true; } return false; }; return self; }); var SteelBall = Container.expand(function () { var self = Container.call(this); var steelBallGraphics = self.attachAsset('dogBullet', { anchorX: 0.5, anchorY: 0.5 }); steelBallGraphics.tint = 0x808080; // Gray color for steel self.speed = 4; self.damage = 1; self.dirX = 0; self.dirY = 0; self.update = function () { self.x += self.dirX * self.speed; self.y += self.dirY * self.speed; }; return self; }); var SteelBallScientist = Container.expand(function () { var self = Container.call(this); var scientistGraphics = self.attachAsset('scientist', { anchorX: 0.5, anchorY: 0.5 }); scientistGraphics.tint = 0x4169E1; // Blue tint to distinguish steel ball scientists self.speed = 2.5; self.health = 8; // 8 hits with knife, 5 with laser (damage 2) self.points = 6; self.targetX = 0; self.targetY = 0; self.shootCooldown = 0; self.shootRate = 60; // Shoot every 60 frames (1 second) self.update = function () { var dx = self.targetX - self.x; var dy = self.targetY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0) { self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; } // Shooting logic if (self.shootCooldown > 0) { self.shootCooldown--; } else { // Shoot at dog var steelBall = new SteelBall(); steelBall.x = self.x; steelBall.y = self.y; // Calculate direction to dog var shootDistance = Math.sqrt(dx * dx + dy * dy); if (shootDistance > 0) { steelBall.dirX = dx / shootDistance; steelBall.dirY = dy / shootDistance; } steelBalls.push(steelBall); game.addChild(steelBall); self.shootCooldown = self.shootRate; } }; self.takeDamage = function (damage) { self.health -= damage; if (self.health <= 0) { return true; } return false; }; return self; }); var Technology = Container.expand(function () { var self = Container.call(this); var technologyGraphics = self.attachAsset('technology', { anchorX: 0.5, anchorY: 0.5 }); self.type = 'technology'; self.value = 50; self.update = function () { self.rotation += 0.08; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x1a1a2e }); /**** * Game Code ****/ var dog = new Dog(); var bullets = []; var scientists = []; var powerUps = []; var metals = []; var chests = []; var technologies = []; var golds = []; var dirButtons = []; var steelBalls = []; var currentShootDirection = 'up'; var spawnTimer = 0; var waveTimer = 0; var difficultyLevel = 1; var lastSpawnRate = 120; var scientistResidues = 0; var scientistCount = 0; var normalScientistHits = 0; var fastScientistHits = 0; var fastScientistSpawned = 0; var normalScientistDeaths = 0; var fastScientistDeaths = 0; var explosionRange = 200; // Range for armed scientist explosions // Add laboratory background var labBackground = LK.getAsset('labBackground', { anchorX: 0, anchorY: 0, x: 0, y: 0 }); game.addChild(labBackground); dog.x = 1024; dog.y = 2200; game.addChild(dog); var scoreTxt = new Text2('Score: 0', { size: 80, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); var goldTxt = new Text2('Gold: 0', { size: 60, fill: 0xFFD700 }); goldTxt.anchor.set(0, 0); goldTxt.x = 150; goldTxt.y = 120; LK.gui.topLeft.addChild(goldTxt); var weaponTxt = new Text2('Weapon: Knife Lv.1', { size: 50, fill: 0xFFFFFF }); weaponTxt.anchor.set(0, 0); weaponTxt.x = 150; weaponTxt.y = 190; LK.gui.topLeft.addChild(weaponTxt); var residueTxt = new Text2('Residues: 0/1000 (Laser: 1000 residues or 2000 score)', { size: 45, fill: 0x00FF00 }); residueTxt.anchor.set(0, 0); residueTxt.x = 150; residueTxt.y = 250; LK.gui.topLeft.addChild(residueTxt); // Create directional buttons in main game area with proper spacing var upBtn = new DirectionalButton('up'); upBtn.x = 300; upBtn.y = 2350; game.addChild(upBtn); dirButtons.push(upBtn); var downBtn = new DirectionalButton('down'); downBtn.x = 300; downBtn.y = 2650; game.addChild(downBtn); dirButtons.push(downBtn); var leftBtn = new DirectionalButton('left'); leftBtn.x = 150; leftBtn.y = 2500; game.addChild(leftBtn); dirButtons.push(leftBtn); var rightBtn = new DirectionalButton('right'); rightBtn.x = 450; rightBtn.y = 2500; game.addChild(rightBtn); dirButtons.push(rightBtn); // Set initial button state upBtn.alpha = 1.0; var dragNode = null; function updateScore() { scoreTxt.setText('Score: ' + LK.getScore()); } function updateGold() { goldTxt.setText('Gold: ' + dog.gold); } function updateWeapon() { var weaponName = dog.weaponType === 'knife' ? 'Knife' : 'Laser'; weaponTxt.setText('Weapon: ' + weaponName + ' Lv.' + dog.weaponLevel); } function updateResidue() { // Give 20 score for each scientist residue collected LK.setScore(LK.getScore() + 20); updateScore(); var laserUnlocked = scientistResidues >= 1000 || LK.getScore() >= 2000; if (laserUnlocked) { residueTxt.setText('Residues: ' + scientistResidues + '/1000 (LASER UNLOCKED!)'); } else { residueTxt.setText('Residues: ' + scientistResidues + '/1000 (Laser: 1000 residues or 2000 score)'); } } function spawnScientist() { var scientist; scientistCount++; if (fastScientistDeaths >= 6 && fastScientistDeaths % 6 === 0) { scientist = new ArmedScientist(); fastScientistDeaths++; // Increment to avoid spawning multiple in a row } else if (scientistCount % 10 === 0) { scientist = new FastScientist(); fastScientistSpawned++; // Spawn SteelBallScientist after every 5 fast scientists if (fastScientistSpawned % 5 === 0) { scientist = new SteelBallScientist(); } } else { scientist = new Scientist(); } var side = Math.floor(Math.random() * 4); switch (side) { case 0: // Top scientist.x = Math.random() * 2048; scientist.y = -40; break; case 1: // Right scientist.x = 2088; scientist.y = Math.random() * 2732; break; case 2: // Bottom scientist.x = Math.random() * 2048; scientist.y = 2772; break; case 3: // Left scientist.x = -40; scientist.y = Math.random() * 2732; break; } scientist.targetX = dog.x; scientist.targetY = dog.y; scientists.push(scientist); game.addChild(scientist); } function spawnPowerUp() { if (Math.random() < 0.02 && powerUps.length < 2) { var powerUp = new PowerUp(); powerUp.x = Math.random() * 1800 + 124; powerUp.y = Math.random() * 2400 + 166; powerUps.push(powerUp); game.addChild(powerUp); } } function spawnLoot(x, y) { var lootChance = Math.random(); var loot; if (lootChance < 0.5) { // 50% chance for metal loot = new Metal(); metals.push(loot); } else if (lootChance < 0.8) { // 30% chance for chest loot = new Chest(); chests.push(loot); } else { // 20% chance for technology loot = new Technology(); technologies.push(loot); } loot.x = x; loot.y = y; game.addChild(loot); } function spawnGoldFromChest(x, y) { // Spawn 2-3 gold pieces from chest var goldCount = Math.floor(Math.random() * 2) + 2; for (var i = 0; i < goldCount; i++) { var gold = new Gold(); gold.x = x + (Math.random() - 0.5) * 60; gold.y = y + (Math.random() - 0.5) * 60; golds.push(gold); game.addChild(gold); } } function handleMove(x, y, obj) { if (dragNode) { dragNode.x = Math.max(60, Math.min(1988, x)); dragNode.y = Math.max(60, Math.min(2672, y)); } } game.move = handleMove; game.down = function (x, y, obj) { dragNode = dog; handleMove(x, y, obj); }; game.up = function (x, y, obj) { dragNode = null; }; game.update = function () { spawnTimer++; waveTimer++; if (waveTimer % 1800 === 0) { difficultyLevel++; lastSpawnRate = Math.max(30, lastSpawnRate - 10); } if (spawnTimer >= lastSpawnRate) { spawnScientist(); spawnTimer = 0; } spawnPowerUp(); for (var i = bullets.length - 1; i >= 0; i--) { var bullet = bullets[i]; if (bullet.y < -50 || bullet.y > 2782 || bullet.x < -50 || bullet.x > 2098) { bullet.destroy(); bullets.splice(i, 1); continue; } for (var j = scientists.length - 1; j >= 0; j--) { var scientist = scientists[j]; if (bullet.intersects(scientist)) { if (scientist.takeDamage(bullet.damage)) { LK.setScore(LK.getScore() + scientist.points); updateScore(); spawnLoot(scientist.x, scientist.y); scientistResidues++; updateResidue(); // Track normal scientist deaths if (scientist.constructor === Scientist) { normalScientistDeaths++; } else if (scientist.constructor === FastScientist) { fastScientistDeaths++; } scientist.destroy(); scientists.splice(j, 1); LK.getSound('hit').play(); } bullet.destroy(); bullets.splice(i, 1); break; } } } for (var k = scientists.length - 1; k >= 0; k--) { var scientist = scientists[k]; if (!scientist) continue; // Skip if scientist is undefined scientist.targetX = dog.x; scientist.targetY = dog.y; if (scientist.intersects(dog)) { // Deduct half the score that the enemy would give when killed var scoreDeduction = Math.floor(scientist.points / 2); LK.setScore(Math.max(0, LK.getScore() - scoreDeduction)); updateScore(); // Check if it's an armed scientist (red) - trigger explosion if (scientist.constructor === ArmedScientist) { scientist.takeDamage(999); // Force explosion by dealing massive damage scientists.splice(k, 1); continue; } // Track hits by scientist type if (scientist.constructor === FastScientist) { fastScientistHits++; } else if (scientist.constructor === Scientist) { normalScientistHits++; } // Check death conditions if (normalScientistHits >= 5 || fastScientistHits >= 3) { LK.showGameOver(); } scientist.destroy(); scientists.splice(k, 1); continue; } var distanceToEdge = Math.min(scientist.x, 2048 - scientist.x, scientist.y, 2732 - scientist.y); if (distanceToEdge < -100) { scientist.destroy(); scientists.splice(k, 1); } } for (var l = powerUps.length - 1; l >= 0; l--) { var powerUp = powerUps[l]; if (powerUp.intersects(dog)) { LK.setScore(LK.getScore() + 2); updateScore(); dog.activatePowerUp(); LK.getSound('powerup').play(); powerUp.destroy(); powerUps.splice(l, 1); } } // Check metal collection for (var m = metals.length - 1; m >= 0; m--) { var metal = metals[m]; if (metal.intersects(dog)) { LK.setScore(LK.getScore() + metal.value); updateScore(); metal.destroy(); metals.splice(m, 1); } } // Check chest collection for (var c = chests.length - 1; c >= 0; c--) { var chest = chests[c]; if (chest.intersects(dog)) { LK.setScore(LK.getScore() + chest.value); updateScore(); // Spawn gold from chest spawnGoldFromChest(chest.x, chest.y); // Random chance for weapon upgrade if (Math.random() < 0.3) { dog.upgradeWeapon(); updateWeapon(); } chest.destroy(); chests.splice(c, 1); } } // Check technology collection for (var t = technologies.length - 1; t >= 0; t--) { var technology = technologies[t]; if (technology.intersects(dog)) { LK.setScore(LK.getScore() + technology.value); updateScore(); technology.destroy(); technologies.splice(t, 1); } } // Check gold collection for (var g = golds.length - 1; g >= 0; g--) { var gold = golds[g]; if (gold.intersects(dog)) { dog.gold += gold.value; updateGold(); gold.destroy(); golds.splice(g, 1); } } // Check steel ball collisions with dog for (var s = steelBalls.length - 1; s >= 0; s--) { var steelBall = steelBalls[s]; if (steelBall.y < -50 || steelBall.y > 2782 || steelBall.x < -50 || steelBall.x > 2098) { steelBall.destroy(); steelBalls.splice(s, 1); continue; } if (steelBall.intersects(dog)) { dog.takeDamage(); steelBall.destroy(); steelBalls.splice(s, 1); } } if (LK.ticks % 10 === 0 && dog.powerUpActive) { dog.shoot(); } }; LK.playMusic('bgmusic');
===================================================================
--- original.js
+++ change.js
@@ -719,8 +719,12 @@
if (!scientist) continue; // Skip if scientist is undefined
scientist.targetX = dog.x;
scientist.targetY = dog.y;
if (scientist.intersects(dog)) {
+ // Deduct half the score that the enemy would give when killed
+ var scoreDeduction = Math.floor(scientist.points / 2);
+ LK.setScore(Math.max(0, LK.getScore() - scoreDeduction));
+ updateScore();
// Check if it's an armed scientist (red) - trigger explosion
if (scientist.constructor === ArmedScientist) {
scientist.takeDamage(999); // Force explosion by dealing massive damage
scientists.splice(k, 1);
Cabeza de perro labrador. In-Game asset. 2d. High contrast. No shadows
Láser azul. In-Game asset. 2d. High contrast. No shadows
Perrobala. In-Game asset. 2d. High contrast. No shadows
Huella de perro. In-Game asset. 2d. High contrast. No shadows
Vista desde arriba de un laboratorio. In-Game asset. 2d. High contrast. No shadows