User prompt
haz que cuando toques correctamente la linea blanca con la barra verde le hagas 15 de daño al enemigo, solo se puede hacer 0 de daño si fallas al precionar fuera de la barra verde
User prompt
haz que si precionas en la barrita verde hagas 15 de daño
User prompt
elimina la barrita del centro de la barra verde, solo haz que mientras mas al centro de la barra verde preciones bien hagas mas daño y mientras mas alejado del centro menos daño haras, solo se puede hacer 0 de daño si fallas al no precionar en la barra verde
User prompt
haz que el maximo de daño que se pueda hacer en la barra de ataque sea de 25, y que el minimo sea de 10, y si no precionas en la barrita verde solamente fallaras
User prompt
haz que al precionar la linea en la barrita verde, mientras mas al centro de la barra preciones correctamente, mas daño haras
User prompt
haz que si precionas justo cuando la linea toca la barrita del medio en vez de hacer 10 de daño haces 15 de daño
User prompt
haz que la barrita verde tenga otra barrita en el centro, si precionas cuando este en la barrita del centro en vez de hacer 10 de daño haras 15
User prompt
haz que cuando sea momento de elegir una opcion en la battlecard el corazon se posicione automaticamente en el centro de la battlebox ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
haz que el corazon se pueda mover hasta que todos los proyectiles dentro de la battle box salgan de la battlebox, y cuando ya no hayan proyectiles en la battlebox si puedas elegir una opcion en la battlecard ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
haz que el momento de elegir una opcion en la targeta de batalla solo empieze cuando todos los proyectiles dentro de la battlebox hayan salido de ahi
User prompt
haz que cuando es momento de elegir una opcion en la targeta de batalla, el corazon no se mueva hasta que sea momento de que el enemigo ataque denuevo ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
haz que la barrita verde en la que hay que precionar en el momento justo, cada ronda en la que vas a atacar cambie de posicion y de tamaño para que no sea tan repetitivo ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
haz que al precionar el boton de atacar, salga una barrita en medio de la pantalla en la que tebas precionar la pantalla en el momento exacto en que una linea toque una parte verde de la barra, al precionarlo correctamente le haras 10 de daño al enemigo ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
haz que al precionar el boton de atacar, salga una barrita en medio de la pantalla en la que tebas precionar la pantalla en el momento exacto en que una linea toque una parte verde de la barra, al precionarlo correctamente le haras 10 de daño al enemigo ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
haz que la interfaz de la targeta de batalla sea mucho mas grande, que tape toda la zona de abajo para que se vean bien los botones
User prompt
haz que en las targetas de batalla solo haya una, elimina la otra
User prompt
ahora haz que el enemigo solo pueda atacar si es su turno de hacerlo, su turno de atacar es cuando el jugador elije que accion tomar, si atacar, defenderse o curarse
User prompt
haz que los rombos aparezcan mas rapido
User prompt
haz que los rombos sean mas rapidos y aparezcan un poco mas rapido
User prompt
haz que los rombos sean un poco mas grandes y un poco mas rapidos
User prompt
haz que los rombos sean rectos, y que al momento de ser lanzados hacia ti, esten con la punta en direccion a donde son lanzados, pero que una vez que son lanzados no cambien su direccion
User prompt
haz que el rombo este recto
User prompt
haz que las puntas de los rombos segun la imagen que les puse, al ser lanzadas en direccion al corazon estos rombos tengan su punta mirando al corazon al ser lanzadas
User prompt
haz que los proyectiles de rombo de el enemigo, tengan su punta dirigida hacia el lugar en el que se encuentre el corazon (para que no se vea duro y en una sola direccion)
User prompt
haz que la velocidad de los rombos del enemigo sean de 3,5 y que los rombos tengan su punta dirigida al lugar al que son lanzados para que no se vean tan estaticos ↪💡 Consider importing and using the following plugins: @upit/tween.v1
/**** * Plugins ****/ var storage = LK.import("@upit/storage.v1"); var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Circle = Container.expand(function (circleType) { var self = Container.call(this); var circleGraphics = self.attachAsset('circle' + circleType, { anchorX: 0.5, anchorY: 0.5 }); self.circleType = circleType; self.size = circleType; self.velocityX = 0; self.velocityY = 0; self.radius = [90, 120, 150, 180, 210, 240, 270, 320, 370][circleType - 1]; self.lastY = 0; self.lastIntersecting = false; self.spawnImmunity = false; self.spawnTime = 0; self.isSelected = false; self.originalTint = 0xFFFFFF; // Add selection handler self.down = function (x, y, obj) { if (selectionMode && gameState === 'playing') { if (self.isSelected) { // Deselect circle self.isSelected = false; circleGraphics.tint = self.originalTint; var index = selectedCircles.indexOf(self); if (index > -1) { selectedCircles.splice(index, 1); } } else if (selectedCircles.length < maxSelectableCircles) { // Select circle self.isSelected = true; circleGraphics.tint = 0xFF0000; // Red tint for selection selectedCircles.push(self); // If we have selected enough circles, remove them if (selectedCircles.length >= maxSelectableCircles) { // Deduct cost for using button1 score -= 750; scoreText.setText('Score: ' + score); scoreCounter.setText('Puntos: ' + score); // Remove selected circles for (var i = selectedCircles.length - 1; i >= 0; i--) { var circle = selectedCircles[i]; game.removeChild(circle); var circleIndex = circles.indexOf(circle); if (circleIndex > -1) { circles.splice(circleIndex, 1); } } // Reset selection state selectedCircles = []; selectionMode = false; } } } }; self.update = function () { // Apply gravity with slight variation based on size (heavier objects fall slightly faster) var gravityForce = 0.4 + self.radius / 1000; // Larger circles have slightly more gravity self.velocityY += gravityForce; // Apply velocity self.x += self.velocityX; self.y += self.velocityY; // Apply air resistance (less friction for more realistic movement) self.velocityX *= 0.995; // Very slight air resistance self.velocityY *= 0.999; // Even less resistance on Y axis // Add rotation based on horizontal velocity to make circles look more natural circleGraphics.rotation += self.velocityX * 0.01; // Container collision detection var containerLeft = containerX + 20; var containerRight = containerX + containerWidth - 20; var containerBottom = containerY + containerHeight - 20; var containerTop = containerY; // Side walls collision with improved bouncing if (self.x - self.radius < containerLeft) { self.x = containerLeft + self.radius; self.velocityX = Math.abs(self.velocityX) * 0.7; // More bounce } if (self.x + self.radius > containerRight) { self.x = containerRight - self.radius; self.velocityX = -Math.abs(self.velocityX) * 0.7; // More bounce } // Allow circles to move above the container when spawning, no collision with top // Bottom collision with better restitution if (self.y + self.radius > containerBottom) { self.y = containerBottom - self.radius; // Add some bounce to vertical velocity instead of stopping completely self.velocityY = -Math.abs(self.velocityY) * 0.3; // Small bounce self.velocityX *= 0.85; // Less friction loss } // Circle-to-circle collision with other circles for (var i = 0; i < circles.length; i++) { var other = circles[i]; if (other !== self) { var dx = self.x - other.x; var dy = self.y - other.y; var distance = Math.sqrt(dx * dx + dy * dy); // Use consistent radius for collision detection var minDistance = self.radius + other.radius; if (distance < minDistance && distance > 0) { // Same size circles merge if (self.circleType === other.circleType && self.circleType < 9) { // Prevent multiple merges of the same circles if (self.shouldMerge || other.shouldMerge) { return; } // Create new larger circle var newCircle = new Circle(self.circleType + 1); newCircle.x = (self.x + other.x) / 2; newCircle.y = (self.y + other.y) / 2; newCircle.velocityX = (self.velocityX + other.velocityX) / 2; newCircle.velocityY = (self.velocityY + other.velocityY) / 2; // Start small and animate to full size newCircle.scaleX = 0.3; newCircle.scaleY = 0.3; tween(newCircle, { scaleX: 1, scaleY: 1 }, { duration: 300, easing: tween.bounceOut }); // Play fusion sound LK.getSound('circleFusion').play(); // Mark both circles for merging into the same new circle self.shouldMerge = true; other.shouldMerge = true; self.mergeInto = newCircle; other.mergeInto = newCircle; score += self.circleType * 10; scoreText.setText('Score: ' + score); scoreCounter.setText('Puntos: ' + score); return; } // Simple and consistent collision response var overlap = minDistance - distance; var normalX = dx / distance; var normalY = dy / distance; // Calculate mass based on radius var mass1 = self.radius; var mass2 = other.radius; var totalMass = mass1 + mass2; // Separate circles proportionally to their masses var pushForce = overlap * 0.5; // Split the overlap correction var ratio1 = mass2 / totalMass; // Lighter objects move more var ratio2 = mass1 / totalMass; // Apply position correction with small buffer var buffer = 2; // Small buffer to prevent immediate re-collision var correctionX = normalX * (pushForce + buffer); var correctionY = normalY * (pushForce + buffer); self.x += correctionX * ratio1; self.y += correctionY * ratio1; other.x -= correctionX * ratio2; other.y -= correctionY * ratio2; // Keep circles within container bounds after collision var containerLeft = containerX + 20; var containerRight = containerX + containerWidth - 20; var containerBottom = containerY + containerHeight - 20; if (self.x - self.radius < containerLeft) { self.x = containerLeft + self.radius; } if (self.x + self.radius > containerRight) { self.x = containerRight - self.radius; } if (self.y + self.radius > containerBottom) { self.y = containerBottom - self.radius; } if (other.x - other.radius < containerLeft) { other.x = containerLeft + other.radius; } if (other.x + other.radius > containerRight) { other.x = containerRight - other.radius; } if (other.y + other.radius > containerBottom) { other.y = containerBottom - other.radius; } // Simple velocity exchange for realistic bouncing var relativeVelocityX = self.velocityX - other.velocityX; var relativeVelocityY = self.velocityY - other.velocityY; var separatingVelocity = relativeVelocityX * normalX + relativeVelocityY * normalY; // Only resolve if objects are moving towards each other if (separatingVelocity < 0) { var restitution = 0.6; // Moderate bounciness var impulse = -(1 + restitution) * separatingVelocity / (1 / mass1 + 1 / mass2); var impulseX = impulse * normalX; var impulseY = impulse * normalY; self.velocityX += impulseX / mass1; self.velocityY += impulseY / mass1; other.velocityX -= impulseX / mass2; other.velocityY -= impulseY / mass2; } } } } }; return self; }); var EnemyDiamond = Container.expand(function () { var self = Container.call(this); var diamondGraphics = self.attachAsset('enemyDiamond', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.3, scaleY: 1.3 }); // Keep diamond straight initially diamondGraphics.rotation = 0; self.speed = 8.0; self.velocityX = 0; self.velocityY = 0; self.lastY = 0; self.lastX = 0; // Method to set launch direction and rotation self.setLaunchDirection = function (targetX, targetY) { // Calculate direction towards target var deltaX = targetX - self.x; var deltaY = targetY - self.y; var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY); // Set velocity if (distance > 0) { self.velocityX = deltaX / distance * self.speed; self.velocityY = deltaY / distance * self.speed; // Set rotation to point towards target diamondGraphics.rotation = Math.atan2(deltaY, deltaX); } else { self.velocityX = 0; self.velocityY = self.speed; diamondGraphics.rotation = Math.PI / 2; // Point downward } }; self.update = function () { self.x += self.velocityX; self.y += self.velocityY; // Do not change rotation during movement - keep it fixed }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000011 }); /**** * Game Code ****/ // Keep menu assets // Suika Game assets // Game state management var gameState = 'menu'; // 'menu', 'playing', 'paused', or 'settings' var sensitivity = storage.sensitivity || 0.5; // Default sensitivity // Suika Game variables var containerX = (2048 - 1600) / 2; var containerY = 200; var containerWidth = 1600; var containerHeight = 2000; var circles = []; var score = 0; var nextCircleType = 1; var currentCircle = null; var dropLine = null; var gameStarted = false; // Individual circle immunity will be handled per circle // Create container walls var leftWall = LK.getAsset('containerWall', { anchorX: 0, anchorY: 0 }); leftWall.x = containerX; leftWall.y = containerY; var rightWall = LK.getAsset('containerWall', { anchorX: 0, anchorY: 0 }); rightWall.x = containerX + containerWidth - 20; rightWall.y = containerY; var bottomWall = LK.getAsset('containerBottom', { anchorX: 0, anchorY: 0 }); bottomWall.x = containerX; bottomWall.y = containerY + containerHeight - 20; var topWall = LK.getAsset('containerTop', { anchorX: 0, anchorY: 0 }); topWall.x = containerX; topWall.y = containerY - 20; // Score display var scoreText = new Text2('Score: 0', { size: 60, fill: 0x000000 }); scoreText.anchor.set(0.5, 0); scoreText.x = containerX + containerWidth / 2; scoreText.y = containerY - 80; // Position above the red line // Additional score counter above red line var scoreCounter = new Text2('Puntos: 0', { size: 50, fill: 0xFFFFFF }); scoreCounter.anchor.set(0.5, 0.5); scoreCounter.x = containerX + containerWidth / 2; scoreCounter.y = containerY - 40; // Just above the red line // Next circle preview var nextCirclePreview = LK.getAsset('nextCirclePreview', { anchorX: 0.5, anchorY: 0.5 }); nextCirclePreview.x = containerX + containerWidth + 100; nextCirclePreview.y = 400; var nextCircleText = new Text2('Next:', { size: 40, fill: 0x000000 }); nextCircleText.anchor.set(0.5, 0.5); nextCircleText.x = nextCirclePreview.x; nextCircleText.y = nextCirclePreview.y - 60; // Create city background elements var cityElements = []; // Create starry night background for (var i = 0; i < 100; i++) { var star = LK.getAsset('nextCirclePreview', { anchorX: 0.5, anchorY: 0.5 }); star.x = Math.random() * 2048; star.y = Math.random() * 1500; // Only in upper portion of screen star.scaleX = 0.05 + Math.random() * 0.1; star.scaleY = star.scaleX; star.tint = 0xffffff; star.alpha = 0.3 + Math.random() * 0.7; game.addChild(star); cityElements.push(star); } // Create buildings for (var i = 0; i < 8; i++) { var building = LK.getAsset('building', { anchorX: 0.5, anchorY: 1 }); building.x = i * 280 + 140; building.y = 2732; building.scaleX = 1 + Math.random() * 0.5; building.scaleY = 1 + Math.random() * 1.2; building.tint = 0x333333 + Math.random() * 0x333333; // Random dark colors game.addChild(building); cityElements.push(building); } // Create city fog/smog effects var fogElements = []; for (var i = 0; i < 6; i++) { var fog = LK.getAsset('cityFog', { anchorX: 0.5, anchorY: 0.5 }); fog.x = Math.random() * 2048; fog.y = 1800 + Math.random() * 400; fog.tint = 0x666666; // Gray city smog fog.alpha = 0.15 + Math.random() * 0.25; fog.scaleX = 1 + Math.random() * 2; fog.scaleY = 0.6 + Math.random() * 0.8; fog.fogSpeed = 0.3 + Math.random() * 0.7; fog.fogDirection = Math.random() * Math.PI * 2; game.addChild(fog); fogElements.push(fog); } // Create moon var moon = LK.getAsset('moon', { anchorX: 0.5, anchorY: 0.5 }); moon.x = -100; // Start off-screen left moon.y = 400; // Upper portion of screen moon.scaleX = 1.2; moon.scaleY = 1.2; moon.alpha = 0.9; moon.tint = 0xFFFFDD; // Slight cream color // Moon click counter for easter egg var moonClickCount = 0; var moonClickTimeout = null; // Chaos screen elements var chaosScreenElements = []; // Battle screen elements var battleScreenElements = []; var battleScreenActive = false; var enemyDiamonds = []; var lastEnemyShootTime = 0; // Turn-based combat system var isPlayerTurn = true; var isEnemyTurn = false; // Timing mini-game variables var timingGameActive = false; var timingBarElements = []; var timingLine = null; var timingLinePosition = 0; var timingLineDirection = 1; var timingLineSpeed = 12; var greenZoneStart = 300; var greenZoneEnd = 420; var perfectZoneStart = 0; var perfectZoneEnd = 0; var enemyHealth = 100; var maxEnemyHealth = 100; // Battle card elements var battleCardElements = []; // Character data for DELTARUNE-style cards var characterData = [{ name: "KRIS", hp: 90, attack: 10, defense: 2, magic: 1, portrait: 0x4a4a8a }, { name: "SUSIE", hp: 110, attack: 14, defense: 0, magic: 1, portrait: 0x8a4a8a }]; // Add click handler to moon moon.down = function (x, y, obj) { LK.getSound('moonClick').play(); // Create and display moon click image var moonClickImage = LK.getAsset('moonClickImage', { anchorX: 0.5, anchorY: 0.5 }); moonClickImage.x = moon.x; moonClickImage.y = moon.y; moonClickImage.alpha = 0.8; game.addChild(moonClickImage); // Animate image to fade out and remove after 1.5 seconds tween(moonClickImage, { alpha: 0, scaleX: 1.5, scaleY: 1.5 }, { duration: 1500, easing: tween.easeOut, onFinish: function onFinish() { game.removeChild(moonClickImage); } }); // Easter egg: count moon clicks moonClickCount++; if (moonClickTimeout) { LK.clearTimeout(moonClickTimeout); } // Reset counter after 3 seconds if no more clicks moonClickTimeout = LK.setTimeout(function () { moonClickCount = 0; }, 3000); // Check if clicked 3 times in a row if (moonClickCount >= 3) { moonClickCount = 0; if (moonClickTimeout) { LK.clearTimeout(moonClickTimeout); moonClickTimeout = null; } showChaosScreen(); } }; game.addChild(moon); cityElements.push(moon); // Animate moon movement across screen with arc trajectory moon.y = 800; // Start much lower var moonStartY = 800; var moonMidY = 250; // Higher point at middle var moonEndY = 800; // End at same height as start // Function to create complete moon cycle function startMoonCycle() { // First half: move right and up to middle tween(moon, { x: 1024, // Middle of screen (2048/2) y: moonMidY }, { duration: 18000, // 18 seconds to reach middle (slower) easing: tween.easeOut, onFinish: function onFinish() { // Second half: move right and down to end tween(moon, { x: 2148, y: moonEndY }, { duration: 18000, // 18 seconds to reach end (slower) easing: tween.easeIn, onFinish: function onFinish() { // Reset moon and start cycle again moon.x = -100; moon.y = moonStartY; startMoonCycle(); } }); } }); } // Start the moon cycle startMoonCycle(); // Create start screen elements var titleText = new Text2('The amazing digital chaos!', { size: 120, fill: 0xFFD700 }); titleText.anchor.set(0.5, 0.5); titleText.x = 2048 / 2; titleText.y = 2732 / 3; var playButton = LK.getAsset('furniture', { anchorX: 0.5, anchorY: 0.5 }); playButton.x = 2048 / 2; playButton.y = 2732 / 2 - 100; // Move play button up playButton.scaleX = 2.5; // Much larger playButton.scaleY = 1.8; // Taller // Add border effect with second button behind var playButtonBorder = LK.getAsset('furniture', { anchorX: 0.5, anchorY: 0.5 }); playButtonBorder.x = playButton.x; playButtonBorder.y = playButton.y; playButtonBorder.tint = 0x000000; // Black border playButtonBorder.scaleX = 2.6; // Slightly larger for border playButtonBorder.scaleY = 1.9; game.addChild(playButtonBorder); game.addChild(playButton); // Add main button after border var playButtonText = new Text2('JUGAR', { size: 100, // Larger text fill: 0x000000 // Black color }); playButtonText.anchor.set(0.5, 0.5); playButtonText.x = playButton.x; playButtonText.y = playButton.y; // Add start screen elements game.addChild(titleText); game.addChild(playButton); game.addChild(playButtonText); // Store references for easy removal (including city elements) var menuElements = [titleText, playButtonBorder, playButton, playButtonText].concat(cityElements).concat(fogElements); // Create pause button (only visible during gameplay) var pauseButton = LK.getAsset('furniture', { anchorX: 0.5, anchorY: 0.5 }); pauseButton.x = 2048 - 100; pauseButton.y = 150; pauseButton.tint = 0x666666; pauseButton.scaleX = 0.8; pauseButton.scaleY = 0.8; var pauseButtonText = new Text2('||', { size: 60, fill: 0xFFFFFF }); pauseButtonText.anchor.set(0.5, 0.5); pauseButtonText.x = pauseButton.x; pauseButtonText.y = pauseButton.y; // Pause menu elements var pauseMenuElements = []; var pauseTitle = new Text2('PAUSA', { size: 120, fill: 0xFFD700 }); pauseTitle.anchor.set(0.5, 0.5); pauseTitle.x = 2048 / 2; pauseTitle.y = 800; var resumeButton = LK.getAsset('continueButton', { anchorX: 0.5, anchorY: 0.5 }); resumeButton.x = 2048 / 2; resumeButton.y = 1200; resumeButton.scaleX = 2; resumeButton.scaleY = 1.2; var resumeButtonText = new Text2('CONTINUAR', { size: 80, fill: 0x000000 }); resumeButtonText.anchor.set(0.5, 0.5); resumeButtonText.x = resumeButton.x; resumeButtonText.y = resumeButton.y; var menuButton = LK.getAsset('mainMenuButton', { anchorX: 0.5, anchorY: 0.5 }); menuButton.x = 2048 / 2; menuButton.y = 1400; menuButton.scaleX = 2; menuButton.scaleY = 1.2; var menuButtonText = new Text2('MENU PRINCIPAL', { size: 70, fill: 0x000000 }); menuButtonText.anchor.set(0.5, 0.5); menuButtonText.x = menuButton.x; menuButtonText.y = menuButton.y; var restartButton = LK.getAsset('sensitivityButton', { anchorX: 0.5, anchorY: 0.5 }); restartButton.x = 2048 / 2; restartButton.y = 1600; restartButton.scaleX = 2; restartButton.scaleY = 1.2; var restartButtonText = new Text2('REINICIAR', { size: 70, fill: 0x000000 }); restartButtonText.anchor.set(0.5, 0.5); restartButtonText.x = restartButton.x; restartButtonText.y = restartButton.y; var volumeButton = LK.getAsset('sensitivityButton', { anchorX: 0.5, anchorY: 0.5 }); volumeButton.x = 2048 / 2; volumeButton.y = 1800; volumeButton.scaleX = 2; volumeButton.scaleY = 1.2; var volumeButtonText = new Text2('VOLUMEN', { size: 70, fill: 0x000000 }); volumeButtonText.anchor.set(0.5, 0.5); volumeButtonText.x = volumeButton.x; volumeButtonText.y = volumeButton.y; pauseMenuElements = [pauseTitle, resumeButton, resumeButtonText, menuButton, menuButtonText, restartButton, restartButtonText, volumeButton, volumeButtonText]; // Settings screen elements var settingsScreenElements = []; var settingsTitle = new Text2('AJUSTAR SENSIBILIDAD', { size: 100, fill: 0xFFD700 }); settingsTitle.anchor.set(0.5, 0.5); settingsTitle.x = 2048 / 2; settingsTitle.y = 800; var sensitivityText = new Text2('Sensibilidad: ' + Math.round(sensitivity * 100) + '%', { size: 80, fill: 0xFFFFFF }); sensitivityText.anchor.set(0.5, 0.5); sensitivityText.x = 2048 / 2; sensitivityText.y = 1200; var decreaseButton = LK.getAsset('furniture', { anchorX: 0.5, anchorY: 0.5 }); decreaseButton.x = 2048 / 2 - 200; decreaseButton.y = 1400; decreaseButton.tint = 0xFF4444; decreaseButton.scaleX = 1.5; decreaseButton.scaleY = 1.2; var decreaseButtonText = new Text2('-', { size: 100, fill: 0xFFFFFF }); decreaseButtonText.anchor.set(0.5, 0.5); decreaseButtonText.x = decreaseButton.x; decreaseButtonText.y = decreaseButton.y; var increaseButton = LK.getAsset('furniture', { anchorX: 0.5, anchorY: 0.5 }); increaseButton.x = 2048 / 2 + 200; increaseButton.y = 1400; increaseButton.tint = 0x44FF44; increaseButton.scaleX = 1.5; increaseButton.scaleY = 1.2; var increaseButtonText = new Text2('+', { size: 100, fill: 0xFFFFFF }); increaseButtonText.anchor.set(0.5, 0.5); increaseButtonText.x = increaseButton.x; increaseButtonText.y = increaseButton.y; var backFromSettingsButton = LK.getAsset('furniture', { anchorX: 0.5, anchorY: 0.5 }); backFromSettingsButton.x = 2048 / 2; backFromSettingsButton.y = 1700; backFromSettingsButton.tint = 0x888888; backFromSettingsButton.scaleX = 1.8; backFromSettingsButton.scaleY = 1.2; var backFromSettingsButtonText = new Text2('VOLVER', { size: 70, fill: 0xFFFFFF }); backFromSettingsButtonText.anchor.set(0.5, 0.5); backFromSettingsButtonText.x = backFromSettingsButton.x; backFromSettingsButtonText.y = backFromSettingsButton.y; settingsScreenElements = [settingsTitle, sensitivityText, decreaseButton, decreaseButtonText, increaseButton, increaseButtonText, backFromSettingsButton, backFromSettingsButtonText]; // Volume control screen elements var volumeScreenElements = []; var volumeTitle = new Text2('AJUSTAR VOLUMEN', { size: 100, fill: 0xFFD700 }); volumeTitle.anchor.set(0.5, 0.5); volumeTitle.x = 2048 / 2; volumeTitle.y = 800; var musicVolume = 0.5; // Default volume var volumeText = new Text2('Volumen: ' + Math.round(musicVolume * 100) + '%', { size: 80, fill: 0xFFFFFF }); volumeText.anchor.set(0.5, 0.5); volumeText.x = 2048 / 2; volumeText.y = 1200; var volumeDecreaseButton = LK.getAsset('furniture', { anchorX: 0.5, anchorY: 0.5 }); volumeDecreaseButton.x = 2048 / 2 - 200; volumeDecreaseButton.y = 1400; volumeDecreaseButton.tint = 0xFF4444; volumeDecreaseButton.scaleX = 1.5; volumeDecreaseButton.scaleY = 1.2; var volumeDecreaseButtonText = new Text2('-', { size: 100, fill: 0xFFFFFF }); volumeDecreaseButtonText.anchor.set(0.5, 0.5); volumeDecreaseButtonText.x = volumeDecreaseButton.x; volumeDecreaseButtonText.y = volumeDecreaseButton.y; var volumeIncreaseButton = LK.getAsset('furniture', { anchorX: 0.5, anchorY: 0.5 }); volumeIncreaseButton.x = 2048 / 2 + 200; volumeIncreaseButton.y = 1400; volumeIncreaseButton.tint = 0x44FF44; volumeIncreaseButton.scaleX = 1.5; volumeIncreaseButton.scaleY = 1.2; var volumeIncreaseButtonText = new Text2('+', { size: 100, fill: 0xFFFFFF }); volumeIncreaseButtonText.anchor.set(0.5, 0.5); volumeIncreaseButtonText.x = volumeIncreaseButton.x; volumeIncreaseButtonText.y = volumeIncreaseButton.y; var backFromVolumeButton = LK.getAsset('furniture', { anchorX: 0.5, anchorY: 0.5 }); backFromVolumeButton.x = 2048 / 2; backFromVolumeButton.y = 1700; backFromVolumeButton.tint = 0x888888; backFromVolumeButton.scaleX = 1.8; backFromVolumeButton.scaleY = 1.2; var backFromVolumeButtonText = new Text2('VOLVER', { size: 70, fill: 0xFFFFFF }); backFromVolumeButtonText.anchor.set(0.5, 0.5); backFromVolumeButtonText.x = backFromVolumeButton.x; backFromVolumeButtonText.y = backFromVolumeButton.y; volumeScreenElements = [volumeTitle, volumeText, volumeDecreaseButton, volumeDecreaseButtonText, volumeIncreaseButton, volumeIncreaseButtonText, backFromVolumeButton, backFromVolumeButtonText]; // Function to show chaos screen (easter egg) function showChaosScreen() { gameState = 'chaos'; // Remove menu elements for (var i = 0; i < menuElements.length; i++) { game.removeChild(menuElements[i]); } // Create chaos screen elements var chaosTitle = new Text2('EASTER EGG FOUND!', { size: 100, fill: 0xFF0000 }); chaosTitle.anchor.set(0.5, 0.5); chaosTitle.x = 2048 / 2; chaosTitle.y = 800; var chaosSubtitle = new Text2('Welcome to the secret screen', { size: 60, fill: 0xFFFFFF }); chaosSubtitle.anchor.set(0.5, 0.5); chaosSubtitle.x = 2048 / 2; chaosSubtitle.y = 1000; var chaosButton = LK.getAsset('furniture', { anchorX: 0.5, anchorY: 0.5 }); chaosButton.x = 2048 / 2; chaosButton.y = 1400; chaosButton.tint = 0x8B0000; // Dark red chaosButton.scaleX = 2.5; chaosButton.scaleY = 1.8; var chaosButtonText = new Text2('CHAOS', { size: 100, fill: 0xFFFFFF }); chaosButtonText.anchor.set(0.5, 0.5); chaosButtonText.x = chaosButton.x; chaosButtonText.y = chaosButton.y; var backToChaosMenuButton = LK.getAsset('furniture', { anchorX: 0.5, anchorY: 0.5 }); backToChaosMenuButton.x = 2048 / 2; backToChaosMenuButton.y = 1700; backToChaosMenuButton.tint = 0x888888; backToChaosMenuButton.scaleX = 1.8; backToChaosMenuButton.scaleY = 1.2; var backToChaosMenuButtonText = new Text2('VOLVER', { size: 70, fill: 0xFFFFFF }); backToChaosMenuButtonText.anchor.set(0.5, 0.5); backToChaosMenuButtonText.x = backToChaosMenuButton.x; backToChaosMenuButtonText.y = backToChaosMenuButton.y; chaosScreenElements = [chaosTitle, chaosSubtitle, chaosButton, chaosButtonText, backToChaosMenuButton, backToChaosMenuButtonText]; // Add chaos screen elements for (var i = 0; i < chaosScreenElements.length; i++) { game.addChild(chaosScreenElements[i]); } } // Function to return to main menu from chaos screen function returnToMainMenuFromChaos() { gameState = 'menu'; // Remove chaos screen elements for (var i = 0; i < chaosScreenElements.length; i++) { game.removeChild(chaosScreenElements[i]); } // Add menu elements back for (var i = 0; i < menuElements.length; i++) { game.addChild(menuElements[i]); } } // Function to create character battle cards function createBattleCards() { battleCardElements = []; // Only create one card - using the first character var character = characterData[0]; var cardX = 1024; // Center the single card var cardY = 2550; // Position card further down at bottom of screen // Make cards much larger to cover entire bottom area var cardWidth = 2000; // Much wider cards to cover full width var cardHeight = 500; // Taller cards for better visibility // Create card border (white background) var cardBorder = LK.getAsset('characterCardBorder', { anchorX: 0.5, anchorY: 0.5, scaleX: cardWidth / 310, scaleY: cardHeight / 410 }); cardBorder.x = cardX; cardBorder.y = cardY; // Create main card background var cardBg = LK.getAsset('characterCard', { anchorX: 0.5, anchorY: 0.5, scaleX: cardWidth / 300, scaleY: cardHeight / 400 }); cardBg.x = cardX; cardBg.y = cardY; // Create character portrait (larger and positioned to the left) var portrait = LK.getAsset('characterPortrait', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.2, scaleY: 1.2 }); portrait.x = cardX - 600; portrait.y = cardY - 30; portrait.tint = character.portrait; // Create character name text (positioned above portrait, larger) var nameText = new Text2(character.name, { size: 70, fill: 0xFFFFFF }); nameText.anchor.set(0.5, 0.5); nameText.x = cardX - 600; nameText.y = cardY - 150; // Create HP text (positioned to the right of portrait, larger) var hpText = new Text2('HP: ' + character.hp, { size: 50, fill: 0xFF4444 }); hpText.anchor.set(0.5, 0.5); hpText.x = cardX - 200; hpText.y = cardY - 100; // Create Attack text (larger) var attackText = new Text2('ATK: ' + character.attack, { size: 50, fill: 0xFFAA44 }); attackText.anchor.set(0.5, 0.5); attackText.x = cardX - 200; attackText.y = cardY - 30; // Create Defense text (larger) var defenseText = new Text2('DEF: ' + character.defense, { size: 50, fill: 0x44AAFF }); defenseText.anchor.set(0.5, 0.5); defenseText.x = cardX - 200; defenseText.y = cardY + 40; // Create action buttons for the character (much larger and better spacing) var buttonSize = 160; var buttonSpacing = 180; var startX = cardX + 200; var buttonY = cardY; // ATACAR button var attackButton = LK.getAsset('characterNameBg', { anchorX: 0.5, anchorY: 0.5, scaleX: buttonSize / 280, scaleY: buttonSize / 60 }); attackButton.x = startX; attackButton.y = buttonY - 80; attackButton.tint = 0xFF4444; var attackButtonText = new Text2('ATACAR', { size: 40, fill: 0xFFFFFF }); attackButtonText.anchor.set(0.5, 0.5); attackButtonText.x = attackButton.x; attackButtonText.y = attackButton.y; // ACTUAR button var actButton = LK.getAsset('characterNameBg', { anchorX: 0.5, anchorY: 0.5, scaleX: buttonSize / 280, scaleY: buttonSize / 60 }); actButton.x = startX + buttonSpacing; actButton.y = buttonY - 80; actButton.tint = 0x44AA44; var actButtonText = new Text2('ACTUAR', { size: 40, fill: 0xFFFFFF }); actButtonText.anchor.set(0.5, 0.5); actButtonText.x = actButton.x; actButtonText.y = actButton.y; // COMIDA button var foodButton = LK.getAsset('characterNameBg', { anchorX: 0.5, anchorY: 0.5, scaleX: buttonSize / 280, scaleY: buttonSize / 60 }); foodButton.x = startX; foodButton.y = buttonY + 80; foodButton.tint = 0xFFAA44; var foodButtonText = new Text2('COMIDA', { size: 40, fill: 0xFFFFFF }); foodButtonText.anchor.set(0.5, 0.5); foodButtonText.x = foodButton.x; foodButtonText.y = foodButton.y; // DEFENSA button var defenseButton = LK.getAsset('characterNameBg', { anchorX: 0.5, anchorY: 0.5, scaleX: buttonSize / 280, scaleY: buttonSize / 60 }); defenseButton.x = startX + buttonSpacing; defenseButton.y = buttonY + 80; defenseButton.tint = 0x4444FF; var defenseButtonText = new Text2('DEFENSA', { size: 40, fill: 0xFFFFFF }); defenseButtonText.anchor.set(0.5, 0.5); defenseButtonText.x = defenseButton.x; defenseButtonText.y = defenseButton.y; // Store all card elements including action buttons battleCardElements.push(cardBorder, cardBg, portrait, nameText, hpText, attackText, defenseText, attackButton, attackButtonText, actButton, actButtonText, foodButton, foodButtonText, defenseButton, defenseButtonText); } // Function to show DELTARUNE-style battle screen function showBattleScreen() { gameState = 'battle'; battleScreenActive = true; // Reset turn system - player starts first isPlayerTurn = true; isEnemyTurn = false; // Reset enemy health enemyHealth = maxEnemyHealth; // Remove chaos screen elements for (var i = 0; i < chaosScreenElements.length; i++) { game.removeChild(chaosScreenElements[i]); } // Create battle screen background var battleBackground = LK.getAsset('battleBackground', { anchorX: 0, anchorY: 0 }); battleBackground.x = 0; battleBackground.y = 0; // Create battle dialogue box var battleBox = LK.getAsset('battleBox', { anchorX: 0.5, anchorY: 0.5, scaleX: 4.2, scaleY: 8.0 }); battleBox.x = 2048 / 2; battleBox.y = 2732 / 2; // Create enemy character above battle box var enemyCharacter = LK.getAsset('characterPortrait', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.0, scaleY: 2.0 }); enemyCharacter.x = battleBox.x; enemyCharacter.y = battleBox.y - 700; // Position higher above battle box (3-4 cm more separation) // enemyCharacter.tint = 0x8B0080; // Purple alien color - removed to show original image // Add levitation animation to make enemy look powerful var enemyBaseY = enemyCharacter.y; var enemyBaseX = enemyCharacter.x; function startEnemyLevitation() { // Generate random offsets for movement var randomXOffset = (Math.random() - 0.5) * 80; // Random X between -40 and 40 var randomYOffset = (Math.random() - 0.5) * 60; // Random Y between -30 and 30 var randomDuration = 800 + Math.random() * 600; // Random duration between 0.8-1.4 seconds (faster) // Determine direction based on X movement and flip enemy accordingly if (randomXOffset > 0) { // Moving right - show normal image (not flipped) enemyCharacter.scaleX = Math.abs(enemyCharacter.scaleX); } else if (randomXOffset < 0) { // Moving left - flip image horizontally enemyCharacter.scaleX = -Math.abs(enemyCharacter.scaleX); } // Move to random position around base location tween(enemyCharacter, { y: enemyBaseY + randomYOffset, x: enemyBaseX + randomXOffset }, { duration: randomDuration, easing: tween.easeInOut, onFinish: function onFinish() { // Continue the cycle with new random movement startEnemyLevitation(); } }); } // Start the levitation animation startEnemyLevitation(); // Create battle text var battleText = new Text2('* Choose your fighters for battle!', { size: 50, fill: 0x000000 }); battleText.anchor.set(0.5, 0.5); battleText.x = battleBox.x; battleText.y = battleBox.y; // Create pause button in top right corner var battlePauseButton = LK.getAsset('battlePauseButton', { anchorX: 0.5, anchorY: 0.5 }); battlePauseButton.x = 2048 - 80; battlePauseButton.y = 80; var battlePauseButtonText = new Text2('EXIT', { size: 30, fill: 0xFFFFFF }); battlePauseButtonText.anchor.set(0.5, 0.5); battlePauseButtonText.x = battlePauseButton.x; battlePauseButtonText.y = battlePauseButton.y; // Create heart cursor (player soul) var heartCursor = LK.getAsset('heartCursor', { anchorX: 0.5, anchorY: 0.5 }); heartCursor.x = battleBox.x; heartCursor.y = battleBox.y; heartCursor.scaleX = 1.2; heartCursor.scaleY = 1.2; // Create enemy health bar var enemyHealthBarBg = LK.getAsset('timingBar', { anchorX: 0.5, anchorY: 0.5 }); enemyHealthBarBg.x = 2048 / 2; enemyHealthBarBg.y = 300; enemyHealthBarBg.tint = 0x333333; enemyHealthBarBg.scaleX = 0.8; enemyHealthBarBg.scaleY = 0.6; var enemyHealthBar = LK.getAsset('timingBarGreen', { anchorX: 0, anchorY: 0.5 }); enemyHealthBar.x = enemyHealthBarBg.x - enemyHealthBarBg.width * enemyHealthBarBg.scaleX / 2; enemyHealthBar.y = enemyHealthBarBg.y; enemyHealthBar.tint = 0xFF0000; enemyHealthBar.scaleX = enemyHealth / maxEnemyHealth * 5.3; enemyHealthBar.scaleY = 0.6; var enemyHealthText = new Text2('ENEMY HP: ' + enemyHealth + '/' + maxEnemyHealth, { size: 40, fill: 0xFFFFFF }); enemyHealthText.anchor.set(0.5, 0.5); enemyHealthText.x = enemyHealthBarBg.x; enemyHealthText.y = enemyHealthBarBg.y - 60; battleScreenElements = [battleBackground, battleBox, battleText, battlePauseButton, battlePauseButtonText, heartCursor, enemyCharacter, enemyHealthBarBg, enemyHealthBar, enemyHealthText]; // Add battle screen elements for (var i = 0; i < battleScreenElements.length; i++) { game.addChild(battleScreenElements[i]); } // Create and add character cards createBattleCards(); for (var i = 0; i < battleCardElements.length; i++) { game.addChild(battleCardElements[i]); } } // Function to create timing mini-game function createTimingMiniGame() { timingGameActive = true; timingBarElements = []; timingLinePosition = 0; timingLineDirection = 1; // Randomize green zone position and size for each round var minZoneWidth = 80; // Minimum green zone width var maxZoneWidth = 160; // Maximum green zone width var zoneWidth = minZoneWidth + Math.random() * (maxZoneWidth - minZoneWidth); var maxStartPosition = 700 - zoneWidth; // Leave space for the zone width greenZoneStart = Math.random() * maxStartPosition; greenZoneEnd = greenZoneStart + zoneWidth; // Create timing bar background (centered on screen) var timingBarBg = LK.getAsset('timingBar', { anchorX: 0.5, anchorY: 0.5 }); timingBarBg.x = 2048 / 2; timingBarBg.y = 2732 / 2; // Create green success zone with randomized size and position var greenZone = LK.getAsset('timingBarGreen', { anchorX: 0.5, anchorY: 0.5 }); // Scale the green zone to match the randomized width greenZone.scaleX = zoneWidth / 120; // 120 is the original width of timingBarGreen greenZone.x = timingBarBg.x - 400 + greenZoneStart + zoneWidth / 2; // Center the zone at its new position greenZone.y = timingBarBg.y; // Perfect zone variables no longer used - damage is now calculated based on distance from center perfectZoneStart = 0; perfectZoneEnd = 0; // Create moving timing line timingLine = LK.getAsset('timingLine', { anchorX: 0.5, anchorY: 0.5 }); timingLine.x = timingBarBg.x - 400; // Start at left edge of bar timingLine.y = timingBarBg.y; // Create instruction text var instructionText = new Text2('¡Presiona la pantalla cuando la línea esté en verde!', { size: 60, fill: 0xFFFFFF }); instructionText.anchor.set(0.5, 0.5); instructionText.x = 2048 / 2; instructionText.y = 2732 / 2 - 150; // Store elements for cleanup timingBarElements = [timingBarBg, greenZone, timingLine, instructionText]; // Add elements to game for (var i = 0; i < timingBarElements.length; i++) { game.addChild(timingBarElements[i]); } } // Function to clean up timing mini-game function cleanupTimingMiniGame() { timingGameActive = false; for (var i = 0; i < timingBarElements.length; i++) { game.removeChild(timingBarElements[i]); } timingBarElements = []; timingLine = null; } // Function to check timing success function checkTimingSuccess() { if (!timingGameActive || !timingLine) return false; // Check if timing line is within green zone var linePos = timingLinePosition; return linePos >= greenZoneStart && linePos <= greenZoneEnd; } // Function to calculate damage based on distance from center of green zone function calculateDamageFromTiming() { if (!timingGameActive || !timingLine) return 0; var linePos = timingLinePosition; // Check if we're in the green zone at all if (linePos < greenZoneStart || linePos > greenZoneEnd) { return 0; // No damage if outside green zone } // Always deal 15 damage when pressing in green zone return 15; } // Function to handle player actions and trigger enemy turn function handlePlayerAction(actionType) { if (!isPlayerTurn) return; if (actionType === 'attack') { // Start timing mini-game for attack createTimingMiniGame(); return; // Don't proceed to enemy turn yet } // For other actions, proceed normally isPlayerTurn = false; isEnemyTurn = true; // Set a timeout to end enemy turn after 3 seconds LK.setTimeout(function () { isEnemyTurn = false; // Don't automatically start player turn - wait for diamonds to exit battle box }, 3000); } // Function to exit battle screen function exitBattleScreen() { gameState = 'chaos'; battleScreenActive = false; // Clean up timing mini-game if active if (timingGameActive) { cleanupTimingMiniGame(); } // Remove battle screen elements for (var i = 0; i < battleScreenElements.length; i++) { game.removeChild(battleScreenElements[i]); } // Remove battle card elements for (var i = 0; i < battleCardElements.length; i++) { game.removeChild(battleCardElements[i]); } battleCardElements = []; // Remove all enemy diamonds for (var i = 0; i < enemyDiamonds.length; i++) { game.removeChild(enemyDiamonds[i]); } enemyDiamonds = []; // Return to chaos screen for (var i = 0; i < chaosScreenElements.length; i++) { game.addChild(chaosScreenElements[i]); } } // Function to start the game function startGame() { gameState = 'playing'; // Remove menu elements for (var i = 0; i < menuElements.length; i++) { game.removeChild(menuElements[i]); } // Add game elements game.addChild(leftWall); game.addChild(rightWall); game.addChild(bottomWall); game.addChild(topWall); game.addChild(scoreText); game.addChild(scoreCounter); game.addChild(nextCirclePreview); game.addChild(nextCircleText); // Add pause button game.addChild(pauseButton); game.addChild(pauseButtonText); // Create wooden board below container woodenBoard = LK.getAsset('woodenBoard', { anchorX: 0.5, anchorY: 0 }); woodenBoard.x = containerX + containerWidth / 2; woodenBoard.y = containerY + containerHeight + 50; game.addChild(woodenBoard); // Create 3 buttons on the wooden board button1 = LK.getAsset('button1', { anchorX: 0.5, anchorY: 0.5 }); button1.x = woodenBoard.x - 400; button1.y = woodenBoard.y + 100; game.addChild(button1); button1CostText = new Text2('750 puntos', { size: 60, fill: 0xFFD700 }); button1CostText.anchor.set(0.5, 0.5); button1CostText.x = button1.x; button1CostText.y = button1.y + 140; game.addChild(button1CostText); button2 = LK.getAsset('button2', { anchorX: 0.5, anchorY: 0.5 }); button2.x = woodenBoard.x; button2.y = woodenBoard.y + 100; game.addChild(button2); button2CostText = new Text2('650 puntos', { size: 60, fill: 0xFFD700 }); button2CostText.anchor.set(0.5, 0.5); button2CostText.x = button2.x; button2CostText.y = button2.y + 140; game.addChild(button2CostText); button3 = LK.getAsset('button3', { anchorX: 0.5, anchorY: 0.5 }); button3.x = woodenBoard.x + 400; button3.y = woodenBoard.y + 100; game.addChild(button3); button3CostText = new Text2('9,999 puntos', { size: 60, fill: 0xFFD700 }); button3CostText.anchor.set(0.5, 0.5); button3CostText.x = button3.x; button3CostText.y = button3.y + 140; game.addChild(button3CostText); // Initialize first circle generateNextCircle(); gameStarted = true; // Start playing background music LK.playMusic('NightChaos'); } // Function to show pause menu function showPauseMenu() { gameState = 'paused'; // Add pause menu elements for (var i = 0; i < pauseMenuElements.length; i++) { game.addChild(pauseMenuElements[i]); } } // Function to resume game function resumeGame() { gameState = 'playing'; // Remove pause menu elements for (var i = 0; i < pauseMenuElements.length; i++) { game.removeChild(pauseMenuElements[i]); } } // Function to show settings screen function showSettings() { gameState = 'settings'; // Remove pause menu elements for (var i = 0; i < pauseMenuElements.length; i++) { game.removeChild(pauseMenuElements[i]); } // Add settings elements for (var i = 0; i < settingsScreenElements.length; i++) { game.addChild(settingsScreenElements[i]); } } // Function to go back to pause menu from settings function backToPauseMenu() { gameState = 'paused'; // Remove settings elements for (var i = 0; i < settingsScreenElements.length; i++) { game.removeChild(settingsScreenElements[i]); } // Add pause menu elements for (var i = 0; i < pauseMenuElements.length; i++) { game.addChild(pauseMenuElements[i]); } } // Function to show volume control screen function showVolumeControl() { gameState = 'volume'; // Remove pause menu elements for (var i = 0; i < pauseMenuElements.length; i++) { game.removeChild(pauseMenuElements[i]); } // Add volume control elements for (var i = 0; i < volumeScreenElements.length; i++) { game.addChild(volumeScreenElements[i]); } } // Function to go back to pause menu from volume control function backToPauseMenuFromVolume() { gameState = 'paused'; // Remove volume control elements for (var i = 0; i < volumeScreenElements.length; i++) { game.removeChild(volumeScreenElements[i]); } // Add pause menu elements for (var i = 0; i < pauseMenuElements.length; i++) { game.addChild(pauseMenuElements[i]); } } // Function to restart game function restartGame() { gameState = 'playing'; // Remove pause menu elements for (var i = 0; i < pauseMenuElements.length; i++) { game.removeChild(pauseMenuElements[i]); } // Remove all circles for (var i = 0; i < circles.length; i++) { game.removeChild(circles[i]); } circles = []; if (currentCircle) { game.removeChild(currentCircle); currentCircle = null; } if (dropLine) { game.removeChild(dropLine); dropLine = null; } // Reset game state score = 0; nextCircleType = 1; scoreText.setText('Score: 0'); scoreCounter.setText('Puntos: 0'); // Generate new next circle generateNextCircle(); gameStarted = true; } // Function to return to main menu from pause function returnToMainMenu() { gameState = 'menu'; // Remove pause menu elements for (var i = 0; i < pauseMenuElements.length; i++) { game.removeChild(pauseMenuElements[i]); } // Remove game elements game.removeChild(leftWall); game.removeChild(rightWall); game.removeChild(bottomWall); game.removeChild(topWall); game.removeChild(scoreText); game.removeChild(scoreCounter); game.removeChild(nextCirclePreview); game.removeChild(nextCircleText); if (currentCircle) { game.removeChild(currentCircle); currentCircle = null; } if (dropLine) { game.removeChild(dropLine); dropLine = null; } // Remove all circles for (var i = 0; i < circles.length; i++) { game.removeChild(circles[i]); } circles = []; game.removeChild(pauseButton); game.removeChild(pauseButtonText); // Remove wooden board and buttons if (woodenBoard) { game.removeChild(woodenBoard); } if (button1) { game.removeChild(button1); if (button1CostText) { game.removeChild(button1CostText); } } if (button2) { game.removeChild(button2); if (button2CostText) { game.removeChild(button2CostText); } } if (button3) { game.removeChild(button3); if (button3CostText) { game.removeChild(button3CostText); } } // Reset game state score = 0; nextCircleType = 1; gameStarted = false; // Add menu elements back for (var i = 0; i < menuElements.length; i++) { game.addChild(menuElements[i]); } } // Movement controls var keys = { up: false, down: false, left: false, right: false }; // Touch/mouse controls var isDragging = false; var lastTouchX = 0; var lastTouchY = 0; // Wooden board and buttons var woodenBoard = null; var button1 = null; var button1CostText = null; var button2 = null; var button2Text = null; var button2CostText = null; var button3 = null; var button3Text = null; var button3CostText = null; // Circle selection system var selectionMode = false; var selectedCircles = []; var maxSelectableCircles = 2; function generateNextCircle() { nextCircleType = Math.floor(Math.random() * 3) + 1; // Random circle type 1-3 only // Update preview game.removeChild(nextCirclePreview); nextCirclePreview = LK.getAsset('circle' + nextCircleType, { anchorX: 0.5, anchorY: 0.5 }); nextCirclePreview.x = containerX + containerWidth + 100; nextCirclePreview.y = 400; nextCirclePreview.scaleX = 0.6; nextCirclePreview.scaleY = 0.6; game.addChild(nextCirclePreview); } game.down = function (x, y, obj) { if (gameState === 'menu') { // Check if play button was clicked var playButtonBounds = { left: playButton.x - playButton.width * playButton.scaleX / 2, right: playButton.x + playButton.width * playButton.scaleX / 2, top: playButton.y - playButton.height * playButton.scaleY / 2, bottom: playButton.y + playButton.height * playButton.scaleY / 2 }; if (x >= playButtonBounds.left && x <= playButtonBounds.right && y >= playButtonBounds.top && y <= playButtonBounds.bottom) { startGame(); } } else if (gameState === 'playing') { // Check if pause button was clicked var pauseButtonBounds = { left: pauseButton.x - pauseButton.width * pauseButton.scaleX / 2, right: pauseButton.x + pauseButton.width * pauseButton.scaleX / 2, top: pauseButton.y - pauseButton.height * pauseButton.scaleY / 2, bottom: pauseButton.y + pauseButton.height * pauseButton.scaleY / 2 }; if (x >= pauseButtonBounds.left && x <= pauseButtonBounds.right && y >= pauseButtonBounds.top && y <= pauseButtonBounds.bottom) { showPauseMenu(); } else { // Check if button1 was clicked (only if button1 exists) if (button1) { var button1Bounds = { left: button1.x - button1.width * button1.scaleX / 2, right: button1.x + button1.width * button1.scaleX / 2, top: button1.y - button1.height * button1.scaleY / 2, bottom: button1.y + button1.height * button1.scaleY / 2 }; if (x >= button1Bounds.left && x <= button1Bounds.right && y >= button1Bounds.top && y <= button1Bounds.bottom) { // Check if player has enough points to use button1 if (score < 750) { // Show feedback that player doesn't have enough points // Could add visual/audio feedback here in the future return; } // Play exchange sound when button1 is pressed LK.getSound('button1Exchange').play(); // Enable selection mode if (!selectionMode) { selectionMode = true; selectedCircles = []; } else { // Cancel selection mode selectionMode = false; // Reset all selected circles for (var i = 0; i < selectedCircles.length; i++) { var circle = selectedCircles[i]; circle.isSelected = false; var circleGraphics = circle.children[0]; if (circleGraphics) { circleGraphics.tint = circle.originalTint; } } selectedCircles = []; } } } // Check if button2 was clicked (only if button2 exists) if (button2) { var button2Bounds = { left: button2.x - button2.width * button2.scaleX / 2, right: button2.x + button2.width * button2.scaleX / 2, top: button2.y - button2.height * button2.scaleY / 2, bottom: button2.y + button2.height * button2.scaleY / 2 }; if (x >= button2Bounds.left && x <= button2Bounds.right && y >= button2Bounds.top && y <= button2Bounds.bottom) { // Check if player has enough points to use button2 if (score < 650) { // Show feedback that player doesn't have enough points return; } // Deduct cost for using button2 score -= 650; scoreText.setText('Score: ' + score); scoreCounter.setText('Puntos: ' + score); // Only swap positions if there are at least 2 circles in the container if (circles.length >= 2) { // Create array of current positions var positions = []; for (var i = 0; i < circles.length; i++) { positions.push({ x: circles[i].x, y: circles[i].y }); } // Shuffle the positions array for (var i = positions.length - 1; i > 0; i--) { var j = Math.floor(Math.random() * (i + 1)); var temp = positions[i]; positions[i] = positions[j]; positions[j] = temp; } // Instantly set each circle to its new position for (var i = 0; i < circles.length; i++) { var circle = circles[i]; var newPos = positions[i]; // Set position instantly without animation circle.x = newPos.x; circle.y = newPos.y; } } } } // Check if button3 was clicked (only if button3 exists) if (button3) { var button3Bounds = { left: button3.x - button3.width * button3.scaleX / 2, right: button3.x + button3.width * button3.scaleX / 2, top: button3.y - button3.height * button3.scaleY / 2, bottom: button3.y + button3.height * button3.scaleY / 2 }; if (x >= button3Bounds.left && x <= button3Bounds.right && y >= button3Bounds.top && y <= button3Bounds.bottom) { // Check if player has enough points to use button3 if (score < 9999) { // Show feedback that player doesn't have enough points return; } // Deduct cost for using button3 score -= 9999; scoreText.setText('Score: ' + score); scoreCounter.setText('Puntos: ' + score); // Show victory screen LK.showYouWin(); } } // Check if click is inside the container (frasco) boundaries and not in selection mode if (!selectionMode && x >= containerX + 20 && x <= containerX + containerWidth - 20 && y >= containerY && y <= containerY + containerHeight - 20) { // Create and drop a circle var newCircle = new Circle(nextCircleType); newCircle.x = Math.max(containerX + 50, Math.min(x, containerX + containerWidth - 50)); newCircle.y = containerY - 100; // Spawn above the red line newCircle.velocityY = 2; newCircle.velocityX = 0; newCircle.lastY = newCircle.y; newCircle.lastIntersecting = false; // Set individual spawn immunity for this circle newCircle.spawnImmunity = true; newCircle.spawnTime = LK.ticks; game.addChild(newCircle); circles.push(newCircle); // Use tween to disable immunity after 3 seconds for this specific circle var immunityObj = { immunity: 1 }; tween(immunityObj, { immunity: 0 }, { duration: 3000, onFinish: function onFinish() { newCircle.spawnImmunity = false; } }); generateNextCircle(); } } } else if (gameState === 'paused') { // Handle pause menu interactions var resumeButtonBounds = { left: resumeButton.x - resumeButton.width * resumeButton.scaleX / 2, right: resumeButton.x + resumeButton.width * resumeButton.scaleX / 2, top: resumeButton.y - resumeButton.height * resumeButton.scaleY / 2, bottom: resumeButton.y + resumeButton.height * resumeButton.scaleY / 2 }; var menuButtonBounds = { left: menuButton.x - menuButton.width * menuButton.scaleX / 2, right: menuButton.x + menuButton.width * menuButton.scaleX / 2, top: menuButton.y - menuButton.height * menuButton.scaleY / 2, bottom: menuButton.y + menuButton.height * menuButton.scaleY / 2 }; var restartButtonBounds = { left: restartButton.x - restartButton.width * restartButton.scaleX / 2, right: restartButton.x + restartButton.width * restartButton.scaleX / 2, top: restartButton.y - restartButton.height * restartButton.scaleY / 2, bottom: restartButton.y + restartButton.height * restartButton.scaleY / 2 }; var volumeButtonBounds = { left: volumeButton.x - volumeButton.width * volumeButton.scaleX / 2, right: volumeButton.x + volumeButton.width * volumeButton.scaleX / 2, top: volumeButton.y - volumeButton.height * volumeButton.scaleY / 2, bottom: volumeButton.y + volumeButton.height * volumeButton.scaleY / 2 }; if (x >= resumeButtonBounds.left && x <= resumeButtonBounds.right && y >= resumeButtonBounds.top && y <= resumeButtonBounds.bottom) { resumeGame(); } else if (x >= menuButtonBounds.left && x <= menuButtonBounds.right && y >= menuButtonBounds.top && y <= menuButtonBounds.bottom) { returnToMainMenu(); } else if (x >= restartButtonBounds.left && x <= restartButtonBounds.right && y >= restartButtonBounds.top && y <= restartButtonBounds.bottom) { restartGame(); } else if (x >= volumeButtonBounds.left && x <= volumeButtonBounds.right && y >= volumeButtonBounds.top && y <= volumeButtonBounds.bottom) { showVolumeControl(); } } else if (gameState === 'settings') { // Handle settings interactions var decreaseButtonBounds = { left: decreaseButton.x - decreaseButton.width * decreaseButton.scaleX / 2, right: decreaseButton.x + decreaseButton.width * decreaseButton.scaleX / 2, top: decreaseButton.y - decreaseButton.height * decreaseButton.scaleY / 2, bottom: decreaseButton.y + decreaseButton.height * decreaseButton.scaleY / 2 }; var increaseButtonBounds = { left: increaseButton.x - increaseButton.width * increaseButton.scaleX / 2, right: increaseButton.x + increaseButton.width * increaseButton.scaleX / 2, top: increaseButton.y - increaseButton.height * increaseButton.scaleY / 2, bottom: increaseButton.y + increaseButton.height * increaseButton.scaleY / 2 }; var backFromSettingsButtonBounds = { left: backFromSettingsButton.x - backFromSettingsButton.width * backFromSettingsButton.scaleX / 2, right: backFromSettingsButton.x + backFromSettingsButton.width * backFromSettingsButton.scaleX / 2, top: backFromSettingsButton.y - backFromSettingsButton.height * backFromSettingsButton.scaleY / 2, bottom: backFromSettingsButton.y + backFromSettingsButton.height * backFromSettingsButton.scaleY / 2 }; if (x >= decreaseButtonBounds.left && x <= decreaseButtonBounds.right && y >= decreaseButtonBounds.top && y <= decreaseButtonBounds.bottom) { sensitivity = Math.max(0.1, sensitivity - 0.1); storage.sensitivity = sensitivity; sensitivityText.setText('Sensibilidad: ' + Math.round(sensitivity * 100) + '%'); } else if (x >= increaseButtonBounds.left && x <= increaseButtonBounds.right && y >= increaseButtonBounds.top && y <= increaseButtonBounds.bottom) { sensitivity = Math.min(1.0, sensitivity + 0.1); storage.sensitivity = sensitivity; sensitivityText.setText('Sensibilidad: ' + Math.round(sensitivity * 100) + '%'); } else if (x >= backFromSettingsButtonBounds.left && x <= backFromSettingsButtonBounds.right && y >= backFromSettingsButtonBounds.top && y <= backFromSettingsButtonBounds.bottom) { backToPauseMenu(); } } else if (gameState === 'volume') { // Handle volume control interactions var volumeDecreaseButtonBounds = { left: volumeDecreaseButton.x - volumeDecreaseButton.width * volumeDecreaseButton.scaleX / 2, right: volumeDecreaseButton.x + volumeDecreaseButton.width * volumeDecreaseButton.scaleX / 2, top: volumeDecreaseButton.y - volumeDecreaseButton.height * volumeDecreaseButton.scaleY / 2, bottom: volumeDecreaseButton.y + volumeDecreaseButton.height * volumeDecreaseButton.scaleY / 2 }; var volumeIncreaseButtonBounds = { left: volumeIncreaseButton.x - volumeIncreaseButton.width * volumeIncreaseButton.scaleX / 2, right: volumeIncreaseButton.x + volumeIncreaseButton.width * volumeIncreaseButton.scaleX / 2, top: volumeIncreaseButton.y - volumeIncreaseButton.height * volumeIncreaseButton.scaleY / 2, bottom: volumeIncreaseButton.y + volumeIncreaseButton.height * volumeIncreaseButton.scaleY / 2 }; var backFromVolumeButtonBounds = { left: backFromVolumeButton.x - backFromVolumeButton.width * backFromVolumeButton.scaleX / 2, right: backFromVolumeButton.x + backFromVolumeButton.width * backFromVolumeButton.scaleX / 2, top: backFromVolumeButton.y - backFromVolumeButton.height * backFromVolumeButton.scaleY / 2, bottom: backFromVolumeButton.y + backFromVolumeButton.height * backFromVolumeButton.scaleY / 2 }; if (x >= volumeDecreaseButtonBounds.left && x <= volumeDecreaseButtonBounds.right && y >= volumeDecreaseButtonBounds.top && y <= volumeDecreaseButtonBounds.bottom) { musicVolume = Math.max(0.0, musicVolume - 0.1); volumeText.setText('Volumen: ' + Math.round(musicVolume * 100) + '%'); // Update music volume by restarting it with new volume LK.stopMusic(); if (musicVolume > 0) { LK.playMusic('NightChaos', { fade: { start: 0, end: musicVolume, duration: 500 } }); } } else if (x >= volumeIncreaseButtonBounds.left && x <= volumeIncreaseButtonBounds.right && y >= volumeIncreaseButtonBounds.top && y <= volumeIncreaseButtonBounds.bottom) { musicVolume = Math.min(1.0, musicVolume + 0.1); volumeText.setText('Volumen: ' + Math.round(musicVolume * 100) + '%'); // Update music volume by restarting it with new volume LK.stopMusic(); if (musicVolume > 0) { LK.playMusic('NightChaos', { fade: { start: 0, end: musicVolume, duration: 500 } }); } } else if (x >= backFromVolumeButtonBounds.left && x <= backFromVolumeButtonBounds.right && y >= backFromVolumeButtonBounds.top && y <= backFromVolumeButtonBounds.bottom) { backToPauseMenuFromVolume(); } } else if (gameState === 'chaos') { // Handle chaos screen interactions var chaosButtonBounds = { left: chaosScreenElements[2].x - chaosScreenElements[2].width * chaosScreenElements[2].scaleX / 2, right: chaosScreenElements[2].x + chaosScreenElements[2].width * chaosScreenElements[2].scaleX / 2, top: chaosScreenElements[2].y - chaosScreenElements[2].height * chaosScreenElements[2].scaleY / 2, bottom: chaosScreenElements[2].y + chaosScreenElements[2].height * chaosScreenElements[2].scaleY / 2 }; var backToChaosMenuButtonBounds = { left: chaosScreenElements[4].x - chaosScreenElements[4].width * chaosScreenElements[4].scaleX / 2, right: chaosScreenElements[4].x + chaosScreenElements[4].width * chaosScreenElements[4].scaleX / 2, top: chaosScreenElements[4].y - chaosScreenElements[4].height * chaosScreenElements[4].scaleY / 2, bottom: chaosScreenElements[4].y + chaosScreenElements[4].height * chaosScreenElements[4].scaleY / 2 }; if (x >= chaosButtonBounds.left && x <= chaosButtonBounds.right && y >= chaosButtonBounds.top && y <= chaosButtonBounds.bottom) { // CHAOS button clicked - open battle screen showBattleScreen(); } else if (x >= backToChaosMenuButtonBounds.left && x <= backToChaosMenuButtonBounds.right && y >= backToChaosMenuButtonBounds.top && y <= backToChaosMenuButtonBounds.bottom) { returnToMainMenuFromChaos(); } } else if (gameState === 'battle') { // Handle timing mini-game first if (timingGameActive) { var success = checkTimingSuccess(); cleanupTimingMiniGame(); if (success) { // Calculate damage based on distance from center (10-25 damage) var damage = calculateDamageFromTiming(); var isPerfect = damage === 25; // Perfect is maximum damage // Deal damage to enemy enemyHealth = Math.max(0, enemyHealth - damage); // Update enemy health bar and text if (battleScreenElements.length >= 10) { var enemyHealthBar = battleScreenElements[8]; var enemyHealthText = battleScreenElements[9]; // Animate health bar reduction tween(enemyHealthBar, { scaleX: enemyHealth / maxEnemyHealth * 5.3 }, { duration: 500, easing: tween.easeOut }); enemyHealthText.setText('ENEMY HP: ' + enemyHealth + '/' + maxEnemyHealth); } // Flash screen different colors based on timing quality if (isPerfect) { // Perfect timing (25 damage) - flash gold LK.effects.flashScreen(0xFFD700, 500); } else if (damage >= 20) { // Great timing (20-24 damage) - flash bright green LK.effects.flashScreen(0x00FF00, 500); } else { // Good timing (10-19 damage) - flash regular green LK.effects.flashScreen(0x44AA44, 500); } // Create damage text with color based on timing quality var damageColor = 0xFF0000; // Default red if (isPerfect) { damageColor = 0xFFD700; // Gold for perfect } else if (damage >= 20) { damageColor = 0x00FF00; // Bright green for great } else if (damage >= 15) { damageColor = 0x44AA44; // Regular green for good } var damageText = new Text2('-' + damage + ' HP', { size: 80, fill: damageColor }); damageText.anchor.set(0.5, 0.5); damageText.x = 2048 / 2; damageText.y = 2732 / 2 - 300; game.addChild(damageText); // Add quality text based on damage amount if (isPerfect) { var qualityText = new Text2('¡PERFECTO!', { size: 60, fill: 0xFFD700 }); qualityText.anchor.set(0.5, 0.5); qualityText.x = 2048 / 2; qualityText.y = 2732 / 2 - 200; game.addChild(qualityText); // Animate quality text tween(qualityText, { y: qualityText.y - 50, alpha: 0 }, { duration: 1500, easing: tween.easeOut, onFinish: function onFinish() { game.removeChild(qualityText); } }); } else if (damage >= 20) { var qualityText = new Text2('¡EXCELENTE!', { size: 50, fill: 0x00FF00 }); qualityText.anchor.set(0.5, 0.5); qualityText.x = 2048 / 2; qualityText.y = 2732 / 2 - 200; game.addChild(qualityText); // Animate quality text tween(qualityText, { y: qualityText.y - 50, alpha: 0 }, { duration: 1500, easing: tween.easeOut, onFinish: function onFinish() { game.removeChild(qualityText); } }); } // Animate damage text tween(damageText, { y: damageText.y - 100, alpha: 0 }, { duration: 1500, easing: tween.easeOut, onFinish: function onFinish() { game.removeChild(damageText); } }); // Check if enemy is defeated if (enemyHealth <= 0) { // Enemy defeated - show victory var victoryText = new Text2('¡ENEMIGO DERROTADO!', { size: 100, fill: 0x00FF00 }); victoryText.anchor.set(0.5, 0.5); victoryText.x = 2048 / 2; victoryText.y = 2732 / 2; game.addChild(victoryText); // Exit battle after 2 seconds LK.setTimeout(function () { game.removeChild(victoryText); exitBattleScreen(); }, 2000); return; } } else { // Failed timing - show miss LK.effects.flashScreen(0xFF0000, 300); var missText = new Text2('¡FALLASTE!', { size: 60, fill: 0xFF0000 }); missText.anchor.set(0.5, 0.5); missText.x = 2048 / 2; missText.y = 2732 / 2; game.addChild(missText); // Animate miss text tween(missText, { alpha: 0 }, { duration: 1000, onFinish: function onFinish() { game.removeChild(missText); } }); } // Now trigger enemy turn isPlayerTurn = false; isEnemyTurn = true; LK.setTimeout(function () { isEnemyTurn = false; // Don't automatically start player turn - wait for diamonds to exit battle box }, 3000); return; } // Handle battle screen interactions if (battleScreenElements.length >= 5) { var battlePauseButton = battleScreenElements[3]; var battlePauseButtonBounds = { left: battlePauseButton.x - battlePauseButton.width * battlePauseButton.scaleX / 2, right: battlePauseButton.x + battlePauseButton.width * battlePauseButton.scaleX / 2, top: battlePauseButton.y - battlePauseButton.height * battlePauseButton.scaleY / 2, bottom: battlePauseButton.y + battlePauseButton.height * battlePauseButton.scaleY / 2 }; if (x >= battlePauseButtonBounds.left && x <= battlePauseButtonBounds.right && y >= battlePauseButtonBounds.top && y <= battlePauseButtonBounds.bottom) { exitBattleScreen(); } // Check if there are diamonds still in the battle box var battleBox = battleScreenElements[1]; var diamondsInBattleBox = false; if (battleBox && enemyDiamonds.length > 0) { var battleBoxWidth = battleBox.width * battleBox.scaleX; var battleBoxHeight = battleBox.height * battleBox.scaleY; var battleBoxLeft = battleBox.x - battleBoxWidth / 2; var battleBoxRight = battleBox.x + battleBoxWidth / 2; var battleBoxTop = battleBox.y - battleBoxHeight / 2; var battleBoxBottom = battleBox.y + battleBoxHeight / 2; for (var i = 0; i < enemyDiamonds.length; i++) { var diamond = enemyDiamonds[i]; // Check if diamond is still inside battle box if (diamond.x >= battleBoxLeft && diamond.x <= battleBoxRight && diamond.y >= battleBoxTop && diamond.y <= battleBoxBottom) { diamondsInBattleBox = true; break; } } } // Check for action button clicks (if battle cards exist and no diamonds in battle box) if (battleCardElements.length > 0 && isPlayerTurn && !diamondsInBattleBox) { // Check action buttons for single character card (buttons start at index 7) var buttonStartIndex = 7; // ATACAR button var attackButton = battleCardElements[buttonStartIndex]; if (attackButton) { var attackButtonBounds = { left: attackButton.x - attackButton.width * attackButton.scaleX / 2, right: attackButton.x + attackButton.width * attackButton.scaleX / 2, top: attackButton.y - attackButton.height * attackButton.scaleY / 2, bottom: attackButton.y + attackButton.height * attackButton.scaleY / 2 }; if (x >= attackButtonBounds.left && x <= attackButtonBounds.right && y >= attackButtonBounds.top && y <= attackButtonBounds.bottom) { handlePlayerAction('attack'); } } // ACTUAR button var actButton = battleCardElements[buttonStartIndex + 2]; if (actButton) { var actButtonBounds = { left: actButton.x - actButton.width * actButton.scaleX / 2, right: actButton.x + actButton.width * actButton.scaleX / 2, top: actButton.y - actButton.height * actButton.scaleY / 2, bottom: actButton.y + actButton.height * actButton.scaleY / 2 }; if (x >= actButtonBounds.left && x <= actButtonBounds.right && y >= actButtonBounds.top && y <= actButtonBounds.bottom) { handlePlayerAction('act'); } } // COMIDA button var foodButton = battleCardElements[buttonStartIndex + 4]; if (foodButton) { var foodButtonBounds = { left: foodButton.x - foodButton.width * foodButton.scaleX / 2, right: foodButton.x + foodButton.width * foodButton.scaleX / 2, top: foodButton.y - foodButton.height * foodButton.scaleY / 2, bottom: foodButton.y + foodButton.height * foodButton.scaleY / 2 }; if (x >= foodButtonBounds.left && x <= foodButtonBounds.right && y >= foodButtonBounds.top && y <= foodButtonBounds.bottom) { handlePlayerAction('heal'); } } // DEFENSA button var defenseButton = battleCardElements[buttonStartIndex + 6]; if (defenseButton) { var defenseButtonBounds = { left: defenseButton.x - defenseButton.width * defenseButton.scaleX / 2, right: defenseButton.x + defenseButton.width * defenseButton.scaleX / 2, top: defenseButton.y - defenseButton.height * defenseButton.scaleY / 2, bottom: defenseButton.y + defenseButton.height * defenseButton.scaleY / 2 }; if (x >= defenseButtonBounds.left && x <= defenseButtonBounds.right && y >= defenseButtonBounds.top && y <= defenseButtonBounds.bottom) { handlePlayerAction('defend'); } } } } } }; game.move = function (x, y, obj) { // Handle heart cursor movement in battle screen - allow movement until all diamonds exit battle box if (gameState === 'battle' && battleScreenElements.length >= 6) { // Check if there are diamonds still in the battle box var battleBox = battleScreenElements[1]; var diamondsInBattleBox = false; if (battleBox && enemyDiamonds.length > 0) { var battleBoxWidth = battleBox.width * battleBox.scaleX; var battleBoxHeight = battleBox.height * battleBox.scaleY; var battleBoxLeft = battleBox.x - battleBoxWidth / 2; var battleBoxRight = battleBox.x + battleBoxWidth / 2; var battleBoxTop = battleBox.y - battleBoxHeight / 2; var battleBoxBottom = battleBox.y + battleBoxHeight / 2; for (var i = 0; i < enemyDiamonds.length; i++) { var diamond = enemyDiamonds[i]; // Check if diamond is still inside battle box if (diamond.x >= battleBoxLeft && diamond.x <= battleBoxRight && diamond.y >= battleBoxTop && diamond.y <= battleBoxBottom) { diamondsInBattleBox = true; break; } } } // Allow heart movement during enemy turn OR when there are diamonds in battle box if (isEnemyTurn || diamondsInBattleBox) { var heartCursor = battleScreenElements[5]; if (heartCursor && battleBox) { // Calculate the green rectangle boundaries within the battleBox // Make the heart movement area 2.2 times smaller (larger than before) var battleBoxWidth = battleBox.width * battleBox.scaleX; var battleBoxHeight = battleBox.height * battleBox.scaleY; var smallerWidth = battleBoxWidth / 2.2; var smallerHeight = battleBoxHeight / 1.8; // Make height area larger (1.8 instead of 2.2) var battleBoxLeft = battleBox.x - smallerWidth / 2; var battleBoxRight = battleBox.x + smallerWidth / 2; var battleBoxTop = battleBox.y - smallerHeight / 2; var battleBoxBottom = battleBox.y + smallerHeight / 2; // Constrain heart cursor within the adjusted green rectangle boundaries heartCursor.x = Math.max(battleBoxLeft, Math.min(x, battleBoxRight)); heartCursor.y = Math.max(battleBoxTop, Math.min(y, battleBoxBottom)); } } } }; game.up = function (x, y, obj) { if (gameState === 'playing') { isDragging = false; } }; // Suika Game helper functions can be added here if needed // Main game update game.update = function () { // Animate fog elements in menu if (gameState === 'menu') { for (var i = 0; i < fogElements.length; i++) { var fog = fogElements[i]; fog.x += Math.cos(fog.fogDirection) * fog.fogSpeed; fog.y += Math.sin(fog.fogDirection) * fog.fogSpeed * 0.3; fog.alpha += Math.sin(LK.ticks * 0.02 + i) * 0.01; // Keep fog within bounds and wrap around if (fog.x < -100) fog.x = 2148; if (fog.x > 2148) fog.x = -100; if (fog.y < 1000) fog.y = 2200; if (fog.y > 2200) fog.y = 1000; } } if (gameState === 'playing') { // Handle circle merging var mergedCircles = []; var circlesToRemove = []; for (var i = circles.length - 1; i >= 0; i--) { var circle = circles[i]; if (circle.shouldMerge && circle.mergeInto) { // Only add the merged circle once if (mergedCircles.indexOf(circle.mergeInto) === -1) { game.addChild(circle.mergeInto); mergedCircles.push(circle.mergeInto); circles.push(circle.mergeInto); circle.mergeInto.lastY = circle.mergeInto.y; circle.mergeInto.lastIntersecting = false; // Set spawn immunity for merged circles circle.mergeInto.spawnImmunity = true; circle.mergeInto.spawnTime = LK.ticks; // Use tween to disable immunity after 3 seconds for merged circle var mergedImmunityObj = { immunity: 1 }; var mergedCircle = circle.mergeInto; // Capture reference before tween tween(mergedImmunityObj, { immunity: 0 }, { duration: 3000, onFinish: function onFinish() { if (mergedCircle) { mergedCircle.spawnImmunity = false; } } }); } // Mark circle for removal circlesToRemove.push(circle); } } // Remove all circles that merged for (var j = 0; j < circlesToRemove.length; j++) { var circleToRemove = circlesToRemove[j]; game.removeChild(circleToRemove); var index = circles.indexOf(circleToRemove); if (index > -1) { circles.splice(index, 1); } } // Check for game over (circle rises and touches the red line) for (var i = 0; i < circles.length; i++) { var circle = circles[i]; // Only trigger game over if circle touches the red line and this specific circle's immunity is not active if (circle.y - circle.radius <= containerY && !circle.spawnImmunity) { // Game over condition - circle touched the red line LK.showGameOver(); return; } } } if (gameState === 'battle' && battleScreenActive) { // Handle timing mini-game if (timingGameActive && timingLine) { // Move timing line back and forth timingLinePosition += timingLineSpeed * timingLineDirection; // Bounce at edges if (timingLinePosition >= 800) { timingLinePosition = 800; timingLineDirection = -1; } else if (timingLinePosition <= 0) { timingLinePosition = 0; timingLineDirection = 1; } // Update visual position of timing line timingLine.x = 2048 / 2 - 400 + timingLinePosition; } // Enemy shooting logic - only during enemy turn and every 0.5 seconds (30 ticks) if (isEnemyTurn && LK.ticks - lastEnemyShootTime >= 30) { lastEnemyShootTime = LK.ticks; // Get enemy position from battleScreenElements if (battleScreenElements.length >= 7) { var enemyCharacter = battleScreenElements[6]; var heartCursor = battleScreenElements[5]; // Get heart cursor reference // Create new diamond projectile var newDiamond = new EnemyDiamond(); newDiamond.x = enemyCharacter.x; newDiamond.y = enemyCharacter.y; newDiamond.lastX = newDiamond.x; newDiamond.lastY = newDiamond.y; // Set launch direction and rotation towards heart cursor newDiamond.setLaunchDirection(heartCursor.x, heartCursor.y); game.addChild(newDiamond); enemyDiamonds.push(newDiamond); } } // Update and manage enemy diamonds for (var i = enemyDiamonds.length - 1; i >= 0; i--) { var diamond = enemyDiamonds[i]; // Check if diamond is off screen if (diamond.x < -50 || diamond.x > 2098 || diamond.y < -50 || diamond.y > 2782) { game.removeChild(diamond); enemyDiamonds.splice(i, 1); } } // Check if all diamonds have left the battle box area before allowing player turn if (!isPlayerTurn && !isEnemyTurn && enemyDiamonds.length > 0) { var battleBox = battleScreenElements[1]; if (battleBox) { var battleBoxWidth = battleBox.width * battleBox.scaleX; var battleBoxHeight = battleBox.height * battleBox.scaleY; var battleBoxLeft = battleBox.x - battleBoxWidth / 2; var battleBoxRight = battleBox.x + battleBoxWidth / 2; var battleBoxTop = battleBox.y - battleBoxHeight / 2; var battleBoxBottom = battleBox.y + battleBoxHeight / 2; var allDiamondsOutside = true; for (var i = 0; i < enemyDiamonds.length; i++) { var diamond = enemyDiamonds[i]; // Check if diamond is still inside battle box if (diamond.x >= battleBoxLeft && diamond.x <= battleBoxRight && diamond.y >= battleBoxTop && diamond.y <= battleBoxBottom) { allDiamondsOutside = false; break; } } // Only start player turn when all diamonds are outside battle box if (allDiamondsOutside) { isPlayerTurn = true; // Position heart cursor automatically to center of battle box var heartCursor = battleScreenElements[5]; if (heartCursor && battleBox) { tween(heartCursor, { x: battleBox.x, y: battleBox.y }, { duration: 500, easing: tween.easeOut }); } } } } } };
===================================================================
--- original.js
+++ change.js
Niebla terrorifica. In-Game asset. 2d. High contrast. No shadows
marco de boton de inicio sin palabras en el. In-Game asset. 2d. High contrast. No shadows
una estrella hermosa con cara kawai que en su frente diga Dazai. In-Game asset. 2d. High contrast. No shadows
una luna redondita kawai con lentes de sol, en su frente lleva una sinta que dice STAR. In-Game asset. 2d. High contrast. No shadows
sacale el fondo de color negro, dejando solo al personaje con el redondeado rojo
un oso redondo. In-Game asset. 2d. High contrast. No shadows
un monito en una imagen redonda, el monito lleva gafas de sol, es de plastico y tiene una sonrisa. In-Game asset. 2d. High contrast. No shadows
un oso redondito, con una aureola, cara kawai y con los brazitos juntitos como rezando y cantando. In-Game asset. 2d. High contrast. No shadows
Nube realista de noche. In-Game asset. 2d. High contrast. No shadows
un edificio pixel art por la noche. In-Game asset. 2d. High contrast. No shadows
un boton color rojo, dentro de el hay un dibujo de dos flechas como indicando que se mezcla algo. In-Game asset. 2d. High contrast. No shadows
un boton redondo color amarillo, dentro de el hay un dinujo de una corona brillante. In-Game asset. 2d. High contrast. No shadows
una tabla de madera alargada como si fuese de una cocina. In-Game asset. 2d. High contrast. No shadows
Una luna brillante. In-Game asset. 2d. High contrast. No shadows
un corazon pixeleado al estilo de DELTARUNE u Undertale. In-Game asset. 2d. High contrast. No shadows
Jevil, un jefe del capitulo 1 de deltarune, es pixleado y el fondo detras de este es color blanco. In-Game asset. 2d. High contrast. No shadows
un diamante, es pixeleado, solo mejora su calidad, no cambies su forma
haz que este trebol blanco, sea pixeleado de 16x16
Jevil de deltarune capitulo uno siendo golpeado en el estomago echandose un poco para atras aunque con una risa loca en su rostro (pixeleado con fondo blanco). In-Game asset. 2d. High contrast. No shadows
Una caja sorpresa cerrada en blanco y negro pixeleado en 16x16 pixeles, en la caja hay un dibujo de unos ojos y sonrisa de Jevil de deltarune. el fondo de la imagen es de color rojo
un corazon de color blanco con bordes negros, el mismo que lanza Jevil en deltarune capitulo 1, el corazon es pixeleado 16x16 (el fondo de la imagen sea roja). In-Game asset. 2d. High contrast. No shadows
una bomba redonda, color blanco con bordes de color negro, es pixeleada de 16x16 (la imagen tiene fondo rojo). In-Game asset. 2d. High contrast. No shadows