User prompt
Haz que puedas mover de lugar a los chius para que ataca. >:3
User prompt
Haz que los chiu atacan si hay un enemigo,elimina el campo de visión
User prompt
Haz que suene una música
User prompt
Hay un bug,el campo no llega a los enemigos
Code edit (1 edits merged)
Please save this source code
User prompt
Candy Rush: Guardianes del Dulce Reino
Initial prompt
¡Claro! Acá va una idea original para un juego con mecánicas interesantes: --- 🎮 Nombre del juego: Candy Rush: Guardianes del Dulce Reino --- 🍬 Género: Aventura / Tower Defense / Recolección estratégica (tipo Overcooked + Plants vs Zombies + Slime Rancher) --- 🧠 Historia: El Reino Dulce ha sido invadido por criaturas llamadas “Los Agris”, que odian todo lo dulce. Tu misión es proteger los núcleos de azúcar del reino usando a los Chius, pequeños seres comestibles que puedes recolectar, alimentar y evolucionar. --- ⚙️ Mecánicas principales: 1. 🏃♂️ Recolección y crianza: Vas por el mapa buscando huevos de Chiu. Los incubás en tu base. Cada Chiu tiene habilidades únicas según lo que coma (cereal = velocidad, chocolate = defensa, caramelo ácido = ataque). 2. 🛡️ Defensa del territorio: Colocás a los Chius como torres en puntos estratégicos del mapa. Cada ronda, los Agris atacan, y tus Chius los enfrentan automáticamente. Podés moverlos en tiempo real y darles más comida para activar “modo furia”. 3. 🔄 Fusión y evolución: Dos Chius pueden fusionarse si tienen compatibilidad (por tipo de dulce). Evolucionan en híbridos raros con habilidades especiales (por ejemplo: Chiu+picante = explosión al morir). 4. 🗺️ Exploración: Hay diferentes zonas del Reino Dulce: Montaña de Galleta, Río de Miel, Pantano Regaliz, etc. Cada zona tiene enemigos únicos y condiciones climáticas que afectan a tus Chius. 5. 🧙♀️ Modo multijugador cooperativo: Jugás con un amigo para gestionar juntos la defensa, las incubadoras y la cocina de dulces. Uno puede criar mientras el otro pelea. --- ⭐ Extras: Modo historia + modo infinito. Sistema de logros con nombres graciosos (“¡Este Chiu está muy loco!”). Eventos especiales de temporada (Navidad, Halloween). --- ¿Querés que lo convierta en un juego estilo Roblox o algo más
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var Agri = Container.expand(function () { var self = Container.call(this); self.agriGraphics = self.attachAsset('agri', { anchorX: 0.5, anchorY: 0.5 }); self.health = 50; self.speed = 2; self.damage = 10; self.pathIndex = 0; self.reachedCore = false; self.takeDamage = function (damage) { self.health -= damage; if (self.health <= 0) { LK.getSound('explosion').play(); return true; } return false; }; self.update = function () { if (self.reachedCore) return; if (self.pathIndex < enemyPath.length) { var target = enemyPath[self.pathIndex]; var dx = target.x - self.x; var dy = target.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 30) { self.pathIndex++; } else { self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; } } else { // Reached sugar core if (!self.reachedCore) { self.reachedCore = true; sugarCoreHealth -= self.damage; if (sugarCoreHealth <= 0) { LK.showGameOver(); } } } }; return self; }); var Bullet = Container.expand(function () { var self = Container.call(this); self.bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 8; self.damage = 20; self.targetX = 0; self.targetY = 0; self.hit = false; self.update = function () { if (self.hit) return; var dx = self.targetX - self.x; var dy = self.targetY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 20) { // Check for enemy collision for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; var enemyDx = enemy.x - self.x; var enemyDy = enemy.y - self.y; var enemyDistance = Math.sqrt(enemyDx * enemyDx + enemyDy * enemyDy); if (enemyDistance < 40) { if (enemy.takeDamage(self.damage)) { enemy.destroy(); enemies.splice(i, 1); score += 10; scoreText.setText('Score: ' + score); } self.hit = true; self.destroy(); return; } } } if (distance > 5) { self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; } // Remove if off screen if (self.x < -50 || self.x > 2098 || self.y < -50 || self.y > 2782) { self.hit = true; self.destroy(); } }; return self; }); var Chiu = Container.expand(function () { var self = Container.call(this); self.chiuGraphics = self.attachAsset('chiu', { anchorX: 0.5, anchorY: 0.5 }); self.level = 1; self.feedCount = 0; self.maxHealth = 100; self.health = self.maxHealth; self.attackPower = 20; self.range = 150; self.attackSpeed = 60; // frames between attacks self.lastAttack = 0; self.placed = false; self.target = null; self.takeDamage = function (damage) { self.health -= damage; if (self.health <= 0) { self.destroy(); return true; } return false; }; self.feed = function () { self.feedCount++; if (self.feedCount >= 3) { self.evolve(); } }; self.evolve = function () { self.level++; self.attackPower += 10; self.maxHealth += 20; self.health = self.maxHealth; var newScale = 1 + (self.level - 1) * 0.3; tween(self.chiuGraphics, { scaleX: newScale, scaleY: newScale }, { duration: 500 }); self.feedCount = 0; }; self.findTarget = function () { var closestEnemy = null; var closestDistance = Infinity; for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var dx = enemy.x - self.x; var dy = enemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance <= self.range && distance < closestDistance) { closestDistance = distance; closestEnemy = enemy; } } return closestEnemy; }; self.attack = function (target) { var bullet = new Bullet(); bullet.x = self.x; bullet.y = self.y; bullet.targetX = target.x; bullet.targetY = target.y; bullet.damage = self.attackPower; bullets.push(bullet); game.addChild(bullet); LK.getSound('shoot').play(); }; self.update = function () { if (!self.placed) return; self.target = self.findTarget(); if (self.target && LK.ticks - self.lastAttack >= self.attackSpeed) { self.attack(self.target); self.lastAttack = LK.ticks; } }; self.down = function (x, y, obj) { if (!self.placed && gameState === 'placement') { draggedChiu = self; isDragging = true; } }; return self; }); var ChiuEgg = Container.expand(function () { var self = Container.call(this); self.eggGraphics = self.attachAsset('egg', { anchorX: 0.5, anchorY: 0.5 }); self.collected = false; self.down = function (x, y, obj) { if (!self.collected && gameState === 'exploration') { self.collected = true; collectedEggs++; LK.getSound('collect').play(); tween(self, { alpha: 0, scaleX: 1.5, scaleY: 1.5 }, { duration: 300, onFinish: function onFinish() { self.destroy(); } }); eggsText.setText('Eggs: ' + collectedEggs); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x98FB98 }); /**** * Game Code ****/ // Game state variables var gameState = 'exploration'; // 'exploration', 'placement', 'defense' var collectedEggs = storage.collectedEggs || 0; var score = 0; var wave = 1; var sugarCoreHealth = 100; // Game arrays var chius = []; var enemies = []; var bullets = []; var eggs = []; // Drag variables var draggedChiu = null; var isDragging = false; // Enemy path var enemyPath = [{ x: 100, y: 100 }, { x: 300, y: 200 }, { x: 600, y: 300 }, { x: 900, y: 400 }, { x: 1200, y: 500 }, { x: 1500, y: 600 }, { x: 1700, y: 800 }]; // Create sugar core var sugarCore = game.addChild(LK.getAsset('sugarCore', { anchorX: 0.5, anchorY: 0.5 })); sugarCore.x = 1700; sugarCore.y = 800; // Create path visualization for (var i = 0; i < enemyPath.length; i++) { var pathNode = game.addChild(LK.getAsset('path', { anchorX: 0.5, anchorY: 0.5, alpha: 0.5 })); pathNode.x = enemyPath[i].x; pathNode.y = enemyPath[i].y; } // UI Elements var scoreText = new Text2('Score: 0', { size: 60, fill: 0x000000 }); scoreText.anchor.set(0.5, 0); LK.gui.top.addChild(scoreText); var eggsText = new Text2('Eggs: ' + collectedEggs, { size: 50, fill: 0x000000 }); eggsText.anchor.set(0, 0); eggsText.x = 150; eggsText.y = 20; LK.gui.topLeft.addChild(eggsText); var healthText = new Text2('Core Health: 100', { size: 50, fill: 0x000000 }); healthText.anchor.set(1, 0); LK.gui.topRight.addChild(healthText); var stateText = new Text2('EXPLORATION MODE - Collect Eggs!', { size: 40, fill: 0x000000 }); stateText.anchor.set(0.5, 1); LK.gui.bottom.addChild(stateText); // Control buttons var playButton = game.addChild(LK.getAsset('playButton', { anchorX: 0.5, anchorY: 0.5 })); playButton.x = 1024; playButton.y = 2600; var playButtonText = new Text2('START WAVE', { size: 40, fill: 0xFFFFFF }); playButtonText.anchor.set(0.5, 0.5); playButton.addChild(playButtonText); var feedButton = game.addChild(LK.getAsset('feedButton', { anchorX: 0.5, anchorY: 0.5 })); feedButton.x = 200; feedButton.y = 2600; var feedButtonText = new Text2('FEED', { size: 30, fill: 0xFFFFFF }); feedButtonText.anchor.set(0.5, 0.5); feedButton.addChild(feedButtonText); // Spawn initial eggs function spawnEggs() { for (var i = 0; i < 8; i++) { var egg = new ChiuEgg(); egg.x = Math.random() * 1800 + 100; egg.y = Math.random() * 1500 + 200; eggs.push(egg); game.addChild(egg); } } // Hatch eggs into chius function hatchEgg() { if (collectedEggs > 0) { var newChiu = new Chiu(); newChiu.x = 100 + chius.length * 90; newChiu.y = 2400; chius.push(newChiu); game.addChild(newChiu); collectedEggs--; eggsText.setText('Eggs: ' + collectedEggs); storage.collectedEggs = collectedEggs; } } // Spawn enemy wave function spawnWave() { var enemyCount = 3 + wave; var spawnInterval = LK.setInterval(function () { if (enemyCount > 0) { var enemy = new Agri(); enemy.x = enemyPath[0].x; enemy.y = enemyPath[0].y; enemies.push(enemy); game.addChild(enemy); enemyCount--; } else { LK.clearInterval(spawnInterval); } }, 1000); } // Initialize spawnEggs(); hatchEgg(); // Start with one chiu // Event handlers playButton.down = function (x, y, obj) { if (gameState === 'exploration') { gameState = 'placement'; stateText.setText('PLACEMENT MODE - Place Your Chius!'); } else if (gameState === 'placement') { gameState = 'defense'; stateText.setText('DEFENSE MODE - Wave ' + wave); spawnWave(); } }; feedButton.down = function (x, y, obj) { if (gameState === 'placement' || gameState === 'exploration') { for (var i = 0; i < chius.length; i++) { if (!chius[i].placed) { chius[i].feed(); break; } } } }; game.move = function (x, y, obj) { if (isDragging && draggedChiu) { draggedChiu.x = x; draggedChiu.y = y; } }; game.up = function (x, y, obj) { if (isDragging && draggedChiu) { // Place chiu if in valid location if (y < 2200) { draggedChiu.placed = true; LK.effects.flashObject(draggedChiu, 0x00FF00, 500); } else { // Return to base draggedChiu.x = 100 + chius.indexOf(draggedChiu) * 90; draggedChiu.y = 2400; } isDragging = false; draggedChiu = null; } }; // Double tap to hatch eggs var lastTapTime = 0; game.down = function (x, y, obj) { var currentTime = Date.now(); if (currentTime - lastTapTime < 300) { // Double tap detected if (gameState === 'exploration') { hatchEgg(); } } lastTapTime = currentTime; }; // Main game loop game.update = function () { // Update health display healthText.setText('Core Health: ' + sugarCoreHealth); // Check wave completion if (gameState === 'defense' && enemies.length === 0) { wave++; score += 100; scoreText.setText('Score: ' + score); if (wave > 5) { LK.showYouWin(); } else { gameState = 'exploration'; stateText.setText('EXPLORATION MODE - Collect More Eggs!'); spawnEggs(); } } // Clean up destroyed bullets for (var i = bullets.length - 1; i >= 0; i--) { if (bullets[i].hit) { bullets.splice(i, 1); } } // Clean up destroyed enemies for (var i = enemies.length - 1; i >= 0; i--) { if (enemies[i].reachedCore) { enemies[i].destroy(); enemies.splice(i, 1); } } };
===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,459 @@
-/****
+/****
+* Plugins
+****/
+var tween = LK.import("@upit/tween.v1");
+var storage = LK.import("@upit/storage.v1");
+
+/****
+* Classes
+****/
+var Agri = Container.expand(function () {
+ var self = Container.call(this);
+ self.agriGraphics = self.attachAsset('agri', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.health = 50;
+ self.speed = 2;
+ self.damage = 10;
+ self.pathIndex = 0;
+ self.reachedCore = false;
+ self.takeDamage = function (damage) {
+ self.health -= damage;
+ if (self.health <= 0) {
+ LK.getSound('explosion').play();
+ return true;
+ }
+ return false;
+ };
+ self.update = function () {
+ if (self.reachedCore) return;
+ if (self.pathIndex < enemyPath.length) {
+ var target = enemyPath[self.pathIndex];
+ var dx = target.x - self.x;
+ var dy = target.y - self.y;
+ var distance = Math.sqrt(dx * dx + dy * dy);
+ if (distance < 30) {
+ self.pathIndex++;
+ } else {
+ self.x += dx / distance * self.speed;
+ self.y += dy / distance * self.speed;
+ }
+ } else {
+ // Reached sugar core
+ if (!self.reachedCore) {
+ self.reachedCore = true;
+ sugarCoreHealth -= self.damage;
+ if (sugarCoreHealth <= 0) {
+ LK.showGameOver();
+ }
+ }
+ }
+ };
+ return self;
+});
+var Bullet = Container.expand(function () {
+ var self = Container.call(this);
+ self.bulletGraphics = self.attachAsset('bullet', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 8;
+ self.damage = 20;
+ self.targetX = 0;
+ self.targetY = 0;
+ self.hit = false;
+ self.update = function () {
+ if (self.hit) return;
+ var dx = self.targetX - self.x;
+ var dy = self.targetY - self.y;
+ var distance = Math.sqrt(dx * dx + dy * dy);
+ if (distance < 20) {
+ // Check for enemy collision
+ for (var i = enemies.length - 1; i >= 0; i--) {
+ var enemy = enemies[i];
+ var enemyDx = enemy.x - self.x;
+ var enemyDy = enemy.y - self.y;
+ var enemyDistance = Math.sqrt(enemyDx * enemyDx + enemyDy * enemyDy);
+ if (enemyDistance < 40) {
+ if (enemy.takeDamage(self.damage)) {
+ enemy.destroy();
+ enemies.splice(i, 1);
+ score += 10;
+ scoreText.setText('Score: ' + score);
+ }
+ self.hit = true;
+ self.destroy();
+ return;
+ }
+ }
+ }
+ if (distance > 5) {
+ self.x += dx / distance * self.speed;
+ self.y += dy / distance * self.speed;
+ }
+ // Remove if off screen
+ if (self.x < -50 || self.x > 2098 || self.y < -50 || self.y > 2782) {
+ self.hit = true;
+ self.destroy();
+ }
+ };
+ return self;
+});
+var Chiu = Container.expand(function () {
+ var self = Container.call(this);
+ self.chiuGraphics = self.attachAsset('chiu', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.level = 1;
+ self.feedCount = 0;
+ self.maxHealth = 100;
+ self.health = self.maxHealth;
+ self.attackPower = 20;
+ self.range = 150;
+ self.attackSpeed = 60; // frames between attacks
+ self.lastAttack = 0;
+ self.placed = false;
+ self.target = null;
+ self.takeDamage = function (damage) {
+ self.health -= damage;
+ if (self.health <= 0) {
+ self.destroy();
+ return true;
+ }
+ return false;
+ };
+ self.feed = function () {
+ self.feedCount++;
+ if (self.feedCount >= 3) {
+ self.evolve();
+ }
+ };
+ self.evolve = function () {
+ self.level++;
+ self.attackPower += 10;
+ self.maxHealth += 20;
+ self.health = self.maxHealth;
+ var newScale = 1 + (self.level - 1) * 0.3;
+ tween(self.chiuGraphics, {
+ scaleX: newScale,
+ scaleY: newScale
+ }, {
+ duration: 500
+ });
+ self.feedCount = 0;
+ };
+ self.findTarget = function () {
+ var closestEnemy = null;
+ var closestDistance = Infinity;
+ for (var i = 0; i < enemies.length; i++) {
+ var enemy = enemies[i];
+ var dx = enemy.x - self.x;
+ var dy = enemy.y - self.y;
+ var distance = Math.sqrt(dx * dx + dy * dy);
+ if (distance <= self.range && distance < closestDistance) {
+ closestDistance = distance;
+ closestEnemy = enemy;
+ }
+ }
+ return closestEnemy;
+ };
+ self.attack = function (target) {
+ var bullet = new Bullet();
+ bullet.x = self.x;
+ bullet.y = self.y;
+ bullet.targetX = target.x;
+ bullet.targetY = target.y;
+ bullet.damage = self.attackPower;
+ bullets.push(bullet);
+ game.addChild(bullet);
+ LK.getSound('shoot').play();
+ };
+ self.update = function () {
+ if (!self.placed) return;
+ self.target = self.findTarget();
+ if (self.target && LK.ticks - self.lastAttack >= self.attackSpeed) {
+ self.attack(self.target);
+ self.lastAttack = LK.ticks;
+ }
+ };
+ self.down = function (x, y, obj) {
+ if (!self.placed && gameState === 'placement') {
+ draggedChiu = self;
+ isDragging = true;
+ }
+ };
+ return self;
+});
+var ChiuEgg = Container.expand(function () {
+ var self = Container.call(this);
+ self.eggGraphics = self.attachAsset('egg', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.collected = false;
+ self.down = function (x, y, obj) {
+ if (!self.collected && gameState === 'exploration') {
+ self.collected = true;
+ collectedEggs++;
+ LK.getSound('collect').play();
+ tween(self, {
+ alpha: 0,
+ scaleX: 1.5,
+ scaleY: 1.5
+ }, {
+ duration: 300,
+ onFinish: function onFinish() {
+ self.destroy();
+ }
+ });
+ eggsText.setText('Eggs: ' + collectedEggs);
+ }
+ };
+ return self;
+});
+
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000
-});
\ No newline at end of file
+ backgroundColor: 0x98FB98
+});
+
+/****
+* Game Code
+****/
+// Game state variables
+var gameState = 'exploration'; // 'exploration', 'placement', 'defense'
+var collectedEggs = storage.collectedEggs || 0;
+var score = 0;
+var wave = 1;
+var sugarCoreHealth = 100;
+// Game arrays
+var chius = [];
+var enemies = [];
+var bullets = [];
+var eggs = [];
+// Drag variables
+var draggedChiu = null;
+var isDragging = false;
+// Enemy path
+var enemyPath = [{
+ x: 100,
+ y: 100
+}, {
+ x: 300,
+ y: 200
+}, {
+ x: 600,
+ y: 300
+}, {
+ x: 900,
+ y: 400
+}, {
+ x: 1200,
+ y: 500
+}, {
+ x: 1500,
+ y: 600
+}, {
+ x: 1700,
+ y: 800
+}];
+// Create sugar core
+var sugarCore = game.addChild(LK.getAsset('sugarCore', {
+ anchorX: 0.5,
+ anchorY: 0.5
+}));
+sugarCore.x = 1700;
+sugarCore.y = 800;
+// Create path visualization
+for (var i = 0; i < enemyPath.length; i++) {
+ var pathNode = game.addChild(LK.getAsset('path', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ alpha: 0.5
+ }));
+ pathNode.x = enemyPath[i].x;
+ pathNode.y = enemyPath[i].y;
+}
+// UI Elements
+var scoreText = new Text2('Score: 0', {
+ size: 60,
+ fill: 0x000000
+});
+scoreText.anchor.set(0.5, 0);
+LK.gui.top.addChild(scoreText);
+var eggsText = new Text2('Eggs: ' + collectedEggs, {
+ size: 50,
+ fill: 0x000000
+});
+eggsText.anchor.set(0, 0);
+eggsText.x = 150;
+eggsText.y = 20;
+LK.gui.topLeft.addChild(eggsText);
+var healthText = new Text2('Core Health: 100', {
+ size: 50,
+ fill: 0x000000
+});
+healthText.anchor.set(1, 0);
+LK.gui.topRight.addChild(healthText);
+var stateText = new Text2('EXPLORATION MODE - Collect Eggs!', {
+ size: 40,
+ fill: 0x000000
+});
+stateText.anchor.set(0.5, 1);
+LK.gui.bottom.addChild(stateText);
+// Control buttons
+var playButton = game.addChild(LK.getAsset('playButton', {
+ anchorX: 0.5,
+ anchorY: 0.5
+}));
+playButton.x = 1024;
+playButton.y = 2600;
+var playButtonText = new Text2('START WAVE', {
+ size: 40,
+ fill: 0xFFFFFF
+});
+playButtonText.anchor.set(0.5, 0.5);
+playButton.addChild(playButtonText);
+var feedButton = game.addChild(LK.getAsset('feedButton', {
+ anchorX: 0.5,
+ anchorY: 0.5
+}));
+feedButton.x = 200;
+feedButton.y = 2600;
+var feedButtonText = new Text2('FEED', {
+ size: 30,
+ fill: 0xFFFFFF
+});
+feedButtonText.anchor.set(0.5, 0.5);
+feedButton.addChild(feedButtonText);
+// Spawn initial eggs
+function spawnEggs() {
+ for (var i = 0; i < 8; i++) {
+ var egg = new ChiuEgg();
+ egg.x = Math.random() * 1800 + 100;
+ egg.y = Math.random() * 1500 + 200;
+ eggs.push(egg);
+ game.addChild(egg);
+ }
+}
+// Hatch eggs into chius
+function hatchEgg() {
+ if (collectedEggs > 0) {
+ var newChiu = new Chiu();
+ newChiu.x = 100 + chius.length * 90;
+ newChiu.y = 2400;
+ chius.push(newChiu);
+ game.addChild(newChiu);
+ collectedEggs--;
+ eggsText.setText('Eggs: ' + collectedEggs);
+ storage.collectedEggs = collectedEggs;
+ }
+}
+// Spawn enemy wave
+function spawnWave() {
+ var enemyCount = 3 + wave;
+ var spawnInterval = LK.setInterval(function () {
+ if (enemyCount > 0) {
+ var enemy = new Agri();
+ enemy.x = enemyPath[0].x;
+ enemy.y = enemyPath[0].y;
+ enemies.push(enemy);
+ game.addChild(enemy);
+ enemyCount--;
+ } else {
+ LK.clearInterval(spawnInterval);
+ }
+ }, 1000);
+}
+// Initialize
+spawnEggs();
+hatchEgg(); // Start with one chiu
+// Event handlers
+playButton.down = function (x, y, obj) {
+ if (gameState === 'exploration') {
+ gameState = 'placement';
+ stateText.setText('PLACEMENT MODE - Place Your Chius!');
+ } else if (gameState === 'placement') {
+ gameState = 'defense';
+ stateText.setText('DEFENSE MODE - Wave ' + wave);
+ spawnWave();
+ }
+};
+feedButton.down = function (x, y, obj) {
+ if (gameState === 'placement' || gameState === 'exploration') {
+ for (var i = 0; i < chius.length; i++) {
+ if (!chius[i].placed) {
+ chius[i].feed();
+ break;
+ }
+ }
+ }
+};
+game.move = function (x, y, obj) {
+ if (isDragging && draggedChiu) {
+ draggedChiu.x = x;
+ draggedChiu.y = y;
+ }
+};
+game.up = function (x, y, obj) {
+ if (isDragging && draggedChiu) {
+ // Place chiu if in valid location
+ if (y < 2200) {
+ draggedChiu.placed = true;
+ LK.effects.flashObject(draggedChiu, 0x00FF00, 500);
+ } else {
+ // Return to base
+ draggedChiu.x = 100 + chius.indexOf(draggedChiu) * 90;
+ draggedChiu.y = 2400;
+ }
+ isDragging = false;
+ draggedChiu = null;
+ }
+};
+// Double tap to hatch eggs
+var lastTapTime = 0;
+game.down = function (x, y, obj) {
+ var currentTime = Date.now();
+ if (currentTime - lastTapTime < 300) {
+ // Double tap detected
+ if (gameState === 'exploration') {
+ hatchEgg();
+ }
+ }
+ lastTapTime = currentTime;
+};
+// Main game loop
+game.update = function () {
+ // Update health display
+ healthText.setText('Core Health: ' + sugarCoreHealth);
+ // Check wave completion
+ if (gameState === 'defense' && enemies.length === 0) {
+ wave++;
+ score += 100;
+ scoreText.setText('Score: ' + score);
+ if (wave > 5) {
+ LK.showYouWin();
+ } else {
+ gameState = 'exploration';
+ stateText.setText('EXPLORATION MODE - Collect More Eggs!');
+ spawnEggs();
+ }
+ }
+ // Clean up destroyed bullets
+ for (var i = bullets.length - 1; i >= 0; i--) {
+ if (bullets[i].hit) {
+ bullets.splice(i, 1);
+ }
+ }
+ // Clean up destroyed enemies
+ for (var i = enemies.length - 1; i >= 0; i--) {
+ if (enemies[i].reachedCore) {
+ enemies[i].destroy();
+ enemies.splice(i, 1);
+ }
+ }
+};
\ No newline at end of file