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)
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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; // Check for enemy collision every frame during flight 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; } } var dx = self.targetX - self.x; var dy = self.targetY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // Move towards target if not reached if (distance > 5) { self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; } else { // Reached target but didn't hit anything, remove bullet self.hit = true; self.destroy(); return; } // 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 < 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 // Start background music LK.playMusic('Fun'); // 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
@@ -155,9 +155,9 @@
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) {
+ if (distance < closestDistance) {
closestDistance = distance;
closestEnemy = enemy;
}
}