User prompt
al principio apareceran 2 enemigos y poco a poco comenzaran a parecer mas.
User prompt
los enemigos aparecen de poco a poco. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Mayor separación entre las flechas de movimiento. El ataque fuerte se llamara patada. El ataque rápido se llamara golpe. Cuando el jugador realice un ataque rápido, el personaje realizará una animación de tirar un golpe. Cuando el jugador realice un ataque fuerte, el personaje realizará una animación de tirar una patada. Cuando el jugador realice el ataque especial, el personaje realizará una animación de atacar con la espada. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
los botenes de las flechas deben ser el doble de grandes.
User prompt
añadir movimiento tactil al juego, cuando el jugador toque el personaje se podra mover en cualquier direccion.
User prompt
Corrige el error obj.parent indefinido en el método Player down
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'toGlobal')' in or related to this line: 'var localPos = self.parent.toLocal(obj.parent.toGlobal({' Line Number: 267
User prompt
eliminar las flechas para mover al personaje. el personaje se movera cuando el jugador lo toque hacia cualquier direccion.
User prompt
eliminar obstaculos del juego.
User prompt
la pantalla solo tendra un fondo, el fondo inferior.
User prompt
el fondo de la pantalla de divide entre un tercio de la pantalla hacia arriba y el resto hacia abajo.
User prompt
la imagen de la espada se vera dependiendo del lado del que salga el ataque especial.
User prompt
los enemigos rodean los obstáculos. cuando el jugador este cerca de perder aparecerán objetos de color verde que le pueden rellenar la barra de vida a la mitad o completa, dependiendo de si el objeto verde es pequeño o grande, el pequeño le dará la mitad de la barra y el grande la llena completamente. si el jugador o los enemigos se topan con un obstáculo tendrán que rodearlo. si el enemigo esta a la izquierda del jugador el personaje atacara a la izquierda, si esta a la derecha atacara a la derecha respectivamente. basta con presionar cualquier flecha una vez para que el jugador se mueva.
User prompt
los obstaculos son estaticos. el puntaje solo se obtiene al derrotar enemigos. aleatoriamente pueden aparecer pocos enemigos del lado izquierdo de la pantalla.
User prompt
solo se necesita mantener presionada cualquier flecha para que el jugador empiece a moverse. el jugador perdera cuando la barra de salud de la esquina superior izquierda llegue a vaciarse. el puntaje estara en la esquina superior derecha.
User prompt
el jugador solo se movera con las flechas hacia arriba, abajo, izquierda y derecha que estaran en la esquina inferior izquierda. los 3 ataques estaran en la esquina inferior derecha.
User prompt
el personaje que controla el jugador y los enemigos apareceran de igual forma pero en el centro de la pantalla. los ataques rapido, fuerte y el especial estaran en la esquina inferior izquierda de la pantalla. y el ataque especial se llamara espada.
Code edit (1 edits merged)
Please save this source code
User prompt
Blade Runner Quest
Initial prompt
un videojuego en 2d del tipo hack and slash donde el personaje comienza en el lado izquierdo de la pantalla y se tiene que mover hacia la derecha avanzando y evitando obstaculos y enemigos. al presionar 2 botones de ataque rapido y fuerte se defendera de los enemigos, y con un tercer boton usara una espada que funcionaria como ataque especial.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 1.0 }); self.health = 50; self.damage = 20; self.moveSpeed = -2; self.lastDamageTime = 0; self.takeDamage = function (damage) { self.health -= damage; LK.effects.flashObject(self, 0xFFFFFF, 100); if (self.health <= 0) { self.destroy(); for (var i = enemies.length - 1; i >= 0; i--) { if (enemies[i] === self) { enemies.splice(i, 1); break; } } LK.setScore(LK.getScore() + 10); scoreTxt.setText(LK.getScore()); } }; self.update = function () { self.x += self.moveSpeed; if (self.x < -100) { self.destroy(); for (var i = enemies.length - 1; i >= 0; i--) { if (enemies[i] === self) { enemies.splice(i, 1); break; } } } }; return self; }); var HeavyAttack = Container.expand(function () { var self = Container.call(this); var attackGraphics = self.attachAsset('heavyAttack', { anchorX: 0.5, anchorY: 0.5 }); self.damage = 50; self.lifetime = 25; // Slightly longer than quick attack self.hasHit = false; self.update = function () { self.lifetime--; if (self.lifetime <= 0) { self.destroy(); for (var i = attacks.length - 1; i >= 0; i--) { if (attacks[i] === self) { attacks.splice(i, 1); break; } } } }; return self; }); var Obstacle = Container.expand(function () { var self = Container.call(this); var obstacleGraphics = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 1.0 }); self.health = 100; self.moveSpeed = -4; self.takeDamage = function (damage) { self.health -= damage; LK.effects.flashObject(self, 0xFFFFFF, 100); if (self.health <= 0) { self.destroy(); for (var i = obstacles.length - 1; i >= 0; i--) { if (obstacles[i] === self) { obstacles.splice(i, 1); break; } } LK.setScore(LK.getScore() + 5); scoreTxt.setText(LK.getScore()); } }; self.update = function () { self.x += self.moveSpeed; if (self.x < -150) { self.destroy(); for (var i = obstacles.length - 1; i >= 0; i--) { if (obstacles[i] === self) { obstacles.splice(i, 1); break; } } } }; return self; }); var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 1.0 }); self.health = 100; self.maxHealth = 100; self.moveSpeed = 3; self.isAttacking = false; self.attackCooldown = 0; self.specialCooldown = 0; self.maxSpecialCooldown = 180; // 3 seconds at 60fps self.takeDamage = function (damage) { self.health -= damage; if (self.health <= 0) { self.health = 0; LK.effects.flashScreen(0xFF0000, 1000); LK.showGameOver(); } else { LK.effects.flashObject(self, 0xFF0000, 300); } }; self.quickAttack = function () { if (self.attackCooldown > 0 || self.isAttacking) return; self.isAttacking = true; self.attackCooldown = 20; // 1/3 second cooldown var attack = new QuickAttack(); attack.x = self.x + 60; attack.y = self.y - 40; attacks.push(attack); game.addChild(attack); LK.getSound('slash').play(); LK.setTimeout(function () { self.isAttacking = false; }, 200); }; self.heavyAttack = function () { if (self.attackCooldown > 0 || self.isAttacking) return; self.isAttacking = true; self.attackCooldown = 45; // 3/4 second cooldown var attack = new HeavyAttack(); attack.x = self.x + 75; attack.y = self.y - 50; attacks.push(attack); game.addChild(attack); LK.getSound('hit').play(); LK.setTimeout(function () { self.isAttacking = false; }, 400); }; self.specialAttack = function () { if (self.specialCooldown > 0 || self.isAttacking) return; self.isAttacking = true; self.specialCooldown = self.maxSpecialCooldown; var attack = new SpecialAttack(); attack.x = self.x + 100; attack.y = self.y - 60; attacks.push(attack); game.addChild(attack); LK.getSound('special').play(); LK.setTimeout(function () { self.isAttacking = false; }, 600); }; self.update = function () { self.x += self.moveSpeed; if (self.attackCooldown > 0) { self.attackCooldown--; } if (self.specialCooldown > 0) { self.specialCooldown--; } }; return self; }); var QuickAttack = Container.expand(function () { var self = Container.call(this); var attackGraphics = self.attachAsset('quickAttack', { anchorX: 0.5, anchorY: 0.5 }); self.damage = 25; self.lifetime = 15; // Quarter second at 60fps self.hasHit = false; self.update = function () { self.lifetime--; if (self.lifetime <= 0) { self.destroy(); for (var i = attacks.length - 1; i >= 0; i--) { if (attacks[i] === self) { attacks.splice(i, 1); break; } } } }; return self; }); var SpecialAttack = Container.expand(function () { var self = Container.call(this); var attackGraphics = self.attachAsset('specialAttack', { anchorX: 0.5, anchorY: 0.5 }); self.damage = 100; self.lifetime = 35; // Longest lasting attack self.hasHit = false; self.update = function () { self.lifetime--; if (self.lifetime <= 0) { self.destroy(); for (var i = attacks.length - 1; i >= 0; i--) { if (attacks[i] === self) { attacks.splice(i, 1); break; } } } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x2F4F4F }); /**** * Game Code ****/ var player; var enemies = []; var obstacles = []; var attacks = []; var spawnTimer = 0; var gameSpeed = 1; // UI Elements var scoreTxt = new Text2('Score: 0', { size: 60, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); var healthTxt = new Text2('Health: 100', { size: 50, fill: 0x00FF00 }); healthTxt.anchor.set(0, 0); healthTxt.x = 50; healthTxt.y = 100; LK.gui.topLeft.addChild(healthTxt); var specialCooldownTxt = new Text2('Special Ready', { size: 40, fill: 0x9932CC }); specialCooldownTxt.anchor.set(0, 0); specialCooldownTxt.x = 50; specialCooldownTxt.y = 170; LK.gui.topLeft.addChild(specialCooldownTxt); // Control buttons var quickBtn = new Text2('Quick', { size: 80, fill: 0xFFD700 }); quickBtn.anchor.set(0.5, 1); LK.gui.bottomLeft.addChild(quickBtn); quickBtn.x = 200; quickBtn.y = -50; var heavyBtn = new Text2('Heavy', { size: 80, fill: 0xFF6347 }); heavyBtn.anchor.set(0.5, 1); LK.gui.bottom.addChild(heavyBtn); heavyBtn.x = -200; heavyBtn.y = -50; var specialBtn = new Text2('Special', { size: 80, fill: 0x9932CC }); specialBtn.anchor.set(0.5, 1); LK.gui.bottomRight.addChild(specialBtn); specialBtn.x = -200; specialBtn.y = -50; // Initialize player player = game.addChild(new Player()); player.x = 200; player.y = 2732 - 200; // Button event handlers quickBtn.down = function (x, y, obj) { if (player) { player.quickAttack(); } }; heavyBtn.down = function (x, y, obj) { if (player) { player.heavyAttack(); } }; specialBtn.down = function (x, y, obj) { if (player) { player.specialAttack(); } }; // Spawn enemies and obstacles function spawnEnemyOrObstacle() { if (Math.random() < 0.6) { // Spawn enemy var enemy = new Enemy(); enemy.x = 2048 + 100; enemy.y = 2732 - 200 - Math.random() * 300; enemies.push(enemy); game.addChild(enemy); } else { // Spawn obstacle var obstacle = new Obstacle(); obstacle.x = 2048 + 150; obstacle.y = 2732 - 200 - Math.random() * 200; obstacles.push(obstacle); game.addChild(obstacle); } } game.update = function () { // Update game speed over time gameSpeed += 0.001; // Spawn timer spawnTimer++; var spawnRate = Math.max(60 - Math.floor(LK.ticks / 600), 30); // Faster spawning over time if (spawnTimer >= spawnRate) { spawnEnemyOrObstacle(); spawnTimer = 0; } // Update UI if (player) { healthTxt.setText('Health: ' + player.health); if (player.specialCooldown > 0) { specialCooldownTxt.setText('Special: ' + Math.ceil(player.specialCooldown / 60) + 's'); } else { specialCooldownTxt.setText('Special Ready'); } } // Check collisions between player and enemies for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; if (player && player.intersects(enemy)) { if (LK.ticks - enemy.lastDamageTime > 60) { // Damage once per second player.takeDamage(enemy.damage); enemy.lastDamageTime = LK.ticks; } } } // Check collisions between player and obstacles for (var i = obstacles.length - 1; i >= 0; i--) { var obstacle = obstacles[i]; if (player && player.intersects(obstacle)) { player.takeDamage(30); obstacle.destroy(); obstacles.splice(i, 1); } } // Check collisions between attacks and enemies for (var i = attacks.length - 1; i >= 0; i--) { var attack = attacks[i]; if (attack.hasHit) continue; for (var j = enemies.length - 1; j >= 0; j--) { var enemy = enemies[j]; if (attack.intersects(enemy)) { enemy.takeDamage(attack.damage); attack.hasHit = true; break; } } // Check attack vs obstacles for (var j = obstacles.length - 1; j >= 0; j--) { var obstacle = obstacles[j]; if (attack.intersects(obstacle)) { obstacle.takeDamage(attack.damage); attack.hasHit = true; break; } } } // Update score based on distance if (LK.ticks % 10 === 0) { LK.setScore(LK.getScore() + 1); scoreTxt.setText('Score: ' + LK.getScore()); } };
===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,399 @@
-/****
+/****
+* Plugins
+****/
+var tween = LK.import("@upit/tween.v1");
+
+/****
+* Classes
+****/
+var Enemy = Container.expand(function () {
+ var self = Container.call(this);
+ var enemyGraphics = self.attachAsset('enemy', {
+ anchorX: 0.5,
+ anchorY: 1.0
+ });
+ self.health = 50;
+ self.damage = 20;
+ self.moveSpeed = -2;
+ self.lastDamageTime = 0;
+ self.takeDamage = function (damage) {
+ self.health -= damage;
+ LK.effects.flashObject(self, 0xFFFFFF, 100);
+ if (self.health <= 0) {
+ self.destroy();
+ for (var i = enemies.length - 1; i >= 0; i--) {
+ if (enemies[i] === self) {
+ enemies.splice(i, 1);
+ break;
+ }
+ }
+ LK.setScore(LK.getScore() + 10);
+ scoreTxt.setText(LK.getScore());
+ }
+ };
+ self.update = function () {
+ self.x += self.moveSpeed;
+ if (self.x < -100) {
+ self.destroy();
+ for (var i = enemies.length - 1; i >= 0; i--) {
+ if (enemies[i] === self) {
+ enemies.splice(i, 1);
+ break;
+ }
+ }
+ }
+ };
+ return self;
+});
+var HeavyAttack = Container.expand(function () {
+ var self = Container.call(this);
+ var attackGraphics = self.attachAsset('heavyAttack', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.damage = 50;
+ self.lifetime = 25; // Slightly longer than quick attack
+ self.hasHit = false;
+ self.update = function () {
+ self.lifetime--;
+ if (self.lifetime <= 0) {
+ self.destroy();
+ for (var i = attacks.length - 1; i >= 0; i--) {
+ if (attacks[i] === self) {
+ attacks.splice(i, 1);
+ break;
+ }
+ }
+ }
+ };
+ return self;
+});
+var Obstacle = Container.expand(function () {
+ var self = Container.call(this);
+ var obstacleGraphics = self.attachAsset('obstacle', {
+ anchorX: 0.5,
+ anchorY: 1.0
+ });
+ self.health = 100;
+ self.moveSpeed = -4;
+ self.takeDamage = function (damage) {
+ self.health -= damage;
+ LK.effects.flashObject(self, 0xFFFFFF, 100);
+ if (self.health <= 0) {
+ self.destroy();
+ for (var i = obstacles.length - 1; i >= 0; i--) {
+ if (obstacles[i] === self) {
+ obstacles.splice(i, 1);
+ break;
+ }
+ }
+ LK.setScore(LK.getScore() + 5);
+ scoreTxt.setText(LK.getScore());
+ }
+ };
+ self.update = function () {
+ self.x += self.moveSpeed;
+ if (self.x < -150) {
+ self.destroy();
+ for (var i = obstacles.length - 1; i >= 0; i--) {
+ if (obstacles[i] === self) {
+ obstacles.splice(i, 1);
+ break;
+ }
+ }
+ }
+ };
+ return self;
+});
+var Player = Container.expand(function () {
+ var self = Container.call(this);
+ var playerGraphics = self.attachAsset('player', {
+ anchorX: 0.5,
+ anchorY: 1.0
+ });
+ self.health = 100;
+ self.maxHealth = 100;
+ self.moveSpeed = 3;
+ self.isAttacking = false;
+ self.attackCooldown = 0;
+ self.specialCooldown = 0;
+ self.maxSpecialCooldown = 180; // 3 seconds at 60fps
+ self.takeDamage = function (damage) {
+ self.health -= damage;
+ if (self.health <= 0) {
+ self.health = 0;
+ LK.effects.flashScreen(0xFF0000, 1000);
+ LK.showGameOver();
+ } else {
+ LK.effects.flashObject(self, 0xFF0000, 300);
+ }
+ };
+ self.quickAttack = function () {
+ if (self.attackCooldown > 0 || self.isAttacking) return;
+ self.isAttacking = true;
+ self.attackCooldown = 20; // 1/3 second cooldown
+ var attack = new QuickAttack();
+ attack.x = self.x + 60;
+ attack.y = self.y - 40;
+ attacks.push(attack);
+ game.addChild(attack);
+ LK.getSound('slash').play();
+ LK.setTimeout(function () {
+ self.isAttacking = false;
+ }, 200);
+ };
+ self.heavyAttack = function () {
+ if (self.attackCooldown > 0 || self.isAttacking) return;
+ self.isAttacking = true;
+ self.attackCooldown = 45; // 3/4 second cooldown
+ var attack = new HeavyAttack();
+ attack.x = self.x + 75;
+ attack.y = self.y - 50;
+ attacks.push(attack);
+ game.addChild(attack);
+ LK.getSound('hit').play();
+ LK.setTimeout(function () {
+ self.isAttacking = false;
+ }, 400);
+ };
+ self.specialAttack = function () {
+ if (self.specialCooldown > 0 || self.isAttacking) return;
+ self.isAttacking = true;
+ self.specialCooldown = self.maxSpecialCooldown;
+ var attack = new SpecialAttack();
+ attack.x = self.x + 100;
+ attack.y = self.y - 60;
+ attacks.push(attack);
+ game.addChild(attack);
+ LK.getSound('special').play();
+ LK.setTimeout(function () {
+ self.isAttacking = false;
+ }, 600);
+ };
+ self.update = function () {
+ self.x += self.moveSpeed;
+ if (self.attackCooldown > 0) {
+ self.attackCooldown--;
+ }
+ if (self.specialCooldown > 0) {
+ self.specialCooldown--;
+ }
+ };
+ return self;
+});
+var QuickAttack = Container.expand(function () {
+ var self = Container.call(this);
+ var attackGraphics = self.attachAsset('quickAttack', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.damage = 25;
+ self.lifetime = 15; // Quarter second at 60fps
+ self.hasHit = false;
+ self.update = function () {
+ self.lifetime--;
+ if (self.lifetime <= 0) {
+ self.destroy();
+ for (var i = attacks.length - 1; i >= 0; i--) {
+ if (attacks[i] === self) {
+ attacks.splice(i, 1);
+ break;
+ }
+ }
+ }
+ };
+ return self;
+});
+var SpecialAttack = Container.expand(function () {
+ var self = Container.call(this);
+ var attackGraphics = self.attachAsset('specialAttack', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.damage = 100;
+ self.lifetime = 35; // Longest lasting attack
+ self.hasHit = false;
+ self.update = function () {
+ self.lifetime--;
+ if (self.lifetime <= 0) {
+ self.destroy();
+ for (var i = attacks.length - 1; i >= 0; i--) {
+ if (attacks[i] === self) {
+ attacks.splice(i, 1);
+ break;
+ }
+ }
+ }
+ };
+ return self;
+});
+
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000
-});
\ No newline at end of file
+ backgroundColor: 0x2F4F4F
+});
+
+/****
+* Game Code
+****/
+var player;
+var enemies = [];
+var obstacles = [];
+var attacks = [];
+var spawnTimer = 0;
+var gameSpeed = 1;
+// UI Elements
+var scoreTxt = new Text2('Score: 0', {
+ size: 60,
+ fill: 0xFFFFFF
+});
+scoreTxt.anchor.set(0.5, 0);
+LK.gui.top.addChild(scoreTxt);
+var healthTxt = new Text2('Health: 100', {
+ size: 50,
+ fill: 0x00FF00
+});
+healthTxt.anchor.set(0, 0);
+healthTxt.x = 50;
+healthTxt.y = 100;
+LK.gui.topLeft.addChild(healthTxt);
+var specialCooldownTxt = new Text2('Special Ready', {
+ size: 40,
+ fill: 0x9932CC
+});
+specialCooldownTxt.anchor.set(0, 0);
+specialCooldownTxt.x = 50;
+specialCooldownTxt.y = 170;
+LK.gui.topLeft.addChild(specialCooldownTxt);
+// Control buttons
+var quickBtn = new Text2('Quick', {
+ size: 80,
+ fill: 0xFFD700
+});
+quickBtn.anchor.set(0.5, 1);
+LK.gui.bottomLeft.addChild(quickBtn);
+quickBtn.x = 200;
+quickBtn.y = -50;
+var heavyBtn = new Text2('Heavy', {
+ size: 80,
+ fill: 0xFF6347
+});
+heavyBtn.anchor.set(0.5, 1);
+LK.gui.bottom.addChild(heavyBtn);
+heavyBtn.x = -200;
+heavyBtn.y = -50;
+var specialBtn = new Text2('Special', {
+ size: 80,
+ fill: 0x9932CC
+});
+specialBtn.anchor.set(0.5, 1);
+LK.gui.bottomRight.addChild(specialBtn);
+specialBtn.x = -200;
+specialBtn.y = -50;
+// Initialize player
+player = game.addChild(new Player());
+player.x = 200;
+player.y = 2732 - 200;
+// Button event handlers
+quickBtn.down = function (x, y, obj) {
+ if (player) {
+ player.quickAttack();
+ }
+};
+heavyBtn.down = function (x, y, obj) {
+ if (player) {
+ player.heavyAttack();
+ }
+};
+specialBtn.down = function (x, y, obj) {
+ if (player) {
+ player.specialAttack();
+ }
+};
+// Spawn enemies and obstacles
+function spawnEnemyOrObstacle() {
+ if (Math.random() < 0.6) {
+ // Spawn enemy
+ var enemy = new Enemy();
+ enemy.x = 2048 + 100;
+ enemy.y = 2732 - 200 - Math.random() * 300;
+ enemies.push(enemy);
+ game.addChild(enemy);
+ } else {
+ // Spawn obstacle
+ var obstacle = new Obstacle();
+ obstacle.x = 2048 + 150;
+ obstacle.y = 2732 - 200 - Math.random() * 200;
+ obstacles.push(obstacle);
+ game.addChild(obstacle);
+ }
+}
+game.update = function () {
+ // Update game speed over time
+ gameSpeed += 0.001;
+ // Spawn timer
+ spawnTimer++;
+ var spawnRate = Math.max(60 - Math.floor(LK.ticks / 600), 30); // Faster spawning over time
+ if (spawnTimer >= spawnRate) {
+ spawnEnemyOrObstacle();
+ spawnTimer = 0;
+ }
+ // Update UI
+ if (player) {
+ healthTxt.setText('Health: ' + player.health);
+ if (player.specialCooldown > 0) {
+ specialCooldownTxt.setText('Special: ' + Math.ceil(player.specialCooldown / 60) + 's');
+ } else {
+ specialCooldownTxt.setText('Special Ready');
+ }
+ }
+ // Check collisions between player and enemies
+ for (var i = enemies.length - 1; i >= 0; i--) {
+ var enemy = enemies[i];
+ if (player && player.intersects(enemy)) {
+ if (LK.ticks - enemy.lastDamageTime > 60) {
+ // Damage once per second
+ player.takeDamage(enemy.damage);
+ enemy.lastDamageTime = LK.ticks;
+ }
+ }
+ }
+ // Check collisions between player and obstacles
+ for (var i = obstacles.length - 1; i >= 0; i--) {
+ var obstacle = obstacles[i];
+ if (player && player.intersects(obstacle)) {
+ player.takeDamage(30);
+ obstacle.destroy();
+ obstacles.splice(i, 1);
+ }
+ }
+ // Check collisions between attacks and enemies
+ for (var i = attacks.length - 1; i >= 0; i--) {
+ var attack = attacks[i];
+ if (attack.hasHit) continue;
+ for (var j = enemies.length - 1; j >= 0; j--) {
+ var enemy = enemies[j];
+ if (attack.intersects(enemy)) {
+ enemy.takeDamage(attack.damage);
+ attack.hasHit = true;
+ break;
+ }
+ }
+ // Check attack vs obstacles
+ for (var j = obstacles.length - 1; j >= 0; j--) {
+ var obstacle = obstacles[j];
+ if (attack.intersects(obstacle)) {
+ obstacle.takeDamage(attack.damage);
+ attack.hasHit = true;
+ break;
+ }
+ }
+ }
+ // Update score based on distance
+ if (LK.ticks % 10 === 0) {
+ LK.setScore(LK.getScore() + 1);
+ scoreTxt.setText('Score: ' + LK.getScore());
+ }
+};
\ No newline at end of file
pandillero que quiere pelear a puño limpio. In-Game asset. 2d. High contrast. No shadows
cristal verde de tamaño grande. In-Game asset. 2d. High contrast. No shadows
una calle de una ciudad peligrosa con edificios viejos en la parte de arriba. In-Game asset. 2d. High contrast. No shadows
barra de salud de color verde. In-Game asset. 2d. High contrast. No shadows
hombre con camisa negra de manga larga, pantalones negros, botas negras y guantes negros y un pasamontañas negro dando un puñetazo.. In-Game asset. 2d. High contrast. No shadows
hombre con camisa negra de manga larga, pantalones negros, botas negras y guantes negros y un pasamontañas negro dando una patada de artes marciales In-Game asset. 2d. High contrast. No shadows
hombre con camisa negra de manga larga, pantalones negros, botas negras y guantes negros y un pasamontañas negro atacando con una katana con un mango negro. In-Game asset. 2d. High contrast. No shadows
hombre con camisa negra de manga larga, pantalones negros, botas negras y guantes negros y un pasamontañas negro en posicion de combate. In-Game asset. 2d. High contrast. No shadows