User prompt
Baja un poco la posición del jugador y de los enemigos.
User prompt
Bajar el volumen de sonido de fondo a la mitad.
User prompt
El sonido de golpear sonará siempre que el jugador presione los botones de golpe y patada. El sonido de espada sonará siempre que el jugador presione el botón espada.
User prompt
El sonidofondo comenzará a escucharse en cuanto comience el juego.
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User prompt
haz que el jefe final tenga varias fases: en la primera, ataca con golpes cuerpo a cuerpo si el jugador esta cerca. en la segunda fase (cuando queda la mitad de la vida), comienza a tirar patadas. agraga una barra de salud visible para el jefe. que tenga una animacion de muerte al ser derrotado. agrega sonidos y efectos visuales para cada ataque del jefe y de los enemigos. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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el ataque con la espada debe dañar el enemigo al contacto. el jugador debe tener una barra de energia que se consume al usar la espada. la barra de la espada se recarga luego de 3 segundos. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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agrega sistema de combo de 3 golpes para los botones golpe y patada. el primer clic hace un golpe corto, el segundo un golpe giratorio y el tercero un golpe fuerte. si el jugador espera mas de un segundo entre golpes reinicia. lo mismo para el boton de patada. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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mejora los controles de movimiento del personaje para que sean mas suaves y responsivos. agrega aceleracion y desaceleracion al moverse hacia la izquierda y derecha, y un salto mas fluido con la flecha hacia arriba. que la gravedad sea realista. haz que el personaje pueda correr si se mantienen presionadas las flechas izquierda o derecha. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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el jefe aparecera despues de 2 minutos de juego.
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agrega salto con gravedad realista. los enemigos atacan cuando estan cerca.
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el personaje principal se mueve lateralmente, puede saltar, atacar con combos cuerpo a cuerpo y luchar contra los enemigos, el jugador debe poder avanzar por un nivel hasta vencer a un jefe. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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habra 3 tipos diferentes de enemigos.
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al principio apareceran 2 enemigos y por cada enemigo derrotado aparecera otro.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Boss = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 1.0, tint: 0xFFD700, // Gold tint for boss scaleX: 2.0, // Much larger size scaleY: 2.0 }); self.health = 300; // Very high health self.maxHealth = 300; self.damage = 50; // High damage self.moveSpeed = -1.5; // Moderate speed self.lastDamageTime = 0; self.attackTimer = 0; self.specialAttackTimer = 0; self.takeDamage = function (damage) { self.health -= damage; LK.effects.flashObject(self, 0xFFFFFF, 200); 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() + 500); // Huge points for boss scoreTxt.setText(LK.getScore()); levelComplete = true; LK.showYouWin(); // Player wins when boss is defeated } }; self.update = function () { if (player) { // More intelligent movement var moveX = player.x - self.x; var moveY = player.y - self.y; var distance = Math.sqrt(moveX * moveX + moveY * moveY); if (distance > 0) { moveX = moveX / distance * Math.abs(self.moveSpeed); moveY = moveY / distance * Math.abs(self.moveSpeed); } self.x += moveX; self.y += moveY; // Boss special attacks self.attackTimer++; self.specialAttackTimer++; // Regular attack every 2 seconds if (self.attackTimer >= 120) { self.attackTimer = 0; // Boss ranged attack or area damage could be added here } // Special attack every 5 seconds if (self.specialAttackTimer >= 300) { self.specialAttackTimer = 0; // Boss special ability - heal or speed boost tween(self, { scaleX: 2.2, scaleY: 2.2, tint: 0xFF0000 }, { duration: 500, easing: tween.easeOut }); tween(self, { scaleX: 2.0, scaleY: 2.0, tint: 0xFFD700 }, { duration: 500, easing: tween.easeIn }); } } }; return self; }); 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.attackCooldown = 0; self.attackRange = 100; 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()); // Spawn a new enemy when this one is defeated spawnEnemy(); } }; self.update = function () { if (self.attackCooldown > 0) { self.attackCooldown--; } if (player) { // Simple movement towards player var moveX = player.x - self.x; var moveY = player.y - self.y; // Normalize movement speed var distance = Math.sqrt(moveX * moveX + moveY * moveY); // Attack if close enough and cooldown is ready if (distance <= 150 && self.attackTimer <= 0) { self.attackTimer = 120; // 2 second cooldown for close attacks player.takeDamage(self.damage); // Flash boss to show attack LK.effects.flashObject(self, 0xFF0000, 300); } if (distance > 0) { moveX = moveX / distance * Math.abs(self.moveSpeed); moveY = moveY / distance * Math.abs(self.moveSpeed); } self.x += moveX; self.y += moveY; } else { self.x += self.moveSpeed; } if (self.x < -100 || self.x > 2148 || self.y < -100 || self.y > 2832) { self.destroy(); for (var i = enemies.length - 1; i >= 0; i--) { if (enemies[i] === self) { enemies.splice(i, 1); break; } } } }; return self; }); var FastEnemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 1.0, tint: 0x00FF00 // Green tint to distinguish from regular enemy }); self.health = 25; // Lower health self.damage = 15; // Lower damage self.moveSpeed = -4; // Faster movement self.lastDamageTime = 0; self.attackCooldown = 0; self.attackRange = 80; 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() + 15); // More points for faster enemy scoreTxt.setText(LK.getScore()); // Spawn a new enemy when this one is defeated spawnEnemy(); } }; self.update = function () { if (self.attackCooldown > 0) { self.attackCooldown--; } if (player) { // Simple movement towards player var moveX = player.x - self.x; var moveY = player.y - self.y; // Normalize movement speed var distance = Math.sqrt(moveX * moveX + moveY * moveY); // Attack if close enough and cooldown is ready if (distance <= self.attackRange && self.attackCooldown <= 0) { self.attackCooldown = 60; // 1 second cooldown (faster than regular enemy) player.takeDamage(self.damage); // Flash enemy to show attack LK.effects.flashObject(self, 0x00FF00, 200); } if (distance > 0) { moveX = moveX / distance * Math.abs(self.moveSpeed); moveY = moveY / distance * Math.abs(self.moveSpeed); } self.x += moveX; self.y += moveY; } else { self.x += self.moveSpeed; } if (self.x < -100 || self.x > 2148 || self.y < -100 || self.y > 2832) { self.destroy(); for (var i = enemies.length - 1; i >= 0; i--) { if (enemies[i] === self) { enemies.splice(i, 1); break; } } } }; return self; }); var HealthPickup = Container.expand(function () { var self = Container.call(this); self.isLarge = false; self.healAmount = 0; self.init = function (isLarge) { self.isLarge = isLarge; if (isLarge) { var graphics = self.attachAsset('largeHealthPickup', { anchorX: 0.5, anchorY: 0.5 }); self.healAmount = 100; // Full heal } else { var graphics = self.attachAsset('smallHealthPickup', { anchorX: 0.5, anchorY: 0.5 }); self.healAmount = 50; // Half heal } }; self.update = function () { // Simple floating animation self.y += Math.sin(LK.ticks * 0.1) * 0.5; }; 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 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 // Energy system for sword attacks self.maxEnergy = 100; self.energy = 100; self.energyCostPerAttack = 25; // Cost 25 energy per sword attack self.energyRechargeDelay = 180; // 3 seconds before recharge starts self.energyRechargeTimer = 0; // Timer for recharge delay self.energyRechargeRate = 2; // Energy points per frame when recharging // Combo system properties self.punchCombo = 0; // 0, 1, 2 for combo stages self.kickCombo = 0; // 0, 1, 2 for combo stages self.punchComboTimer = 0; // Reset timer for punch combo self.kickComboTimer = 0; // Reset timer for kick combo self.comboResetTime = 60; // 1 second at 60fps // Jump and gravity properties self.velocityY = 0; self.gravity = 0.8; self.jumpPower = -18; self.groundY = 1366; // Ground level self.isOnGround = true; // Smooth movement properties self.velocityX = 0; self.acceleration = 0.5; self.deceleration = 0.8; self.maxSpeed = 5; self.runMultiplier = 1.8; self.isRunning = false; 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; // Reset combo timer self.punchComboTimer = self.comboResetTime; var attack; var animationDuration; var cooldownTime; // Execute combo based on current stage if (self.punchCombo === 0) { // First hit - quick punch self.attackCooldown = 15; // Quick cooldown animationDuration = 150; // Quick punch animation tween(playerGraphics, { x: 10 }, { duration: 75, easing: tween.easeOut }); tween(playerGraphics, { x: 0 }, { duration: 75, easing: tween.easeIn }); attack = new QuickAttack(); LK.getSound('slash').play(); } else if (self.punchCombo === 1) { // Second hit - spinning punch self.attackCooldown = 25; // Medium cooldown animationDuration = 300; // Spinning animation tween(playerGraphics, { rotation: Math.PI * 2, scaleX: 1.1, scaleY: 1.1 }, { duration: 200, easing: tween.easeOut }); tween(playerGraphics, { rotation: 0, scaleX: 1, scaleY: 1 }, { duration: 100, easing: tween.easeIn }); attack = new SpinAttack(); LK.getSound('hit').play(); } else { // Third hit - heavy punch self.attackCooldown = 40; // Long cooldown animationDuration = 500; // Heavy punch animation tween(playerGraphics, { x: 25, scaleX: 1.3, scaleY: 1.3 }, { duration: 200, easing: tween.easeOut }); tween(playerGraphics, { x: 0, scaleX: 1, scaleY: 1 }, { duration: 300, easing: tween.easeIn }); attack = new HeavyAttack(); LK.getSound('special').play(); } // Find closest enemy to determine attack direction var closestEnemy = null; var closestDistance = Infinity; for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var distance = Math.sqrt(Math.pow(enemy.x - self.x, 2) + Math.pow(enemy.y - self.y, 2)); if (distance < closestDistance) { closestDistance = distance; closestEnemy = enemy; } } if (closestEnemy) { if (closestEnemy.x < self.x) { // Enemy is to the left, attack left attack.x = self.x - 60; } else { // Enemy is to the right, attack right attack.x = self.x + 60; } } else { attack.x = self.x + 60; } attack.y = self.y - 40; attacks.push(attack); game.addChild(attack); // Advance combo self.punchCombo = (self.punchCombo + 1) % 3; LK.setTimeout(function () { self.isAttacking = false; }, animationDuration); }; self.heavyAttack = function () { if (self.attackCooldown > 0 || self.isAttacking) return; self.isAttacking = true; // Reset combo timer self.kickComboTimer = self.comboResetTime; var attack; var animationDuration; var cooldownTime; // Execute combo based on current stage if (self.kickCombo === 0) { // First hit - quick kick self.attackCooldown = 20; // Quick cooldown animationDuration = 200; // Quick kick animation tween(playerGraphics, { rotation: 0.1 }, { duration: 100, easing: tween.easeOut }); tween(playerGraphics, { rotation: 0 }, { duration: 100, easing: tween.easeIn }); attack = new QuickAttack(); LK.getSound('slash').play(); } else if (self.kickCombo === 1) { // Second hit - spinning kick self.attackCooldown = 35; // Medium cooldown animationDuration = 400; // Spinning kick animation tween(playerGraphics, { rotation: Math.PI * 2, y: playerGraphics.y - 20 }, { duration: 250, easing: tween.easeOut }); tween(playerGraphics, { rotation: 0, y: playerGraphics.y }, { duration: 150, easing: tween.easeIn }); attack = new SpinAttack(); LK.getSound('hit').play(); } else { // Third hit - heavy kick self.attackCooldown = 50; // Long cooldown animationDuration = 600; // Heavy kick animation tween(playerGraphics, { rotation: 0.3, scaleX: 1.2, scaleY: 1.2 }, { duration: 250, easing: tween.easeOut }); tween(playerGraphics, { rotation: 0, scaleX: 1, scaleY: 1 }, { duration: 350, easing: tween.easeIn }); attack = new HeavyAttack(); LK.getSound('special').play(); } // Find closest enemy to determine attack direction var closestEnemy = null; var closestDistance = Infinity; for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var distance = Math.sqrt(Math.pow(enemy.x - self.x, 2) + Math.pow(enemy.y - self.y, 2)); if (distance < closestDistance) { closestDistance = distance; closestEnemy = enemy; } } if (closestEnemy) { if (closestEnemy.x < self.x) { // Enemy is to the left, attack left attack.x = self.x - 75; } else { // Enemy is to the right, attack right attack.x = self.x + 75; } } else { attack.x = self.x + 75; } attack.y = self.y - 50; attacks.push(attack); game.addChild(attack); // Advance combo self.kickCombo = (self.kickCombo + 1) % 3; LK.setTimeout(function () { self.isAttacking = false; }, animationDuration); }; self.specialAttack = function () { if (self.specialCooldown > 0 || self.isAttacking || self.energy < self.energyCostPerAttack) return; self.isAttacking = true; self.specialCooldown = self.maxSpecialCooldown; // Consume energy for sword attack self.energy -= self.energyCostPerAttack; self.energyRechargeTimer = self.energyRechargeDelay; // Reset recharge timer // Sword swing animation - dramatic sweep tween(playerGraphics, { rotation: -0.5, scaleX: 1.2, scaleY: 1.2 }, { duration: 200, easing: tween.easeOut }); tween(playerGraphics, { rotation: 0.5 }, { duration: 200, easing: tween.easeInOut }); tween(playerGraphics, { rotation: 0, scaleX: 1, scaleY: 1 }, { duration: 200, easing: tween.easeIn }); var attack = new SpecialAttack(); // Find closest enemy to determine attack direction var closestEnemy = null; var closestDistance = Infinity; for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var distance = Math.sqrt(Math.pow(enemy.x - self.x, 2) + Math.pow(enemy.y - self.y, 2)); if (distance < closestDistance) { closestDistance = distance; closestEnemy = enemy; } } if (closestEnemy) { if (closestEnemy.x < self.x) { // Enemy is to the left, attack left attack.x = self.x - 100; attack.flipLeft = true; } else { // Enemy is to the right, attack right attack.x = self.x + 100; attack.flipLeft = false; } } else { attack.x = self.x + 100; attack.flipLeft = false; } attack.y = self.y - 60; attacks.push(attack); game.addChild(attack); LK.getSound('special').play(); LK.setTimeout(function () { self.isAttacking = false; }, 600); }; self.moveUp = function () { self.y -= self.moveSpeed * 3; if (self.y < 120) self.y = 120; }; self.moveDown = function () { self.y += self.moveSpeed * 3; if (self.y > 2612) self.y = 2612; }; self.moveLeft = function () { self.x -= self.moveSpeed * 3; if (self.x < 40) self.x = 40; }; self.moveRight = function () { self.x += self.moveSpeed * 3; if (self.x > 2008) self.x = 2008; }; self.jump = function () { if (self.isOnGround) { self.velocityY = self.jumpPower; self.isOnGround = false; } }; self.update = function () { if (self.attackCooldown > 0) { self.attackCooldown--; } if (self.specialCooldown > 0) { self.specialCooldown--; } // Update energy system if (self.energyRechargeTimer > 0) { self.energyRechargeTimer--; } else if (self.energy < self.maxEnergy) { // Recharge energy after delay self.energy += self.energyRechargeRate; if (self.energy > self.maxEnergy) { self.energy = self.maxEnergy; } } // Update combo timers if (self.punchComboTimer > 0) { self.punchComboTimer--; if (self.punchComboTimer === 0) { self.punchCombo = 0; // Reset punch combo } } if (self.kickComboTimer > 0) { self.kickComboTimer--; if (self.kickComboTimer === 0) { self.kickCombo = 0; // Reset kick combo } } // Apply gravity with more realistic physics self.velocityY += self.gravity; self.y += self.velocityY; // Check ground collision if (self.y >= self.groundY) { self.y = self.groundY; self.velocityY = 0; self.isOnGround = true; } // Horizontal movement with acceleration/deceleration var targetSpeed = 0; self.isRunning = false; if (isLeftPressed) { targetSpeed = -self.maxSpeed; if (leftPressTime > 30) { // Running after half second self.isRunning = true; targetSpeed *= self.runMultiplier; } } if (isRightPressed) { targetSpeed = self.maxSpeed; if (rightPressTime > 30) { // Running after half second self.isRunning = true; targetSpeed *= self.runMultiplier; } } // Apply acceleration or deceleration if (targetSpeed !== 0) { // Accelerate towards target speed if (self.velocityX < targetSpeed) { self.velocityX += self.acceleration; if (self.velocityX > targetSpeed) self.velocityX = targetSpeed; } else if (self.velocityX > targetSpeed) { self.velocityX -= self.acceleration; if (self.velocityX < targetSpeed) self.velocityX = targetSpeed; } } else { // Decelerate to stop if (self.velocityX > 0) { self.velocityX -= self.deceleration; if (self.velocityX < 0) self.velocityX = 0; } else if (self.velocityX < 0) { self.velocityX += self.deceleration; if (self.velocityX > 0) self.velocityX = 0; } } // Apply horizontal movement self.x += self.velocityX; // Boundary checks if (self.x < 40) { self.x = 40; self.velocityX = 0; } if (self.x > 2008) { self.x = 2008; self.velocityX = 0; } // Jump when up is pressed if (isUpPressed) { self.jump(); } }; 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); self.attackGraphics = null; self.flipLeft = false; self.damage = 100; self.lifetime = 35; // Longest lasting attack self.hasHit = false; self.setDirection = function (flipLeft) { if (self.attackGraphics) { self.removeChild(self.attackGraphics); } if (flipLeft) { self.attackGraphics = self.attachAsset('specialAttack', { anchorX: 0.5, anchorY: 0.5, flipX: 0 }); } else { self.attackGraphics = self.attachAsset('specialAttack', { anchorX: 0.5, anchorY: 0.5, flipX: 1 }); } }; // Initialize with default direction (right) self.setDirection(false); self.update = function () { // Update direction if flipLeft property changes if (self.flipLeft !== undefined && self.attackGraphics) { self.setDirection(self.flipLeft); self.flipLeft = undefined; // Reset to avoid repeated updates } 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 SpinAttack = Container.expand(function () { var self = Container.call(this); var attackGraphics = self.attachAsset('specialAttack', { anchorX: 0.5, anchorY: 0.5, tint: 0x00FFFF // Cyan tint for spin attack }); self.damage = 35; // Medium damage self.lifetime = 20; // Medium duration self.hasHit = false; self.update = function () { self.lifetime--; // Spinning animation attackGraphics.rotation += 0.3; 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 TankEnemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 1.0, tint: 0xFF0000, // Red tint to distinguish from regular enemy scaleX: 1.3, // Larger size scaleY: 1.3 }); self.health = 100; // Higher health self.damage = 35; // Higher damage self.moveSpeed = -1; // Slower movement self.lastDamageTime = 0; self.attackCooldown = 0; self.attackRange = 120; 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() + 25); // More points for tough enemy scoreTxt.setText(LK.getScore()); // Spawn a new enemy when this one is defeated spawnEnemy(); } }; self.update = function () { if (self.attackCooldown > 0) { self.attackCooldown--; } if (player) { // Simple movement towards player var moveX = player.x - self.x; var moveY = player.y - self.y; // Normalize movement speed var distance = Math.sqrt(moveX * moveX + moveY * moveY); // Attack if close enough and cooldown is ready if (distance <= self.attackRange && self.attackCooldown <= 0) { self.attackCooldown = 120; // 2 second cooldown (slower but more powerful) player.takeDamage(self.damage); // Flash enemy to show attack LK.effects.flashObject(self, 0xFF0000, 300); } if (distance > 0) { moveX = moveX / distance * Math.abs(self.moveSpeed); moveY = moveY / distance * Math.abs(self.moveSpeed); } self.x += moveX; self.y += moveY; } else { self.x += self.moveSpeed; } if (self.x < -100 || self.x > 2148 || self.y < -100 || self.y > 2832) { self.destroy(); for (var i = enemies.length - 1; i >= 0; i--) { if (enemies[i] === self) { enemies.splice(i, 1); break; } } } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x2F4F4F }); /**** * Game Code ****/ // Create background - only bottom background covering full screen var bottomBackground = LK.getAsset('backgroundBottom', { width: 2048, height: 2732, // Full screen height color: 0x228B22, shape: 'box', x: 0, y: 0 }); game.addChild(bottomBackground); var player; var enemies = []; var attacks = []; var spawnTimer = 0; var gameSpeed = 1; var isUpPressed = false; var isDownPressed = false; var isLeftPressed = false; var isRightPressed = false; var leftPressTime = 0; var rightPressTime = 0; var healthPickups = []; // UI Elements var scoreTxt = new Text2('Score: 0', { size: 60, fill: 0xFFFFFF }); scoreTxt.anchor.set(1, 0); LK.gui.topRight.addChild(scoreTxt); scoreTxt.x = -50; scoreTxt.y = 50; var healthBarBg = LK.getAsset('healthBarBg', { width: 300, height: 30, color: 0xFF0000, shape: 'box', x: 150, y: 80 }); LK.gui.topLeft.addChild(healthBarBg); var healthBar = LK.getAsset('healthBar', { width: 300, height: 30, color: 0x00FF00, shape: 'box', x: 150, y: 80 }); LK.gui.topLeft.addChild(healthBar); var healthTxt = new Text2('Health', { size: 40, fill: 0xFFFFFF }); healthTxt.anchor.set(0, 0); healthTxt.x = 150; healthTxt.y = 50; 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); // Energy bar for sword attacks var energyBarBg = LK.getAsset('healthBarBg', { width: 300, height: 25, color: 0x4B0082, shape: 'box', x: 150, y: 130 }); LK.gui.topLeft.addChild(energyBarBg); var energyBar = LK.getAsset('healthBar', { width: 300, height: 25, color: 0x9932CC, shape: 'box', x: 150, y: 130 }); LK.gui.topLeft.addChild(energyBar); var energyTxt = new Text2('Energy', { size: 35, fill: 0x9932CC }); energyTxt.anchor.set(0, 0); energyTxt.x = 150; energyTxt.y = 100; LK.gui.topLeft.addChild(energyTxt); // Boss health bar (initially hidden) var bossHealthBarBg = LK.getAsset('healthBarBg', { width: 600, height: 40, color: 0xFF0000, shape: 'box', x: 1024, y: 150 }); bossHealthBarBg.anchor.set(0.5, 0); bossHealthBarBg.visible = false; game.addChild(bossHealthBarBg); var bossHealthBar = LK.getAsset('healthBar', { width: 600, height: 40, color: 0xFFD700, shape: 'box', x: 1024, y: 150 }); bossHealthBar.anchor.set(0.5, 0); bossHealthBar.visible = false; game.addChild(bossHealthBar); var bossHealthTxt = new Text2('BOSS', { size: 60, fill: 0xFFD700 }); bossHealthTxt.anchor.set(0.5, 1); bossHealthTxt.x = 1024; bossHealthTxt.y = 140; bossHealthTxt.visible = false; game.addChild(bossHealthTxt); // Movement arrow buttons (bottom left) var upBtn = new Text2('↑', { size: 200, fill: 0xFFFFFF }); upBtn.anchor.set(0.5, 1); LK.gui.bottomLeft.addChild(upBtn); upBtn.x = 120; upBtn.y = -180; var downBtn = new Text2('↓', { size: 200, fill: 0xFFFFFF }); downBtn.anchor.set(0.5, 1); LK.gui.bottomLeft.addChild(downBtn); downBtn.x = 120; downBtn.y = -50; var leftBtn = new Text2('←', { size: 200, fill: 0xFFFFFF }); leftBtn.anchor.set(0.5, 1); LK.gui.bottomLeft.addChild(leftBtn); leftBtn.x = 50; leftBtn.y = -115; var rightBtn = new Text2('→', { size: 200, fill: 0xFFFFFF }); rightBtn.anchor.set(0.5, 1); LK.gui.bottomLeft.addChild(rightBtn); rightBtn.x = 190; rightBtn.y = -115; // Attack buttons (bottom right) var quickBtn = new Text2('Golpe', { size: 80, fill: 0xFFD700 }); quickBtn.anchor.set(1, 1); LK.gui.bottomRight.addChild(quickBtn); quickBtn.x = -50; quickBtn.y = -50; var heavyBtn = new Text2('Patada', { size: 80, fill: 0xFF6347 }); heavyBtn.anchor.set(1, 1); LK.gui.bottomRight.addChild(heavyBtn); heavyBtn.x = -50; heavyBtn.y = -150; var specialBtn = new Text2('Espada', { size: 80, fill: 0x9932CC }); specialBtn.anchor.set(1, 1); LK.gui.bottomRight.addChild(specialBtn); specialBtn.x = -50; specialBtn.y = -250; // Level progression variables var levelDistance = 0; var maxLevelDistance = 1000; // Distance to complete level var bossSpawned = false; var levelComplete = false; // Initialize player player = game.addChild(new Player()); player.x = 1024; // Center horizontally (2048/2) player.y = 1366; // Center vertically (2732/2) // Level progress UI var progressTxt = new Text2('Progress: 0%', { size: 50, fill: 0xFFFFFF }); progressTxt.anchor.set(0.5, 0); progressTxt.x = 0; progressTxt.y = 50; LK.gui.top.addChild(progressTxt); // 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(); } }; // Movement button event handlers - single press movement upBtn.down = function (x, y, obj) { isUpPressed = true; }; downBtn.down = function (x, y, obj) { if (player) { var newY = player.y + player.moveSpeed * 10; if (newY > 2612) newY = 2612; player.y = newY; } }; leftBtn.down = function (x, y, obj) { isLeftPressed = true; leftPressTime = 0; }; rightBtn.down = function (x, y, obj) { isRightPressed = true; rightPressTime = 0; }; // Spawn enemies only function spawnEnemy() { // Don't spawn regular enemies if boss is spawned or level is complete if (bossSpawned || levelComplete) return; // Randomly choose enemy type var enemyType = Math.random(); var enemy; if (enemyType < 0.5) { enemy = new Enemy(); // Regular enemy - 50% chance } else if (enemyType < 0.8) { enemy = new FastEnemy(); // Fast enemy - 30% chance } else { enemy = new TankEnemy(); // Tank enemy - 20% chance } // Spawn enemy from right side if (Math.random() < 0.8) { enemy.x = 2048 + 100; enemy.y = 1366 - Math.random() * 600 + 300; // Center area spawn // Start enemy invisible and fade in gradually enemy.alpha = 0; tween(enemy, { alpha: 1 }, { duration: 1000, easing: tween.easeIn }); enemies.push(enemy); game.addChild(enemy); } else { // Spawn enemy from left side enemy.x = -100; enemy.y = 1366 - Math.random() * 600 + 300; // Center area spawn enemy.moveSpeed = Math.abs(enemy.moveSpeed); // Make moveSpeed positive for left-to-right movement // Start enemy invisible and fade in gradually enemy.alpha = 0; tween(enemy, { alpha: 1 }, { duration: 1000, easing: tween.easeIn }); enemies.push(enemy); game.addChild(enemy); } } // Spawn initial enemies at game start function spawnInitialEnemies() { for (var i = 0; i < 2; i++) { spawnEnemy(); } } // Call initial enemy spawn spawnInitialEnemies(); function spawnBoss() { if (bossSpawned) return; bossSpawned = true; var boss = new Boss(); boss.x = 2048 + 200; // Spawn from right side boss.y = 1366; // Center vertically boss.alpha = 0; // Dramatic boss entrance tween(boss, { alpha: 1, x: 1800 }, { duration: 2000, easing: tween.easeOut }); // Show boss health bar bossHealthBarBg.visible = true; bossHealthBar.visible = true; bossHealthTxt.visible = true; enemies.push(boss); game.addChild(boss); } game.update = function () { // Update press time tracking for running if (isLeftPressed) leftPressTime++; if (isRightPressed) rightPressTime++; // Update game speed over time gameSpeed += 0.001; // Update level progression if (!levelComplete) { levelDistance += gameSpeed; var progressPercent = Math.min(100, levelDistance / maxLevelDistance * 100); progressTxt.setText('Progress: ' + Math.floor(progressPercent) + '%'); // Spawn boss after 2 minutes (7200 ticks at 60fps) if (LK.ticks >= 7200 && !bossSpawned) { spawnBoss(); } } // Enemy spawning is now handled when enemies are defeated (see Enemy class takeDamage method) // Update UI if (player) { // Update health bar var healthPercent = player.health / player.maxHealth; healthBar.width = 300 * healthPercent; healthBar.tint = healthPercent > 0.5 ? 0x00FF00 : healthPercent > 0.25 ? 0xFFFF00 : 0xFF0000; // Update energy bar var energyPercent = player.energy / player.maxEnergy; energyBar.width = 300 * energyPercent; energyBar.tint = energyPercent > 0.6 ? 0x9932CC : energyPercent > 0.3 ? 0xFFFF00 : 0xFF0000; if (player.specialCooldown > 0) { specialCooldownTxt.setText('Special: ' + Math.ceil(player.specialCooldown / 60) + 's'); } else if (player.energy < player.energyCostPerAttack) { specialCooldownTxt.setText('Low Energy'); } else { specialCooldownTxt.setText('Special Ready'); } // Check if health is zero for game over if (player.health <= 0) { LK.effects.flashScreen(0xFF0000, 1000); LK.showGameOver(); } } // Update boss health bar if (bossSpawned && enemies.length > 0) { for (var i = 0; i < enemies.length; i++) { if (enemies[i].maxHealth && enemies[i].maxHealth === 300) { // Boss detection var boss = enemies[i]; var bossHealthPercent = boss.health / boss.maxHealth; bossHealthBar.width = 600 * bossHealthPercent; bossHealthBar.tint = bossHealthPercent > 0.5 ? 0xFFD700 : bossHealthPercent > 0.25 ? 0xFFFF00 : 0xFF0000; break; } } } // Enemy attacks are now handled in their individual update methods // Spawn health pickups when player health is low if (player && player.health < 30 && Math.random() < 0.002) { var isLarge = Math.random() < 0.3; // 30% chance for large pickup var pickup = new HealthPickup(); pickup.init(isLarge); pickup.x = 200 + Math.random() * 1600; pickup.y = 200 + Math.random() * 2200; healthPickups.push(pickup); game.addChild(pickup); } // Check collisions between player and health pickups for (var i = healthPickups.length - 1; i >= 0; i--) { var pickup = healthPickups[i]; if (player && player.intersects(pickup)) { if (pickup.isLarge) { player.health = player.maxHealth; // Full heal } else { player.health = Math.min(player.maxHealth, player.health + 50); // Half heal } pickup.destroy(); healthPickups.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; // Special visual effect for sword attacks if (attack.damage >= 100) { LK.effects.flashObject(enemy, 0x9932CC, 500); tween(enemy, { scaleX: 1.2, scaleY: 1.2 }, { duration: 200, easing: tween.easeOut }); tween(enemy, { scaleX: 1, scaleY: 1 }, { duration: 200, easing: tween.easeIn }); } break; } } } // Score is only updated when enemies are defeated }; leftBtn.up = function (x, y, obj) { isLeftPressed = false; leftPressTime = 0; }; rightBtn.up = function (x, y, obj) { isRightPressed = false; rightPressTime = 0; }; upBtn.up = function (x, y, obj) { isUpPressed = false; };
===================================================================
--- original.js
+++ change.js
@@ -282,8 +282,15 @@
self.isAttacking = false;
self.attackCooldown = 0;
self.specialCooldown = 0;
self.maxSpecialCooldown = 180; // 3 seconds at 60fps
+ // Energy system for sword attacks
+ self.maxEnergy = 100;
+ self.energy = 100;
+ self.energyCostPerAttack = 25; // Cost 25 energy per sword attack
+ self.energyRechargeDelay = 180; // 3 seconds before recharge starts
+ self.energyRechargeTimer = 0; // Timer for recharge delay
+ self.energyRechargeRate = 2; // Energy points per frame when recharging
// Combo system properties
self.punchCombo = 0; // 0, 1, 2 for combo stages
self.kickCombo = 0; // 0, 1, 2 for combo stages
self.punchComboTimer = 0; // Reset timer for punch combo
@@ -522,11 +529,14 @@
self.isAttacking = false;
}, animationDuration);
};
self.specialAttack = function () {
- if (self.specialCooldown > 0 || self.isAttacking) return;
+ if (self.specialCooldown > 0 || self.isAttacking || self.energy < self.energyCostPerAttack) return;
self.isAttacking = true;
self.specialCooldown = self.maxSpecialCooldown;
+ // Consume energy for sword attack
+ self.energy -= self.energyCostPerAttack;
+ self.energyRechargeTimer = self.energyRechargeDelay; // Reset recharge timer
// Sword swing animation - dramatic sweep
tween(playerGraphics, {
rotation: -0.5,
scaleX: 1.2,
@@ -611,8 +621,18 @@
}
if (self.specialCooldown > 0) {
self.specialCooldown--;
}
+ // Update energy system
+ if (self.energyRechargeTimer > 0) {
+ self.energyRechargeTimer--;
+ } else if (self.energy < self.maxEnergy) {
+ // Recharge energy after delay
+ self.energy += self.energyRechargeRate;
+ if (self.energy > self.maxEnergy) {
+ self.energy = self.maxEnergy;
+ }
+ }
// Update combo timers
if (self.punchComboTimer > 0) {
self.punchComboTimer--;
if (self.punchComboTimer === 0) {
@@ -934,8 +954,35 @@
specialCooldownTxt.anchor.set(0, 0);
specialCooldownTxt.x = 50;
specialCooldownTxt.y = 170;
LK.gui.topLeft.addChild(specialCooldownTxt);
+// Energy bar for sword attacks
+var energyBarBg = LK.getAsset('healthBarBg', {
+ width: 300,
+ height: 25,
+ color: 0x4B0082,
+ shape: 'box',
+ x: 150,
+ y: 130
+});
+LK.gui.topLeft.addChild(energyBarBg);
+var energyBar = LK.getAsset('healthBar', {
+ width: 300,
+ height: 25,
+ color: 0x9932CC,
+ shape: 'box',
+ x: 150,
+ y: 130
+});
+LK.gui.topLeft.addChild(energyBar);
+var energyTxt = new Text2('Energy', {
+ size: 35,
+ fill: 0x9932CC
+});
+energyTxt.anchor.set(0, 0);
+energyTxt.x = 150;
+energyTxt.y = 100;
+LK.gui.topLeft.addChild(energyTxt);
// Boss health bar (initially hidden)
var bossHealthBarBg = LK.getAsset('healthBarBg', {
width: 600,
height: 40,
@@ -1175,10 +1222,16 @@
// Update health bar
var healthPercent = player.health / player.maxHealth;
healthBar.width = 300 * healthPercent;
healthBar.tint = healthPercent > 0.5 ? 0x00FF00 : healthPercent > 0.25 ? 0xFFFF00 : 0xFF0000;
+ // Update energy bar
+ var energyPercent = player.energy / player.maxEnergy;
+ energyBar.width = 300 * energyPercent;
+ energyBar.tint = energyPercent > 0.6 ? 0x9932CC : energyPercent > 0.3 ? 0xFFFF00 : 0xFF0000;
if (player.specialCooldown > 0) {
specialCooldownTxt.setText('Special: ' + Math.ceil(player.specialCooldown / 60) + 's');
+ } else if (player.energy < player.energyCostPerAttack) {
+ specialCooldownTxt.setText('Low Energy');
} else {
specialCooldownTxt.setText('Special Ready');
}
// Check if health is zero for game over
@@ -1232,8 +1285,26 @@
var enemy = enemies[j];
if (attack.intersects(enemy)) {
enemy.takeDamage(attack.damage);
attack.hasHit = true;
+ // Special visual effect for sword attacks
+ if (attack.damage >= 100) {
+ LK.effects.flashObject(enemy, 0x9932CC, 500);
+ tween(enemy, {
+ scaleX: 1.2,
+ scaleY: 1.2
+ }, {
+ duration: 200,
+ easing: tween.easeOut
+ });
+ tween(enemy, {
+ scaleX: 1,
+ scaleY: 1
+ }, {
+ duration: 200,
+ easing: tween.easeIn
+ });
+ }
break;
}
}
}
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