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.
Code edit (1 edits merged)
Please save this source code
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
User prompt
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
User prompt
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
User prompt
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
User prompt
el jefe aparecera despues de 2 minutos de juego.
User prompt
agrega salto con gravedad realista. los enemigos atacan cuando estan cerca.
User prompt
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.
User prompt
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.phase = 1; // Boss phase (1 or 2)
self.phaseChanged = false; // Track if phase has changed
self.isDying = false; // Track if boss is in death animation
self.takeDamage = function (damage) {
if (self.isDying) {
return;
} // Don't take damage during death animation
self.health -= damage;
LK.effects.flashObject(self, 0xFFFFFF, 200);
// Phase 2 transition when health drops to 50%
if (self.health <= self.maxHealth / 2 && self.phase === 1) {
self.phase = 2;
self.phaseChanged = true;
// Flash red to indicate phase change
LK.effects.flashObject(self, 0xFF0000, 1000);
// Increase speed and aggression
self.moveSpeed = -2.5;
self.damage = 70;
// Scale up for phase 2
tween(self, {
scaleX: 2.3,
scaleY: 2.3,
tint: 0xFF4500
}, {
duration: 800,
easing: tween.easeOut
});
LK.getSound('special').play(); // Phase change sound
}
if (self.health <= 0) {
self.isDying = true;
self.health = 0;
// Death animation
tween(self, {
alpha: 0,
rotation: Math.PI * 2,
scaleX: 0.5,
scaleY: 0.5
}, {
duration: 2000,
easing: tween.easeOut,
onFinish: function onFinish() {
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
}
});
LK.getSound('hit').play(); // Death sound
}
};
self.update = function () {
if (self.isDying) {
return;
} // Don't update during death animation
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 attacks based on phase
self.attackTimer++;
self.specialAttackTimer++;
// Phase 1: Only punch attacks when close
if (self.phase === 1) {
if (distance <= 150 && self.attackTimer >= 120) {
self.attackTimer = 0;
player.takeDamage(self.damage);
// Flash boss to show punch attack
LK.effects.flashObject(self, 0xFFD700, 300);
// Punch animation
tween(enemyGraphics, {
x: 20
}, {
duration: 100,
easing: tween.easeOut
});
tween(enemyGraphics, {
x: 0
}, {
duration: 100,
easing: tween.easeIn
});
LK.getSound('hit').play(); // Punch sound
}
}
// Phase 2: Punch attacks + kick attacks
else if (self.phase === 2) {
if (distance <= 150 && self.attackTimer >= 90) {
self.attackTimer = 0;
player.takeDamage(self.damage);
// Alternating punch and kick attacks
if (Math.random() < 0.5) {
// Punch attack
LK.effects.flashObject(self, 0xFF4500, 300);
tween(enemyGraphics, {
x: 25
}, {
duration: 80,
easing: tween.easeOut
});
tween(enemyGraphics, {
x: 0
}, {
duration: 80,
easing: tween.easeIn
});
LK.getSound('hit').play(); // Punch sound
} else {
// Kick attack
LK.effects.flashObject(self, 0xFF0000, 400);
tween(enemyGraphics, {
rotation: 0.3,
y: enemyGraphics.y - 30
}, {
duration: 120,
easing: tween.easeOut
});
tween(enemyGraphics, {
rotation: 0,
y: enemyGraphics.y
}, {
duration: 120,
easing: tween.easeIn
});
LK.getSound('slash').play(); // Kick sound
}
}
}
}
};
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);
LK.getSound('hit').play(); // Enemy attack sound
}
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);
LK.getSound('slash').play(); // FastEnemy attack sound
}
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);
LK.getSound('special').play(); // TankEnemy heavy attack sound
}
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
@@ -27,9 +27,11 @@
self.phase = 1; // Boss phase (1 or 2)
self.phaseChanged = false; // Track if phase has changed
self.isDying = false; // Track if boss is in death animation
self.takeDamage = function (damage) {
- if (self.isDying) return; // Don't take damage during death animation
+ if (self.isDying) {
+ return;
+ } // Don't take damage during death animation
self.health -= damage;
LK.effects.flashObject(self, 0xFFFFFF, 200);
// Phase 2 transition when health drops to 50%
if (self.health <= self.maxHealth / 2 && self.phase === 1) {
@@ -80,9 +82,11 @@
LK.getSound('hit').play(); // Death sound
}
};
self.update = function () {
- if (self.isDying) return; // Don't update during death animation
+ if (self.isDying) {
+ return;
+ } // Don't update during death animation
if (player) {
// More intelligent movement
var moveX = player.x - self.x;
var moveY = player.y - self.y;
@@ -401,9 +405,11 @@
LK.effects.flashObject(self, 0xFF0000, 300);
}
};
self.quickAttack = function () {
- if (self.attackCooldown > 0 || self.isAttacking) return;
+ if (self.attackCooldown > 0 || self.isAttacking) {
+ return;
+ }
self.isAttacking = true;
// Reset combo timer
self.punchComboTimer = self.comboResetTime;
var attack;
@@ -507,9 +513,11 @@
self.isAttacking = false;
}, animationDuration);
};
self.heavyAttack = function () {
- if (self.attackCooldown > 0 || self.isAttacking) return;
+ if (self.attackCooldown > 0 || self.isAttacking) {
+ return;
+ }
self.isAttacking = true;
// Reset combo timer
self.kickComboTimer = self.comboResetTime;
var attack;
@@ -611,9 +619,11 @@
self.isAttacking = false;
}, animationDuration);
};
self.specialAttack = function () {
- if (self.specialCooldown > 0 || self.isAttacking || self.energy < self.energyCostPerAttack) 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;
@@ -676,21 +686,29 @@
}, 600);
};
self.moveUp = function () {
self.y -= self.moveSpeed * 3;
- if (self.y < 120) self.y = 120;
+ if (self.y < 120) {
+ self.y = 120;
+ }
};
self.moveDown = function () {
self.y += self.moveSpeed * 3;
- if (self.y > 2612) self.y = 2612;
+ if (self.y > 2612) {
+ self.y = 2612;
+ }
};
self.moveLeft = function () {
self.x -= self.moveSpeed * 3;
- if (self.x < 40) self.x = 40;
+ if (self.x < 40) {
+ self.x = 40;
+ }
};
self.moveRight = function () {
self.x += self.moveSpeed * 3;
- if (self.x > 2008) self.x = 2008;
+ if (self.x > 2008) {
+ self.x = 2008;
+ }
};
self.jump = function () {
if (self.isOnGround) {
self.velocityY = self.jumpPower;
@@ -759,21 +777,29 @@
if (targetSpeed !== 0) {
// Accelerate towards target speed
if (self.velocityX < targetSpeed) {
self.velocityX += self.acceleration;
- if (self.velocityX > targetSpeed) self.velocityX = targetSpeed;
+ if (self.velocityX > targetSpeed) {
+ self.velocityX = targetSpeed;
+ }
} else if (self.velocityX > targetSpeed) {
self.velocityX -= self.acceleration;
- if (self.velocityX < targetSpeed) self.velocityX = targetSpeed;
+ 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;
+ if (self.velocityX < 0) {
+ self.velocityX = 0;
+ }
} else if (self.velocityX < 0) {
self.velocityX += self.deceleration;
- if (self.velocityX > 0) self.velocityX = 0;
+ if (self.velocityX > 0) {
+ self.velocityX = 0;
+ }
}
}
// Apply horizontal movement
self.x += self.velocityX;
@@ -1195,9 +1221,11 @@
};
downBtn.down = function (x, y, obj) {
if (player) {
var newY = player.y + player.moveSpeed * 10;
- if (newY > 2612) newY = 2612;
+ if (newY > 2612) {
+ newY = 2612;
+ }
player.y = newY;
}
};
leftBtn.down = function (x, y, obj) {
@@ -1210,9 +1238,11 @@
};
// Spawn enemies only
function spawnEnemy() {
// Don't spawn regular enemies if boss is spawned or level is complete
- if (bossSpawned || levelComplete) return;
+ if (bossSpawned || levelComplete) {
+ return;
+ }
// Randomly choose enemy type
var enemyType = Math.random();
var enemy;
if (enemyType < 0.5) {
@@ -1261,9 +1291,11 @@
}
// Call initial enemy spawn
spawnInitialEnemies();
function spawnBoss() {
- if (bossSpawned) return;
+ if (bossSpawned) {
+ return;
+ }
bossSpawned = true;
var boss = new Boss();
boss.x = 2048 + 200; // Spawn from right side
boss.y = 1366; // Center vertically
@@ -1284,10 +1316,14 @@
game.addChild(boss);
}
game.update = function () {
// Update press time tracking for running
- if (isLeftPressed) leftPressTime++;
- if (isRightPressed) rightPressTime++;
+ if (isLeftPressed) {
+ leftPressTime++;
+ }
+ if (isRightPressed) {
+ rightPressTime++;
+ }
// Update game speed over time
gameSpeed += 0.001;
// Update level progression
if (!levelComplete) {
@@ -1362,9 +1398,11 @@
}
// Check collisions between attacks and enemies
for (var i = attacks.length - 1; i >= 0; i--) {
var attack = attacks[i];
- if (attack.hasHit) continue;
+ 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);
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