User prompt
la imagen boton back hara la funcion del boton back
User prompt
quitar el tono verde del boton start.
User prompt
pon a la derecha el boton start y a la izquierda el boton de customize character.
User prompt
la imagen seleccion de personaje haga la funcion del boton customize character.
User prompt
la imagen de seleccion de personaje aparezera en el boton de seleccionde personaje
User prompt
agrega una imagen al boton customize character.
User prompt
invierte los lugares del boton start y el boton customize character.
User prompt
baja un poco mas el boton start
User prompt
elimina las letra que dicen start solo las letras
User prompt
las letras de el menu de inicio que dicen space defender ahora diran san andreas stories
User prompt
cambia la interfaz del menu de inicio
User prompt
un poco mas
User prompt
un poco mas
User prompt
coloca el boton de inicio debajo de cuatomize character
User prompt
baja el boton de inicio .
User prompt
baja el boton un poco de inicio un poco
User prompt
el menu de iniciomtendra en medio un boton de iniciar a jugar
User prompt
el objeto saludpowerup dará una vida extra al jugador. el objeto laser acabara con los enemigos cercanos al tocar a un enemigo. el escudopowerup hará que el jugador pueda recibir un impacto sin perder una vida. el objeto encendidorapido dispara veces mas rápido de lo normal por 5 segundos. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
apareceran 3 objetos especiales que ayudaran al jugador.
User prompt
agrega otra arma
User prompt
el sonido de dolor suena cuando una bala golpea al jugador
User prompt
el jugador solo puede recibir tres disparos
User prompt
cambia las letra en el menu de inicio que dicen space defender a san andreas stories
User prompt
al empezar el juego se escuchara la musica de fondo
User prompt
las balas de los enemigos estan al revez
/**** * Classes ****/ var BomberEnemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('bomberEnemy', { anchorX: 0.5, anchorY: 0.5 }); // Bomber enemy properties self.speed = 2; // Medium speed self.hitPoints = 2; // Takes 2 hits to destroy self.maxHitPoints = 2; self.shootCooldown = 0; self.shootRate = 120; // Shoots every 2 seconds // Visual feedback for damage self.updateTint = function () { var damageRatio = self.hitPoints / self.maxHitPoints; if (damageRatio > 0.5) { enemyGraphics.tint = 0xFFFFFF; // White (no damage) } else { enemyGraphics.tint = 0xFFAAAA; // Light red (damaged) } }; self.updateTint(); // Initialize tint self.update = function () { if (self.lastY === undefined) self.lastY = self.y; self.y += self.speed; // Update shooting cooldown self.shootCooldown--; // Check if enemy went off screen (transition from on-screen to off-screen) if (self.lastY <= 2732 + 50 && self.y > 2732 + 50) { self.shouldDestroy = true; } self.lastY = self.y; }; return self; }); var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -15; self.update = function () { if (self.lastY === undefined) self.lastY = self.y; self.y += self.speed; // Check if bullet went off screen (transition from on-screen to off-screen) if (self.lastY >= -50 && self.y < -50) { self.shouldDestroy = true; } self.lastY = self.y; }; return self; }); var CustomizationMenu = Container.expand(function () { var self = Container.call(this); self.selectedShipType = 'playerShip'; // Default ship self.shipPreviews = []; // Create ship selection buttons var shipTypes = ['playerShip', 'playerShip2', 'playerShip3']; var shipNames = ['Warrior', 'Archer', 'Mage']; for (var i = 0; i < shipTypes.length; i++) { var shipContainer = new Container(); // Ship preview var shipPreview = LK.getAsset(shipTypes[i], { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 2, rotation: Math.PI / 2 }); shipPreview.x = 0; shipPreview.y = -40; shipContainer.addChild(shipPreview); // Character preview only (no name text) // Selection border - removed bullet graphic var border = new Container(); border.alpha = 0; border.x = 0; border.y = -40; shipContainer.addChild(border); // Position ships horizontally shipContainer.x = 2048 / 2 + (i - 1) * 400; shipContainer.y = 2732 / 2; // Store references shipContainer.shipType = shipTypes[i]; shipContainer.border = border; shipContainer.preview = shipPreview; self.shipPreviews.push(shipContainer); self.addChild(shipContainer); } // Highlight default selection self.shipPreviews[0].preview.tint = 0x00FF00; self.selectShip = function (shipType) { self.selectedShipType = shipType; // Update visual selection using character tint instead of border for (var i = 0; i < self.shipPreviews.length; i++) { if (self.shipPreviews[i].shipType === shipType) { self.shipPreviews[i].preview.tint = 0x00FF00; // Green tint for selected } else { self.shipPreviews[i].preview.tint = 0xFFFFFF; // Normal tint for unselected } } }; return self; }); var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 3; self.update = function () { if (self.lastY === undefined) self.lastY = self.y; self.y += self.speed; // Check if enemy went off screen (transition from on-screen to off-screen) if (self.lastY <= 2732 + 50 && self.y > 2732 + 50) { self.shouldDestroy = true; } self.lastY = self.y; }; return self; }); var EnemyBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5, rotation: Math.PI }); self.speed = 8; self.update = function () { if (self.lastY === undefined) self.lastY = self.y; self.y += self.speed; // Check if bullet went off screen (transition from on-screen to off-screen) if (self.lastY <= 2732 + 50 && self.y > 2732 + 50) { self.shouldDestroy = true; } self.lastY = self.y; }; return self; }); var FastEnemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('fastEnemy', { anchorX: 0.5, anchorY: 0.5 }); // FastEnemy without red tint for differentiation self.speed = 6; // Faster than regular enemy self.update = function () { if (self.lastY === undefined) self.lastY = self.y; self.y += self.speed; // Check if enemy went off screen (transition from on-screen to off-screen) if (self.lastY <= 2732 + 50 && self.y > 2732 + 50) { self.shouldDestroy = true; } self.lastY = self.y; }; return self; }); var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('playerShip', { anchorX: 0.5, anchorY: 0.5 }); return self; }); var TankEnemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('tankEnemy', { anchorX: 0.5, anchorY: 0.5 }); // Tank enemy properties self.speed = 1.5; // Slower than other enemies self.hitPoints = 3; // Takes 3 hits to destroy self.maxHitPoints = 3; // Visual feedback for damage self.updateTint = function () { var damageRatio = self.hitPoints / self.maxHitPoints; if (damageRatio > 0.66) { enemyGraphics.tint = 0xFFFFFF; // White (no damage) } else if (damageRatio > 0.33) { enemyGraphics.tint = 0xFFAAAA; // Light red (medium damage) } else { enemyGraphics.tint = 0xFF6666; // Red (heavy damage) } }; self.updateTint(); // Initialize tint self.update = function () { if (self.lastY === undefined) self.lastY = self.y; self.y += self.speed; // Check if enemy went off screen (transition from on-screen to off-screen) if (self.lastY <= 2732 + 50 && self.y > 2732 + 50) { self.shouldDestroy = true; } self.lastY = self.y; }; return self; }); /**** * Initialize Game ****/ // Game variables var game = new LK.Game({ backgroundColor: 0x001122 }); /**** * Game Code ****/ // Add background var background = LK.getAsset('background', { anchorX: 0, anchorY: 0, x: 0, y: 0, scaleX: 1, scaleY: 1.33 }); game.addChild(background); // Game variables var gameStarted = false; var showingCustomization = false; var startMenu; var customizationMenu; var selectedShipType = 'playerShip'; var player; var bullets = []; var enemyBullets = []; var enemies = []; var enemySpawnTimer = 0; var enemySpawnRate = 60; // Frames between enemy spawns var enemyShootTimer = 0; var dragNode = null; var enemiesPassed = 0; // Track how many enemies have passed the bottom // Score display var scoreTxt = new Text2('Score: 0', { size: 60, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Create start menu startMenu = new Container(); game.addChild(startMenu); // Menu background var menuBg = LK.getAsset('playerShip', { anchorX: 0.5, anchorY: 0.5, scaleX: 8, scaleY: 8, alpha: 0.3 }); menuBg.x = 2048 / 2; menuBg.y = 2732 / 2 - 200; startMenu.addChild(menuBg); // Game title var titleTxt = new Text2('SAN ANDREAS STORIES', { size: 120, fill: 0xFFFFFF }); titleTxt.anchor.set(0.5, 0.5); titleTxt.x = 2048 / 2; titleTxt.y = 2732 / 2 - 400; startMenu.addChild(titleTxt); // Instructions var instructionsTxt = new Text2('Drag to move\nTap to shoot\nDestroy enemies to score!', { size: 60, fill: 0xCCCCCC }); instructionsTxt.anchor.set(0.5, 0.5); instructionsTxt.x = 2048 / 2; instructionsTxt.y = 2732 / 2 - 100; startMenu.addChild(instructionsTxt); // Customize button var customizeBtnTxt = new Text2('CUSTOMIZE CHARACTER', { size: 60, fill: 0xFFAA00 }); customizeBtnTxt.anchor.set(0.5, 0.5); customizeBtnTxt.x = 2048 / 2; customizeBtnTxt.y = 2732 / 2 + 100; startMenu.addChild(customizeBtnTxt); // Create customization menu customizationMenu = new CustomizationMenu(); game.addChild(customizationMenu); customizationMenu.visible = false; // Add title to customization menu var customTitle = new Text2('SELECT YOUR CHARACTER', { size: 80, fill: 0xFFFFFF }); customTitle.anchor.set(0.5, 0.5); customTitle.x = 2048 / 2; customTitle.y = 2732 / 2 - 300; customizationMenu.addChild(customTitle); // Add back button to customization menu var backBtnTxt = new Text2('BACK', { size: 60, fill: 0xFF4444 }); backBtnTxt.anchor.set(0.5, 0.5); backBtnTxt.x = 2048 / 2; backBtnTxt.y = 2732 / 2 + 300; customizationMenu.addChild(backBtnTxt); // Add play button to customization menu var playBtnTxt = LK.getAsset('botondeinicio', { anchorX: 0.5, anchorY: 0.5, scaleX: 4, scaleY: 4 }); playBtnTxt.x = 2048 / 2; playBtnTxt.y = 2732 / 2 + 200; customizationMenu.addChild(playBtnTxt); // Hide game elements initially scoreTxt.visible = false; // Create player with selected ship type function function createPlayer() { if (player) { player.destroy(); } player = game.addChild(new Player()); // Replace player graphics with selected character player.removeChildren(); var newCharacterGraphics = player.attachAsset(selectedShipType, { anchorX: 0.5, anchorY: 0.5 }); player.x = 2048 / 2; player.y = 2732 - 150; // Position near bottom of screen } createPlayer(); // Touch/mouse controls game.down = function (x, y, obj) { if (!gameStarted && !showingCustomization) { // Check if customize button was tapped if (y >= 2732 / 2 + 70 && y <= 2732 / 2 + 130) { // Show customization menu showingCustomization = true; startMenu.visible = false; customizationMenu.visible = true; return; } return; } if (showingCustomization) { // Handle customization menu clicks // Check ship selection for (var i = 0; i < customizationMenu.shipPreviews.length; i++) { var shipContainer = customizationMenu.shipPreviews[i]; var shipX = shipContainer.x; var shipY = shipContainer.y; if (x >= shipX - 100 && x <= shipX + 100 && y >= shipY - 100 && y <= shipY + 100) { selectedShipType = shipContainer.shipType; customizationMenu.selectShip(selectedShipType); return; } } // Check back button if (y >= 2732 / 2 + 270 && y <= 2732 / 2 + 330) { showingCustomization = false; customizationMenu.visible = false; startMenu.visible = true; return; } // Check play button if (y >= 2732 / 2 + 170 && y <= 2732 / 2 + 230) { gameStarted = true; showingCustomization = false; customizationMenu.visible = false; scoreTxt.visible = true; createPlayer(); // Recreate player with selected character LK.playMusic('rap'); // Start background music when game begins return; } return; } dragNode = player; player.x = x; // Shoot bullet var bullet = new Bullet(); bullet.x = player.x; bullet.y = player.y - 30; bullets.push(bullet); game.addChild(bullet); LK.getSound('shoot').play(); }; game.move = function (x, y, obj) { if (gameStarted && dragNode) { // Keep player within screen bounds dragNode.x = Math.max(40, Math.min(2048 - 40, x)); } }; game.up = function (x, y, obj) { dragNode = null; }; // Main game update loop game.update = function () { if (!gameStarted) { return; } // Update bullets for (var i = bullets.length - 1; i >= 0; i--) { var bullet = bullets[i]; if (bullet.shouldDestroy) { bullet.destroy(); bullets.splice(i, 1); continue; } // Check bullet vs enemy collisions for (var j = enemies.length - 1; j >= 0; j--) { var enemy = enemies[j]; if (bullet.intersects(enemy)) { // Destroy bullet bullet.destroy(); bullets.splice(i, 1); // Handle different enemy types if (enemy instanceof TankEnemy) { // Tank enemy takes multiple hits enemy.hitPoints--; enemy.updateTint(); // Update visual damage if (enemy.hitPoints <= 0) { enemy.destroy(); enemies.splice(j, 1); LK.setScore(LK.getScore() + 50); // High score for tank scoreTxt.setText('Score: ' + LK.getScore()); } LK.getSound('enemyHit').play(); } else if (enemy instanceof BomberEnemy) { // Bomber enemy takes 2 hits enemy.hitPoints--; enemy.updateTint(); // Update visual damage if (enemy.hitPoints <= 0) { enemy.destroy(); enemies.splice(j, 1); LK.setScore(LK.getScore() + 30); // Medium score for bomber scoreTxt.setText('Score: ' + LK.getScore()); } LK.getSound('enemyHit').play(); } else { // Regular and fast enemies destroyed in one hit enemy.destroy(); enemies.splice(j, 1); // Increase score - more points for fast enemies var points = enemy instanceof FastEnemy ? 20 : 10; LK.setScore(LK.getScore() + points); scoreTxt.setText('Score: ' + LK.getScore()); LK.getSound('enemyHit').play(); } break; } } } // Update enemy bullets for (var m = enemyBullets.length - 1; m >= 0; m--) { var enemyBullet = enemyBullets[m]; if (enemyBullet.shouldDestroy) { enemyBullet.destroy(); enemyBullets.splice(m, 1); continue; } // Check enemy bullet vs player collision if (enemyBullet.intersects(player)) { // Game Over LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); return; } } // Update enemies for (var k = enemies.length - 1; k >= 0; k--) { var enemy = enemies[k]; if (enemy.shouldDestroy) { // Check if enemy passed the bottom (went off screen) if (enemy.y > 2732 + 50) { enemiesPassed++; // Check if 5 or more enemies have passed if (enemiesPassed >= 5) { // Game Over LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); return; } } enemy.destroy(); enemies.splice(k, 1); continue; } // Bomber enemy shooting behavior if (enemy instanceof BomberEnemy && enemy.shootCooldown <= 0 && enemy.y > 0 && enemy.y < 2400) { enemy.shootCooldown = enemy.shootRate; var bomberBullet = new EnemyBullet(); bomberBullet.x = enemy.x; bomberBullet.y = enemy.y + 50; enemyBullets.push(bomberBullet); game.addChild(bomberBullet); LK.getSound('disparoenemigo').play(); } // Check enemy vs player collision if (enemy.intersects(player)) { // Game Over LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); return; } } // Enemy shooting enemyShootTimer++; if (enemyShootTimer >= 90) { // Enemies shoot every 1.5 seconds enemyShootTimer = 0; // Random enemy shoots if (enemies.length > 0) { var shootingEnemy = enemies[Math.floor(Math.random() * enemies.length)]; var enemyBullet = new EnemyBullet(); enemyBullet.x = shootingEnemy.x; enemyBullet.y = shootingEnemy.y + 30; enemyBullets.push(enemyBullet); game.addChild(enemyBullet); LK.getSound('disparoenemigo').play(); } } // Spawn enemies enemySpawnTimer++; if (enemySpawnTimer >= enemySpawnRate) { enemySpawnTimer = 0; var enemy; var randomValue = Math.random(); // 8% tank, 15% bomber, 25% fast, 52% regular enemy if (randomValue < 0.08) { enemy = new TankEnemy(); } else if (randomValue < 0.23) { enemy = new BomberEnemy(); } else if (randomValue < 0.48) { enemy = new FastEnemy(); } else { enemy = new Enemy(); } enemy.x = Math.random() * (2048 - 120) + 60; // Random X position within bounds enemy.y = -30; // Start above screen enemies.push(enemy); game.addChild(enemy); // Gradually increase difficulty if (enemySpawnRate > 20) { enemySpawnRate -= 0.5; } } };
===================================================================
--- original.js
+++ change.js
@@ -261,9 +261,9 @@
menuBg.x = 2048 / 2;
menuBg.y = 2732 / 2 - 200;
startMenu.addChild(menuBg);
// Game title
-var titleTxt = new Text2('SPACE DEFENDER', {
+var titleTxt = new Text2('SAN ANDREAS STORIES', {
size: 120,
fill: 0xFFFFFF
});
titleTxt.anchor.set(0.5, 0.5);
bala de rifle de asalto hecha con pixeles. In-Game asset. 2d. High contrast. No shadows
una calle muy ancha de un vecindario peligroso hecho con pixeles y la perspectiva desde el cielo In-Game asset. 2d. High contrast. No shadows
una pistola negra hecha con pixeles que diga start en medio In-Game asset. 2d. High contrast. No shadows
chaleco antibalas negro hecho con pixeles.. In-Game asset. 2d. High contrast. No shadows
corazon rojo hecho con pixeles. In-Game asset. 2d. High contrast. No shadows
minigun negra hecha con pixeles.. In-Game asset. 2d. High contrast. No shadows
un rifle de asalto m4 negro que en medio diga seleccion de personaje hecho con pixeles. In-Game asset. 2d. High contrast. No shadows
un cuchillo hecho con pixeles que tenga escrito back. In-Game asset. 2d. High contrast. No shadows
letras negras con contorno blanco que dicen select your character con letra cursiva. In-Game asset. 2d. High contrast. No shadows
texto hecho con pixeles que diga lives. In-Game asset. 2d. High contrast. No shadows
texto hecho con pixeles que diga score. In-Game asset. 2d. High contrast. No shadows
cj de gta san andreas con perspectiva trasera desde arriba usando un arma, hecho con pixeles.
sweet de gta san andreas usando un arma con perspectiva trasera desde arriba hecho con pixeles. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
un pandillero peligroso vestido de verde usando un arma con perspectiva trasera desde arriba hecho con pixeles. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
pandillero de morado hecho con pixeles. con perspectiva desde arriba visto de frente apuntando con un m4 In-Game asset. 2d. High contrast. No shadows
pandillero de amarillo hecho con pixeles con perspectiva desde arriba visto de frente apuntando hacia enfrente con un arma In-Game asset. 2d. High contrast. No shadows
pandillero de morado hecho con pixeles con perspectiva desde arriba visto de frente apuntando hacia enfrente con un arma In-Game asset. 2d. High contrast. No shadows
sicario vestido de negro hecho con pixeles y con armas con perspectiva desde arriba visto de frente apuntando con un arma
letras blancas con un contorno negro con cursiva. que dicen san andreas stories In-Game asset. 2d. High contrast. No shadows con el tipo de letra del el juego gta san andreas
letras que dicen san andreas stories blancas hechas con pixeles. In-Game asset. 2d. High contrast. No shadows