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
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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 HealthPowerUp = Container.expand(function () { var self = Container.call(this); var powerUpGraphics = self.attachAsset('healthPowerUp', { anchorX: 0.5, anchorY: 0.5 }); powerUpGraphics.rotation = Math.PI / 4; // 45 degree rotation for visual appeal self.speed = 3; self.rotationSpeed = 0.1; self.update = function () { if (self.lastY === undefined) self.lastY = self.y; self.y += self.speed; powerUpGraphics.rotation += self.rotationSpeed; // Check if power-up went off screen if (self.lastY <= 2732 + 50 && self.y > 2732 + 50) { self.shouldDestroy = true; } self.lastY = self.y; }; return self; }); var Laser = Container.expand(function () { var self = Container.call(this); var laserGraphics = self.attachAsset('laser', { anchorX: 0.5, anchorY: 0.5 }); laserGraphics.tint = 0x00FF00; // Green laser color self.speed = -20; // Faster than bullets self.update = function () { if (self.lastY === undefined) self.lastY = self.y; self.y += self.speed; // Check if laser 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 Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('playerShip', { anchorX: 0.5, anchorY: 0.5 }); return self; }); var RapidFirePowerUp = Container.expand(function () { var self = Container.call(this); var powerUpGraphics = self.attachAsset('rapidFirePowerUp', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 3; self.scaleTimer = 0; self.update = function () { if (self.lastY === undefined) self.lastY = self.y; self.y += self.speed; // Scaling effect self.scaleTimer += 0.15; var scale = 1 + 0.2 * Math.sin(self.scaleTimer); powerUpGraphics.scaleX = scale; powerUpGraphics.scaleY = scale; // Check if power-up went off screen if (self.lastY <= 2732 + 50 && self.y > 2732 + 50) { self.shouldDestroy = true; } self.lastY = self.y; }; return self; }); var ShieldPowerUp = Container.expand(function () { var self = Container.call(this); var powerUpGraphics = self.attachAsset('shieldPowerUp', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 3; self.pulseTimer = 0; self.update = function () { if (self.lastY === undefined) self.lastY = self.y; self.y += self.speed; // Pulsing effect self.pulseTimer += 0.2; powerUpGraphics.alpha = 0.7 + 0.3 * Math.sin(self.pulseTimer); // Check if power-up went off screen if (self.lastY <= 2732 + 50 && self.y > 2732 + 50) { self.shouldDestroy = true; } self.lastY = self.y; }; 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 var playerLives = 3; // Player starts with 3 lives var currentWeapon = 'bullet'; // Current weapon type: 'bullet' or 'laser' var lasers = []; // Array to track laser projectiles var isHoldingDown = false; // Track if player is holding down var laserCooldown = 0; // Cooldown for laser firing var powerUps = []; // Array to track power-ups var powerUpSpawnTimer = 0; var powerUpSpawnRate = 600; // Spawn power-up every 10 seconds var shieldActive = false; // Shield power-up status var shieldTimer = 0; // Shield duration timer var rapidFireActive = false; // Rapid fire power-up status var rapidFireTimer = 0; // Rapid fire duration timer var shieldEffect; // Visual shield effect // Score display var scoreTxt = new Text2('Score: 0', { size: 60, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Lives display var livesTxt = new Text2('Lives: 3', { size: 60, fill: 0xFFFFFF }); livesTxt.anchor.set(0.5, 0); livesTxt.x = 0; livesTxt.y = 100; LK.gui.top.addChild(livesTxt); // Weapon display var weaponTxt = new Text2('Weapon: Bullets', { size: 50, fill: 0xFFFFFF }); weaponTxt.anchor.set(0.5, 0); weaponTxt.x = 0; weaponTxt.y = 170; LK.gui.top.addChild(weaponTxt); // Create start menu startMenu = new Container(); game.addChild(startMenu); // Animated background elements var menuBg1 = LK.getAsset('playerShip', { anchorX: 0.5, anchorY: 0.5, scaleX: 6, scaleY: 6, alpha: 0.1, tint: 0x0066FF }); menuBg1.x = 2048 / 2 - 300; menuBg1.y = 2732 / 2 - 300; startMenu.addChild(menuBg1); var menuBg2 = LK.getAsset('playerShip3', { anchorX: 0.5, anchorY: 0.5, scaleX: 4, scaleY: 4, alpha: 0.15, tint: 0x00AAFF }); menuBg2.x = 2048 / 2 + 400; menuBg2.y = 2732 / 2 + 100; startMenu.addChild(menuBg2); var menuBg3 = LK.getAsset('playerShip2', { anchorX: 0.5, anchorY: 0.5, scaleX: 5, scaleY: 5, alpha: 0.08, tint: 0x66AAFF }); menuBg3.x = 2048 / 2; menuBg3.y = 2732 / 2 + 400; startMenu.addChild(menuBg3); // Game title with gradient-like effect using multiple text layers var titleShadow = new Text2('SAN ANDREAS STORIES', { size: 140, fill: 0x000066 }); titleShadow.anchor.set(0.5, 0.5); titleShadow.x = 2048 / 2 + 5; titleShadow.y = 2732 / 2 - 395; startMenu.addChild(titleShadow); var titleTxt = new Text2('SAN ANDREAS STORIES', { size: 140, fill: 0x00AAFF }); titleTxt.anchor.set(0.5, 0.5); titleTxt.x = 2048 / 2; titleTxt.y = 2732 / 2 - 400; startMenu.addChild(titleTxt); // Modern instruction cards var instructionBg = LK.getAsset('playerShip', { anchorX: 0.5, anchorY: 0.5, scaleX: 6, scaleY: 3, alpha: 0.1, tint: 0x00AAFF }); instructionBg.x = 2048 / 2; instructionBg.y = 2732 / 2 - 100; startMenu.addChild(instructionBg); var instructionsTxt = new Text2('🚀 DRAG TO MOVE • 💥 TAP TO SHOOT • ⭐ DESTROY ENEMIES', { size: 50, fill: 0xFFFFFF }); instructionsTxt.anchor.set(0.5, 0.5); instructionsTxt.x = 2048 / 2; instructionsTxt.y = 2732 / 2 - 100; startMenu.addChild(instructionsTxt); // Customize button with background (moved to left side) var customizeBg = LK.getAsset('playerShip2', { anchorX: 0.5, anchorY: 0.5, scaleX: 4, scaleY: 2, alpha: 0.2, tint: 0xFFAA00 }); customizeBg.x = 2048 / 2 - 400; customizeBg.y = 2732 / 2 + 200; startMenu.addChild(customizeBg); // Add customize character icon as the main button var customizeIcon = LK.getAsset('selecciondepersonaje', { anchorX: 0.5, anchorY: 0.5, scaleX: 3, scaleY: 3 }); customizeIcon.x = 2048 / 2 - 400; customizeIcon.y = 2732 / 2 + 200; startMenu.addChild(customizeIcon); // Start button with glow effect (moved to right side) var startBtnGlow = LK.getAsset('botondeinicio', { anchorX: 0.5, anchorY: 0.5, scaleX: 8.5, scaleY: 8.5, alpha: 0.3, tint: 0x00FF00 }); startBtnGlow.x = 2048 / 2 + 400; startBtnGlow.y = 2732 / 2 + 200; startMenu.addChild(startBtnGlow); var startBtnTxt = LK.getAsset('botondeinicio', { anchorX: 0.5, anchorY: 0.5, scaleX: 7, scaleY: 7 }); startBtnTxt.x = 2048 / 2 + 400; startBtnTxt.y = 2732 / 2 + 200; startMenu.addChild(startBtnTxt); // Start button text overlay removed // 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; livesTxt.visible = false; weaponTxt.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 playerLives = 3; // Reset lives when creating new player livesTxt.setText('Lives: ' + playerLives); // Create shield effect (initially invisible) shieldEffect = LK.getAsset('shieldPowerUp', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 2, alpha: 0 }); player.addChild(shieldEffect); shieldActive = false; shieldTimer = 0; rapidFireActive = false; rapidFireTimer = 0; } createPlayer(); // Touch/mouse controls game.down = function (x, y, obj) { if (!gameStarted && !showingCustomization) { // Check if start button was tapped (now at right side position) if (x >= 2048 / 2 + 300 && x <= 2048 / 2 + 500 && y >= 2732 / 2 + 170 && y <= 2732 / 2 + 230) { gameStarted = true; startMenu.visible = false; scoreTxt.visible = true; livesTxt.visible = true; weaponTxt.visible = true; createPlayer(); // Create player with default character LK.playMusic('rap'); // Start background music when game begins return; } // Check if customize button was tapped (now at left side position) if (x >= 2048 / 2 - 500 && x <= 2048 / 2 - 300 && y >= 2732 / 2 + 170 && y <= 2732 / 2 + 230) { // 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; livesTxt.visible = true; weaponTxt.visible = true; createPlayer(); // Recreate player with selected character LK.playMusic('rap'); // Start background music when game begins return; } return; } dragNode = player; player.x = x; isHoldingDown = true; // Check for weapon switching (tap on upper area of screen) if (y < 500) { // Switch weapon if (currentWeapon === 'bullet') { currentWeapon = 'laser'; weaponTxt.setText('Weapon: Laser'); } else { currentWeapon = 'bullet'; weaponTxt.setText('Weapon: Bullets'); } return; } // Shoot based on current weapon if (currentWeapon === 'bullet') { // 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(); // If rapid fire is active, shoot additional bullets if (rapidFireActive) { for (var rb = 0; rb < 2; rb++) { var rapidBullet = new Bullet(); rapidBullet.x = player.x + (rb - 0.5) * 40; // Spread bullets rapidBullet.y = player.y - 30; bullets.push(rapidBullet); game.addChild(rapidBullet); } } } else if (currentWeapon === 'laser' && laserCooldown <= 0) { // Shoot laser var laser = new Laser(); laser.x = player.x; laser.y = player.y - 30; lasers.push(laser); game.addChild(laser); LK.getSound('laserShoot').play(); var baseCooldown = rapidFireActive ? 3 : 10; // 3 times faster with rapid fire laserCooldown = baseCooldown; } }; 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; isHoldingDown = false; }; // Main game update loop game.update = function () { if (!gameStarted) { return; } // Update laser cooldown if (laserCooldown > 0) { laserCooldown--; } // Update power-up effects if (shieldActive) { // Update shield visual effect shieldEffect.alpha = 0.5 + 0.3 * Math.sin(LK.ticks * 0.3); shieldEffect.rotation += 0.1; } if (rapidFireActive) { rapidFireTimer--; if (rapidFireTimer <= 0) { rapidFireActive = false; } } // Continuous laser firing when holding down var laserFireRate = rapidFireActive ? 1 : 5; // 3 times faster firing with rapid fire (5/1 = 5x, but limiting to reasonable rate) if (isHoldingDown && currentWeapon === 'laser' && laserCooldown <= 0 && dragNode) { var laser = new Laser(); laser.x = player.x; laser.y = player.y - 30; lasers.push(laser); game.addChild(laser); laserCooldown = laserFireRate; // Variable firing rate } // Update lasers for (var l = lasers.length - 1; l >= 0; l--) { var laser = lasers[l]; if (laser.shouldDestroy) { laser.destroy(); lasers.splice(l, 1); continue; } // Check laser vs enemy collisions for (var j = enemies.length - 1; j >= 0; j--) { var enemy = enemies[j]; if (laser.intersects(enemy)) { // Store hit enemy position for area damage var hitX = enemy.x; var hitY = enemy.y; // Destroy laser laser.destroy(); lasers.splice(l, 1); // Handle different enemy types (lasers do slightly less damage) 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() + 45); // Slightly less score for laser 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() + 25); // Slightly less score for laser 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 - slightly less points for laser var points = enemy instanceof FastEnemy ? 15 : 8; LK.setScore(LK.getScore() + points); scoreTxt.setText('Score: ' + LK.getScore()); LK.getSound('enemyHit').play(); } // Laser area damage - destroy nearby enemies for (var k = enemies.length - 1; k >= 0; k--) { var nearbyEnemy = enemies[k]; var distance = Math.sqrt(Math.pow(nearbyEnemy.x - hitX, 2) + Math.pow(nearbyEnemy.y - hitY, 2)); if (distance <= 150) { // Area damage radius nearbyEnemy.destroy(); enemies.splice(k, 1); var areaPoints = nearbyEnemy instanceof FastEnemy ? 15 : 8; LK.setScore(LK.getScore() + areaPoints); scoreTxt.setText('Score: ' + LK.getScore()); LK.getSound('enemyHit').play(); } } break; } } } // 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)) { // Remove bullet enemyBullet.destroy(); enemyBullets.splice(m, 1); // Only take damage if shield is not active if (!shieldActive) { playerLives--; livesTxt.setText('Lives: ' + playerLives); LK.effects.flashObject(player, 0xff0000, 500); LK.getSound('sonidodolor').play(); // Play pain sound when bullet hits player if (playerLives <= 0) { // Game Over LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); return; } } else { // Shield absorbed the hit - deactivate shield shieldActive = false; shieldEffect.alpha = 0; LK.effects.flashObject(player, 0x00AAFF, 300); } } } // 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)) { // Remove enemy enemy.destroy(); enemies.splice(k, 1); // Only take damage if shield is not active if (!shieldActive) { playerLives--; livesTxt.setText('Lives: ' + playerLives); LK.effects.flashObject(player, 0xff0000, 500); LK.getSound('sonidodolor').play(); // Play pain sound when enemy collides with player if (playerLives <= 0) { // Game Over LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); return; } } else { // Shield absorbed the hit - deactivate shield shieldActive = false; shieldEffect.alpha = 0; LK.effects.flashObject(player, 0x00AAFF, 300); } continue; } } // Update power-ups for (var p = powerUps.length - 1; p >= 0; p--) { var powerUp = powerUps[p]; if (powerUp.shouldDestroy) { powerUp.destroy(); powerUps.splice(p, 1); continue; } // Check power-up vs player collision if (powerUp.intersects(player)) { // Apply power-up effect based on type if (powerUp instanceof HealthPowerUp) { playerLives = Math.min(playerLives + 1, 5); // Max 5 lives - gives extra life livesTxt.setText('Lives: ' + playerLives); } else if (powerUp instanceof ShieldPowerUp) { shieldActive = true; shieldTimer = 300; // 5 seconds at 60 FPS - protects from one hit } else if (powerUp instanceof RapidFirePowerUp) { rapidFireActive = true; rapidFireTimer = 300; // 5 seconds at 60 FPS - fires 3 times faster } // Remove power-up and play sound powerUp.destroy(); powerUps.splice(p, 1); LK.getSound('powerUpCollect').play(); LK.effects.flashObject(player, 0x00FF00, 300); } } // 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; } } // Spawn power-ups powerUpSpawnTimer++; if (powerUpSpawnTimer >= powerUpSpawnRate) { powerUpSpawnTimer = 0; var powerUp; var randomValue = Math.random(); // 40% health, 30% shield, 30% rapid fire if (randomValue < 0.4) { powerUp = new HealthPowerUp(); } else if (randomValue < 0.7) { powerUp = new ShieldPowerUp(); } else { powerUp = new RapidFirePowerUp(); } powerUp.x = Math.random() * (2048 - 120) + 60; // Random X position within bounds powerUp.y = -30; // Start above screen powerUps.push(powerUp); game.addChild(powerUp); } };
===================================================================
--- original.js
+++ change.js
@@ -475,10 +475,9 @@
var startBtnTxt = LK.getAsset('botondeinicio', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 7,
- scaleY: 7,
- tint: 0x00FF88
+ scaleY: 7
});
startBtnTxt.x = 2048 / 2 + 400;
startBtnTxt.y = 2732 / 2 + 200;
startMenu.addChild(startBtnTxt);
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