User prompt
baja las imagenes de los botones de la seleccion de personaje
User prompt
girar las imagenes de la seleccion de personaje a la izquierda
User prompt
aumentalo un poco mas.
User prompt
aumenta un poco el radio de detección de colisión de las balas enemigas para requerir una mayor proximidad al jugador para causar daño. aumenta un poco el radio de detección de colisiones para que las colisiones enemigas requieran una mayor proximidad al jugador para causar daño.
User prompt
las letras lives remplazalas por el activo vidas
User prompt
coloca los numeros un poco mas a la dercha
User prompt
los numeros a la derecha de las letras score
User prompt
coloca las letras score y numeros en medio de la pantalla hasta arriba igual
User prompt
las letras score estaran a la izquierda y el puntaje al jugar se vera a la dercha estaran juntos
User prompt
las letras que dicen score al jugar cambialas por la imagen score
User prompt
las balas deben de estar mas cerca del jugador para hacer daño
User prompt
coloca la imagen de seleccion de personaje un poco mas arriba
User prompt
la imagen selecciona un personaje seran las letras que dicen select your character en la seleccion de personaje
User prompt
la imagen letras del titulo seran las letras que apareceran en el menu de inicio
User prompt
con contorno blanco
User prompt
las letras en el menu de inicio que dicen san andreas stories seran negras con un borde blanco
User prompt
las letras en el menu de inicio que dicen san andreas stories seran blancas
User prompt
el texto que dice select your character en la seleccion de personaje estaran un poco mas arriba
User prompt
el escudopowerup aparezca con mas frecuencia
User prompt
elimina el laser
User prompt
los enemigos disparan con menor frecuencia
User prompt
reducir la cantidad de enemigos que aparecen a la mitad
User prompt
baja el boton de start de la seleccion de personaje un poco mas
User prompt
el boton start de la seleccion de personaje bajalo un poco
User prompt
separar un poco los botones back y start en select your character
/**** * 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 = 240; // Shoots every 4 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 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 = 120; // Frames between enemy spawns (doubled to halve enemy count) 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 isHoldingDown = false; // Track if player is holding down var powerUps = []; // Array to track power-ups var powerUpSpawnTimer = 0; var powerUpSpawnRate = 300; // Spawn power-up every 5 seconds (increased frequency) 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); // 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 using letrasdeltitulo image asset var titleImage = LK.getAsset('letrasdeltitulo', { anchorX: 0.5, anchorY: 0.5, scaleX: 20, scaleY: 20 }); titleImage.x = 2048 / 2; titleImage.y = 2732 / 2 - 400; startMenu.addChild(titleImage); // 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 using selecciona un personaje image var customTitle = LK.getAsset('seleccionaunpersonaje', { anchorX: 0.5, anchorY: 0.5, scaleX: 8, scaleY: 8 }); customTitle.x = 2048 / 2; customTitle.y = 2732 / 2 - 550; customizationMenu.addChild(customTitle); // Add back button to customization menu var backBtnTxt = LK.getAsset('botonback', { anchorX: 0.5, anchorY: 0.5, scaleX: 4, scaleY: 4 }); backBtnTxt.x = 2048 / 2 - 300; 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 + 300; playBtnTxt.y = 2732 / 2 + 300; customizationMenu.addChild(playBtnTxt); // Hide game elements initially scoreTxt.visible = false; livesTxt.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; 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 (x >= 2048 / 2 - 400 && x <= 2048 / 2 - 200 && y >= 2732 / 2 + 270 && y <= 2732 / 2 + 330) { showingCustomization = false; customizationMenu.visible = false; startMenu.visible = true; return; } // Check play button if (x >= 2048 / 2 + 200 && x <= 2048 / 2 + 400 && y >= 2732 / 2 + 270 && y <= 2732 / 2 + 330) { gameStarted = true; showingCustomization = false; customizationMenu.visible = false; scoreTxt.visible = true; livesTxt.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; // 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); } } }; 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 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; } } // 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 >= 180) { // Enemies shoot every 3 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 > 40) { enemySpawnRate -= 0.5; } } // Spawn power-ups powerUpSpawnTimer++; if (powerUpSpawnTimer >= powerUpSpawnRate) { powerUpSpawnTimer = 0; var powerUp; var randomValue = Math.random(); // 25% health, 50% shield, 25% rapid fire if (randomValue < 0.25) { powerUp = new HealthPowerUp(); } else if (randomValue < 0.75) { 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
@@ -455,9 +455,9 @@
scaleX: 8,
scaleY: 8
});
customTitle.x = 2048 / 2;
-customTitle.y = 2732 / 2 - 450;
+customTitle.y = 2732 / 2 - 550;
customizationMenu.addChild(customTitle);
// Add back button to customization menu
var backBtnTxt = LK.getAsset('botonback', {
anchorX: 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