User prompt
eliminar el boton de reproduccion y en su lugar coloca el boton de play en medio de la pantalla arriba de el boton de play coloca la seleccion de personajes y añade una interfaz a la seleccion de personajes
User prompt
no se requiere eljir un personaje para empezar a jugar
User prompt
la musica suena despues de presionar al boton de play
User prompt
agrega un boton de play
User prompt
agrega nuevas instrucciones
User prompt
elimina las frases
User prompt
coloca un boton para empezar a jugar
User prompt
el sonido de muerte suena al haber perdido el sonido de victoria suena al ganar el juego la musica suena justo al empezar a jugar
User prompt
condicion de victoria sera de 10000
User prompt
el boton se mirara por encima de el suelo
User prompt
en la esquina inferior izquierda
User prompt
coloca un boton de disparo en la esquina inferior derecha de la pantalla
User prompt
el jugador va a tner el arma un poco mas arriba y recta mirando hacia enfrente
User prompt
el jugador va a tener el arma en la mano
User prompt
el arma el jugador la va a tener en todo momento
User prompt
un arma que tengan los jugadores
User prompt
agrega un objeto con el que el jugador pueda disparar a los enemigos y desaparecerlos agrega otro enemigo que este en el aire
User prompt
agrega otro personaje
User prompt
eliminar el bloque rompible
User prompt
la duracion de la invencibilidad de el bloque rompible sera de solo 5 segundos
User prompt
reduce la probabilidad de que aparezcan los potenciadores un poco mas
User prompt
puntuacion para la victoria 100,000
User prompt
un menos de posibilidad de que aparezcan los bloques rompibles
User prompt
los bloques rompibles estan en el aire y al romperlos te dan un potenciador de invencibilidad con una duracion de 5 segundos y mayor distancia entre obstaculos y enemigos ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
mayor probabilidad de que aparezcan los bloques rompibles
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ 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 () { self.x += self.speed; }; return self; }); var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 1.0 }); self.speed = -8; self.update = function () { self.x += self.speed; }; return self; }); var FlyingEnemy = Container.expand(function () { var self = Container.call(this); var flyingEnemyGraphics = self.attachAsset('flyingEnemy', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -10; self.update = function () { self.x += self.speed; }; return self; }); var GroundSegment = Container.expand(function () { var self = Container.call(this); var groundGraphics = self.attachAsset('ground', { anchorX: 0, anchorY: 0 }); self.speed = -8; self.update = function () { self.x += self.speed; }; return self; }); var Hole = Container.expand(function () { var self = Container.call(this); var holeGraphics = self.attachAsset('hole', { anchorX: 0, anchorY: 0 }); self.speed = -8; self.update = function () { self.x += self.speed; }; return self; }); var Obstacle = Container.expand(function () { var self = Container.call(this); var obstacleGraphics = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 1.0 }); self.speed = -8; self.update = function () { self.x += self.speed; }; return self; }); var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 1.0 }); self.isJumping = false; self.jumpSpeed = 0; self.gravity = 0.8; self.jumpPower = -25; self.groundY = 0; self.customColor = 0x4CAF50; self.jumpCount = 0; self.maxJumps = 2; self.characterType = 'player'; self.isInvincible = false; self.invincibilityTimer = 0; self.hasWeapon = false; self.weaponGraphics = null; self.jump = function () { if (self.jumpCount < self.maxJumps) { if (!self.isJumping) { self.isJumping = true; } self.jumpSpeed = self.jumpPower; self.jumpCount++; LK.getSound('jump').play(); } }; self.setColor = function (color) { self.customColor = color; playerGraphics.tint = color; }; self.setCharacter = function (characterType) { self.characterType = characterType; playerGraphics.destroy(); playerGraphics = self.attachAsset(characterType, { anchorX: 0.5, anchorY: 1.0 }); }; self.activateInvincibility = function () { self.isInvincible = true; self.invincibilityTimer = 300; // 5 seconds at 60fps // Flash effect tween(playerGraphics, { alpha: 0.3 }, { duration: 200, easing: tween.easeInOut, onFinish: function onFinish() { if (self.isInvincible) { tween(playerGraphics, { alpha: 1 }, { duration: 200, easing: tween.easeInOut, onFinish: function onFinish() { if (self.isInvincible) { self.activateInvincibility(); } } }); } } }); }; self.pickupWeapon = function () { self.hasWeapon = true; // Create weapon graphics attached to player if (self.weaponGraphics) { self.weaponGraphics.destroy(); } self.weaponGraphics = self.attachAsset('weapon', { anchorX: 0.5, anchorY: 0.5 }); self.weaponGraphics.x = 30; self.weaponGraphics.y = -50; self.weaponGraphics.scaleX = 0.6; self.weaponGraphics.scaleY = 0.6; }; self.update = function () { if (self.isJumping) { self.jumpSpeed += self.gravity; self.y += self.jumpSpeed; var landingY = self.groundY; if (self.y >= landingY) { self.y = landingY; self.isJumping = false; self.jumpSpeed = 0; self.jumpCount = 0; } } // Handle invincibility timer if (self.isInvincible) { self.invincibilityTimer--; if (self.invincibilityTimer <= 0) { self.isInvincible = false; tween.stop(playerGraphics); playerGraphics.alpha = 1; } } }; return self; }); var Weapon = Container.expand(function () { var self = Container.call(this); var weaponGraphics = self.attachAsset('weapon', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -8; self.update = function () { self.x += self.speed; self.y += Math.sin(LK.ticks * 0.1) * 2; // Floating animation }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB }); /**** * Game Code ****/ var gameState = 'customization'; // 'customization', 'playing', 'gameOver' var player; var groundSegments = []; var holes = []; var enemies = []; var obstacles = []; var bullets = []; var flyingEnemies = []; var weapons = []; var gameSpeed = 8; var spawnTimer = 0; var shootTimer = 0; var distance = 0; var groundY = 2400; var invincibilitySpacing = 1; var lastInvincibilityTime = 0; // UI Elements var customizeText = new Text2('Choose Your Character', { size: 60, fill: 0xFFFFFF }); customizeText.anchor.set(0.5, 0.5); customizeText.x = 1024; customizeText.y = 800; var character1Button = LK.getAsset('player', { anchorX: 0.5, anchorY: 0.5 }); character1Button.x = 648; character1Button.y = 1200; character1Button.scaleX = 0.5; character1Button.scaleY = 0.5; var character2Button = LK.getAsset('player2', { anchorX: 0.5, anchorY: 0.5 }); character2Button.x = 1024; character2Button.y = 1200; character2Button.scaleX = 0.5; character2Button.scaleY = 0.5; var character3Button = LK.getAsset('player3', { anchorX: 0.5, anchorY: 0.5 }); character3Button.x = 1400; character3Button.y = 1200; character3Button.scaleX = 0.5; character3Button.scaleY = 0.5; var startText = new Text2('Tap a Character to Start!', { size: 50, fill: 0xFFFFFF }); startText.anchor.set(0.5, 0.5); startText.x = 1024; startText.y = 1600; var distanceText = new Text2('0m', { size: 60, fill: 0xFFFFFF }); distanceText.anchor.set(0.5, 0); LK.gui.top.addChild(distanceText); // Initialize player player = new Player(); player.x = 400; player.y = groundY; player.groundY = groundY; game.addChild(player); // Initialize ground segments for (var i = 0; i < 15; i++) { var ground = new GroundSegment(); ground.x = i * 200; ground.y = groundY; groundSegments.push(ground); game.addChild(ground); } function initializeGame() { gameState = 'playing'; distance = 0; gameSpeed = 8; spawnTimer = 0; // Hide customization UI customizeText.visible = false; startText.visible = false; character1Button.visible = false; character2Button.visible = false; character3Button.visible = false; // Clear existing obstacles clearAllObstacles(); // Reset player position player.x = 400; player.y = groundY; player.isJumping = false; player.jumpSpeed = 0; player.jumpCount = 0; player.isInvincible = false; player.invincibilityTimer = 0; invincibilitySpacing = 1; lastInvincibilityTime = 0; // Reset ground segments for (var i = 0; i < groundSegments.length; i++) { groundSegments[i].x = i * 200; groundSegments[i].speed = -gameSpeed; } } function clearAllObstacles() { for (var i = holes.length - 1; i >= 0; i--) { holes[i].destroy(); holes.splice(i, 1); } for (var i = enemies.length - 1; i >= 0; i--) { enemies[i].destroy(); enemies.splice(i, 1); } for (var i = obstacles.length - 1; i >= 0; i--) { obstacles[i].destroy(); obstacles.splice(i, 1); } for (var i = bullets.length - 1; i >= 0; i--) { bullets[i].destroy(); bullets.splice(i, 1); } for (var i = flyingEnemies.length - 1; i >= 0; i--) { flyingEnemies[i].destroy(); flyingEnemies.splice(i, 1); } for (var i = weapons.length - 1; i >= 0; i--) { weapons[i].destroy(); weapons.splice(i, 1); } } function spawnObstacle() { var rand = Math.random(); var spawnX = 2200; if (rand < 0.15) { // Spawn hole var hole = new Hole(); hole.x = spawnX; hole.y = groundY; hole.speed = -gameSpeed; holes.push(hole); game.addChild(hole); } else if (rand < 0.25) { // Spawn enemy var enemy = new Enemy(); enemy.x = spawnX; enemy.y = groundY; enemy.speed = -gameSpeed; enemies.push(enemy); game.addChild(enemy); } else if (rand < 0.35) { // Spawn obstacle var obstacle = new Obstacle(); obstacle.x = spawnX; obstacle.y = groundY; obstacle.speed = -gameSpeed; obstacles.push(obstacle); game.addChild(obstacle); } else if (rand < 0.45) { // Spawn flying enemy var flyingEnemy = new FlyingEnemy(); flyingEnemy.x = spawnX; flyingEnemy.y = groundY - 300 - Math.random() * 200; flyingEnemy.speed = -gameSpeed; flyingEnemies.push(flyingEnemy); game.addChild(flyingEnemy); } else if (rand < 0.5 && !player.hasWeapon) { // Spawn weapon pickup (only if player doesn't have weapon) var weapon = new Weapon(); weapon.x = spawnX; weapon.y = groundY - 100; weapon.speed = -gameSpeed; weapons.push(weapon); game.addChild(weapon); } } function checkCollisions() { // Check bullet vs enemy collisions for (var i = bullets.length - 1; i >= 0; i--) { var bullet = bullets[i]; var bulletHit = false; // Check bullet vs ground enemies for (var j = enemies.length - 1; j >= 0; j--) { var enemy = enemies[j]; if (bullet.intersects(enemy)) { // Remove bullet and enemy bullet.destroy(); bullets.splice(i, 1); enemy.destroy(); enemies.splice(j, 1); bulletHit = true; break; } } // Check bullet vs flying enemies if (!bulletHit) { for (var j = flyingEnemies.length - 1; j >= 0; j--) { var flyingEnemy = flyingEnemies[j]; if (bullet.intersects(flyingEnemy)) { // Remove bullet and flying enemy bullet.destroy(); bullets.splice(i, 1); flyingEnemy.destroy(); flyingEnemies.splice(j, 1); break; } } } } // Check weapon pickup collisions for (var i = weapons.length - 1; i >= 0; i--) { var weapon = weapons[i]; if (player.intersects(weapon)) { // Player picks up weapon player.pickupWeapon(); weapon.destroy(); weapons.splice(i, 1); LK.getSound('weaponPickup').play(); break; } } // Skip damage collisions if invincible if (!player.isInvincible) { // Check hole collisions for (var i = 0; i < holes.length; i++) { var hole = holes[i]; if (player.x > hole.x && player.x < hole.x + 150 && !player.isJumping) { gameOver(); return; } } // Check enemy collisions for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; if (player.intersects(enemy)) { gameOver(); return; } } // Check flying enemy collisions for (var i = 0; i < flyingEnemies.length; i++) { var flyingEnemy = flyingEnemies[i]; if (player.intersects(flyingEnemy)) { gameOver(); return; } } // Check obstacle collisions for (var i = 0; i < obstacles.length; i++) { var obstacle = obstacles[i]; if (player.intersects(obstacle)) { gameOver(); return; } } } } function gameOver() { gameState = 'gameOver'; LK.getSound('hit').play(); LK.showGameOver(); } function updateSpeed() { gameSpeed = 8 + distance / 100; for (var i = 0; i < groundSegments.length; i++) { groundSegments[i].speed = -gameSpeed; } for (var i = 0; i < holes.length; i++) { holes[i].speed = -gameSpeed; } for (var i = 0; i < enemies.length; i++) { enemies[i].speed = -gameSpeed; } for (var i = 0; i < obstacles.length; i++) { obstacles[i].speed = -gameSpeed; } for (var i = 0; i < flyingEnemies.length; i++) { flyingEnemies[i].speed = -gameSpeed; } for (var i = 0; i < weapons.length; i++) { weapons[i].speed = -gameSpeed; } } game.down = function (x, y, obj) { if (gameState === 'customization') { // Check character 1 button if (x > 563 && x < 733 && y > 1050 && y < 1350) { player.setCharacter('player'); initializeGame(); } // Check character 2 button else if (x > 939 && x < 1109 && y > 1050 && y < 1350) { player.setCharacter('player2'); initializeGame(); } // Check character 3 button else if (x > 1315 && x < 1485 && y > 1050 && y < 1350) { player.setCharacter('player3'); initializeGame(); } } else if (gameState === 'playing') { if (player.jumpCount === 0) { // First tap - jump player.jump(); } else { // Second tap - shoot bullet var canShoot = player.hasWeapon ? shootTimer <= 0 : shootTimer <= 0 && player.jumpCount > 0; if (canShoot) { var bullet = new Bullet(); bullet.x = player.x + 50; bullet.y = player.y - 100; // Weapon makes bullets faster and stronger if (player.hasWeapon) { bullet.speed = 20; bullet.scaleX = 1.2; bullet.scaleY = 1.2; } bullets.push(bullet); game.addChild(bullet); LK.getSound('shoot').play(); shootTimer = player.hasWeapon ? 5 : 10; // Faster shooting with weapon } } } }; game.update = function () { if (gameState === 'playing') { distance += gameSpeed / 10; distanceText.setText(Math.floor(distance) + 'm'); // Update speed based on distance updateSpeed(); // Spawn obstacles spawnTimer++; var spawnRate = (120 - Math.min(distance / 15, 50)) * invincibilitySpacing; if (spawnTimer >= spawnRate) { spawnObstacle(); spawnTimer = 0; } // Reset invincibility spacing after effect wears off if (distance - lastInvincibilityTime > 300 && invincibilitySpacing > 1) { invincibilitySpacing = 1; } // Update ground segments - make continuous for (var i = 0; i < groundSegments.length; i++) { var ground = groundSegments[i]; if (ground.x < -200) { // Find the rightmost ground segment var maxX = -1000; for (var j = 0; j < groundSegments.length; j++) { if (groundSegments[j].x > maxX) { maxX = groundSegments[j].x; } } ground.x = maxX + 200; } } // Update and clean up holes for (var i = holes.length - 1; i >= 0; i--) { var hole = holes[i]; if (hole.x < -200) { hole.destroy(); holes.splice(i, 1); } } // Update and clean up enemies for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; if (enemy.x < -100) { enemy.destroy(); enemies.splice(i, 1); } } // Update and clean up obstacles for (var i = obstacles.length - 1; i >= 0; i--) { var obstacle = obstacles[i]; if (obstacle.x < -100) { obstacle.destroy(); obstacles.splice(i, 1); } } // Update and clean up bullets for (var i = bullets.length - 1; i >= 0; i--) { var bullet = bullets[i]; if (bullet.x > 2200) { bullet.destroy(); bullets.splice(i, 1); } } // Update and clean up flying enemies for (var i = flyingEnemies.length - 1; i >= 0; i--) { var flyingEnemy = flyingEnemies[i]; if (flyingEnemy.x < -100) { flyingEnemy.destroy(); flyingEnemies.splice(i, 1); } } // Update and clean up weapons for (var i = weapons.length - 1; i >= 0; i--) { var weapon = weapons[i]; if (weapon.x < -100) { weapon.destroy(); weapons.splice(i, 1); } } // Update shoot timer if (shootTimer > 0) { shootTimer--; } // Check collisions checkCollisions(); // Update score LK.setScore(Math.floor(distance)); // Check win condition if (distance >= 100000) { gameState = 'won'; LK.showYouWin(); return; } } }; // Show customization UI initially game.addChild(customizeText); game.addChild(startText); game.addChild(character1Button); game.addChild(character2Button); game.addChild(character3Button); ;
===================================================================
--- original.js
+++ change.js
@@ -95,8 +95,10 @@
self.maxJumps = 2;
self.characterType = 'player';
self.isInvincible = false;
self.invincibilityTimer = 0;
+ self.hasWeapon = false;
+ self.weaponGraphics = null;
self.jump = function () {
if (self.jumpCount < self.maxJumps) {
if (!self.isJumping) {
self.isJumping = true;
@@ -143,8 +145,23 @@
}
}
});
};
+ self.pickupWeapon = function () {
+ self.hasWeapon = true;
+ // Create weapon graphics attached to player
+ if (self.weaponGraphics) {
+ self.weaponGraphics.destroy();
+ }
+ self.weaponGraphics = self.attachAsset('weapon', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.weaponGraphics.x = 30;
+ self.weaponGraphics.y = -50;
+ self.weaponGraphics.scaleX = 0.6;
+ self.weaponGraphics.scaleY = 0.6;
+ };
self.update = function () {
if (self.isJumping) {
self.jumpSpeed += self.gravity;
self.y += self.jumpSpeed;
@@ -167,8 +184,21 @@
}
};
return self;
});
+var Weapon = Container.expand(function () {
+ var self = Container.call(this);
+ var weaponGraphics = self.attachAsset('weapon', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = -8;
+ self.update = function () {
+ self.x += self.speed;
+ self.y += Math.sin(LK.ticks * 0.1) * 2; // Floating animation
+ };
+ return self;
+});
/****
* Initialize Game
****/
@@ -186,8 +216,9 @@
var enemies = [];
var obstacles = [];
var bullets = [];
var flyingEnemies = [];
+var weapons = [];
var gameSpeed = 8;
var spawnTimer = 0;
var shootTimer = 0;
var distance = 0;
@@ -302,8 +333,12 @@
for (var i = flyingEnemies.length - 1; i >= 0; i--) {
flyingEnemies[i].destroy();
flyingEnemies.splice(i, 1);
}
+ for (var i = weapons.length - 1; i >= 0; i--) {
+ weapons[i].destroy();
+ weapons.splice(i, 1);
+ }
}
function spawnObstacle() {
var rand = Math.random();
var spawnX = 2200;
@@ -338,8 +373,16 @@
flyingEnemy.y = groundY - 300 - Math.random() * 200;
flyingEnemy.speed = -gameSpeed;
flyingEnemies.push(flyingEnemy);
game.addChild(flyingEnemy);
+ } else if (rand < 0.5 && !player.hasWeapon) {
+ // Spawn weapon pickup (only if player doesn't have weapon)
+ var weapon = new Weapon();
+ weapon.x = spawnX;
+ weapon.y = groundY - 100;
+ weapon.speed = -gameSpeed;
+ weapons.push(weapon);
+ game.addChild(weapon);
}
}
function checkCollisions() {
// Check bullet vs enemy collisions
@@ -373,8 +416,20 @@
}
}
}
}
+ // Check weapon pickup collisions
+ for (var i = weapons.length - 1; i >= 0; i--) {
+ var weapon = weapons[i];
+ if (player.intersects(weapon)) {
+ // Player picks up weapon
+ player.pickupWeapon();
+ weapon.destroy();
+ weapons.splice(i, 1);
+ LK.getSound('weaponPickup').play();
+ break;
+ }
+ }
// Skip damage collisions if invincible
if (!player.isInvincible) {
// Check hole collisions
for (var i = 0; i < holes.length; i++) {
@@ -431,8 +486,11 @@
}
for (var i = 0; i < flyingEnemies.length; i++) {
flyingEnemies[i].speed = -gameSpeed;
}
+ for (var i = 0; i < weapons.length; i++) {
+ weapons[i].speed = -gameSpeed;
+ }
}
game.down = function (x, y, obj) {
if (gameState === 'customization') {
// Check character 1 button
@@ -455,16 +513,23 @@
// First tap - jump
player.jump();
} else {
// Second tap - shoot bullet
- if (shootTimer <= 0) {
+ var canShoot = player.hasWeapon ? shootTimer <= 0 : shootTimer <= 0 && player.jumpCount > 0;
+ if (canShoot) {
var bullet = new Bullet();
bullet.x = player.x + 50;
bullet.y = player.y - 100;
+ // Weapon makes bullets faster and stronger
+ if (player.hasWeapon) {
+ bullet.speed = 20;
+ bullet.scaleX = 1.2;
+ bullet.scaleY = 1.2;
+ }
bullets.push(bullet);
game.addChild(bullet);
LK.getSound('shoot').play();
- shootTimer = 10; // Cooldown
+ shootTimer = player.hasWeapon ? 5 : 10; // Faster shooting with weapon
}
}
}
};
@@ -538,8 +603,16 @@
flyingEnemy.destroy();
flyingEnemies.splice(i, 1);
}
}
+ // Update and clean up weapons
+ for (var i = weapons.length - 1; i >= 0; i--) {
+ var weapon = weapons[i];
+ if (weapon.x < -100) {
+ weapon.destroy();
+ weapons.splice(i, 1);
+ }
+ }
// Update shoot timer
if (shootTimer > 0) {
shootTimer--;
}
un agujero hecho con pixeles. In-Game asset. 2d. High contrast. No shadows
un mounstro grande hecho con pixeles con perspectiva de lado y mas aterrador In-Game asset. 2d. High contrast. No shadows
un suelo de pasto y tierra hecho con pixeles. In-Game asset. 2d. High contrast. No shadows
una pincho grande hecho con pixeles In-Game asset. 2d. High contrast. No shadows
una bala de pistola 9 milimetros hecha con pixeles con perspectiva lateral. In-Game asset. 2d. High contrast. No shadows
un mounstro con alas hecho con pixeles. In-Game asset. 2d. High contrast. No shadows
un puño agarrando un arma hecho con pixeles y de perspectiva lateral. In-Game asset. 2d. High contrast. No shadows
un boton rojo que en medio dice shot hecho con pixeles. In-Game asset. 2d. High contrast. No shadows
un boton cuadrado hecho con pixeles que dice play. In-Game asset. 2d. High contrast. No shadows
un hombre obrero hecho con pixeles de cuerpo completo sosteniendo un arma
un policia de cuerpo completo hecho con pixeles con persepectiva lateral apuntando con un arma I
un hombre de traje hecho con pixeles de cuerpo completo apuntando con un rifle de asalto m4
goku de dragon ball hecho con pixeles de cuepo completo con perspectiva lateral apuntando don un rifle de asalto m4 In-Game asset. 2d. High contrast. No shadows
homero simpson hecho con pixeles de cuerpo completo con perspectiva lateral apuntando con rifle de asalto m4 I
letras hechas con pixeles que dicen shot and jump las letras shot tendran un estilo medieval y tendran un color gris,las letras and color blanco con contorno negro y las letras jump de color amarillo con contorno naranja