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Crea una pantall de start antes de iniciar el juego, toma el mismo fondo para esa pantalla
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mira cuando entre a la ui de menu, quiero que el juego se pause, hasta que yo escoja una opcion
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Please fix the bug: 'Uncaught TypeError: LK.pauseGame is not a function' in or related to this line: 'LK.pauseGame();' Line Number: 1003
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Pero hace que cuando apriete menu, el juego se pause
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Please fix the bug: 'Uncaught TypeError: LK.restartGame is not a function' in or related to this line: 'LK.restartGame();' Line Number: 1029
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elimina todo ese menu que te dijo, y vuelve a crear uno desde cero
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no aparece el menu ahora, porfavor hace que aparezca
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mueve el boton a la parte izquierda inferior de la pantalla
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mueve de lugar el boton
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no mejor hace que esa ui aparezca con un boton aparte, por un boton en algun lado que se note y que diga menu, pero que no estorbe
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Crea que cuando una apriete el boton de pausa aparezca un pequeño menu con 3 opciones. reanudar, reiniciar, salir
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Mira ese poder de la katana hace que aparezca a las 5200 score y quiero que agregues una pequeña barra que te diga cuanto te falta para el poder katana-ninja, ponlo en una parte que se note pero que no estober ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Mira pon atencion, borra el contador de score que hay y agrega uno completamente nuevo y que se note al lado derecho de la pantalla en la parte inferior
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agrega que cuando el jugador llegue a los 6000 de score se active un poder (agregale un efecto) y la katana se tripleque y que aparezcan 3 catanas en vez de 1 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
agrega el otro sonido de ambiente, al juego, ese sonido sera para darle ambiente al juego
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agarra el sonido que agregue y ponlo para ea funcion que te dije
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Escucha bien, agrega un sonido para que cuando la katana corte una fruta suene un sonido de corte
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agregale sonidos para que cuando la katana corte una fruta suene un sonido de corte
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quitale la sombra a la luna y hace que el color del cielo no le afecte, agregale un aura de color amarillo para que brille ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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quitale el relieve a la luna
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cambia los colores del cielo, por los de un atardecer y una noche ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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agregale al paisaje, quue vayan callendo particulas que son estrellas fugases ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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agregale edificios al fondo del paisaje, y montañas con nieve en la punta ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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dale mas forma al paisaje, saca de ejemplo los paisajes de los animes japoneses ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
crea un fondo bonito animado para el juego, de un bosque con colores nitidos y con detalles ↪💡 Consider importing and using the following plugins: @upit/tween.v1
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Building = Container.expand(function (buildingX, buildingY, scale, height) { var self = Container.call(this); // Building base with varying heights var baseHeight = height || Math.random() * 200 + 250; var buildingBase = self.attachAsset('building_base', { anchorX: 0.5, anchorY: 1 }); buildingBase.scaleY = baseHeight / 300; buildingBase.y = 0; // Building roof var roof = self.attachAsset('building_roof', { anchorX: 0.5, anchorY: 1 }); roof.y = -baseHeight; // Add windows in a grid pattern var windowRows = Math.floor(baseHeight / 40); var windowCols = 4; for (var row = 0; row < windowRows; row++) { for (var col = 0; col < windowCols; col++) { var window = self.attachAsset('building_window', { anchorX: 0.5, anchorY: 0.5 }); window.x = (col - 1.5) * 25; window.y = -30 - row * 40; // Random window lighting if (Math.random() > 0.3) { window.alpha = Math.random() * 0.8 + 0.2; } else { window.alpha = 0.1; } } } // Set position and scale self.x = buildingX; self.y = buildingY; self.scaleX = scale || 1; self.scaleY = scale || 1; // Animation properties for subtle building sway self.swaySpeed = Math.random() * 0.005 + 0.002; self.swayAmount = Math.random() * 0.02 + 0.01; self.animationOffset = Math.random() * Math.PI * 2; self.update = function () { // Very subtle building sway var sway = Math.sin(LK.ticks * self.swaySpeed + self.animationOffset) * self.swayAmount; self.rotation = sway; }; return self; }); var Cloud = Container.expand(function (cloudX, cloudY, cloudScale) { var self = Container.call(this); // Create cloud with multiple overlapping circles var cloud1 = self.attachAsset('cloud', { anchorX: 0.5, anchorY: 0.5 }); var cloud2 = self.attachAsset('cloud', { anchorX: 0.5, anchorY: 0.5 }); cloud2.x = 40; cloud2.scaleX = 0.8; cloud2.scaleY = 0.8; var cloud3 = self.attachAsset('cloud', { anchorX: 0.5, anchorY: 0.5 }); cloud3.x = -30; cloud3.scaleX = 0.9; cloud3.scaleY = 0.9; self.x = cloudX; self.y = cloudY; self.scaleX = cloudScale || 1; self.scaleY = cloudScale || 1; // Floating animation self.floatSpeed = Math.random() * 0.01 + 0.005; self.floatAmount = Math.random() * 20 + 10; self.driftSpeed = Math.random() * 0.5 + 0.2; self.originalX = cloudX; self.update = function () { // Gentle floating motion self.y = cloudY + Math.sin(LK.ticks * self.floatSpeed) * self.floatAmount; // Slow horizontal drift self.x += self.driftSpeed; // Reset position when off screen if (self.x > 2200) { self.x = -200; } }; return self; }); var Fruit = Container.expand(function (fruitType) { var self = Container.call(this); self.fruitType = fruitType; self.sliced = false; self.fallSpeed = Math.random() * 3 + (baseFallSpeed + currentDifficultyLevel * 0.3); var fruitGraphics = self.attachAsset(fruitType, { anchorX: 0.5, anchorY: 0.5 }); // Set initial random horizontal velocity self.velocityX = (Math.random() - 0.5) * 4; self.velocityY = self.fallSpeed; self.gravity = 0.1; self.update = function () { if (!self.sliced) { self.x += self.velocityX; self.y += self.velocityY; self.velocityY += self.gravity; } }; self.slice = function () { if (self.sliced) return; self.sliced = true; // Award points based on fruit type var points = 0; switch (self.fruitType) { case 'apple': points = 10; break; case 'orange': points = 15; break; case 'watermelon': points = 30; break; case 'pineapple': points = 25; break; case 'banana': points = 20; break; } LK.setScore(LK.getScore() + points); updateScoreDisplay(LK.getScore()); // Update difficulty progressively based on score var newScore = LK.getScore(); var newDifficultyLevel = Math.floor(newScore / 50); // Increase difficulty every 50 points if (newDifficultyLevel > currentDifficultyLevel) { currentDifficultyLevel = newDifficultyLevel; // Gradually decrease spawn rate (faster spawning) - minimum 20 frames spawnRate = Math.max(20, baseSpawnRate - currentDifficultyLevel * 8); } // Create slice effect self.createSliceEffect(); // Play slice sound LK.getSound('slice').play(); // Create floating score text var floatingScore = new Text2('+' + points, { size: 60, fill: 0xFFD700 }); floatingScore.anchor.set(0.5, 0.5); floatingScore.x = self.x; floatingScore.y = self.y; game.addChild(floatingScore); // Animate floating score tween(floatingScore, { y: floatingScore.y - 150, alpha: 0 }, { duration: 1000, onComplete: function onComplete() { floatingScore.destroy(); } }); // Animate fruit halves self.animateSlice(); }; self.createSliceEffect = function () { // Create particle explosion for (var i = 0; i < 8; i++) { var particle = new Particle(); particle.x = self.x; particle.y = self.y; particles.push(particle); game.addChild(particle); } }; self.animateSlice = function () { // Split fruit into two halves var leftHalf = self.attachAsset(self.fruitType, { anchorX: 0.5, anchorY: 0.5, x: -20 }); var rightHalf = self.attachAsset(self.fruitType, { anchorX: 0.5, anchorY: 0.5, x: 20 }); // Hide original fruit fruitGraphics.alpha = 0; // Animate halves falling tween(leftHalf, { x: leftHalf.x - 100, y: leftHalf.y + 200, rotation: -1 }, { duration: 1000 }); tween(rightHalf, { x: rightHalf.x + 100, y: rightHalf.y + 200, rotation: 1 }, { duration: 1000 }); tween(leftHalf, { alpha: 0 }, { duration: 800 }); tween(rightHalf, { alpha: 0 }, { duration: 800 }); }; return self; }); var GrassClump = Container.expand(function (grassX, grassY) { var self = Container.call(this); // Create multiple grass blades for (var i = 0; i < 5; i++) { var blade = self.attachAsset('grass_blade', { anchorX: 0.5, anchorY: 1 }); blade.x = (i - 2) * 8; blade.scaleY = Math.random() * 0.5 + 0.7; blade.rotation = (Math.random() - 0.5) * 0.3; // Vary grass color slightly var greenVariation = Math.random() * 0.2 + 0.9; blade.tint = 0x7CFC00 * greenVariation; } self.x = grassX; self.y = grassY; // Wind animation self.windSpeed = Math.random() * 0.03 + 0.02; self.windOffset = Math.random() * Math.PI * 2; self.update = function () { var wind = Math.sin(LK.ticks * self.windSpeed + self.windOffset) * 0.15; self.rotation = wind; }; return self; }); var Katana = Container.expand(function () { var self = Container.call(this); self.trailPoints = []; self.maxTrailLength = 10; var katanaGraphics = self.attachAsset('katana', { anchorX: 0.5, anchorY: 0.5 }); self.updatePosition = function (x, y) { // Add current position to trail self.trailPoints.push({ x: self.x, y: self.y }); if (self.trailPoints.length > self.maxTrailLength) { self.trailPoints.shift(); } // Calculate angle based on movement if (self.trailPoints.length > 1) { var lastPoint = self.trailPoints[self.trailPoints.length - 2]; var angle = Math.atan2(y - lastPoint.y, x - lastPoint.x); katanaGraphics.rotation = angle; } self.x = x; self.y = y; }; self.checkFruitCollisions = function () { for (var i = fruits.length - 1; i >= 0; i--) { var fruit = fruits[i]; if (!fruit.sliced && self.intersects(fruit)) { fruit.slice(); } } }; return self; }); var Particle = Container.expand(function () { var self = Container.call(this); var particleGraphics = self.attachAsset('particle', { anchorX: 0.5, anchorY: 0.5 }); self.velocityX = (Math.random() - 0.5) * 10; self.velocityY = (Math.random() - 0.5) * 10; self.life = 60; // 1 second at 60fps // Random color for juice effect var colors = [0xFF6B6B, 0xFFE66D, 0x4ECDC4, 0x45B7D1, 0x96CEB4]; particleGraphics.tint = colors[Math.floor(Math.random() * colors.length)]; self.update = function () { self.x += self.velocityX; self.y += self.velocityY; self.velocityY += 0.2; // gravity self.life--; particleGraphics.alpha = self.life / 60; if (self.life <= 0) { self.destroy(); for (var i = particles.length - 1; i >= 0; i--) { if (particles[i] === self) { particles.splice(i, 1); break; } } } }; return self; }); var ShootingStar = Container.expand(function (startX, startY) { var self = Container.call(this); // Create main shooting star body var starBody = self.attachAsset('particle', { anchorX: 0.5, anchorY: 0.5 }); starBody.tint = 0xFFFFFF; starBody.scaleX = 1.5; starBody.scaleY = 1.5; // Create glowing trail particles self.trailParticles = []; for (var t = 0; t < 8; t++) { var trailParticle = self.attachAsset('particle', { anchorX: 0.5, anchorY: 0.5 }); trailParticle.tint = 0xFFD700; // Golden trail trailParticle.scaleX = 0.8 - t * 0.1; trailParticle.scaleY = 0.8 - t * 0.1; trailParticle.alpha = 0.8 - t * 0.1; self.trailParticles.push(trailParticle); } // Set position and movement properties self.x = startX; self.y = startY; self.velocityX = Math.random() * 3 + 2; // Moving right and down self.velocityY = Math.random() * 4 + 3; self.life = 300; // 5 seconds at 60fps self.maxLife = 300; // Trail position tracking self.trailPositions = []; self.update = function () { // Store current position for trail self.trailPositions.push({ x: self.x, y: self.y }); if (self.trailPositions.length > self.trailParticles.length) { self.trailPositions.shift(); } // Update position self.x += self.velocityX; self.y += self.velocityY; self.life--; // Update trail particles for (var t = 0; t < self.trailParticles.length; t++) { if (self.trailPositions[self.trailPositions.length - 1 - t]) { var trailPos = self.trailPositions[self.trailPositions.length - 1 - t]; self.trailParticles[t].x = trailPos.x - self.x; self.trailParticles[t].y = trailPos.y - self.y; } } // Fade out as life decreases var fadePercent = self.life / self.maxLife; starBody.alpha = fadePercent; for (var t = 0; t < self.trailParticles.length; t++) { self.trailParticles[t].alpha = (0.8 - t * 0.1) * fadePercent; } // Twinkle effect starBody.scaleX = 1.5 + Math.sin(LK.ticks * 0.2) * 0.3; starBody.scaleY = 1.5 + Math.sin(LK.ticks * 0.2) * 0.3; }; return self; }); var Tree = Container.expand(function (treeX, treeY, scale) { var self = Container.call(this); // Tree trunk var trunk = self.attachAsset('tree_trunk', { anchorX: 0.5, anchorY: 1 }); trunk.y = 0; // Multiple foliage layers for depth var foliageDark = self.attachAsset('tree_foliage_dark', { anchorX: 0.5, anchorY: 1 }); foliageDark.y = -200; foliageDark.x = 10; var foliageMain = self.attachAsset('tree_foliage', { anchorX: 0.5, anchorY: 1 }); foliageMain.y = -180; var foliageLight = self.attachAsset('tree_foliage_light', { anchorX: 0.5, anchorY: 1 }); foliageLight.y = -160; foliageLight.x = -15; // Set position and scale self.x = treeX; self.y = treeY; self.scaleX = scale || 1; self.scaleY = scale || 1; // Animation properties self.swaySpeed = Math.random() * 0.02 + 0.01; self.swayAmount = Math.random() * 0.1 + 0.05; self.animationOffset = Math.random() * Math.PI * 2; self.update = function () { // Gentle swaying animation var sway = Math.sin(LK.ticks * self.swaySpeed + self.animationOffset) * self.swayAmount; foliageMain.rotation = sway; foliageLight.rotation = sway * 0.8; foliageDark.rotation = sway * 1.2; trunk.rotation = sway * 0.3; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB }); /**** * Game Code ****/ // Create animated forest background var backgroundContainer = new Container(); game.addChild(backgroundContainer); // Create sky gradient effect with sunset to night colors var skyLayers = []; var sunsetColors = [0xFF6B35, // Bright orange at horizon 0xFF8C42, // Orange-red 0xE74C3C, // Deep red 0x8E44AD, // Purple 0x2C3E50, // Dark blue-purple 0x1B2631, // Very dark blue 0x17202A, // Near black 0x0B1426 // Deep night ]; for (var s = 0; s < 8; s++) { var skyLayer = LK.getAsset('shape', { anchorX: 0, anchorY: 0, scaleX: 20.48, scaleY: 3.4 }); skyLayer.y = s * 340; // Use sunset to night gradient colors skyLayer.tint = sunsetColors[s]; skyLayer.alpha = 0.8; backgroundContainer.addChild(skyLayer); skyLayers.push(skyLayer); } ; // Play ambient music for game atmosphere LK.playMusic('Ambiente', { loop: true }); // Create sun with sunset colors var sun = backgroundContainer.addChild(LK.getAsset('sun', { anchorX: 0.5, anchorY: 0.5 })); sun.x = 1600; sun.y = 400; // Lower position for sunset effect sun.tint = 0xFF4500; // Orange-red sunset color sun.scaleX = 1.3; sun.scaleY = 1.3; // Create flat moon as simple circle without relief var moon = backgroundContainer.addChild(LK.getAsset('moon_circle', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.2, scaleY: 1.2 })); moon.x = 500; moon.y = 350; moon.alpha = 1.0; // Full opacity, no shadow effect moon.tint = 0xF8F8FF; // Keep moon white, unaffected by sky changes // Create yellow aura glow around moon var moonGlow = backgroundContainer.addChild(LK.getAsset('moon_circle', { anchorX: 0.5, anchorY: 0.5 })); moonGlow.x = 500; moonGlow.y = 350; moonGlow.tint = 0xFFFF00; // Yellow aura color moonGlow.alpha = 0.3; moonGlow.scaleX = 2.0; // Larger than moon for glow effect moonGlow.scaleY = 2.0; // Animate moon glow with pulsing effect tween(moonGlow, { scaleX: 2.5, scaleY: 2.5, alpha: 0.1 }, { duration: 3000, onComplete: function onComplete() { tween(moonGlow, { scaleX: 2.0, scaleY: 2.0, alpha: 0.3 }, { duration: 3000 }); } }); // Animate sun with warm sunset glow var sunGlow = backgroundContainer.addChild(LK.getAsset('sun', { anchorX: 0.5, anchorY: 0.5 })); sunGlow.x = 1600; sunGlow.y = 400; sunGlow.tint = 0xFF6B35; // Warm orange glow sunGlow.alpha = 0.4; sunGlow.scaleX = 2.0; sunGlow.scaleY = 2.0; // Create layered mountains with anime-style atmospheric perspective and snow caps var mountains = []; var snowCaps = []; // Far distant snow-capped mountains (very light blue/purple with white peaks) for (var m1 = 0; m1 < 8; m1++) { var farMountain = backgroundContainer.addChild(LK.getAsset('mountain', { anchorX: 0.5, anchorY: 1 })); farMountain.x = m1 * 350 + 100; farMountain.y = 1800; farMountain.scaleY = Math.random() * 0.3 + 0.4; farMountain.scaleX = Math.random() * 0.4 + 0.8; farMountain.tint = 0x9BB5D6; // Light blue-purple farMountain.alpha = 0.4; mountains.push(farMountain); // Add snow cap to tall mountains if (farMountain.scaleY > 0.6) { var farSnowCap = backgroundContainer.addChild(LK.getAsset('snow_cap', { anchorX: 0.5, anchorY: 1 })); farSnowCap.x = farMountain.x; farSnowCap.y = farMountain.y - farMountain.scaleY * 200 * 0.7; farSnowCap.scaleX = farMountain.scaleX * 0.9; farSnowCap.scaleY = 0.3; farSnowCap.alpha = 0.6; farSnowCap.tint = 0xf0f8ff; snowCaps.push(farSnowCap); } } // Mid-distance snow-capped mountains (blue-gray with prominent snow) for (var m2 = 0; m2 < 6; m2++) { var midMountain = backgroundContainer.addChild(LK.getAsset('mountain', { anchorX: 0.5, anchorY: 1 })); midMountain.x = m2 * 400 + 150; midMountain.y = 2000; midMountain.scaleY = Math.random() * 0.4 + 0.6; midMountain.scaleX = Math.random() * 0.3 + 0.9; midMountain.tint = 0x7A8FA3; // Blue-gray midMountain.alpha = 0.6; mountains.push(midMountain); // Add snow cap var midSnowCap = backgroundContainer.addChild(LK.getAsset('snow_cap', { anchorX: 0.5, anchorY: 1 })); midSnowCap.x = midMountain.x; midSnowCap.y = midMountain.y - midMountain.scaleY * 200 * 0.6; midSnowCap.scaleX = midMountain.scaleX * 0.95; midSnowCap.scaleY = 0.4; midSnowCap.alpha = 0.8; snowCaps.push(midSnowCap); } // Close mountains (green-brown) for (var m3 = 0; m3 < 4; m3++) { var closeMountain = backgroundContainer.addChild(LK.getAsset('mountain', { anchorX: 0.5, anchorY: 1 })); closeMountain.x = m3 * 500 + 200; closeMountain.y = 2200; closeMountain.scaleY = Math.random() * 0.5 + 0.8; closeMountain.scaleX = Math.random() * 0.3 + 1.1; closeMountain.tint = 0x556B2F; closeMountain.alpha = 0.8; mountains.push(closeMountain); } // Add distant city buildings behind mountains var distantBuildings = []; for (var db = 0; db < 12; db++) { var building = backgroundContainer.addChild(new Building(db * 180 + Math.random() * 50 + 50, 1900, Math.random() * 0.4 + 0.3, Math.random() * 150 + 200)); building.alpha = 0.3; building.tint = 0x708090; distantBuildings.push(building); } // Add mid-distance city buildings var midBuildings = []; for (var mb = 0; mb < 8; mb++) { var midBuilding = backgroundContainer.addChild(new Building(mb * 250 + Math.random() * 80 + 100, 2100, Math.random() * 0.3 + 0.5, Math.random() * 200 + 300)); midBuilding.alpha = 0.5; midBuilding.tint = 0x556B6F; midBuildings.push(midBuilding); } // Create atmospheric mist layers var mistLayers = []; for (var mist = 0; mist < 5; mist++) { var mistLayer = backgroundContainer.addChild(LK.getAsset('cloud', { anchorX: 0.5, anchorY: 0.5 })); mistLayer.x = Math.random() * 2400 - 200; mistLayer.y = 1600 + mist * 150; mistLayer.scaleX = Math.random() * 3 + 2; mistLayer.scaleY = Math.random() * 0.8 + 0.4; mistLayer.tint = 0xF0F8FF; mistLayer.alpha = 0.3; mistLayers.push(mistLayer); } // Create clouds var clouds = []; for (var c = 0; c < 8; c++) { var cloud = backgroundContainer.addChild(new Cloud(Math.random() * 2400 - 200, Math.random() * 600 + 200, Math.random() * 0.8 + 0.6)); clouds.push(cloud); } // Create rolling hills for terrain depth var hills = []; for (var h = 0; h < 12; h++) { var hill = backgroundContainer.addChild(LK.getAsset('mountain', { anchorX: 0.5, anchorY: 1 })); hill.x = h * 200 + Math.random() * 100; hill.y = 2300 + Math.random() * 100; hill.scaleY = Math.random() * 0.3 + 0.2; hill.scaleX = Math.random() * 0.5 + 1.5; hill.tint = 0x6B8E23; // Olive green hill.alpha = 0.6; hills.push(hill); } // Create background trees (larger, further back) var backgroundTrees = []; for (var bt = 0; bt < 15; bt++) { var bgTree = backgroundContainer.addChild(new Tree(Math.random() * 2400 - 200, 2200, Math.random() * 0.8 + 1.2)); bgTree.alpha = 0.7; bgTree.tint = 0x556B2F; backgroundTrees.push(bgTree); } // Create middle ground trees var middleTrees = []; for (var mt = 0; mt < 20; mt++) { var midTree = backgroundContainer.addChild(new Tree(Math.random() * 2600 - 300, 2400, Math.random() * 0.6 + 0.8)); midTree.alpha = 0.85; middleTrees.push(midTree); } // Create foreground trees var foregroundTrees = []; for (var ft = 0; ft < 12; ft++) { var fgTree = backgroundContainer.addChild(new Tree(Math.random() * 2800 - 400, 2600, Math.random() * 0.4 + 0.6)); foregroundTrees.push(fgTree); } // Create grass clumps across the ground var grassClumps = []; for (var g = 0; g < 50; g++) { var grass = backgroundContainer.addChild(new GrassClump(Math.random() * 2400, 2650 + Math.random() * 80)); grassClumps.push(grass); } // Create cherry blossom petals floating in the air var blossomPetals = []; for (var bp = 0; bp < 25; bp++) { var petal = backgroundContainer.addChild(LK.getAsset('flower', { anchorX: 0.5, anchorY: 0.5 })); petal.x = Math.random() * 2048; petal.y = Math.random() * 2000; petal.scaleX = Math.random() * 0.3 + 0.2; petal.scaleY = Math.random() * 0.3 + 0.2; petal.tint = 0xFFB6C1; // Light pink petal.alpha = Math.random() * 0.6 + 0.4; petal.rotation = Math.random() * Math.PI * 2; blossomPetals.push(petal); } // Create colorful flowers scattered around var flowers = []; var flowerColors = [0xFF69B4, 0xFF6347, 0x9370DB, 0x00CED1, 0xFFD700, 0xFF4500]; for (var f = 0; f < 30; f++) { var flower = backgroundContainer.addChild(LK.getAsset('flower', { anchorX: 0.5, anchorY: 0.5 })); flower.x = Math.random() * 2048; flower.y = 2600 + Math.random() * 100; flower.tint = flowerColors[Math.floor(Math.random() * flowerColors.length)]; flowers.push(flower); } // Create shooting stars array var shootingStars = []; var shootingStarSpawnTimer = 0; var shootingStarSpawnRate = 180; // Spawn every 3 seconds (180 frames at 60fps) // Animate sunset sun glow with warmer, more dramatic effect tween(sunGlow, { scaleX: 2.8, scaleY: 2.8, alpha: 0.2 }, { duration: 4000, onComplete: function onComplete() { tween(sunGlow, { scaleX: 2.0, scaleY: 2.0, alpha: 0.4 }, { duration: 4000 }); } }); var fruits = []; var particles = []; var fruitTypes = ['apple', 'orange', 'watermelon', 'pineapple', 'banana']; var spawnTimer = 0; var spawnRate = 90; // frames between spawns var baseSpawnRate = 90; // original spawn rate var baseFallSpeed = 2; // base fall speed for fruits var currentDifficultyLevel = 0; // Katana health system variables var katanaHealth = 100; var maxKatanaHealth = 100; var katanaParalyzed = false; var paralyzeTimer = 0; var lastKatanaX = 0; var lastKatanaY = 0; var movementSamples = []; var maxMovementSamples = 10; // Power-up system variables var powerUpActive = false; var extraKatanas = []; var powerUpActivated = false; // Create katana var katana = game.addChild(new Katana()); katana.x = 1024; katana.y = 1366; // Create 3D styled score display - numbers only var scoreContainer = new Container(); LK.gui.top.addChild(scoreContainer); // Create deep shadow layers for enhanced 3D effect var scoreShadow3 = new Text2('0', { size: 100, fill: 0x000000 }); scoreShadow3.anchor.set(0.5, 0.5); scoreShadow3.x = 8; scoreShadow3.y = 8; scoreShadow3.alpha = 0.3; scoreContainer.addChild(scoreShadow3); var scoreShadow2 = new Text2('0', { size: 100, fill: 0x2C3E50 }); scoreShadow2.anchor.set(0.5, 0.5); scoreShadow2.x = 5; scoreShadow2.y = 5; scoreShadow2.alpha = 0.6; scoreContainer.addChild(scoreShadow2); // Create primary shadow for 3D effect var scoreShadow = new Text2('0', { size: 100, fill: 0x34495E }); scoreShadow.anchor.set(0.5, 0.5); scoreShadow.x = 3; scoreShadow.y = 3; scoreShadow.alpha = 0.8; scoreContainer.addChild(scoreShadow); // Create main score text with gradient effect var scoreTxt = new Text2('0', { size: 100, fill: 0xF39C12 }); scoreTxt.anchor.set(0.5, 0.5); scoreContainer.addChild(scoreTxt); // Create bright highlight for 3D pop effect var scoreHighlight = new Text2('0', { size: 100, fill: 0xFFFFFF }); scoreHighlight.anchor.set(0.5, 0.5); scoreHighlight.x = -2; scoreHighlight.y = -2; scoreHighlight.alpha = 0.4; scoreContainer.addChild(scoreHighlight); // Create top highlight for extra dimension var scoreTopLight = new Text2('0', { size: 100, fill: 0xFFD700 }); scoreTopLight.anchor.set(0.5, 0.5); scoreTopLight.x = -1; scoreTopLight.y = -1; scoreTopLight.alpha = 0.6; scoreContainer.addChild(scoreTopLight); // Position the entire score container centered at top scoreContainer.x = 1024; // Center horizontally (2048/2) scoreContainer.y = 120; // Create katana health bar var healthBarContainer = new Container(); LK.gui.bottom.addChild(healthBarContainer); // Health bar background var healthBarBg = LK.getAsset('shape', { anchorX: 0.5, anchorY: 0.5, scaleX: 3, scaleY: 0.3 }); healthBarBg.tint = 0x333333; healthBarContainer.addChild(healthBarBg); // Health bar fill var healthBarFill = LK.getAsset('shape', { anchorX: 0, anchorY: 0.5, scaleX: 3, scaleY: 0.25 }); healthBarFill.tint = 0x27AE60; healthBarFill.x = -150; // Start from left edge of background healthBarContainer.addChild(healthBarFill); // Health bar border var healthBarBorder = LK.getAsset('shape', { anchorX: 0.5, anchorY: 0.5, scaleX: 3.1, scaleY: 0.35 }); healthBarBorder.tint = 0xFFFFFF; healthBarBorder.alpha = 0.8; healthBarContainer.addChild(healthBarBorder); // Position health bar at bottom center healthBarContainer.x = 1024; healthBarContainer.y = 2600; healthBarContainer.alpha = 0; // Initially hidden // Function to update all score texts and add animation function updateScoreDisplay(newScore) { var scoreText = newScore.toString(); scoreTxt.setText(scoreText); scoreShadow.setText(scoreText); scoreShadow2.setText(scoreText); scoreShadow3.setText(scoreText); scoreHighlight.setText(scoreText); scoreTopLight.setText(scoreText); // Add enhanced pulsing animation with 3D effect tween(scoreContainer, { scaleX: 1.3, scaleY: 1.3 }, { duration: 150, onComplete: function onComplete() { tween(scoreContainer, { scaleX: 1.0, scaleY: 1.0 }, { duration: 150 }); } }); // Add slight rotation for extra 3D effect tween(scoreContainer, { rotation: 0.1 }, { duration: 100, onComplete: function onComplete() { tween(scoreContainer, { rotation: 0 }, { duration: 100 }); } }); // Check for power-up activation at 6000 score if (newScore >= 6000 && !powerUpActivated) { activatePowerUp(); powerUpActivated = true; } // Enhanced color change effect based on score with 3D layering if (newScore >= 6000) { scoreTxt.fill = 0xFFD700; // Gold for power-up scores scoreTopLight.fill = 0xFFFF00; scoreHighlight.fill = 0xFFFFAA; } else if (newScore >= 500) { scoreTxt.fill = 0xE74C3C; // Red for high scores scoreTopLight.fill = 0xFF6B6B; scoreHighlight.fill = 0xFFAAAA; } else if (newScore >= 200) { scoreTxt.fill = 0x9B59B6; // Purple for medium scores scoreTopLight.fill = 0xBB6BD9; scoreHighlight.fill = 0xDDA0DD; } else if (newScore >= 100) { scoreTxt.fill = 0x3498DB; // Blue for decent scores scoreTopLight.fill = 0x5DADE2; scoreHighlight.fill = 0xADD8E6; } else { scoreTxt.fill = 0xF39C12; // Orange for starting scores scoreTopLight.fill = 0xFFD700; scoreHighlight.fill = 0xFFFFFF; } } // Power-up activation function function activatePowerUp() { powerUpActive = true; // Create visual explosion effect LK.effects.flashScreen(0xFFD700, 2000); // Golden flash // Create additional katanas for (var k = 0; k < 2; k++) { var extraKatana = game.addChild(new Katana()); extraKatana.x = katana.x; extraKatana.y = katana.y; extraKatanas.push(extraKatana); // Add golden tint to extra katanas extraKatana.tint = 0xFFD700; // Add glowing effect to extra katanas tween(extraKatana, { alpha: 0.7 }, { duration: 500, onComplete: function onComplete() { tween(extraKatana, { alpha: 1 }, { duration: 500 }); } }); } // Add golden glow effect to main katana katana.tint = 0xFFD700; tween(katana, { scaleX: 1.2, scaleY: 1.2 }, { duration: 300, onComplete: function onComplete() { tween(katana, { scaleX: 1.0, scaleY: 1.0 }, { duration: 300 }); } }); } // Track mouse movement var isSlicing = false; var lastMouseX = 0; var lastMouseY = 0; game.move = function (x, y, obj) { if (!katanaParalyzed) { katana.updatePosition(x, y); // Update extra katanas with offset positions if (powerUpActive) { for (var k = 0; k < extraKatanas.length; k++) { var offsetX = (k + 1) * 80 * Math.sin(LK.ticks * 0.1 + k); var offsetY = (k + 1) * 60 * Math.cos(LK.ticks * 0.1 + k); extraKatanas[k].updatePosition(x + offsetX, y + offsetY); } } if (isSlicing) { katana.checkFruitCollisions(); // Check collisions for extra katanas too if (powerUpActive) { for (var k = 0; k < extraKatanas.length; k++) { extraKatanas[k].checkFruitCollisions(); } } } } // Track movement for katana health system var distance = Math.sqrt(Math.pow(x - lastKatanaX, 2) + Math.pow(y - lastKatanaY, 2)); movementSamples.push(distance); if (movementSamples.length > maxMovementSamples) { movementSamples.shift(); } // Calculate average movement in recent samples var totalMovement = 0; for (var i = 0; i < movementSamples.length; i++) { totalMovement += movementSamples[i]; } var avgMovement = totalMovement / movementSamples.length; // Only activate health system if katana is in upper 1.5cm (approximately 109 pixels) from top var isInUpperScreen = y < 109; // 1.5cm from top of screen (at 72 DPI: 1.5cm ≈ 109 pixels) // If movement is very rapid (increased threshold: 50+ pixels per frame on average) AND in upper screen if (avgMovement > 50 && movementSamples.length >= maxMovementSamples && isInUpperScreen) { katanaHealth -= 3; // Drain health faster for rapid movements // Show health bar when taking damage if (healthBarContainer.alpha < 1) { tween(healthBarContainer, { alpha: 1 }, { duration: 200 }); } // Update health bar fill var healthPercent = Math.max(0, katanaHealth / maxKatanaHealth); tween(healthBarFill, { scaleX: 3 * healthPercent }, { duration: 100 }); // Change color based on health level if (healthPercent < 0.3) { healthBarFill.tint = 0xE74C3C; // Red } else if (healthPercent < 0.6) { healthBarFill.tint = 0xF39C12; // Orange } else { healthBarFill.tint = 0x27AE60; // Green } // Check if health is depleted if (katanaHealth <= 0) { katanaHealth = 0; katanaParalyzed = true; paralyzeTimer = 66; // 1.1 seconds at 60fps // Flash katana red to indicate paralysis LK.effects.flashObject(katana, 0xFF0000, 1100); } } lastKatanaX = x; lastKatanaY = y; lastMouseX = x; lastMouseY = y; }; game.down = function (x, y, obj) { isSlicing = true; katana.updatePosition(x, y); // Update extra katanas position on touch down if (powerUpActive) { for (var k = 0; k < extraKatanas.length; k++) { var offsetX = (k + 1) * 80 * Math.sin(LK.ticks * 0.1 + k); var offsetY = (k + 1) * 60 * Math.cos(LK.ticks * 0.1 + k); extraKatanas[k].updatePosition(x + offsetX, y + offsetY); } } }; game.up = function (x, y, obj) { isSlicing = false; }; game.update = function () { // Animate background elements // Animate cherry blossom petals falling and swirling for (var bp = 0; bp < blossomPetals.length; bp++) { var petal = blossomPetals[bp]; petal.y += Math.sin(LK.ticks * 0.01 + bp) * 0.5 + 0.3; petal.x += Math.sin(LK.ticks * 0.008 + bp) * 0.8; petal.rotation += 0.02; // Reset petal position when it goes off screen if (petal.y > 2800) { petal.y = -50; petal.x = Math.random() * 2048; } if (petal.x > 2100) { petal.x = -50; } } // Animate mist layers with slow drift for (var mist = 0; mist < mistLayers.length; mist++) { var mistLayer = mistLayers[mist]; mistLayer.x += Math.sin(LK.ticks * 0.002 + mist) * 0.2 + 0.1; mistLayer.alpha = 0.3 + Math.sin(LK.ticks * 0.005 + mist) * 0.1; // Reset position when off screen if (mistLayer.x > 2400) { mistLayer.x = -400; } } // Animate flowers with gentle bobbing for (var f = 0; f < flowers.length; f++) { var flower = flowers[f]; flower.rotation = Math.sin(LK.ticks * 0.02 + f) * 0.2; flower.scaleX = 1 + Math.sin(LK.ticks * 0.015 + f) * 0.1; flower.scaleY = 1 + Math.sin(LK.ticks * 0.015 + f) * 0.1; } // Add subtle parallax effect to background layers for (var bt = 0; bt < backgroundTrees.length; bt++) { var bgTree = backgroundTrees[bt]; bgTree.x += Math.sin(LK.ticks * 0.001 + bt) * 0.1; } // Animate hills with very subtle movement for (var h = 0; h < hills.length; h++) { var hill = hills[h]; hill.alpha = 0.6 + Math.sin(LK.ticks * 0.003 + h) * 0.1; } // Gentle sky color animation transitioning between sunset and night if (LK.ticks % 120 === 0) { var timePhase = Math.sin(LK.ticks * 0.0005) * 0.5 + 0.5; // Oscillates between 0 and 1 var sunsetNightColors = [[0xFF6B35, 0x2C3E50], // Horizon: orange to dark blue [0xFF8C42, 0x1B2631], // Orange-red to darker blue [0xE74C3C, 0x17202A], // Deep red to near black [0x8E44AD, 0x0B1426], // Purple to deep night [0x2C3E50, 0x0B1426], // Dark blue-purple to deep night [0x1B2631, 0x0B1426], // Very dark blue to deep night [0x17202A, 0x0B1426], // Near black to deep night [0x0B1426, 0x0B1426] // Deep night to deep night ]; for (var s = 0; s < skyLayers.length; s++) { var skyLayer = skyLayers[s]; var sunsetColor = sunsetNightColors[s][0]; var nightColor = sunsetNightColors[s][1]; // Interpolate between sunset and night colors var r1 = sunsetColor >> 16 & 0xFF; var g1 = sunsetColor >> 8 & 0xFF; var b1 = sunsetColor & 0xFF; var r2 = nightColor >> 16 & 0xFF; var g2 = nightColor >> 8 & 0xFF; var b2 = nightColor & 0xFF; var r = Math.floor(r1 + (r2 - r1) * timePhase); var g = Math.floor(g1 + (g2 - g1) * timePhase); var b = Math.floor(b1 + (b2 - b1) * timePhase); skyLayer.tint = r << 16 | g << 8 | b; } } // Animate snow caps with subtle shimmer for (var sc = 0; sc < snowCaps.length; sc++) { var snowCap = snowCaps[sc]; snowCap.alpha = snowCap.alpha + Math.sin(LK.ticks * 0.01 + sc) * 0.05; } // Spawn shooting stars periodically shootingStarSpawnTimer++; if (shootingStarSpawnTimer >= shootingStarSpawnRate) { shootingStarSpawnTimer = 0; // Random chance to spawn (not every time) if (Math.random() < 0.7) { var shootingStar = new ShootingStar(Math.random() * 500 - 200, // Start from left side of screen Math.random() * 800 + 100 // Random height in upper portion ); shootingStars.push(shootingStar); backgroundContainer.addChild(shootingStar); } } // Update shooting stars and remove expired ones for (var ss = shootingStars.length - 1; ss >= 0; ss--) { var star = shootingStars[ss]; star.update(); // Remove stars that are off screen or expired if (star.life <= 0 || star.x > 2400 || star.y > 2800) { star.destroy(); shootingStars.splice(ss, 1); } } // Update distant and mid buildings for (var db = 0; db < distantBuildings.length; db++) { distantBuildings[db].update(); } for (var mb = 0; mb < midBuildings.length; mb++) { midBuildings[mb].update(); } // Spawn fruits spawnTimer++; if (spawnTimer >= spawnRate) { spawnTimer = 0; var fruitType = fruitTypes[Math.floor(Math.random() * fruitTypes.length)]; var fruit = new Fruit(fruitType); fruit.x = Math.random() * 1800 + 124; // Random x position within screen bounds fruit.y = -100; // Start above screen fruits.push(fruit); game.addChild(fruit); // Spawn rate is now controlled by difficulty level in slice function } // Update fruits and remove off-screen ones for (var i = fruits.length - 1; i >= 0; i--) { var fruit = fruits[i]; // Check if fruit touched the ground (game over condition) if (fruit.y > 2732 && !fruit.sliced) { // Game over - fruit touched the ground LK.showGameOver(); return; // Stop game execution } // Remove fruits that fall off screen if (fruit.y > 2800) { fruit.destroy(); fruits.splice(i, 1); } } // Update particles for (var j = particles.length - 1; j >= 0; j--) { var particle = particles[j]; if (particle.life <= 0) { particles.splice(j, 1); } } // Update katana health system if (katanaParalyzed) { paralyzeTimer--; if (paralyzeTimer <= 0) { katanaParalyzed = false; katanaHealth = maxKatanaHealth; // Restore full health // Update health bar to full tween(healthBarFill, { scaleX: 3 }, { duration: 300 }); healthBarFill.tint = 0x27AE60; // Green // Hide health bar after recovery tween(healthBarContainer, { alpha: 0 }, { duration: 1000 }); } } else { // Gradually regenerate health when not making rapid movements if (katanaHealth < maxKatanaHealth) { katanaHealth += 0.5; // Slow regeneration if (katanaHealth > maxKatanaHealth) { katanaHealth = maxKatanaHealth; } // Update health bar fill var healthPercent = katanaHealth / maxKatanaHealth; healthBarFill.scaleX = 3 * healthPercent; // Update color if (healthPercent < 0.3) { healthBarFill.tint = 0xE74C3C; // Red } else if (healthPercent < 0.6) { healthBarFill.tint = 0xF39C12; // Orange } else { healthBarFill.tint = 0x27AE60; // Green } // Hide health bar when fully recovered and not being used if (katanaHealth >= maxKatanaHealth && healthBarContainer.alpha > 0) { tween(healthBarContainer, { alpha: 0 }, { duration: 2000 }); } } } };
===================================================================
--- original.js
+++ change.js
@@ -757,8 +757,12 @@
var lastKatanaX = 0;
var lastKatanaY = 0;
var movementSamples = [];
var maxMovementSamples = 10;
+// Power-up system variables
+var powerUpActive = false;
+var extraKatanas = [];
+var powerUpActivated = false;
// Create katana
var katana = game.addChild(new Katana());
katana.x = 1024;
katana.y = 1366;
@@ -896,10 +900,19 @@
duration: 100
});
}
});
+ // Check for power-up activation at 6000 score
+ if (newScore >= 6000 && !powerUpActivated) {
+ activatePowerUp();
+ powerUpActivated = true;
+ }
// Enhanced color change effect based on score with 3D layering
- if (newScore >= 500) {
+ if (newScore >= 6000) {
+ scoreTxt.fill = 0xFFD700; // Gold for power-up scores
+ scoreTopLight.fill = 0xFFFF00;
+ scoreHighlight.fill = 0xFFFFAA;
+ } else if (newScore >= 500) {
scoreTxt.fill = 0xE74C3C; // Red for high scores
scoreTopLight.fill = 0xFF6B6B;
scoreHighlight.fill = 0xFFAAAA;
} else if (newScore >= 200) {
@@ -915,17 +928,75 @@
scoreTopLight.fill = 0xFFD700;
scoreHighlight.fill = 0xFFFFFF;
}
}
+// Power-up activation function
+function activatePowerUp() {
+ powerUpActive = true;
+ // Create visual explosion effect
+ LK.effects.flashScreen(0xFFD700, 2000); // Golden flash
+ // Create additional katanas
+ for (var k = 0; k < 2; k++) {
+ var extraKatana = game.addChild(new Katana());
+ extraKatana.x = katana.x;
+ extraKatana.y = katana.y;
+ extraKatanas.push(extraKatana);
+ // Add golden tint to extra katanas
+ extraKatana.tint = 0xFFD700;
+ // Add glowing effect to extra katanas
+ tween(extraKatana, {
+ alpha: 0.7
+ }, {
+ duration: 500,
+ onComplete: function onComplete() {
+ tween(extraKatana, {
+ alpha: 1
+ }, {
+ duration: 500
+ });
+ }
+ });
+ }
+ // Add golden glow effect to main katana
+ katana.tint = 0xFFD700;
+ tween(katana, {
+ scaleX: 1.2,
+ scaleY: 1.2
+ }, {
+ duration: 300,
+ onComplete: function onComplete() {
+ tween(katana, {
+ scaleX: 1.0,
+ scaleY: 1.0
+ }, {
+ duration: 300
+ });
+ }
+ });
+}
// Track mouse movement
var isSlicing = false;
var lastMouseX = 0;
var lastMouseY = 0;
game.move = function (x, y, obj) {
if (!katanaParalyzed) {
katana.updatePosition(x, y);
+ // Update extra katanas with offset positions
+ if (powerUpActive) {
+ for (var k = 0; k < extraKatanas.length; k++) {
+ var offsetX = (k + 1) * 80 * Math.sin(LK.ticks * 0.1 + k);
+ var offsetY = (k + 1) * 60 * Math.cos(LK.ticks * 0.1 + k);
+ extraKatanas[k].updatePosition(x + offsetX, y + offsetY);
+ }
+ }
if (isSlicing) {
katana.checkFruitCollisions();
+ // Check collisions for extra katanas too
+ if (powerUpActive) {
+ for (var k = 0; k < extraKatanas.length; k++) {
+ extraKatanas[k].checkFruitCollisions();
+ }
+ }
}
}
// Track movement for katana health system
var distance = Math.sqrt(Math.pow(x - lastKatanaX, 2) + Math.pow(y - lastKatanaY, 2));
@@ -983,8 +1054,16 @@
};
game.down = function (x, y, obj) {
isSlicing = true;
katana.updatePosition(x, y);
+ // Update extra katanas position on touch down
+ if (powerUpActive) {
+ for (var k = 0; k < extraKatanas.length; k++) {
+ var offsetX = (k + 1) * 80 * Math.sin(LK.ticks * 0.1 + k);
+ var offsetY = (k + 1) * 60 * Math.cos(LK.ticks * 0.1 + k);
+ extraKatanas[k].updatePosition(x + offsetX, y + offsetY);
+ }
+ }
};
game.up = function (x, y, obj) {
isSlicing = false;
};
katana animada. In-Game asset. 2d. High contrast. No shadows
manzana animada. In-Game asset. 2d. High contrast. No shadows
melon animado. In-Game asset. 2d. High contrast. No shadows
Naranja animada. In-Game asset. 2d. High contrast. No shadows
platano animado. In-Game asset. 2d. High contrast. No shadows
piña animada. In-Game asset. 2d. High contrast. No shadows
Tronco completo de un arbol animado. In-Game asset. 2d. High contrast. No shadows
montañas con nieve en la punta animadas. In-Game asset. 2d. High contrast. No shadows
LUna animada. In-Game asset. 2d. High contrast. No shadows
nubes animada. In-Game asset. 2d. High contrast. No shadows
Pasto animado. In-Game asset. 2d. High contrast. No shadows
Flower animada. In-Game asset. 2d. High contrast. No shadows