User prompt
Please fix the bug: 'Script error.' in or related to this line: 'currentScores.push(newScoreEntry);' Line Number: 1226 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'storage.allScores.push({' Line Number: 1221 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
ya, ahora quiero que la base de datos, sus funciones seran guardar los score de los jugadores, para que no se borren ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
agranda ka tabla de tiop jugadores
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aleja mas el boton de tienda, ponlo un poco mas abajo que el de jugar y mas chico
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PERO PONE Tienda y abajo pon PROXIMAMENTE¡
User prompt
Quiero que agregues el boton de tienda, Pero que diga PROXIMAMENTE
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revierte toda la tienda, eliminala
User prompt
arregla la tienda ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Mira vamos a centrarnos en la tienda, quiero que sean 3 armas, quita el cuchillo, quiero que las 3 armas que estan en la tienda que se puedan adquirir con monedas y cuando el jugador compre por ejemplo la espada, si la equipe automaticamente, hace que las armas tengan lo mismo que la katan, pero obviamente con un diseño diferente ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'if (storage.weapons[weapon.id]) {' Line Number: 1468 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'if (storage && storage.weapons && storage.weapons[weapon.id]) {' Line Number: 1447 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
hace que la katana no aparezca en la pantalla principal, solo que aprezca cuando se inicia el juego
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'if (storage.weapons && storage.weapons[weapon.id]) {' Line Number: 1443 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
elimina el texto de que arma tienes de la pantalla principal y solo ponla en el apartado de tienda y cambialo de posicion ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
hace que la cosa que te dice que arma traes, aparezca cuando abres el apartado de tienda ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'if (storage.weapons && storage.weapons[weapon.id]) {' Line Number: 1443 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
hace que las armas que esten en la tienda, cuando un jugador las compre se la de y la pueda equipar con un boton que vas a crear ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
crea una pequeña base de datos, que sus funciones sean guardar el score y las monedas del jugador ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'if (storage.weapons && storage.weapons[weapon.id]) {' Line Number: 1429 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
hace que todas las frutas que lleguen a tocar el suelo haga que el jugador pierda, que esto sea desde la primera fruta que empieze a caer
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elima el boton de salir y crea uno nuevo y ponlo en una parte de la pantalla donde no estorbe, idelamente en la parte baja de la pantalla
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mueve de posicion en boton de salir
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sabes que, elimina todo lo de los cajones que te pedi
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hace que quepan 5 cajones, pero que no queden espacios entre ellos muy grandes, pero que hayan
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { coins: 0, totalScore: 0, gamesPlayed: 0, fruitsSliced: 0, currentWeapon: "katana", playerId: "", playerName: "" }); /**** * 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 Crate = Container.expand(function (crateX, crateY, crateWidth, crateHeight, crateAsset) { var self = Container.call(this); // Store crate properties self.x = crateX; self.y = crateY; self.crateWidth = crateWidth; self.crateHeight = crateHeight; // If custom asset is provided, use it; otherwise use default shape if (crateAsset) { var crateBody = self.attachAsset(crateAsset, { anchorX: 0.5, anchorY: 1 }); // Scale the asset to fit the desired dimensions crateBody.scaleX = crateWidth / crateBody.width; crateBody.scaleY = crateHeight / crateBody.height; } else { // Create crate body with default shape var crateBody = self.attachAsset('building_base', { anchorX: 0.5, anchorY: 1 }); crateBody.tint = 0x8B4513; // Brown color for wooden crate crateBody.scaleX = crateWidth / 120; // Scale to desired width crateBody.scaleY = crateHeight / 300; // Scale to desired height // Create crate rim/edge var crateRim = self.attachAsset('building_roof', { anchorX: 0.5, anchorY: 1 }); crateRim.tint = 0x654321; // Darker brown for rim crateRim.scaleX = (crateWidth + 20) / 140; // Slightly wider than body crateRim.y = -crateHeight; } 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 }); // Simple straight fall since entire bottom is covered with crates self.velocityY = self.fallSpeed; self.gravity = 0.1; self.update = function () { if (!self.sliced) { 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 basePoints = 0; switch (self.fruitType) { case 'apple': basePoints = 10; break; case 'orange': basePoints = 15; break; case 'watermelon': basePoints = 30; break; case 'pineapple': basePoints = 25; break; case 'banana': basePoints = 20; break; } // Apply weapon damage multiplier var weaponMultiplier = 1.0; if (storage.currentWeapon === 'knife') weaponMultiplier = 1.2;else if (storage.currentWeapon === 'sword') weaponMultiplier = 1.5;else if (storage.currentWeapon === 'dagger') weaponMultiplier = 1.8;else if (storage.currentWeapon === 'scimitar') weaponMultiplier = 2.0; var points = Math.floor(basePoints * weaponMultiplier); LK.setScore(LK.getScore() + points); // Award coins based on fruit type var coins = Math.floor(points / 5); storage.coins += coins; storage.fruitsSliced++; 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); // Create floating coin icon var coinIcon = new Text2('+' + coins + ' coins', { size: 40, fill: 0xFFD700 }); coinIcon.anchor.set(0.5, 0.5); coinIcon.x = self.x; coinIcon.y = self.y + 80; // Position below score text game.addChild(coinIcon); // Animate floating score tween(floatingScore, { y: floatingScore.y - 150, alpha: 0 }, { duration: 1000, onComplete: function onComplete() { floatingScore.destroy(); } }); // Animate floating coin icon tween(coinIcon, { y: coinIcon.y - 120, alpha: 0 }, { duration: 1200, onComplete: function onComplete() { coinIcon.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 // Generate unique player ID if not exists // Initialize weapons object properly function _typeof(o) { "@babel/helpers - typeof"; return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof(o); } if (!storage.weapons || _typeof(storage.weapons) !== 'object') { storage.weapons = {}; } if (!storage.weapons.katana) { storage.weapons.katana = true; } if (!storage.playerId) { storage.playerId = 'player_' + Date.now() + '_' + Math.floor(Math.random() * 10000); storage.playerName = 'Jugador_' + Math.floor(Math.random() * 9999); } 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 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) 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; // Create fruit crates at bottom of screen - 5 crates with spacing var crates = []; var numCrates = 5; // Exactly 5 crates var totalSpacing = 200; // Total spacing between all crates var availableWidth = 2048 - totalSpacing; // Screen width minus total spacing var crateWidth = availableWidth / numCrates; // Width per crate: ~369 pixels var spacing = totalSpacing / (numCrates - 1); // Spacing between crates: 50 pixels var crateHeight = 150; for (var c = 0; c < numCrates; c++) { var crateX = crateWidth / 2 + c * (crateWidth + spacing) + totalSpacing / (numCrates - 1) / 2; // Position with spacing var crateY = 2732; // Bottom of screen var crate = new Crate(crateX, crateY, crateWidth, crateHeight); crates.push(crate); game.addChild(crate); } // 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; var powerUpTimer = 0; var powerUpMaxTimer = 1050; // 17.5 seconds at 60fps // Create katana var katana = game.addChild(new Katana()); katana.x = 1024; katana.y = 1366; // Game state management var gameState = 'start'; // 'start', 'playing' var startScreenVisible = true; // Create new score display positioned at bottom right var scoreContainer = new Container(); LK.gui.bottomRight.addChild(scoreContainer); // Create shadow for depth var scoreShadow = new Text2('0', { size: 80, fill: 0x000000 }); scoreShadow.anchor.set(1, 1); scoreShadow.x = 2; scoreShadow.y = 2; scoreShadow.alpha = 0.5; scoreContainer.addChild(scoreShadow); // Create main score text var scoreTxt = new Text2('0', { size: 80, fill: 0xFFD700 }); scoreTxt.anchor.set(1, 1); scoreContainer.addChild(scoreTxt); // Position container at bottom right with some padding scoreContainer.x = -20; // 20px from right edge scoreContainer.y = -20; // 20px from bottom edge // Hide game UI on start screen scoreContainer.visible = false; // 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 healthBarContainer.visible = false; // Hide on start screen // Create katana power-up progress bar var powerBarContainer = new Container(); LK.gui.topRight.addChild(powerBarContainer); // Power bar background var powerBarBg = LK.getAsset('shape', { anchorX: 1, anchorY: 0, scaleX: 2.5, scaleY: 0.4 }); powerBarBg.tint = 0x333333; powerBarContainer.addChild(powerBarBg); // Power bar fill var powerBarFill = LK.getAsset('shape', { anchorX: 0, anchorY: 0, scaleX: 0, scaleY: 0.35 }); powerBarFill.tint = 0xFFD700; // Gold color for ninja power powerBarFill.x = -250; // Start from left edge of background powerBarContainer.addChild(powerBarFill); // Power bar label with 3D effect var powerBarLabelShadow = new Text2('KATANA-NINJA', { size: 30, fill: 0x000000 }); powerBarLabelShadow.anchor.set(1, 0); powerBarLabelShadow.x = 2; powerBarLabelShadow.y = -33; powerBarLabelShadow.alpha = 0.6; powerBarContainer.addChild(powerBarLabelShadow); var powerBarLabel = new Text2('KATANA-NINJA', { size: 30, fill: 0xFFD700 }); powerBarLabel.anchor.set(1, 0); powerBarLabel.x = 0; powerBarLabel.y = -35; powerBarContainer.addChild(powerBarLabel); // Position power bar at top right with padding powerBarContainer.x = -20; // 20px from right edge powerBarContainer.y = 120; // Below the platform menu area powerBarContainer.visible = false; // Hide on start screen // Create simple exit button positioned at top left corner (below platform menu) var exitButtonContainer = new Container(); LK.gui.topLeft.addChild(exitButtonContainer); // Create exit button background var exitBtnBg = LK.getAsset('shape', { anchorX: 0, anchorY: 0, scaleX: 1.5, scaleY: 1 }); exitBtnBg.tint = 0xE74C3C; exitBtnBg.alpha = 0.9; exitButtonContainer.addChild(exitBtnBg); // Create exit button text var exitBtnText = new Text2('SALIR', { size: 35, fill: 0xFFFFFF }); exitBtnText.anchor.set(0.5, 0.5); exitBtnText.x = 75; exitBtnText.y = 50; exitButtonContainer.addChild(exitBtnText); // Position exit button at top left with padding below platform menu exitButtonContainer.x = 20; exitButtonContainer.y = 120; // Below the platform menu area exitButtonContainer.visible = false; // Hide on start screen // Exit button interaction exitButtonContainer.down = function (x, y, obj) { // Make all fruits disintegrate with animation for (var i = fruits.length - 1; i >= 0; i--) { var fruit = fruits[i]; // Animate fruit disintegration tween(fruit, { alpha: 0, scaleX: 0.1, scaleY: 0.1, rotation: Math.PI * 2 }, { duration: 500, onFinish: function onFinish() { // Destroy fruit after animation if (fruit && fruit.destroy) { fruit.destroy(); } } }); } // Clear fruits array fruits = []; // Return to start screen gameState = 'start'; startScreenVisible = true; // Hide game UI elements scoreContainer.visible = false; healthBarContainer.visible = false; powerBarContainer.visible = false; exitButtonContainer.visible = false; // Show start screen startScreenContainer.visible = true; startScreenContainer.alpha = 1; startScreenContainer.scaleX = 1; startScreenContainer.scaleY = 1; }; // Create start screen container var startScreenContainer = new Container(); game.addChild(startScreenContainer); // Create start screen dark overlay var startOverlay = LK.getAsset('shape', { anchorX: 0.5, anchorY: 0.5, scaleX: 25, scaleY: 35 }); startOverlay.tint = 0x000000; startOverlay.alpha = 0.6; startOverlay.x = 1024; startOverlay.y = 1366; startScreenContainer.addChild(startOverlay); // Create main title with 3D effect // Create multiple shadow layers for depth var titleShadow3 = new Text2('FRUIT NINJA', { size: 120, fill: 0x000000 }); titleShadow3.anchor.set(0.5, 0.5); titleShadow3.x = 1024 + 8; titleShadow3.y = 800 + 8; titleShadow3.alpha = 0.3; startScreenContainer.addChild(titleShadow3); var titleShadow2 = new Text2('FRUIT NINJA', { size: 120, fill: 0x8B0000 }); titleShadow2.anchor.set(0.5, 0.5); titleShadow2.x = 1024 + 4; titleShadow2.y = 800 + 4; titleShadow2.alpha = 0.5; startScreenContainer.addChild(titleShadow2); var titleShadow1 = new Text2('FRUIT NINJA', { size: 120, fill: 0xCD5C5C }); titleShadow1.anchor.set(0.5, 0.5); titleShadow1.x = 1024 + 2; titleShadow1.y = 800 + 2; titleShadow1.alpha = 0.7; startScreenContainer.addChild(titleShadow1); var gameTitle = new Text2('FRUIT NINJA', { size: 120, fill: 0xFF6B6B }); gameTitle.anchor.set(0.5, 0.5); gameTitle.x = 1024; gameTitle.y = 800; startScreenContainer.addChild(gameTitle); // Add pulsing glow effect tween(gameTitle, { scaleX: 1.05, scaleY: 1.05 }, { duration: 2000, onComplete: function onComplete() { tween(gameTitle, { scaleX: 1.0, scaleY: 1.0 }, { duration: 2000 }); } }); // Create subtitle with 3D effect var subtitleShadow2 = new Text2('KATANA MASTER', { size: 60, fill: 0x000000 }); subtitleShadow2.anchor.set(0.5, 0.5); subtitleShadow2.x = 1024 + 6; subtitleShadow2.y = 950 + 6; subtitleShadow2.alpha = 0.4; startScreenContainer.addChild(subtitleShadow2); var subtitleShadow1 = new Text2('KATANA MASTER', { size: 60, fill: 0xB8860B }); subtitleShadow1.anchor.set(0.5, 0.5); subtitleShadow1.x = 1024 + 3; subtitleShadow1.y = 950 + 3; subtitleShadow1.alpha = 0.6; startScreenContainer.addChild(subtitleShadow1); var gameSubtitle = new Text2('KATANA MASTER', { size: 60, fill: 0xFFD700 }); gameSubtitle.anchor.set(0.5, 0.5); gameSubtitle.x = 1024; gameSubtitle.y = 950; startScreenContainer.addChild(gameSubtitle); // Add subtle rotation animation tween(gameSubtitle, { rotation: 0.05 }, { duration: 3000, onComplete: function onComplete() { tween(gameSubtitle, { rotation: -0.05 }, { duration: 3000, onComplete: function onComplete() { tween(gameSubtitle, { rotation: 0 }, { duration: 3000 }); } }); } }); // Create play button var playBtn = LK.getAsset('shape', { anchorX: 0.5, anchorY: 0.5, scaleX: 6, scaleY: 2 }); playBtn.tint = 0x27AE60; playBtn.x = 1024; playBtn.y = 1200; startScreenContainer.addChild(playBtn); var playText = new Text2('JUGAR', { size: 70, fill: 0xFFFFFF }); playText.anchor.set(0.5, 0.5); playText.x = 1024; playText.y = 1200; startScreenContainer.addChild(playText); // Create shop button var shopBtn = LK.getAsset('shape', { anchorX: 0.5, anchorY: 0.5, scaleX: 5, scaleY: 1.8 }); shopBtn.tint = 0x9B59B6; shopBtn.x = 1024; shopBtn.y = 1480; startScreenContainer.addChild(shopBtn); var shopText = new Text2('TIENDA', { size: 55, fill: 0xFFFFFF }); shopText.anchor.set(0.5, 0.5); shopText.x = 1024; shopText.y = 1480; startScreenContainer.addChild(shopText); // Create coins display var coinsDisplay = new Text2('Monedas: ' + storage.coins, { size: 40, fill: 0xFFD700 }); coinsDisplay.anchor.set(0.5, 0.5); coinsDisplay.x = 1024; coinsDisplay.y = 1050; startScreenContainer.addChild(coinsDisplay); // Create leaderboard table with 3D title var leaderboardTitleShadow = new Text2('TOP JUGADORES', { size: 45, fill: 0x000000 }); leaderboardTitleShadow.anchor.set(0.5, 0.5); leaderboardTitleShadow.x = 1024 + 3; leaderboardTitleShadow.y = 1650 + 3; leaderboardTitleShadow.alpha = 0.5; startScreenContainer.addChild(leaderboardTitleShadow); var leaderboardTitle = new Text2('TOP JUGADORES', { size: 45, fill: 0xFF6B6B }); leaderboardTitle.anchor.set(0.5, 0.5); leaderboardTitle.x = 1024; leaderboardTitle.y = 1650; startScreenContainer.addChild(leaderboardTitle); // Create leaderboard entries var leaderboardEntries = []; for (var l = 0; l < 3; l++) { var entryText = new Text2('', { size: 32, fill: 0xFFFFFF }); entryText.anchor.set(0.5, 0.5); entryText.x = 1024; entryText.y = 1720 + l * 45; startScreenContainer.addChild(entryText); leaderboardEntries.push(entryText); } // Create instructions var instructionText = new Text2('Desliza para cortar frutas\nEvita que toquen el suelo', { size: 35, fill: 0xFFFFFF }); instructionText.anchor.set(0.5, 0.5); instructionText.x = 1024; instructionText.y = 1950; startScreenContainer.addChild(instructionText); // Initialize leaderboard on startup updateGlobalLeaderboard(); // Create shop screen var shopContainer = new Container(); shopContainer.visible = false; game.addChild(shopContainer); // Shop overlay var shopOverlay = LK.getAsset('shape', { anchorX: 0.5, anchorY: 0.5, scaleX: 25, scaleY: 35 }); shopOverlay.tint = 0x000000; shopOverlay.alpha = 0.8; shopOverlay.x = 1024; shopOverlay.y = 1366; shopContainer.addChild(shopOverlay); // Shop panel var shopPanel = LK.getAsset('shape', { anchorX: 0.5, anchorY: 0.5, scaleX: 18, scaleY: 25 }); shopPanel.tint = 0x2C3E50; shopPanel.alpha = 0.95; shopPanel.x = 1024; shopPanel.y = 1366; shopContainer.addChild(shopPanel); // Shop title with 3D effect var shopTitleShadow2 = new Text2('TIENDA DE ARMAS', { size: 80, fill: 0x000000 }); shopTitleShadow2.anchor.set(0.5, 0.5); shopTitleShadow2.x = 1024 + 6; shopTitleShadow2.y = 400 + 6; shopTitleShadow2.alpha = 0.4; shopContainer.addChild(shopTitleShadow2); var shopTitleShadow1 = new Text2('TIENDA DE ARMAS', { size: 80, fill: 0x8B0000 }); shopTitleShadow1.anchor.set(0.5, 0.5); shopTitleShadow1.x = 1024 + 3; shopTitleShadow1.y = 400 + 3; shopTitleShadow1.alpha = 0.6; shopContainer.addChild(shopTitleShadow1); var shopTitle = new Text2('TIENDA DE ARMAS', { size: 80, fill: 0xFF6B6B }); shopTitle.anchor.set(0.5, 0.5); shopTitle.x = 1024; shopTitle.y = 400; shopContainer.addChild(shopTitle); // Shop coins display var shopCoinsDisplay = new Text2('Monedas: ' + storage.coins, { size: 50, fill: 0xFFD700 }); shopCoinsDisplay.anchor.set(0.5, 0.5); shopCoinsDisplay.x = 1024; shopCoinsDisplay.y = 500; shopContainer.addChild(shopCoinsDisplay); // Weapon definitions var weapons = [{ id: 'knife', name: 'CUCHILLO', price: 100, damage: 1.2, description: 'Rapido y preciso' }, { id: 'sword', name: 'ESPADA', price: 300, damage: 1.5, description: 'Balance perfecto' }, { id: 'dagger', name: 'DAGA', price: 500, damage: 1.8, description: 'Letal y silencioso' }, { id: 'scimitar', name: 'CIMITARRA', price: 1000, damage: 2.0, description: 'Corte legendario' }]; // Create weapon shop items var weaponButtons = []; for (var w = 0; w < weapons.length; w++) { var weapon = weapons[w]; var yPos = 700 + w * 220; // Weapon button var weaponBtn = LK.getAsset('shape', { anchorX: 0.5, anchorY: 0.5, scaleX: 15, scaleY: 3 }); weaponBtn.tint = storage.weapons && storage.weapons[weapon.id] ? 0x27AE60 : 0x34495E; weaponBtn.x = 1024; weaponBtn.y = yPos; weaponBtn.weaponData = weapon; shopContainer.addChild(weaponBtn); // Weapon name var weaponName = new Text2(weapon.name, { size: 50, fill: 0xFFFFFF }); weaponName.anchor.set(0.5, 0.5); weaponName.x = 1024; weaponName.y = yPos - 40; shopContainer.addChild(weaponName); // Weapon price/status var priceText = storage.weapons && storage.weapons[weapon.id] ? storage.currentWeapon === weapon.id ? 'EQUIPADO' : 'EQUIPAR' : 'Precio: ' + weapon.price + ' monedas'; var weaponPrice = new Text2(priceText, { size: 35, fill: storage.weapons && storage.weapons[weapon.id] ? 0x27AE60 : 0xFFD700 }); weaponPrice.anchor.set(0.5, 0.5); weaponPrice.x = 1024; weaponPrice.y = yPos; shopContainer.addChild(weaponPrice); // Weapon description var weaponDesc = new Text2(weapon.description + ' | Daño: x' + weapon.damage, { size: 30, fill: 0xBDC3C7 }); weaponDesc.anchor.set(0.5, 0.5); weaponDesc.x = 1024; weaponDesc.y = yPos + 40; shopContainer.addChild(weaponDesc); weaponButtons.push({ btn: weaponBtn, price: weaponPrice, name: weaponName, desc: weaponDesc }); } // Shop close button var shopCloseBtn = LK.getAsset('shape', { anchorX: 0.5, anchorY: 0.5, scaleX: 4, scaleY: 1.5 }); shopCloseBtn.tint = 0xE74C3C; shopCloseBtn.x = 1024; shopCloseBtn.y = 2200; shopContainer.addChild(shopCloseBtn); var shopCloseText = new Text2('CERRAR', { size: 50, fill: 0xFFFFFF }); shopCloseText.anchor.set(0.5, 0.5); shopCloseText.x = 1024; shopCloseText.y = 2200; shopContainer.addChild(shopCloseText); // Play button interaction playBtn.down = function (x, y, obj) { // Reset all game variables to start fresh LK.setScore(0); fruits = []; particles = []; spawnTimer = 0; spawnRate = 90; baseSpawnRate = 90; baseFallSpeed = 2; currentDifficultyLevel = 0; katanaHealth = 100; maxKatanaHealth = 100; katanaParalyzed = false; paralyzeTimer = 0; lastKatanaX = 0; lastKatanaY = 0; movementSamples = []; powerUpActive = false; powerUpActivated = false; powerUpTimer = 0; powerUpMaxTimer = 1050; // Clear any existing extra katanas for (var k = 0; k < extraKatanas.length; k++) { extraKatanas[k].destroy(); } extraKatanas = []; // Clear and recreate crates for (var c = 0; c < crates.length; c++) { crates[c].destroy(); } crates = []; // Recreate crates at bottom of screen - 5 crates with spacing for (var c = 0; c < numCrates; c++) { var crateX = crateWidth / 2 + c * (crateWidth + spacing) + totalSpacing / (numCrates - 1) / 2; // Position with spacing var crateY = 2732; // Bottom of screen var crate = new Crate(crateX, crateY, crateWidth, crateHeight); crates.push(crate); game.addChild(crate); } // Reset katana appearance and position katana.tint = 0xFFFFFF; katana.x = 1024; katana.y = 1366; // Reset power bar powerBarFill.scaleX = 0; powerBarFill.tint = 0xFFD700; powerBarLabel.setText('KATANA-NINJA'); // Reset health bar healthBarFill.scaleX = 3; healthBarFill.tint = 0x27AE60; healthBarContainer.alpha = 0; // Update score display updateScoreDisplay(0); // Start the game gameState = 'playing'; startScreenVisible = false; // Track game start storage.gamesPlayed++; // Update leaderboard when starting game updateGlobalLeaderboard(); // Show game UI elements scoreContainer.visible = true; healthBarContainer.visible = true; powerBarContainer.visible = true; exitButtonContainer.visible = true; // Animate start screen out tween(startScreenContainer, { alpha: 0, scaleX: 0.8, scaleY: 0.8 }, { duration: 500, onComplete: function onComplete() { startScreenContainer.visible = false; } }); }; // Shop button interaction shopBtn.down = function (x, y, obj) { shopContainer.visible = true; shopContainer.alpha = 0; tween(shopContainer, { alpha: 1 }, { duration: 300 }); // Update shop display shopCoinsDisplay.setText('Monedas: ' + storage.coins); updateShopDisplay(); }; // Shop close button shopCloseBtn.down = function (x, y, obj) { tween(shopContainer, { alpha: 0 }, { duration: 300, onComplete: function onComplete() { shopContainer.visible = false; } }); }; // Weapon button interactions for (var wb = 0; wb < weaponButtons.length; wb++) { (function (buttonData) { buttonData.btn.down = function (x, y, obj) { var weapon = obj.weaponData; if (storage.weapons && storage.weapons[weapon.id]) { // Equip weapon storage.currentWeapon = weapon.id; updateShopDisplay(); } else if (storage.coins >= weapon.price) { // Buy weapon storage.coins -= weapon.price; if (!storage.weapons) storage.weapons = {}; storage.weapons[weapon.id] = true; storage.currentWeapon = weapon.id; shopCoinsDisplay.setText('Monedas: ' + storage.coins); updateShopDisplay(); } }; })(weaponButtons[wb]); } // Function to update shop display function updateShopDisplay() { for (var w = 0; w < weapons.length; w++) { var weapon = weapons[w]; var btn = weaponButtons[w]; btn.btn.tint = storage.weapons && storage.weapons[weapon.id] ? 0x27AE60 : 0x34495E; var priceText = storage.weapons && storage.weapons[weapon.id] ? storage.currentWeapon === weapon.id ? 'EQUIPADO' : 'EQUIPAR' : 'Precio: ' + weapon.price + ' monedas'; btn.price.setText(priceText); btn.price.fill = storage.weapons && storage.weapons[weapon.id] ? 0x27AE60 : 0xFFD700; } } // Function to update simple leaderboard display function updateGlobalLeaderboard() { // Show simple placeholder leaderboard for (var l = 0; l < leaderboardEntries.length; l++) { if (l === 0) { leaderboardEntries[l].setText('1. ' + storage.playerName + ' - ' + storage.totalScore); leaderboardEntries[l].fill = 0xFFD700; // Highlight current player } else { leaderboardEntries[l].setText(l + 1 + '. ---'); leaderboardEntries[l].fill = 0x888888; } } } // Play button hover effect playBtn.move = function (x, y, obj) { playBtn.alpha = 0.8; }; // Exit button hover effect exitButtonContainer.move = function (x, y, obj) { exitBtnBg.alpha = 0.7; }; // Function to update all score texts and add animation function updateScoreDisplay(newScore) { var scoreText = newScore.toString(); scoreTxt.setText(scoreText); scoreShadow.setText(scoreText); // Update total score in storage if (newScore > storage.totalScore) { storage.totalScore = newScore; } // Update coins display on start screen coinsDisplay.setText('Monedas: ' + storage.coins); // Add pulsing animation tween(scoreContainer, { scaleX: 1.2, scaleY: 1.2 }, { duration: 150, onComplete: function onComplete() { tween(scoreContainer, { scaleX: 1.0, scaleY: 1.0 }, { duration: 150 }); } }); // Update power bar progress (power activates at 5200, not 6000) var powerProgress = Math.min(newScore / 5200, 1.0); // Progress from 0 to 1 var powerBarWidth = 2.5 * powerProgress; // Scale to match background width tween(powerBarFill, { scaleX: powerBarWidth }, { duration: 200 }); // Change power bar color as it fills up if (powerProgress >= 1.0) { powerBarFill.tint = 0x00FF00; // Green when ready powerBarLabel.setText('READY!'); } else if (powerProgress >= 0.7) { powerBarFill.tint = 0xFFD700; // Gold when close } else { powerBarFill.tint = 0xFF6B35; // Orange when building up } // Check for power-up activation at 5200 score (changed from 6000) if (newScore >= 5200 && !powerUpActivated) { activatePowerUp(); powerUpActivated = true; } // Enhanced color change effect based on score if (newScore >= 5200) { scoreTxt.fill = 0xFFD700; // Gold for power-up scores } else if (newScore >= 500) { scoreTxt.fill = 0xE74C3C; // Red for high scores } else if (newScore >= 200) { scoreTxt.fill = 0x9B59B6; // Purple for medium scores } else if (newScore >= 100) { scoreTxt.fill = 0x3498DB; // Blue for decent scores } else { scoreTxt.fill = 0xFFD700; // Gold for starting scores } } // Power-up activation function function activatePowerUp() { powerUpActive = true; // Set power duration (17.5 seconds = 1050 frames at 60fps) powerUpTimer = 1050; powerUpMaxTimer = 1050; // Create visual explosion effect LK.effects.flashScreen(0xFFD700, 2000); // Golden flash // Create additional katanas with proper left/right positioning for (var k = 0; k < 2; k++) { var extraKatana = game.addChild(new Katana()); extraKatana.x = katana.x; extraKatana.y = katana.y; extraKatana.katanaIndex = k; // Assign index for positioning 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 proper left/center/right positioning if (powerUpActive) { for (var k = 0; k < extraKatanas.length; k++) { var spacing = 200; // Increased spacing for better separation var offsetX = 0; var offsetY = 0; // Position katanas: left (-200px), center (0px), right (+200px) if (k === 0) { // Left katana offsetX = -spacing; } else if (k === 1) { // Right katana offsetX = spacing; } 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 spacing = 200; // Consistent spacing with move handler var offsetX = 0; var offsetY = 0; // Position katanas: left (-200px), center (0px), right (+200px) if (k === 0) { // Left katana offsetX = -spacing; } else if (k === 1) { // Right katana offsetX = spacing; } extraKatanas[k].updatePosition(x + offsetX, y + offsetY); } } }; game.up = function (x, y, obj) { isSlicing = false; }; game.update = function () { // Handle start screen state - only show background animation if (gameState === 'start') { // Only animate background elements on start screen // 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; } } return; // Don't update game logic on start screen } // 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)]; // Create fruit with simple falling behavior var fruit = new Fruit(fruitType); // Spawn fruit at random horizontal position across entire screen width fruit.x = Math.random() * 2048; 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]; // Explicitly call fruit update to ensure falling continues after pause fruit.update(); // Check if fruit touched the ground (game over condition) - only if still playing if (fruit.y > 2732 && !fruit.sliced && gameState === 'playing') { // Game over - fruit touched the ground LK.showGameOver(); return; // Stop game execution } // Check if fruit falls into any crate - make fruit disappear if (!fruit.sliced && gameState === 'playing') { for (var cr = 0; cr < crates.length; cr++) { var crate = crates[cr]; // Check if fruit is within crate boundaries var crateLeft = crate.x - crate.crateWidth / 2; var crateRight = crate.x + crate.crateWidth / 2; var crateTop = crate.y - crate.crateHeight; var crateBottom = crate.y; if (fruit.x >= crateLeft && fruit.x <= crateRight && fruit.y >= crateTop && fruit.y <= crateBottom) { // Mark fruit as collected so it doesn't trigger game over fruit.sliced = true; // Animate fruit disappearing into the crate tween(fruit, { alpha: 0, scaleX: 0.3, scaleY: 0.3, y: fruit.y + 50 // Make it sink into the crate }, { duration: 300, easing: tween.easeIn, onFinish: function onFinish() { if (fruit && fruit.destroy) { fruit.destroy(); } } }); // Remove from fruits array immediately to prevent further processing fruits.splice(i, 1); continue; // Skip to next fruit } } } // 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 power-up timer and bar if (powerUpActive) { powerUpTimer--; // Update power bar to show countdown var powerProgress = powerUpTimer / powerUpMaxTimer; var powerBarWidth = 2.5 * powerProgress; tween(powerBarFill, { scaleX: powerBarWidth }, { duration: 100 }); // Change power bar color during countdown if (powerProgress <= 0.3) { powerBarFill.tint = 0xFF0000; // Red when almost finished powerBarLabel.setText('ENDING!'); } else if (powerProgress <= 0.6) { powerBarFill.tint = 0xFF6B35; // Orange when halfway powerBarLabel.setText('ACTIVE'); } else { powerBarFill.tint = 0x00FF00; // Green when active powerBarLabel.setText('ACTIVE'); } // Deactivate power when timer reaches 0 if (powerUpTimer <= 0) { deactivatePowerUp(); } } // Power-up deactivation function function deactivatePowerUp() { powerUpActive = false; powerUpTimer = 0; // Remove extra katanas for (var k = 0; k < extraKatanas.length; k++) { extraKatanas[k].destroy(); } extraKatanas = []; // Reset main katana appearance katana.tint = 0xFFFFFF; // Reset power bar powerBarFill.scaleX = 0; powerBarFill.tint = 0xFFD700; powerBarLabel.setText('KATANA-NINJA'); // Reset power activation flag so it can be triggered again powerUpActivated = false; } // Track mouse movement 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 }); } } } };
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1", {
coins: 0,
totalScore: 0,
gamesPlayed: 0,
fruitsSliced: 0,
currentWeapon: "katana",
playerId: "",
playerName: ""
});
/****
* 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 Crate = Container.expand(function (crateX, crateY, crateWidth, crateHeight, crateAsset) {
var self = Container.call(this);
// Store crate properties
self.x = crateX;
self.y = crateY;
self.crateWidth = crateWidth;
self.crateHeight = crateHeight;
// If custom asset is provided, use it; otherwise use default shape
if (crateAsset) {
var crateBody = self.attachAsset(crateAsset, {
anchorX: 0.5,
anchorY: 1
});
// Scale the asset to fit the desired dimensions
crateBody.scaleX = crateWidth / crateBody.width;
crateBody.scaleY = crateHeight / crateBody.height;
} else {
// Create crate body with default shape
var crateBody = self.attachAsset('building_base', {
anchorX: 0.5,
anchorY: 1
});
crateBody.tint = 0x8B4513; // Brown color for wooden crate
crateBody.scaleX = crateWidth / 120; // Scale to desired width
crateBody.scaleY = crateHeight / 300; // Scale to desired height
// Create crate rim/edge
var crateRim = self.attachAsset('building_roof', {
anchorX: 0.5,
anchorY: 1
});
crateRim.tint = 0x654321; // Darker brown for rim
crateRim.scaleX = (crateWidth + 20) / 140; // Slightly wider than body
crateRim.y = -crateHeight;
}
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
});
// Simple straight fall since entire bottom is covered with crates
self.velocityY = self.fallSpeed;
self.gravity = 0.1;
self.update = function () {
if (!self.sliced) {
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 basePoints = 0;
switch (self.fruitType) {
case 'apple':
basePoints = 10;
break;
case 'orange':
basePoints = 15;
break;
case 'watermelon':
basePoints = 30;
break;
case 'pineapple':
basePoints = 25;
break;
case 'banana':
basePoints = 20;
break;
}
// Apply weapon damage multiplier
var weaponMultiplier = 1.0;
if (storage.currentWeapon === 'knife') weaponMultiplier = 1.2;else if (storage.currentWeapon === 'sword') weaponMultiplier = 1.5;else if (storage.currentWeapon === 'dagger') weaponMultiplier = 1.8;else if (storage.currentWeapon === 'scimitar') weaponMultiplier = 2.0;
var points = Math.floor(basePoints * weaponMultiplier);
LK.setScore(LK.getScore() + points);
// Award coins based on fruit type
var coins = Math.floor(points / 5);
storage.coins += coins;
storage.fruitsSliced++;
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);
// Create floating coin icon
var coinIcon = new Text2('+' + coins + ' coins', {
size: 40,
fill: 0xFFD700
});
coinIcon.anchor.set(0.5, 0.5);
coinIcon.x = self.x;
coinIcon.y = self.y + 80; // Position below score text
game.addChild(coinIcon);
// Animate floating score
tween(floatingScore, {
y: floatingScore.y - 150,
alpha: 0
}, {
duration: 1000,
onComplete: function onComplete() {
floatingScore.destroy();
}
});
// Animate floating coin icon
tween(coinIcon, {
y: coinIcon.y - 120,
alpha: 0
}, {
duration: 1200,
onComplete: function onComplete() {
coinIcon.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
// Generate unique player ID if not exists
// Initialize weapons object properly
function _typeof(o) {
"@babel/helpers - typeof";
return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) {
return typeof o;
} : function (o) {
return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o;
}, _typeof(o);
}
if (!storage.weapons || _typeof(storage.weapons) !== 'object') {
storage.weapons = {};
}
if (!storage.weapons.katana) {
storage.weapons.katana = true;
}
if (!storage.playerId) {
storage.playerId = 'player_' + Date.now() + '_' + Math.floor(Math.random() * 10000);
storage.playerName = 'Jugador_' + Math.floor(Math.random() * 9999);
}
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 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)
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;
// Create fruit crates at bottom of screen - 5 crates with spacing
var crates = [];
var numCrates = 5; // Exactly 5 crates
var totalSpacing = 200; // Total spacing between all crates
var availableWidth = 2048 - totalSpacing; // Screen width minus total spacing
var crateWidth = availableWidth / numCrates; // Width per crate: ~369 pixels
var spacing = totalSpacing / (numCrates - 1); // Spacing between crates: 50 pixels
var crateHeight = 150;
for (var c = 0; c < numCrates; c++) {
var crateX = crateWidth / 2 + c * (crateWidth + spacing) + totalSpacing / (numCrates - 1) / 2; // Position with spacing
var crateY = 2732; // Bottom of screen
var crate = new Crate(crateX, crateY, crateWidth, crateHeight);
crates.push(crate);
game.addChild(crate);
}
// 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;
var powerUpTimer = 0;
var powerUpMaxTimer = 1050; // 17.5 seconds at 60fps
// Create katana
var katana = game.addChild(new Katana());
katana.x = 1024;
katana.y = 1366;
// Game state management
var gameState = 'start'; // 'start', 'playing'
var startScreenVisible = true;
// Create new score display positioned at bottom right
var scoreContainer = new Container();
LK.gui.bottomRight.addChild(scoreContainer);
// Create shadow for depth
var scoreShadow = new Text2('0', {
size: 80,
fill: 0x000000
});
scoreShadow.anchor.set(1, 1);
scoreShadow.x = 2;
scoreShadow.y = 2;
scoreShadow.alpha = 0.5;
scoreContainer.addChild(scoreShadow);
// Create main score text
var scoreTxt = new Text2('0', {
size: 80,
fill: 0xFFD700
});
scoreTxt.anchor.set(1, 1);
scoreContainer.addChild(scoreTxt);
// Position container at bottom right with some padding
scoreContainer.x = -20; // 20px from right edge
scoreContainer.y = -20; // 20px from bottom edge
// Hide game UI on start screen
scoreContainer.visible = false;
// 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
healthBarContainer.visible = false; // Hide on start screen
// Create katana power-up progress bar
var powerBarContainer = new Container();
LK.gui.topRight.addChild(powerBarContainer);
// Power bar background
var powerBarBg = LK.getAsset('shape', {
anchorX: 1,
anchorY: 0,
scaleX: 2.5,
scaleY: 0.4
});
powerBarBg.tint = 0x333333;
powerBarContainer.addChild(powerBarBg);
// Power bar fill
var powerBarFill = LK.getAsset('shape', {
anchorX: 0,
anchorY: 0,
scaleX: 0,
scaleY: 0.35
});
powerBarFill.tint = 0xFFD700; // Gold color for ninja power
powerBarFill.x = -250; // Start from left edge of background
powerBarContainer.addChild(powerBarFill);
// Power bar label with 3D effect
var powerBarLabelShadow = new Text2('KATANA-NINJA', {
size: 30,
fill: 0x000000
});
powerBarLabelShadow.anchor.set(1, 0);
powerBarLabelShadow.x = 2;
powerBarLabelShadow.y = -33;
powerBarLabelShadow.alpha = 0.6;
powerBarContainer.addChild(powerBarLabelShadow);
var powerBarLabel = new Text2('KATANA-NINJA', {
size: 30,
fill: 0xFFD700
});
powerBarLabel.anchor.set(1, 0);
powerBarLabel.x = 0;
powerBarLabel.y = -35;
powerBarContainer.addChild(powerBarLabel);
// Position power bar at top right with padding
powerBarContainer.x = -20; // 20px from right edge
powerBarContainer.y = 120; // Below the platform menu area
powerBarContainer.visible = false; // Hide on start screen
// Create simple exit button positioned at top left corner (below platform menu)
var exitButtonContainer = new Container();
LK.gui.topLeft.addChild(exitButtonContainer);
// Create exit button background
var exitBtnBg = LK.getAsset('shape', {
anchorX: 0,
anchorY: 0,
scaleX: 1.5,
scaleY: 1
});
exitBtnBg.tint = 0xE74C3C;
exitBtnBg.alpha = 0.9;
exitButtonContainer.addChild(exitBtnBg);
// Create exit button text
var exitBtnText = new Text2('SALIR', {
size: 35,
fill: 0xFFFFFF
});
exitBtnText.anchor.set(0.5, 0.5);
exitBtnText.x = 75;
exitBtnText.y = 50;
exitButtonContainer.addChild(exitBtnText);
// Position exit button at top left with padding below platform menu
exitButtonContainer.x = 20;
exitButtonContainer.y = 120; // Below the platform menu area
exitButtonContainer.visible = false; // Hide on start screen
// Exit button interaction
exitButtonContainer.down = function (x, y, obj) {
// Make all fruits disintegrate with animation
for (var i = fruits.length - 1; i >= 0; i--) {
var fruit = fruits[i];
// Animate fruit disintegration
tween(fruit, {
alpha: 0,
scaleX: 0.1,
scaleY: 0.1,
rotation: Math.PI * 2
}, {
duration: 500,
onFinish: function onFinish() {
// Destroy fruit after animation
if (fruit && fruit.destroy) {
fruit.destroy();
}
}
});
}
// Clear fruits array
fruits = [];
// Return to start screen
gameState = 'start';
startScreenVisible = true;
// Hide game UI elements
scoreContainer.visible = false;
healthBarContainer.visible = false;
powerBarContainer.visible = false;
exitButtonContainer.visible = false;
// Show start screen
startScreenContainer.visible = true;
startScreenContainer.alpha = 1;
startScreenContainer.scaleX = 1;
startScreenContainer.scaleY = 1;
};
// Create start screen container
var startScreenContainer = new Container();
game.addChild(startScreenContainer);
// Create start screen dark overlay
var startOverlay = LK.getAsset('shape', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 25,
scaleY: 35
});
startOverlay.tint = 0x000000;
startOverlay.alpha = 0.6;
startOverlay.x = 1024;
startOverlay.y = 1366;
startScreenContainer.addChild(startOverlay);
// Create main title with 3D effect
// Create multiple shadow layers for depth
var titleShadow3 = new Text2('FRUIT NINJA', {
size: 120,
fill: 0x000000
});
titleShadow3.anchor.set(0.5, 0.5);
titleShadow3.x = 1024 + 8;
titleShadow3.y = 800 + 8;
titleShadow3.alpha = 0.3;
startScreenContainer.addChild(titleShadow3);
var titleShadow2 = new Text2('FRUIT NINJA', {
size: 120,
fill: 0x8B0000
});
titleShadow2.anchor.set(0.5, 0.5);
titleShadow2.x = 1024 + 4;
titleShadow2.y = 800 + 4;
titleShadow2.alpha = 0.5;
startScreenContainer.addChild(titleShadow2);
var titleShadow1 = new Text2('FRUIT NINJA', {
size: 120,
fill: 0xCD5C5C
});
titleShadow1.anchor.set(0.5, 0.5);
titleShadow1.x = 1024 + 2;
titleShadow1.y = 800 + 2;
titleShadow1.alpha = 0.7;
startScreenContainer.addChild(titleShadow1);
var gameTitle = new Text2('FRUIT NINJA', {
size: 120,
fill: 0xFF6B6B
});
gameTitle.anchor.set(0.5, 0.5);
gameTitle.x = 1024;
gameTitle.y = 800;
startScreenContainer.addChild(gameTitle);
// Add pulsing glow effect
tween(gameTitle, {
scaleX: 1.05,
scaleY: 1.05
}, {
duration: 2000,
onComplete: function onComplete() {
tween(gameTitle, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 2000
});
}
});
// Create subtitle with 3D effect
var subtitleShadow2 = new Text2('KATANA MASTER', {
size: 60,
fill: 0x000000
});
subtitleShadow2.anchor.set(0.5, 0.5);
subtitleShadow2.x = 1024 + 6;
subtitleShadow2.y = 950 + 6;
subtitleShadow2.alpha = 0.4;
startScreenContainer.addChild(subtitleShadow2);
var subtitleShadow1 = new Text2('KATANA MASTER', {
size: 60,
fill: 0xB8860B
});
subtitleShadow1.anchor.set(0.5, 0.5);
subtitleShadow1.x = 1024 + 3;
subtitleShadow1.y = 950 + 3;
subtitleShadow1.alpha = 0.6;
startScreenContainer.addChild(subtitleShadow1);
var gameSubtitle = new Text2('KATANA MASTER', {
size: 60,
fill: 0xFFD700
});
gameSubtitle.anchor.set(0.5, 0.5);
gameSubtitle.x = 1024;
gameSubtitle.y = 950;
startScreenContainer.addChild(gameSubtitle);
// Add subtle rotation animation
tween(gameSubtitle, {
rotation: 0.05
}, {
duration: 3000,
onComplete: function onComplete() {
tween(gameSubtitle, {
rotation: -0.05
}, {
duration: 3000,
onComplete: function onComplete() {
tween(gameSubtitle, {
rotation: 0
}, {
duration: 3000
});
}
});
}
});
// Create play button
var playBtn = LK.getAsset('shape', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 6,
scaleY: 2
});
playBtn.tint = 0x27AE60;
playBtn.x = 1024;
playBtn.y = 1200;
startScreenContainer.addChild(playBtn);
var playText = new Text2('JUGAR', {
size: 70,
fill: 0xFFFFFF
});
playText.anchor.set(0.5, 0.5);
playText.x = 1024;
playText.y = 1200;
startScreenContainer.addChild(playText);
// Create shop button
var shopBtn = LK.getAsset('shape', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 5,
scaleY: 1.8
});
shopBtn.tint = 0x9B59B6;
shopBtn.x = 1024;
shopBtn.y = 1480;
startScreenContainer.addChild(shopBtn);
var shopText = new Text2('TIENDA', {
size: 55,
fill: 0xFFFFFF
});
shopText.anchor.set(0.5, 0.5);
shopText.x = 1024;
shopText.y = 1480;
startScreenContainer.addChild(shopText);
// Create coins display
var coinsDisplay = new Text2('Monedas: ' + storage.coins, {
size: 40,
fill: 0xFFD700
});
coinsDisplay.anchor.set(0.5, 0.5);
coinsDisplay.x = 1024;
coinsDisplay.y = 1050;
startScreenContainer.addChild(coinsDisplay);
// Create leaderboard table with 3D title
var leaderboardTitleShadow = new Text2('TOP JUGADORES', {
size: 45,
fill: 0x000000
});
leaderboardTitleShadow.anchor.set(0.5, 0.5);
leaderboardTitleShadow.x = 1024 + 3;
leaderboardTitleShadow.y = 1650 + 3;
leaderboardTitleShadow.alpha = 0.5;
startScreenContainer.addChild(leaderboardTitleShadow);
var leaderboardTitle = new Text2('TOP JUGADORES', {
size: 45,
fill: 0xFF6B6B
});
leaderboardTitle.anchor.set(0.5, 0.5);
leaderboardTitle.x = 1024;
leaderboardTitle.y = 1650;
startScreenContainer.addChild(leaderboardTitle);
// Create leaderboard entries
var leaderboardEntries = [];
for (var l = 0; l < 3; l++) {
var entryText = new Text2('', {
size: 32,
fill: 0xFFFFFF
});
entryText.anchor.set(0.5, 0.5);
entryText.x = 1024;
entryText.y = 1720 + l * 45;
startScreenContainer.addChild(entryText);
leaderboardEntries.push(entryText);
}
// Create instructions
var instructionText = new Text2('Desliza para cortar frutas\nEvita que toquen el suelo', {
size: 35,
fill: 0xFFFFFF
});
instructionText.anchor.set(0.5, 0.5);
instructionText.x = 1024;
instructionText.y = 1950;
startScreenContainer.addChild(instructionText);
// Initialize leaderboard on startup
updateGlobalLeaderboard();
// Create shop screen
var shopContainer = new Container();
shopContainer.visible = false;
game.addChild(shopContainer);
// Shop overlay
var shopOverlay = LK.getAsset('shape', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 25,
scaleY: 35
});
shopOverlay.tint = 0x000000;
shopOverlay.alpha = 0.8;
shopOverlay.x = 1024;
shopOverlay.y = 1366;
shopContainer.addChild(shopOverlay);
// Shop panel
var shopPanel = LK.getAsset('shape', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 18,
scaleY: 25
});
shopPanel.tint = 0x2C3E50;
shopPanel.alpha = 0.95;
shopPanel.x = 1024;
shopPanel.y = 1366;
shopContainer.addChild(shopPanel);
// Shop title with 3D effect
var shopTitleShadow2 = new Text2('TIENDA DE ARMAS', {
size: 80,
fill: 0x000000
});
shopTitleShadow2.anchor.set(0.5, 0.5);
shopTitleShadow2.x = 1024 + 6;
shopTitleShadow2.y = 400 + 6;
shopTitleShadow2.alpha = 0.4;
shopContainer.addChild(shopTitleShadow2);
var shopTitleShadow1 = new Text2('TIENDA DE ARMAS', {
size: 80,
fill: 0x8B0000
});
shopTitleShadow1.anchor.set(0.5, 0.5);
shopTitleShadow1.x = 1024 + 3;
shopTitleShadow1.y = 400 + 3;
shopTitleShadow1.alpha = 0.6;
shopContainer.addChild(shopTitleShadow1);
var shopTitle = new Text2('TIENDA DE ARMAS', {
size: 80,
fill: 0xFF6B6B
});
shopTitle.anchor.set(0.5, 0.5);
shopTitle.x = 1024;
shopTitle.y = 400;
shopContainer.addChild(shopTitle);
// Shop coins display
var shopCoinsDisplay = new Text2('Monedas: ' + storage.coins, {
size: 50,
fill: 0xFFD700
});
shopCoinsDisplay.anchor.set(0.5, 0.5);
shopCoinsDisplay.x = 1024;
shopCoinsDisplay.y = 500;
shopContainer.addChild(shopCoinsDisplay);
// Weapon definitions
var weapons = [{
id: 'knife',
name: 'CUCHILLO',
price: 100,
damage: 1.2,
description: 'Rapido y preciso'
}, {
id: 'sword',
name: 'ESPADA',
price: 300,
damage: 1.5,
description: 'Balance perfecto'
}, {
id: 'dagger',
name: 'DAGA',
price: 500,
damage: 1.8,
description: 'Letal y silencioso'
}, {
id: 'scimitar',
name: 'CIMITARRA',
price: 1000,
damage: 2.0,
description: 'Corte legendario'
}];
// Create weapon shop items
var weaponButtons = [];
for (var w = 0; w < weapons.length; w++) {
var weapon = weapons[w];
var yPos = 700 + w * 220;
// Weapon button
var weaponBtn = LK.getAsset('shape', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 15,
scaleY: 3
});
weaponBtn.tint = storage.weapons && storage.weapons[weapon.id] ? 0x27AE60 : 0x34495E;
weaponBtn.x = 1024;
weaponBtn.y = yPos;
weaponBtn.weaponData = weapon;
shopContainer.addChild(weaponBtn);
// Weapon name
var weaponName = new Text2(weapon.name, {
size: 50,
fill: 0xFFFFFF
});
weaponName.anchor.set(0.5, 0.5);
weaponName.x = 1024;
weaponName.y = yPos - 40;
shopContainer.addChild(weaponName);
// Weapon price/status
var priceText = storage.weapons && storage.weapons[weapon.id] ? storage.currentWeapon === weapon.id ? 'EQUIPADO' : 'EQUIPAR' : 'Precio: ' + weapon.price + ' monedas';
var weaponPrice = new Text2(priceText, {
size: 35,
fill: storage.weapons && storage.weapons[weapon.id] ? 0x27AE60 : 0xFFD700
});
weaponPrice.anchor.set(0.5, 0.5);
weaponPrice.x = 1024;
weaponPrice.y = yPos;
shopContainer.addChild(weaponPrice);
// Weapon description
var weaponDesc = new Text2(weapon.description + ' | Daño: x' + weapon.damage, {
size: 30,
fill: 0xBDC3C7
});
weaponDesc.anchor.set(0.5, 0.5);
weaponDesc.x = 1024;
weaponDesc.y = yPos + 40;
shopContainer.addChild(weaponDesc);
weaponButtons.push({
btn: weaponBtn,
price: weaponPrice,
name: weaponName,
desc: weaponDesc
});
}
// Shop close button
var shopCloseBtn = LK.getAsset('shape', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 4,
scaleY: 1.5
});
shopCloseBtn.tint = 0xE74C3C;
shopCloseBtn.x = 1024;
shopCloseBtn.y = 2200;
shopContainer.addChild(shopCloseBtn);
var shopCloseText = new Text2('CERRAR', {
size: 50,
fill: 0xFFFFFF
});
shopCloseText.anchor.set(0.5, 0.5);
shopCloseText.x = 1024;
shopCloseText.y = 2200;
shopContainer.addChild(shopCloseText);
// Play button interaction
playBtn.down = function (x, y, obj) {
// Reset all game variables to start fresh
LK.setScore(0);
fruits = [];
particles = [];
spawnTimer = 0;
spawnRate = 90;
baseSpawnRate = 90;
baseFallSpeed = 2;
currentDifficultyLevel = 0;
katanaHealth = 100;
maxKatanaHealth = 100;
katanaParalyzed = false;
paralyzeTimer = 0;
lastKatanaX = 0;
lastKatanaY = 0;
movementSamples = [];
powerUpActive = false;
powerUpActivated = false;
powerUpTimer = 0;
powerUpMaxTimer = 1050;
// Clear any existing extra katanas
for (var k = 0; k < extraKatanas.length; k++) {
extraKatanas[k].destroy();
}
extraKatanas = [];
// Clear and recreate crates
for (var c = 0; c < crates.length; c++) {
crates[c].destroy();
}
crates = [];
// Recreate crates at bottom of screen - 5 crates with spacing
for (var c = 0; c < numCrates; c++) {
var crateX = crateWidth / 2 + c * (crateWidth + spacing) + totalSpacing / (numCrates - 1) / 2; // Position with spacing
var crateY = 2732; // Bottom of screen
var crate = new Crate(crateX, crateY, crateWidth, crateHeight);
crates.push(crate);
game.addChild(crate);
}
// Reset katana appearance and position
katana.tint = 0xFFFFFF;
katana.x = 1024;
katana.y = 1366;
// Reset power bar
powerBarFill.scaleX = 0;
powerBarFill.tint = 0xFFD700;
powerBarLabel.setText('KATANA-NINJA');
// Reset health bar
healthBarFill.scaleX = 3;
healthBarFill.tint = 0x27AE60;
healthBarContainer.alpha = 0;
// Update score display
updateScoreDisplay(0);
// Start the game
gameState = 'playing';
startScreenVisible = false;
// Track game start
storage.gamesPlayed++;
// Update leaderboard when starting game
updateGlobalLeaderboard();
// Show game UI elements
scoreContainer.visible = true;
healthBarContainer.visible = true;
powerBarContainer.visible = true;
exitButtonContainer.visible = true;
// Animate start screen out
tween(startScreenContainer, {
alpha: 0,
scaleX: 0.8,
scaleY: 0.8
}, {
duration: 500,
onComplete: function onComplete() {
startScreenContainer.visible = false;
}
});
};
// Shop button interaction
shopBtn.down = function (x, y, obj) {
shopContainer.visible = true;
shopContainer.alpha = 0;
tween(shopContainer, {
alpha: 1
}, {
duration: 300
});
// Update shop display
shopCoinsDisplay.setText('Monedas: ' + storage.coins);
updateShopDisplay();
};
// Shop close button
shopCloseBtn.down = function (x, y, obj) {
tween(shopContainer, {
alpha: 0
}, {
duration: 300,
onComplete: function onComplete() {
shopContainer.visible = false;
}
});
};
// Weapon button interactions
for (var wb = 0; wb < weaponButtons.length; wb++) {
(function (buttonData) {
buttonData.btn.down = function (x, y, obj) {
var weapon = obj.weaponData;
if (storage.weapons && storage.weapons[weapon.id]) {
// Equip weapon
storage.currentWeapon = weapon.id;
updateShopDisplay();
} else if (storage.coins >= weapon.price) {
// Buy weapon
storage.coins -= weapon.price;
if (!storage.weapons) storage.weapons = {};
storage.weapons[weapon.id] = true;
storage.currentWeapon = weapon.id;
shopCoinsDisplay.setText('Monedas: ' + storage.coins);
updateShopDisplay();
}
};
})(weaponButtons[wb]);
}
// Function to update shop display
function updateShopDisplay() {
for (var w = 0; w < weapons.length; w++) {
var weapon = weapons[w];
var btn = weaponButtons[w];
btn.btn.tint = storage.weapons && storage.weapons[weapon.id] ? 0x27AE60 : 0x34495E;
var priceText = storage.weapons && storage.weapons[weapon.id] ? storage.currentWeapon === weapon.id ? 'EQUIPADO' : 'EQUIPAR' : 'Precio: ' + weapon.price + ' monedas';
btn.price.setText(priceText);
btn.price.fill = storage.weapons && storage.weapons[weapon.id] ? 0x27AE60 : 0xFFD700;
}
}
// Function to update simple leaderboard display
function updateGlobalLeaderboard() {
// Show simple placeholder leaderboard
for (var l = 0; l < leaderboardEntries.length; l++) {
if (l === 0) {
leaderboardEntries[l].setText('1. ' + storage.playerName + ' - ' + storage.totalScore);
leaderboardEntries[l].fill = 0xFFD700; // Highlight current player
} else {
leaderboardEntries[l].setText(l + 1 + '. ---');
leaderboardEntries[l].fill = 0x888888;
}
}
}
// Play button hover effect
playBtn.move = function (x, y, obj) {
playBtn.alpha = 0.8;
};
// Exit button hover effect
exitButtonContainer.move = function (x, y, obj) {
exitBtnBg.alpha = 0.7;
};
// Function to update all score texts and add animation
function updateScoreDisplay(newScore) {
var scoreText = newScore.toString();
scoreTxt.setText(scoreText);
scoreShadow.setText(scoreText);
// Update total score in storage
if (newScore > storage.totalScore) {
storage.totalScore = newScore;
}
// Update coins display on start screen
coinsDisplay.setText('Monedas: ' + storage.coins);
// Add pulsing animation
tween(scoreContainer, {
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 150,
onComplete: function onComplete() {
tween(scoreContainer, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 150
});
}
});
// Update power bar progress (power activates at 5200, not 6000)
var powerProgress = Math.min(newScore / 5200, 1.0); // Progress from 0 to 1
var powerBarWidth = 2.5 * powerProgress; // Scale to match background width
tween(powerBarFill, {
scaleX: powerBarWidth
}, {
duration: 200
});
// Change power bar color as it fills up
if (powerProgress >= 1.0) {
powerBarFill.tint = 0x00FF00; // Green when ready
powerBarLabel.setText('READY!');
} else if (powerProgress >= 0.7) {
powerBarFill.tint = 0xFFD700; // Gold when close
} else {
powerBarFill.tint = 0xFF6B35; // Orange when building up
}
// Check for power-up activation at 5200 score (changed from 6000)
if (newScore >= 5200 && !powerUpActivated) {
activatePowerUp();
powerUpActivated = true;
}
// Enhanced color change effect based on score
if (newScore >= 5200) {
scoreTxt.fill = 0xFFD700; // Gold for power-up scores
} else if (newScore >= 500) {
scoreTxt.fill = 0xE74C3C; // Red for high scores
} else if (newScore >= 200) {
scoreTxt.fill = 0x9B59B6; // Purple for medium scores
} else if (newScore >= 100) {
scoreTxt.fill = 0x3498DB; // Blue for decent scores
} else {
scoreTxt.fill = 0xFFD700; // Gold for starting scores
}
}
// Power-up activation function
function activatePowerUp() {
powerUpActive = true;
// Set power duration (17.5 seconds = 1050 frames at 60fps)
powerUpTimer = 1050;
powerUpMaxTimer = 1050;
// Create visual explosion effect
LK.effects.flashScreen(0xFFD700, 2000); // Golden flash
// Create additional katanas with proper left/right positioning
for (var k = 0; k < 2; k++) {
var extraKatana = game.addChild(new Katana());
extraKatana.x = katana.x;
extraKatana.y = katana.y;
extraKatana.katanaIndex = k; // Assign index for positioning
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 proper left/center/right positioning
if (powerUpActive) {
for (var k = 0; k < extraKatanas.length; k++) {
var spacing = 200; // Increased spacing for better separation
var offsetX = 0;
var offsetY = 0;
// Position katanas: left (-200px), center (0px), right (+200px)
if (k === 0) {
// Left katana
offsetX = -spacing;
} else if (k === 1) {
// Right katana
offsetX = spacing;
}
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 spacing = 200; // Consistent spacing with move handler
var offsetX = 0;
var offsetY = 0;
// Position katanas: left (-200px), center (0px), right (+200px)
if (k === 0) {
// Left katana
offsetX = -spacing;
} else if (k === 1) {
// Right katana
offsetX = spacing;
}
extraKatanas[k].updatePosition(x + offsetX, y + offsetY);
}
}
};
game.up = function (x, y, obj) {
isSlicing = false;
};
game.update = function () {
// Handle start screen state - only show background animation
if (gameState === 'start') {
// Only animate background elements on start screen
// 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;
}
}
return; // Don't update game logic on start screen
}
// 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)];
// Create fruit with simple falling behavior
var fruit = new Fruit(fruitType);
// Spawn fruit at random horizontal position across entire screen width
fruit.x = Math.random() * 2048;
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];
// Explicitly call fruit update to ensure falling continues after pause
fruit.update();
// Check if fruit touched the ground (game over condition) - only if still playing
if (fruit.y > 2732 && !fruit.sliced && gameState === 'playing') {
// Game over - fruit touched the ground
LK.showGameOver();
return; // Stop game execution
}
// Check if fruit falls into any crate - make fruit disappear
if (!fruit.sliced && gameState === 'playing') {
for (var cr = 0; cr < crates.length; cr++) {
var crate = crates[cr];
// Check if fruit is within crate boundaries
var crateLeft = crate.x - crate.crateWidth / 2;
var crateRight = crate.x + crate.crateWidth / 2;
var crateTop = crate.y - crate.crateHeight;
var crateBottom = crate.y;
if (fruit.x >= crateLeft && fruit.x <= crateRight && fruit.y >= crateTop && fruit.y <= crateBottom) {
// Mark fruit as collected so it doesn't trigger game over
fruit.sliced = true;
// Animate fruit disappearing into the crate
tween(fruit, {
alpha: 0,
scaleX: 0.3,
scaleY: 0.3,
y: fruit.y + 50 // Make it sink into the crate
}, {
duration: 300,
easing: tween.easeIn,
onFinish: function onFinish() {
if (fruit && fruit.destroy) {
fruit.destroy();
}
}
});
// Remove from fruits array immediately to prevent further processing
fruits.splice(i, 1);
continue; // Skip to next fruit
}
}
}
// 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 power-up timer and bar
if (powerUpActive) {
powerUpTimer--;
// Update power bar to show countdown
var powerProgress = powerUpTimer / powerUpMaxTimer;
var powerBarWidth = 2.5 * powerProgress;
tween(powerBarFill, {
scaleX: powerBarWidth
}, {
duration: 100
});
// Change power bar color during countdown
if (powerProgress <= 0.3) {
powerBarFill.tint = 0xFF0000; // Red when almost finished
powerBarLabel.setText('ENDING!');
} else if (powerProgress <= 0.6) {
powerBarFill.tint = 0xFF6B35; // Orange when halfway
powerBarLabel.setText('ACTIVE');
} else {
powerBarFill.tint = 0x00FF00; // Green when active
powerBarLabel.setText('ACTIVE');
}
// Deactivate power when timer reaches 0
if (powerUpTimer <= 0) {
deactivatePowerUp();
}
}
// Power-up deactivation function
function deactivatePowerUp() {
powerUpActive = false;
powerUpTimer = 0;
// Remove extra katanas
for (var k = 0; k < extraKatanas.length; k++) {
extraKatanas[k].destroy();
}
extraKatanas = [];
// Reset main katana appearance
katana.tint = 0xFFFFFF;
// Reset power bar
powerBarFill.scaleX = 0;
powerBarFill.tint = 0xFFD700;
powerBarLabel.setText('KATANA-NINJA');
// Reset power activation flag so it can be triggered again
powerUpActivated = false;
}
// Track mouse movement
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
});
}
}
}
};
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