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elima ese cambie que te dije de los cajones, quiero que llenes hasta el ultimo hueco con cajones en la parte de abajo, para que las furtas no puedan caer afuera
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hace que todas la frutas tengan como direccion los cajones, cualquiera de los 4 cajones, para que todo el rato caigan dentro de ellos
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y hace que las frutas caigan solo en los cajones, que no puedan caer afuera de ellos
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pero hace que cuando las frutas caen en el cajon entren en el cajon, osea como que desaparezcan. Y hace que le pueda poner un assets a las cajas ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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xhace que en la parte de abajo de la pantalla haya unos cajones de fruta y si las frutas caen en esos cajones el jugador pierda
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elimina la luna que pusiste y quitale el aura el sol
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Mira a lo que te dije recien, has que cuando salga de la partida las frutas se desintegren en el aire, y cuando vuelva a poner jugar empieze la partida desde cero ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Quiero que cuando el jugador apriete el boton de salir y salga, si llega a caer una fruta que no sea contada como derrota
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Elimina todo el menu y quiero que crees un boton en alguna parte de la pantalla que no sea un estorbo que sea para salir de la partida.
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quita el menu y crea una nuevo con las siguientes indicaciones, que tengo 2 botones, reiniciar y salir, y que tenga una cruz para salir del menu, quiero que cuando un jugador entre al menu el juego quede congelado y cuando apriete la cruz y salga del menu se vuelva a reanudar el juego
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Cambia el estilo de las letras de fruit ninja, katan master, etc dale un estilo mas 3d
User prompt
quiero que cuando parta una fruta salga un tipo icono de cuantas monedas te dio, y mueve un poco mas abajo la tabla de top jugadores ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
ubica el boton de tienda en un lugar donde no se vea encima de el boton de jugar
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el boton de tienda quiero que lo ubiques en otro lado y el apartador de estadistica borralo
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Please fix the bug: 'Script error.' in or related to this line: 'if (storage.weapons[weapon.id]) {' Line Number: 1543 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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el poder de la katana- ninja quiero que las 3 espadas tengan mas separacion, para que el poder tenga sentido, que una este en la izquierda, otra en el centro y otra en la derecha, y agregale que la misma barra que esta de progreso, cuando el poder se active la barra empieze a bajar y cuando llegue al final el poder se acabe, que el poder dure sus 17.5 segundos ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Elimina todo lo relacionado con este errorCompilation error[L1583]: Invalid value. Only literals or 1-level deep objects/arrays containing literals are allowed. ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Please fix the bug: 'Invalid value. Only literals or 1-level deep objects/arrays containing literals are allowed.' in or related to this line: 'storage.globalLeaderboard.push(newPlayer);' Line Number: 1588 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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Please fix the bug: 'Invalid value. Only literals or 1-level deep objects/arrays containing literals are allowed.' in or related to this line: 'storage.globalLeaderboard.push({' Line Number: 1583
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arregla los errores que estan impidiendo que entre al juego
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organiza de mejor manera los botones, y arregla el apartado de stats, recuerda que eso debe funcionar con el id de cada jugador ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
en la pantalla de star, quiero que agregues un apartado que se llame shop donde se van a poder comprar katanas, cuchillos, todo lo que sirva para cortar, quiero que para comprar eso valgan monedas, eso significa que ahora las frutas van a dar monedas, quiero que tu te encargues de hacer los precios y armas de peor a mejor.. Y quiero que crees una base de datos de las monedas y estaditiscas de los jugadores para que cuando salgan del juego no se les borre nada, tambien crea otro apartado donde saldran las estadisticas del jugador y quiero que crees una pequeña tabla en la pantalla de start, donde salgan las posiciones de los que mas tienen monedas y el mayor score ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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aun no se arregla el problema
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Mira arregla que cuando yo entre a menu, las frutas dejan de caer, pero cuando yo aprieta continuar quiero que vuelvan a caer como antes
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Ahora conecta el boton salir con la pantalla de start, hace que ese boton la devuelva a esa pantalla. Tambien quiero que arregles que cuando yo pongo continuar las frutas vuelvan a caer
/**** * 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 - fill entire width var crates = []; var crateWidth = 256; // 2048 / 8 = 256 pixels per crate to fill entire width var numCrates = 8; // Fill entire width with 8 crates var crateHeight = 150; for (var c = 0; c < numCrates; c++) { var crateX = c * crateWidth + crateWidth / 2; // No spacing, adjacent crates 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 - fill entire width for (var c = 0; c < numCrates; c++) { var crateX = c * crateWidth + crateWidth / 2; // No spacing, adjacent crates 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 }); } } } };
===================================================================
--- original.js
+++ change.js
@@ -143,34 +143,22 @@
crateRim.y = -crateHeight;
}
return self;
});
-var Fruit = Container.expand(function (fruitType, targetCrateX) {
+var Fruit = Container.expand(function (fruitType) {
var self = Container.call(this);
self.fruitType = fruitType;
self.sliced = false;
self.fallSpeed = Math.random() * 3 + (baseFallSpeed + currentDifficultyLevel * 0.3);
var fruitGraphics = self.attachAsset(fruitType, {
anchorX: 0.5,
anchorY: 0.5
});
- // Set target crate for directional movement
- self.targetCrateX = targetCrateX;
- // Calculate initial horizontal velocity towards target crate
- var horizontalDistance = self.targetCrateX - self.x;
- var fallTime = 2732 / self.fallSpeed; // Estimated time to reach bottom
- self.velocityX = horizontalDistance / fallTime * 0.8; // 0.8 factor for more natural arc
+ // Simple straight fall since entire bottom is covered with crates
self.velocityY = self.fallSpeed;
self.gravity = 0.1;
self.update = function () {
if (!self.sliced) {
- // Apply slight course correction towards target crate
- var currentDistance = self.targetCrateX - self.x;
- var correctionForce = currentDistance * 0.002; // Small correction factor
- self.velocityX += correctionForce;
- // Apply velocity dampening to prevent overshooting
- self.velocityX *= 0.995;
- self.x += self.velocityX;
self.y += self.velocityY;
self.velocityY += self.gravity;
}
};
@@ -785,16 +773,15 @@
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
+// Create fruit crates at bottom of screen - fill entire width
var crates = [];
-var numCrates = 4;
-var crateWidth = 300;
+var crateWidth = 256; // 2048 / 8 = 256 pixels per crate to fill entire width
+var numCrates = 8; // Fill entire width with 8 crates
var crateHeight = 150;
-var crateSpacing = (2048 - numCrates * crateWidth) / (numCrates + 1);
for (var c = 0; c < numCrates; c++) {
- var crateX = crateSpacing + c * (crateWidth + crateSpacing) + crateWidth / 2;
+ var crateX = c * crateWidth + crateWidth / 2; // No spacing, adjacent crates
var crateY = 2732; // Bottom of screen
var crate = new Crate(crateX, crateY, crateWidth, crateHeight);
crates.push(crate);
game.addChild(crate);
@@ -1385,11 +1372,11 @@
for (var c = 0; c < crates.length; c++) {
crates[c].destroy();
}
crates = [];
- // Recreate crates at bottom of screen
+ // Recreate crates at bottom of screen - fill entire width
for (var c = 0; c < numCrates; c++) {
- var crateX = crateSpacing + c * (crateWidth + crateSpacing) + crateWidth / 2;
+ var crateX = c * crateWidth + crateWidth / 2; // No spacing, adjacent crates
var crateY = 2732; // Bottom of screen
var crate = new Crate(crateX, crateY, crateWidth, crateHeight);
crates.push(crate);
game.addChild(crate);
@@ -1870,14 +1857,11 @@
spawnTimer++;
if (spawnTimer >= spawnRate) {
spawnTimer = 0;
var fruitType = fruitTypes[Math.floor(Math.random() * fruitTypes.length)];
- // Choose a random crate as target destination
- var randomCrateIndex = Math.floor(Math.random() * crates.length);
- var targetCrate = crates[randomCrateIndex];
- // Create fruit with target crate position
- var fruit = new Fruit(fruitType, targetCrate.x);
- // Spawn fruit at random horizontal position (not restricted to crate boundaries)
+ // 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);
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