User prompt
Elimina todo lo que tenga que ver con sonidos, con música y con todo lo que tenga que ver de sonidos y música, por favor.
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Ahora me deja poner los sonidos, pero ahora el juego se traba. ¿Podrías borrar todos los sonidos que agregué?
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¡PERO NO ME DEJA PONER SONIDOS! Literalmente estoy poniendo los sonidos y me dicen que falló.
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¡Haz que las estrellas aparezcan al inicio de la pantalla! ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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a que las estrellas aparezcan en la pantalla de inicio. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Talla de inicio, apareca estrellas. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Que todos los ataques del jefe hagan una vida, ya que considerando que Jugasson tiene una vida, no tiene sentido que los ataques del jefe tengan más o menos daño.
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que aquí al lado del botón jugar hay un botón de explicación donde explica todas las características del juego inclusión de los ataques del jefe
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que el titulo en vez de ser Boss Battle sea Space Ranger.
User prompt
Haz que el botón de jugar se vea un poquito más llamativo. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Haz que el botón de jugar sea un botón que diga jugar y no el jugador.
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Crea una pantalla de inicio para el juego.
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Añade la carpeta de música que está en activos al código del juego.
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Crea partículas blancas muy pequeñas que no hagan daño y funcionen como estrellas.
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Haz que el láser solamente dure 10 segundos. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
que solamente puede activar el láser en el modo en el modo rápido y que no y que solamente puede usarlo una vez pero que dure 30 segundos en vez de 5 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Haz que el jefe cuando active el láser, antes de activarlo, esté quieto por 3 segundos. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
A que cuando el boss active el láser, tenga un tiempito de recarga, y que también solo te dure 5 segundos, y no toda la partida, y cuan... ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
¡Haz que el jugador solo tenga uno de vida!
User prompt
haz que el láser del jefe sea más más largo o sea acabar que todo una línea
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a que el láser después de 5 segundos desaparezca ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
haz que en el modo rápido del jefe los ataques también vayan más rápido y los ataques especiales sean más rápidos en el tiempo de recarga
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Me refería a que cuando el jefe tenía poca vida atacaba más rápido, ¿no? Que cuando el jugador tenía poca vida atacaba más rápido.
User prompt
Sabes que cuando pierdes la mitad de vida, ataques un mon... Más rápido, todos tus ataques se hacen súper o mega rápido, y que no tengas un tiempo de recarga cada vez que lanzas un ataque. Básicamente acá atacas súper o mega rápido. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Haz que el ataque, el láser sea más gordo.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Boss = Container.expand(function () { var self = Container.call(this); var bossGraphics = self.attachAsset('boss', { anchorX: 0.5, anchorY: 0.5 }); self.maxHealth = 10000; self.health = 10000; self.attackCooldown = 0; self.attackInterval = 180; // 3 seconds at 60fps self.moveDirection = 1; // 1 for right, -1 for left self.moveSpeed = 2; self.leftBound = 200; self.rightBound = 1848; self.verticalDirection = 1; // 1 for down, -1 for up self.verticalSpeed = 1; self.topBound = 300; self.bottomBound = 500; self.specialAttackTimer = 0; self.specialAttackInterval = 300; // 5 seconds at 60fps self.isCharging = false; self.chargeTime = 0; self.maxChargeTime = 60; // 1 second at 60fps self.indicator = null; self.finalAttackTriggered = false; self.isFinalAttacking = false; self.finalAttackTime = 0; self.maxFinalAttackTime = 180; // 3 seconds at 60fps self.finalAttackCanceled = false; self.laserAttackTimer = 0; self.laserAttackInterval = 900; // 15 seconds at 60fps self.laserCooldown = 0; // Cooldown timer for laser attacks self.laserCooldownTime = 300; // 5 seconds cooldown at 60fps self.isChargingLaser = false; // New state for laser charging self.laserChargeTime = 0; // Timer for laser charging self.maxLaserChargeTime = 180; // 3 seconds at 60fps self.laserUsed = false; // Track if laser has been used (only once allowed) self.takeDamage = function (damage) { self.health -= damage; if (self.health < 0) self.health = 0; // Flash red when taking damage tween(bossGraphics, { tint: 0xff8888 }, { duration: 100, onFinish: function onFinish() { tween(bossGraphics, { tint: 0xffffff }, { duration: 100 }); } }); }; self.attack = function () { return { x: self.x, y: self.y + 100, damage: 1 }; }; self.specialAttack = function () { return { x: self.x, y: self.y + 100, damage: 1 }; }; self.startFinalAttack = function () { self.isFinalAttacking = true; self.finalAttackTime = 0; self.finalAttackCanceled = false; // Boss stops moving during final attack }; self.cancelFinalAttack = function () { self.finalAttackCanceled = true; self.isFinalAttacking = false; self.finalAttackTime = 0; }; self.finalAttack = function () { return { x: 1024, // Center of screen horizontally y: 1366, // Center vertically to cover entire map damage: 1 }; }; self.laserAttack = function () { return { x: self.x, y: 1366, // Center vertically to cover full screen damage: 1 }; }; self.update = function () { // Check for final attack trigger (when health drops to 1000 or below) if (self.health <= 1000 && !self.finalAttackTriggered && !self.isFinalAttacking) { self.finalAttackTriggered = true; self.startFinalAttack(); return "finalAttack"; } // Handle final attack if (self.isFinalAttacking && !self.finalAttackCanceled) { self.finalAttackTime++; if (self.finalAttackTime >= self.maxFinalAttackTime) { // Final attack completes - deal damage to entire screen self.isFinalAttacking = false; return "finalAttackComplete"; } return false; // Boss doesn't move during final attack } // Handle special attack timing if (!self.isFinalAttacking) { self.specialAttackTimer++; // Fast special attack mode when boss health drops to half or below var currentSpecialInterval = self.health <= self.maxHealth / 2 ? 100 : self.specialAttackInterval; // Much faster when health <= 5000 // Check if it's time for special attack if (self.specialAttackTimer >= currentSpecialInterval && !self.isCharging) { self.isCharging = true; self.chargeTime = 0; // Create indicator if (!self.indicator) { self.indicator = self.addChild(LK.getAsset('bossSpecialIndicator', { anchorX: 0.5, anchorY: 0.5 })); self.indicator.y = 80; // Position above boss } } // Handle laser attack timing - only in fast mode if (self.health <= self.maxHealth / 2) { self.laserAttackTimer++; // Update laser cooldown if (self.laserCooldown > 0) { self.laserCooldown--; } // Only allow laser attack once when entering fast mode if (self.laserAttackTimer >= 300 && self.laserCooldown <= 0 && !self.isChargingLaser && !self.laserUsed) { self.isChargingLaser = true; self.laserChargeTime = 0; self.laserAttackTimer = 0; } } } // Handle laser charging phase (boss stops moving) if (self.isChargingLaser) { self.laserChargeTime++; // Make boss flash to indicate laser charging tween.stop(bossGraphics, { tint: true }); if (self.laserChargeTime % 30 === 0) { // Flash every 0.5 seconds tween(bossGraphics, { tint: 0xffff00 }, { duration: 150 }); } if (self.laserChargeTime >= self.maxLaserChargeTime) { // End laser charging, launch laser attack self.isChargingLaser = false; self.laserChargeTime = 0; self.laserCooldown = self.laserCooldownTime; // Start cooldown self.laserUsed = true; // Mark laser as used tween(bossGraphics, { tint: 0xffffff }, { duration: 100 }); // Reset boss color return "laser"; } } else if (self.isCharging) { self.chargeTime++; // Make indicator blink if (self.indicator) { self.indicator.alpha = Math.sin(self.chargeTime * 0.3) * 0.5 + 0.5; } if (self.chargeTime >= self.maxChargeTime) { // End charging, launch special attack self.isCharging = false; self.specialAttackTimer = 0; // Remove indicator if (self.indicator) { self.indicator.destroy(); self.indicator = null; } return "special"; // Signal to create special attack } } else if (!self.isFinalAttacking) { // Normal movement only when not charging and not doing final attack // Handle horizontal movement self.x += self.moveSpeed * self.moveDirection; // Change direction when hitting bounds if (self.x <= self.leftBound) { self.moveDirection = 1; // Move right self.x = self.leftBound; } else if (self.x >= self.rightBound) { self.moveDirection = -1; // Move left self.x = self.rightBound; } // Handle vertical movement self.y += self.verticalSpeed * self.verticalDirection; // Change direction when hitting vertical bounds if (self.y <= self.topBound) { self.verticalDirection = 1; // Move down self.y = self.topBound; } else if (self.y >= self.bottomBound) { self.verticalDirection = -1; // Move up self.y = self.bottomBound; } } // Normal attacks (only when not charging, not charging laser and not doing final attack) if (!self.isCharging && !self.isChargingLaser && !self.isFinalAttacking) { self.attackCooldown++; // Fast attack mode when boss health drops to half or below var currentAttackInterval = self.health <= self.maxHealth / 2 ? 10 : self.attackInterval; // Super fast when health <= 5000 if (self.attackCooldown >= currentAttackInterval) { self.attackCooldown = 0; return true; // Signal to create attack } } return false; }; return self; }); var BossAttack = Container.expand(function () { var self = Container.call(this); var attackGraphics = self.attachAsset('bossAttack', { anchorX: 0.5, anchorY: 0.5 }); // Speed increases in fast mode when boss health is low self.speed = boss && boss.health <= boss.maxHealth / 2 ? 8 : 4; self.damage = 1; self.update = function () { self.y += self.speed; }; return self; }); var BossFinalAttack = Container.expand(function () { var self = Container.call(this); var attackGraphics = self.attachAsset('bossFinalAttack', { anchorX: 0.5, anchorY: 0.5 }); attackGraphics.alpha = 0.4; // Semi-transparent red overlay covering entire screen self.damage = 1; self.lifeTime = 0; self.maxLifeTime = 60; // 1 second visible self.update = function () { self.lifeTime++; // Pulsing effect for entire screen coverage attackGraphics.alpha = 0.4 + Math.sin(self.lifeTime * 0.3) * 0.3; }; return self; }); var BossLaser = Container.expand(function () { var self = Container.call(this); var laserGraphics = self.attachAsset('bossLaser', { anchorX: 0.5, anchorY: 0.5 }); self.damage = 1; self.lifeTime = 0; self.maxLifeTime = 600; // 10 seconds visible self.update = function () { self.lifeTime++; // Follow boss position horizontally self.x = boss.x; // Fade out effect in the last 3 seconds (180 frames) if (self.lifeTime >= self.maxLifeTime - 180) { var fadeProgress = (self.lifeTime - (self.maxLifeTime - 180)) / 180; laserGraphics.alpha = 0.7 * (1 - fadeProgress); } else { // Pulsing effect laserGraphics.alpha = 0.7 + Math.sin(self.lifeTime * 0.4) * 0.3; } }; return self; }); var BossSpecialAttack = Container.expand(function () { var self = Container.call(this); var attackGraphics = self.attachAsset('bossSpecialAttack', { anchorX: 0.5, anchorY: 0.5 }); // Speed increases in fast mode when boss health is low self.speed = boss && boss.health <= boss.maxHealth / 2 ? 12 : 6; self.damage = 1; self.update = function () { self.y += self.speed; }; return self; }); // Game variables var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.maxHealth = 1; self.health = 1; self.attackDamage = 50; self.takeDamage = function (damage) { self.health -= damage; if (self.health < 0) self.health = 0; // Flash red when taking damage tween(playerGraphics, { tint: 0xff8888 }, { duration: 100, onFinish: function onFinish() { tween(playerGraphics, { tint: 0xffffff }, { duration: 100 }); } }); }; self.attack = function () { return { x: self.x, y: self.y - 50, damage: self.attackDamage }; }; return self; }); var PlayerAttack = Container.expand(function () { var self = Container.call(this); var attackGraphics = self.attachAsset('playerAttack', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -24; self.damage = 50; self.update = function () { self.y += self.speed; }; return self; }); var Star = Container.expand(function () { var self = Container.call(this); var starGraphics = self.attachAsset('star', { anchorX: 0.5, anchorY: 0.5 }); self.speed = Math.random() * 2 + 1; // Random speed between 1-3 self.twinkleTime = 0; self.update = function () { self.y += self.speed; // Enhanced twinkling effect with random timing self.twinkleTime++; var twinkleIntensity = 0.4 + Math.sin(self.twinkleTime * (0.05 + Math.random() * 0.1)) * 0.3; starGraphics.alpha = Math.max(0.2, twinkleIntensity); // Add occasional bright flash if (Math.random() < 0.002) { tween(starGraphics, { alpha: 1.0, scaleX: 1.5, scaleY: 1.5 }, { duration: 200, onFinish: function onFinish() { tween(starGraphics, { alpha: twinkleIntensity, scaleX: 1.0, scaleY: 1.0 }, { duration: 300 }); } }); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Game variables // Game state var gameStarted = false; var startScreen = null; var startButton = null; var titleText = null; var instructionText = null; var explanationScreen = null; var showingExplanation = false; // Boss assets // Player assets // Attack button // Attack effects // Sounds var boss; var player; var playerAttacks = []; var bossAttacks = []; var bossSpecialAttacks = []; var bossFinalAttacks = []; var bossLasers = []; var stars = []; var startScreenStars = []; var dragNode = null; var playerLastX = 0; var playerLastY = 0; // Health bars var bossHealthBarBg, bossHealthBar; var playerHealthBarBg, playerHealthBar; // Health text var bossHealthText, playerHealthText; // Create start screen startScreen = game.addChild(new Container()); // Add immediate star burst effect for (var burstIndex = 0; burstIndex < 20; burstIndex++) { var burstStar = new Star(); burstStar.x = 1024 + (Math.random() - 0.5) * 400; burstStar.y = 1366 + (Math.random() - 0.5) * 400; burstStar.speed = Math.random() * 0.5 + 0.2; var burstGraphics = burstStar.children[0]; burstGraphics.alpha = 0; burstGraphics.scaleX = 2; burstGraphics.scaleY = 2; // Animate burst effect tween(burstGraphics, { alpha: 1, scaleX: 1, scaleY: 1 }, { duration: 800 + Math.random() * 600, easing: tween.easeOut, onFinish: function onFinish() { // Add extra twinkle after burst tween(burstGraphics, { alpha: 0.3, scaleX: 1.5, scaleY: 1.5 }, { duration: 400, easing: tween.easeInOut, onFinish: function onFinish() { tween(burstGraphics, { alpha: 0.7, scaleX: 1, scaleY: 1 }, { duration: 300, easing: tween.easeInOut }); } }); } }); startScreenStars.push(burstStar); startScreen.addChild(burstStar); } // Create initial stars for start screen background for (var starIndex = 0; starIndex < 50; starIndex++) { var startStar = new Star(); startStar.x = Math.random() * 2048; startStar.y = Math.random() * 2732; startStar.speed = Math.random() * 1 + 0.5; // Slower speed for start screen // Add immediate twinkling effect with random timing startStar.twinkleTime = Math.random() * 100; // Add enhanced initial visibility with tween effect var starGraphics = startStar.children[0]; starGraphics.alpha = 0; tween(starGraphics, { alpha: 0.6 + Math.random() * 0.4, scaleX: 0.8 + Math.random() * 0.4, scaleY: 0.8 + Math.random() * 0.4 }, { duration: 500 + Math.random() * 1000, easing: tween.easeOut }); startScreenStars.push(startStar); startScreen.addChild(startStar); } // Create title text titleText = new Text2('Space Ranger', { size: 120, fill: 0xFFFF00 }); titleText.anchor.set(0.5, 0.5); titleText.x = 1024; titleText.y = 800; startScreen.addChild(titleText); // Create instruction text instructionText = new Text2('Arrastra para moverte\nDerrota al jefe para ganar\n¡Ten cuidado con sus ataques!', { size: 60, fill: 0xFFFFFF }); instructionText.anchor.set(0.5, 0.5); instructionText.x = 1024; instructionText.y = 1200; startScreen.addChild(instructionText); // Create start button startButton = new Text2('JUGAR', { size: 100, fill: 0x00FF00 }); startButton.anchor.set(0.5, 0.5); startButton.x = 900; startButton.y = 1600; startScreen.addChild(startButton); // Create explanation button var explanationButton = new Text2('?', { size: 100, fill: 0x4A90E2 }); explanationButton.anchor.set(0.5, 0.5); explanationButton.x = 1148; explanationButton.y = 1600; startScreen.addChild(explanationButton); // Add enhanced pulsing effect to start button with color changes and rotation var _buttonPulse = function buttonPulse() { if (startButton && !gameStarted) { // First phase: scale up with color change to bright yellow and slight rotation tween(startButton, { scaleX: 1.4, scaleY: 1.4, tint: 0xFFFF00, rotation: 0.1 }, { duration: 600, easing: tween.easeOut, onFinish: function onFinish() { // Second phase: scale down with color change to bright green and rotation back tween(startButton, { scaleX: 1.0, scaleY: 1.0, tint: 0x00FF88, rotation: -0.05 }, { duration: 400, easing: tween.easeIn, onFinish: function onFinish() { // Third phase: final color pulse back to original green tween(startButton, { tint: 0x00FF00, rotation: 0 }, { duration: 300, easing: tween.easeInOut, onFinish: _buttonPulse }); } }); } }); } }; _buttonPulse(); // Add pulsing effect to explanation button var _explanationPulse = function explanationPulse() { if (explanationButton && !gameStarted && !showingExplanation) { tween(explanationButton, { scaleX: 1.3, scaleY: 1.3, tint: 0x87CEEB }, { duration: 800, easing: tween.easeOut, onFinish: function onFinish() { tween(explanationButton, { scaleX: 1.0, scaleY: 1.0, tint: 0x4A90E2 }, { duration: 600, easing: tween.easeIn, onFinish: _explanationPulse }); } }); } }; _explanationPulse(); // Start button click handler startButton.down = function (x, y, obj) { if (!gameStarted && !showingExplanation) { gameStarted = true; // Clean up start screen stars for (var cleanupIndex = startScreenStars.length - 1; cleanupIndex >= 0; cleanupIndex--) { startScreenStars[cleanupIndex].destroy(); } startScreenStars = []; startScreen.destroy(); initializeGame(); } }; // Explanation button click handler explanationButton.down = function (x, y, obj) { if (!gameStarted && !showingExplanation) { showingExplanation = true; createExplanationScreen(); } }; // Function to create explanation screen function createExplanationScreen() { explanationScreen = game.addChild(new Container()); explanationScreen.alpha = 0; tween(explanationScreen, { alpha: 1 }, { duration: 300 }); // Semi-transparent background var overlay = explanationScreen.addChild(LK.getAsset('bossFinalAttack', { anchorX: 0.5, anchorY: 0.5 })); overlay.x = 1024; overlay.y = 1366; overlay.alpha = 0.8; overlay.tint = 0x000033; // Title var explanationTitle = new Text2('GUÍA DEL JUEGO', { size: 80, fill: 0xFFFF00 }); explanationTitle.anchor.set(0.5, 0.5); explanationTitle.x = 1024; explanationTitle.y = 400; explanationScreen.addChild(explanationTitle); // Game mechanics explanation var mechanicsText = new Text2('CONTROLES:\n• Arrastra para mover tu nave\n• Disparas automáticamente\n\nEL JEFE:\n• Tiene 10,000 puntos de vida\n• Se mueve por la pantalla\n• Tiene múltiples tipos de ataque', { size: 45, fill: 0xFFFFFF }); mechanicsText.anchor.set(0.5, 0.5); mechanicsText.x = 1024; mechanicsText.y = 800; explanationScreen.addChild(mechanicsText); // Boss attacks explanation var attacksText = new Text2('ATAQUES DEL JEFE:\n\n• ATAQUE NORMAL: Proyectiles rojos (1 daño)\n• ATAQUE ESPECIAL: Proyectiles pequeños rápidos (1 daño)\n• ATAQUE LÁSER: Rayo vertical que te sigue (1 daño)\n• ATAQUE FINAL: Pantalla roja completa (1 daño)', { size: 40, fill: 0xFF8888 }); attacksText.anchor.set(0.5, 0.5); attacksText.x = 1024; attacksText.y = 1200; explanationScreen.addChild(attacksText); // Special mechanics var specialText = new Text2('MECÁNICAS ESPECIALES:\n\n• Cuando el jefe tiene ≤5000 vida: MODO RÁPIDO\n - Ataques más frecuentes y rápidos\n - Puede usar el ataque láser\n\n• Cuando el jefe tiene ≤1000 vida:\n - Intenta el ATAQUE FINAL mortal\n - ¡Dispárale para cancelarlo!', { size: 38, fill: 0x88FF88 }); specialText.anchor.set(0.5, 0.5); specialText.x = 1024; specialText.y = 1650; explanationScreen.addChild(specialText); // Victory condition var victoryText = new Text2('OBJETIVO: Reduce la vida del jefe a 0 para ganar\nSOBREVIVE: Tienes solo 1 punto de vida', { size: 42, fill: 0xFFD700 }); victoryText.anchor.set(0.5, 0.5); victoryText.x = 1024; victoryText.y = 2000; explanationScreen.addChild(victoryText); // Back button var backButton = new Text2('VOLVER', { size: 70, fill: 0xFF6666 }); backButton.anchor.set(0.5, 0.5); backButton.x = 1024; backButton.y = 2300; explanationScreen.addChild(backButton); // Back button animation var _backPulse = function backPulse() { if (backButton && showingExplanation) { tween(backButton, { scaleX: 1.2, scaleY: 1.2, tint: 0xFF8888 }, { duration: 600, onFinish: function onFinish() { tween(backButton, { scaleX: 1.0, scaleY: 1.0, tint: 0xFF6666 }, { duration: 400, onFinish: _backPulse }); } }); } }; _backPulse(); // Back button click handler backButton.down = function (x, y, obj) { if (showingExplanation) { tween(explanationScreen, { alpha: 0 }, { duration: 300, onFinish: function onFinish() { explanationScreen.destroy(); explanationScreen = null; showingExplanation = false; } }); } }; } // Function to initialize game elements function initializeGame() { // Initialize boss boss = game.addChild(new Boss()); boss.x = 1024; boss.y = 400; // Initialize player player = game.addChild(new Player()); player.x = 1024; player.y = 2200; playerLastX = player.x; playerLastY = player.y; // Create boss health bar bossHealthBarBg = game.addChild(LK.getAsset('bossHealthBarBg', { anchorX: 0.5, anchorY: 0.5 })); bossHealthBarBg.x = 1024; bossHealthBarBg.y = 200; bossHealthBar = game.addChild(LK.getAsset('bossHealthBar', { anchorX: 0.5, anchorY: 0.5 })); bossHealthBar.x = 1024; bossHealthBar.y = 200; // Create player health bar playerHealthBarBg = game.addChild(LK.getAsset('playerHealthBarBg', { anchorX: 0.5, anchorY: 0.5 })); playerHealthBarBg.x = 1024; playerHealthBarBg.y = 2500; playerHealthBar = game.addChild(LK.getAsset('playerHealthBar', { anchorX: 0.5, anchorY: 0.5 })); playerHealthBar.x = 1024; playerHealthBar.y = 2500; // Create health text bossHealthText = new Text2('10000/10000', { size: 40, fill: 0xFFFFFF }); bossHealthText.anchor.set(0.5, 0.5); bossHealthText.x = 1024; bossHealthText.y = 160; game.addChild(bossHealthText); playerHealthText = new Text2('1/1', { size: 30, fill: 0xFFFFFF }); playerHealthText.anchor.set(0.5, 0.5); playerHealthText.x = 1024; playerHealthText.y = 2540; game.addChild(playerHealthText); } // Player movement game.move = function (x, y, obj) { if (gameStarted && dragNode) { dragNode.x = x; dragNode.y = y; // Keep player within bounds if (dragNode.x < 50) dragNode.x = 50; if (dragNode.x > 1998) dragNode.x = 1998; if (dragNode.y < 800) dragNode.y = 800; if (dragNode.y > 2600) dragNode.y = 2600; } }; game.down = function (x, y, obj) { if (gameStarted) { dragNode = player; game.move(x, y, obj); } }; game.up = function (x, y, obj) { if (gameStarted) { dragNode = null; } }; // Main game update loop game.update = function () { // Only run game logic if game has started if (!gameStarted) { // Update start screen stars for (var startStarIndex = startScreenStars.length - 1; startStarIndex >= 0; startStarIndex--) { var startStar = startScreenStars[startStarIndex]; // Remove if off screen if (startStar.y > 2780) { startStar.destroy(); startScreenStars.splice(startStarIndex, 1); } } // Spawn new stars for start screen more frequently and consistently if (LK.ticks % 15 == 0 && Math.random() < 0.9) { var newStartStar = new Star(); newStartStar.x = Math.random() * 2048; newStartStar.y = -10; newStartStar.speed = Math.random() * 1.5 + 0.8; // Slightly faster and more visible // Add immediate fade-in effect for new stars var newStarGraphics = newStartStar.children[0]; newStarGraphics.alpha = 0; tween(newStarGraphics, { alpha: 0.5 + Math.random() * 0.5 }, { duration: 300 + Math.random() * 500, easing: tween.easeOut }); startScreenStars.push(newStartStar); startScreen.addChild(newStartStar); } return; } // Update player attacks for (var i = playerAttacks.length - 1; i >= 0; i--) { var attack = playerAttacks[i]; // Check if attack hit boss if (attack.intersects(boss)) { boss.takeDamage(attack.damage); // Cancel final attack if boss is doing it if (boss.isFinalAttacking && !boss.finalAttackCanceled) { boss.cancelFinalAttack(); } attack.destroy(); playerAttacks.splice(i, 1); continue; } // Remove if off screen if (attack.y < -50) { attack.destroy(); playerAttacks.splice(i, 1); } } // Update boss attacks for (var j = bossAttacks.length - 1; j >= 0; j--) { var bossAttack = bossAttacks[j]; // Check if attack hit player if (bossAttack.intersects(player)) { player.takeDamage(bossAttack.damage); bossAttack.destroy(); bossAttacks.splice(j, 1); continue; } // Remove if off screen if (bossAttack.y > 2780) { bossAttack.destroy(); bossAttacks.splice(j, 1); } } // Update boss special attacks for (var k = bossSpecialAttacks.length - 1; k >= 0; k--) { var specialAttack = bossSpecialAttacks[k]; // Check if special attack hit player if (specialAttack.intersects(player)) { player.takeDamage(specialAttack.damage); specialAttack.destroy(); bossSpecialAttacks.splice(k, 1); continue; } // Remove if off screen if (specialAttack.y > 2780) { specialAttack.destroy(); bossSpecialAttacks.splice(k, 1); } } // Player automatic attack - fast mode when health is half or below var attackInterval = player.health <= player.maxHealth / 2 ? 3 : 20; // Super fast when health <= 0.5 if (LK.ticks % attackInterval == 0) { var attackData = player.attack(); var newPlayerAttack = new PlayerAttack(); newPlayerAttack.x = attackData.x; newPlayerAttack.y = attackData.y; playerAttacks.push(newPlayerAttack); game.addChild(newPlayerAttack); } // Update boss final attacks for (var l = bossFinalAttacks.length - 1; l >= 0; l--) { var finalAttack = bossFinalAttacks[l]; // Check if final attack hit player (covers entire screen) if (finalAttack.intersects(player)) { player.takeDamage(finalAttack.damage); } // Remove after lifetime expires if (finalAttack.lifeTime >= finalAttack.maxLifeTime) { finalAttack.destroy(); bossFinalAttacks.splice(l, 1); } } // Update boss laser attacks for (var m = bossLasers.length - 1; m >= 0; m--) { var laser = bossLasers[m]; // Check if laser hit player AND player is moving var playerIsMoving = player.x !== playerLastX || player.y !== playerLastY; if (laser.intersects(player) && playerIsMoving) { player.takeDamage(laser.damage); } // Remove after lifetime expires if (laser.lifeTime >= laser.maxLifeTime) { laser.destroy(); bossLasers.splice(m, 1); } } // Update and spawn stars for (var s = stars.length - 1; s >= 0; s--) { var star = stars[s]; // Remove if off screen if (star.y > 2780) { star.destroy(); stars.splice(s, 1); } } // Spawn new stars randomly if (LK.ticks % 15 == 0 && Math.random() < 0.7) { var newStar = new Star(); newStar.x = Math.random() * 2048; newStar.y = -10; stars.push(newStar); game.addChild(newStar); } // Update player movement tracking playerLastX = player.x; playerLastY = player.y; // Boss attack logic var bossUpdateResult = boss.update(); if (bossUpdateResult === true) { var attackData = boss.attack(); var newBossAttack = new BossAttack(); newBossAttack.x = attackData.x; newBossAttack.y = attackData.y; bossAttacks.push(newBossAttack); game.addChild(newBossAttack); } else if (bossUpdateResult === "special") { var specialAttackData = boss.specialAttack(); var newSpecialAttack = new BossSpecialAttack(); newSpecialAttack.x = specialAttackData.x; newSpecialAttack.y = specialAttackData.y; bossSpecialAttacks.push(newSpecialAttack); game.addChild(newSpecialAttack); } else if (bossUpdateResult === "finalAttack") { // Flash screen red to indicate final attack starting LK.effects.flashScreen(0xff0000, 500); } else if (bossUpdateResult === "finalAttackComplete") { // Create final attack that covers entire map/screen var finalAttackData = boss.finalAttack(); var newFinalAttack = new BossFinalAttack(); newFinalAttack.x = 1024; // Center horizontally to cover entire map width newFinalAttack.y = 1366; // Center vertically to cover entire map height bossFinalAttacks.push(newFinalAttack); game.addChild(newFinalAttack); } else if (bossUpdateResult === "laser") { // Create laser attack var laserAttackData = boss.laserAttack(); var newLaser = new BossLaser(); newLaser.x = laserAttackData.x; newLaser.y = laserAttackData.y; bossLasers.push(newLaser); game.addChild(newLaser); } // Update health bars var bossHealthPercent = boss.health / boss.maxHealth; bossHealthBar.scaleX = bossHealthPercent; var playerHealthPercent = player.health / player.maxHealth; playerHealthBar.scaleX = playerHealthPercent; // Update health text bossHealthText.setText(boss.health + '/' + boss.maxHealth); playerHealthText.setText(player.health + '/' + player.maxHealth); // Check win condition if (boss.health <= 0) { LK.showYouWin(); } // Check lose condition if (player.health <= 0) { LK.showGameOver(); } };
===================================================================
--- original.js
+++ change.js
@@ -398,10 +398,10 @@
/****
* Game Code
****/
-// Game state
// Game variables
+// Game state
var gameStarted = false;
var startScreen = null;
var startButton = null;
var titleText = null;
@@ -837,10 +837,8 @@
});
startScreenStars.push(newStartStar);
startScreen.addChild(newStartStar);
}
- // Play background music even on start screen
- LK.playMusic('Music');
return;
}
// Update player attacks
for (var i = playerAttacks.length - 1; i >= 0; i--) {
@@ -998,10 +996,8 @@
// Check win condition
if (boss.health <= 0) {
LK.showYouWin();
}
- // Play background music
- LK.playMusic('Music');
// Check lose condition
if (player.health <= 0) {
LK.showGameOver();
}
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