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.
User prompt
Ahora me deja poner los sonidos, pero ahora el juego se traba. ¿Podrías borrar todos los sonidos que agregué?
User prompt
¡PERO NO ME DEJA PONER SONIDOS! Literalmente estoy poniendo los sonidos y me dicen que falló.
User prompt
¡Haz que las estrellas aparezcan al inicio de la pantalla! ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
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
User prompt
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.
User prompt
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
User prompt
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.
User prompt
Crea una pantalla de inicio para el juego.
User prompt
Añade la carpeta de música que está en activos al código del juego.
User prompt
Crea partículas blancas muy pequeñas que no hagan daño y funcionen como estrellas.
User prompt
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
User prompt
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
User prompt
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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