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Elimina todo el codigo.
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Ok, te dare otra version, mantente pendiente
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Please fix the bug: 'Cannot read properties of undefined (reading 'text')' in or related to this line: 'LK.init.text('moneyText', {' Line Number: 71
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Please fix the bug: 'Cannot read properties of undefined (reading 'text')' in or related to this line: 'LK.init.text('moneyText', {' Line Number: 22
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Please fix the bug: 'Cannot read properties of undefined (reading 'text')' in or related to this line: 'LK.init.text('moneyText', {' Line Number: 22
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Please fix the bug: 'Cannot read properties of undefined (reading 'text')' in or related to this line: 'LK.init.text('moneyText', {' Line Number: 22
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Please fix the bug: 'Cannot read properties of undefined (reading 'text')' in or related to this line: 'LK.init.text('moneyText', {' Line Number: 22
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Please fix the bug: 'Cannot read properties of undefined (reading 'text')' in or related to this line: 'LK.init.text('moneyText', {' Line Number: 65
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Please fix the bug: 'Game is not a constructor' in or related to this line: 'var game = new LK.Game({' Line Number: 14
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Tu codigo tiene errores, te voy a dar donde NO deben de existir estos mismos, analizalo y reemplaza: Problema con el BackgroundColor: javascript Copy // Error: Se está sobreescribiendo el color de fondo var game = new LK.Game({ backgroundColor: 0x000000 // Esto causa el fondo negro }); // Solución: Usar el color especificado en la clase Game var game = new LK.Game({ backgroundColor: new Game().backgroundColor // 0x87CEEB }); Clases mal transpiladas: javascript Copy // Eliminar todo el código de Babel helpers y clases complejas // Usar sintaxis simple de clases compatible con el motor class Hero { constructor(lane, level = 1) { this.object = LK.getAsset('defense', {anchorX: 0.5, anchorY: 0.5}); this.object.x = 50; this.object.y = lanes[lane]; this.damage = 10 * level; this.fireRate = 1000; this.lastShot = Date.now(); this.lane = lane; this.level = level; } update() { if (Date.now() - this.lastShot > this.fireRate) { this.shoot(); this.lastShot = Date.now(); } } shoot() { const bullet = new Bullet(this.object.x + 40, this.object.y, this.damage, this.lane); bullets.push(bullet); } } Colisión de assets: javascript Copy // Configuración correcta de assets LK.init.shape('defense', { width: 40, // Tamaño consistente con colisiones height: 40, color: 0x5EF199, shape: 'circle' // Forma más apropiada para plantas }); LK.init.text('moneyText', { // Debe ser texto, no shape fontSize: 24, color: 0xFFFFFF }); Lógica de aparición de soles mejorada: javascript Copy // Evitar probabilidades negativas if (Math.random() < Math.max(0.01 - (sunCounter * 0.0001), 0.001)) { spawnSun(); } Sistema de colisiones optimizado: javascript Copy function checkCollisions() { // Iterar en reversa para evitar saltarse elementos for (let b = bullets.length - 1; b >= 0; b--) { for (let e = enemies.length - 1; e >= 0; e--) { const bullet = bullets[b]; const enemy = enemies[e]; if (Math.abs(bullet.object.x - enemy.object.x) < 30 && Math.abs(bullet.object.y - enemy.object.y) < 30 && bullet.lane === enemy.lane) { enemy.health -= bullet.damage; bullets.splice(b, 1); if (enemy.health <= 0) { money += enemy.reward; enemiesDefeated++; enemies.splice(e, 1); } break; } } } } Configuración final corregida: javascript Copy class Game { constructor() { this.backgroundColor = 0x87CEEB; // Azul cielo this.assets = { buyButton: LK.getAsset('buyBtn', {anchorX: 0.5, anchorY: 0.5}), upgradeButton: LK.getAsset('upgradeBtn', {anchorX: 0.5, anchorY: 0.5}), moneyText: LK.getAsset('moneyText', {anchorX: 0.5, anchorY: 0.5}) }; } } // Inicialización correcta del juego var game = new LK.Game(new Game());
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Ok, genera el codigo de nuevo por favor en base al siguiente: // Variables globales let money = 50; let sunCounter = 0; let enemiesDefeated = 0; let bossAppearCount = 30; let lanes = [150, 300, 450, 600]; let currentDefenseLane = 0; let enemies = []; let defenses = []; let bullets = []; let suns = []; // Clases de assets class Hero { constructor(lane, level = 1) { this.object = LK.getAsset('defense', 'planta', 0.5, 0.5); this.object.x = 50; this.object.y = lanes[lane]; this.damage = 10 * level; this.fireRate = 1000; this.lastShot = Date.now(); this.lane = lane; this.level = level; } update() { if (Date.now() - this.lastShot > this.fireRate) { this.shoot(); this.lastShot = Date.now(); } } shoot() { const bullet = new Bullet(this.object.x + 40, this.object.y, this.damage, this.lane); bullets.push(bullet); } } class Enemy { constructor(type, lane) { this.type = type; this.lane = lane; this.object = LK.getAsset(type, 'enemigo', 0.5, 0.5); this.object.x = 800; this.object.y = lanes[lane]; // Configurar propiedades según tipo switch(type) { case 'boss': this.health = 500; this.speed = 0.5; this.reward = 100; break; case 'fuerte': this.health = 100; this.speed = 1; this.reward = 50; break; case 'normal': this.health = 50; this.speed = 2; this.reward = 25; break; default: // débil this.health = 20; this.speed = 3; this.reward = 10; } } update() { this.object.x -= this.speed; if (this.object.x < -50) this.health = 0; } } class Bullet { constructor(x, y, damage, lane) { this.object = LK.getAsset('bullet', 'bala', 0.5, 0.5); this.object.x = x; this.object.y = y; this.damage = damage; this.lane = lane; this.speed = 5; } update() { this.object.x += this.speed; } } class Sun { constructor() { this.object = LK.getAsset('sun', 'sol', 0.5, 0.5); this.object.x = Math.random() * 700 + 50; this.object.y = -50; this.speed = 1; this.value = 25; } update() { this.object.y += this.speed; } } // Sistema de defensas function createDefense() { if (money >= 50 && currentDefenseLane < 4) { defenses.push(new Hero(currentDefenseLane)); money -= 50; currentDefenseLane = (currentDefenseLane + 1) % 4; } } // Sistema de mejoras function upgradeDefense() { if (money >= 100) { defenses.forEach(defense => { defense.damage *= 1.5; defense.fireRate *= 0.9; defense.level++; }); money -= 100; } } // Sistema de enemigos function spawnEnemy() { let type = 'debil'; if (enemiesDefeated >= bossAppearCount) { type = 'boss'; bossAppearCount = Math.floor(bossAppearCount * 1.1); } else if (Math.random() < 0.1) type = 'fuerte'; else if (Math.random() < 0.3) type = 'normal'; const enemy = new Enemy(type, Math.floor(Math.random() * 4)); enemies.push(enemy); } // Sistema de soles function spawnSun() { suns.push(new Sun()); sunCounter++; } // Colisiones y lógica function checkCollisions() { bullets.forEach((bullet, bIndex) => { enemies.forEach((enemy, eIndex) => { if (Math.abs(bullet.object.x - enemy.object.x) < 30 && Math.abs(bullet.object.y - enemy.object.y) < 30 && bullet.lane === enemy.lane) { enemy.health -= bullet.damage; bullets.splice(bIndex, 1); if (enemy.health <= 0) { money += enemy.reward; enemiesDefeated++; enemies.splice(eIndex, 1); } } }); }); } // Interfaz de usuario const buyButton = LK.getAsset('buyBtn', 'boton_comprar', 0.5, 0.5); buyButton.x = 50; buyButton.y = 50; buyButton.on('pointerdown', createDefense); const upgradeButton = LK.getAsset('upgradeBtn', 'boton_mejorar', 0.5, 0.5); upgradeButton.x = 150; upgradeButton.y = 50; upgradeButton.on('pointerdown', upgradeDefense); const moneyText = LK.getAsset('moneyText', 'texto', 0.5, 0.5); moneyText.x = 700; moneyText.y = 50; // Bucle principal function update(deltaTime) { // Actualizar elementos defenses.forEach(defense => defense.update()); enemies.forEach(enemy => enemy.update()); bullets.forEach(bullet => bullet.update()); suns.forEach(sun => sun.update()); // Generación automática if (Math.random() < 0.01 - (sunCounter * 0.0001)) spawnSun(); if (Math.random() < 0.02) spawnEnemy(); // Actualizar UI moneyText.text = `Dinero: $${money}`; checkCollisions(); } // Configuración inicial class Game { constructor() { this.backgroundColor = 0x87CEEB; LK.addEvent(buyButton); LK.addEvent(upgradeButton); LK.addEvent(moneyText); } }
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sIGUE SIN FUNCIONAR
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Inspecciona el codigo para saber si hay algun error por el cual no se ve nada
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No se ve nada del juego, solo en negro
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elimina el background color que es lo unico que se ve
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Copia y pega esto en el codigo: // Variables globales let money = 50; let sunCounter = 0; let enemiesDefeated = 0; let bossAppearCount = 30; let lanes = [150, 300, 450, 600]; let currentDefenseLane = 0; let enemies = []; let defenses = []; let bullets = []; let suns = []; // Clases de assets class Hero { constructor(lane, level = 1) { this.object = LK.getAsset('defense', 'planta', 0.5, 0.5); this.object.x = 50; this.object.y = lanes[lane]; this.damage = 10 * level; this.fireRate = 1000; this.lastShot = Date.now(); this.lane = lane; this.level = level; } update() { if (Date.now() - this.lastShot > this.fireRate) { this.shoot(); this.lastShot = Date.now(); } } shoot() { const bullet = new Bullet(this.object.x + 40, this.object.y, this.damage, this.lane); bullets.push(bullet); } } class Enemy { constructor(type, lane) { this.type = type; this.lane = lane; this.object = LK.getAsset(type, 'enemigo', 0.5, 0.5); this.object.x = 800; this.object.y = lanes[lane]; // Configurar propiedades según tipo switch(type) { case 'boss': this.health = 500; this.speed = 0.5; this.reward = 100; break; case 'fuerte': this.health = 100; this.speed = 1; this.reward = 50; break; case 'normal': this.health = 50; this.speed = 2; this.reward = 25; break; default: // débil this.health = 20; this.speed = 3; this.reward = 10; } } update() { this.object.x -= this.speed; if (this.object.x < -50) this.health = 0; } } class Bullet { constructor(x, y, damage, lane) { this.object = LK.getAsset('bullet', 'bala', 0.5, 0.5); this.object.x = x; this.object.y = y; this.damage = damage; this.lane = lane; this.speed = 5; } update() { this.object.x += this.speed; } } class Sun { constructor() { this.object = LK.getAsset('sun', 'sol', 0.5, 0.5); this.object.x = Math.random() * 700 + 50; this.object.y = -50; this.speed = 1; this.value = 25; } update() { this.object.y += this.speed; } } // Sistema de defensas function createDefense() { if (money >= 50 && currentDefenseLane < 4) { defenses.push(new Hero(currentDefenseLane)); money -= 50; currentDefenseLane = (currentDefenseLane + 1) % 4; } } // Sistema de mejoras function upgradeDefense() { if (money >= 100) { defenses.forEach(defense => { defense.damage *= 1.5; defense.fireRate *= 0.9; defense.level++; }); money -= 100; } } // Sistema de enemigos function spawnEnemy() { let type = 'debil'; if (enemiesDefeated >= bossAppearCount) { type = 'boss'; bossAppearCount = Math.floor(bossAppearCount * 1.1); } else if (Math.random() < 0.1) type = 'fuerte'; else if (Math.random() < 0.3) type = 'normal'; const enemy = new Enemy(type, Math.floor(Math.random() * 4)); enemies.push(enemy); } // Sistema de soles function spawnSun() { suns.push(new Sun()); sunCounter++; } // Colisiones y lógica function checkCollisions() { bullets.forEach((bullet, bIndex) => { enemies.forEach((enemy, eIndex) => { if (Math.abs(bullet.object.x - enemy.object.x) < 30 && Math.abs(bullet.object.y - enemy.object.y) < 30 && bullet.lane === enemy.lane) { enemy.health -= bullet.damage; bullets.splice(bIndex, 1); if (enemy.health <= 0) { money += enemy.reward; enemiesDefeated++; enemies.splice(eIndex, 1); } } }); }); } // Interfaz de usuario const buyButton = LK.getAsset('buyBtn', 'boton_comprar', 0.5, 0.5); buyButton.x = 50; buyButton.y = 50; buyButton.on('pointerdown', createDefense); const upgradeButton = LK.getAsset('upgradeBtn', 'boton_mejorar', 0.5, 0.5); upgradeButton.x = 150; upgradeButton.y = 50; upgradeButton.on('pointerdown', upgradeDefense); const moneyText = LK.getAsset('moneyText', 'texto', 0.5, 0.5); moneyText.x = 700; moneyText.y = 50; // Bucle principal function update(deltaTime) { // Actualizar elementos defenses.forEach(defense => defense.update()); enemies.forEach(enemy => enemy.update()); bullets.forEach(bullet => bullet.update()); suns.forEach(sun => sun.update()); // Generación automática if (Math.random() < 0.01 - (sunCounter * 0.0001)) spawnSun(); if (Math.random() < 0.02) spawnEnemy(); // Actualizar UI moneyText.text = `Dinero: $${money}`; checkCollisions(); } // Configuración inicial class Game { constructor() { this.backgroundColor = 0x87CEEB; LK.addEvent(buyButton); LK.addEvent(upgradeButton); LK.addEvent(moneyText); } }
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por eso, te dare el codigo para que lo pegues al motor y se ejecute
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Elimina todo el codigo por favor
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Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'x')' in or related to this line: 'sun.x = startX + (targetX - startX) * progress;' Line Number: 249
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Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'x')' in or related to this line: 'sun.x = startX + (targetX - startX) * progress;' Line Number: 245
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Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'x')' in or related to this line: 'sun.x = startX + (targetX - startX) * progress;' Line Number: 245
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'var startX = sun.x;' Line Number: 237
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'animateTo')' in or related to this line: 'sun.animateTo({' Line Number: 233
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mira las siguientes funciones que tengo para implementar: Cambios y Nuevas Funcionalidades Torreta Arquera: Se colocará delante de los pancakes. Disparará automáticamente a los monstruos en su línea. Tendrá un botón para mejorarla, aumentando su daño y velocidad de disparo. Recolección de Soles: Los soles se eliminarán al ser recolectados. Se añadirá una animación que simule el movimiento del sol hacia el contador. Código Actualizado javascript Copy /**** * Assets ****/ LK.init.shape('defense', { width: 100, height: 100, color: 0xeac299, shape: 'box' }); LK.init.shape('monster', { width: 100, height: 100, color: 0x0b0733, shape: 'box' }); LK.init.shape('pancake', { width: 100, height: 100, color: 0x89ee08, shape: 'box' }); LK.init.shape('sun', { width: 50, height: 50, color: 0xffd700, shape: 'circle' }); // Soles LK.init.shape('arrow', { width: 20, height: 40, color: 0xffffff, shape: 'triangle' }); // Flechas de la torreta /**** * Classes ****/ // Defense class representing the player's defense mechanism var Defense = Container.expand(function () { var self = Container.call(this); var defenseGraphics = self.attachAsset('defense', { anchorX: 0.5, anchorY: 0.5 }); self.damage = 10; // Initial damage self.attackSpeed = 2000; // Attack every 2 seconds self.attackInterval = setInterval(function () { attackMonsters(self); }, self.attackSpeed); // Function to upgrade defense self.upgrade = function () { self.damage += 5; // Increase damage clearInterval(self.attackInterval); // Reset attack interval self.attackSpeed -= 200; // Increase attack speed self.attackInterval = setInterval(function () { attackMonsters(self); }, self.attackSpeed); }; }); // Turret class representing an archer turret var Turret = Container.expand(function () { var self = Container.call(this); var turretGraphics = self.attachAsset('defense', { anchorX: 0.5, anchorY: 0.5, color: 0x00ff00 // Green color for turret }); self.damage = 15; // Initial damage self.attackSpeed = 1500; // Attack every 1.5 seconds self.attackInterval = setInterval(function () { shootArrow(self); }, self.attackSpeed); // Function to upgrade turret self.upgrade = function () { self.damage += 10; // Increase damage clearInterval(self.attackInterval); // Reset attack interval self.attackSpeed -= 250; // Increase attack speed self.attackInterval = setInterval(function () { shootArrow(self); }, self.attackSpeed); }; }); // Arrow class representing projectiles shot by the turret var Arrow = Container.expand(function () { var self = Container.call(this); var arrowGraphics = self.attachAsset('arrow', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; // Speed of the arrow self.damage = 15; // Damage of the arrow // Update function to move the arrow self.update = function () { self.x += self.speed; // Check if the arrow goes off-screen if (self.x > 2048) { game.removeChild(self); } // Check for collisions with monsters for (var i = monsters.length - 1; i >= 0; i--) { if (self.intersects(monsters[i])) { monsters[i].health -= self.damage; if (monsters[i].health <= 0) { monsters.splice(i, 1); // Remove dead monster game.removeChild(monsters[i]); soles += 10; // Reward for killing a monster actualizarSoles(); } game.removeChild(self); // Remove arrow after hitting a monster break; } } }; }); // Monster class representing enemies trying to eat pancakes var Monster = Container.expand(function () { var self = Container.call(this); var monsterGraphics = self.attachAsset('monster', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 2; // Speed at which the monster moves towards the pancakes self.health = 20; // Initial health // Update function to move the monster self.update = function () { self.y += self.speed; if (self.y > 2500) { // Monster reached the pancakes LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } }; }); // Pancake class representing the target to protect var Pancake = Container.expand(function () { var self = Container.call(this); var pancakeGraphics = self.attachAsset('pancake', { anchorX: 0.5, anchorY: 0.5 }); }); // Sun class representing the in-game currency var Sun = Container.expand(function () { var self = Container.call(this); var sunGraphics = self.attachAsset('sun', { anchorX: 0.5, anchorY: 0.5 }); self.on('down', collectSun); }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Init game with black background }); /**** * Game Code ****/ // Initialize game variables var soles = 50; // Initial resources var costoPlanta = 50; // Cost of a plant var costoTurret = 75; // Cost of a turret var costoMejora = 100; // Cost to upgrade a plant or turret var filas = 3; // Number of rows in the grid var columnas = 5; // Number of columns in the grid var monsters = []; // List of active monsters var pancakes = []; // List of pancakes var defenses = []; // List of active defenses var turrets = []; // List of active turrets var solesElement = document.createElement('div'); // UI element for soles // Create the game grid function crearGrid() { for (var i = 0; i < filas; i++) { for (var j = 0; j < columnas; j++) { var cell = new Container(); // Create a new container for each cell cell.x = j * 400; // Position cells based on column cell.y = i * 800; // Position cells based on row cell.on('down', colocarDefensa); // Allow placing defenses with a click game.addChild(cell); } } } // Function to place a defense (plant or turret) function colocarDefensa(event) { var cell = event.target; if (soles >= costoPlanta) { soles -= costoPlanta; // Subtract the cost of the plant actualizarSoles(); // Update the UI for soles var newDefense = new Defense(); newDefense.x = cell.x; newDefense.y = cell.y; defenses.push(newDefense); game.addChild(newDefense); } else if (soles >= costoTurret) { soles -= costoTurret; // Subtract the cost of the turret actualizarSoles(); // Update the UI for soles var newTurret = new Turret(); newTurret.x = cell.x; newTurret.y = cell.y; turrets.push(newTurret); game.addChild(newTurret); } } // Function to shoot an arrow from the turret function shootArrow(turret) { var newArrow = new Arrow(); newArrow.x = turret.x; newArrow.y = turret.y; game.addChild(newArrow); } // Function to collect suns with animation function collectSun(event) { var sun = event.target; // Animate the sun moving to the soles counter sun.animateTo({ x: 10, y: 10 }, 500, function () { game.removeChild(sun); // Remove the sun after animation soles += 25; // Add soles actualizarSoles(); }); } // Update the soles UI function actualizarSoles() { solesElement.textContent = "Soles: " + soles; } // Game update function called every tick game.update = function () { // Update all monsters for (var i = 0; i < monsters.length; i++) { monsters[i].update(); } // Spawn a new monster every 60 ticks if (LK.ticks % 60 === 0) { spawnMonster(); } // Spawn a new sun every 120 ticks if (LK.ticks % 120 === 0) { spawnSun(); } }; // Initialize pancakes at the bottom of the screen for (var i = 0; i < 5; i++) { var pancake = new Pancake(); pancake.x = (i + 1) * 400; // Spread pancakes evenly pancake.y = 2500; // Near the bottom of the screen pancakes.push(pancake); game.addChild(pancake); } // Initialize the game grid crearGrid(); // Add the soles UI to the screen solesElement.style.position = 'absolute'; solesElement.style.top = '10px'; solesElement.style.left = '10px'; solesElement.style.color = 'white'; solesElement.style.fontSize = '24px'; document.body.appendChild(solesElement); actualizarSoles(); Explicación de los Cambios Torreta Arquera: Se añadió la clase Turret que dispara flechas automáticamente. Las flechas (Arrow) se mueven en línea recta y dañan a los monstruos. La torreta se puede mejorar para aumentar su daño y velocidad de disparo. Recolección de Soles: Los soles ahora se eliminan después de ser recolectados. Se añadió una animación que mueve el sol hacia el contador de soles. Botón de Mejora: Las torretas y defensas se pueden mejorar gastando soles.
/**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB // Azul cielo }); /**** * Game Code ****/ // Configuración inicial LK.init.text('moneyText', { fontSize: 24, color: 0xFFFFFF }); LK.init.text('moneyText', { fontSize: 24, color: 0xFFFFFF }); LK.init.text('moneyText', { fontSize: 24, color: 0xFFFFFF }); LK.init.text('moneyText', { fontSize: 24, color: 0xFFFFFF }); function _typeof3(o) { "@babel/helpers - typeof"; return _typeof3 = "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; }, _typeof3(o); } function ___defineProperties(e, r) { for (var t = 0; t < r.length; t++) { var o = r[t]; o.enumerable = o.enumerable || !1, o.configurable = !0, "value" in o && (o.writable = !0), Object.defineProperty(e, _toPropertyKey3(o.key), o); } } function _createClass3(e, r, t) { return r && ___defineProperties(e.prototype, r), t && ___defineProperties(e, t), Object.defineProperty(e, "prototype", { writable: !1 }), e; } function _toPropertyKey3(t) { var i = _toPrimitive3(t, "string"); return "symbol" == _typeof3(i) ? i : i + ""; } function _toPrimitive3(t, r) { if ("object" != _typeof3(t) || !t) { return t; } var e = t[Symbol.toPrimitive]; if (void 0 !== e) { var i = e.call(t, r || "default"); if ("object" != _typeof3(i)) { return i; } throw new TypeError("@@toPrimitive must return a primitive value."); } return ("string" === r ? String : Number)(t); } function _classCallCheck3(a, n) { if (!(a instanceof n)) { throw new TypeError("Cannot call a class as a function"); } } LK.init.text('moneyText', { fontSize: 24, color: 0xFFFFFF }); function _typeof2(o) { "@babel/helpers - typeof"; return _typeof2 = "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; }, _typeof2(o); } function __defineProperties(e, r) { for (var t = 0; t < r.length; t++) { var o = r[t]; o.enumerable = o.enumerable || !1, o.configurable = !0, "value" in o && (o.writable = !0), Object.defineProperty(e, _toPropertyKey2(o.key), o); } } function _createClass2(e, r, t) { return r && __defineProperties(e.prototype, r), t && __defineProperties(e, t), Object.defineProperty(e, "prototype", { writable: !1 }), e; } function _toPropertyKey2(t) { var i = _toPrimitive2(t, "string"); return "symbol" == _typeof2(i) ? i : i + ""; } function _toPrimitive2(t, r) { if ("object" != _typeof2(t) || !t) { return t; } var e = t[Symbol.toPrimitive]; if (void 0 !== e) { var i = e.call(t, r || "default"); if ("object" != _typeof2(i)) { return i; } throw new TypeError("@@toPrimitive must return a primitive value."); } return ("string" === r ? String : Number)(t); } function _classCallCheck2(a, n) { if (!(a instanceof n)) { throw new TypeError("Cannot call a class as a function"); } } var Game = /*#__PURE__*/_createClass3(function Game() { _classCallCheck3(this, Game); this.backgroundColor = 0x87CEEB; // Azul cielo this.assets = { buyButton: LK.getAsset('buyBtn', { anchorX: 0.5, anchorY: 0.5 }), upgradeButton: LK.getAsset('upgradeBtn', { anchorX: 0.5, anchorY: 0.5 }), moneyText: LK.getAsset('moneyText', { anchorX: 0.5, anchorY: 0.5 }) }; }); 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); } function _classCallCheck(a, n) { if (!(a instanceof n)) { throw new TypeError("Cannot call a class as a function"); } } function _defineProperties(e, r) { for (var t = 0; t < r.length; t++) { var o = r[t]; o.enumerable = o.enumerable || !1, o.configurable = !0, "value" in o && (o.writable = !0), Object.defineProperty(e, _toPropertyKey(o.key), o); } } function _createClass(e, r, t) { return r && _defineProperties(e.prototype, r), t && _defineProperties(e, t), Object.defineProperty(e, "prototype", { writable: !1 }), e; } function _toPropertyKey(t) { var i = _toPrimitive(t, "string"); return "symbol" == _typeof(i) ? i : i + ""; } function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) { return t; } var e = t[Symbol.toPrimitive]; if (void 0 !== e) { var i = e.call(t, r || "default"); if ("object" != _typeof(i)) { return i; } throw new TypeError("@@toPrimitive must return a primitive value."); } return ("string" === r ? String : Number)(t); } var money = 50; var sunCounter = 0; var enemiesDefeated = 0; var bossAppearCount = 30; var lanes = [150, 300, 450, 600]; var currentDefenseLane = 0; var enemies = []; var defenses = []; var bullets = []; var suns = []; var Hero = /*#__PURE__*/function () { function Hero(lane) { var level = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 1; _classCallCheck3(this, Hero); this.object = LK.getAsset('defense', { anchorX: 0.5, anchorY: 0.5 }); this.object.x = 50; this.object.y = lanes[lane]; this.damage = 10 * level; this.fireRate = 1000; this.lastShot = Date.now(); this.lane = lane; this.level = level; } return _createClass3(Hero, [{ key: "update", value: function update() { if (Date.now() - this.lastShot > this.fireRate) { this.shoot(); this.lastShot = Date.now(); } } }, { key: "shoot", value: function shoot() { var bullet = new Bullet(this.object.x + 40, this.object.y, this.damage, this.lane); bullets.push(bullet); } }]); }(); var Enemy = /*#__PURE__*/function () { function Enemy(type, lane) { _classCallCheck2(this, Enemy); this.type = type; this.lane = lane; this.object = LK.getAsset(type, { anchorX: 0.5, anchorY: 0.5 }); this.object.x = 800; this.object.y = lanes[lane]; // Configurar propiedades según tipo switch (type) { case 'boss': this.health = 500; this.speed = 0.5; this.reward = 100; break; case 'fuerte': this.health = 100; this.speed = 1; this.reward = 50; break; case 'normal': this.health = 50; this.speed = 2; this.reward = 25; break; default: // débil this.health = 20; this.speed = 3; this.reward = 10; } } return _createClass2(Enemy, [{ key: "update", value: function update() { this.object.x -= this.speed; if (this.object.x < -50) { this.health = 0; } } }]); }(); var Bullet = /*#__PURE__*/function () { function Bullet(x, y, damage, lane) { _classCallCheck2(this, Bullet); this.object = LK.getAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); this.object.x = x; this.object.y = y; this.damage = damage; this.lane = lane; this.speed = 5; } return _createClass2(Bullet, [{ key: "update", value: function update() { this.object.x += this.speed; } }]); }(); var Sun = /*#__PURE__*/function () { function Sun() { _classCallCheck2(this, Sun); this.object = LK.getAsset('sun', { anchorX: 0.5, anchorY: 0.5 }); this.object.x = Math.random() * 700 + 50; this.object.y = -50; this.speed = 1; this.value = 25; } return _createClass2(Sun, [{ key: "update", value: function update() { this.object.y += this.speed; } }]); }(); // Sistema de defensas function createDefense() { if (money >= 50 && currentDefenseLane < 4) { defenses.push(new Hero(currentDefenseLane)); money -= 50; currentDefenseLane = (currentDefenseLane + 1) % 4; } } // Sistema de mejoras function upgradeDefense() { if (money >= 100) { defenses.forEach(function (defense) { defense.damage *= 1.5; defense.fireRate *= 0.9; defense.level++; }); money -= 100; } } // Sistema de enemigos function spawnEnemy() { var type = 'debil'; if (enemiesDefeated >= bossAppearCount) { type = 'boss'; bossAppearCount = Math.floor(bossAppearCount * 1.1); } else if (Math.random() < 0.1) { type = 'fuerte'; } else if (Math.random() < 0.3) { type = 'normal'; } var enemy = new Enemy(type, Math.floor(Math.random() * 4)); enemies.push(enemy); } // Sistema de soles function spawnSun() { suns.push(new Sun()); sunCounter++; } // Colisiones y lógica function checkCollisions() { for (var b = bullets.length - 1; b >= 0; b--) { for (var e = enemies.length - 1; e >= 0; e--) { var bullet = bullets[b]; var enemy = enemies[e]; if (Math.abs(bullet.object.x - enemy.object.x) < 30 && Math.abs(bullet.object.y - enemy.object.y) < 30 && bullet.lane === enemy.lane) { enemy.health -= bullet.damage; bullets.splice(b, 1); if (enemy.health <= 0) { money += enemy.reward; enemiesDefeated++; enemies.splice(e, 1); } break; } } } } // Interfaz de usuario var buyButton = LK.getAsset('buyBtn', { anchorX: 0.5, anchorY: 0.5 }); buyButton.x = 50; buyButton.y = 50; buyButton.on('pointerdown', createDefense); var upgradeButton = LK.getAsset('upgradeBtn', { anchorX: 0.5, anchorY: 0.5 }); upgradeButton.x = 150; upgradeButton.y = 50; upgradeButton.on('pointerdown', upgradeDefense); var moneyText = LK.getAsset('moneyText', { anchorX: 0.5, anchorY: 0.5 }); moneyText.x = 700; moneyText.y = 50; // Bucle principal function update(deltaTime) { // Actualizar elementos defenses.forEach(function (defense) { return defense.update(); }); enemies.forEach(function (enemy) { return enemy.update(); }); bullets.forEach(function (bullet) { return bullet.update(); }); suns.forEach(function (sun) { return sun.update(); }); // Generación automática if (Math.random() < Math.max(0.01 - sunCounter * 0.0001, 0.001)) { spawnSun(); } if (Math.random() < 0.02) { spawnEnemy(); } // Actualizar UI moneyText.text = "Dinero: $".concat(money); checkCollisions(); } // Add the update loop to the game game.update = function () { update(); };
===================================================================
--- original.js
+++ change.js
@@ -20,8 +20,12 @@
LK.init.text('moneyText', {
fontSize: 24,
color: 0xFFFFFF
});
+LK.init.text('moneyText', {
+ fontSize: 24,
+ color: 0xFFFFFF
+});
function _typeof3(o) {
"@babel/helpers - typeof";
return _typeof3 = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) {
return typeof o;