User prompt
que los objetos jiren y se muevan ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
que el fondo del menu tenga obgetos girando por la pantalla ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'ReferenceError: scoreTxt is not defined' in or related to this line: 'scoreTxt.setText('Score: ' + LK.getScore());' Line Number: 1576
User prompt
Please fix the bug: 'Uncaught ReferenceError: waveTxt is not defined' in or related to this line: 'waveTxt.setText('Wave: ' + currentWave);' Line Number: 1360
User prompt
Please fix the bug: 'LK.setSoundVolume is not a function' in or related to this line: 'LK.setSoundVolume(gameOptions.soundVolume / 100);' Line Number: 606
User prompt
Please fix the bug: 'storage.get is not a function' in or related to this line: 'var savedOptions = storage.get('gameOptions');' Line Number: 583 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
has funsionar las obciones
User prompt
Please fix the bug: 'Uncaught ReferenceError: waveTxt is not defined' in or related to this line: 'waveTxt.setText('Wave: ' + currentWave);' Line Number: 1124
User prompt
crea un menu con las obciones de jugar creditos y obciones
User prompt
que el menu tenga jugar obciones y creditos
User prompt
que haya un menu prinsipal
User prompt
que haya un menu prinsipal con los botones obciones de sonido empesar y creditos.ademas de que el fondo sea de cascos espadas y escudos
User prompt
que cada 5 ordas haya un jefe final que al morir nos de un multiplicador por 5 de daño por 3 rondas ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
que la piedra sean ataques infinitos ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
que la piedra se dirija al enrmigo apenas se presione el boton ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
que haya un ataque que sea lejano que lanse una piedra teledirigida ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
que cada 100000 de puntage lanse confeti y le triplique el daño a la foca por 10 segundos ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
y que ademas de curar a la foca le de un escudo que dure 5 segundos y le de imunidad ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
cada fin de una horda se le dara a la foca un pescado para curarse ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
los ataques tienen que ser instantaneos apenas toque el boton ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
que al atacar no se aga daño por 3 segundos ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
que tengan botones rojos por ataque
User prompt
que cada ataque tenga distintas animaciones ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
que cada ataque se actibe con un boton en la pantalla
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of null (reading 'takeDamage')' in or related to this line: 'target.takeDamage(attack.damage);' Line Number: 188
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var HealthBar = Container.expand(function (maxHealth) {
var self = Container.call(this);
self.maxHealth = maxHealth || 100;
self.currentHealth = self.maxHealth;
var bgBar = self.attachAsset('healthBarBg', {
anchorX: 0.5,
anchorY: 0.5
});
var healthBar = self.attachAsset('healthBar', {
anchorX: 0,
anchorY: 0.5,
x: -50
});
self.updateHealth = function (health) {
self.currentHealth = Math.max(0, health);
var healthPercent = self.currentHealth / self.maxHealth;
healthBar.width = 100 * healthPercent;
if (healthPercent > 0.6) {
healthBar.tint = 0x00FF00; // Green
} else if (healthPercent > 0.3) {
healthBar.tint = 0xFFFF00; // Yellow
} else {
healthBar.tint = 0xFF0000; // Red
}
};
return self;
});
var Seal = Container.expand(function (isPlayer) {
var self = Container.call(this);
self.isPlayer = isPlayer || false;
self.maxHealth = 100;
self.currentHealth = self.maxHealth;
self.attackDamage = 25;
self.speed = 3;
self.lastAttackTime = 0;
self.attackCooldown = 1000; // 1 second
self.isInvincible = false;
self.invincibilityDuration = 3000; // 3 seconds
var sealBody = self.attachAsset(isPlayer ? 'playerSeal' : 'enemySeal', {
anchorX: 0.5,
anchorY: 0.5
});
self.healthBar = self.addChild(new HealthBar(self.maxHealth));
self.healthBar.y = -80;
self.takeDamage = function (damage) {
// Check if invincible
if (self.isInvincible) {
return; // No damage during invincibility
}
// Check if player has shield active
if (self.isPlayer && shieldActive) {
return; // No damage during shield
}
self.currentHealth -= damage;
self.healthBar.updateHealth(self.currentHealth);
// Flash effect when taking damage
LK.effects.flashObject(self, 0xFFFFFF, 200);
if (self.currentHealth <= 0) {
self.die();
}
};
self.die = function () {
LK.getSound('defeat').play();
self.isDead = true;
// Death animation
tween(self, {
alpha: 0,
scaleX: 0.5,
scaleY: 0.5
}, {
duration: 500,
onFinish: function onFinish() {
if (self.parent) {
self.destroy();
}
}
});
};
// Attack system properties
self.currentAttack = 0; // 0-4 for different attacks
self.isCharging = false;
self.chargeStartTime = 0;
self.chargingIndicator = null;
// Define 5 different attacks with different charge times and effects
self.attackTypes = [{
name: 'Quick Strike',
chargeTime: 200,
// 0.2 seconds
damage: 15,
color: 0xFFFF00,
scale: 1.1
}, {
name: 'Power Slam',
chargeTime: 800,
// 0.8 seconds
damage: 35,
color: 0xFF4500,
scale: 1.3
}, {
name: 'Spinning Attack',
chargeTime: 1200,
// 1.2 seconds
damage: 45,
color: 0x9932CC,
scale: 1.4
}, {
name: 'Devastating Blow',
chargeTime: 2000,
// 2 seconds
damage: 60,
color: 0xFF0000,
scale: 1.6
}, {
name: 'Ultimate Strike',
chargeTime: 3000,
// 3 seconds
damage: 80,
color: 0x00FFFF,
scale: 1.8
}, {
name: 'Stone Throw',
chargeTime: 1000,
// 1 second
damage: 40,
color: 0x8B4513,
scale: 1.2,
ranged: true
}];
self.startCharging = function () {
if (self.isCharging) return;
self.isCharging = true;
self.chargeStartTime = Date.now();
// Create charging indicator
if (!self.chargingIndicator) {
self.chargingIndicator = self.addChild(LK.getAsset('healthBar', {
anchorX: 0.5,
anchorY: 0.5,
y: -100,
width: 0,
height: 8
}));
}
var attack = self.attackTypes[self.currentAttack];
self.chargingIndicator.tint = attack.color;
self.chargingIndicator.visible = true;
// Animate charging indicator
tween(self.chargingIndicator, {
width: 120
}, {
duration: attack.chargeTime,
easing: tween.linear
});
// Charging visual effect on seal
tween(self, {
tint: attack.color
}, {
duration: attack.chargeTime / 4,
easing: tween.easeInOut
});
};
self.releaseAttack = function (target) {
if (!self.isCharging) return;
var currentTime = Date.now();
var chargeTime = currentTime - self.chargeStartTime;
var attack = self.attackTypes[self.currentAttack];
// Stop charging
self.isCharging = false;
if (self.chargingIndicator) {
self.chargingIndicator.visible = false;
tween.stop(self.chargingIndicator);
}
// Reset seal color
tween.stop(self);
tween(self, {
tint: 0xFFFFFF
}, {
duration: 200
});
// Check if we have a valid target before attacking
if (!target) return;
// Check if charge time was sufficient
if (chargeTime >= attack.chargeTime) {
// Full power attack
target.takeDamage(attack.damage);
LK.getSound('hit').play();
// Attack animation based on attack type
if (self.currentAttack === 0) {
// Quick Strike - Fast dart forward
var originalX = self.x;
var originalY = self.y;
var angle = Math.atan2(target.y - self.y, target.x - self.x);
tween(self, {
x: self.x + Math.cos(angle) * 30,
y: self.y + Math.sin(angle) * 30,
scaleX: attack.scale,
scaleY: attack.scale
}, {
duration: 100,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(self, {
x: originalX,
y: originalY,
scaleX: 1,
scaleY: 1
}, {
duration: 100,
easing: tween.easeIn
});
}
});
} else if (self.currentAttack === 1) {
// Power Slam - Bounce up and down
tween(self, {
y: self.y - 40,
scaleX: attack.scale,
scaleY: attack.scale * 1.2
}, {
duration: 200,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(self, {
y: self.y + 40,
scaleX: 1,
scaleY: 0.8
}, {
duration: 150,
easing: tween.bounceOut,
onFinish: function onFinish() {
tween(self, {
scaleY: 1
}, {
duration: 100
});
}
});
}
});
} else if (self.currentAttack === 2) {
// Spinning Attack - Full rotation with scale
tween(self, {
rotation: Math.PI * 2,
scaleX: attack.scale,
scaleY: attack.scale
}, {
duration: 300,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(self, {
rotation: 0,
scaleX: 1,
scaleY: 1
}, {
duration: 200
});
}
});
} else if (self.currentAttack === 3) {
var _doPulse = function doPulse() {
tween(self, {
scaleX: attack.scale,
scaleY: attack.scale,
tint: 0xFF4444
}, {
duration: 80,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(self, {
scaleX: 1.1,
scaleY: 1.1,
tint: 0xFFFFFF
}, {
duration: 80,
easing: tween.easeIn,
onFinish: function onFinish() {
pulseCount++;
if (pulseCount < maxPulses) {
_doPulse();
} else {
tween(self, {
scaleX: 1,
scaleY: 1
}, {
duration: 100
});
}
}
});
}
});
};
// Devastating Blow - Multiple quick pulses
var pulseCount = 0;
var maxPulses = 3;
_doPulse();
} else if (self.currentAttack === 4) {
var _doShake = function doShake() {
var shakeAmount = 15;
tween(self, {
x: originalX + (Math.random() - 0.5) * shakeAmount,
y: originalY + (Math.random() - 0.5) * shakeAmount,
scaleX: 1 + shakeCount * 0.1,
scaleY: 1 + shakeCount * 0.1
}, {
duration: 50,
onFinish: function onFinish() {
shakeCount++;
if (shakeCount < maxShakes) {
_doShake();
} else {
// Final explosive strike
tween(self, {
x: originalX,
y: originalY,
scaleX: attack.scale,
scaleY: attack.scale,
tint: 0x00FFFF
}, {
duration: 200,
easing: tween.elasticOut,
onFinish: function onFinish() {
tween(self, {
scaleX: 1,
scaleY: 1,
tint: 0xFFFFFF
}, {
duration: 300,
easing: tween.easeOut
});
}
});
}
}
});
};
// Ultimate Strike - Charge up with shake then explosive strike
var originalX = self.x;
var originalY = self.y;
var shakeCount = 0;
var maxShakes = 8;
_doShake();
}
// Flash effect with attack color
LK.effects.flashObject(target, attack.color, 300);
// Activate invincibility for 3 seconds
self.isInvincible = true;
// Visual feedback for invincibility - make seal semi-transparent and glow
tween(self, {
alpha: 0.6,
tint: 0x00FFFF
}, {
duration: 200,
onFinish: function onFinish() {
// Pulsing effect during invincibility
var _pulseEffect = function pulseEffect() {
if (self.isInvincible) {
tween(self, {
alpha: 0.4
}, {
duration: 300,
onFinish: function onFinish() {
if (self.isInvincible) {
tween(self, {
alpha: 0.6
}, {
duration: 300,
onFinish: _pulseEffect
});
}
}
});
}
};
_pulseEffect();
}
});
// End invincibility after duration
LK.setTimeout(function () {
self.isInvincible = false;
// Restore normal appearance
tween(self, {
alpha: 1,
tint: 0xFFFFFF
}, {
duration: 300
});
}, self.invincibilityDuration);
} else {
// Partial charge - reduced damage
var chargePercent = chargeTime / attack.chargeTime;
var reducedDamage = Math.floor(attack.damage * chargePercent * 0.5);
if (reducedDamage > 0 && target) {
target.takeDamage(reducedDamage);
LK.getSound('hit').play();
}
// Weak attack animation
tween(self, {
scaleX: 1.05,
scaleY: 1.05
}, {
duration: 100,
onFinish: function onFinish() {
tween(self, {
scaleX: 1,
scaleY: 1
}, {
duration: 100
});
}
});
}
};
self.cycleAttack = function () {
if (!self.isCharging) {
self.currentAttack = (self.currentAttack + 1) % 6;
}
};
self.attack = function (target) {
var currentTime = Date.now();
if (currentTime - self.lastAttackTime > self.attackCooldown) {
target.takeDamage(self.attackDamage);
LK.getSound('hit').play();
self.lastAttackTime = currentTime;
// Attack animation
tween(self, {
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 100,
onFinish: function onFinish() {
tween(self, {
scaleX: 1,
scaleY: 1
}, {
duration: 100
});
}
});
}
};
return self;
});
var EnemySeal = Seal.expand(function () {
var self = Seal.call(this, false);
self.moveDirection = Math.random() * Math.PI * 2;
self.directionChangeTime = 0;
self.lastPlayerDistance = 1000;
self.update = function () {
if (self.isDead) return;
// Change direction occasionally
if (LK.ticks % 120 === 0) {
self.moveDirection = Math.random() * Math.PI * 2;
}
// Move towards player if close enough
var distanceToPlayer = Math.sqrt(Math.pow(player.x - self.x, 2) + Math.pow(player.y - self.y, 2));
if (distanceToPlayer < 300) {
var angleToPlayer = Math.atan2(player.y - self.y, player.x - self.x);
self.moveDirection = angleToPlayer;
}
// Move
self.x += Math.cos(self.moveDirection) * self.speed;
self.y += Math.sin(self.moveDirection) * self.speed;
// Keep within arena bounds
var centerX = 2048 / 2;
var centerY = 2732 / 2;
var arenaRadius = 700;
var distFromCenter = Math.sqrt(Math.pow(self.x - centerX, 2) + Math.pow(self.y - centerY, 2));
if (distFromCenter > arenaRadius) {
var angleToCenter = Math.atan2(centerY - self.y, centerX - self.x);
self.moveDirection = angleToCenter;
}
// Attack player if touching
if (self.intersects(player) && !player.isDead) {
self.attack(player);
}
};
return self;
});
var Stone = Container.expand(function (target) {
var self = Container.call(this);
var stoneGraphics = self.attachAsset('stone', {
anchorX: 0.5,
anchorY: 0.5
});
self.target = target;
self.speed = 8;
self.damage = 40;
self.lifetime = 0;
self.maxLifetime = 3000; // 3 seconds max
self.update = function () {
if (!self.target || self.target.isDead) {
// Remove stone if target is dead
if (self.parent) {
self.destroy();
}
return;
}
// Calculate direction to target
var dx = self.target.x - self.x;
var dy = self.target.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
// Normalize direction and move towards target
if (distance > 0) {
self.x += dx / distance * self.speed;
self.y += dy / distance * self.speed;
}
// Check collision with target
if (self.intersects(self.target)) {
self.target.takeDamage(self.damage);
LK.getSound('hit').play();
LK.effects.flashObject(self.target, 0x8B4513, 300);
if (self.parent) {
self.destroy();
}
return;
}
// Remove stone after maximum lifetime
self.lifetime += 16; // Approximate frame time at 60fps
if (self.lifetime > self.maxLifetime) {
if (self.parent) {
self.destroy();
}
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x2F4F4F
});
/****
* Game Code
****/
// Game variables
var player;
var enemies = [];
var stones = [];
var currentWave = 1;
var enemiesInWave = 3;
var waveStartTime = 0;
var dragNode = null;
var gameState = 'playing'; // 'playing', 'waveComplete', 'gameOver'
var healingFish = null;
var shieldActive = false;
var shieldDuration = 5000; // 5 seconds
var lastScoreMilestone = 0;
var damageMultiplier = 1;
var damageBoostActive = false;
var damageBoostDuration = 10000; // 10 seconds
// Create arena
var arenaOuter = game.addChild(LK.getAsset('arena', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
}));
var arenaInner = game.addChild(LK.getAsset('arenaFloor', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
}));
// Create player
player = game.addChild(new Seal(true));
player.x = 2048 / 2;
player.y = 2732 / 2 + 200;
// UI Elements
var scoreTxt = new Text2('Score: 0', {
size: 60,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0, 0);
scoreTxt.x = 120;
scoreTxt.y = 50;
LK.gui.topLeft.addChild(scoreTxt);
var waveTxt = new Text2('Wave: 1', {
size: 60,
fill: 0xFFFFFF
});
waveTxt.anchor.set(1, 0);
LK.gui.topRight.addChild(waveTxt);
// Attack type display
var attackTxt = new Text2('Attack: Quick Strike', {
size: 40,
fill: 0xFFFF00
});
attackTxt.anchor.set(0.5, 0);
attackTxt.y = 50;
LK.gui.top.addChild(attackTxt);
// Create attack buttons
var attackButtons = [];
for (var i = 0; i < 6; i++) {
var button = new Container();
var buttonBg = button.attachAsset('healthBarBg', {
anchorX: 0.5,
anchorY: 0.5,
width: 160,
height: 80
});
// Make button background red
buttonBg.tint = 0xFF0000;
var buttonText = new Text2(player.attackTypes[i].name, {
size: 24,
fill: 0xFFFFFF
});
buttonText.anchor.set(0.5, 0.5);
button.addChild(buttonText);
// Position buttons horizontally across bottom of screen
button.x = (i - 2.5) * 160;
button.y = -120;
// Store button index for reference
button.attackIndex = i;
// Button click handler
button.down = function (x, y, obj) {
if (gameState === 'playing' && !player.isDead) {
player.currentAttack = this.attackIndex;
attackTxt.setText('Attack: ' + player.attackTypes[player.currentAttack].name);
attackTxt.tint = player.attackTypes[player.currentAttack].color;
// Find closest enemy and attack instantly
var closestEnemy = null;
var closestDistance = Infinity;
for (var k = 0; k < enemies.length; k++) {
var enemy = enemies[k];
if (enemy && !enemy.isDead) {
var distance = Math.sqrt(Math.pow(player.x - enemy.x, 2) + Math.pow(player.y - enemy.y, 2));
if (distance < closestDistance && distance < 200) {
// Attack range
closestDistance = distance;
closestEnemy = enemy;
}
}
}
// Execute instant attack if enemy in range
if (closestEnemy) {
var attack = player.attackTypes[player.currentAttack];
var finalDamage = attack.damage * damageMultiplier;
closestEnemy.takeDamage(finalDamage);
LK.getSound('hit').play();
// Execute attack animation instantly
if (player.currentAttack === 0) {
// Quick Strike - Fast dart forward
var originalX = player.x;
var originalY = player.y;
var angle = Math.atan2(closestEnemy.y - player.y, closestEnemy.x - player.x);
tween(player, {
x: player.x + Math.cos(angle) * 30,
y: player.y + Math.sin(angle) * 30,
scaleX: attack.scale,
scaleY: attack.scale
}, {
duration: 100,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(player, {
x: originalX,
y: originalY,
scaleX: 1,
scaleY: 1
}, {
duration: 100,
easing: tween.easeIn
});
}
});
} else if (player.currentAttack === 1) {
// Power Slam - Bounce up and down
tween(player, {
y: player.y - 40,
scaleX: attack.scale,
scaleY: attack.scale * 1.2
}, {
duration: 200,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(player, {
y: player.y + 40,
scaleX: 1,
scaleY: 0.8
}, {
duration: 150,
easing: tween.bounceOut,
onFinish: function onFinish() {
tween(player, {
scaleY: 1
}, {
duration: 100
});
}
});
}
});
} else if (player.currentAttack === 2) {
// Spinning Attack - Full rotation with scale
tween(player, {
rotation: Math.PI * 2,
scaleX: attack.scale,
scaleY: attack.scale
}, {
duration: 300,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(player, {
rotation: 0,
scaleX: 1,
scaleY: 1
}, {
duration: 200
});
}
});
} else if (player.currentAttack === 3) {
// Devastating Blow - Multiple quick pulses
var pulseCount = 0;
var maxPulses = 3;
var _doPulse2 = function doPulse() {
tween(player, {
scaleX: attack.scale,
scaleY: attack.scale,
tint: 0xFF4444
}, {
duration: 80,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(player, {
scaleX: 1.1,
scaleY: 1.1,
tint: 0xFFFFFF
}, {
duration: 80,
easing: tween.easeIn,
onFinish: function onFinish() {
pulseCount++;
if (pulseCount < maxPulses) {
_doPulse2();
} else {
tween(player, {
scaleX: 1,
scaleY: 1
}, {
duration: 100
});
}
}
});
}
});
};
_doPulse2();
} else if (player.currentAttack === 4) {
// Ultimate Strike - Charge up with shake then explosive strike
var originalX = player.x;
var originalY = player.y;
var shakeCount = 0;
var maxShakes = 8;
var _doShake2 = function doShake() {
var shakeAmount = 15;
tween(player, {
x: originalX + (Math.random() - 0.5) * shakeAmount,
y: originalY + (Math.random() - 0.5) * shakeAmount,
scaleX: 1 + shakeCount * 0.1,
scaleY: 1 + shakeCount * 0.1
}, {
duration: 50,
onFinish: function onFinish() {
shakeCount++;
if (shakeCount < maxShakes) {
_doShake2();
} else {
// Final explosive strike
tween(player, {
x: originalX,
y: originalY,
scaleX: attack.scale,
scaleY: attack.scale,
tint: 0x00FFFF
}, {
duration: 200,
easing: tween.elasticOut,
onFinish: function onFinish() {
tween(player, {
scaleX: 1,
scaleY: 1,
tint: 0xFFFFFF
}, {
duration: 300,
easing: tween.easeOut
});
}
});
}
}
});
};
_doShake2();
} else if (player.currentAttack === 5) {
// Stone Throw - Ranged guided attack
// Find closest enemy for stone targeting
var stoneTarget = null;
var closestStoneDistance = Infinity;
for (var m = 0; m < enemies.length; m++) {
var enemy = enemies[m];
if (enemy && !enemy.isDead) {
var distance = Math.sqrt(Math.pow(player.x - enemy.x, 2) + Math.pow(player.y - enemy.y, 2));
if (distance < closestStoneDistance) {
closestStoneDistance = distance;
stoneTarget = enemy;
}
}
}
if (stoneTarget) {
var stone = new Stone(stoneTarget);
stone.x = player.x;
stone.y = player.y;
stones.push(stone);
game.addChild(stone);
// Throwing animation
tween(player, {
scaleX: attack.scale,
scaleY: attack.scale,
rotation: Math.PI / 4
}, {
duration: 150,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(player, {
scaleX: 1,
scaleY: 1,
rotation: 0
}, {
duration: 150,
easing: tween.easeIn
});
}
});
}
}
// Flash effect with attack color
if (closestEnemy) {
LK.effects.flashObject(closestEnemy, attack.color, 300);
}
// Activate invincibility for 3 seconds
player.isInvincible = true;
// Visual feedback for invincibility - make seal semi-transparent and glow
tween(player, {
alpha: 0.6,
tint: 0x00FFFF
}, {
duration: 200,
onFinish: function onFinish() {
// Pulsing effect during invincibility
var _pulseEffect2 = function pulseEffect() {
if (player.isInvincible) {
tween(player, {
alpha: 0.4
}, {
duration: 300,
onFinish: function onFinish() {
if (player.isInvincible) {
tween(player, {
alpha: 0.6
}, {
duration: 300,
onFinish: _pulseEffect2
});
}
}
});
}
};
_pulseEffect2();
}
});
// End invincibility after duration
LK.setTimeout(function () {
player.isInvincible = false;
// Restore normal appearance
tween(player, {
alpha: 1,
tint: 0xFFFFFF
}, {
duration: 300
});
}, player.invincibilityDuration);
LK.setScore(LK.getScore() + 100);
scoreTxt.setText('Score: ' + LK.getScore());
checkScoreMilestone();
}
// Update button visual states
for (var j = 0; j < attackButtons.length; j++) {
if (j === player.currentAttack) {
attackButtons[j].children[0].tint = 0xFFAAAA; // Lighter red for selected
attackButtons[j].children[1].tint = 0x000000;
} else {
attackButtons[j].children[0].tint = 0xFF0000; // Red for unselected
attackButtons[j].children[1].tint = 0xFFFFFF;
}
}
}
};
attackButtons.push(button);
LK.gui.bottom.addChild(button);
}
// Set initial button states
attackButtons[0].children[0].tint = 0xFFAAAA; // Lighter red for selected
attackButtons[0].children[1].tint = 0x000000;
for (var i = 1; i < attackButtons.length; i++) {
attackButtons[i].children[0].tint = 0xFF0000; // Red for unselected
attackButtons[i].children[1].tint = 0xFFFFFF;
}
// Instructions
var instructionTxt = new Text2('Select attack with buttons | Touch buttons to attack nearby enemies', {
size: 30,
fill: 0xCCCCCC
});
instructionTxt.anchor.set(0.5, 1);
instructionTxt.y = -40;
LK.gui.bottom.addChild(instructionTxt);
// Functions
function spawnWave() {
enemies = [];
waveStartTime = Date.now();
for (var i = 0; i < enemiesInWave; i++) {
var enemy = game.addChild(new EnemySeal());
// Spawn enemies around the arena edge
var angle = i / enemiesInWave * Math.PI * 2;
var spawnRadius = 500;
enemy.x = 2048 / 2 + Math.cos(angle) * spawnRadius;
enemy.y = 2732 / 2 + Math.sin(angle) * spawnRadius;
enemies.push(enemy);
}
waveTxt.setText('Wave: ' + currentWave);
gameState = 'playing';
}
function createConfetti() {
// Create multiple confetti pieces
for (var i = 0; i < 50; i++) {
var confetti = game.addChild(LK.getAsset('healthBar', {
anchorX: 0.5,
anchorY: 0.5,
width: 10 + Math.random() * 10,
height: 10 + Math.random() * 10,
x: Math.random() * 2048,
y: -50
}));
// Random colors for confetti
var colors = [0xFF0000, 0x00FF00, 0x0000FF, 0xFFFF00, 0xFF00FF, 0x00FFFF];
confetti.tint = colors[Math.floor(Math.random() * colors.length)];
// Animate confetti falling
tween(confetti, {
y: 2732 + 100,
rotation: Math.PI * 4 * (Math.random() - 0.5),
x: confetti.x + (Math.random() - 0.5) * 200
}, {
duration: 3000 + Math.random() * 2000,
easing: tween.easeOut,
onFinish: function onFinish() {
if (this.parent) {
this.destroy();
}
}
});
}
}
function checkScoreMilestone() {
var currentScore = LK.getScore();
var currentMilestone = Math.floor(currentScore / 100000);
if (currentMilestone > lastScoreMilestone) {
lastScoreMilestone = currentMilestone;
// Launch confetti
createConfetti();
// Activate triple damage for 10 seconds
damageMultiplier = 3;
damageBoostActive = true;
// Visual feedback for damage boost
tween(player, {
tint: 0xFF4500 // Orange glow for damage boost
}, {
duration: 300,
onFinish: function onFinish() {
// Pulsing effect during damage boost
var _pulseDamageBoost = function pulseDamageBoost() {
if (damageBoostActive) {
tween(player, {
scaleX: 1.1,
scaleY: 1.1
}, {
duration: 500,
onFinish: function onFinish() {
if (damageBoostActive) {
tween(player, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 500,
onFinish: _pulseDamageBoost
});
}
}
});
}
};
_pulseDamageBoost();
}
});
// End damage boost after duration
LK.setTimeout(function () {
damageMultiplier = 1;
damageBoostActive = false;
// Restore normal appearance
tween(player, {
tint: 0xFFFFFF,
scaleX: 1,
scaleY: 1
}, {
duration: 500
});
}, damageBoostDuration);
// Flash screen to indicate milestone
LK.effects.flashScreen(0xFFD700, 1000);
}
}
function spawnHealingFish() {
if (healingFish) return; // Don't spawn if fish already exists
healingFish = game.addChild(LK.getAsset('fish', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2 - 150
}));
// Animate fish floating and glowing
tween(healingFish, {
y: healingFish.y - 20,
tint: 0x00FFFF
}, {
duration: 1000,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(healingFish, {
y: healingFish.y + 20,
tint: 0xFFFFFF
}, {
duration: 1000,
easing: tween.easeInOut,
onFinish: function onFinish() {
if (healingFish && healingFish.parent) {
spawnHealingFish(); // Continue animation loop
}
}
});
}
});
// Make fish clickable for healing
healingFish.down = function (x, y, obj) {
if (player && !player.isDead) {
// Heal player to full health
player.currentHealth = player.maxHealth;
player.healthBar.updateHealth(player.currentHealth);
// Activate shield for 5 seconds
shieldActive = true;
// Visual feedback for shield - golden glow
tween(player, {
alpha: 0.8,
tint: 0xFFD700 // Golden color for shield
}, {
duration: 300,
onFinish: function onFinish() {
// Pulsing shield effect
var _shieldPulse = function shieldPulse() {
if (shieldActive) {
tween(player, {
alpha: 0.6
}, {
duration: 400,
onFinish: function onFinish() {
if (shieldActive) {
tween(player, {
alpha: 0.8
}, {
duration: 400,
onFinish: _shieldPulse
});
}
}
});
}
};
_shieldPulse();
}
});
// End shield after duration
LK.setTimeout(function () {
shieldActive = false;
// Restore normal appearance
tween(player, {
alpha: 1,
tint: 0xFFFFFF
}, {
duration: 500
});
}, shieldDuration);
// Fish consumption animation
tween(healingFish, {
scaleX: 1.5,
scaleY: 1.5,
alpha: 0,
tint: 0x00FF00
}, {
duration: 500,
easing: tween.easeOut,
onFinish: function onFinish() {
if (healingFish && healingFish.parent) {
healingFish.destroy();
healingFish = null;
}
}
});
// Flash player green to show healing
LK.effects.flashObject(player, 0x00FF00, 500);
}
};
}
function nextWave() {
currentWave++;
enemiesInWave += 2; // Increase difficulty
// Spawn healing fish at the end of each wave
spawnHealingFish();
LK.setTimeout(function () {
spawnWave();
}, 2000);
gameState = 'waveComplete';
}
function checkWaveComplete() {
var aliveEnemies = 0;
for (var i = 0; i < enemies.length; i++) {
if (enemies[i] && !enemies[i].isDead) {
aliveEnemies++;
}
}
if (aliveEnemies === 0 && gameState === 'playing') {
// Wave complete bonus
var timeBonus = Math.max(0, 10000 - (Date.now() - waveStartTime)) / 100;
LK.setScore(LK.getScore() + 500 + Math.floor(timeBonus));
scoreTxt.setText('Score: ' + LK.getScore());
checkScoreMilestone();
if (currentWave >= 5) {
// Victory condition
LK.showYouWin();
} else {
nextWave();
}
}
}
// Input handling
game.down = function (x, y, obj) {
if (gameState === 'playing' && !player.isDead) {
// Start dragging for positioning
dragNode = player;
}
};
game.move = function (x, y, obj) {
if (dragNode && gameState === 'playing' && !player.isDead) {
dragNode.x = x;
dragNode.y = y;
// Keep player within arena bounds
var centerX = 2048 / 2;
var centerY = 2732 / 2;
var arenaRadius = 700;
var distFromCenter = Math.sqrt(Math.pow(dragNode.x - centerX, 2) + Math.pow(dragNode.y - centerY, 2));
if (distFromCenter > arenaRadius) {
var angle = Math.atan2(dragNode.y - centerY, dragNode.x - centerX);
dragNode.x = centerX + Math.cos(angle) * arenaRadius;
dragNode.y = centerY + Math.sin(angle) * arenaRadius;
}
}
};
game.up = function (x, y, obj) {
dragNode = null;
};
// Main game loop
game.update = function () {
if (gameState === 'playing') {
// Update and clean up stone projectiles
for (var i = stones.length - 1; i >= 0; i--) {
var stone = stones[i];
if (stone && stone.parent) {
// Stone is still active, update handled by stone.update()
} else {
// Stone was destroyed, remove from array
stones.splice(i, 1);
}
}
// Remove dead enemies from array and handle enemy updates
for (var i = enemies.length - 1; i >= 0; i--) {
var enemy = enemies[i];
if (enemy && enemy.isDead) {
enemies.splice(i, 1);
}
}
// Check if player is dead
if (player.isDead) {
gameState = 'gameOver';
LK.setTimeout(function () {
LK.showGameOver();
}, 1000);
}
// Check wave completion
checkWaveComplete();
}
};
// Start first wave
spawnWave(); ===================================================================
--- original.js
+++ change.js
@@ -805,10 +805,23 @@
};
_doShake2();
} else if (player.currentAttack === 5) {
// Stone Throw - Ranged guided attack
- if (closestEnemy) {
- var stone = new Stone(closestEnemy);
+ // Find closest enemy for stone targeting
+ var stoneTarget = null;
+ var closestStoneDistance = Infinity;
+ for (var m = 0; m < enemies.length; m++) {
+ var enemy = enemies[m];
+ if (enemy && !enemy.isDead) {
+ var distance = Math.sqrt(Math.pow(player.x - enemy.x, 2) + Math.pow(player.y - enemy.y, 2));
+ if (distance < closestStoneDistance) {
+ closestStoneDistance = distance;
+ stoneTarget = enemy;
+ }
+ }
+ }
+ if (stoneTarget) {
+ var stone = new Stone(stoneTarget);
stone.x = player.x;
stone.y = player.y;
stones.push(stone);
game.addChild(stone);
arena de sumo de pixeles. In-Game asset. 2d. High contrast. No shadows
una foca de pixeles con armadura de gladiador. In-Game asset. 2d. High contrast. No shadows
pes de pixeles. In-Game asset. 2d. High contrast. No shadows
piedra de pixeles. In-Game asset. 2d. High contrast. No shadows
casco de gladiador de pixeles. In-Game asset. 2d. High contrast. No shadows
peto de pixeles. In-Game asset. 2d. High contrast. No shadows
espada de pixeles orizontal. In-Game asset. 2d. High contrast. No shadows
boton azul de pixeles. In-Game asset. 2d. High contrast. No shadows