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 MainMenu = Container.expand(function () { var self = Container.call(this); // Create background decorations self.createBackground = function () { // Create scattered helmets, swords and shields for (var i = 0; i < 30; i++) { var decoration; var type = Math.floor(Math.random() * 3); if (type === 0) { decoration = self.addChild(LK.getAsset('helmet', { anchorX: 0.5, anchorY: 0.5, x: Math.random() * 2048, y: Math.random() * 2732, rotation: Math.random() * Math.PI * 2, alpha: 0.3 })); } else if (type === 1) { decoration = self.addChild(LK.getAsset('sword', { anchorX: 0.5, anchorY: 0.5, x: Math.random() * 2048, y: Math.random() * 2732, rotation: Math.random() * Math.PI * 2, alpha: 0.3 })); } else { decoration = self.addChild(LK.getAsset('shield', { anchorX: 0.5, anchorY: 0.5, x: Math.random() * 2048, y: Math.random() * 2732, rotation: Math.random() * Math.PI * 2, alpha: 0.3 })); } // Animate decorations floating tween(decoration, { y: decoration.y + (Math.random() - 0.5) * 100, rotation: decoration.rotation + Math.PI * 2 }, { duration: 5000 + Math.random() * 3000, easing: tween.easeInOut, onFinish: function onFinish() { if (this.parent) { tween(this, { y: this.y - (Math.random() - 0.5) * 100, rotation: this.rotation + Math.PI * 2 }, { duration: 5000 + Math.random() * 3000, easing: tween.easeInOut }); } } }); } }; // Create title var titleText = new Text2('ARENA SEALS', { size: 120, fill: 0xFFD700 }); titleText.anchor.set(0.5, 0.5); titleText.x = 2048 / 2; titleText.y = 500; self.addChild(titleText); // Create menu buttons var buttonData = [{ text: 'EMPEZAR', y: 900 }, { text: 'OPCIONES DE SONIDO', y: 1050 }, { text: 'CREDITOS', y: 1200 }]; for (var i = 0; i < buttonData.length; i++) { var buttonContainer = new Container(); var buttonBg = buttonContainer.attachAsset('menuButton', { anchorX: 0.5, anchorY: 0.5 }); var buttonText = new Text2(buttonData[i].text, { size: 40, fill: 0xFFFFFF }); buttonText.anchor.set(0.5, 0.5); buttonContainer.addChild(buttonText); buttonContainer.x = 2048 / 2; buttonContainer.y = buttonData[i].y; buttonContainer.buttonType = buttonData[i].text; buttonContainer.down = function (x, y, obj) { if (this.buttonType === 'EMPEZAR') { startGame(); } else if (this.buttonType === 'OPCIONES DE SONIDO') { showSoundOptions(); } else if (this.buttonType === 'CREDITOS') { showCredits(); } }; self.addChild(buttonContainer); } self.createBackground(); 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 Boss = EnemySeal.expand(function () { var self = EnemySeal.call(this); // Boss has much higher stats self.maxHealth = 300; self.currentHealth = self.maxHealth; self.attackDamage = 40; self.speed = 2; // Slower but more dangerous self.healthBar.updateHealth(self.currentHealth); // Make boss visually distinct - larger and different color self.children[0].scaleX = 2.0; self.children[0].scaleY = 2.0; self.children[0].tint = 0xFF4500; // Orange color for boss // Boss death gives damage multiplier self.die = function () { LK.getSound('defeat').play(); self.isDead = true; // Give boss damage multiplier for 3 rounds bossDamageMultiplier = 5; bossDamageBoostActive = true; bossRoundsCompleted = 0; // Visual feedback for boss damage boost tween(player, { tint: 0xFF0000 // Red glow for boss damage boost }, { duration: 500, onFinish: function onFinish() { // Pulsing effect during boss damage boost var _pulseBossBoost = function pulseBossBoost() { if (bossDamageBoostActive) { tween(player, { scaleX: 1.2, scaleY: 1.2 }, { duration: 700, onFinish: function onFinish() { if (bossDamageBoostActive) { tween(player, { scaleX: 1.0, scaleY: 1.0 }, { duration: 700, onFinish: _pulseBossBoost }); } } }); } }; _pulseBossBoost(); } }); // Flash screen to indicate boss defeat LK.effects.flashScreen(0xFF0000, 1500); // Death animation tween(self, { alpha: 0, scaleX: 0.5, scaleY: 0.5 }, { duration: 1000, onFinish: function onFinish() { if (self.parent) { self.destroy(); } } }); }; 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: 0x1a1a2e }); /**** * Game Code ****/ // Game state variables var gameState = 'menu'; // 'menu', 'playing', 'waveComplete', 'gameOver', 'soundOptions', 'credits' var mainMenu = null; var soundVolume = 1.0; // Game variables var player; var enemies = []; var stones = []; var currentWave = 1; var enemiesInWave = 3; var waveStartTime = 0; var dragNode = null; 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 var bossRoundsCompleted = 0; var bossDamageMultiplier = 1; var bossDamageBoostActive = false; var bossDamageBoostDuration = 3; // 3 rounds var currentBoss = null; // UI Elements (will be created when game starts) var scoreTxt, waveTxt, attackTxt, attackButtons = [], instructionTxt; var arenaOuter, arenaInner; function showMainMenu() { // Clear any existing game elements if (player) player.destroy(); if (arenaOuter) arenaOuter.destroy(); if (arenaInner) arenaInner.destroy(); // Clear arrays enemies = []; stones = []; attackButtons = []; // Clear GUI elements if (scoreTxt && scoreTxt.parent) scoreTxt.destroy(); if (waveTxt && waveTxt.parent) waveTxt.destroy(); if (attackTxt && attackTxt.parent) attackTxt.destroy(); if (instructionTxt && instructionTxt.parent) instructionTxt.destroy(); gameState = 'menu'; mainMenu = game.addChild(new MainMenu()); } function startGame() { if (mainMenu) { mainMenu.destroy(); mainMenu = null; } gameState = 'playing'; currentWave = 1; enemiesInWave = 3; LK.setScore(0); // Reset game variables lastScoreMilestone = 0; damageMultiplier = 1; damageBoostActive = false; bossRoundsCompleted = 0; bossDamageMultiplier = 1; bossDamageBoostActive = false; shieldActive = false; // Create arena arenaOuter = game.addChild(LK.getAsset('arena', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 })); 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; // Create UI Elements 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); waveTxt = new Text2('Wave: 1', { size: 60, fill: 0xFFFFFF }); waveTxt.anchor.set(1, 0); LK.gui.topRight.addChild(waveTxt); // Attack type display 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 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; // Special handling for stone throw attack (infinite usage) if (player.currentAttack === 5) { // 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 var attack = player.attackTypes[player.currentAttack]; 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 }); } }); } // Update button visual states for stone attack 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; } } return; // Exit early for stone attacks to avoid melee logic } // Find closest enemy and attack instantly for melee attacks 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 * bossDamageMultiplier; 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(); } // 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 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); // Initialize with main menu showMainMenu(); // Modify game update to handle different states var originalUpdate = game.update; game.update = function () { if (gameState === 'playing') { originalUpdate(); } // Other states don't need update logic }; // Override input handlers for menu states var originalDown = game.down; game.down = function (x, y, obj) { if (gameState === 'playing') { originalDown(x, y, obj); } }; var originalMove = game.move; game.move = function (x, y, obj) { if (gameState === 'playing') { originalMove(x, y, obj); } }; var originalUp = game.up; game.up = function (x, y, obj) { if (gameState === 'playing') { originalUp(x, y, obj); } }; } function showSoundOptions() { if (mainMenu) { mainMenu.destroy(); mainMenu = null; } gameState = 'soundOptions'; var soundMenu = game.addChild(new Container()); var titleText = new Text2('OPCIONES DE SONIDO', { size: 80, fill: 0xFFD700 }); titleText.anchor.set(0.5, 0.5); titleText.x = 2048 / 2; titleText.y = 600; soundMenu.addChild(titleText); var volumeText = new Text2('Volumen: ' + Math.round(soundVolume * 100) + '%', { size: 50, fill: 0xFFFFFF }); volumeText.anchor.set(0.5, 0.5); volumeText.x = 2048 / 2; volumeText.y = 800; soundMenu.addChild(volumeText); // Volume up button var volumeUpBtn = new Container(); var upBg = volumeUpBtn.attachAsset('menuButton', { anchorX: 0.5, anchorY: 0.5, width: 150, height: 60 }); var upText = new Text2('+', { size: 40, fill: 0xFFFFFF }); upText.anchor.set(0.5, 0.5); volumeUpBtn.addChild(upText); volumeUpBtn.x = 2048 / 2 + 100; volumeUpBtn.y = 900; volumeUpBtn.down = function () { soundVolume = Math.min(1.0, soundVolume + 0.1); volumeText.setText('Volumen: ' + Math.round(soundVolume * 100) + '%'); }; soundMenu.addChild(volumeUpBtn); // Volume down button var volumeDownBtn = new Container(); var downBg = volumeDownBtn.attachAsset('menuButton', { anchorX: 0.5, anchorY: 0.5, width: 150, height: 60 }); var downText = new Text2('-', { size: 40, fill: 0xFFFFFF }); downText.anchor.set(0.5, 0.5); volumeDownBtn.addChild(downText); volumeDownBtn.x = 2048 / 2 - 100; volumeDownBtn.y = 900; volumeDownBtn.down = function () { soundVolume = Math.max(0.0, soundVolume - 0.1); volumeText.setText('Volumen: ' + Math.round(soundVolume * 100) + '%'); }; soundMenu.addChild(volumeDownBtn); // Back button var backBtn = new Container(); var backBg = backBtn.attachAsset('menuButton', { anchorX: 0.5, anchorY: 0.5 }); var backText = new Text2('VOLVER', { size: 40, fill: 0xFFFFFF }); backText.anchor.set(0.5, 0.5); backBtn.addChild(backText); backBtn.x = 2048 / 2; backBtn.y = 1100; backBtn.down = function () { soundMenu.destroy(); showMainMenu(); }; soundMenu.addChild(backBtn); } function showCredits() { if (mainMenu) { mainMenu.destroy(); mainMenu = null; } gameState = 'credits'; var creditsMenu = game.addChild(new Container()); var titleText = new Text2('CREDITOS', { size: 80, fill: 0xFFD700 }); titleText.anchor.set(0.5, 0.5); titleText.x = 2048 / 2; titleText.y = 500; creditsMenu.addChild(titleText); var gameText = new Text2('ARENA SEALS', { size: 60, fill: 0xFFFFFF }); gameText.anchor.set(0.5, 0.5); gameText.x = 2048 / 2; gameText.y = 700; creditsMenu.addChild(gameText); var devText = new Text2('Desarrollado por FRVR', { size: 40, fill: 0xCCCCCC }); devText.anchor.set(0.5, 0.5); devText.x = 2048 / 2; devText.y = 800; creditsMenu.addChild(devText); var engineText = new Text2('Creado con LK Engine', { size: 40, fill: 0xCCCCCC }); engineText.anchor.set(0.5, 0.5); engineText.x = 2048 / 2; engineText.y = 850; creditsMenu.addChild(engineText); var thanksText = new Text2('¡Gracias por jugar!', { size: 50, fill: 0x00FF00 }); thanksText.anchor.set(0.5, 0.5); thanksText.x = 2048 / 2; thanksText.y = 950; creditsMenu.addChild(thanksText); // Back button var backBtn = new Container(); var backBg = backBtn.attachAsset('menuButton', { anchorX: 0.5, anchorY: 0.5 }); var backText = new Text2('VOLVER', { size: 40, fill: 0xFFFFFF }); backText.anchor.set(0.5, 0.5); backBtn.addChild(backText); backBtn.x = 2048 / 2; backBtn.y = 1150; backBtn.down = function () { creditsMenu.destroy(); showMainMenu(); }; creditsMenu.addChild(backBtn); } // Game initialization handled by startGame() function // UI elements will be created by startGame() function // Attack buttons will be created by startGame() function // Functions function spawnWave() { enemies = []; currentBoss = null; waveStartTime = Date.now(); // Every 5th wave spawn a boss instead of regular enemies if (currentWave % 5 === 0) { // Boss wave var boss = game.addChild(new Boss()); boss.x = 2048 / 2; boss.y = 2732 / 2 - 200; enemies.push(boss); currentBoss = boss; } else { // Regular wave 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 // Handle boss damage boost round tracking if (bossDamageBoostActive) { bossRoundsCompleted++; if (bossRoundsCompleted >= bossDamageBoostDuration) { // End boss damage boost after 3 rounds bossDamageMultiplier = 1; bossDamageBoostActive = false; bossRoundsCompleted = 0; // Restore normal appearance tween(player, { tint: 0xFFFFFF, scaleX: 1, scaleY: 1 }, { duration: 500 }); } } // 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(); } }; // Game will start with main menu, wave spawning handled by startGame()
===================================================================
--- original.js
+++ change.js
@@ -1345,389 +1345,11 @@
showMainMenu();
};
creditsMenu.addChild(backBtn);
}
-// 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;
- // Special handling for stone throw attack (infinite usage)
- if (player.currentAttack === 5) {
- // 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
- var attack = player.attackTypes[player.currentAttack];
- 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
- });
- }
- });
- }
- // Update button visual states for stone attack
- 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;
- }
- }
- return; // Exit early for stone attacks to avoid melee logic
- }
- // Find closest enemy and attack instantly for melee attacks
- 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 * bossDamageMultiplier;
- 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();
- }
- // 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);
+// Game initialization handled by startGame() function
+// UI elements will be created by startGame() function
+// Attack buttons will be created by startGame() function
// Functions
function spawnWave() {
enemies = [];
currentBoss = null;
@@ -2048,6 +1670,5 @@
// Check wave completion
checkWaveComplete();
}
};
-// Start first wave
-spawnWave();
\ No newline at end of file
+// Game will start with main menu, wave spawning handled by startGame()
\ No newline at end of file
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