User prompt
arregla el trazado de la linea
User prompt
Please fix the bug: 'Timeout.tick error: pathGraphics.lineStyle is not a function' in or related to this line: 'pathGraphics.lineStyle(2, 0xFF0000, 1); // Red color for the path' Line Number: 177
User prompt
Please fix the bug: 'Timeout.tick error: Graphics is not a constructor' in or related to this line: 'var pathGraphics = new Graphics();' Line Number: 172
User prompt
crea una logica para agregar un visualizador del camino que recorrera flecha
Code edit (2 edits merged)
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User prompt
reduce el rango de aparición
User prompt
haz que al momento de la creación de los arrow se esperen un segundo en moverse
Code edit (4 edits merged)
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User prompt
dobla la cantidad de saw que aparecen
Code edit (1 edits merged)
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User prompt
haz que al cambiar la trayectoria su velocidad sea la doble
User prompt
haz que la nueva trayectoria sea la nueva posición de player
User prompt
haz que saw cambie su trayectoria por una nueva despues de parar
Code edit (1 edits merged)
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User prompt
haz que cuando saw enemy este a 600 pixeles de la posición de player paren por un segundo haz que solo funcione una vez con una variable boleana
User prompt
haz que cuando saw enemy este a 300 pixeles de la posición de player paren or un segundo (solo funciona una vez)
User prompt
haz que saw enemy cuando cierra este a 300 pixeles de la posición de player paren por 2 segundos y persigan la nueva posición de player
User prompt
haz que cuando cierra este a 300 pixeles de la posición de player paren por 2 segundos y persigan la nueva posición de player
Code edit (2 edits merged)
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haz que saw cuando este cerca de player pare
User prompt
haz que saw despues de unos segundos se frene
Code edit (1 edits merged)
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elimina la mecanica de saw
Code edit (1 edits merged)
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copia la logica de movimiento de arrow para saw pero manteniendo su mecanica de cambio
/**** 
* Plugins
****/ 
var facekit = LK.import("@upit/facekit.v1");
var storage = LK.import("@upit/storage.v1");
/**** 
* Classes
****/ 
var Background = Container.expand(function () {
	var self = Container.call(this);
	var backgroundGraphics = self.attachAsset('Background', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.x = 2048 / 2; // Set the x position to the center of the screen
	self.y = 2732 / 2; // Set the y position to the center of the screen
});
var Button = Container.expand(function (text, x, y, callback) {
	var self = Container.call(this);
	var buttonAsset = self.attachAsset('Buttom', {
		anchorX: 0.5,
		anchorY: 0.5,
		alpha: 0
	});
	buttonAsset.x = x;
	buttonAsset.y = y;
	var buttonText = new Text2(text, {
		size: 100,
		fill: 0xFFFFFF,
		font: "'Press Start 2P', cursive"
	});
	buttonText.anchor.set(0.5, 0.5);
	buttonText.x = x;
	buttonText.y = y;
	self.addChild(buttonText);
	buttonAsset.down = callback;
});
var EnemyArrow = Container.expand(function () {
	var self = Container.call(this);
	var bEnemyArrowGraphics = self.attachAsset('EnemyArrow', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	enemyLogic(self);
	var angle = Math.atan2(player.y - self.y, player.x - self.x);
	var speed = 17; // Fixed speed for straight trajectory
	self.update = function () {
		if (!gamestart) {
			return;
		}
		self.x += Math.cos(angle) * speed;
		self.y += Math.sin(angle) * speed;
		self.rotation = angle;
	};
});
var EnemySaw = Container.expand(function () {
	var self = Container.call(this);
	var bEnemySawGraphics = self.attachAsset('EnemySaw', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	enemyLogic(self);
	var angle = Math.atan2(player.y - self.y, player.x - self.x);
	var speed = 10; // Fixed speed for straight trajectory
	self.update = function () {
		if (!gamestart) {
			return;
		}
		if (self.spawnTime > 0) {
			self.spawnTime -= 1;
		} else {
			speed = 2; // Slow down speed after a few seconds
		}
		self.x += Math.cos(angle) * speed;
		self.y += Math.sin(angle) * speed;
		self.rotation += 0.05;
	};
});
var EnemyStar = Container.expand(function () {
	var self = Container.call(this);
	var bEnemyStarGraphics = self.attachAsset('EnemyStar', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	enemyLogic(self);
	var targetX = player.x;
	var targetY = player.y;
	self.update = function () {
		if (!gamestart) {
			return;
		}
		var dx = targetX - self.x;
		var dy = targetY - self.y;
		var angle = Math.atan2(dy, dx);
		var speed = 8.5 + Math.random(); // Add a random speed variation
		self.x += Math.cos(angle) * speed;
		self.y += Math.sin(angle) * speed;
		self.rotation += 0.03; // Add rotation logic similar to EnemySaw
		if (Math.abs(self.x - targetX) < 5 && Math.abs(self.y - targetY) < 5) {
			targetX = Math.random() * 2048; // Randomize new target position
			targetY = Math.random() * 2732;
		}
	};
});
var Energy = Container.expand(function () {
	var self = Container.call(this);
	var energyGraphics = self.attachAsset('Energy', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.value = 100; // Initial energy value
	self.decrease = function (amount) {
		self.value = Math.max(0, self.value - amount);
	};
	self.increase = function (amount) {
		self.value = Math.min(100, self.value + amount);
	};
});
var Life = Container.expand(function () {
	var self = Container.call(this);
	var lifeGraphics = self.attachAsset('Life', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.value = 100; // Initial life value
	self.decrease = function (amount) {
		self.value = Math.max(0, self.value - amount);
		if (self.value === 0) {
			lifeQuantity = Math.max(0, lifeQuantity - 1);
			updateLifeIcons();
			if (lifeQuantity === 0) {
				self.destroy();
				LK.showGameOver();
			}
		}
	};
	self.increase = function (amount) {
		self.value = Math.min(100, self.value + amount);
	};
});
var Player = Container.expand(function () {
	var self = Container.call(this);
	var faceGraphics = self.attachAsset('faceObject', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.update = function () {
		if (!gamestart) {
			return;
		}
		var smoothing = 0.05;
		var targetX = facekit.noseTip.x;
		var targetY = facekit.noseTip.y;
		var leftBound = (2048 - 1000) / 2;
		var rightBound = leftBound + 1000;
		var topBound = (2732 - 1000) / 2;
		var bottomBound = topBound + 1000;
		targetX = Math.max(leftBound, Math.min(rightBound, targetX));
		targetY = Math.max(topBound, Math.min(bottomBound, targetY));
		self.x += (targetX - self.x) * smoothing;
		self.y += (targetY - self.y) * smoothing;
		var allEnemies = enemyArrows.concat(enemySaw, enemyStars);
		for (var i = 0; i < allEnemies.length; i++) {
			if (self.intersects(allEnemies[i]) && !allEnemies[i].destroyed) {
				lifeQuantity = Math.max(0, lifeQuantity - 1);
				updateLifeIcons();
				allEnemies[i].destroy();
				if (enemyArrows.includes(allEnemies[i])) {
					enemyArrows.splice(enemyArrows.indexOf(allEnemies[i]), 1);
				} else if (enemySaw.includes(allEnemies[i])) {
					enemySaw.splice(enemySaw.indexOf(allEnemies[i]), 1);
				} else if (enemyStars.includes(allEnemies[i])) {
					enemyStars.splice(enemyStars.indexOf(allEnemies[i]), 1);
				}
				if (lifeQuantity === 0) {
					self.destroy();
					gamestart = false;
					LK.showGameOver();
				}
				break;
			}
		}
	};
});
var RangedLimiter = Container.expand(function () {
	var self = Container.call(this);
	var limiterGraphics = self.attachAsset('RangedLimiter', {
		anchorX: 0.5,
		anchorY: 0.5,
		alpha: 0.5
	});
});
var TextElement = Container.expand(function (text, size, color, font, x, y) {
	var self = Container.call(this);
	var textElement = new Text2(text, {
		size: size,
		fill: color,
		font: font
	});
	textElement.anchor.set(0.5, 0.5);
	textElement.x = x;
	textElement.y = y;
	self.addChild(textElement);
});
/**** 
* Initialize Game
****/ 
var game = new LK.Game({
	backgroundColor: 0x000000
});
/**** 
* Game Code
****/ 
function showSelectLevelPage() {
	// Create a new container for the select level page
	var selectLevelContainer = new Container();
	// Add a background to the select level page
	var selectLevelBackground = LK.getAsset('BackgroundMenu', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	selectLevelBackground.x = 2048 / 2;
	selectLevelBackground.y = 2732 / 2;
	selectLevelContainer.addChild(selectLevelBackground);
	// Add a title to the select level page
	var selectLevelTitle = new TextElement('Select Level', 150, 0xFFFFFF, "'Press Start 2P', cursive", 2048 / 2, 500);
	selectLevelContainer.addChild(selectLevelTitle);
	// Add a back button to return to the main menu
	var backButton = new Button('Back', 2048 / 2, 2300, function (x, y, obj) {
		selectLevelContainer.visible = false; // Hide the select level page
		menuContainer.visible = true; // Show the main menu
	});
	selectLevelContainer.addChild(backButton);
	// Add level selectors
	var levelNames = ['endless', 'arrow', 'saw', 'star']; // Removed 'ninja' level and kept 'star'
	var levelSelectors = []; // Array to store level selectors
	for (var i = 0; i < levelNames.length; i++) {
		var levelSelector = LK.getAsset('level', {
			anchorX: 0.5,
			anchorY: 0.5
		});
		levelSelector.x = 2048 / 2 - 600 + i * 600; // Position each level selector in a row
		levelSelector.y = 1500; // Align vertically
		levelSelector.levelType = levelNames[i];
		levelSelector.down = function (index) {
			// Create a closure to capture the current index
			return function (x, y, obj) {
				gamestart = true; // Start the game
				selectLevelContainer.visible = false; // Hide the select level page 
				levelID = index; // Update levelID based on the order of the level selector
				console.log("Starting level:", obj.levelType); // Log the selected level type
				// Additional logic to initialize the selected level can be added here
			};
		}(i); // Pass the current index to the closure
		selectLevelContainer.addChild(levelSelector);
		// Add level text below each level selector
		var levelText = new Text2(levelNames[i], {
			size: 80,
			fill: 0xFFFFFF,
			font: "'Press Start 2P', cursive"
		});
		levelText.anchor.set(0.5, 0.5);
		levelText.x = levelSelector.x;
		levelText.y = levelSelector.y + 300; // Position text below the selector
		selectLevelContainer.addChild(levelText);
		levelSelector.levelText = levelText; // Store levelText in levelSelector
		levelSelectors.push(levelSelector); // Add to array
	}
	// Add scrolling functionality
	selectLevelContainer.down = function (x, y, obj) {
		var startX = x;
		var initialPositions = levelSelectors.map(function (selector) {
			return selector.x;
		});
		selectLevelContainer.move = function (moveX, moveY, moveObj) {
			var deltaX = moveX - startX;
			for (var i = 0; i < levelSelectors.length; i++) {
				levelSelectors[i].x = initialPositions[i] + deltaX;
				levelSelectors[i].levelText.x = levelSelectors[i].x; // Move the text along with the selector
			}
		};
		selectLevelContainer.up = function (upX, upY, upObj) {
			selectLevelContainer.move = null;
			selectLevelContainer.up = null;
		};
	};
	game.addChild(selectLevelContainer);
}
var levelID = 0;
var lifeQuantity = 3;
var energyQuantity = 100;
var gamestart = false;
function enemyLogic(entity) {
	var spawnPositions = [{
		x: Math.random() * 2000,
		y: 0
	}, {
		x: Math.random() * 2000,
		y: 3000
	}, {
		x: 0,
		y: Math.random() * 2000
	}, {
		x: 3000,
		y: Math.random() * 2000
	}];
	var position = spawnPositions[Math.floor(Math.random() * spawnPositions.length)];
	entity.x = position.x;
	entity.y = position.y;
	entity.spawnTime = entity.spawnTime || Math.random() * 2000 + 2000;
}
var background = game.addChild(new Background());
var timerTxt = new Text2('0', {
	size: 100,
	fill: 0xFFFFFF
});
timerTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(timerTxt);
var elapsedTime = 0;
var timerInterval = LK.setInterval(function () {
	if (!gamestart) {
		return;
	} // Ensure timer only updates when gamestart is true
	elapsedTime++;
	var minutes = Math.floor(elapsedTime / 60); // Calculate minutes
	var seconds = elapsedTime % 60; // Calculate remaining seconds
	var timeString = minutes > 0 ? minutes + "m " + seconds + "s" : seconds + "s"; // Format time string
	timerTxt.setText(timeString);
}, 1000);
var player = game.addChild(new Player());
player.x = 2048 / 2; // Center the player on the x-axis
player.y = 2732 / 2; // Center the player on the y-axis
game.up = function (x, y, obj) {
	player.scaleX = 1;
	player.scaleY = 1;
};
game.down = function (x, y, obj) {
	player.scaleX = 0.5;
	player.scaleY = 0.5;
};
// Create a list to store EnemyArrow instances
var enemyArrows = [];
// Create a timer that creates a new EnemyArrow every random interval between 1 and 2 seconds
function spawnEnemy(type, interval, levelCheck, enemyArray, enemyClass) {
	return LK.setInterval(function () {
		if (!gamestart || !levelCheck()) {
			return;
		}
		var newEnemy = game.addChild(new enemyClass());
		enemyArray.push(newEnemy);
		LK.setTimeout(function () {
			if (enemyArray.includes(newEnemy)) {
				newEnemy.destroy();
				enemyArray.splice(enemyArray.indexOf(newEnemy), 1);
			}
		}, 20000);
	}, interval);
}
var enemySaw = [];
var enemyStars = []; // New array to store EnemyStar instances
var enemyArrowInterval = spawnEnemy('arrow', Math.random() * 250 + 500, function () {
	// Reduced interval time
	return levelID === 0 || levelID === 1;
}, enemyArrows, EnemyArrow);
var enemySawInterval = spawnEnemy('saw', 2000, function () {
	return levelID === 0 || levelID === 2;
}, enemySaw, EnemySaw);
var enemyStarInterval = spawnEnemy('star', 1500, function () {
	// New interval for EnemyStar
	return levelID === 0 || levelID === 3; // Check for 'star' level
}, enemyStars, EnemyStar);
var lifeIcons = [];
for (var i = 0; i < lifeQuantity; i++) {
	var lifeIcon = game.addChild(new Life());
	lifeIcon.x = 2048 / 2 - 600 + i * 160; // Position each life icon to the right of the previous one
	lifeIcon.y = 100; // Align vertically with the timer
	lifeIcons.push(lifeIcon);
}
// Function to update life icons when life decreases
function updateLifeIcons() {
	for (var i = 0; i < lifeIcons.length; i++) {
		if (i < lifeQuantity) {
			lifeIcons[i].visible = true;
		} else {
			lifeIcons[i].visible = false;
		}
	}
}
var energy = game.addChild(new Energy());
energy.x = 2048 / 2 + 600; // Position energy to the right of the timer
energy.y = 100; // Align vertically with the timer
var energyText = new Text2(energyQuantity + '%', {
	size: 80,
	fill: 0xFFFFFF
});
energyText.anchor.set(1, 0.5); // Anchor to the right center
energyText.x = energy.x - 100; // Position to the left of energy
energyText.y = energy.y;
game.addChild(energyText);
var rangerlimited = game.addChild(new RangedLimiter());
rangerlimited.x = 2048 / 2; // Center the RangedLimiter on the x-axis
rangerlimited.y = 2732 / 2; // Center the RangedLimiter on the y-axis
// Create an initial menu
var menuContainer = new Container();
/*
* Menu inicial
*/
var menuBackground = LK.getAsset('BackgroundMenu', {
	anchorX: 0.5,
	anchorY: 0.5
});
menuBackground.x = 2048 / 2;
menuBackground.y = 2732 / 2;
menuContainer.addChild(menuBackground);
// Add a title to the menu
var title = new TextElement('Game Title', 150, 0xFFFFFF, "'Press Start 2P', cursive", 2048 / 2, 500);
menuContainer.addChild(title);
// Create buttons
var startButton = new Button('Game Start', 2048 / 2, 1000, function (x, y, obj) {
	menuContainer.visible = false; // Hide the menu
	showSelectLevelPage(); // Redirect to 'select level' page
});
menuContainer.addChild(startButton);
var recordButton = new Button('Record', 2048 / 2, 1300, function (x, y, obj) {
	var tempMessage = new Text2('Option not yet implemented due to engine errors', {
		size: 40,
		fill: 0xFF0000,
		font: "'Press Start 2P', cursive"
	});
	tempMessage.anchor.set(0.5, 0.5);
	tempMessage.x = 2048 / 2;
	tempMessage.y = 2732 - 300; // Position at the bottom of the screen
	game.addChild(tempMessage);
	LK.setTimeout(function () {
		game.removeChild(tempMessage);
	}, 3000);
});
menuContainer.addChild(recordButton);
var howToPlayButton = new Button('How to Play', 2048 / 2, 1600, function (x, y, obj) {
	// Add logic for how to play button
});
menuContainer.addChild(howToPlayButton);
var creditsButton = new Button('Credits', 2048 / 2, 1900, function (x, y, obj) {
	showCreditsPage();
});
menuContainer.addChild(creditsButton);
function showCreditsPage() {
	// Create a new container for the credits page
	var creditsContainer = new Container();
	// Add the credits background
	var creditsBackground = LK.getAsset('Credits', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	creditsBackground.x = 2048 / 2;
	creditsBackground.y = 2732 / 2;
	creditsContainer.addChild(creditsBackground);
	// Add event listener to hide credits page on touch
	creditsBackground.down = function (x, y, obj) {
		creditsContainer.visible = false; // Hide the credits page
		menuContainer.visible = true; // Show the main menu
	};
	// Add the credits page to the game
	game.addChild(creditsContainer);
}
game.addChild(menuContainer);
;
// Function to display the records page
function showRecordsPage() {
	// Create a new container for the records page
	var recordsContainer = new Container();
	// Add a black background to the records page
	var recordsBackground = LK.getAsset('BackgroundMenu', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	recordsBackground.x = 2048 / 2;
	recordsBackground.y = 2732 / 2;
	recordsContainer.addChild(recordsBackground);
	// Add a title to the records page
	var recordsTitle = new TextElement('Records', 150, 0xFFFFFF, "'Press Start 2P', cursive", 2048 / 2, 500);
	recordsContainer.addChild(recordsTitle);
	var backButtonAsset = LK.getAsset('Buttom', {
		anchorX: 0.5,
		anchorY: 0.5,
		alpha: 0
	});
	backButtonAsset.x = 2048 / 2;
	backButtonAsset.y = 2300;
	recordsContainer.addChild(backButtonAsset);
	var backButton = new Text2('Back', {
		size: 100,
		fill: 0xFFFFFF,
		font: "'Press Start 2P', cursive"
	});
	backButton.anchor.set(0.5, 0.5);
	backButton.x = 2048 / 2;
	backButton.y = 2400;
	recordsContainer.addChild(backButton);
	// Add event listener to 'Back' button
	backButtonAsset.down = function (x, y, obj) {
		recordsContainer.visible = false; // Hide the records page
		menuContainer.visible = true; // Show the main menu
	};
	// Add the records page to the game
	game.addChild(recordsContainer);
} ===================================================================
--- original.js
+++ change.js
@@ -66,11 +66,16 @@
 	self.update = function () {
 		if (!gamestart) {
 			return;
 		}
+		if (self.spawnTime > 0) {
+			self.spawnTime -= 1;
+		} else {
+			speed = 2; // Slow down speed after a few seconds
+		}
 		self.x += Math.cos(angle) * speed;
 		self.y += Math.sin(angle) * speed;
-		self.rotation += 0.1;
+		self.rotation += 0.05;
 	};
 });
 var EnemyStar = Container.expand(function () {
 	var self = Container.call(this);