User prompt
agregale a ninja la logica de arrow sin alterar su velocidad y giro
User prompt
agrega a ninja y circle la logica de arrow (sin modificar velocidad)
User prompt
implementa circle y ninja al sistema de ganar e endless
User prompt
agrega circle y ninja al sistema de daño
User prompt
un nuevo enemigo Circle e implementalo en todas las caracteristicas
User prompt
corrige la logica de daño con ninja, su selector de nivel y todo lo faltante
User prompt
agrega todo lo que falta de ninja
Code edit (4 edits merged)
Please save this source code
User prompt
agrega un nivel antes de star llamado ninja y corrige todos los cambios
Code edit (1 edits merged)
Please save this source code
User prompt
haz que por cada cambio la velocidad de star aumente un 20%
Code edit (1 edits merged)
Please save this source code
User prompt
agregale un cooldaow
Code edit (4 edits merged)
Please save this source code
User prompt
haz que star cambie su dirección hasta 2 veces
User prompt
haz que star cambie su dirección hasta 3 veces
User prompt
haz que el movimiento de los star sea asimetrico a los demas
User prompt
haz que el rotamiento de los star no sea simetrico con todas las estrelas, haz que este empiece desde su creación
Code edit (1 edits merged)
Please save this source code
Code edit (5 edits merged)
Please save this source code
User prompt
mejora la movilidad de star
Code edit (1 edits merged)
Please save this source code
User prompt
haz que star continue su camino pero en vez de forma lineal que vaya dando circulos
User prompt
haz que star rote
Code edit (2 edits merged)
Please save this source code
/**** * Plugins ****/ var facekit = LK.import("@upit/facekit.v1"); var storage = LK.import("@upit/storage.v1"); var tween = LK.import("@upit/tween.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 = 15; // 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 newAngle = null; var speed = 12.5; self.update = function () { if (!gamestart) { return; } var distanceToPlayer = Math.sqrt(Math.pow(player.x - self.x, 2) + Math.pow(player.y - self.y, 2)); if (distanceToPlayer <= 450 && !self.hasPaused) { self.hasPaused = true; // Set the boolean to true to ensure it only happens once var originalSpeed = speed; // Store original speed speed = 0; LK.setTimeout(function () { speed = originalSpeed * 2; newAngle = Math.atan2(player.y - self.y, player.x - self.x); // Assign new angle towards player's position }, 1000); } var currentAngle = newAngle !== null ? newAngle : angle; // Use new angle if available self.x += Math.cos(currentAngle) * speed; self.y += Math.sin(currentAngle) * 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); self.directionChanges = 0; // Initialize direction change counter var angle = Math.atan2(player.y - self.y, player.x - self.x); var speed = 8.5; // Maintain original speed self.cooldown = false; // Initialize cooldown state self.update = function () { if (!gamestart) { return; } // Calculate distance to player var distanceToPlayer = Math.sqrt(Math.pow(player.x - self.x, 2) + Math.pow(player.y - self.y, 2)); // Check if the star should change direction if (self.directionChanges < 2 && distanceToPlayer < 900 && !self.cooldown) { speed *= 1.2; // Increase speed by 20% angle = Math.atan2(player.y - self.y, player.x - self.x); self.directionChanges++; self.cooldown = true; // Activate cooldown LK.setTimeout(function () { self.cooldown = false; // Reset cooldown after 2 seconds }, 2000); } self.x += Math.cos(angle) * speed; self.y += Math.sin(angle) * speed; self.rotation += 0.05; }; }); 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 = 0.075; 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 ****/ var levelCompletedArrow = storage.levelCompletedArrow || false; var levelCompletedSaw = storage.levelCompletedSaw || false; var levelCompletedStar = storage.levelCompletedStar || false; function showSelectLevelPage() { // Add pulsing transparency effect to RangedLimiter using tween plugin function addPulsingEffect(target) { tween(target, { alpha: 0.2 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { tween(target, { alpha: 0.5 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { addPulsingEffect(target); // Loop the effect } }); } }); } addPulsingEffect(rangerlimited); 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, 2400, function (x, y, obj) { selectLevelContainer.visible = false; // Hide the select level page menuContainer.visible = true; // Show the main menu }); selectLevelContainer.addChild(backButton); // Add 'How to Play' button to the select level page var howToPlayButton = new Button('How to Play', 2048 / 2, 2100, function (x, y, obj) { // Add logic for how to play button }); selectLevelContainer.addChild(howToPlayButton); var levelNames = ['arrow', 'saw', 'star', 'endless']; // Ensure endless is last var levelSelectors = []; // Array to store level selectors for (var i = 0; i < levelNames.length; i++) { var levelSelector; if (levelNames[i] === 'arrow' && levelCompletedArrow) { levelSelector = LK.getAsset('LevelArrowEndless', { anchorX: 0.5, anchorY: 0.5 }); } else if (levelNames[i] === 'saw' && levelCompletedSaw) { levelSelector = LK.getAsset('LevelSawEndless', { anchorX: 0.5, anchorY: 0.5 }); } else if (levelNames[i] === 'star' && levelCompletedStar) { levelSelector = LK.getAsset('LevelStarEndless', { anchorX: 0.5, anchorY: 0.5 }); } else if (true) { levelSelector = LK.getAsset('Level' + levelNames[i].charAt(0).toUpperCase() + levelNames[i].slice(1), { anchorX: 0.5, anchorY: 0.5 }); } else { levelSelector = LK.getAsset('LevelBloq', { anchorX: 0.5, anchorY: 0.5 }); } levelSelector.x = 2048 / 2; levelSelector.y = 1300; // Align vertically levelSelector.levelType = levelNames[i]; levelSelector.down = function (index) { // Create a closure to capture the current index return function (x, y, obj) { if (true) { gamestart = true; // Start the game selectLevelContainer.visible = false; levelID = index; console.log("Starting level:", obj.levelType); } else { console.log("Previous level's endless mode not completed. Cannot start this level."); } }; }(i); // Pass the current index to the closure selectLevelContainer.addChild(levelSelector); // Add level text below each level selector var levelTextContent = levelNames[i] === 'endless' ? 'endless\nmode' : levelNames[i] === 'arrow' && levelCompletedArrow ? 'endless\narrow' : levelNames[i] === 'saw' && levelCompletedSaw ? 'endless\nsaw' : levelNames[i] === 'star' && levelCompletedStar ? 'endless\nstar' : levelNames[i]; var levelText = new Text2(levelTextContent, { 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 arrow buttons for level navigation var currentLevelIndex = 0; function updateLevelSelectors() { for (var i = 0; i < levelSelectors.length; i++) { levelSelectors[i].visible = i === currentLevelIndex; levelSelectors[i].levelText.visible = i === currentLevelIndex; } } var leftArrow = new Button('<', 2048 / 2 - 700, 1300, function (x, y, obj) { if (currentLevelIndex > 0) { currentLevelIndex--; updateLevelSelectors(); } }); selectLevelContainer.addChild(leftArrow); var rightArrow = new Button('>', 2048 / 2 + 700, 1300, function (x, y, obj) { if (currentLevelIndex < levelSelectors.length - 1) { currentLevelIndex++; updateLevelSelectors(); } }); selectLevelContainer.addChild(rightArrow); updateLevelSelectors(); 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); timerTxt.visible = false; // Initially hide the timer text LK.gui.top.addChild(timerTxt); var elapsedTime = 0; var timerInterval = LK.setInterval(function () { if (!gamestart) { return; } // Ensure timer only updates when gamestart is true if (gamestart && !timerTxt.visible) { timerTxt.visible = true; // Show timer text when game starts } else if (!gamestart && timerTxt.visible) { timerTxt.visible = false; // Hide timer text when game is not started } elapsedTime++; if (elapsedTime >= 30 && (levelID === 1 && !levelCompletedSaw || levelID === 2 && !levelCompletedStar || levelID === 0 && !levelCompletedArrow)) { gamestart = false; if (levelID === 0) { levelCompletedArrow = true; storage.levelCompletedArrow = true; // Save to cloud } else if (levelID === 1) { levelCompletedSaw = true; storage.levelCompletedSaw = true; // Save to cloud } else if (levelID === 2) { levelCompletedStar = true; storage.levelCompletedStar = true; // Save to cloud } LK.showYouWin(); // Show "you win" and reset the game state } 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; if (energyDecreaseInterval) { LK.clearInterval(energyDecreaseInterval); // Clear interval when player returns to normal size } }; game.down = function (x, y, obj) { if (energy.value > 0) { // Check if energy is greater than 0 player.scaleX = 0.5; player.scaleY = 0.5; energyDecreaseInterval = LK.setInterval(function () { energy.decrease(2); // Decrease energy by 2% energyText.setText(energy.value + '%'); // Update energy text if (energy.value <= 0) { player.scaleX = 1; // Reset player size if energy depletes player.scaleY = 1; LK.clearInterval(energyDecreaseInterval); // Clear interval } }, 1000); // Decrease energy every second } }; // Create a list to store EnemyArrow instances function spawnEnemy(type, interval, levelCheck, enemyArray, enemyClass) { return LK.setInterval(function () { if (!gamestart || !levelCheck()) { return; } var newEnemy = game.addChild(new enemyClass()); enemyArray.push(newEnemy); newEnemy.spawnTime = Date.now(); LK.setTimeout(function () { if (enemyArray.includes(newEnemy) && Date.now() - newEnemy.spawnTime >= 10000) { newEnemy.destroy(); enemyArray.splice(enemyArray.indexOf(newEnemy), 1); } }, 20000); }, interval); } var enemyArrows = []; var enemySaw = []; var enemyStars = []; // New array to store EnemyStar instances var enemyArrowInterval = spawnEnemy('arrow', 700, function () { return levelID === 0; }, enemyArrows, EnemyArrow); var enemySawInterval = spawnEnemy('saw', 1000, function () { return levelID === 1; }, enemySaw, EnemySaw); var enemyStarInterval = spawnEnemy('star', 1500, function () { return levelID === 2; }, 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, 1200, 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, 1700, function (x, y, obj) { menuContainer.visible = false; // Hide the main menu showRecordsPage(); // Show the records page }); menuContainer.addChild(recordButton); var creditsButton = new Button('Credits', 2048 / 2, 2200, 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
@@ -103,8 +103,9 @@
// Calculate distance to player
var distanceToPlayer = Math.sqrt(Math.pow(player.x - self.x, 2) + Math.pow(player.y - self.y, 2));
// Check if the star should change direction
if (self.directionChanges < 2 && distanceToPlayer < 900 && !self.cooldown) {
+ speed *= 1.2; // Increase speed by 20%
angle = Math.atan2(player.y - self.y, player.x - self.x);
self.directionChanges++;
self.cooldown = true; // Activate cooldown
LK.setTimeout(function () {