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ajusta la posicion para que sea dentro del area movible de player
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Crea una logica para lazer enemy class para que aparezca en posiciones predeterminadas
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cambia la posicioĢn x e y de enemy lazer class
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haz que la posicioĢn inicial de lazer enemy sea el centro del area mvible de player
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haz que la posicioĢn inicial de lazer sea prederminada con los sigueintes posiciones dentro del area movible de player: top, down, left and right
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Mejora la logica
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haz que dejen de ser randoms y sean posiciones predeterminadas
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haz que dejen de ser randoms y sean redefinidas
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haz que la posicioĢn inicual de laser sea random dentro del area movible del player
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La posicioĢn de iniico de laser son las siguientes: - top (1/3)del area movible de player - down (1/3) del area movible player - down and top (2/3) del area movible player - left (1/3) del area movible player - right (1/3) del area movible player - left and rigth (2/3) del area movible player - center vertical del area movible player - center horizontal del area movible player - cruz del area movible player - X del area movible player
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haz que laser aparezca en su nivel
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haz que la posicioĢn de spawn del enemigo laser sea segun su patron y no le agregues movimiento
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Please fix the bug: 'enemyLasers is not defined' in or related to this line: 'var enemyLaserInterval = spawnEnemy('laser', 1000, function () {' Line Number: 803
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cambia su rotacioĢn segun si es vertical, horizontal o diagonal Agregalo al sistema de spawn
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haz lo siguiente: - Lazer ememy tenga distintos patrones de ataques: - top (1/3)del area movible de player - down (1/3) del area movible player - down and top (2/3) del area movible player - left (1/3) del area movible player - right (1/3) del area movible player - left and rigth (2/3) del area movible player - center vertical del area movible player - center horizontal del area movible player - cruz del area movible player - X del area movible player
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haz que laser no se mueva
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Please fix the bug: 'Timeout.tick error: patternKeys is not defined' in or related to this line: 'self.selectedPattern = patternKeys[Math.floor(Math.random() * patternKeys.length)];' Line Number: 243
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haz que el patron de ataque sea unico de cada laser creado
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Agregale a enemy laser la funcioĢn de aparecer en su nivel
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haz lo siguiente: - Lazer ememy tenga distintos patrones de ataques: - top del area movible - down del area movible - down and top - left - right - left and rigth - center vertical - center horizontal - cruz - X
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haz que laser enemy eliga dos posiciones uno A y uno B haz que el largo o el alto del laser (dependiendo si su es vertical o lateral) sea igual al largo
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Please fix the bug: 'Timeout.tick error: Graphics is not a constructor' in or related to this line: 'var line = new Graphics();' Line Number: 213
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Please fix the bug: 'Timeout.tick error: LK.effects.drawLine is not a function' in or related to this line: 'LK.effects.drawLine(self, pointA, pointB, {' Line Number: 212
/**** * 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); self.buttonAsset = self.attachAsset('Buttom', { anchorX: 0.5, anchorY: 0.5, alpha: 0 }); self.buttonAsset.x = x; self.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); self.buttonAsset.down = function (x, y, obj) { LK.getSound('ButtomSound').play(); callback(x, y, obj); }; }); var EnemyArrow = Container.expand(function () { var self = Container.call(this); var bEnemyArrowGraphics = self.attachAsset('EnemyArrow', { anchorX: 0.5, anchorY: 0.5 }); var arrowSound = LK.getSound('ArrowCreated'); arrowSound.pitch = 0.9 + Math.random() * 0.2; // Random pitch between 0.9 and 1.1 arrowSound.play(); enemyLogic(self); var angle = Math.atan2(player.y - self.y, player.x - self.x); var speed = 17.5; // 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 EnemyCircle = Container.expand(function () { var self = Container.call(this); var bEnemyCircleGraphics = self.attachAsset('EnemyCircle', { anchorX: 0.5, anchorY: 0.5 }); // Add pulsing transparency and size increase animation function addPulsingAnimation(target) { tween(target, { alpha: 0.5, scaleX: 1.1, scaleY: 1.1 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { tween(target, { alpha: 1.0, scaleX: 1.0, scaleY: 1.0 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { addPulsingAnimation(target); // Loop the effect } }); } }); } addPulsingAnimation(bEnemyCircleGraphics); enemyLogic(self); // Determine target position based on random chance var randomChance = Math.random(); var targetX, targetY; if (randomChance < 0.33) { // 33% chance to go to the player's last position targetX = player.x; targetY = player.y; } else if (randomChance < 0.66) { // 33% chance to go to a very offset position from the player's last position var offsetX = (Math.random() - 0.5) * 800; // Random offset between -400 and 400 var offsetY = (Math.random() - 0.5) * 800; // Random offset between -400 and 400 targetX = player.x + offsetX; targetY = player.y + offsetY; } else { // 33% chance to go to a random position within the player's movement area var leftBound = (2048 - 1000) / 2; var rightBound = leftBound + 1000; var topBound = (2732 - 1000) / 2; var bottomBound = topBound + 1000; targetX = Math.random() * (rightBound - leftBound) + leftBound; targetY = Math.random() * (bottomBound - topBound) + topBound; } var angle = Math.atan2(targetY - self.y, targetX - self.x); var speed; if (randomChance < 0.33) { speed = 15; // Speed for direct to player } else if (randomChance < 0.66) { speed = 10; // Speed for nearby position } else { var _addPulsingSizeAnimation = function addPulsingSizeAnimation(target) { tween(target, { scaleX: 1.6, scaleY: 1.6 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { tween(target, { scaleX: 1.0, scaleY: 1.0 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { _addPulsingSizeAnimation(target); // Loop the effect } }); } }); }; speed = 5; // Speed for random position // Add pulsing size animation for slower EnemyCircle instances _addPulsingSizeAnimation(self); } self.update = function () { if (!gamestart) { return; } self.x += Math.cos(angle) * speed; self.y += Math.sin(angle) * speed; self.rotation += 0.03; // Add rotation to Circle }; }); var EnemyLaser = Container.expand(function () { var self = Container.call(this); var bEnemyLaserGraphics = self.attachAsset('EnemyLazer', { anchorX: 0.5, anchorY: 0.5 }); // No logic added yet }); var EnemyNinja = Container.expand(function () { var self = Container.call(this); var bEnemyNinjaGraphics = self.attachAsset('EnemyNinja', { anchorX: 0.5, anchorY: 0.5 }); var ninjaSound = LK.getSound('Ninjacreated'); ninjaSound.play(); enemyLogic(self); var angle = Math.atan2(player.y - self.y, player.x - self.x); self.directionChanges = 0; var speed = 18; // Set speed for Ninja self.cooldown = false; // Initialize cooldown state self.update = function () { if (!gamestart) { return; } self.x += Math.cos(angle) * speed; self.y += Math.sin(angle) * speed; self.rotation += 0.1; // Add rotation to Ninja // Check if Ninja is near the player and not on cooldown var distanceToPlayer = Math.sqrt(Math.pow(player.x - self.x, 2) + Math.pow(player.y - self.y, 2)); if (distanceToPlayer <= 600 && !self.cooldown) { self.cooldown = true; // Set cooldown to prevent immediate re-triggering // Create 4 Ninja Clones at 90-degree angles for (var i = 0; i < 4; i++) { var clone = new EnemyNinjaClone(); clone.x = self.x; clone.y = self.y; var cloneAngle = angle + Math.PI / 2 * i; // 90-degree increments clone.update = function (cloneAngle) { return function () { this.x += Math.cos(cloneAngle) * speed; this.y += Math.sin(cloneAngle) * speed; this.rotation += 0.1; }; }(cloneAngle); game.addChild(clone); // Limit the number of EnemyNinjaClones to 16 if (enemyNinjaClones.length >= 16) { var oldestClone = enemyNinjaClones.shift(); // Remove the oldest clone oldestClone.destroy(); // Destroy the oldest clone } enemyNinjaClones.push(clone); // Play 'Ninjasepare' sound with a slight delay for each clone LK.setTimeout(function () { LK.getSound('Ninjasepare').play(); }, i * 100); } self.destroy(); enemyNinjas.splice(enemyNinjas.indexOf(self), 1); } }; }); var EnemyNinjaClone = Container.expand(function () { var self = Container.call(this); var bEnemyNinjaCloneGraphics = self.attachAsset('EnemyNinja', { anchorX: 0.5, anchorY: 0.5 }); enemyLogic(self); var angle = Math.atan2(player.y - self.y, player.x - self.x); self.directionChanges = 0; var speed = 12; // Set speed for Ninja Clone self.cooldown = false; // Initialize cooldown state self.update = function () { if (!gamestart) { return; } self.x += Math.cos(angle) * speed; self.y += Math.sin(angle) * speed; self.rotation += 0.1; // Add rotation to Ninja Clone }; }); var EnemySaw = Container.expand(function () { var self = Container.call(this); var bEnemySawGraphics = self.attachAsset('EnemySaw', { anchorX: 0.5, anchorY: 0.5 }); var sawSound = LK.getSound('sawcreated'); sawSound.play(); 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 LK.getSound('Sawcharge').play(); // Play 'Sawcharge' sound }, 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; var angle = Math.atan2(player.y - self.y, player.x - self.x); var speed = 10; // Maintain original speed self.cooldown = false; // Initialize cooldown state 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 (self.directionChanges < 3 && distanceToPlayer < 900 && !self.cooldown) { speed *= 1.2; angle = Math.atan2(player.y - self.y, player.x - self.x); self.directionChanges++; self.cooldown = true; LK.setTimeout(function () { self.cooldown = false; }, 1000); } 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, enemyNinjas, enemyNinjaClones, enemyStars, enemyCircles); 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); } else if (enemyNinjas.includes(allEnemies[i])) { enemyNinjas.splice(enemyNinjas.indexOf(allEnemies[i]), 1); } else if (enemyCircles.includes(allEnemies[i])) { enemyCircles.splice(enemyCircles.indexOf(allEnemies[i]), 1); } else if (enemyNinjaClones.includes(allEnemies[i])) { enemyNinjaClones.splice(enemyNinjaClones.indexOf(allEnemies[i]), 1); allEnemies[i].destroy(); // Ensure the clone is destroyed } 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 levelCompletedNinja = storage.levelCompletedNinja || false; var levelCompletedStar = storage.levelCompletedStar || false; var levelCompletedCircle = storage.levelCompletedCircle || false; var levelCompletedQuestion = storage.levelCompletedQuestion || false; // New level '???' completion tracking 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', 'ninja', 'star', 'circle', '???']; // Add new level '???' after 'circle' var endlessModeName = 'endless'; // Endless mode var levelSelectors = []; // Array to store level selectors for (var i = 0; i < levelNames.length + 1; i++) { var levelName = i < levelNames.length ? levelNames[i] : endlessModeName; // Add endless mode after last level var levelSelector; var levelAssets = { 'arrow': levelCompletedArrow ? 'LevelArrowEndless' : 'LevelBloq', 'saw': levelCompletedSaw ? 'LevelSawEndless' : 'LevelBloq', 'star': levelCompletedStar ? 'LevelStarEndless' : 'LevelBloq', 'ninja': levelCompletedNinja ? 'LevelNinjaEndless' : 'LevelBloq', 'circle': levelCompletedCircle ? 'LevelCircleEndless' : 'LevelBloq', '???': levelCompletedQuestion ? 'LevelLaserEndless' : 'LevelLaser', // Add missing asset for '???' level 'endless': 'LevelBloq' }; levelSelector = LK.getAsset(levelAssets[levelName], { anchorX: 0.5, anchorY: 0.5 }); levelSelector.x = 2048 / 2; levelSelector.y = 1300; // Align vertically levelSelector.levelType = levelName; levelSelector.down = function (index) { // Create a closure to capture the current index return function (x, y, obj) { if (true) { leftArrow.buttonAsset.down = null; // Disable left arrow button rightArrow.buttonAsset.down = null; // Disable right arrow button backButton.buttonAsset.down = null; // Disable back button howToPlayButton.buttonAsset.down = null; // Disable how to play button if (!this.soundPlayed) { LK.getSound('InitialLevel').play(); // Play initial level sound this.soundPlayed = true; // Ensure the sound only plays once } LK.setTimeout(function () { // Add a 3-second cooldown before starting the level gamestart = true; // Start the game selectLevelContainer.visible = false; levelID = index; console.log("Starting level:", obj.levelType); }, 3000); } 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 = levelName === 'endless' ? 'endless\nmode' : levelName === 'arrow' && levelCompletedArrow ? 'endless\narrow' : levelName === 'saw' && levelCompletedSaw ? 'endless\nsaw' : levelName === 'star' && levelCompletedStar ? 'endless\nstar' : levelName === 'circle' && levelCompletedCircle ? 'endless\ncircle' : levelName === '???' && levelCompletedQuestion ? 'endless\n???' : levelName; 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 }, { // New spawn position for EnemyLaser x: 1024, // Center of the screen on x-axis y: 1366 // Center of the screen on y-axis }]; 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 && !levelCompletedNinja || levelID === 3 && !levelCompletedStar || levelID === 0 && !levelCompletedArrow || levelID === 4 && !levelCompletedCircle || levelID === 5 && !levelCompletedQuestion)) { 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) { levelCompletedNinja = true; storage.levelCompletedNinja = true; // Save to cloud } else if (levelID === 3) { levelCompletedStar = true; storage.levelCompletedStar = true; // Save to cloud } else if (levelID === 4) { levelCompletedCircle = true; storage.levelCompletedCircle = true; // Save to cloud } else if (levelID === 5) { levelCompletedQuestion = true; storage.levelCompletedQuestion = 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 enemyNinjas = []; // New array to store EnemyNinja instances var enemyNinjaClones = []; // New array to store EnemyNinjaClone instances var enemyStars = []; // New array to store EnemyStar instances var enemyCircles = []; // New array to store EnemyCircle instances var enemyLasers = []; // New array to store EnemyLaser instances var enemyArrowInterval = spawnEnemy('arrow', 700, function () { return levelID === 0; }, enemyArrows, EnemyArrow); var enemySawInterval = spawnEnemy('saw', 1000, function () { return levelID === 1; }, enemySaw, EnemySaw); var enemyNinjaInterval = spawnEnemy('ninja', 1200, function () { return levelID === 2; }, enemyNinjas, EnemyNinja); var enemyStarInterval = spawnEnemy('star', 1500, function () { return levelID === 3; }, enemyStars, EnemyStar); var enemyCircleInterval = spawnEnemy('circle', 700, function () { return levelID === 4; }, enemyCircles, EnemyCircle); var enemyLaserInterval = spawnEnemy('laser', 1000, function () { return levelID === 5; }, enemyLasers, EnemyLaser); 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) { LK.getSound('ButtomSound').play(); 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
@@ -561,30 +561,29 @@
var lifeQuantity = 3;
var energyQuantity = 100;
var gamestart = false;
function enemyLogic(entity) {
- if (entity instanceof EnemyLaser) {
- // Set EnemyLaser to the center of the player's movable area
- entity.x = (2048 - 1000) / 2 + 500;
- entity.y = (2732 - 1000) / 2 + 500;
- } else {
- 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;
- }
+ 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
+ }, {
+ // New spawn position for EnemyLaser
+ x: 1024,
+ // Center of the screen on x-axis
+ y: 1366 // Center of the screen on y-axis
+ }];
+ 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', {
ButtomSound
Sound effect
InitialLevel
Sound effect
ArrowCreated
Sound effect
sawcreated
Sound effect
Sawcharge
Sound effect
Ninjacreated
Sound effect
Ninjasepare
Sound effect
StarCreated
Sound effect
CircleCreated
Sound effect
HexagonCreated
Sound effect
GameplayMusic
Music