User prompt
haz que hexagon enemy se mueva de izquierda a derecha y al estar en la misma posicion x de player este lo persigue
User prompt
agrega la logica de movimiento de arrow a hexagon
User prompt
arregla el bug que hace que hexagon no se mueva
User prompt
haz que hexagon se mueva de izquierda a derecha y al detectar a player en la misma posición x este baje raidamente para abajo
User prompt
haz que hexagon en vez de ir a la posición de player tenga rutas predefinidas
Code edit (1 edits merged)
Please save this source code
User prompt
agregre a hegaxon la logica de movimiento de arrow
User prompt
elimina laser damage, cambio de tranparencia, elección de posición de hexagon
User prompt
elimina la logica de aparición de hexagon
User prompt
remueve la logica de movimiento de hezagon enemi
User prompt
borra a logica de hegagon enemi
User prompt
haz al titulo 10% más pequeño
User prompt
cambia el titulo por Extreme, skill\n and figures
User prompt
haz que el titulo del juego tenga un efecto rpg cambiando de color ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
agrega un efecto rpg para titulo
User prompt
haz que hexagon enemy se translade de un lado a otro con las posiciones ya definidas actualmente
User prompt
haz que hegaron tenga la logica de arrow pero con la ruta predefinida que ya posee
User prompt
ninja aunque este completado se llama ninja y no endless\nninja
User prompt
Aun te falto de agregar enemyhexagon en muchos lugares
User prompt
Please fix the bug: 'ReferenceError: enemyLasers is not defined' in or related to this line: 'var enemyArray = [enemyArrows, enemySaw, enemyNinjas, enemyStars, enemyCircles, enemyLasers, enemyNinjaClones];' Line Number: 491
User prompt
Agrega hexagon en todo lo relacionado con laser
User prompt
Please fix the bug: 'ReferenceError: enemyLasers is not defined' in or related to this line: 'var allEnemies = enemyArrows.concat(enemySaw, enemyNinjas, enemyNinjaClones, enemyStars, enemyCircles, enemyLasers);' Line Number: 481
User prompt
cambia laser name enemy por enemyhexagon y cambia todo lo referente a el por el nuevo nombre
User prompt
Termina de aplicar exagon a todo
User prompt
Please fix the bug: 'Uncaught ReferenceError: hexagonRecordTime is not defined' in or related to this line: 'var levels = [{' Line Number: 1022
/**** * 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 EnemyHexagon = Container.expand(function () { var self = Container.call(this); var bEnemyHexagonGraphics = self.attachAsset('EnemyLazer', { anchorX: 0.5, anchorY: 0.5, alpha: 0.3 // Initial transparency }); self.LaserDamage = false; // Initialize LaserDamage as false // Apply tween to gradually change transparency to 1 over 1 second tween(bEnemyHexagonGraphics, { alpha: 1 }, { duration: 1000, easing: tween.linear, onFinish: function onFinish() { self.LaserDamage = true; // Set LaserDamage to true after 1 second } }); // Schedule destruction of the laser after 4 seconds LK.setTimeout(function () { self.destroy(); if (enemyHexagons.includes(self)) { enemyHexagons.splice(enemyHexagons.indexOf(self), 1); } }, 4000); // Predetermined positions for EnemyHexagon var leftSpawn = (2048 - 1000) / 2; var rightSpawn = leftSpawn + 1000; var topSpawn = (2732 - 1000) / 2; var bottomSpawn = topSpawn + 1000; var predeterminedPositions = [{ // top x: 2048 / 2, y: topSpawn, rotation: 0 // Facing down }, { // down x: 2048 / 2, y: bottomSpawn, rotation: Math.PI // Facing up }, { // center facingup x: 2048 / 2, y: 2732 / 2, rotation: Math.PI // Facing up }, { // left x: leftSpawn, y: 2732 / 2, rotation: Math.PI / 2 // Facing right }, { // right x: rightSpawn, y: 2732 / 2, rotation: -Math.PI / 2 // Facing left }, { // center facing left x: 2048 / 2, y: 2732 / 2, rotation: Math.PI / 2 // Facing left }, { // diagonal right x: 2048 / 2, y: 2732 / 2, rotation: Math.PI / 4 }, { // diagonal left x: 2048 / 2, y: 2732 / 2, rotation: -Math.PI / 4 }]; // Randomly select one of the predetermined positions var position = predeterminedPositions[Math.floor(Math.random() * predeterminedPositions.length)]; self.x = position.x; self.y = position.y; self.rotation = position.rotation; // Schedule destruction of the hexagon after 5 seconds LK.setTimeout(function () { self.destroy(); if (enemyHexagons.includes(self)) { enemyHexagons.splice(enemyHexagons.indexOf(self), 1); } }, 5000); }); 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; } faceGraphics.alpha = inmunidad ? 0.5 : 1.0; 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, enemyLasers); for (var i = 0; i < allEnemies.length; i++) { if (self.intersects(allEnemies[i]) && !allEnemies[i].destroyed && !inmunidad) { lifeQuantity = Math.max(0, lifeQuantity - 1); updateLifeIcons(); allEnemies[i].destroy(); inmunidad = true; LK.setTimeout(function () { inmunidad = false; }, 1000); var enemyArray = [enemyArrows, enemySaw, enemyNinjas, enemyStars, enemyCircles, enemyLasers, enemyNinjaClones]; for (var j = 0; j < enemyArray.length; j++) { if (enemyArray[j].includes(allEnemies[i])) { enemyArray[j].splice(enemyArray[j].indexOf(allEnemies[i]), 1); break; } } if (lifeQuantity === 0) { self.destroy(); gamestart = false; // Save the time when the game ends var levelNames = ['arrow', 'saw', 'ninja', 'star', 'circle', 'hexagon', 'endless']; var currentLevelName = levelNames[levelID]; if (currentLevelName === 'arrow' && elapsedTime > arrowRecordTime) { arrowRecordTime = elapsedTime; storage.arrowRecordTime = arrowRecordTime; } else if (currentLevelName === 'saw' && elapsedTime > sawRecordTime) { sawRecordTime = elapsedTime; storage.sawRecordTime = sawRecordTime; } else if (currentLevelName === 'ninja' && elapsedTime > ninjaRecordTime) { ninjaRecordTime = elapsedTime; storage.ninjaRecordTime = ninjaRecordTime; } else if (currentLevelName === 'star' && elapsedTime > starRecordTime) { starRecordTime = elapsedTime; storage.starRecordTime = starRecordTime; } else if (currentLevelName === 'circle' && elapsedTime > circleRecordTime) { circleRecordTime = elapsedTime; storage.circleRecordTime = circleRecordTime; } else if (currentLevelName === 'hexagon' && elapsedTime > hexagonRecordTime) { hexagonRecordTime = elapsedTime; storage.hexagonRecordTime = hexagonRecordTime; } else if (currentLevelName === 'endless' && elapsedTime > endlessRecordTime) { endlessRecordTime = elapsedTime; storage.endlessRecordTime = endlessRecordTime; } 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 inmunidad = false; function showHowToPlayPage() { // Create a new container for the how to play page var howToPlayContainer = new Container(); // Add the how to play background var howToPlayBackground = LK.getAsset('HowToPlayOne', { anchorX: 0.5, anchorY: 0.5 }); howToPlayBackground.x = 2048 / 2; howToPlayBackground.y = 2732 / 2; howToPlayContainer.addChild(howToPlayBackground); // Add event listener to hide how to play page on touch howToPlayContainer.down = function (x, y, obj) { howToPlayContainer.visible = false; // Hide the how to play page menuContainer.visible = true; // Show the main menu }; // Add the how to play page to the game game.addChild(howToPlayContainer); // Toggle between HowToPlayOne and HowToPlayTwo every second var toggle = true; LK.setInterval(function () { var newBackground = LK.getAsset(toggle ? 'HowToPlayTwo' : 'HowToPlayOne', { anchorX: 0.5, anchorY: 0.5 }); newBackground.x = 2048 / 2; newBackground.y = 2732 / 2; howToPlayContainer.addChild(newBackground); howToPlayContainer.removeChild(howToPlayBackground); howToPlayBackground = newBackground; toggle = !toggle; }, 1000); } 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 levelCompletedHexagon = storage.levelCompletedHexagon || false; // New level 'hexagon' completion tracking // Initialize records for each level var arrowRecordTime = storage.arrowRecordTime || 0; var sawRecordTime = storage.sawRecordTime || 0; var ninjaRecordTime = storage.ninjaRecordTime || 0; var starRecordTime = storage.starRecordTime || 0; var circleRecordTime = storage.circleRecordTime || 0; var hexagonRecordTime = storage.hexagonRecordTime || 0; var endlessRecordTime = storage.endlessRecordTime || 0; 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) { showHowToPlayPage(); }); selectLevelContainer.addChild(howToPlayButton); var levelNames = ['arrow', 'saw', 'ninja', 'star', 'circle', 'hexagon']; // Rename '???' to 'hexagon' 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', 'hexagon': levelCompletedHexagon ? '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 === 'hexagon' && levelCompletedHexagon ? 'endless\nhexagon' : 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 }]; 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 && !levelCompletedHexagon)) { // Check if the current time is greater than the record time for the level var levelNames = ['arrow', 'saw', 'ninja', 'star', 'circle', 'hexagon', 'endless']; var currentLevelName = levelNames[levelID]; if (currentLevelName === 'arrow' && elapsedTime > arrowRecordTime) { arrowRecordTime = elapsedTime; storage.arrowRecordTime = arrowRecordTime; } else if (currentLevelName === 'saw' && elapsedTime > sawRecordTime) { sawRecordTime = elapsedTime; storage.sawRecordTime = sawRecordTime; } else if (currentLevelName === 'ninja' && elapsedTime > ninjaRecordTime) { ninjaRecordTime = elapsedTime; storage.ninjaRecordTime = ninjaRecordTime; } else if (currentLevelName === 'star' && elapsedTime > starRecordTime) { starRecordTime = elapsedTime; storage.starRecordTime = starRecordTime; } else if (currentLevelName === 'circle' && elapsedTime > circleRecordTime) { circleRecordTime = elapsedTime; storage.circleRecordTime = circleRecordTime; } else if (currentLevelName === 'hexagon' && elapsedTime > hexagonRecordTime) { hexagonRecordTime = elapsedTime; storage.hexagonRecordTime = hexagonRecordTime; } else if (currentLevelName === 'endless' && elapsedTime > endlessRecordTime) { endlessRecordTime = elapsedTime; storage.endlessRecordTime = endlessRecordTime; } 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) { levelCompletedHexagon = true; storage.levelCompletedHexagon = 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 enemyHexagons = []; // New array to store EnemyHexagon 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 enemyHexagonInterval = spawnEnemy('hexagon', 1000, function () { return levelID === 5; }, enemyHexagons, EnemyHexagon); // Endless mode logic for spawning two different enemies every 30 seconds var endlessEnemyTypes = [EnemyArrow, EnemySaw, EnemyNinja, EnemyStar, EnemyCircle]; // Removed redundant endlessModeDoubleInterval logic // Endless mode logic for spawning different enemies var currentEndlessEnemyIndex = 0; // Function to spawn 3 random enemies every 2 seconds in endless mode var endlessModeInterval = LK.setInterval(function () { if (levelID === 6 && gamestart) { // Assuming levelID 6 is for endless mode for (var i = 0; i < 2; i++) { var randomEnemyType = endlessEnemyTypes[Math.floor(Math.random() * endlessEnemyTypes.length)]; var newEnemy = game.addChild(new randomEnemyType()); enemyArrows.push(newEnemy); // Assuming all enemies are stored in enemyArrows for simplicity } } }, 2000); 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); // Display records for each level var recordYPosition = 700; var levels = [{ name: 'arrow', recordTime: arrowRecordTime, color: 0xFFBD4D }, { name: 'saw', recordTime: sawRecordTime, color: 0xF26A41 }, { name: 'ninja', recordTime: ninjaRecordTime, color: 0xF61C32 }, { name: 'star', recordTime: starRecordTime, color: 0xF61D64 }, { name: 'circle', recordTime: circleRecordTime, color: 0xF61CAD }, { name: 'hexagon', recordTime: hexagonRecordTime, color: 0xF61CF6 }, { name: 'endless', recordTime: endlessRecordTime, color: 0xFFFFFF // White for endless }]; levels.forEach(function (level) { var recordText = new Text2(level.name + ': ' + level.recordTime + 's', { size: 80, fill: level.color, font: "'Press Start 2P', cursive" }); recordText.anchor.set(0.5, 0.5); recordText.x = 2048 / 2; recordText.y = recordYPosition; recordsContainer.addChild(recordText); recordYPosition += 100; // Space out each record entry }); 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
@@ -155,18 +155,18 @@
self.y += Math.sin(angle) * speed;
self.rotation += 0.03; // Add rotation to Circle
};
});
-var EnemyLaser = Container.expand(function () {
+var EnemyHexagon = Container.expand(function () {
var self = Container.call(this);
- var bEnemyLaserGraphics = self.attachAsset('EnemyLazer', {
+ var bEnemyHexagonGraphics = self.attachAsset('EnemyLazer', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.3 // Initial transparency
});
self.LaserDamage = false; // Initialize LaserDamage as false
// Apply tween to gradually change transparency to 1 over 1 second
- tween(bEnemyLaserGraphics, {
+ tween(bEnemyHexagonGraphics, {
alpha: 1
}, {
duration: 1000,
easing: tween.linear,
@@ -176,13 +176,13 @@
});
// Schedule destruction of the laser after 4 seconds
LK.setTimeout(function () {
self.destroy();
- if (enemyLasers.includes(self)) {
- enemyLasers.splice(enemyLasers.indexOf(self), 1);
+ if (enemyHexagons.includes(self)) {
+ enemyHexagons.splice(enemyHexagons.indexOf(self), 1);
}
}, 4000);
- // Predetermined positions for EnemyLaser
+ // Predetermined positions for EnemyHexagon
var leftSpawn = (2048 - 1000) / 2;
var rightSpawn = leftSpawn + 1000;
var topSpawn = (2732 - 1000) / 2;
var bottomSpawn = topSpawn + 1000;
@@ -231,13 +231,13 @@
var position = predeterminedPositions[Math.floor(Math.random() * predeterminedPositions.length)];
self.x = position.x;
self.y = position.y;
self.rotation = position.rotation;
- // Schedule destruction of the laser after 5 seconds
+ // Schedule destruction of the hexagon after 5 seconds
LK.setTimeout(function () {
self.destroy();
- if (enemyLasers.includes(self)) {
- enemyLasers.splice(enemyLasers.indexOf(self), 1);
+ if (enemyHexagons.includes(self)) {
+ enemyHexagons.splice(enemyHexagons.indexOf(self), 1);
}
}, 5000);
});
var EnemyNinja = Container.expand(function () {
@@ -841,9 +841,9 @@
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 enemyHexagons = []; // New array to store EnemyHexagon instances
var enemyArrowInterval = spawnEnemy('arrow', 700, function () {
return levelID === 0;
}, enemyArrows, EnemyArrow);
var enemySawInterval = spawnEnemy('saw', 1000, function () {
@@ -857,11 +857,11 @@
}, enemyStars, EnemyStar);
var enemyCircleInterval = spawnEnemy('circle', 700, function () {
return levelID === 4;
}, enemyCircles, EnemyCircle);
-var enemyLaserInterval = spawnEnemy('laser', 1000, function () {
+var enemyHexagonInterval = spawnEnemy('hexagon', 1000, function () {
return levelID === 5;
-}, enemyLasers, EnemyLaser);
+}, enemyHexagons, EnemyHexagon);
// Endless mode logic for spawning two different enemies every 30 seconds
var endlessEnemyTypes = [EnemyArrow, EnemySaw, EnemyNinja, EnemyStar, EnemyCircle];
// Removed redundant endlessModeDoubleInterval logic
// Endless mode logic for spawning different enemies