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disminuye el rango de persecución de estrella a 300
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haz que hexagon no vaya directo a player, si no a posiciones cercana, como el enemigo mediano de circle
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haz que hegaxon enemy se mueva en zig zag
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agregale dos segundos de delay a la musica
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agregale un cooldown de 2 segundos
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haz que la musica inicie despues de que finalice el soniod al seleccionar un nivel
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haz que la musica empiece despues del sonido nivelstar
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haz que la musica inicie cuando gamestart es verdadero
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al perder o ganar haz que se detenga
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haz que cuando inicie el juego se reproduzca la musica Gameplaymusic en bucle
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Play 'HexagonCreated' sound when an EnemyHexagon is created
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agrega el sonido circe created cuando se crea un circulo
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agrega el sonido star created cuando se crea una estrella
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arregla el hitbox de los botones para cambiar de nivel
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haz que cuando detecte jugador su movimiento pase a ser vertical y no horizontal
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cuando detecta a player en el mismo eje x subira o bajara y no ira hacia los costados
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haz que hexagon enemy se mueva de izquierda a derecha y al estar en la misma posicion x de player este va a la ultima posición de player
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haz que no lo persigan, que simplementen suban o bajen segun si player esta arriba o abajo
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haz que hexagon enemy se mueva de izquierda a derecha y al estar en la misma posicion x de player este lo persigue
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agrega la logica de movimiento de arrow a hexagon
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arregla el bug que hace que hexagon no se mueva
/**** * 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 }); var circleSound = LK.getSound('CircleCreated'); circleSound.play(); // 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('EnemyHexagon', { anchorX: 0.5, anchorY: 0.5 }); var hexagonSound = LK.getSound('HexagonCreated'); hexagonSound.play(); enemyLogic(self); // Determine target position based on random chance var randomChance = Math.random(); var targetX, targetY; if (randomChance < 0.5) { // 50% chance to go to a nearby position from the player's last position var offsetX = (Math.random() - 0.5) * 400; // Random offset between -200 and 200 var offsetY = (Math.random() - 0.5) * 400; // Random offset between -200 and 200 targetX = player.x + offsetX; targetY = player.y + offsetY; } else { // 50% 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 = 10; // Adjusted speed for new movement pattern var zigzagFrequency = 0.1; // Frequency of zig-zag movement var zigzagAmplitude = 12; // Amplitude of zig-zag movement self.update = function () { if (!gamestart) { return; } var zigzagOffset = Math.sin(LK.ticks * zigzagFrequency) * zigzagAmplitude; self.x += Math.cos(angle) * speed + Math.cos(angle + Math.PI / 2) * zigzagOffset; self.y += Math.sin(angle) * speed + Math.sin(angle + Math.PI / 2) * zigzagOffset; self.rotation = angle; }; }); 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 LK.setTimeout(function () { self.cooldown = false; // Reset cooldown after 2 seconds }, 2000); 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 }); var starSound = LK.getSound('StarCreated'); starSound.play(); 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 < 300 && !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, enemyHexagons); 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, enemyHexagons, 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.stopMusic(); 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 () { LK.setTimeout(function () { LK.playMusic('GameplayMusic', { loop: true }); // Play music after sound }, 2000); // Add 2-second delay before starting music }, 898); // Duration of 'InitialLevel' sound } 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 === 'ninja' && levelCompletedNinja ? 'endless\nninja' : 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.stopMusic(); 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 enemyLasers = []; // Define enemyLasers array to fix the ReferenceError 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('Extreme, skill\n and figures', 135, 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
@@ -327,9 +327,9 @@
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) {
+ if (self.directionChanges < 3 && distanceToPlayer < 300 && !self.cooldown) {
speed *= 1.2;
angle = Math.atan2(player.y - self.y, player.x - self.x);
self.directionChanges++;
self.cooldown = true;