User prompt
haz que la pantalla de game over o win aparezca cuando su sonido dinaliza
User prompt
haz que game over o win suene una vez finalice sus audios
User prompt
el sonido nunca se reproduce debido que automaticamente salta el mensaje de finalizar
User prompt
no da tiempo a sonar
User prompt
haz que al perder o ganar suenen su respectivos sonidos y despues finalice el juego
User prompt
haz que los clone ninja salgan en las verticales de ninja
User prompt
haz que los cloneninja salgan verticalmente al original
User prompt
haz que en vez de 90° sean 45°
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haz que no puedan haber más de 16 cloneninja y que vayan eliminando los primeros
Code edit (1 edits merged)
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User prompt
cuando ninja se separe en 4, que suene ninjasepare 4 veces con un pocodesface
User prompt
agrega ninja created soun cuando se crea un ninja
User prompt
no funciona correctamente el codigo
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User prompt
haz que ninja al estar cerca de player se divida en 4 ninja clone en un angulo de 90° cada uno
User prompt
agrega correctamente enemyninjaclone al sistema de daño
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User prompt
crea un clon de ninja llamado EnemyNinjaClone y agregalo al sistema de daño y su lista
User prompt
Haz que estrella despues de 2 segundos se destruya y se elimine de su lista
User prompt
Haz que estrella cuando este a cerca de 300 pixeles de la ultima posición de player, desde su creación, se destruya
User prompt
Haz que estrella cuando este a cerca de 300 pixeles de la ultima posición de player se destruya
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ninja sigue haciendo daño aunque se destruya
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User prompt
haz que ninja despues de entre 2->4 segundos se destruya
User prompt
cuando finalice la carga que suene sawcharge
/****
* 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
});
enemyLogic(self);
var angle = Math.atan2(player.y - self.y, player.x - self.x);
var speed = 8; // Set speed for Circle
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 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.getSound('badFinish').play().on('end', function () {
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;
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']; // Conventional levels
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;
if (levelNames[i] === 'arrow' && levelCompletedArrow) {
levelSelector = LK.getAsset('LevelArrowEndless', {
anchorX: 0.5,
anchorY: 0.5
});
} else if (levelNames[i] === 'saw' && levelCompletedSaw) {
levelSelector = LK.getAsset('LevelSawEndless', {
anchorX: 0.5,
anchorY: 0.5
});
} else if (levelNames[i] === 'star' && levelCompletedStar) {
levelSelector = LK.getAsset('LevelStarEndless', {
anchorX: 0.5,
anchorY: 0.5
});
} else if (levelNames[i]) {
levelSelector = LK.getAsset('Level' + levelNames[i].charAt(0).toUpperCase() + levelNames[i].slice(1), {
anchorX: 0.5,
anchorY: 0.5
});
} else {
levelSelector = LK.getAsset('LevelBloq', {
anchorX: 0.5,
anchorY: 0.5
});
}
levelSelector.x = 2048 / 2;
levelSelector.y = 1300; // Align vertically
levelSelector.levelType = 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;
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)) {
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
}
LK.getSound('goodFinish').play().on('end', function () {
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 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', 1300, function () {
return levelID === 4;
}, enemyCircles, EnemyCircle);
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
@@ -243,12 +243,11 @@
lifeQuantity = Math.max(0, lifeQuantity - 1);
updateLifeIcons();
if (lifeQuantity === 0) {
self.destroy();
- LK.getSound('badFinish').play();
- LK.setTimeout(function () {
+ LK.getSound('badFinish').play().on('end', function () {
LK.showGameOver();
- }, 1000 * (1 - 0.013)); // Adjust delay to match sound duration
+ });
}
}
};
self.increase = function (amount) {
@@ -545,12 +544,11 @@
} else if (levelID === 4) {
levelCompletedCircle = true;
storage.levelCompletedCircle = true; // Save to cloud
}
- LK.getSound('goodFinish').play();
- LK.setTimeout(function () {
+ LK.getSound('goodFinish').play().on('end', function () {
LK.showYouWin(); // Show "you win" and reset the game state
- }, 1000 * (0.765 - 0)); // Adjust delay to match sound duration
+ });
}
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