User prompt
carga la variable levelcompletedarrow ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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haz que al completar arrowlevel, levelcompleted arrow sea verdadero y guarda esta variable en la nube ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
crea variables levelCompleted
User prompt
haz que los niveles arrow, saw y ninja al llegar a los 30s se comleten y ganes
User prompt
Elimina las variables endless level
User prompt
corrige el bug que hace que arrow level sea jugable aunque tutorial completed es falso
User prompt
arrow level siendo sigue jugable aunque tutorialcomleted es falso
User prompt
haz que arrowlevel se pueda jugar si completed tutorial es verdadero, si no se puede jugar que se muestre con el asset levelbloq, si no, con su asset correspondido
Code edit (1 edits merged)
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crea una variable completedTutorial en false
User prompt
haz un tutorial para enseñar el movimiento y las mecanicas del juego
Code edit (3 edits merged)
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haz que energia en vez de bajar 5 or tick, vaya bajando 1 en 1 pero esos 5 por segundos
Code edit (3 edits merged)
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agrega un nivel llamado tutorial como el primero y cambia la aparición de los enemigos ++1
User prompt
elimina la fncionalidad de bloqueo
Code edit (1 edits merged)
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arregla los enemyinterval
Code edit (1 edits merged)
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User prompt
haz que los niveles se activen si el LevelEndles variable del anterior es verdadero
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arregla el fallo que hace que aunque la variable LevelEndless del nivel anterior es verdadero no se activan los niveles
Code edit (1 edits merged)
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haz que los niveles bloqueados tengan el asset Levelbloq
Code edit (2 edits merged)
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User prompt
- haz que levels no funcionen si su nivel anterior no tiene el levelendless en verdadero - Establece a arrow como el unico nivel jugable al inicio siendo el inicial y jugable - Endless mode solo se puede jugar si estan todas las variables endlessmode completas
/**** 
* Plugins
****/ 
var facekit = LK.import("@upit/facekit.v1");
var storage = LK.import("@upit/storage.v1");
/**** 
* Classes
****/ 
var Background = Container.expand(function () {
	var self = Container.call(this);
	var backgroundGraphics = self.attachAsset('Background', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.x = 2048 / 2; // Set the x position to the center of the screen
	self.y = 2732 / 2; // Set the y position to the center of the screen
});
var Button = Container.expand(function (text, x, y, callback) {
	var self = Container.call(this);
	var buttonAsset = self.attachAsset('Buttom', {
		anchorX: 0.5,
		anchorY: 0.5,
		alpha: 0
	});
	buttonAsset.x = x;
	buttonAsset.y = y;
	var buttonText = new Text2(text, {
		size: 100,
		fill: 0xFFFFFF,
		font: "'Press Start 2P', cursive"
	});
	buttonText.anchor.set(0.5, 0.5);
	buttonText.x = x;
	buttonText.y = y;
	self.addChild(buttonText);
	buttonAsset.down = callback;
});
var EnemyArrow = Container.expand(function () {
	var self = Container.call(this);
	var bEnemyArrowGraphics = self.attachAsset('EnemyArrow', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	enemyLogic(self);
	var angle = Math.atan2(player.y - self.y, player.x - self.x);
	var speed = 17; // Fixed speed for straight trajectory
	self.update = function () {
		if (!gamestart) {
			return;
		}
		self.x += Math.cos(angle) * speed;
		self.y += Math.sin(angle) * speed;
		self.rotation = angle;
	};
});
var EnemySaw = Container.expand(function () {
	var self = Container.call(this);
	var bEnemySawGraphics = self.attachAsset('EnemySaw', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	enemyLogic(self);
	var angle = Math.atan2(player.y - self.y, player.x - self.x);
	var newAngle = null; // Variable to store new angle after pause
	var speed = 10; // Fixed speed for straight trajectory
	self.update = function () {
		if (!gamestart) {
			return;
		}
		// Check distance to player
		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 * 1.5;
				newAngle = Math.atan2(player.y - self.y, player.x - self.x); // Assign new angle towards player's position 
			}, 2000);
		}
		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);
	var targetX = player.x;
	var targetY = player.y;
	self.update = function () {
		if (!gamestart) {
			return;
		}
		var dx = targetX - self.x;
		var dy = targetY - self.y;
		var angle = Math.atan2(dy, dx);
		var speed = 8.5 + Math.random(); // Add a random speed variation
		self.x += Math.cos(angle) * speed;
		self.y += Math.sin(angle) * speed;
		self.rotation += 0.03; // Add rotation logic similar to EnemySaw
		if (Math.abs(self.x - targetX) < 5 && Math.abs(self.y - targetY) < 5) {
			targetX = Math.random() * 2048; // Randomize new target position
			targetY = Math.random() * 2732;
		}
	};
});
var Energy = Container.expand(function () {
	var self = Container.call(this);
	var energyGraphics = self.attachAsset('Energy', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.value = 100; // Initial energy value
	self.decrease = function (amount) {
		self.value = Math.max(0, self.value - amount);
	};
	self.increase = function (amount) {
		self.value = Math.min(100, self.value + amount);
	};
});
var Life = Container.expand(function () {
	var self = Container.call(this);
	var lifeGraphics = self.attachAsset('Life', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.value = 100; // Initial life value
	self.decrease = function (amount) {
		self.value = Math.max(0, self.value - amount);
		if (self.value === 0) {
			lifeQuantity = Math.max(0, lifeQuantity - 1);
			updateLifeIcons();
			if (lifeQuantity === 0) {
				self.destroy();
				LK.showGameOver();
			}
		}
	};
	self.increase = function (amount) {
		self.value = Math.min(100, self.value + amount);
	};
});
var Player = Container.expand(function () {
	var self = Container.call(this);
	var faceGraphics = self.attachAsset('faceObject', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.update = function () {
		if (!gamestart) {
			return;
		}
		var smoothing = 0.05;
		var targetX = facekit.noseTip.x;
		var targetY = facekit.noseTip.y;
		var leftBound = (2048 - 1000) / 2;
		var rightBound = leftBound + 1000;
		var topBound = (2732 - 1000) / 2;
		var bottomBound = topBound + 1000;
		targetX = Math.max(leftBound, Math.min(rightBound, targetX));
		targetY = Math.max(topBound, Math.min(bottomBound, targetY));
		self.x += (targetX - self.x) * smoothing;
		self.y += (targetY - self.y) * smoothing;
		var allEnemies = enemyArrows.concat(enemySaw, enemyStars);
		for (var i = 0; i < allEnemies.length; i++) {
			if (self.intersects(allEnemies[i]) && !allEnemies[i].destroyed) {
				lifeQuantity = Math.max(0, lifeQuantity - 1);
				updateLifeIcons();
				allEnemies[i].destroy();
				if (enemyArrows.includes(allEnemies[i])) {
					enemyArrows.splice(enemyArrows.indexOf(allEnemies[i]), 1);
				} else if (enemySaw.includes(allEnemies[i])) {
					enemySaw.splice(enemySaw.indexOf(allEnemies[i]), 1);
				} else if (enemyStars.includes(allEnemies[i])) {
					enemyStars.splice(enemyStars.indexOf(allEnemies[i]), 1);
				}
				if (lifeQuantity === 0) {
					self.destroy();
					gamestart = false;
					LK.showGameOver();
				}
				break;
			}
		}
	};
});
var RangedLimiter = Container.expand(function () {
	var self = Container.call(this);
	var limiterGraphics = self.attachAsset('RangedLimiter', {
		anchorX: 0.5,
		anchorY: 0.5,
		alpha: 0.5
	});
});
var TextElement = Container.expand(function (text, size, color, font, x, y) {
	var self = Container.call(this);
	var textElement = new Text2(text, {
		size: size,
		fill: color,
		font: font
	});
	textElement.anchor.set(0.5, 0.5);
	textElement.x = x;
	textElement.y = y;
	self.addChild(textElement);
});
/**** 
* Initialize Game
****/ 
var game = new LK.Game({
	backgroundColor: 0x000000
});
/**** 
* Game Code
****/ 
var levelCompletedArrow = storage.levelCompletedArrow || false;
var levelCompletedSaw = false;
var levelCompletedStar = false;
function showSelectLevelPage() {
	// Create a new container for the select level page
	var selectLevelContainer = new Container();
	// Add a background to the select level page
	var selectLevelBackground = LK.getAsset('BackgroundMenu', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	selectLevelBackground.x = 2048 / 2;
	selectLevelBackground.y = 2732 / 2;
	selectLevelContainer.addChild(selectLevelBackground);
	// Add a title to the select level page
	var selectLevelTitle = new TextElement('Select Level', 150, 0xFFFFFF, "'Press Start 2P', cursive", 2048 / 2, 500);
	selectLevelContainer.addChild(selectLevelTitle);
	// Add a back button to return to the main menu
	var backButton = new Button('Back', 2048 / 2, 2400, function (x, y, obj) {
		selectLevelContainer.visible = false; // Hide the select level page
		menuContainer.visible = true; // Show the main menu
	});
	selectLevelContainer.addChild(backButton);
	// Add 'How to Play' button to the select level page
	var howToPlayButton = new Button('How to Play', 2048 / 2, 2100, function (x, y, obj) {
		// Add logic for how to play button
	});
	selectLevelContainer.addChild(howToPlayButton);
	var levelNames = ['arrow', 'saw', 'star', 'endless']; // Ensure endless is last
	var levelSelectors = []; // Array to store level selectors
	for (var i = 0; i < levelNames.length; i++) {
		var levelSelector;
		if (true) {
			levelSelector = LK.getAsset('Level' + levelNames[i].charAt(0).toUpperCase() + levelNames[i].slice(1), {
				anchorX: 0.5,
				anchorY: 0.5
			});
		} else {
			levelSelector = LK.getAsset('LevelBloq', {
				anchorX: 0.5,
				anchorY: 0.5
			});
		}
		levelSelector.x = 2048 / 2 + i * 800; // Increase horizontal spacing between level selectors
		levelSelector.y = 1300; // Align vertically
		levelSelector.levelType = levelNames[i];
		levelSelector.down = function (index) {
			// Create a closure to capture the current index
			return function (x, y, obj) {
				if (true) {
					gamestart = true; // Start the game
					selectLevelContainer.visible = false; // Hide the select level page 
					levelID = index; // Update levelID based on the order of the level selector
					console.log("Starting level:", obj.levelType); // Log the selected level type
				} else {
					console.log("Previous level's endless mode not completed. Cannot start this level.");
				}
			};
		}(i); // Pass the current index to the closure
		selectLevelContainer.addChild(levelSelector);
		// Add level text below each level selector
		var levelTextContent = levelNames[i] === 'endless' ? 'endless\nmode' : levelNames[i];
		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 scrolling functionality
	selectLevelContainer.down = function (x, y, obj) {
		var startX = x;
		var initialPositions = levelSelectors.map(function (selector) {
			return selector.x;
		});
		selectLevelContainer.move = function (moveX, moveY, moveObj) {
			var deltaX = moveX - startX;
			for (var i = 0; i < levelSelectors.length; i++) {
				levelSelectors[i].x = initialPositions[i] + deltaX;
				levelSelectors[i].levelText.x = levelSelectors[i].x; // Move the text along with the selector
			}
		};
		selectLevelContainer.up = function (upX, upY, upObj) {
			selectLevelContainer.move = null;
			selectLevelContainer.up = null;
		};
	};
	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 === 0 || levelID === 1 || levelID === 2)) {
		gamestart = false;
		if (levelID === 0) {
			levelCompletedArrow = true;
			storage.levelCompletedArrow = 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(); // Track spawn time
		LK.setTimeout(function () {
			if (enemyArray.includes(newEnemy) && Date.now() - newEnemy.spawnTime >= 20000) {
				newEnemy.destroy();
				enemyArray.splice(enemyArray.indexOf(newEnemy), 1);
			}
		}, 20000);
	}, interval);
}
var enemyArrows = [];
var enemySaw = [];
var enemyStars = []; // New array to store EnemyStar instances
var enemyArrowInterval = spawnEnemy('arrow', Math.random() * 275 + 500, function () {
	return levelID === 0;
}, enemyArrows, EnemyArrow);
var enemySawInterval = spawnEnemy('saw', 1000, function () {
	return levelID === 1;
}, enemySaw, EnemySaw);
var enemyStarInterval = spawnEnemy('star', 1500, function () {
	return levelID === 2; // Check for 'star' level
}, enemyStars, EnemyStar);
var lifeIcons = [];
for (var i = 0; i < lifeQuantity; i++) {
	var lifeIcon = game.addChild(new Life());
	lifeIcon.x = 2048 / 2 - 600 + i * 160; // Position each life icon to the right of the previous one
	lifeIcon.y = 100; // Align vertically with the timer
	lifeIcons.push(lifeIcon);
}
// Function to update life icons when life decreases
function updateLifeIcons() {
	for (var i = 0; i < lifeIcons.length; i++) {
		if (i < lifeQuantity) {
			lifeIcons[i].visible = true;
		} else {
			lifeIcons[i].visible = false;
		}
	}
}
var energy = game.addChild(new Energy());
energy.x = 2048 / 2 + 600; // Position energy to the right of the timer
energy.y = 100; // Align vertically with the timer
var energyText = new Text2(energyQuantity + '%', {
	size: 80,
	fill: 0xFFFFFF
});
energyText.anchor.set(1, 0.5); // Anchor to the right center
energyText.x = energy.x - 100; // Position to the left of energy
energyText.y = energy.y;
game.addChild(energyText);
var rangerlimited = game.addChild(new RangedLimiter());
rangerlimited.x = 2048 / 2; // Center the RangedLimiter on the x-axis
rangerlimited.y = 2732 / 2; // Center the RangedLimiter on the y-axis
// Create an initial menu
var menuContainer = new Container();
/*
* Menu inicial
*/
var menuBackground = LK.getAsset('BackgroundMenu', {
	anchorX: 0.5,
	anchorY: 0.5
});
menuBackground.x = 2048 / 2;
menuBackground.y = 2732 / 2;
menuContainer.addChild(menuBackground);
// Add a title to the menu
var title = new TextElement('Game Title', 150, 0xFFFFFF, "'Press Start 2P', cursive", 2048 / 2, 500);
menuContainer.addChild(title);
// Create buttons
var startButton = new Button('Game Start', 2048 / 2, 1200, function (x, y, obj) {
	menuContainer.visible = false; // Hide the menu
	showSelectLevelPage(); // Redirect to 'select level' page
});
menuContainer.addChild(startButton);
var recordButton = new Button('Record', 2048 / 2, 1700, function (x, y, obj) {
	var tempMessage = new Text2('Option not yet implemented due to engine errors', {
		size: 40,
		fill: 0xFF0000,
		font: "'Press Start 2P', cursive"
	});
	tempMessage.anchor.set(0.5, 0.5);
	tempMessage.x = 2048 / 2;
	tempMessage.y = 2732 - 300; // Position at the bottom of the screen
	game.addChild(tempMessage);
	LK.setTimeout(function () {
		game.removeChild(tempMessage);
	}, 3000);
});
menuContainer.addChild(recordButton);
var creditsButton = new Button('Credits', 2048 / 2, 2200, function (x, y, obj) {
	showCreditsPage();
});
menuContainer.addChild(creditsButton);
function showCreditsPage() {
	// Create a new container for the credits page
	var creditsContainer = new Container();
	// Add the credits background
	var creditsBackground = LK.getAsset('Credits', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	creditsBackground.x = 2048 / 2;
	creditsBackground.y = 2732 / 2;
	creditsContainer.addChild(creditsBackground);
	// Add event listener to hide credits page on touch
	creditsBackground.down = function (x, y, obj) {
		creditsContainer.visible = false; // Hide the credits page
		menuContainer.visible = true; // Show the main menu
	};
	// Add the credits page to the game
	game.addChild(creditsContainer);
}
game.addChild(menuContainer);
;
// Function to display the records page
function showRecordsPage() {
	// Create a new container for the records page
	var recordsContainer = new Container();
	// Add a black background to the records page
	var recordsBackground = LK.getAsset('BackgroundMenu', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	recordsBackground.x = 2048 / 2;
	recordsBackground.y = 2732 / 2;
	recordsContainer.addChild(recordsBackground);
	// Add a title to the records page
	var recordsTitle = new TextElement('Records', 150, 0xFFFFFF, "'Press Start 2P', cursive", 2048 / 2, 500);
	recordsContainer.addChild(recordsTitle);
	var backButtonAsset = LK.getAsset('Buttom', {
		anchorX: 0.5,
		anchorY: 0.5,
		alpha: 0
	});
	backButtonAsset.x = 2048 / 2;
	backButtonAsset.y = 2300;
	recordsContainer.addChild(backButtonAsset);
	var backButton = new Text2('Back', {
		size: 100,
		fill: 0xFFFFFF,
		font: "'Press Start 2P', cursive"
	});
	backButton.anchor.set(0.5, 0.5);
	backButton.x = 2048 / 2;
	backButton.y = 2400;
	recordsContainer.addChild(backButton);
	// Add event listener to 'Back' button
	backButtonAsset.down = function (x, y, obj) {
		recordsContainer.visible = false; // Hide the records page
		menuContainer.visible = true; // Show the main menu
	};
	// Add the records page to the game
	game.addChild(recordsContainer);
} ===================================================================
--- original.js
+++ change.js
@@ -221,9 +221,9 @@
 
 /**** 
 * Game Code
 ****/ 
-var levelCompletedArrow = false;
+var levelCompletedArrow = storage.levelCompletedArrow || false;
 var levelCompletedSaw = false;
 var levelCompletedStar = false;
 function showSelectLevelPage() {
 	// Create a new container for the select level page